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    Real Strategy Requires Cunning

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zijistark

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Before our team commences upon the upcoming compatch for CKII v2.6, we've prepared a final release for v2.5, Zeus10, for you to enjoy while the next patch is cooking and the dust is settling.

If the Reaper's Due (2.6) has been released by the time you read this and you want to play this version of the mod (it'll be the only available for some time), you'll need to "opt-in" to the 2.5.2.2 version of CKII via your Steam preferences first.

Enjoy patiently,
- 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 v5.09
  • MAJOR:
    • Better Magyars:
      • The Magyars now begin the TOG bookmark as tribal rather than nomadic. They also no longer begin with event troops, nor do they begin at war with Bulgaria.
      • When (and if) the Magyars are reduced in their holdings, they may eventually decide to migrate across the Carpathian mountains - provided there is a valid target there, with lands immediately on the other side of the mountain ridge. The Magyars immediately receive their event troops, and the target realm must then decide whether or not to let the lands go to the migrating horde, or whether to fight them. If they elect to fight, a war is started immediately, and if won by the Magyars will have the same effect as if they were peacefully permitted to cross: they usurp all lands of the target's realm in de jure k_hungary and all their provinces outside of de jure k_hungary will individually lose their Magyar culture, become tribal, and go independent. Former Magyar vassals are absorbed into the liege's court and will ask for a county in the new homeland.
      • A player Magyar realm has access to a Cross the Carpathians decision instead, useable prior to 920 so long as they have not grown in size or converted away from Tengri and there is a valid target on the other side of the Carpathians as with the event chain, which immediately starts a war as if the target had refused (so they always have to fight in order to migrate).
      • Avar provinces owned by Magyar rulers will convert to Hungarian culture much more quickly.
      • (SWMH only) If the Magyar realm is large enough, certain Avar provinces in the realm will convert to Szekely culture instead, and will spawn a number of Szekely courtiers when they do.
      • AI Magyars are much less likely to convert away from paganism prior to settling.
      • Prior to becoming non-pagan, Magyars will now produce far more raiders once they've crossed the mountains into Carpathia. They also have access to a Magyar Raid casus belli, useable to force the target and the owners of all occupied provinces/baronies to pay the victor, though this is useable only after a Magyar realm has conquered most of de jure Hungary (an event will fire to announce it).
      • Once the Magyars become feudal, their original event troops (if not already lost) will be removed, and the AI will be prompted to become Catholic (if it is still Tengri).
      • The Create Hungary decision has been removed. Player Magyar realms will need to feudalize and form the Kingdom of Hungary normally. The tribal Magyar title is destroyed if ever owned in conjunction with the Kingdom of Hungary title.
    • Decadence Redefined (an ongoing evolution):
      • Decadence is the misgovernance of a ruling dynasty due to corruption, incompetence, and/or apostasy.
      • Dynastic decadence is now strictly dependent upon dynasty members within the same (sub-)realm.
        • The "realm dynasty head" is any ruler who has no liege of their dynasty in the realm above them (regardless of whether they're independent).
        • Realm dynasty heads are responsible for convincing decadent dynasty members in their subrealm to "straighten-up," and it is they who will receive the tiered "Decadent Dynasty" traits depending upon their dynasty's realm decadence rating.
        • The "official" [global] dynasty head (i.e., the guy shown in the upper-right corner of the Religion window's decadent relative listing) is now otherwise irrelevant. Unfortunately, due to modding limitations, note that we cannot instead show the portrait of the realm dynasty head (if different) in the Religion window.
      • The dynastic decadence rating is no longer a simple function of a few flat thresholds of decadent dynasty member counts; instead, the proportion of decadent realm dynasty members is now critical.
        • This means that large dynasties are no longer doomed to highly-decadent status, because the rating scales with the realm dynasty's size. Likewise, small realm dynasties will suffer more than otherwise from fewer amounts of decadent relatives.
        • With the shift to the "misgovernance" model of decadence and the advent of these scaled decadence ratings, we now also weight the decadence (or lack thereof) of dynasty members by rank / influence.
          • A decadent duke matters more to the realm dynasty rating than a decadent count, who in turn matters more than a decadent baron, who in turn matters more than a decadent courtier.
          • This works both ways, so, e.g., several non-decadent higher-tier rulers will significantly outweigh the importance of an equal number of decadent courtiers toward their realm's dynastic decadence rating.
      • If the realm dynasty head himself is also decadent, his realm's decadence rating is effectively +50%!
      • With this new definition of decadence, certain traits now have different impacts upon decadence:
        • The Content and Ambitious traits are no longer relevant.
        • The Homosexual trait is no longer relevant. While it'd certainly be apostate in the eyes of Muslims in the Middle Ages, such a private status on its own doesn't imply a negative impact upon right governance.
      • Nomads are no longer subject to the EMF decadence mechanic. Neither are rulers of landless titles such as mercenary bands or holy orders.
      • When a character becomes Decadent, all same-dynasty players in the subrealm of their realm dynasty head are now notified in addition to the realm dynasty head.
  • CHANGES:
    • New title decision: Renounce Claim
      • Occasionally, you'll have a claim to a title that you do not actually want. For a quick relations boost with the title holder (if any), you may now renounce that claim by right-clicking a CoA for the title (i.e., the same way all title decisions are accessed, and for claims, you can do this straight from your own character view since the shields of all your claims are displayed there) and choosing Renounce Claim.
    • New title decision: Grant County
      • Sometimes, the Grant Recently Acquired Land decision is not available when you need it. The title decision Grant County will allow you to grant any non-capital county (and any subholdings which you own in it) to a new steward or military governor either of your own culture and religion or of the local provincial culture and religion.
      • NOTE: In multiplayer, we instead feature 1-click Grant County (Administrator) or Grant County (Military Governor) title decisions, and there is no option to grant to a character of the local provincial culture and religion -- only of your own. This is due to a long-running CK2 multiplayer OoS (Out of Sync) limitation related to chained events which grant titles to new characters.
    • Buildings are now +20% more expensive across the board.
    • Plots:
      • Plots to gain vassal titles now show easy-to-understand tooltips for why they are (or aren't) available
      • Rulers may now plot to revoke vassals' barony titles inside their capital county
      • Emperors may now plot to revoke vassals' de jure kingdom titles when the vassal has none of the kingdom's de jure counties in his subrealm
    • Islam:
      • Muslims holding Muslim provinces now suffer a -10% provincial tax modifier, as in vanilla; they have the jizya bonus in non-Muslim provinces, as always.
      • (EMF+SWMH) Reduced the Muslim levy size handicap to +25% (from +35%)
      • The Arsiyah (Sunni holy order) now forms shortly after Muslim Jihads are unlocked, regardless of any territorial conditions.
      • Zaydi is no longer a Shi'ite heresy, but it is instead a separate faith within the Muslim religion group.
      • The Furusiyyah event texts and effects have been updated to reflect new decadence mechanics and offer some fresh flavor.
      • The Bektashi Order is now Isma'ili rather than Sunni for historical reasons. A new Sunni holy order will be added, although they still have the Arsiyah on their side.
      • Shuffled the display order for Obligations & Focus demesne laws to be more relevant for all religion groups (particularly relevant to Muslims).
    • Event chains & decisions upgraded to use EMF's new messages-tab-only trait gain/loss notification system (with some vanilla bugfixes along the way):
      • Conclave's adolescence education events (e.g., when childhood traits manifest as adult traits)
      • Events associated with the [Conclave] ambition Groom Heir
      • Childhood advancement of personal combat or diplomatic traits
      • Hajj events
      • Muslim Compose an Epic Poem event chain
    • If a non-nomadic emperor acquires a secondary empire title by whatever means, they'll now be forced to choose which one to keep -- there can only be one legitimate empire title under a single emperor.
      • The empire not chosen will be destroyed without penalty.
      • No "de jure merge" of the titles happens automatically; they must de jure drift normally.
      • The AI will always choose to keep their original empire title (for ease of understanding its behavior, largely).
        • Exception: If the AI can upgrade from a titular empire to a de jure empire, it will always do so.
    • Imperial Decay:
      • Imperial Decay for any given empire title is now capped at 100% (80-100% gives maximum malus). It can also never be negative now.
      • In an effort to help users better understand how their Imperial Decay rating is changing, all changes to an empire's Imperial Decay rating, for any reason, are notified to the emperor with the new rating and the amount by which it changed (positive or negative).
      • The decay gain calculations upon an empire title changing hands are now much more fine-grained, and the formulas for various factors' contribution to decay change now exhibit more desirable, non-linear response curves.
        • (EMF+SWMH) The realm size component of decay gain upon succession (usually the largest of them all) has been calibrated for typical SWMH realm sizes (our rule of thumb is 8 holdings on SWMH for every 5 on vanilla).
      • If a secondary empire title is acquired, the emperor will need to choose which title to keep (see above). If he chooses to assume the newer empire title, the Imperial Decay of whichever title has higher decay will be used.
        • Previously, multiple empire titles were not handled correctly, and inherited/usurped secondary empires with higher decay would "infect" the decay rating of all other, held imperial titles unconditionally-- and they would do so again upon every succession. Now, the higher decay is assumed only once and only in the case of choosing to keep the new empire title.
      • Emperors subject to the Imperial Decay mechanic are now also penalized in the levy size of any demesne temples they may hold (particularly relevant to Iqta, al-Mulk, and Bogomilist governments).
    • Independence Faction:
      • AI HRE/SER vassals in Italy/Burgundy now consider themselves [fully] de jure before 1125. Previously, they considered themselves "partially" de jure, and there was no expiration.
      • AI vassals whose subrealm provinces are fully part of an exclave(s) are now much more likely to join/create the faction. Province exclave status requires no transitive connectivity to the liege's capital within the top realm.
    • History's Forgotten Daughters:
      • In bookmarks prior to 1066, AI rulers over the age of 30 who do not already have any female children will have a chance of having one or two random adult daughters created for them. Muslims, pagans, and rulers of higher rank will have a greater chance of this occurring. These daughters are not created for rulers where the daughters will have any chance of inheriting their title.
    • Vanilla Seljuk-spawning event has been cleaned up and will now likely fire more often.
    • Vanilla Timur-spawning event has been cleaned up and will now likely fire more often.
    • Vanilla Sabuktigin-spawning event has been cleaned up and will now likely fire more often and will now actually work with SWMH - and will not be used at all with mini-SWMH.
    • (EMF+SWMH) Oghuz-culture rulers will slowly change to Turkmen culture if they cease to be nomadic (players can opt out of this and their vassals will never switch).
    • (EMF+SWMH) Turkmen-culture rulers will slowly change to Turkish culture after 1200 if they are in the Asia Minor region (players can opt out of this and their vassals will never switch).
    • The Center of Trade building tree for cities which predominantly provided tech points and tax has been removed.
    • (EMF+SWMH) Added a levy size & levy reinforcement rate handicap of +25% and +25%, respectively (same as Muslims), to the Zoroastrian and Jewish religion groups as well as to Coptic, Apostolic, Nestorian, Maronite, Paulician, and their respective heresies. [Same reason as Muslims: on SWMH, their parts of the map are more holding- and province-sparse than the [rest of the] Christian world, and this is a balance measure.]
    • The Mongol Empire (and Aztec Empire) now enjoy +30 vassal limit but suffer -15 opinion from non-nomadic, non-tribal vassals.
    • Tournaments can now be held up to once every 10 years by the same ruler (previously had a lifetime cooldown).
    • Minimum number of years to de jure drift a duchy into a different de jure kingdom reverted to vanilla's 100 years (was 75 for awhile).
    • (EMF+SWMH) Dynamic de jure expansion of Christian Iberian kingdoms (due to successful Reconquista) can now happen when their holder is a vassal king instead of only when independent.
    • Piety threshold to qualify for sainthood upped considerably for religion heads and non-rulers.
    • To use the Pagan Subjugation CB, the attacker must now be at least duke-tier.
    • New icons for Plot to Embezzle, Plot to Fabricate Heresy, Plot to Fabricate Treason, the Rebel / Neutral / Loyalist traits, for Bogomilist feudal government, Imperial government, and al-Mulk government.
    • Prove Your Rule decision now useable by the Roman Empire as well as the Byzantine Empire.
  • MINOR CHANGES:
    • The opinion malus for 'Wrong Government Form' has been reduced to -10 from -20.
    • The opinion bonus for 'Marriage Ties' has been increased from +15 to +20.
    • The AI will not seek to claim the imperial throne in Imperial realms if its liege opinion is 80 or more.
    • The text for the event which fires when a viceroy loses their title will no longer mention the former owner passing if they're still alive.
    • AI will no longer seek to change Clergy Obligations law if they lack any clergy vassals (particularly relevant for Muslims).
    • Fewer AI characters will attempt the Become a Saint ambition or succeed at it.
    • The nickname 'the Usurper' should now be given about half as often as previously, and it will no longer be given to "usurpers" that have already held the title in the past.
  • FIXES:
    • The nickname 'the Treacherous' is no longer misspelled.
    • King's De Jure Claim (i.e., third-party de jure county claims of vassal kings) no longer redundantly show as valid CBs when the de jure kingdom holder is also the emperor.
    • Added trait icon for Hurufi Diwan.
    • The 'Medium' setting of Iqta Obligations law is now properly called Medium Iqta Obligations rather than just the mysterious Medium law.
    • Educator notification of childhood diplomatic trait advancement no longer shows tooltips related to personal combat trait advancement.
    • (Vanilla Map) The Hashshashin are now properly Isma'ili instead of Shi'ite.
    • A few revolt CBs still allowed the defender (liege before war) to call allies into their war. This was not our intention (particularly since patch 2.5's addition of involuntary call-to-arms but for other reasons too) and is now addressed.
    • Resolved issue wherein claimant faction wars would sometimes immediately invalidate after launching.
    • When forming a new Muslim cadet dynasty, the intended new dynasty name will now be used in all cases.
    • Banishing a takfir can no longer give the exile any claims upon landless titles.
    • The Yazidi religion head will now have a proper government type.
    • (EMF+SWMH) Yazidi is no longer listed as a Sunnni heresy.

CPRplus v2.5.7
  • NEW FEATURES:
    • Incorporated the “saint” background from CK2Plus. If playing with EMF, the background will be available for Saint characters only; without EMF, it will be available for dead characters with the Saint, the Martyr, or the Apostle nickname
  • CHANGES:
    • All military helmets that cover the entire head should now hide hair
    • Guanche child icons are now Muslim ones rather than African ones
  • FIXES:
    • Added missing headgear sprite to Crimean Gothic and Georgian female character
    • Fixed a glitch where cardinals keep wearing the galero hat on top of the “cool” armor

SWMH v2.934
  • Druze and Yazidi are no longer heresy
  • Added a Daju realm in the Darfur area
  • Changed map colors of titles in Yemen, Hedjaz, and Maikele Bahr
  • Added Wikipedia links for more characters in the east, including Ghaznavid rulers
  • Some birth year and marital changes to early Seljuk characters
  • Slight adjustment to the political setup in the Khuttal/Khatlon area in 867
  • There is now only one Oghuz Turkic realm north of the Seljuks from 1066 onward
  • Minor tweaks to Seljuk setup in 1066
  • Ethiopia and Maikele Bahr areas now start out with the same technological level as their neighbors
  • Western Ifriqiya now starts out as the same technological level as Sub-Saharan Africa
  • Mamluks are now Ismaili, not Sunni
  • Removed vanilla Indian characters who should not be physically present in SWMH
 
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EU3NOOB

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Awesome!
 
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zakhad

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Anyone able to raid? I'ma english raider using the earlist start time, and my homebase is in northern iceland, in the previous version i could raid, I can't see any changes relating to it so I'm at a loss.
 

Tirion1987

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Wow, you really answered my question before I even asked. The question was, of course, "What will I do until the first 2 bugfix patches coe out for 2.6?" :p
 

Tirion1987

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Anyone able to raid? I'ma english raider using the earlist start time, and my homebase is in northern iceland, in the previous version i could raid, I can't see any changes relating to it so I'm at a loss.

Now that you mention it...
[HIP Release 2016-08-22 (Zeus10)]
EMF: Extended Mechanics & Flavor (v5.09 - 2016-08-22)
Arumba's Keyboard Shortcuts (2016-03-02)
ARKO Interface (2016-03-03)
SWMH (v2.934 - 2016-08-10)
SED: English Localisation for SWMH (v2.2.5 - 2016-08-21)
ARKO Armoiries (2016-03-03)
LTM (C - 2016-04-10)
VIET Events (v2.0.0 - 2016-05-28)

I can't raid. Starting in the TOG bookmark as the Avar Tengri nomad in Biharország, I can turn looter on, but my units won't start looting in any of my neighbours. I have neither NAPs nor tributary relations with them.

EDIT: repeated restarts seem to fix it.
 
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Rylock

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Raiding is not something a mod could control, in any case, outside of the ability to set an army to raid or not.
 

zijistark

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CAUTION: PLEASE RE-DOWNLOAD IF YOU'VE DOWNLOADED BEFORE THIS WAS POSTED!

There was a stupid bug in EMF, which I have squashed. Please re-download if you've downloaded this release before this posting.
 
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Urzhail64

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Thumbs up ! Downloading as I write this...
 

2ndPorphyry

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This latest iteration of better Magyars sounds great and robust on paper. I don't usually do 867 starts anymore, but I may have to try one to watch them in action. Thanks for being persistent in the search for viable Hungarians!

Will continue to enjoy patiently.
 

Spirit_mert

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Do I have to download this one if I am going to download the new version of the mod after new DLC releases ? Thanks in advance.
 

2ndPorphyry

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Do I have to download this one if I am going to download the new version of the mod after new DLC releases ? Thanks in advance.
This is the most up to date version, so if you want to play the mod without the DLC until the compatch is finished, then this is the version to use.
 

Exortus

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Seems like Ziji "Tengri" Stark has heard the prayers of the magyar shamans. PRAISED SHALL HE BE.
 

zijistark

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Seems like Ziji "Tengri" Stark has heard the prayers of the magyar shamans. PRAISED SHALL HE BE.
Actually, the magyar work was 100% @Rylock. Sure, we planned it -- like we plan anything, but Rylock is the mastermind to thank here.

Praised be the name of Ry "Tengri" Lock, the guardian of the Magyars -- the Magyar-Whisperer.
 
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zijistark

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Aaaw, it was such a powerful building. Guess that's why :p
Yep. Just too powerful, and no way to really make it not. It had already been nerfed a lot.
 

edza101

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Yep. Just too powerful, and no way to really make it not. It had already been nerfed a lot.
Why not just add in a static building that can't be upgraded or created that generates a bit of extra income for major historical trading cities? Especially for the east where tax income is already being eaten away by the reduced number of merchant republics around the persian gulf/indian sea area.

EDIT: It would add a bit more strategy towards gaining certain provinces over others, rather than just blobbing.
 
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Tirion1987

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So how many of you are playing the new The Reapers Due or HIP?
HIP. I'm not buying the DLC until at least one bugfix patch comes out (based on the DLCs I seen released so far, this is 100% justified), and by that time I'll buy it, hopefully HIP will be incorporating that. Until then, I'm playing as my Magyar ancestors and have a lot of fun.
 
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zijistark

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HIP. I'm not buying the DLC until at least one bugfix patch comes out (based on the DLCs I seen released so far, this is 100% justified), and by that time I'll buy it, hopefully HIP will be incorporating that. Until then, I'm playing as my Magyar ancestors and have a lot of fun.
This.

Any 2.6 / RIP games until they do their signature open beta bugfix patch move are always going to be "sneak peek" games at best. Nothing wrong with that as long as that's what you expect, but if you're gonna get a good campaign on, I've got to have HIP. So, while I'm really excited to see, e.g., what kind of performance gains HIP may get out of the new patch, you wouldn't catch me on vanilla for anything but the brief joy of observing its new speed 5 this morning.
 
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