I fixed many of the issues still present in the last released version of the Historical Immersion Project (Frosty3), with a focus on improved ai performance.
Mirror: dropbox DOT com/s/swg849zl9h5rnfz/HIP_Patch.zip?dl=0
Fixed a bug that prevented the "I should get the title" selfish voting pattern from ever triggering.
Fixed a bug that prevented the "Council Stability" selfish voting pattern from ever triggering.
Fixed a minor bug regarding Zealot council members voting on third-party war declarations on heretics.
Glory Hounds now care about only the 2-6 most powerful vassals that they directly share a liege with. Moneymakers now care about 1-3 powerful vassals at all levels within the realm (i.e. they can vote to protect some powerful vassals of powerful vassals too). For example, when it comes to voting to imprison the 5th most powerful vassal of an Emperor, a Glory Hound cares but a Moneymaker does not; but when it comes to voting to imprison the most powerful Vassal Duke of a powerful Vassal King of an Emperor, a Glory Hound does not care but a Moneymaker does. Previously both types cared about 4-6 powerful vassals, with whether the voter had to share a direct liege with the target depending haphazardly on the type of interaction in question.
The Gorm the Old bloodline now accepts, and gives a bonus to, Norse culture in addition to Anglo-Norse and Danish cultures. This way he and his historical descendants can benefit from their own bloodline.
There were also what that looked like bugs when it comes to the Frosty3 difficulty levels: the ai got a stronger Land Organisation bonus on Hard than on Very Hard, and there were buffs and debuffs to nomad manpower and growth but for some reason not to non-nomadic equivalents (levies).
Now with this patch, there is a wider range of more moderate effects on harder difficulties, to make the game actually harder in a reasonable way, to make cheesing both less necessary and less effective. There are debuffs to general and vassal opinion (to make internal factions and rebellions more of a threat), as well as to levies (both nomadic and non-nomadic) and taxes. The ai has the same morale bonus on Hard and Very Hard as on vanilla Normal, while player army morale is not debuffed at all. What the ai gets instead is a higher reinforce rate (but no higher levy size) and increased tax income.
While at it, also taught the ai to be smarter in adjusting centralization laws, so it can now dynamically increase centralization beyond Medium if it notices it is way below the vassal limit but near the demesne limit, and vice versa.
The new ai logic for these decisions is to only do it if it can definitely afford it AND if it desperately needs a relevant courtier. In Frosty3 one could see strong kingdoms and empires with 8-12 courtiers, many of whom were children. With this patch, if an ai ruler lacks good commanders and it has both the wealth and the income to not be bothered by the cost, it will hire soldiers using these decisions. A similar logic is implemented for hiring councillors if the ruler lacks anyone competent at court.
In test observer games I saw e.g. Wagadou control 3 holy sites but then mass-convert to Islam, Norsemen take over most of England and a bit of France but then mass-convert to Christianity, etc. A Mass Conversion is always easier; the requirements for Reformation should be harder than for Mass Conversion but not excessively so. If the stars align and 867 ai Wagadou gets a zealous ruler who does not request mass conversions AND fights off Muslim holy wars AND unites West Africa AND does not die from disease or plots before he can accumulate piety, then there is a chance for an ai African Reformation, but at that point I think they earned it.
20, "Can expect land": Children under Gavelkind, Elective Gavelkind.
20, "Non-dynastic potential heir": Vassals under Feudal Elective, HRE Elective, Byzantine Elective.
10, "Potential heir": Dynasts under Elective Gavelkind, Eldership, Seniority, Aztec Elective, Pictish Elective, Tanistry, Dynastic Elective. Children under Turkish Succession.
10, "Estate has voting power": Feudal Vassals under Elective Gavelkind, Feudal Elective, HRE Elective, Aztec Elective, Byzantine Elective, Pictish Elective, Tanistry, Dynastic Elective. Tribal Vassals under Elective Gavelkind, Pictish Elective, Tanistry, Dynastic Elective. Temple Vassals under HRE Elective.
-10, "Unlikely to inherit": Youngest child under Primogeniture. Children under Seniority, Aztec Elective, Pictish Elective, Tanistry.
-20, "Oldest child may not end up being the heir": Oldest child under Eldership, Feudal Elective, HRE Elective, Byzantine Elective, Dynastic Elective, Turkish Succession.
-40, "Oldest child unlikely to inherit": Oldest child under Seniority, Aztec Elective, Pictish Elective, Tanistry, Ultimogeniture.
Overall this should make "bad" succession laws like Elective Gavelkind and Feudal Elective slightly less disgusting. Ideally there should be a sort of balance such that there is no succession law that is an absolute no-brainer to ditch (Elective Gavelkind in Vanilla) or a no-brainer to get (Primo mostly in Vanilla).
10 Vassal Limit and 2 Demesne Limit with Byzantine Elective
10 Vassal Limit and 1 Demesne Limit with Feudal Elective
This should provide some incentive to turn a large empire elective, to provide a balance to the cost incurred by the risk of potential non-dynastic succession. It also helps to make ai HRE and ERE a bit less weak and unstable.
Deceitful Brave, 15 Intrigue, vs moderately disliked foe (-40):
Frosty3: 180% weight. Patched: 4.5% weight for murder.
Lunatic Impaler, 15 Intrigue, vs seriously disliked foe (-60):
Frosty3: 720% weight. Patched: 56% weight for murder.
Normal character without any traits, 10 Intrigue, vs "someone I kinda like (+20) is known to be currently trying to assassinate my son":
Frosty3: 0% weight. Patched: 50% weight for murder.
Honest character, 10 Intrigue, vs "someone I dislike (-40) is known to be currently trying to assassinate my son":
Frosty3: 3% weight. Patched: 100% weight for murder.
Patched: 14-100% chance of stopping antagonism per 5-year pulse depending on ai_honor
These nudges are to try to limit the nonstop senseless bloodbath between supposedly sane characters who just slightly dislike each other. With at most 1 plot per character, and fewer purposeless assassination plots, high-intrigue ai characters can spend more time on plots that actually benefit them, like fabricating claims and killing off pretenders.
While at it, also made Zealots vote less nonsensically when it comes to wars that involve e.g. a Muslim Caliph or a Reformed Pagan religious head.
Retinues are one of the more significant determinants of long-term success, and Muslims enjoying double retinue sizes in Frosty3 seems a bit too much (had 10k retinue in a test game in the early 900s starting as an 867 count). Reduced to "only" a 50% retinue bonus.
Download the zip and extract it to your mod folder. Make sure both HIP and this patch ("Supplementary Bugfix and Balance Patch") are active in the launcher.
In the absence of incompatible mods, this patch should be safe to add mid-save, and should also be safe to remove mid-save. The reason for that is that this mod technically does not introduce anything new, just changes existing functions and values. This also means that, if you particularly hate a certain change introduced in this patch, you could simply delete the relevant file from your local copy of the HIP_Patch folder, and all the remaining parts of the mod should still function. Although, before that, I would recommend that you 1. give it a try and see how you like the balance in a real game, and 2. if something is seriously wrong, please explain the issue here so I can see if I can fix it.
Known to be fully compatible at the time of this writing: any purely visual mod, any purely musical mod, Artifact Search, Cities of Wonders (HIP Edition), all of LordMidas's ck2 mods, More Cultural Names (HIP Edition), MTA - Divine Bloodline, MTA - New Artifacts, MTA - Vice and Virtue, Mythic Artifacts, New Immersive Events, Prisoner Mrriage, Rich Childhood, VIET Events Reborn.
Should be compatible with other (sub)mods that do not touch the files listed here. For mods that do touch these files, a compatibility patch that includes the changes (relative to HIP) that both this mod and that other mod makes would be the solution.
Defines affected:
I do not own HIP, I cannot give any permission regarding HIP or any of its modules, I can only speak about the little bits of code I myself wrote for this patch.
I release everything I wrote for the "Supplementary Bugfix and Balance Patch" under the Creative Commons BY-NC license. This essentially means that you are free to use/modify/incorporate/remix/publish every bit I contributed as long as you do not charge money or claim that you made something that I did.
Download
Directly attached at the bottom of this post.Mirror: dropbox DOT com/s/swg849zl9h5rnfz/HIP_Patch.zip?dl=0
Main Features
- Noticeably improved AI response to disease.
- Fixed councillor voting patterns.
- Fixed excessive Cadet Branch formation.
- Fixed a major bug that hindered AI rulers from passing laws.
- Overhauled difficulty modifiers for a fair challenge.
- Adjusted Imperial Decay that can be important but not insurmountable.
- Less purposeless, more purposeful AI plots.
Tons of bugfixes and careful balancing nudges; see the full changelog below.
Full Changelog
v4
* Fixed a huge number of bugs (40+) affecting council voting patterns, mainly EMF and DLC targeted decisions. Friends don't let friends get castrated.
* Differentiated Glory Hound and Moneymaker centralization voting patterns a bit: Glory Hounds now care a lot but only about the topmost layer of vassals, while Moneymakers care about the entire feudal structure but to a lesser extent.
* Scheming Spymasters now only proc the faction prevention event on vassals that are actually part of conspiratorial factions.
* Increased the duration of the opinion effects of NOT taking prisoners after a siege, and of NOT releasing friendlies after a siege.
* Fixed a bug that prevented Crusader-equivalent traits from being considered Pious ones.
* Fixed Roger de Hauteville's and Gorm the Old's bloodlines. Their bloodlines now apply to themselves and their descendants.
* Adjusted Giant trait's localization to reflect the negative rather than positive sex appeal it provides.
v3
* Overhauled difficulty modifiers. They now have a wider range of more measured effects instead of an absurdly strong focus on army morale.
* Balance pass on Defensive Pacts. Realm size now matters much more when it comes to perceived Threat.
* Balance pass on Imperial Decay. Stronger effect on vassal opinion and vassal min levy, weaker effect on levy reinforcement rate.
* Non-personality-related conditions that prevent ai characters from starting fabrication plots now also apply to players.
* Buffed Nomad manpower.
* Zealot council members now consider coreligionists with Crusader-equivalent traits and positive piety as Pious in the absence of other factors.
* Zealous characters can now Fabricate Heresy against Highly Suspicious characters they dislike.
* Increased Prestige loss from the Court Anarchy trait.
v2
* Tribals and Nomads are now able to Shut the Gates if they have an appropriate place where they could conceivably retreat with their whole court. Decision is now available if any of the following is true: character is a Patrician, or personally holds at least 1 Castle anywhere, or capital holding is Tribal with Stone Hillfort fully built, or capital county contains a Castle holding (can be a vassal).
* Stopped ai characters from instantly Opening the Gates right after Closing the Gates, which made them unable to close it again and exposed them to epidemics.
* Slightly improved Shut the Gates logic. Unlike before, an epidemic in the capital now always qualifies as "an epidemic is active and close".
* Starvation modifiers after Opening the Gates now expire in less than a month (instead of ~2 months).
* AI rulers will now try to seek treatment every month if needed rather than randomly twice per year.
* More than doubled the chance of non-ruler ai characters receiving treatment if their liege has a physician.
* AI rulers are now guaranteed to search for a Court Physician if they are allowed to, have the wealth, and lack one.
* Court Physicians from the employment decision events now have their maximum costs capped (max 70 for the rare Wandering Genius), rather than scaling to potentially infinite cost.
* Fixed a bug in the Search for a Smith event chain specifically with the "Impressive set of jewels" option that made the event resolve instantly AND then fire once more.
* Improved performance compared to the previous version by having the ai check employment decisions less frequently.
v1
* Fixed two major bugs that caused ai rulers to constantly switch back and forth between two sets of laws, unable to pass anything meaningful.
* Improved the ai logic in adjusting demesne centralization laws.
* Fixed excessive Cadet Branch formation. Newly landed members of more prestigious dynasties no longer form cadet branches within months with near-certainty.
* Removed parts of Imperial Decay that affect the Emperor's demesne specifically. AI empires no longer inevitably degenerate after a couple of lost wars.
* Overhauled Employment Decisions costs, and taught the ai how to use them. Looking at 5 bachelorettes in your own kingdom now costs less than building a brand new castle.
* Loosened Pagan Reformation requirements, especially regarding Moral Authority.
* Increased Threat gain from wars specifically, and slightly reduced overall Threat loss.
* Standardized opinion modifiers for succession laws.
* Increased realm bonuses for elective succession laws where vassals hold voting power with a significant potential for non-dynastic succession (HRE, ERE, Feudal Elective).
* Increased the opinion bonus from Protected Council Appointments.
* Plots to Fabricate Treason and Heresy now have the same requirements for players as for ai characters. Players can no longer essentially revoke any landed title tyranny-free from any direct vassal. Can still fabricate treason vs enemies, foes, holders of titles the plotter has claims on, adherents of different religions, and really hated characters as long as the liege does not like the target.
* Plot to Fabricate Heresy Piety requirement relaxed.
* If the game rules are set to allow Custom Kingdom and Empire formation for the ai, then the same rules apply to the player and the ai. A normal ai ruler no longer needs 15x and 9x as much prestige as a player to form a Custom Kingdom and Empire, respectively.
* Added a missing alternative "count titles in realm" requirement to the Custom Empire formation decision.
* Adjusted Revenge plot weights. Characters are much more likely to plot to counter-assassinate in defense of family members, and much less likely to plot to kill "foes" they merely dislike. Murder plots based on tangible benefits like inheritance remain unaffected.
* Increased the chance of a sane ai character stopping to antagonize someone it does not hate.
* Zealot council members no longer vote to protect every publicly known demon worshipper that has 200 piety.
* Zealot council members now always vote in favour of joining the wars of their rightful non-wicked religious head, and against declaring war on their rightful non-wicked religious head.
* Wealth/Piety/Prestige ambition requirements no longer punish characters who forewent previous tiers. There is still at most one ambition per category that can be chosen at any time.
* Rebalanced councillor treasure hunt modifiers. Diplomats are slightly less hilariously bad, and Scholars are somewhat less obviously good.
* Restored inter-Muslim war of aggression monthly piety loss back to its vanilla value.
* Reduced Muslim retinue size bonus.
* Fixed Old English culture missing its cultural building (longbows).
* Tengri women can now be shamanesses by default.
* Standardized the optional Lucky Ruler trait bonus to equivalents of 2x powerful relevant traits.
* Fixed a huge number of bugs (40+) affecting council voting patterns, mainly EMF and DLC targeted decisions. Friends don't let friends get castrated.
* Differentiated Glory Hound and Moneymaker centralization voting patterns a bit: Glory Hounds now care a lot but only about the topmost layer of vassals, while Moneymakers care about the entire feudal structure but to a lesser extent.
* Scheming Spymasters now only proc the faction prevention event on vassals that are actually part of conspiratorial factions.
* Increased the duration of the opinion effects of NOT taking prisoners after a siege, and of NOT releasing friendlies after a siege.
* Fixed a bug that prevented Crusader-equivalent traits from being considered Pious ones.
* Fixed Roger de Hauteville's and Gorm the Old's bloodlines. Their bloodlines now apply to themselves and their descendants.
* Adjusted Giant trait's localization to reflect the negative rather than positive sex appeal it provides.
v3
* Overhauled difficulty modifiers. They now have a wider range of more measured effects instead of an absurdly strong focus on army morale.
* Balance pass on Defensive Pacts. Realm size now matters much more when it comes to perceived Threat.
* Balance pass on Imperial Decay. Stronger effect on vassal opinion and vassal min levy, weaker effect on levy reinforcement rate.
* Non-personality-related conditions that prevent ai characters from starting fabrication plots now also apply to players.
* Buffed Nomad manpower.
* Zealot council members now consider coreligionists with Crusader-equivalent traits and positive piety as Pious in the absence of other factors.
* Zealous characters can now Fabricate Heresy against Highly Suspicious characters they dislike.
* Increased Prestige loss from the Court Anarchy trait.
v2
* Tribals and Nomads are now able to Shut the Gates if they have an appropriate place where they could conceivably retreat with their whole court. Decision is now available if any of the following is true: character is a Patrician, or personally holds at least 1 Castle anywhere, or capital holding is Tribal with Stone Hillfort fully built, or capital county contains a Castle holding (can be a vassal).
* Stopped ai characters from instantly Opening the Gates right after Closing the Gates, which made them unable to close it again and exposed them to epidemics.
* Slightly improved Shut the Gates logic. Unlike before, an epidemic in the capital now always qualifies as "an epidemic is active and close".
* Starvation modifiers after Opening the Gates now expire in less than a month (instead of ~2 months).
* AI rulers will now try to seek treatment every month if needed rather than randomly twice per year.
* More than doubled the chance of non-ruler ai characters receiving treatment if their liege has a physician.
* AI rulers are now guaranteed to search for a Court Physician if they are allowed to, have the wealth, and lack one.
* Court Physicians from the employment decision events now have their maximum costs capped (max 70 for the rare Wandering Genius), rather than scaling to potentially infinite cost.
* Fixed a bug in the Search for a Smith event chain specifically with the "Impressive set of jewels" option that made the event resolve instantly AND then fire once more.
* Improved performance compared to the previous version by having the ai check employment decisions less frequently.
v1
* Fixed two major bugs that caused ai rulers to constantly switch back and forth between two sets of laws, unable to pass anything meaningful.
* Improved the ai logic in adjusting demesne centralization laws.
* Fixed excessive Cadet Branch formation. Newly landed members of more prestigious dynasties no longer form cadet branches within months with near-certainty.
* Removed parts of Imperial Decay that affect the Emperor's demesne specifically. AI empires no longer inevitably degenerate after a couple of lost wars.
* Overhauled Employment Decisions costs, and taught the ai how to use them. Looking at 5 bachelorettes in your own kingdom now costs less than building a brand new castle.
* Loosened Pagan Reformation requirements, especially regarding Moral Authority.
* Increased Threat gain from wars specifically, and slightly reduced overall Threat loss.
* Standardized opinion modifiers for succession laws.
* Increased realm bonuses for elective succession laws where vassals hold voting power with a significant potential for non-dynastic succession (HRE, ERE, Feudal Elective).
* Increased the opinion bonus from Protected Council Appointments.
* Plots to Fabricate Treason and Heresy now have the same requirements for players as for ai characters. Players can no longer essentially revoke any landed title tyranny-free from any direct vassal. Can still fabricate treason vs enemies, foes, holders of titles the plotter has claims on, adherents of different religions, and really hated characters as long as the liege does not like the target.
* Plot to Fabricate Heresy Piety requirement relaxed.
* If the game rules are set to allow Custom Kingdom and Empire formation for the ai, then the same rules apply to the player and the ai. A normal ai ruler no longer needs 15x and 9x as much prestige as a player to form a Custom Kingdom and Empire, respectively.
* Added a missing alternative "count titles in realm" requirement to the Custom Empire formation decision.
* Adjusted Revenge plot weights. Characters are much more likely to plot to counter-assassinate in defense of family members, and much less likely to plot to kill "foes" they merely dislike. Murder plots based on tangible benefits like inheritance remain unaffected.
* Increased the chance of a sane ai character stopping to antagonize someone it does not hate.
* Zealot council members no longer vote to protect every publicly known demon worshipper that has 200 piety.
* Zealot council members now always vote in favour of joining the wars of their rightful non-wicked religious head, and against declaring war on their rightful non-wicked religious head.
* Wealth/Piety/Prestige ambition requirements no longer punish characters who forewent previous tiers. There is still at most one ambition per category that can be chosen at any time.
* Rebalanced councillor treasure hunt modifiers. Diplomats are slightly less hilariously bad, and Scholars are somewhat less obviously good.
* Restored inter-Muslim war of aggression monthly piety loss back to its vanilla value.
* Reduced Muslim retinue size bonus.
* Fixed Old English culture missing its cultural building (longbows).
* Tengri women can now be shamanesses by default.
* Standardized the optional Lucky Ruler trait bonus to equivalents of 2x powerful relevant traits.
Details
HIP is an incredible, must-have mod for ck2 that vastly improves the gameplay experience compared to vanilla. This section is not meant to disparage HIP - on the contrary, it is because of how amazing HIP is that I feel the need to provide justifications for every change I made.- Fixed a huge number of bugs (40+) affecting council voting patterns, mainly EMF and DLC targeted decisions. Friends don't let friends get castrated.
Fixed a bug that prevented the "I should get the title" selfish voting pattern from ever triggering.
Fixed a bug that prevented the "Council Stability" selfish voting pattern from ever triggering.
Fixed a minor bug regarding Zealot council members voting on third-party war declarations on heretics.
For future reference, my reverse-engineering attempt:
The target of the targeted decision is referred to by the relative scope of FROMFROM in the cases of: release_from_prison_interaction , execute_imprisoned_interaction , exile_imprisoned_interaction , transfer_vassal_interaction , offer_vassalization_interaction , release_vassal_interaction , retract_vassal_interaction , revoke_title_interaction , grant_landed_title_interaction , ransom_character_interaction , imprison_character_interaction .
The target of the targeted decision is referred to by the relative scope of FROMFROMFROM in the cases of: lollard_revoke_temple , recruit_prisoner , emf_prisoner_house_arrest , emf_prisoner_dungeon , emf_prisoner_oubliette , emf_prisoner_castration , emf_prisoner_blinding , kharijite_public_execution , emf_prisoner_zun_judgement , break_non_aggression_pact (already looked ok in HIP) , dissolve_alliance_interaction (already looked ok in HIP) , emf_prisoner_transfer (presumed) , release_tributary (presumed).
The target of the targeted decision is referred to by the relative scope of FROMFROM in the cases of: release_from_prison_interaction , execute_imprisoned_interaction , exile_imprisoned_interaction , transfer_vassal_interaction , offer_vassalization_interaction , release_vassal_interaction , retract_vassal_interaction , revoke_title_interaction , grant_landed_title_interaction , ransom_character_interaction , imprison_character_interaction .
The target of the targeted decision is referred to by the relative scope of FROMFROMFROM in the cases of: lollard_revoke_temple , recruit_prisoner , emf_prisoner_house_arrest , emf_prisoner_dungeon , emf_prisoner_oubliette , emf_prisoner_castration , emf_prisoner_blinding , kharijite_public_execution , emf_prisoner_zun_judgement , break_non_aggression_pact (already looked ok in HIP) , dissolve_alliance_interaction (already looked ok in HIP) , emf_prisoner_transfer (presumed) , release_tributary (presumed).
- Differentiated Glory Hound and Moneymaker centralization voting patterns a bit: Glory Hounds now care a lot but only about the topmost layer of vassals, while Moneymakers care about the entire feudal structure but to a lesser extent.
Glory Hounds now care about only the 2-6 most powerful vassals that they directly share a liege with. Moneymakers now care about 1-3 powerful vassals at all levels within the realm (i.e. they can vote to protect some powerful vassals of powerful vassals too). For example, when it comes to voting to imprison the 5th most powerful vassal of an Emperor, a Glory Hound cares but a Moneymaker does not; but when it comes to voting to imprison the most powerful Vassal Duke of a powerful Vassal King of an Emperor, a Glory Hound does not care but a Moneymaker does. Previously both types cared about 4-6 powerful vassals, with whether the voter had to share a direct liege with the target depending haphazardly on the type of interaction in question.
- Scheming Spymasters now only proc the faction prevention event on vassals that are actually part of conspiratorial factions.
- Increased the duration of the opinion effects of NOT taking prisoners after a siege, and of NOT releasing friendlies after a siege.
- Fixed a bug that prevented Crusader-equivalent traits from being considered Pious ones.
- Fixed Roger de Hauteville's and Gorm the Old's bloodlines. Their bloodlines now apply to themselves and their descendants.
The Gorm the Old bloodline now accepts, and gives a bonus to, Norse culture in addition to Anglo-Norse and Danish cultures. This way he and his historical descendants can benefit from their own bloodline.
- Adjusted Giant trait's localization to reflect the negative rather than positive sex appeal it provides.
- Overhauled difficulty modifiers. They now have a wider range of more measured effects instead of an absurdly strong focus on army morale.
There were also what that looked like bugs when it comes to the Frosty3 difficulty levels: the ai got a stronger Land Organisation bonus on Hard than on Very Hard, and there were buffs and debuffs to nomad manpower and growth but for some reason not to non-nomadic equivalents (levies).
Now with this patch, there is a wider range of more moderate effects on harder difficulties, to make the game actually harder in a reasonable way, to make cheesing both less necessary and less effective. There are debuffs to general and vassal opinion (to make internal factions and rebellions more of a threat), as well as to levies (both nomadic and non-nomadic) and taxes. The ai has the same morale bonus on Hard and Very Hard as on vanilla Normal, while player army morale is not debuffed at all. What the ai gets instead is a higher reinforce rate (but no higher levy size) and increased tax income.
- Balance pass on Defensive Pacts. Realm size now matters much more when it comes to perceived Threat.
- Balance pass on Imperial Decay. Stronger effect on vassal opinion and vassal min levy, weaker effect on levy reinforcement rate.
- Non-personality-related conditions that prevent ai characters from starting fabrication plots now also apply to players.
- Buffed Nomad manpower.
- Zealot council members now consider coreligionists with Crusader-equivalent traits and positive piety as Pious in the absence of other factors.
- Zealous characters can now Fabricate Heresy against Highly Suspicious characters they dislike.
- Increased Prestige loss from the Court Anarchy trait.
- Tribals and Nomads are now able to Shut the Gates if they have an appropriate place where they could conceivably retreat with their whole court. Decision is now available if any of the following is true: character is a Patrician, or personally holds at least 1 Castle anywhere, or capital holding is Tribal with Stone Hillfort fully built, or capital county contains a Castle holding (can be a vassal).
- Stopped ai characters from instantly Opening the Gates right after Closing the Gates, which made them unable to close it again and exposed them to epidemics.
- Slightly improved Shut the Gates logic. Unlike before, an epidemic in the capital now always qualifies as "an epidemic is active and close".
- Starvation modifiers after Opening the Gates now expire in less than a month (instead of ~2 months).
- AI rulers will now try to seek treatment every month if needed rather than randomly twice per year.
- More than doubled the chance of non-ruler ai characters receiving treatment if their liege has a physician.
- AI rulers are now guaranteed to search for a Court Physician if they are allowed to, have the wealth, and lack one.
- Court Physicians from the employment decision events now have their maximum costs capped (max 70 for the rare Wandering Genius), rather than scaling to potentially infinite cost.
- Fixed a bug in the Search for a Smith event chain specifically with the "Impressive set of jewels" option that made the event resolve instantly AND then fire once more.
- Improved performance compared to the previous version by having the ai check employment decisions less frequently.
- Fixed two major bugs that caused ai rulers to constantly switch back and forth between two sets of laws, unable to pass anything meaningful.
- Improved the ai logic in adjusting demesne centralization laws.
While at it, also taught the ai to be smarter in adjusting centralization laws, so it can now dynamically increase centralization beyond Medium if it notices it is way below the vassal limit but near the demesne limit, and vice versa.
- Fixed excessive Cadet Branch formation. Newly landed members of more prestigious dynasties no longer form cadet branches within months with near-certainty.
- Removed parts of Imperial Decay that affect the Emperor's demesne specifically. AI empires no longer inevitably degenerate after a couple of lost wars.
- Overhauled Employment Decisions costs, and taught the ai how to use them. Looking at 5 bachelorettes in your own kingdom now costs less than building a brand new castle.
The new ai logic for these decisions is to only do it if it can definitely afford it AND if it desperately needs a relevant courtier. In Frosty3 one could see strong kingdoms and empires with 8-12 courtiers, many of whom were children. With this patch, if an ai ruler lacks good commanders and it has both the wealth and the income to not be bothered by the cost, it will hire soldiers using these decisions. A similar logic is implemented for hiring councillors if the ruler lacks anyone competent at court.
- Loosened Pagan Reformation requirements, especially regarding Moral Authority.
In test observer games I saw e.g. Wagadou control 3 holy sites but then mass-convert to Islam, Norsemen take over most of England and a bit of France but then mass-convert to Christianity, etc. A Mass Conversion is always easier; the requirements for Reformation should be harder than for Mass Conversion but not excessively so. If the stars align and 867 ai Wagadou gets a zealous ruler who does not request mass conversions AND fights off Muslim holy wars AND unites West Africa AND does not die from disease or plots before he can accumulate piety, then there is a chance for an ai African Reformation, but at that point I think they earned it.
- Increased Threat gain from wars specifically, and slightly reduced overall Threat loss.
- Standardized opinion modifiers for succession laws.
20, "Can expect land": Children under Gavelkind, Elective Gavelkind.
20, "Non-dynastic potential heir": Vassals under Feudal Elective, HRE Elective, Byzantine Elective.
10, "Potential heir": Dynasts under Elective Gavelkind, Eldership, Seniority, Aztec Elective, Pictish Elective, Tanistry, Dynastic Elective. Children under Turkish Succession.
10, "Estate has voting power": Feudal Vassals under Elective Gavelkind, Feudal Elective, HRE Elective, Aztec Elective, Byzantine Elective, Pictish Elective, Tanistry, Dynastic Elective. Tribal Vassals under Elective Gavelkind, Pictish Elective, Tanistry, Dynastic Elective. Temple Vassals under HRE Elective.
-10, "Unlikely to inherit": Youngest child under Primogeniture. Children under Seniority, Aztec Elective, Pictish Elective, Tanistry.
-20, "Oldest child may not end up being the heir": Oldest child under Eldership, Feudal Elective, HRE Elective, Byzantine Elective, Dynastic Elective, Turkish Succession.
-40, "Oldest child unlikely to inherit": Oldest child under Seniority, Aztec Elective, Pictish Elective, Tanistry, Ultimogeniture.
Overall this should make "bad" succession laws like Elective Gavelkind and Feudal Elective slightly less disgusting. Ideally there should be a sort of balance such that there is no succession law that is an absolute no-brainer to ditch (Elective Gavelkind in Vanilla) or a no-brainer to get (Primo mostly in Vanilla).
- Increased realm bonuses for elective succession laws where vassals hold voting power with a significant potential for non-dynastic succession (HRE, ERE, Feudal Elective).
10 Vassal Limit and 2 Demesne Limit with Byzantine Elective
10 Vassal Limit and 1 Demesne Limit with Feudal Elective
This should provide some incentive to turn a large empire elective, to provide a balance to the cost incurred by the risk of potential non-dynastic succession. It also helps to make ai HRE and ERE a bit less weak and unstable.
- Increased the opinion bonus from Protected Council Appointments.
- Plots to Fabricate Treason and Heresy now have the same requirements for players as for ai characters. Players can no longer essentially revoke any landed title tyranny-free from any direct vassal. Can still fabricate treason vs enemies, foes, holders of titles the plotter has claims on, adherents of different religions, and really hated characters as long as the liege does not like the target.
- Plot to Fabricate Heresy Piety requirement relaxed.
- If the game rules are set to allow Custom Kingdom and Empire formation for the ai, then the same rules apply to the player and the ai. A normal ai ruler no longer needs 15x and 9x as much prestige as a player to form a Custom Kingdom and Empire, respectively.
- Added a missing alternative "count titles in realm" requirement to the Custom Empire formation decision.
- Adjusted Revenge plot weights. Characters are much more likely to plot to counter-assassinate in defense of family members, and much less likely to plot to kill "foes" they merely dislike. Murder plots based on tangible benefits like inheritance remain unaffected.
Deceitful Brave, 15 Intrigue, vs moderately disliked foe (-40):
Frosty3: 180% weight. Patched: 4.5% weight for murder.
Lunatic Impaler, 15 Intrigue, vs seriously disliked foe (-60):
Frosty3: 720% weight. Patched: 56% weight for murder.
Normal character without any traits, 10 Intrigue, vs "someone I kinda like (+20) is known to be currently trying to assassinate my son":
Frosty3: 0% weight. Patched: 50% weight for murder.
Honest character, 10 Intrigue, vs "someone I dislike (-40) is known to be currently trying to assassinate my son":
Frosty3: 3% weight. Patched: 100% weight for murder.
- Increased the chance of a sane ai character stopping to antagonize someone it does not hate.
Patched: 14-100% chance of stopping antagonism per 5-year pulse depending on ai_honor
These nudges are to try to limit the nonstop senseless bloodbath between supposedly sane characters who just slightly dislike each other. With at most 1 plot per character, and fewer purposeless assassination plots, high-intrigue ai characters can spend more time on plots that actually benefit them, like fabricating claims and killing off pretenders.
- Zealot council members no longer vote to protect every publicly known demon worshipper that has 200 piety.
- Zealot council members now always vote in favour of joining the wars of their rightful non-wicked religious head, and against declaring war on their rightful non-wicked religious head.
While at it, also made Zealots vote less nonsensically when it comes to wars that involve e.g. a Muslim Caliph or a Reformed Pagan religious head.
- Wealth/Piety/Prestige ambition requirements no longer punish characters who forewent previous tiers. There is still at most one ambition per category that can be chosen at any time.
- Rebalanced councillor treasure hunt modifiers. Diplomats are slightly less hilariously bad, and Scholars are somewhat less obviously good.
- Restored inter-Muslim war of aggression monthly piety loss back to its vanilla value.
- Reduced Muslim retinue size bonus.
Retinues are one of the more significant determinants of long-term success, and Muslims enjoying double retinue sizes in Frosty3 seems a bit too much (had 10k retinue in a test game in the early 900s starting as an 867 count). Reduced to "only" a 50% retinue bonus.
- Fixed Old English culture missing its cultural building (longbows).
- Tengri women can now be shamanesses by default.
- Standardized the optional Lucky Ruler trait bonus to equivalents of 2x powerful relevant traits.
Installation and Compatibility
Requires HIP as a dependency. Nothing in this patch is map-dependent, it only affects EMF. It does not matter what other HIP modules are installed.Download the zip and extract it to your mod folder. Make sure both HIP and this patch ("Supplementary Bugfix and Balance Patch") are active in the launcher.
In the absence of incompatible mods, this patch should be safe to add mid-save, and should also be safe to remove mid-save. The reason for that is that this mod technically does not introduce anything new, just changes existing functions and values. This also means that, if you particularly hate a certain change introduced in this patch, you could simply delete the relevant file from your local copy of the HIP_Patch folder, and all the remaining parts of the mod should still function. Although, before that, I would recommend that you 1. give it a try and see how you like the balance in a real game, and 2. if something is seriously wrong, please explain the issue here so I can see if I can fix it.
Known to be fully compatible at the time of this writing: any purely visual mod, any purely musical mod, Artifact Search, Cities of Wonders (HIP Edition), all of LordMidas's ck2 mods, More Cultural Names (HIP Edition), MTA - Divine Bloodline, MTA - New Artifacts, MTA - Vice and Virtue, Mythic Artifacts, New Immersive Events, Prisoner Mrriage, Rich Childhood, VIET Events Reborn.
Should be compatible with other (sub)mods that do not touch the files listed here. For mods that do touch these files, a compatibility patch that includes the changes (relative to HIP) that both this mod and that other mod makes would be the solution.
common/council_voting/01_pragmatist_pattern.txt
common/council_voting/02_glory_hound_pattern.txt
common/council_voting/03_zealot_pattern.txt
common/council_voting/05_selfish_pattern.txt
common/council_voting/06_family_pattern.txt
common/council_voting/09_interaction_pattern.txt
common/council_voting/emf_faction_pattern.txt
common/council_voting/emf_friends_pattern.txt
common/council_voting/emf_lovers_pattern.txt
common/council_voting/emf_moneymaker_pattern.txt
common/laws/succession_laws.txt
common/laws/emf_demesne_laws.txt
common/laws/emf_obligations_laws.txt
common/objectives/emf_plot_fabricate_heresy.txt
common/objectives/emf_plot_fabricate_treason.txt
common/objectives/emf_plot_fabricate_treason_liege.txt
common/objectives/emf_plot_take_revenge.txt
common/objectives/wealth_piety_prestige.txt
common/religions/00_religions.txt
common/scripted_triggers/00_scripted_triggers.txt
common/scripted_triggers/emf_buildings_triggers.txt
common/static_modifiers.txt
decisions/02_emf_employment_decisions.txt
decisions/emf_formation_decisions.txt
decisions/rip_various_decisions.txt
events/emf_cadet.txt
events/emf_disease.txt
events/emf_siege.txt
events/HF_sway_events.txt
events/job_offmap.txt
events/job_spymaster.txt
events/mnm_artifacts_events.txt
events/rip_physician_events.txt
Defines affected:
NDefines.NInfamy.REALM_SIZE_GROWTH_MODIFIER
NDefines.NInfamy.REALM_SIZE_SHRINK_MODIFIER
NDefines.NInfamy.WAR_REALM_CHANGE_VALUE
NDefines.NInfamy.INDEPENDENCE_REALM_CHANGE_VALUE
NDefines.NInfamy.INHERITANCE_CHANGE_VALUE
NDefines.NInfamy.VASSAL_CHANGE_VALUE
NDefines.NInfamy.INFAMY_DECAY_BASE
NDefines.NInfamy.MIN_INFAMY_DECAY
NDefines.NInfamy.MAX_INFAMY_DECAY
NDefines.NInfamy.MAX_INFAMY_PER_WAR_PROVINCE
NDefines.NInfamy.MIN_INFAMY_PER_WAR_PROVINCE
NDefines.NNomad.MAX_MANPOWER_POPULATION_MULTIPLIER
NDefines.NDiplomacy.INTER_MUSLIM_WAR_MONTHLY_PIETY_COST
NDefines.NReligion.REFORM_RELIGION_MIN_AUTHORITY
NDefines.NReligion.REFORM_RELIGION_MIN_HOLY_SITES
NDefines.NReligion.REFORM_RELIGION_PIETY_COST
Compatibility Patching Guide
What to do if you find that your favourite submod and this patch edit the same files? You could make a compatibility patch: see the guide in the following spoiler. If you succeed in making a compatibility patch, you could post it in this thread for others to enjoy, and I will be happy to link it or give a shoutout.In this example I will show the steps needed to make a compatibility patch between Frozen4 and the current version of Norse Heritage Overhaul: "NHO Main Part13-01-21hotfixincluded.zip".
1. First we want to check if NHO and Frozen4 are compatible or not. To do that, we need to look through all of the folders inside "NHO Main Part" (extract the zip if you have not already). We are looking for any files that are also present in the same locations inside "HIP_Patch". You can also find a list of files with a chance for a clash in the spoiler above labelled "Replaced files". We find that NHO and Frozen4 share two files:
but luckily the two mods do not edit the same defines. So while currently they are not compatible, we can make them!
2. Our compatibility patch is effectively going to be a new mod. So make a new folder in your ck2 mod folder (where all the other mods are) and call it something like "NHO-Frozen-Compatch". That folder will have our merged files inside it, which will make NHO and Frozen compatible. But first, we are going to need a .mod file to help load it. Create a new file in the ck2 mod folder (where all the other .mod files are) and call it something like "NHO-Frozen-Compatch.mod". Open this new .mod in a text editor and make sure its contents are:
3. We need to set up the base files that will be in our compatch. These are the two files that clash between the two mods that we identified in step 1. So go inside the NHO-Frozen-Compatch folder and create a folder named "common", then inside the "common" folder create two sibling folders named "laws" and "scripted_triggers". The base files are going come from what NHO and Frozen both depend on: HIP. So we will copy the two relevant files from HIP to the same location within our new compatch folder.
needs to be copied to:
needs to be copied to:
We have succeeded in setting up the base.
4. We now need to merge the changes from the two mods into our base files. This is what will actually make the two mods compatible. We are going to need a merging tool. If you are tech-savvy and on Linux, I recommend vimdiff. If you are on Windows, I recommend WinMerge. Both of these are free tools downloadable from the internet. Using your merging tool application open 3 files for a 3-way merge:
Of the 3 files, we will be editing only our "base" (NHO-Frozen-Compatch/...). Make sure you do not touch the other two files! We do not want to modify the other mods, but create our own compatibility patch for them.
Your merge tool should now show that compared to our base file (NHO-Frozen-Compatch/...), "HIP_Patch" makes one set of changes (corrects "english" to "saxon", which fixes a bug), and "NHO Main Part" makes a different change (adds "scots" to Scottish culture). We want both sets of changes. So using your merging tool, make sure the compatch file:
contains both the "culture = saxon" lines in two places (this derives from Frozen), and the "culture = scots" line inside an OR block (this derives from NHO). In other words, the final file should have a section like this:
with the "english" under the NOR part of the emf_province_is_north_germanic_building_culture block (same file, just further down) also corrected to "saxon". Save the merged file as
and then repeat step 4 with the other clashing file:
The succession laws file has a larger number of changes in both mods, but the principle is the same: the file inside the compatibility patch folder should contain, relative to the HIP base, both the changes NHO makes (adding more cultures to be eligible for various succession laws like Tanistry) and the changes Frozen makes (overhaul of the opinion modifiers, and buffs to elective successions).
5. In the launcher, make sure our new compatibility patch mod is active, then launch the game and test if it works. If you can see cultural buildings for both Scots ("Scottis") and Saxons ("Angelcynn"), then it looks like the compatch for emf_buildings_triggers.txt worked. If Tanistry is both available to Russians (NHO) and provides 10 dynasty opinion (Frozen) instead of 5 then it looks like the compatch for succession_laws.txt worked. Congratulations on creating a compatibility patch!
1. First we want to check if NHO and Frozen4 are compatible or not. To do that, we need to look through all of the folders inside "NHO Main Part" (extract the zip if you have not already). We are looking for any files that are also present in the same locations inside "HIP_Patch". You can also find a list of files with a chance for a clash in the spoiler above labelled "Replaced files". We find that NHO and Frozen4 share two files:
common/laws/succession_laws.txt
common/scripted_triggers/emf_buildings_triggers.txt
but luckily the two mods do not edit the same defines. So while currently they are not compatible, we can make them!
2. Our compatibility patch is effectively going to be a new mod. So make a new folder in your ck2 mod folder (where all the other mods are) and call it something like "NHO-Frozen-Compatch". That folder will have our merged files inside it, which will make NHO and Frozen compatible. But first, we are going to need a .mod file to help load it. Create a new file in the ck2 mod folder (where all the other .mod files are) and call it something like "NHO-Frozen-Compatch.mod". Open this new .mod in a text editor and make sure its contents are:
The name can be anything, though it is good to make it descriptive as it will show up in the launcher. The path needs to specify the relative location to the folder you created earlier this step. The dependencies have to be the names of the two mods you are making a compatibility patch for.name = "Compatibility Patch between NHO Main Part and Frozen"
path = "mod/NHO-Frozen-Compatch"
dependencies = { "NHO Main Part" "HIP - Supplementary Bugfix and Balance Patch" }
3. We need to set up the base files that will be in our compatch. These are the two files that clash between the two mods that we identified in step 1. So go inside the NHO-Frozen-Compatch folder and create a folder named "common", then inside the "common" folder create two sibling folders named "laws" and "scripted_triggers". The base files are going come from what NHO and Frozen both depend on: HIP. So we will copy the two relevant files from HIP to the same location within our new compatch folder.
Historical_Immersion_Project/common/laws/succession_laws.txt
needs to be copied to:
NHO-Frozen-Compatch/common/laws/succession_laws.txt
Historical_Immersion_Project/common/scripted_triggers/emf_buildings_triggers.txt
needs to be copied to:
NHO-Frozen-Compatch/common/scripted_triggers/emf_buildings_triggers.txt
We have succeeded in setting up the base.
4. We now need to merge the changes from the two mods into our base files. This is what will actually make the two mods compatible. We are going to need a merging tool. If you are tech-savvy and on Linux, I recommend vimdiff. If you are on Windows, I recommend WinMerge. Both of these are free tools downloadable from the internet. Using your merging tool application open 3 files for a 3-way merge:
NHO-Frozen-Compatch/common/scripted_triggers/emf_buildings_triggers.txt
HIP_Patch/common/scripted_triggers/emf_buildings_triggers.txt
NHO Main Part/common/scripted_triggers/emf_buildings_triggers.txt
Of the 3 files, we will be editing only our "base" (NHO-Frozen-Compatch/...). Make sure you do not touch the other two files! We do not want to modify the other mods, but create our own compatibility patch for them.
Your merge tool should now show that compared to our base file (NHO-Frozen-Compatch/...), "HIP_Patch" makes one set of changes (corrects "english" to "saxon", which fixes a bug), and "NHO Main Part" makes a different change (adds "scots" to Scottish culture). We want both sets of changes. So using your merging tool, make sure the compatch file:
NHO-Frozen-Compatch/common/scripted_triggers/emf_buildings_triggers.txt
contains both the "culture = saxon" lines in two places (this derives from Frozen), and the "culture = scots" line inside an OR block (this derives from NHO). In other words, the final file should have a section like this:
Code:
emf_province_is_saxon_english_building_culture = {
OR = {
culture = saxon
culture = welsh
culture = cumbric
}
}
emf_province_is_scottish_building_culture = {
OR = {
culture = scottish
culture = scots
}
}
NHO-Frozen-Compatch/common/scripted_triggers/emf_buildings_triggers.txt
and then repeat step 4 with the other clashing file:
common/laws/succession_laws.txt
The succession laws file has a larger number of changes in both mods, but the principle is the same: the file inside the compatibility patch folder should contain, relative to the HIP base, both the changes NHO makes (adding more cultures to be eligible for various succession laws like Tanistry) and the changes Frozen makes (overhaul of the opinion modifiers, and buffs to elective successions).
5. In the launcher, make sure our new compatibility patch mod is active, then launch the game and test if it works. If you can see cultural buildings for both Scots ("Scottis") and Saxons ("Angelcynn"), then it looks like the compatch for emf_buildings_triggers.txt worked. If Tanistry is both available to Russians (NHO) and provides 10 dynasty opinion (Frozen) instead of 5 then it looks like the compatch for succession_laws.txt worked. Congratulations on creating a compatibility patch!
Future
I plan to watch this thread for at least a few days to see if anyone still cares about this old game. You can try to contact me here. But in case I vanish without a trace, here is a bit of future-proofing:I do not own HIP, I cannot give any permission regarding HIP or any of its modules, I can only speak about the little bits of code I myself wrote for this patch.
I release everything I wrote for the "Supplementary Bugfix and Balance Patch" under the Creative Commons BY-NC license. This essentially means that you are free to use/modify/incorporate/remix/publish every bit I contributed as long as you do not charge money or claim that you made something that I did.
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