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zijistark

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HIP's Furry7 release is here! Part compatibility patch for CKII v3.1.1, which dropped yesterday, and part grab bag of new goodies, changes, and fixes: you're sure to enjoy this release.

As always, releases with the same codename (here: 'Furry') are all save-compatible with each other, although we obviously cannot make any such promise about external- or sub-mods.

Enjoy compatibly,
- The HIP Team

Download! [ MediaFire Mirror ]
This release is for CKII v3.1.1. It is compatible with all savegames started on past Furry releases (i.e., all savegames post-HF / CKII v3.0).


REMINDERS:
  • ALWAYS remember to delete any preexisting modules/ subfolder before extracting the release download into your mod folder!
  • HIP is modular: different installer choices yield wildly different forms of HIP, so remember:
    • ALWAYS include your version.txt file from the [default] mod/Historical Immersion Project/ folder with any posts regarding specific behavior in HIP (especially bug reports). If you don't do this, your post'll be much less useful and is apt to be ignored.
  • One must use the same modules as previously used with old savegames to maintain save-compatibility for any given campaign. Exceptions which may be enabled or disabled at your pleasure:
    • SED: English Localisation for SWMH
    • ARKOpack Interface
    • Arumba and Internal Tab Shortcuts
    • LTM
  • SWMH does not include a 769 bookmark. We've no intention to add one, but there might be an unofficial sub-mod for this in the future.
  • SWMH does not include eastern/southern India but does include Rajastan. We've no intention of adding more of India.
  • MiniSWMH is an official SWMH sub-mod which removes India and the least-relevant parts of Africa in order to provide a higher-performance SWMH alternative.
  • It's still possible to play with a [slightly modified] vanilla map if SWMH doesn't suit you. Simply give the installer a 'no' on SWMH in that case.
  • EMF has comprehensive changelog archives for every version since its first.


EMF v9.06
  • CKII v3.1.1 compatibility patch
  • NEW FEATURES:
    • Improved Genetics:
      • Integrated and extended the excellent mod Improved Genetics 2.03 for HIP by @Crimson9
      • Almost all congenital traits are no longer managed by the base game's overly simplistic congenital trait assignment system. Instead, characters will carry and inherit DNA which determines how their genotypes express into phenotypes. Two models of phenotype expression are used: standard Mendelian inheritance for traits that are not on a spectrum (e.g., you are either born with Dwarfism or not) and Polygenic inheritance for traits that are on a spectrum (e.g., Intelligence).
        • Subject to Polygenic inheritance:
          • Intelligence:
            • Genius
            • Quick
            • Bright (new)
            • Dim (new)
            • Slow
            • Imbecile
          • Attractiveness:
            • Attractive
            • Comely (new)
            • Homely (new)
            • Ugly
          • Strength:
            • Strong
            • Burly (new)
            • Delicate (new)
            • Weak
          • Height:
            • Giant
            • Tall
            • Short (new)
            • Tiny (new)
          • Perceptiveness:
            • Perceptive
            • Absent-Minded
        • Subject to Mendelian inheritance:
          • Clubfooted
          • Dwarf
          • Hunchback
          • Stutter
          • Lisp
          • Harelip
          • Wrymouth
          • Deaf
          • Health: this is not a trait, but genes for it exist nevertheless, and they affect a character's base level of Health.
      • Added coherent random genetic mutation:
        • When a character is born, they have a base chance for any given random genetic mutation expressing a trait. This takes precedence over normal genetic inheritance, and since we've made all of the congenital traits managed by the module actually non-congenital and non-random as far as the base game is concerned, when a random mutation occurs, the character's DNA is corrected to properly reflect the mutation so that the underlying genes related to the mutation will be coherently reflected in future generations.
      • Improved the random initialization of genetic traits at campaign startup so as to only affect ahistorical / randomly-generated characters. Also, their assigned congenital traits, if any, will now be able to be seen immediately upon entering the game rather than waiting a few game days.
      • Virtually all characters spawned by script will now immediately undergo either random initialization of genetics or, if they have an assigned father / real father and mother, proper birth inheritance and mutation.
      • When the base game spawns randomly-generated courtiers after the campaign starts, they will be detected and seeded with appropriate [chances] for genetic traits.
        • Additionally, any script that EMF doesn't manage (or vanilla code we haven't noticed yet that does so) which spawns characters will be detected in the same way and undergo proper genetics initialization -- except with a short delay and not immediately as they would've had they been spawned by EMF-managed code.
      • Overall, genetics will now be far more coherent within families, and remember, that is a double-edged sword:
        • If, say, Clubfooted starts popping up in your family more than you're used to seeing it with vanilla "genetics," don't be surprised; that's a lot closer to how real genes express, and apparently you've managed to get some naughty genes in your family (either through an unfortunately well-propogated mutation or through good ol' mating).
        • This, of course, also goes for marrying / seducing possibly-great genes into your family based upon the presence of positive traits in mates, so now more than ever, as the CKII loading tip goes, "Pay careful attention to the traits of your wife."
      • Notes to modders that want to spawn characters appropriately:
        • Use the emf_new_character scripted effect after you're done initializing the character. Besides taking care of pagan religious branches, zodiac traits, warrior traits, diplomat traits, and so on, it will initialize the genetics of your character.
          • If the character has a living father and a mother, they will automatically go through standard birth inheritance and mutation, so make sure to use set_father or set_real_father along with set_mother before calling emf_new_character. If they don't have parents, then their genetics will be assigned randomly according to a realistic trait distribution.
          • Any pre-assigned genetic traits will be respected and not altered. E.g., if you set them to be an Imbecile, the whole Intelligence spectrum of trait assignment will be skipped.
          • To disable any genetic assignment / inheritance / mutation (regardless of whether you use the emf_new_character effect), set the flag emf_dna_check on the spawned character.
            • If you still want to use emf_new_character for its other virtues, simply set that flag before invoking it.
      • Notes about savegame compatibility:
        • Despite adding 8 new congenital traits, this version of EMF is fully save-compatible with all versions in the v9.XX series (i.e., the Furry series of HIP releases that have been released since Holy Fury).
        • If you were a user of the Improved Genetics for HIP mod on top of EMF, those savegames will not be compatible with this and future versions of EMF because of a discrepancy in the trait files of Improved Genetics for HIP and actual HIP. Unfortunately, this is unavoidable (or we'd have to break save-compatibility for everyone else).
    • Qualify of Life:
      • Transfer De Jure Vassals:
        • This is a new targeted decision that can be taken on vassals whom are the de jure lieges of at least one but possibly many of your other de facto vassals. It will transfer all the correct, de jure vassals to the targeted character with a single click -- opinion bonuses / favors included, as if you had waited for those de jure liege vassals to slowly, if ever, request vassal transfer one at a time. Note that to transfer vassals, as always, the target (i.e., the ruler receiving new vassals), the transferred vassal(s), and yourself must all be at peace and not part of a revolt.
    • Game rule: Liege Culture Conversion:
      • When enabled, AI rulers will sometimes convert to their liege's culture of their own accord. Conversion will happen at a highly-configurable pace. Absolute minimum requirements for a vassal to convert to their liege's culture:
        • Vassal is same religion as liege.
        • Vassal is a playable ruler (patricians are the only playable rulers that can be below Count-tier -- all rulers above Baron-tier are considered playable); when rulers convert, they will convert any of their unplayable Baron-tier vassals that shared their culture automatically.
        • Neither liege nor vassal are part of a revolt.
        • If the liege is nomadic, the vassal must also be nomadic.
        • The vassal must not consider the liege a 'foe.' Foes include all characters that are rivals, to which they are hostile, and that have committed any [unforgiven] crimes against them.
        • The vassal's opinion of their liege must be no less than -20. All negative opinions are much more unlikely for conversion, but this is the minimum.
        • Vassal cannot be incapable or a prisoner.
        • Vassal's maximum age to be eligible for conversion in this manner is 60 years old.
      • Many, many factors have been added to make conversion to lieges' cultures as plausible as possible, including factors such as the following but not limited to:
        • Age (greatly in favor at very young ages, not so much at mid-to-old ages)
        • Learning skill
        • Culture group affinity
        • The intelligence spectrum of traits (both genetic and learned) -- dumb vassals over age 6 are pretty difficult to convert this way
        • Experience as an Imperial Guard, Imperial Bureaucrat, or Imperial Courtier while still under an empire [They served in the Imperial Court.]
        • Whether capital, 1 extra, 2 extra, or all extra demesne provinces match the liege's culture
        • Whether the liege and top liege have differing cultures and whether the top liege also differs from the candidate's culture
        • Government type affinities: e.g., theocracies are less likely to convert to a non-theocratic liege's culture.
        • Similar but much more harsh, "civilized" types of government vassals are very unlikely to convert to the culture of an "uncivilized" liege (e.g., a tribal liege to a feudal vassal).
        • Opinion of the liege
        • Relations to the liege, such as but not limited to:
          • Close relatives
          • Spouses / Concubinage
          • Dynastic Ties
          • Friends
          • Lovers
          • Marriage Ties (a close relative of the liege is married to the vassal)
        • Relative power (i.e., troops) to the liege
        • Relative title rank to the liege
        • Councillors (including Advisers) are much more likely to convert, whilst those that have neither a council position nor so much as a minor title are a bit less likely.
      • The game rule has six settings:
        • Slowest -- 3x slower than Medium (Slowest is the default)
        • Slow -- 2x slower than Medium
        • Medium
        • Fast -- 2x faster than Medium
        • Fastest -- 3x faster than Medium
        • Off
          • The Off setting has effectively been the EMF default since EMF's inception, because vanilla has its own "system" for this, added around the same time in which EMF came to being, which we've simply disabled rather than replaced all this time. Why disable the vanilla liege culture conversion? It completely lacks any AI reasoning, any requirements but a prestige cost, or any statistically predictable pacing whatsoever.
      • NOTE: This mechanic can only convert vassals to the culture of their direct liege. While it does speed up the process a bit if the top liege's culture is also the same as the liege's culture, the top liege (unless also the direct liege) doesn't really matter here. Of course, the top liege will influence all of their direct vassals too.
    • No more random dynasty change for Welf Welf or Enrique Trastamara:
      • Added workaround for the hard-coded behavior of characters with the Bastard trait instantly converting to a new, random dynasty when they have a child for the famous cases of Welf Welf (bastard dynasty of d'Este) and Enrique Trastamara. They and their progeny will now keep their intended dynasty names and coats of arms when they have kids. If you know of other characters that could use this treatment, please suggest them!
  • CHANGES:
    • Buildings:
      • Keep buildings now give +0.05 monthly prestige to their liege per level.
      • Gompa Monastery changes:
        • Re-added Gompa Monastery buildings to castle holdings.
        • Gompa Monasteries are now alternative versions of the Keep building line that give cultural tech growth modifiers instead of military tech growth modifiers, and they give piety instead of prestige.
        • Instead of the requiring their owner to have the Monastic Feudal government type, Gompa Monasteries now require the province in which they are built to have a Tibetan cultural group and either Buddhist, Bön, or Bön Reformed religion. These are the same cultural and religious requirements as the ones to unlock Monastic Feudal, but Gompa Monasteries having cultural and religious requirements instead of government ones fixes a lot of issues, e.g. Gompa Monasteries being buildable outside of the areas in which they should be and Merchant Republics not having access to them.
      • Shipyard changes:
        • Instead of only 2 tiers of shipyards for castles, temples, cities, and tribes being available, there are now 4. This change goes along with another change, reducing galley transport capacity by half (see below under Military / Naval) -- with less transport capacity, we need more galleys.
          • For old savegames which started before this version, EMF will auto-build up to the 3rd Shipyard tier in all castles, cities, temples, and tribal settlements in the world, up to the level that local province Shipbuilding technology level permits. This is to ease the transition and get more galleys available immediately.
        • Shipyards cost twice as much to build and now yield more galleys. Cost and build time schedule per tier are identical to vanilla, although EMF shipyards have upkeep.
      • [ SWMH ONLY ] Removed the Danevirke unique historical building, which has now been replaced with a Great Wonder.
      • Horse Breeder now gives 30 heavy cavalry (from 45). Riding Grounds (the Family Palace building) now gives 15 heavy cavalry (from 0).
      • Rebalanced AI priorities for buildings in Castle, Temple, City, Family Palace, and Trade Post holdings. They will now properly prioritize income-providing buildings and properly favor certain levy-providing buildings over others.
    • Military:
      • The large disparity in warscore worth of occupying the demesne of the attacker/defender in a war vs. occupying their vassals' land (the former being worth more than the latter) has been lessened significantly. They are now worth almost the same. However, occupation of the enemy's demesne is still worth slightly more, and this is largely to encourage the AI to still try to storm the enemy capital sometimes.
      • Retinue hire cost (up-front cost -- not reinforcement cost) has changed by +25%.
      • Previously, the minimum amount of liege levies which a vassal will provide at the opinion cutoff for providing any at all, 0 opinion, was 33.3%, and as opinion increases from there to 100, it'd linearly scale to 100%. Now, the opinion cutoff is the same, but the min. amount of liege levies provided at 0 opinion is 0%, so for every opinion point, the minimum contribution increases by a percentage point. These are base numbers before law modifiers are applied.
      • Naval:
        • The number of soldiers which can be transported by a single galley has been halved from 200 to 100 (i.e., the vanilla standard). This motivated adding the additional shipyard building tiers aforementioned.
        • Naval attrition (i.e., attrition that troops automatically incur when on a ship rather than land) has been reduced from EMF's prior value of 5% to 3.5%. Vanilla doesn't have naval attrition.
    • Made all education traits "opposites" of each other so that the game will automatically remove any other preexisting education trait before adding another via any errant script logic. Aside from being convenient, it prevents some sources of minor vanilla (and possibly EMF, although we strongly doubt it at this juncture) bugs wherein characters will end up with two different education traits at some point.
    • The technology spread rate bonus from a trade post being in a province has been increased to 4% (change of +300%).
    • The nomad AI will now much more greatly prefer to arrange marriages with other clans in their Khaganate, esp. with their Khagan if a vassal Khan, than seek to arrange marriages outside of their realm with non-nomads.
    • Inland trade route income is now more hindered by upstream sieges and especially occupation than previously.
    • For government forms that pass laws with prestige, the costs of crown law and demesne law changes has been reduced to the vanilla values.
    • Raiding:
      • The maximum realm size (i.e., the number of settlements in subrealm) at which AI rulers will raid has been raised to 32 from 24 (change of +33%).
      • Raiding frequency / aggression has been slightly increased, although it is still lower than the initial EMF v9.0 / HIP Furry1 release.
    • Religion:
      • Bishops that favor paying taxes to the Pope instead of their liege (where applicable) will now pay 40% of the taxes that they would've paid to their liege to the Pope instead of only 25%. Net result is that the Pope should have a bit more money.
      • Jizya Tax modifier:
        • Now gives +40% tax instead of +25% tax, because the Different Religion Group province modifier already reduces local tax by -20%. This makes holding wrong-religion provinces as a Muslim actually matter in a positive way for their tax income.
        • Now gives -20% levy size, since historically, those who paid the Jizya were exempt from military duties.
      • Religious Authority (RA):
        • RA derived from the religious head's amount of piety (though it is subject to a cap) has been doubled from our previously spartan multiplier. [It's still spartan relative to vanilla.]
        • RA derived from the religious head's diplomacy skill level has been increased by +50%. [Again, still spartan relative to vanilla.]
    • Muslim Jihad will now never be declared against rulers of other branches of Islam (like Christians, but only not hostile within their religion group for the purposes of Jihad).
    • Adjusted weights for council positions:
      • Pragmatist, Zealot, Adaptive, and Moneymaker no longer need as high requirements for positive or negative Zeal score in order to trigger appropriate score modifiers (from 100/50/-50/-100 to 40/10/-10/-40)
      • The base score for Adaptive was lowered to 50 (from 60).
      • Zealot needs a more positive or a more negative Ambition score to trigger the last level of score modifiers (from 30/-30 to 40/-40).
      • Glory Hound needs a more positive or a more negative Honor score to trigger the last level of score modifiers (from 20/-20 to 40/-40).
    • Wonders:
      • Theodosian Walls are now a Great Wonder instead of a a building in Constantinople. They function similar to the Great Walls wonder, but give much higher fort level than the Great Walls wonder. They are at stage 3 out of 4 and come pre-built with 6 appropriate upgrades.
      • Added the Danæwirchi wonder to the province of Slesvig. It functions identical to the Great Walls wonder, but is flagged as historical. They are at stage 1 before 968, at stage 2 before 1068 (with 2 upgrades built), at stage 3 before 1170 (with another 2 upgrades built), and at stage 4 afterwards (with another 2 upgrades built).
    • Increased mean time to happen (MTTH) for the "Go Native" culture conversion event wherein a ruler converts culture to that of his capital by +50%.
    • Under Imperial Elective succession, player emperors with the Strong Basileus trait only receive +35 electoral vote strength instead of the +100 they previously received. AI emperors with the trait still receive +100 vote strength. Relative to the AI, it's easy enough for players to a) game succession as it is, and b) gain the Strong Basileus trait.
    • Crown Authority:
      • Gave AI rulers a break in prestige requirements/costs for raising Crown Authority laws as well as a slight handicap in maintaining their current tier of the law in the Lower Crown Authority faction.
      • Increased prestige costs (but not requirements) for players raising Crown Authority.
      • Limited Crown Authority and higher, which increase vassals' minimum liege levy contribution among other things, now also increase tribal vassals' minimum liege levy contributions.
    • Provinces that have only a temple can now prosper through The Reaper's Due's prosperity system.
  • FIXES:
    • Fixed an issue where councillors who lost their job due to going into seclusion or being imprisoned by someone other than their employer would still get the "Fired from Council" modifier.
    • Fixed issues where peforming certain actions to commanders to get them to lose their minor title, e.g. imprisoning them or revoking Status of Women laws, would not incur voting power penalties under Imperial Elective succession.
    • The Yazidi religion's description no longer makes an incorrect reference to Sunni Islam, which was inherited from vanilla.
    • Fixed a bug where the Employ Priest decision would not get toggled by the Show Employment Decisions decision for tribal characters or characters following religions with autocephaly.
    • When the Saint-Empire Romain (i.e., western variant of the "Ottonian HRE") is formed and the game rule Ahistorical Empires is set to On, the de jure empire for the standard/eastern HRE territories will no longer vanish (as if the game rule were set to its default of Off) but instead be replaced by the [ahistorical] Empire of Germany.
    • Localisation for Byzantine coronations now adapt to possibly being the Roman Empire, or not being Greek.
    • Latin Empire can now see Imperial Reconquest tiers via decision, since it can also use the Imperial Reconquest CB.
    • Under Imperial Elective succession, the tooltip for the emperor's electoral vote strength bonus if they have the Strong Basileus trait now properly references the emperor instead of another character.
    • Fixed a bug where characters in polygamous marriages could end up accusing themselves of cheating on their spouse lovers and targeting themselves for punishment.
    • Fixed an education event bug where the Rowdy trait could end up downgrading genetic traits for intelligence (Genius to Quick, Quick to normal) instead of turning into the Dull trait.
    • Fixed an education event bug where the Rowdy trait would sometimes not properly turn into the Uncouth trait.
    • Fixed issue where certain devil worshipper events could end up downgrading genetic traits for intelligence (Genius to Quick, Quick to normal, Slow to Imbecile) instead of downgrading acquired traits for intelligence (Shrewd to normal, normal to Dull).
    • [ VANILLA MAP ONLY ] Preexisting Jerusalem at the start of a campaign (i.e., not dynamically created after a Crusade) will now have proper High Crown Authority and Protected Inheritance.
    • References to favorite alcohol being drunk will now properly display "Wine" instead of "Beer" for those in the Magyar cultural group and those in the Italian cultural group [ SWMH ONLY ].

SWMH v3.26
  • CKII v3.1.1 compatibility patch
  • FIXES:
    • Fixed port position for the Channel Isles (no longer shows up in Africa).
    • Preexisting Jerusalem at the start of a campaign (i.e., not dynamically created after a Crusade) will now have proper High Crown Authority and Protected Inheritance.

ARKOpack Interface (2019-05-17)
  • CKII v3.1.1 compatibility patch
  • Bloodline entry can now support 3 lines of text for bloodline description
  • Bloodline entry description space is now darker for better readability
  • Denorsified bloodline view
  • Pilgrimage and pilgrim traits icons are now different (chrisitan and indian one)
  • Changed travelling trait icon
 
Jizya Tax modifier:
  • Now gives +40% tax instead of +25% tax, because the Different Religion Group province modifier already reduces local tax by -20%. This makes holding wrong-religion provinces as a Muslim actually matter in a positive way for their tax income.
  • Now gives -20% levy size, since historically, those who paid the Jizya were exempt from military duties.
Would be interesting if we can choose between the two, as also historically, they can be drafted into military but no jizya, though I reckon it will be hard to implement :p
 
AKS is broken, please install without it until fixed.
 
Looks great... and fast too!
 
If the Theodosian Wall Wall is now a Great Wonder, what happened with vanilla Haga Sophia?
We chose not to use it, preferring the Theodosian Walls, which make a lot more sense mechanically as a Wonder. There's already an entire barony devoted to Hagia Sophia, and we felt it would be incoherent to have both a wonder for it and a settlement in the province -- each with two independent statuses.
 
RESOLVED ISSUES WITH SHORTCUTS MODULE: PLEASE RE-DOWNLOAD!

As noted in the past few posts, we made mistakes when compatching Arumba and Internal Tab Shortcuts when we initially posted the Furry7 downloads. If you see a wonky game rules window, that's how you know you've got an old download. In any case, the issues are now all resolved, and both the regular download link and the download mirror link now point to the new, fixed Furry7 archive. Apologies for any inconvenience.

Downloads done after 2019-05-18 16:45 GMT should be fine.
 
RESOLVED ISSUES WITH SHORTCUTS MODULE: PLEASE RE-DOWNLOAD!

As noted in the past few posts, we made mistakes when compatching Arumba and Internal Tab Shortcuts when we initially posted the Furry7 downloads. If you see a wonky game rules window, that's how you know you've got an old download. In any case, the issues are now all resolved, and both the regular download link and the download mirror link now point to the new, fixed Furry7 archive. Apologies for any inconvenience.

Downloads done after 2019-05-18 16:45 GMT should be fine.
We only need to redownload in case we have installed or use the Arumba's module though, right?
EDIT:
I think the updated Fury 7 version has still issues guys, plus the mirror's link is dead.
 
Absolutely wonderful. Especially the genes mod - I was playing with it along with Furry6 and it was a very good experience.

I have a question: There are two versions of the genetics mod. The regular one and an "Advanced" one. Which one did you incorporate into HIP?
 
I have a question: There are two versions of the genetics mod. The regular one and an "Advanced" one. Which one did you incorporate into HIP?

The regular one (plus our myriad extensions that make it a lot more accurate and comprehensive). It was my judgement (with the guidance of the author of Improved Genetics) that the Advanced version devotes too many performance resources to a much smaller marginal gain in genetics value. I've got to keep EMF trim, after all, so we can keep fitting in crazier and crazier mechanics & flavor without your games slowing to a crawl after 150 years. :)
 
We only need to redownload in case we have installed or use the Arumba's module though, right?
EDIT:
I think the updated Fury 7 version has still issues guys, plus the mirror's link is dead.
You should re-download, regardless, IMHO. It's too easy to accidentally reinstall with Arumba and Internal Tab Shortcuts enabled since it's default, and that could lead to crashes instead of just a graphical glitch with the game rules window. Choice is yours, of course, but I cannot generally recommend that anyone who downloaded the borked version does not re-download.

Thanks for the heads-up on the mirror link. I've fixed it now.