You've waited just over a month for this release. And here it finally is. We've solved all known outstanding issues with all of our modules, and the latest EMF brings many new mechanics, tweaks, and even a noticeable performance boost while SWMH, SED, and CPRplus all bring new features and significant changes to the table. To some extent, this is the first HIP release for CKII v2.4 that we feel is truly "complete, in spirit" since the simultaneous introduction of Horse Lords and the SWMH Eastern Expansion.
Devour that changelog, my fellow HIPsters, download, and enjoy!
Download! [ MediaFire Mirror ]
All modules in this release are fully save-compatible with the previous release.
As always, one must use the same modules as previously used with old savegames.
REMINDERS:
EMF v4.02
SWMH v2.902
SED: English Localisation for SWMH v2.1.0
CPRplus v2.1.4
Devour that changelog, my fellow HIPsters, download, and enjoy!
Download! [ MediaFire Mirror ]
All modules in this release are fully save-compatible with the previous release.
As always, one must use the same modules as previously used with old savegames.
REMINDERS:
- SWMH does not include a 769 start. There is no plan to add one.
- EMF's New World Order scenario customization still hasn't returned, but it will. I promise!
- None!
EMF v4.02
- HIGHLIGHTS:
- A new historical CB for the TOG start to promote AI formation of the HRE and a generally more spicey European political climate
- If you definitely want to see an HRE form, a very effective way is to endow a King in the "Frankish Realm" with Lucky Ruler status.
- Major improvements to nomad settlement as feudal, tribal, or a republic (incl. major border gore reduction measures)
- New mechanics for conquered empty provinces and AI nomad behavior which tend to:
- Preserve original culture/religion
- Provide a more natural path for AI and players alike to develop land liberated from nomads
- To much better model the evolution of sedentary customs and governmental organization from the nomadic way of life
- New mechanics for upgrading tribal settlements
- Automatic empire disintegration improvements
- More successful and aggressive Merchant Republics / patricians
- AI Muslims should now live a slightly less punished life and be able to be more aggressive toward each other
- Performance boosts (actually noticeable with EMF+SWMH rather than just a subliminal quality-of-life improvement)
- Major fixes which:
- Enable the Mongol invasion to properly rock all the time
- Enable the Seljuks' dynamic formation of Rum
- Allow characters affected by the Baqt to be played without being spammed with a few hundred events at startup
- Eliminate the root cause of the [vanilla] issue regarding mysterious appearance/accumulation of event troops
- Eliminate dozens of vanilla / patch 2.4 bugs introduced to CBs, in settlement decisions (pillage, conversion of tribal settlements to other settlement types, nomad settlement as feudal|tribe|republic), for all changes of government form, etc.
- A new historical CB for the TOG start to promote AI formation of the HRE and a generally more spicey European political climate
- SOME OF THE DETAILS:
- HRE formation from 867 start:
- Rewrote Holy Roman Unification CB to be more permissive, toward the end of promoting unification / formation of the HRE
- CB is currently now AI-only, but a player version will be added again.
- CB is now valid until 967 (100 years from start) OR 30 years following the last successful usage of the CB
- Most of its additional permissiveness is not valid vs. player targets.
- Lucky Rulers are able to use it under many more circumstances than others and will thus be considerably more likely to be able to form the HRE, if they're King of one of the de jure kingdom titles that once constituted the Carolingien Empire / Frankish Realm (France, Aquitaine, Italy, Lotharingia, Burgundy, Germany, and Bavaria).
- Expanded target kingdom preference modifiers to promote better borders, more plausible conquest
- (EMF+SWMH) FIX: All of the new German subcultures in SWMH can use it now
- (EMF+SWMH) FIX: When forming the western/Frankish HRE, Duchy of Alsace is now properly a de jure vassal of the empire (but Alsace still transfers to the standard/German HRE if it is formed instead)
- Rewrote Holy Roman Unification CB to be more permissive, toward the end of promoting unification / formation of the HRE
- Mongol Invasion:
- Should now always start conquest in the correct location, and the EMF supplementary AI code ("pillage-burn") for their subsequent invasions will now always be able to do its glorious job
- Supplementary AI code will now respect marriage alliances when choosing invasion targets (hard-coded AI may still attack as per normal, however)
- Nomads, nomads, nomads:
- Settlement code rewritten to reduce border gore and increase capital-connectedness of both the settled realm and the prior nomadic realm
- Settlement as a tribe and as a republic now benefits from the same intelligently-clustered culture/religion conversion code that settlement-as-feudal received in the prior release
- Whenever a nomadic province is conquered by a non-nomad, the portion of the original nomadic population which did not migrate upon conquest settles as a small tribe in the province, preserving the original culture/religion and providing a more natural and direct path for further development
- AI nomads will now never destroy the last settlement in a different-culture province by mindlessly burning it all to the ground and will instead prefer to preserve it for more future pillaging (players may choose to raze it all for the hell of it, though)
- The 'Pillage Settlement' tooltips are much more concise and actually correct (e.g., informing you when the settlement is too weak to survive any more pillaging and will be destroyed vs. when only a building or two might be destroyed)
- Consequently, the information now actually fits in the diplomacy interaction window, rather than being unable to see most of it (and the most important parts of it at that)
- The 'Pillage Settlement' decision no longer exhibits a ton of vanilla bugs with some pretty strange and undesirable consequences
- The anti-nomad 'Liberation' CB has been replaced with a custom EMF CB
- It may only be used to conquer one county at a time
- It now requires the attacker to have a direct border with the target county
- It can no longer be used for "liberating" the Sahara Desert
- It is properly hidden when Pagan County Conquest or Muslim County Conquest could be used instead
- Tribes:
- Settlement conversion/upgrade no longer also instantly auto-builds a city and temple at no cost/time, a silly behavior introduced in patch 2.4 and now reversed
- Event chains to help bootstrap the ex-tribal county's economy with the foundation of more settlements in a much more flavorful, gradual, and natural manner are coming soon
- Theocracies may now convert tribal settlements to prince-bishoprics
- Settlement conversion/upgrade once already feudal, republican, or theocratic can now also be done for 100 gold, rather than requiring maxing-out the government-type-associated tribal building type (but doing so means that fewer tribal buildings will be automatically converted to their counterparts in the new settlement)
- The levy of a newly-converted/upgraded ex-tribal settlement will now be properly refilled after a few game days, rather than completely depleted
- Settlement conversion/upgrade no longer also instantly auto-builds a city and temple at no cost/time, a silly behavior introduced in patch 2.4 and now reversed
- Convert to Merchant Republic:
- Now allows the day-1 diplo-action target or yourself to be feudal OR a regular republican (count-tier)
- If there is no city in the ruler's capital province but one can be built, one will be built and the customization will still be available for that ruler
- No longer allows Muslim targets (in patch 2.4, Paradox disallowed Muslims from having the Merchant Republic government type)
- Automatic Empire Disintegration:
- AED now requires the HRE to always have at least 150 realm size (other empires only require 100, except for the ERE / Latin Empire which require Constantinople)
- If AED couldn't find an appropriate kingdom title to fallback upon with its usual methods (that is, neither the ruler's capital kingdom nor any de jure vassal kingdom of his empire title passed the "50% rule" for title creation), it now also:
- Searches every single de jure kingdom title in the game for one which passes the 50% rule (at least half of its de jure counties must be controlled by the emperor)-- very useful if the empire was titular (e.g., just-settled nomads)
- And if that fails too, it creates a titular kingdom title based upon the emperor's capital county title (i.e., its map color will be related to the county's color, its name will be the same, and it will have the same CoA)
- Decadence revolts are now less severe and can only fire when decadence is at least 75% (now closely resembles vanilla)
- Imperial Reconquest CB now additionally usurps the target duchy title if held by a ruler whom was vassalized as a result of the war (instead of only when the enemy top liege directly held the title), if your empire has the Imperial Administration law and the Charlemagne DLC is active (allows conversion to a viceroyalty without tyranny)
- When rulers are over vassal limit upon succession, they'll no longer randomly lose AI vassals unless those vassals are on the border of their liege's [sub-]realm
- Normally, the AI must be of a certain size or tier to purchase retinues (leads to better AI performance, both literally and in terms of how they manage their money and armies). However, all AI patricians are now exempt from these EMF restrictions.
- Muslims may now use County Conquest against pagans too (with a holy war cooldown, if they're enabled)
- The Convert a Province ambition now no longer gives the same "random" reward throughout a ruler's lifetime and is now properly random
- The Win a War and Win a Holy War ambitions now have zero delay before you can reselect them
- The College of Cardinals now weights the Dynasty Prestige of a prospective Cardinal / Pope -60% less than previously (awarded elector points are now equal to 1% of total dynasty prestige rather 2.5%)
- Muslims at war with each other now only lose 1 piety/month while at war rather than 2; this should promote more intra-religious aggression besides revolts
- Performance Boost: the engine will now only evaluate MTTH events for every character once every 30 days rather than 20 (will not affect the statistical frequency of events occurring, only reduce processing overhead-- EMF doesn't rely upon any MTTH events to be evaluated any more frequently than once a month through careful design, so it's a win-win)
- (EMF+SWMH) FIX: Moravians now have a cultural retinue: the Rytír retinue of 3:2 knights and light cavalry, like their Bohemian neighbors
- (EMF+SWMH) FIX: Turkmen now have a cultural retinue (the same as Türk culture, both of which differ from the general Altaic retinue)
- (EMF+SWMH) FIX: Seljuks should now usually succeed at forming Rum from the 1066 start once again (and from pre-1066 if they come into power somewhat historically)
- (Vanilla Map) FIX: Starting a 'Find Title' search with the letter S will no longer crash the game
- FIX: Since patch 2.4, the 10-year opinion malus for raising Crown Authority or one of the CA sub-laws was erroneously doubled and is now -15 per law/sub-law again
- FIX: Rivalry CB should now work properly with respect to suzerainty
- VANILLA FIX: Ghost armies of event troops belonging to seemingly random rulers should now no longer appear (a root cause that's been present since TOG but apparently only an issue since 2.4/HL)
- VANILLA FIX: Pagan and Nomad Subjugation CBs had several errors and omissions introduced in patch 2.4
- MINOR: Below Medium Tribal Organization, any Tribal Obligations or Tribal Focus laws are removed
- HRE formation from 867 start:
SWMH v2.902
- MAJOR: No longer crashes upon using 'Find Title' with a search starting with B or D
- Merchant republics will no longer build trade posts where they should not (i.e., in the Indian Ocean)
- Some minor adjustments to the tree map in the Crimean region
- Creation/usurpation of the ERE now requires that you hold Constantinople
- All empires now, as it was before the Eastern Expansion, require at least 120 holdings in your realm to create/usurp
- A number of title create/usurp triggers have been simplified, made more correct, and optimized
- Added unique Occitan and Aragonese ruler title localisations (thanks to @drorin)
- Without Horse Lords activated, several provinces that should've been tribal were actually completely empty in the previous 2 releases. Fixed!
- Historical merchant republic titles (Genoa, Pisa, Amalfi, and the Hansa) have been given a correct de jure liege (Empire of Italia, Kingdom of Sicily, and the HRE, respectively)
- All duplicate Khitan characters from vanilla have been deleted (SWMH already represented all of them before 2.4)
- The titular Hayk/Armenia title featured in 867 is now deactivated and destroyed when the de jure version of the title is created, if the titles have the same holder
- Rebalanced event troops for the 1066 Seljuk invasion of Armenia
- Fixes to Persian title creation/usurpation conditions
- Oghuz culture no longer uses dynasty title names
- King Sancho II Jimena's death is now properly classified; he was quite famously assassinated.
- Added a couple missing adjacencies over major rivers in the Crimean/Kiev region that were screwing-up the name placement of Kiev, among other things
- Lots of positions fixes (where various map elements related to provinces are drawn)
- The Zunbils title can no longer be created normally (but is held by the Zunbils in 867)
- Eliminated all titles lacking localisation (as in, we gave them localisation-- not deleted the titles, silly)
- Various new title CoAs drawn (mostly in Italy, but we couldn't stop Aasmul from drawing!)
- Republic of Dubrovnik is now playable
- Fixes to a number of provinces' climate classification
- Silk Road trade route path definitions tweaked to make the route end-nodes always appear correctly
- Deprecated usage of SWMH's own versions of the Uighur, Soghdian, and Pashtun cultures (created before vanilla had their equivalents); all instances of these culture tags in old savegames will be dynamically updated to their equivalent version.
- Fixed an issue with the wasteland in Northern Arabia
- Restored the Sassanids to the Empire of Persia's title history
SED: English Localisation for SWMH v2.1.0
- Began redefining various vanilla localisations that were previously inherited by SWMH
- Some minor tweaks and corrections
- Latest SWMH compatibility
CPRplus v2.1.4
- New Features
- Afghan portrait set added, given to Afghan and [SWMH only] Baloch cultures
- Bulgar portrait set added, given to Bolghar and [SWMH only] Bashkir cultures
- Changes
- Modifications to all Indian portrait sets (skin tone, beard, and headgear variety)
- Modifications to Sogdian headgear and clothes
- Breton portrait set now uses Western clothes and Celtic headgear rather than vice versa
- Central Asian portrait set now uses Cuman face and Turkish hair
- Pagan Baltic portrait set now uses Ugric headgear
- Brightness adjustment to Norse female eyes
- Color and size adjustment to Celtic female mouths
- Color adjustment to Western female mouths
- Adjustments to Western and Frankish female eyes
- Adjustments to Western Slavic beards
- Persian and Sogdian portrait sets now have fairer skin
- Kirghiz culture now uses the Central Asian portrait set
- Adjustment to the Possessed trait graphic
- Set the ocean portrait background to not show for characters that are located in a nomadic province
- Set the graphics for the Depressed, Stressed, Infirm, and Ill traits to not show for dead characters
- Set the graphic for the Maimed trait to show for dead characters only if the character died in an accident
- Set the graphics for the Possessed trait to show for dead characters only if their nickname was “the Wicked”, “Accursed”, or "Bewitched”; Lunatic trait graphic shows if the nickname was “the Mad”; Drunkard shows if the nickname was “the Drunkard”
- Adjusted brightness and contrast levels of portrait backgrounds taken from the African portrait pack
- Adjustment to the triggers that allow independent nomadic rulers to wear the emperor-tier headgear (now takes the population and manpower value into account)
- Various tweaks to portrait background code
- Fixes
- Characters with the Syphilitic trait now get appropriate graphic effect (was wrongly given to characters with Gonorrhea)
- Fixed a bug where a landed character who is married to a lower-ranking landed character had access to lower-ranking headgear
- Fixed a glitch with one of the old-age Dutch beards
- Brought more consistency in eye colors for portrait sets in the steppe area
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