We're back again for our July update, Zeus9 -- 2016-07-17!
Note: CPRplus, as of the previous release, is no longer compatible out of the box with external mods that modify common/religious_titles/00_religious_titles.txt. Feel free to post in the CPRplus thread for help.
Enjoy religiously,
- The HIP Team
Download! [ MediaFire Mirror ]
This release is for CKII v2.5.2. It is compatible with savegames from the past several releases.
REMINDERS:
EMF v5.08
SWMH v2.933
CPRplus v2.5.6
Note: CPRplus, as of the previous release, is no longer compatible out of the box with external mods that modify common/religious_titles/00_religious_titles.txt. Feel free to post in the CPRplus thread for help.
Enjoy religiously,
- The HIP Team
Download! [ MediaFire Mirror ]
This release is for CKII v2.5.2. It is compatible with savegames from the past several releases.
REMINDERS:
- 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 v5.08
- MAJOR:
- Sainthood system added:
- Added Become a Saint ambition, available to non-heretic Christian characters over 100 Piety (or over 1 Piety, for theocracies). This kicks off an event chain where the character will attempt to shed their negative traits, and will be much easier to achieve if they have a great deal of Piety or a large number of positive traits. Either way, ultimate success is difficult to achieve, but if they eventually do they will receive the [new] Paragon trait and be much more likely to be declared a saint after their death.
- Non-heretic Christian characters who are slain or executed by a member of a different religion group during an ongoing holy war may gain the Martyr trait, granting piety to their relatives.
- Exceptionally pious non-heretic Christian characters (this includes martyrs, kings who have converted to Christianity, and the holy men/women who converted those kings) have, upon death, a chance of being declared a saint by their religion head up to a year after death. This chance increases based on the piety and general deeds of the character. Achieving sainthood will grant piety to their living relatives as well as be announced to all members of their faith.
- New mechanics for kingdom creation tied to new crown law for empires: De Jure Vassal Kingdom Creation
- The De Jure Vassal Kingdom Creation empire crown law slider has 3 settings:
- None -- default for all empires, neither the emperor or any of his vassals may create imperial de jure vassal kingdom titles; if reverting back to it later from a higher law setting, it requires Medium Crown Authority to enact.
- Anyone -- both the emperor and any of his vassals are allowed to create such kingdom titles, slight vassal limit malus (-5), requires High Crown Authority to enact
- Emperor -- only the emperor and none of his vassals are allowed to create such kingdom titles, same vassal limit malus, slight feudal vassal opinion malus (-5), requires Absolute Crown Authority to enact
- Each change of the law costs 1500 prestige, slightly upsets any vassals or below of the emperor whom have any subrealm counties within the de jure empire (-10 opinion x 10 years), and the law may only be changed once per lifetime.
- The AI will not seek to change the law beyond None -- this is overall the most historical behavior, but it does mean that if you want to form de jure kingdoms as a vassal to an AI emperor, you'll have to do so outside of the de jure territory of your empire, effectively as a march. Alternatively, custom kingdoms are still allowed since they're initially titular.
- Though it's not within the CK2 timeline, consider the formation of the Kingdom of Prussia first outside the de jure territory of the HRE to get an idea behind the gist of this law slider's function.
- As an empire grows over time, it becomes increasingly important to be able to form vassal kingdoms; that is why the law allows player emperors to seek reform in order to deviate from the tradition of only dukes being vassal to an emperor within their de jure imperial territory. Additionally, the Emperor setting of the law allows for precise control over how that will be done by the emperor.
- Note that Bohemia is not subject to this law and may be created under standard conditions.
- Saves from prior versions of EMF will be automatically upgraded to the Anyone setting. The Byzantine Empire, however, will be automatically upgraded to the None setting in old saves, in keeping with the [relatively inflexible] status quo from prior versions.
- Now that this restriction is in place by default, we can finally allow AI emperors to create (and not unnecessarily destroy) kingdom titles without the issue of imperial de jure vassal kingdoms being wantonly created by the emperor.
- The De Jure Vassal Kingdom Creation empire crown law slider has 3 settings:
- Sainthood system added:
- CHANGES:
- General:
- While exceeding your vassal limit will still severely degrade your tax income, it will no longer affect your available demesne and liege levies. This prevents numerous major exploits.
- Nerfed tech spread and tech points generation due to buildings as well as the static coastal tech spread modifier.
- When forming the Holy Roman Empire or Frankish HRE (Saint-Empire Romain), the stem duchy kingdoms of Lower Lorraine and Upper Lorraine will again spring into existence instead of Lotharingia lingering.
- Adventurer governments are now no longer allowed to be theocracies or republics. Like holy orders, previously, they just assumed the government form of whichever court from which they came.
- Casus Belli:
- Non-feudal rulers now comprehensively abdicate their previous titles before assuming a higher-tier feudal title via a CB.
- New CB: 3rd-Party King's De Jure County Claim
- Emperors may now press de jure county claims for their vassal kings -- no longer just for their vassal dukes. This is a relatively rare CB opportunity, but when its need does arise, it is extremely helpful, sensible, and consistent with other Casus Belli.
- For reference, the name of the CB displayed on the UI's CB selection list takes the form "King's De Jure Claim on <TITLE>." This is intentionally a bit different than usual 3rd-party de jure ducal claim CBs, because we cannot show the portrait of the vassal king on the CB selection button as we can with those.
- The Holy War and Religious Reconquest CBs now only allow traversing sea zones to the target duchy if it can be done via a subrealm province that is transitively connected to the aggressors' top realm capital via direct province adjacencies (i.e., exclaves separated by sea zones or regular old land-separated exclaves cannot be used as basis for a holy war for a target duchy that does not directly border the aggressor subrealm).
- The Holy War CB no longer costs any piety to use if the attacker holds a kingdom or empire which is de jure liege or above to the target duchy.
- Better Civil War Names:
- Rather than all of the 4i faction wars, succession law faction wars, and crown authority faction wars using the same CB with the same war name (e.g., "2nd Revolt of the Byzantine Revolt League"), the main rebellion CB now has a differentiated counterpart for every type of war goal and reason for rebellion. Now, you'll see war names in-game like "2nd Byzantine Civil War to Restore Agnatic-Cognatic Succession," "3rd French Civil War for Elective Monarchy in Aquitaine," and "English Civil War to Overthrow Liege (Obligations)."
- The Manifest Destiny Invasion CB -- available to Seljuks and Timurids -- can no longer be used against same-dynasty targets, and the attacker must be duke- or above-tier.
- Multiplayer:
- AI lieges are no longer given a handicap with regard to 4i -- 4-interest -- faction mood assessment in multiplayer.
- All of the possible positive-mood "faction reward" events, which occur when a 4i faction votes to either support you in its faction-specific, unique way or when such a faction votes to simply offer you gold tribute, now actually work in multiplayer.
- Laws:
- Feudal Elective Succession no longer prevents usage of the crown authority sub-laws Free Infidel Title Revocation, Complete King's Peace (non-Conclave), and External Inheritance Disabled.
- Some of the 4i factions have always especially disapproved of high levels of Crown Authority under the HRE; now, they do so identically under the Frankish HRE (Saint-Empire Romain).
- Enacting changes to Investiture crown laws now has appropriate effects upon Religious Authority and temporary religious head opinion (affects Catholic, Fraticelli, Cathar, Bogomilist, and Manichean religions).
- While Religion Head Investiture (commonly known as 'Papal Investiture' for Catholic/Fraticelli) is still not a default law until the year 1000AD, head investiture can now be enacted at any point in time rather than only after the year 1000AD. AI will not seek to enact it any earlier than previously.
- Crown Authority level basic effects have been altered toward the goal of providing sufficient rewards for achieving and maintaining, e.g., Absolute Crown Authority:
- Minimum liege levy modifiers now range from none to +60% in +15% increments beyond Autonomous Vassals.
- At High Crown Authority, maximum liege levy is modified by +10%, and at Absolute Crown Authority, maximum liege levy is modified by a whopping +30%.
- At High Crown Authority, demesne cap is boosted by +1, and at Absolute Crown Authority, demesne cap is boosted by a whopping +3.
- Remember, when it comes to liege levies, the "minimum" liege levy is that which is provided at the minimum opinion at which vassals will provide any troops at all (-50), the "maximum" liege levy is that which is provided at maximum vassal opinion (100), and the realized liege levy will scale linearly between this minimum and maximum along liege opinions of -50 to 100.
- The total cost of raising Tribal Organization to its maximum setting has been reduced to 3500 prestige from 5000 prestige (-30%) with prestige costs steps of 500/750/1000/1250.
- Military:
- Characters' martial skill now directly influences their army morale: the impact is scaled by the martial attribute value, so 10 martial = +4% morale, 15 martial = +6% morale, 20 = +8% morale (a linear curve of land_morale = 0.004*M, where M is martiall skill level).
- (EMF+SWMH) The dynamic levies (i.e., "dynlevy") min/max liege levy law modifier increments (of which there are 64) which scale with ruler realm size (number of holdings in subrealm) have been modified to allow the law's [nonlinear] scaling curve to stretch from realm sizes of less than 24 with no malus to realm sizes of at least 520 for maximum malus (-50%). This penalizes medium-sized realms less than currently and applies more relative penalty to very large realms like the HRE.
- Temples / Bishroprics / Mosques:
- Temples have been made significantly more attractive from a base tax, base levy/garrison, and levy reinforcement rate perspective. Base city levy reinforcement rates have been halved, in contrast.
- The temple military building tree has been modified to produce a strong heavy infantry + pikemen combination well-supported by archers.
- Holy Orders:
- The Saqaliba are now an Isma'ili holy order instead of Shi'ite (along with the Hashshashin, which had already been converted to Isma'ili).
- The Arsiyah's events & decisions have been updated to trigger off the appropriate new Sunni heresies (introduced a few releases ago with the new religious setup), should they take-over Sunni and become non-heretic.
- The Hashshashin / Assassins formation code now uses the historical founding character of Hassan i-Sabbah if he's alive at the time of formation.
- (EMF+Vanilla) The Hashshashin now properly consider EMF's custom decadence mechanic when choosing assassination targets (was already true for EMF+SWMH).
- General audit for consistency across all holy order code, which resulted in reversal of some unintended behavior.
- Whenever any holy order is created, a standard set of effects are now applied (some were the case for certain orders, some others, some not at all-- the vanilla setup is quite inconsistent). Some of the more important, new effects:
- Ensure that they have the correct kind of feudal government for their religion. Previously, holy orders had the government type of whichever ruler happened to run the event which spawned them (essentially random, but usually feudal). This led to theocracy holy orders, republican holy orders, etc., and that was certainly not ideal.
- If their religion's Religious Authority is less than 75%, then add a 10-year RA modifier of +5% to their religion.
- Religion:
- Becoming a Messalian Master is now more difficult: it requires a period of prayer and fasting just the same as driving out daemons, and only offers a chance of success (with the chance higher depending on the level of Piety for the character). A 250 Piety cost is incurred when beginning the prayer, and the character must wait at least three years before they can attempt it again.
- Becoming a Messalian Master now only raises Religious Authority of the Messalian faith if it is currently below 75%.
- The reward event for the Convert a Province ambition is back and has been improved significantly, including the first usage of EMF's new notification-tab-only trait gain/loss notification system.
- For a heresy to overtake its parent religion via the classic SoA heresy takeover mechanic, the heretic religion now requires 10 provinces more than the parent rather than 5. [In 1066+ starts, Zaydi was frequently taking-over Shi'ite by default due to the recent legitimization of Isma'ili.]
- The Court Anarchy trait is no longer inherited by the next Sunni caliph when starting from the Old Gods bookmark.
- Muslims should now be more aggressive, and they enjoy 2 Military Organization technology levels' worth of additional retinue cap, although their retinue maintenance cost remains the same.
- (EMF+SWMH) Total levy sizes and levy reinforcement rate for Muslims has been boosted a bit to counterbalance the fact that the Muslim world is very holding- and province-sparse compared to Europe on SWMH.
- General:
- MINOR CHANGES:
- The Fabricate Heresy plot is no longer useable on actual heretics and invalidates if the target becomes one.
- The new Revassalize CB now lasts 50 years instead of 40 (provided that the ex-vassal doesn't die first).
- The notification of Imperial Decay at the beginning of the game now uses the player's portrait rather than Isis's portrait.
- The effect tooltip for passing a succession law change will now warn you when doing so would leave you with net negative prestige.
- New icons for Go Crusade, Go Jihad, Become a Saint, Become Regent, and Plot to Kidnap
- Maintaining a mercenary band (Zeus, HL) now has a smaller negative impact upon demesne levy size.
- Ramadan events & decisions optimized a bit and no longer show positive/negative decadence effects when they can't actually have an effect.
- FIXES:
- Several of the new plots now properly take into account the plotter's Plot Power when calculating the chance of success.
- Several vanilla fixes for the council power laws (used to result in unexpected/unfair opinion modifiers upon usurpation of titles, opinion modifiers when not actually vassal to the associated council, etc.)
- The exact rating of Imperial Decay will now always show, even if 0, on the tooltip for the Lower Imperial Decay decision, which is always available to be inspected
- The 3rd-Party De Jure County Claim CB is now WAD; it was not issuing CBs when it should (for the last couple months), although the "De Jure Ducal Claims" alertbox still listed the CBs it should've been allowing.
- Turned off vanilla Conclave event which could apply a Borrowed From Jews modifier the ruler could never lose.
- If you've expelled the Saqaliba [holy order], then you can now no longer borrow money from them, as it should be.
- The Muslim County Conquest CB (same-religion-group variant) is now properly available, in all cases, against targets with the same liege.
SWMH v2.933
- The core of EMF's recently overhauled religious setup has been ported to base SWMH. Most of the extended religious mechanics haven't and won't be ported, but those central to new religions have (e.g., the Isma'ili Caliphate Rising event chain).
- Further historical setup update to the Seljuk and Ghurid realm, 1066-1210
- Ghaznavids now have more vassals until mid-12th century
- Removed a duplicate Ma’danid Baloch realm between the 11th and 12th century
- Added the Banijurids in the Khottal/Khuttal area in 867 (undocumented change in the last version)
- Strait of Hormuz now goes through Hormuz rather than Makran
- Added 80 additional Wikipedia links for Turkish, Persian, and Mongol characters
- Altered Dutch culture color to be more distinct
- Altered color of the Duchy of Ravenna to no longer be identical to the Duchy of Milan
- Extensive title creation/usurpation conditions revisions in coordination with support for EMF's new De Jure Vassal Kingdom Creation imperial crown law
CPRplus v2.5.6
- CHANGES:
- Occitan and Basque characters now have the Iberian nose
- Non-pagan Turkish female now wears Turkish clothes instead of Byzantine ones
- Berber and Beja characters now wear the same clothes as Ethiopian characters [SWMH only]
- Avar characters now use the Hungarian portrait
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