2016-04-30: Imperial Hotfix for EMF
Upon the heels of yesterday's release (opening release notes still worthwhile), we have a quick but important hotfix for EMF: no longer should Ruler-Designed characters-- or any others-- experience issues with their government type switching from Imperial to Nomadic.
As this is the only change in this hotfix release, I've included the [huge] changelogs from yesterday's HIP release as well in this post. Please use this thread for any further release discussion instead of yesterday's thread. Thanks!
Download! [ MediaFire Mirror ]
This release is for CKII v2.5.2.
REMINDERS:
EMF v5.04
EMF v5.03
SWMH v2.93
SED: English Localisation for SWMH v2.2.1
miniSWMH: Performance-Friendly SWMH v1.2.0
CPRplus v2.5.2
LTM (C) for SWMH
LTM (C) for Vanilla Map
Upon the heels of yesterday's release (opening release notes still worthwhile), we have a quick but important hotfix for EMF: no longer should Ruler-Designed characters-- or any others-- experience issues with their government type switching from Imperial to Nomadic.
As this is the only change in this hotfix release, I've included the [huge] changelogs from yesterday's HIP release as well in this post. Please use this thread for any further release discussion instead of yesterday's thread. Thanks!
Download! [ MediaFire Mirror ]
This release is for CKII v2.5.2.
REMINDERS:
- This release is incompatible with savegames from prior HIP releases, although games started on yesterday's release are fine so long as your game's ERE hasn't flipped-- partially or otherwise-- to nomadic government.
- SWMH does not include a 769 start. There is no plan to add one.
- As always, one must use the same modules as previously used with old savegames. Exceptions which may be enabled or disabled at your pleasure:
- SED: English Localisation for SWMH
- ARKOpack Interface
- Arumba's Keyboard Shortcuts
- LTM
EMF v5.04
- FIXES:
- Any issues with imperial governments flipping to, er, nomadic governments should be resolved (was an issue whenever using the Ruler Designer to replace a historical Byzantine Emperor but the bug could be triggered in other ways too)
EMF v5.03
- MAJOR:
- No Ahistorical Empires (new default de jure setup):
- By default, EMF now starts with only historically de jure empires on the map (Holy Roman Empire, Byzantine Empire, and Persian Empire)
- New scenario customization decision: Add Ahistorical Empires
- Enables the map's usual ahistorical de jure empires. This customization is reversible with the classic Remove Ahistorical Empires scenario customization decision, which appears after enacting the former decision (and vice versa).
- NOTE: The custom kingdom/empire formation decisions are always available to players regardless of the choice to add/remove ahistorical de jure empire, and such custom kingdoms/empires are always disabled for the AI regardless of this setting as well.
- With the default setup, the map's usual ahistorical de jure empires are only rendered titular and NOT deactivated
- Player & AI multi-kings alike can still create the titular empires if they control the empire title's de jure capital and meet the minimum requirements for empire title creation (e.g., total realm size) in addition to any other title-specific requirements (usually related to control of specific titles and culture/religion)
- If you want to fully deactivate them, first use the new customization decision Add Ahistorical Empires followed by the traditional Remove Ahistorical Empires to make it final
- Feudal Elective Succession UNLOCKED: it's now always an alternative, additional succession law option for player Muslims and Indians
- Decadence Removal:
- Decadence has been removed from the game. It is a flawed concept which requires a complete overhaul before it will return.
- The notion that all Muslims of common patrilineal descent suffer a curse/blessing for the "sins" of their dynasty members, no matter how distant or unrelated-- and that these dynasty-wide effects include armies' morale, vassal limit, demesne income, chance of random invasion from implausible sources, etc. -- is all stunningly fictional.
- NOTE: It is probable that EMF will adopt some form of Rylock's work on decadence replacement in CK2Plus in the future. In short, his approach also completely removes the hard-coded decadence mechanic, but it replaces it with a soft-coded mechanic which is limited to dynasty members in the same top realm, among other improvements.
- Iqta & Tribal government types no longer use decadence at all
- Decadence events/decisions/ambitions/invasions/defines have been disabled (i.e., the things which serve no other purpose but to affect/reflect decadence)
- Decadence has been removed from the game. It is a flawed concept which requires a complete overhaul before it will return.
- Viceroyalty Update (brought over from CK2Plus and implemented by @Rylock):
- Due to myriad bugs and gameplay-suboptimal restrictions with the Charlemagne DLC's implementation of viceroyalties, how they work has been radically changed compared to vanilla CK2:
- There is no separate law for establishing viceroyalties - it comes into play only once the Imperial Administration law has been implemented.
- Under the Imperial Administration law, the government type will change to Imperial (or al-Mulk for Muslims - all references to Imperial government from this point will apply equally to the al-Mulk variant). This government type allows free revocation ("free" meaning no tyranny opinion malus; it still costs Prestige) of all Duke- and King-tier vassal titles, with the al-Mulk variant also getting free transfer of vassals.
- All feudal vassals of Duke or King tier who also have Imperial government are automatically considered viceroys. This means that, whenever their title is usurped or inherited, the emperor (or their King-tier liege, even if he is also a viceroy) receives an event to assent to their assumption of the title. If the emperor refuses, the viceroy has the opportunity to bribe their liege with favors and/or coin, but failing that the emperor's council will then suggest up to three alternatives - which may include the original heir/usurper if they are liked enough or are the only available ruler in range. The emperor may select one of their options or spend 200 Prestige to override them and usurp the title personally.
- The emperor has access to a 'Make Title Inheritable' option, which will make an Imperial vassal change to Feudal government instead - their title will be inheritable and will not need the assent of the emperor from that point on, until and unless it is usurped or revoked by the liege. Feudal government status also automatically applies to rulers who are subjugated through war.
- Note that, when first establishing the Imperial Administration law, all vassals will have Feudal government. The only way to turn them to Imperial government is through new titles being granted, or existing Duke/King titles being revoked and re-granted by the emperor.
- Due to myriad bugs and gameplay-suboptimal restrictions with the Charlemagne DLC's implementation of viceroyalties, how they work has been radically changed compared to vanilla CK2:
- Restoration of Byzantium:
- Whether it be due to AED (Automatic Empire Disintegration) or plain old history (1204-1261), the Byzantine Empire (ERE) title is often enough destroyed due to loss of Constantinople. In the past, this has often resulted in an irreparable situation for the Empire, especially for the AI. Instead, we'd like to more correctly model the 'Imperial Anarchy' that such a loss would imply, so we've added:
- New decision Restore Byzantium will appear for those whom control the Queen of Cities, Constantinople, during such a period of imperial anarchy.
- Its requirements are best explained by its in-game tooltip, but suffice it to say, they're quite flexible but also no gimme; one must indeed re-establish imperial authority before enactment.
- Upon enactment of the decision:
- The ERE title will be restored along with, at the least, its traditional laws: Medium Crown Authority, Primogeniture Succession, Free Infidel Revocation, Imperial Administration, and so on.
- Any held, titular empires and kingdoms as well as held, de jure vassal kingdoms of the Empire will be destroyed without penalty.
- Vassalize the Varangian Guard, if they've been formed.
- Vassalize your religious head and grant him Hagia Sophia.
- Two new, tiered 'Imperial Invasion' CBs added to model the 'Imperial Anarchy':
- A CB to invade Thrace and, most importantly, make Constantinople your new capital. While the AI will avoid 'long shots,' this CB doesn't have bordering requirements, is available to any independent ruler that meets the basic requirements of the Restore Byzantium decision (religious branch, culture group, etc.), and may even be used against those whom also meet those same requirements. Until the Empire is restored or fades from memory, the de jure Imperial capital will be under constant threat of invasion from Byzantine warlords vying to be the successors to the Empire.
- A CB available only to the currently-legitimate holder of Constantinople which allows invasion of any of the duchies in the de jure capital kingdom of the Empire, and once its counties are all under heel, optionally allows further invasions of any neighboring duchies in Achaea/Morea (SWMH) or Nikaea.
- Note that Papists such as the historical Latin Emperors are not considered "legitimate" by these CBs (or the restoration decision), although a direct path for the titular Latin Empire to become the de jure [Eastern] Roman Empire does now exist if the Latin Emperor should no longer follow the Catholic Pope and practice acceptable Roman customs.
- Both CBs, upon success, will subjugate lords of your specific religion and will purge the rest.
- New decision Restore Byzantium will appear for those whom control the Queen of Cities, Constantinople, during such a period of imperial anarchy.
- Whether it be due to AED (Automatic Empire Disintegration) or plain old history (1204-1261), the Byzantine Empire (ERE) title is often enough destroyed due to loss of Constantinople. In the past, this has often resulted in an irreparable situation for the Empire, especially for the AI. Instead, we'd like to more correctly model the 'Imperial Anarchy' that such a loss would imply, so we've added:
- Protected Council Appointments:
- This new law offers a permanent opinion boost of +10 from all powerful vassals that are members of the ruling council, current and future, so long as their job security is indeed protected (in addition to a temporary bonus from enactment).
- What's the catch? So long as a councilmember remains "powerful" (as indicated by the in-game "fist" icon), you cannot fire them from their council position -- or you must revoke the law.
- The HRE starts with this law by default.
- Castle cultural building selections now uniformly depend upon their province's culture; the previous, relatively complicated and unrealistic criteria based upon owner culture has been removed
- No Ahistorical Empires (new default de jure setup):
- CHANGES:
- New Feature: Close relatives of rulers of Duke+ tier in non-tribal/non-nomadic empires with no important job may now decide to "serve the empire" by visiting the ruler's capital. They will ask their liege for permission, and if permission is granted will transfer to the emperor's court for up to five years. They will automatically return if their original liege dies in the interim, but otherwise will return on their own with one of a number of random possibilities such as an increase in their education trait level, a stat increase, a wife or child (oops!), the Depressed trait, etc. They will, however, elect to remain in the emperor's court if they are serving on the emperor's council or as one of his commanders. (brought over from CK2Plus and implemented by @Rylock)
- New Plot: Overthrow the Empire plot now available for any member of the emperor's council in Imperial or al-Mulk governments. Once the plot power has climbed high enough, the coup will be ready to begin and will kick off an event chain where the plotter and conspirators attempt to take over the palace in a pitched battle which could see any of them captured, injured, or even killed (this includes the emperor, unless the emperor is currently away from the capital - which will keep them safe but does make the coup easier). (brought over from CK2Plus and implemented by @Rylock)
- Adult courtiers within the court of a feudal Emperor-tier ruler may gain one of three traits: Imperial Courtier (for characters with Diplomacy and Intrigue education), Imperial Bureaucrat (for characters with Stewardship or Learning education), or Imperial Guard (for characters with Martial education). This gives the characters in question a boost to their traits, but also makes the emperor who has them in his court eligible for a number of "imperial intrigue" events (some of which are good, some bad, though in general having a lot of courtiers with these traits will increase the chance of negative events). (brought over from CK2Plus and implemented by @Rylock)
- A Duke- or King-tier vassal within an Imperial or al-Mulk realm may use a decision to claim the throne if they have 1000 Prestige, 100 Piety, and either the Proud, Ambitious, or Brave trait. The AI will not use this except in exceptional cases. (brought over from CK2Plus and implemented by @Rylock)
- It is no longer possible for a liege to coerce a vassal to leave their chosen 4-interest faction (i.e., Court, Prosperity, Glory, or Tradition) via the standard spymaster job; however, a liege may still coerce vassals out of the standard, conspiratorial factions as usual
- Imperial Reconquest: The CB and related "tier check" decisions/events no longer require complete holding-level control to continue advancing through the reconquest tiers; all that matters is that you have complete province-level control of each tier before advancing to the next
- The Theme System laws for the Byzantine Empire (ERE), a legacy of Project Balance, have been removed
- Reduced the base probability of a battlefield duel by -30%
- Duke- and above-tier AI rulers will no longer marry lowborn spouses (failing all else, spouses will be from the lesser nobility)
- Late Feudal Administration law (permanently unlocks advanced succession laws) is now more strict regarding required Legalism technology vs. Crown Authority. Essentially, the technology requirements have all been increased by one level, with CA-independent unlock at level 6 while still being possible to unlock at as low as level 3 (see in-game tooltip for breakdown of Legalism tech vs. currently-effective CA).
- In the past, it was possible to bypass Crown Authority or Administration law requirements when enacting advanced succession laws if no crown law title affected your succession law title. With the advent of Late Feudal Administration, this loophole is no longer allowed for Primogeniture/Ultimogeniture, but it is still allowed for Seniority.
- Obligations law sliders now all have unique graphics for each of the 4 vassal classes instead of text; Focus law sliders were already graphical
- Threat / Defensive Pacts:
- Defensive pacts cannot form against a ruler unless their threat level is at least 15% (threshold increased from 5%)
- Reduced different-religion-group defensive pact distance cut-off to 300, which is the same value used for same-religion-group defensive pacts
- The maximum amount of threat increase per province conquered in a war is now 4% instead of 8% (vanilla's reference cap is 15%/province)
- Threat loss from granting independence to non-de-jure vassals reduced by -90%
- Threat gained through inheritance reduced by -67%
- Threat will be no longer be gained due to vassals
- AI, when evaluating whether to join/leave a defensive pact, is now less sensitive to distance from the threat than in the previous version of EMF but still significantly more sensitive than vanilla (i.e., they are less likely to take part in d-pacts against distant threats, ceteris paribus)
- Custom kingdom/empire formation decisions now only create titular titles; you'll have to drift them into de jure status the normal way
- De jure assimilation of duchies into kingdoms (de jure drift) now requires 75 years of de facto duchy control (instead of 100 years); for reference, recall that in EMF 5.02, the time requirement for de jure assimilation of kingdoms into empires was dropped to 50 years (instead of 100 as well) -- kingdoms drift faster than duchies
- Monthly prestige gain from held count- or higher-tier titles has been halved across the board; monthly prestige gain from vassals, weighted by vassal-tier, has NOT changed, however.
- Prestige gain from creating titles has also been nerfed:
- Duke-tier titles earn you 125 prestige (vs. vanilla 200)
- King-tier titles earn you 250 prestige (vs. vanilla 400)
- Empire-tier titles earn you 500 prestige (vs. vanilla 800, previously 1200 in EMF)
- Prestige costs of destroying titles have likewise been updated to equal the new, lower prestige gains from title creation
- Automatic Empire Disintegration:
- The "de jure" historical empires whose legitimacy doesn't rest upon control of Constantinople (the HRE, its Frankish HRE variant, Persia, and the [restored] Roman Empire) now require higher min. realm size than 100 to be exempt from AED, unless they have at least High Crown Authority:
- The HRE variants require at least 200 realm size (300 on EMF+SWMH)
- The [restored] Roman Empire requires at least 300 realm size (400 on EMF+SWMH)
- Persia requires at least 200 realm size
- The "de jure" historical empires whose legitimacy doesn't rest upon control of Constantinople (the HRE, its Frankish HRE variant, Persia, and the [restored] Roman Empire) now require higher min. realm size than 100 to be exempt from AED, unless they have at least High Crown Authority:
- Added comprehensive all-CBs blocks upon certain targets:
- Non-republican AIs cannot target titles which would wipe-out a merchant republic, although players can wipe them out as they please
- (EMF+SWMH) All CBs which operate upon de jure territory (e.g., most invasions, holy wars, etc.) protect against outside forces using them for conquest of the Saharan region (which includes the Kanem/Hausaland kingdoms in the interior), unless the attacker or defender are players, or the defender's capital is itself outside of the Saharan region
- Holy order and mercenary titles can never be contested (esp. important for third-party claims)
- Nomads' landless clan titles and their empire-tier khaganate title can never be directly contested in any form of claim war
- EMF's war AI will no longer be as infamously aggressive against players immediately after campaign start; their preference for giving players hell will return as the game progresses, but we should no longer see any Day-1 DoWs from the AI in certain starts
- Rulers should now "go native" (embrace local culture) less frequently and more rationally
- EMF now actively breaks tributary relations when an independent tribute becomes vassal to another ruler
- For the independence faction, tribal rulers now care much less about whether their liege has de jure pretension over them (will be more rowdy)
- Castle cultural buildings, cultural retinues, and combat tactics:
- Added new cultural buildings, retinues, and adjusted tactics for Castilians, Leonese, and Aragonese cultures (emphasis on heavy cavalry and infantry)
- Made the 'Shock Charge' tactic available to Occitans to put them on par with their French overlords
- Granted the Old Saxons the appropriate cultural tactic for their cultural building/levy composition
- Readjusted Romanian, Russian, and Lithuanian retinues to better complement their army compositions
- Added new retinues for Bosnian, Carinthian, Galician, Cornish, Anglo-Norse, Norse-Gaelic, and Old Saxon cultures
- Adjusted Arab cultural building to restore maintenance values to a reasonable level
- Added North African cultural building & retinues which are more coherent with their Berber cultural tactics
- Adjusted Dutch/Frisian/Low Frankish cultural building and retinues in order to promote synergy with their cultural tactics
- Adjusted Lombard cultural building and retinue to be more aligned with cultural tactic and historical legacy
- Adjusted Albanian retinue for better cultural tactic coherency
- Councillors may no longer be reassigned instantly and require a cooldown of 3 months before redeployment
- Bonus consequence: placing a councillor now lifts the "fog of war" at their location again, as it does in vanilla (with no cooldown, this would've been an exploit).
- (Vanilla Map) Duchy of Aragon de jure moved to Kingdom of Aragon in 1066 and later start dates
- (EMF+SWMH) Christian Iberian kingdom dynamic de jure expansion: Duchy of Badajoz is now a potential de jure expansion target for Portugal (3rd in priority after Leon and Castille, respectively)
- Reduced Mongol invasion event troops and reinforcements by -33%
- MINOR CHANGES:
- Council Authority law has been removed due to serving no practical purpose after other additions & changes in this version
- If using any of the age customization traits in the Ruler Designer, those traits will be immediately removed upon campaign initialization rather than requiring up to an in-game month before removal
- Loot per nomadic population (i.e., when raiding nomadic provinces) has been doubled
- Rulers now have up to 2 months to influence undecided council members' votes after proposing a law change (up from 1 month)
- The 'crowded court' threshold for increasing disease spread chance has been raised by +50% to 60
- The randomized reward event for completing the 'Convert a Province' [religion] ambition is now hidden; the reward will nevertheless apply
- AED (Automatic Empire Disintegration), when trying to select an appropriate kingdom title to which a rump empire should be demoted, now uses the "51% rule" for de jure county control (i.e., more than half) rather than the 50% rule normally used for kingdom title creation
- Mortals may no longer plot to kill the All-Seeing Isis!
- Convert to Merchant Republic, the day-1 scenario customization "diplo-action," is no longer an option for rulers of landless tiles -- no Popes, no mercenaries, no holy orders ... and no Isis!
- MAJOR FIXES:
- Creating or usurping titles as the Byzantine Empire (ERE) will no longer cause mysterious net prestige deductions
- Various rare but potentially serious issues caused by the succession law overhaul of EMF 5.02 have been addressed with yet another succession law overhaul. We've eliminated the possibility of such issues due to using a more "vanilla-friendly" design to achieve the very same goals (with the very minor exception noted below).
- Due to limitations of CK2's succession law system: when enacting a succession law change, it is now possible to spend more prestige than you actually have, which could result in negative prestige. Though this is unlikely to occur when otherwise meeting the requirements for succession law changes, pay mind to the prestige costs of succession law changes in order to avoid negative prestige.
- AED (Automatic Empire Disintegration) will no longer pick fallback kingdom titles which are actually inactive or titular (very rare but major & stupid)
- Fixed the De Jure Holding War CB not being available in some cases that it should (and not usurping intended baronies) as well as an issue with the 3rd-Party De Jure County Claim CB
- FIXES:
- 4-interest faction demands for their liege to surrender a county title are now WAD
- Primogeniture Succession no longer appears as a [disabled] succession law option for Muslims
- (EMF+SWMH) Christian Iberian kingdom dynamic de jure expansion: Duchy of Beja now only requires complete county control to qualify for dynamic drift (i.e., not necessarily complete subholding control), like the other duchies covered by this system
- Fighter/diplomat traits now properly reference educator skills rather than requiring an actual guardian to be assigned (fixes many kids no longer developing such traits post-Conclave)
- Fixed "government flavor" triggers to work w/ EMF's alternative law setup for Imperial Administration and to consider the HRE and alt-history Saint-Empire Romain (western/frankish HRE) titles equivalently
- Corrected some incorrect culture references in 00_combat_tactics.txt
- Removed extra Frisian castle cultural building
- Vanilla fix for missing localisation in the "tournament is over" event
- Fixes for some grammar localisation (incorrect pronouns) in a few of the old Project Balance ambitions
- Succession law factions no longer require their associated laws' additional "allow" conditions to form-- only their "potential" (i.e., such factions now ignore Crown Authority or Administration laws-- only pragmatically affects Primogeniture and Seniority factions)
- (EMF+SWMH) Fixed a minor issue with Frisian provinces converting to Dutch when they should not (e.g., before Dutch culture has even emerged from Frankisk / Low Frankish culture)
SWMH v2.93
- NEW STUFF:
- Overhaul of Arabia (2 new Kingdoms, 2 new Duchies, 5 new Counties and redrawn Vanilla provinces)
- Overhaul of Mesopotamia (2 new Duchies, 2 new counties and redrawn Vanilla provinces including new corridors across the Arabian deserts and through Palmyra to the Euphrates)
- 2 new Arabian cultures (Yemeni and Hijazi)
- Several new dynasties and more than 100 new characters for the Yemenis, Hijazis, Bedouins and Levantines
- Arabia and Mesopotamia:
- Overhauled the landed_titles setup for Arabia and Mesopotamia.
- Completed the nativization of Barony/County/Duchy localisations for the area and added several new dynamic names (specifically Coptic and Assyrian ones)
- Added native titles for the Assyrians (Special shout-out to Caoimhin, who was a great help with that)
- The Abbasid Caliphs are now using the Levantine culture instead of Bedouin
- many, many title history changes
- Added Banu Ghatafan, Banu Sulaym, Banu Qays, Banu Ka'b, Banu Tamim, Banu 'Annizah and Banu Shammar title holders to the Centre of Arabia for the entire game. To represent the fluidity and complexity of tribal life in there
- Added an Abd-al-Qays tribal placeholder dynasty ruler for Eastern Arabia in 867
- Added the Qarmatians for pre-1076 Eastern Arabia (The period now offers an exciting four-way setup for who gains power (Qarmatians vs Al-Bahlul vs ibn Ayyash vs Uyunis)
- Split the previously huge Hashimite Dynasty of Mecca into 4 Cadet branches (Banu Musa, Banu Hawashim, Banu Sulayman, Banu Qatadah)
- Added the Najahids and Mahdids of Zabid
- Added the Husaynid Emirs of Medina
- Added Banu Muntafiq tribal rulers for Southern Iraq
- Added Banu Salih rulers for Qinnasrin
- Bumped the Banu Mazyad of Hilla and Kufah to Emir status (they were semi-independent rulers of the regon)
- Special shoutout to @Gwyn ap Nud for all the help putting together the title histories
- CHANGES:
- Nomads in Africa and Arabia converted to tribal government form
- Fixed title history messes for the ERE after 1204. The area should now be functionally playable and much more accurate
- Utilized the 1204 de-jure Kingdom setup for the ERE. The Empires ceases to exist between 1204 and 1261
- Several new characters and dynasties for the late-period ERE and post-Seljuk Anatolian Beyliks
- Started utilizing the ability the ability to de-jure drift Counties. The Anatolian duchies will shift into more appropriate titular titles in later bookmarks
- Bumped the Titular Anatolian Sultanates down to Emirates (except for the Ottomans)
- New pre Sultanate title for the Ottomans until the conquest of Bursa
- Finished the Clean-up of remaining Turkish characters east of Anatolia. They've been turned into Turkmens as they're intended to be
- additional changes to the Turkification/Kurdification of Armenia.
- Added a titular duchy of Siena
- HISTORY FIXES:
- King Malcolm Virgo is now dead at the right time.
- Minor Anglo-Norman families extended and historic holdings adjusted.
- Missing Irish title holders added.
- Invalid liege and holder fixes in England and Ireland.
- Non-tribal holdings in Britain removed in tribal areas.
- Robert the Old's first son added and other children given their proper mother.
SED: English Localisation for SWMH v2.2.1
- Compatibility with latest SWMH
miniSWMH: Performance-Friendly SWMH v1.2.0
- Compatibility with latest SWMH
CPRplus v2.5.2
- NEW FEATURES:
- Added “cool armor” graphics for Catholic Western European characters (7 in total, 3 of which are reserved for characters with the Crusader trait); character must have high Personal Combat Skills (above 3 in vanilla and 5 in EMF) stats; Martial stats (below or above 20) influences which armor the character gets
- Added brand new graphics for nuns and the Preferatus
- Reintroduced age-based beard portrait code:
- Characters start growing beard only after age 18
- If Catholic or its heresy, characters will go beardless if they have piety-related nickname
- Catholic clergy are beardless as in previous version, unless they have the Wicked Priest trait
- Added various makeup, face paint, freckle, etc. elements to females across the world
- Siberian face is now more unique than before and is no longer the same as the Mongol face
- Added a separate graphic for the Attractive trait for darker-skinned portrait sets to use (those in Africa and southern India)
- Added new hair assets to portraits across Africa
- Added new headgear assets to the Ethiopian portrait
- Added a new emperor-tier headgear to non-pagan African portrait
- Added a couple of brand new emperor- and king-tiered clothes to male mid-period German, Norman, Breton, Occitan, Ashkenazi, Dutch, Lombard, and Anglo Saxon portraits
- Added new eye graphics to Georgian and Alan portraits, based on old Mediterranean portrait materials
- Male characters older than 80 will become bald
- Now any character who controls or serves in Rome gets access to the “Papal” portrait background
- Pagan Norse characters’ armor no longer has chain mail
- New helmet graphics for Muslim and Maghreb female
- Levantine, Muslim, Kurdish, and Coptic [SWMH only] portraits now feature more than one hair color
- Added many new pupil colors to most of portrait sets
- CHANGES:
- Iris size overhaul in portrait sets across Europe, Middle East, and Africa for better pupil color visibility
- Celtic female face overhaul (cuter!)
- Mongol female eye overhaul (more like human!)
- Southern Slavic characters now wear Byzantine headgear
- Modified Slavic female’s eyes so that they fit better with the overall face:less shadows around the eyes, skin tone matching, and nose rib alignment fix
- Modified Turkish characters’ skin color tone and cheeks (deep dimple removed from young female)
- Modified female Turkish character’s mouths
- Adjusted the position of male Cuman and Turkish mouths
- Adjusted size of some facial features of Finno-Ugric- and Iberian-based faces so that trait-based graphics fit better
- Toned down whites of the eyes in Indian portraits
- Made whites of the eyes more visible for Iberian, Andalusian, Italian, Byzantine, Levantine, Maghreb, and Persian portraits
- Modified Maghreb face to be more distinct from Iberian face
- Slightly modified Western, French, Saxon and Norse eyes
- Modified non-pagan Norse hairs
- Modified Dutch/Hungarian beards
- Changed Levantine face tone to be closer to previous version’s
- Adjusted lightings on early-era Western Slavic headgear
- Adjusted too much baggy eyes in Celtic male and Italian female
- South Indian male uses Indian beard
- Small modification to female Mongol clothes and headgear
- Adjusted the size of Ethiopian male clothes
- Fixed the reddish nose frames for male Norse characters [vanilla issue]
- “Church” background should no longer be as dominant among courtiers in Christian theocracies
- A new emperor- and king-tiered cloth for Khitan female
- Khitan female is back to using “Chinese” hairstyles
- FIXES:
- Reverted the “nose on top of the beard” fix previously applied to Western, Occitan, French, English, and Muslim portraits because the fix caused an issue with the Ill and Pneumonic trait graphics
- Removed an extraneous part (string) in mid-era Anglo-Saxon helmet
- Mid-era Celtic headgear now hides female hair
- Non-muslim Somali (and also Znaga and Zaghawa in SWMH) females no longer wear burka
- Fixed the wrong eye file used in North Indian male portrait
- Fixed the wrong eye pupil references in South Indian portrait
- Fixed an oversight where one female hair frame had much less chance of appearing [Vanilla bug]
- Fixed a possibly crash-inducing oversight in young Byzantine male portrait code
- Fixed the wrong age-group reference in old Byzantine male hair
LTM (C) for SWMH
- ALTERNATE REQUESTED FILES:
- (Optional) Selection of alternate, & rejected country borders + old + all vanilla
- (Optional) High saturation-Low Transparency in political mode
- (Optional) Low saturation-High Transparency in political mode
- (Optional) Basic flat map
- BORDERS:
- New non-passable border
- New country border
- New province border
- Slight increase in border intensity, still less than vanilla
- Non-realm border now fade away as the camera is pulled back
- Lowered border height to vanilla settings
- MAP CHANGES:
- Reshaped terrain of Massif Central
- Reshaped terrain of Britain
- Reshaped topology of Scotland
- Reshaped terrain along Tigris & Euphrates
- Reshaped trees in Nordkalotten, Finland, Novgorod, Baltics, & Sweden
- Reshaped terrain in Nordkalotten, Finland, Novgorod, Baltics, & Sweden
- Reshaped Irish terrain
- Reshaped Armenian valley topology to be softer & follow terrain
- Added northern wetlands
- Added farmland: focus on rivers, outlets, & branches
- Added coastlines (cliffs & beaches) to France, Portugal, north Spain, Sicily, Corsica, Sardinia... (TBC)
- Moved Italian Apennines terrain to its corresponding topology
- Moved Göta highlands terrain to its corresponding topology
- Removed trees for himalayan treeline
- Removed the green plains' sharpness around damascus
- Compatibility with SWMH's arabia release
- RECOLOURING:
- Removed vanilla's seasonal recolouring of rivers
- Expanded physical ice range to cover russian rivers
- Slightly recoloured of most fake lakes
- Recoloured Gotland & other Baltic Isles
- Recoloured Iberia & Italy
- Recoloured Carpathians
- Recoloured Himilayas
- Recoloured Turkey (TBC)
- Recoloured shores of caspian sea, north africa, & normandy
- Added salt lakes
- Removed seams around the Urals & Iran
- Adjusted snow colour
- Corrected colours & contours of water depths
- Recoloured water in all map modes
- TEXTURES:
- Replaced texture for hills
- Replaced texture for foothills
- Reworked texture for marshland
- Reworked texture for arid plains
- Reworked texture for farmland
- Flooded fake lakes with real water in Nordkalotten
- Added seperate texture for mountains in arid areas
- Added seperate texture for hills in arid areas
- Added seperate texture for hills in asia minor
- Added two textures for coastline terrain
- Replaced texture for ice
- Reverted desert texture back to vanilla (with adjustments)
- Increased normal sharpness for most textures
- Increased mipmap sharpness for most textures
- Slightly increased saturation in all textures
- VALUES:
- Increased water height & water height cap
- Increased trees width & height
- Replaced normal for most textures
- Decreased red hue in arid climate
- Increased green hue in temperate climates
- [Temporary] Farmland function as plains
- Renamed Arctic terrain to Boreal
- Added localisation for marshland terrain
- Increased boreal's movement cost & bottleneck chance
- Removed/Lessened paradox's terrain seams
- Increased of map transparency & saturation
LTM (C) for Vanilla Map
- Initial version
- 5
- 1