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zijistark

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Happy holidays! It's time for a new HIP release series, and we'll start it off with Frosty1.

We come bearing gifts. In fact, we got a bit carried away with our gift-making. Aside from the usual constant flurry of changes from our other modules (I'm looking at you, EMF), these gifts are the centerpieces:

  • SWMH support for the Iron Century bookmark (936 start date)
  • SWMH scrollable timeline extension back to 993
  • More provinces in general on SWMH, including the rest of India that we can fit on our map (no Bengal).
  • Cultural split between sedentary, Christianized Magyars and the former horse lords of the Steppe, the Mogers.
  • Much balancing work.

Enjoy a Frosty1 with the rest of us,
- The HIP Team

Download! [ MediaFire Mirror ]

This release is intended for CKII v3.3.0.

It is NOT compatible with past HIP releases. It is forward-compatible with all of the upcoming Frosty-series releases.


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
  • EMF has comprehensive changelog archives for every version since its first.
  • 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.
  • 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 India but does include Rajastan and Deccan. We've no intention of adding Bengal, because it's not on our projection.
  • 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.

SWMH v3.4
  • HIGHLIGHTS:
    • Introduced the Iron Century Bookmark (936).
    • Introduced the 993-1018 timeline.
    • Added 39 new provinces in South India.
    • Added 11 new provinces.
  • CHANGES:
    • Map changes:
      • Added 11 new provinces: Maysan in southern Iraq; Sus in southern Persia; Shapurkhwast in western Persia; Dzoraget and Kambechovani in the Caucasus; Selymbria in Thrace; Bampur in Makran; Dathina and Marib in Yemen; Ardabil in Azerbaijan; Qurta in northern Nubia.
      • Replaced the province of Larestan with Istakhr in western Persia.
      • Replaced the province of El-Rif (to the north of Fez) with the province of Tadla (south of Fez).
      • 2 provinces merged in Nubia (into Dongola and Soba).
      • Added an extra sea zone in South India (Konkan Coast).
      • Made some adjustments to the Trans-Saharan Trade Route.
      • Adjusted the borders around Nishapur to better reflect historical roads.
      • Slight Zoroastrian holy site changes.
    • Province setup changes:
      • Duchy of Luristan added in western Persia.
      • The island of Socotra is now a de jure duchy belonging to the kingdom of Yemen.
      • Ardabil is now de jure capital of the duchy of Azerbaijan until 1186.
      • Shuffled around the barony setup in Susa and Sfax and changed the province border accordingly (no change in the total number of baronies).
      • Reduced the number of barony slots in some Siberian provinces where baronies are named after settlements that were built after the CK2 timeframe.
      • Revised the barony setup in Ethiopia, Persia, Maghreb, Hungary and western Anatolia.
      • The province of Kharraqan moved under the duchy of Rayy for a more historically sound setup.
      • Maximum barony counts for Balasaghun and Yulduz increased to 5.
    • Mechanic changes:
      • [EMF+SWMH] The HRE can now be created like a normal title if it isn't titular. Previously, it could only be peacefully usurped with EMF+SWMH (peaceful usurpation implying that it's not titular as well) -- not created.
      • [EMF+SWMH] Ensured that the Byzantine Empire cannot be created if, for various possible reasons, Constantinople is no longer a de jure part of its territory.
      • [EMF+SWMH] Improved title creation/usurpation tooltips for historically de jure empires which have extra requirements upon your realm size (number of holdings in realm) that can be bypassed if the title has or will have High Crown Authority or higher. This includes the Holy Roman Empire, the Roman Empire, the Persian Empire, and the Arabian Empire.
      • Incorporated vanilla decisions to form the Kingdoms of Leon, Castile, Aragon, and Portugal.
      • Eastern Iberia now falls under a placeholder de jure kingdom of Valencia until mid-13th century.
      • There are no longer any foreigner opinion penalties between Parsig characters and Pársí ones, and there are no longer any foreigner opinion penalties between Sogdian characters and Tajik ones.
      • The base population gained per empty holding for nomads is now 1550 (from 1400). This number leads to closer parity with the population gained from similarly-sized territories in the vanilla map than before (i.e. it compensates for there being fewer provinces in the Steppes regions better than before).
      • Arctic terrain now has a baseline 30% Narrow Flank chance (from 15%) and a -33.33% movement speed modifier (from -16.67%). These stats were previously only present when LTM (a mod many assumed to only be a graphical one) was installed alongside SWMH, but they have now been incorporated into the SWMH mod proper.
      • The Kingdom of Kiev is no longer renamed Kievan Rus upon startup.
    • Culture setup changes:
      • Standardized and corrected many Hungarian and Székely cultural names and adjectives. They now all use modern Hungarian spellings (e.g. Kozár -> Kazár, Sikhiya -> Szícsia), but old/medieval Hungarian names (e.g. Zágreb -> Gréc, Nyitra -> Felföld, Belgrád -> Nándorfehérvár).
      • Added a new culture to the Magyar cultural group called Moger. Moger represents pagan Magyars with a semi-nomadic culture and lifestyle, while Magyar now represents Christian Magyars with a more settled lifestyle.
        • Mogers use cultural names similar to Magyars', but spelled using Old Hungarian instead of modern Hungarian. This is to differentiate between the two cultures more easily.
        • All Magyar characters and provinces who start as pagan will now start as Moger instead of Magyar.
        • Steppe Barracks and Steppe Stables buildings are now only available to Mogers in the Magyar cultural group.
        • Magyars can no longer raid by default, as this feature has now been moved to Mogers.
        • Moger rulers will eventually become Magyars if they are Christian, are not nomadic, and have provinces in their demesne that are not Steppes. Their Moger courtiers will quickly follow suit if their capital is also not in a Steppe province.
      • Added a new culture to the Altaic cultural group called Qavar (alternatively known as Kabar, Qabar, or Khavar). Qavar represents the Qasar/Khazar tribes who rebelled against the confederation, were exiled as punishment, and ended up joining forces with the Magyars.
        • Qavars are almost identical to Qasars/Khazars, but their dynasty names tend to have less Jewish influence. This represents the suspect coincidence of the Qasars/Khazars' conversion to Judaism and the Qavar rebellion.
        • Rulers and provinces under Moger/Magyar domain that used to be Qasar will now be Qavar instead.
        • Christian Qavars under a Magyar top liege and Christian Qavar provinces under Magyar owners will eventually become Székely. Practically speaking, this is the only real mechanical difference betweens Qasars and Qavars, and is the reason for having Qavar as a separate culture in the first place.
      • Replaced Roman-derived Berber names with more period-appropriate ones, based on historical figures'.
    • Bloodline changes:
      • Blood of Árpád is now active for all characters in the Magyar cultural group, not just Magyars, and provides an opinion bonus from all cultures in the Magyar cultural group, not just Magyars.
      • Changed the effects of Eleanor of Aquitaine, Arwa, and Basil, and Alexander Nevsky bloodlines.
      • The Solomonid bloodline now confers opinion bonus from Miaphysite characters only.
      • The Muhammad Nasrid bloodline now confers opinion bonus from Andalusian Arabic characters only.
    • Localization changes:
      • Added native Berber tribal titles.
      • Added native Hungarian feudal, city, and temple titles.
      • African tribal titles no longer use the Ra'is title.
      • Afghan count title changed to Shar (used by the historical rulers of Gharchistan and Bamiyan).
      • Corrected native localization of Sanhaja, Soghdian, Tajik, and Mongol cultures.
      • Kingdom of Malwa has been renamed Malava (Sanskrit).
      • The province of Vyazma has been renamed Rzhev.
      • Replaced the remaining instances of the Arabic dj with j in province and title names.
    • Other setup changes:
      • Added 4 new bookmarks since 993: "The Age of Kings" (993), "Battle of Spercheios" (997), A New Millenium (1000), and "The Taifa Kings" (1032).
      • Berber mercenary companies now employ Light Cavalry in addition to Camel Cavalry.
      • Mamluk mercenary company now employs Light Cavalry, Horse Archers, and Heavy Cavalry instead of Camel Cavalry.
      • Persian Caravan Guards mercenary company now employs Horse Archers instead of Camel Cavalry.
  • FIXES:
    • Database errors:
      • Otto I now historically starts his bloodline in 962 when he became the Holy Roman Emperor.
      • Adhari dynasties no longer use duplicate ID range of Frisian dynasties.
      • Fixed a bug where the provinces of Krain and Windische Mark lacked technology before 1188.
      • Kingdom of Kiev is no longer ownerless in 1018.
      • Duchy of Arran/Albania is no longer ownerless between 1031 and 1034.
    • Map fixes:
      • The strait between Saaremaa and Läänemaa will now properly say it goes across the Gulf of Riga, not the Gulf of Danzig.
      • The inland province of Savolax in Finland no longer has a port.
  • HISTORY SETUP:
    • Non-period specific changes:
      • Incorporated historical character, province, and title setup from Qutb87's Turks, Mongols, and Mamluks submod.
      • The Rashtrakuta historical bloodline added.
      • Miknasa characters changed to the Zanata culture as they should be.
      • Added or modified historical Imams of Oman.
      • The Barghawata retain the Nabawite Malikate title until they disppear in the 1050s.
      • Kingdoms of Galicia and Asturias start out as de jure kingdoms until their successor kingdoms appear.
      • The Rawwadids now own Tabriz rather than Muqan as they should (they originally roamed the area between Tabriz and Ahar).
      • The province of Muqan now has a unique set of owners between 867 and 1073.
      • Tahart is now de jure capital of the duchy of Tahart.
      • Bukhara is now de jure capital of the duchy of Soghd and kingdom of Mavar-an-Nahr until 1040.
      • Hindu Shahi characters now have the Kshatriya trait rather than the Brahmin trait (there are more historical records indicating them to be Kshatriya than Brahmin)
      • Merged the vanilla and SWMH lines of Bamiyani rulers.
      • Added Nasirvand rulers of Gilan from the mid-11th century onward.
    • 867:
      • Vimara Vimaranes of Porto now starts out at war with Sa'dun al-Surunbaqi over Porto in 867.
      • Added several historical governors in Andalusia in 867, some of whom are independent or tributaries of the kingdom of Andalusia.
      • Slight historical setup change in Sicily and the Aghlabid-Byzantine war in 867.
      • Better historically informed Idrisid setup in 867.
      • The province of Nyitra/Nitra will now stay Moravský/Moravian and Catholic in starts before 1041 instead of being Qasar/Khaar and/or Tengri depending on the date.
      • The province of Bacau will now start as Orthodox in 867 instead of Tengri.
      • The province of Naissus/Niš will now start as Bálgarski/Bulgarian in 867 instead of Rumân/Romanian.
      • The province of Birlad/Barlad will now start as Orthodox Rumân/Romanian in 867 instead of Tengri Bálgarski/Bulgarian.
      • Umayyad characters are now Levantine Arabic in 867.
      • Sawdan, the emir of Bari in 867, now has event troops.
      • Emperor Yizong of the Tang dynasty is back to Taoist, but with the Sympathy for Eastern Religions trait.
      • Reduced the size of spawned troops that Tirdádh of Gilan starts out with in 867.
    • 10th century:
      • The kingdom of Andalusia has many council empowerment laws enacted after 976 to reflect the historical rise of Almanzor as the real power behind the throne.
      • The barony of Satrata in Wargla is now constructed in its historical founding date of 908.
    • 11th century:
      • Taifa (Andalusian) realms of Andalusia now pay tribute to the Christian Iberian kingdoms between the 1040s and 1090s.
      • Reverted the Uqaylids to be a vassal of the Seljuk Empire in 1066.
      • Oghuz Turks south of Kiev are now permanent tributaries of Kiev until 1140.
      • Historical setup overhaul in Nubia since the 11th century (e.g. Nubia is a unified realm since 1037).
      • More detailed tributary relation history between the Ghaznavids and the Hindu Shahi between 1001 and 1018.
    • 12th century:
      • Added or landed historical Almoravid and Almohad governors in North Africa and Andalusia.
      • The unheld Kingdom of Lotharingia no longer makes a sudden comeback as a de jure kingdom within the HRE on September 24, 1190.
    • 13th century:
      • The Western Qarakhanid and Khwarezmian rulers now have marriage ties between 1210 and 1212.

EMF v11.0
  • HIGHLIGHTS:
    • Nomadic overhaul including but not limited to:
      • Much more dynamic, realistic system for determining nomadic population and manpower.
      • Building tree has been completely redesigned.
      • Horde unit overhaul.
    • Liege levies have been comprehensively reworked and rebalanced throughout the game to be more effective, realistic, and intuitive.
      • The "Minimum Levy" is now also a much more strategically useful and realistic modifier, bonuses to which have been carefully placed over a variety of laws that correlate with increasingly enforced vassal contracts.
    • Artifacts:
      • Have finally received a very thorough balancing & sensibility pass.
      • New ranged weapon artifact slot & Ranged Combat Skill.
    • Tribes have been nerfed.
      • Should actually present a fun challenge to play now.
      • Combined with the feudal liege levy overhaul, balance is now better: e.g., feudal Eastern European kingdoms such as Poland, the Kievan Rus', and Hungary can now actually survive their tribal neighbors.
    • Lots of miscellaneous features and tweaks for the Holy Roman Empire, esp. adapting our HRE unification setup to the Iron Century bookmark (936).
    • Religious changes galore.
      • Caliphal regnal naming mechanic for the Sunni Caliphate has been extended to Isma'ili and Mahdite Caliphates.
    • [ SWMH ONLY ] Support for the Magyar / Moger cultural split.
    • Changes to cultural combat tactics / cultural buildings / retinues.
  • CHANGES:
    • The base value for supply limit is now +20% higher. This is primarily to improve AI warfare performance by lessening the effects of attrition (esp. pagan defensive attrition), which it is absolutely terrible at managing.
    • Static modifiers for game difficulty level (Very Easy -> ... -> Very Hard) have been fleshed out significantly and better balanced.
    • Adjusted characters ages 0-15 to have a -1 health modifier (instead of -0.5) and ages 16-19 to have a -0.5 health modifier (instead of +0.5).
    • Characters' diplomacy attribute now has less effect upon its associated automatic opinion boost with all characters.
    • AI rulers will now value the prestige effects of marriage higher than in past versions. This may result in more plausible marriages, but it will also result in more dynasties potentially going extinct due to waiting too long to marry. However, the weight upon prestige effects is still less than vanilla.
    • Dynasty Prestige Effects:
      • Prestige gained upon birth due to both parents' dynasty prestige has been changed by -25%.
      • Prestige gained upon marriage due to the spouse's dynasty prestige has been changed by -25%.
    • The Statue of a Horse Great Work can now be built by and is active for characters who belong to the Altaic cultural group even if they are neither Nomadic nor Lunatic (and also for Mogers if playing with SWMH).
    • Diplomatic Interactions & Prestige Costs:
      • Asking your religious head for a claim now also costs 150 prestige in addition to the prior 75 piety.
      • Inviting a character to your court now also costs 30 prestige in addition to the prior 10 gold.
    • [ SWMH ONLY ] The elevated amount of allowed attacker realm size (holdings) to use a Prepared Invasion on SWMH, 60 (vanilla and regular EMF is 40), has been dropped (also 40 now). However, the elevated amount of allowed defender holdings within the target de jure kingdom (60) remains.
    • Looters gain half the prestige from looting. E.g., if you bring home 200 gold in loot, you will gain 100 prestige.
    • The demesne tax penalty per holding over your demesne limit has been increased to vanilla levels.
    • The event chain regarding potential tributary status renewal, which used to fire upon the death of a tribute's suzerain for non-permanent tributary relationships, has been removed. Since the addition of permanent tributary relationships, it is no longer necessary, and it can lead to poor game outcomes wherein a normal tributary relationship effectively becomes permanent when that is not the idea at all.
    • AI will usually be less trigger-happy with the Establish Permanent Tributary CB.
    • Tribal Nerfs:
      • Tribal Buildings:
        • All buildings which cost prestige or piety now cost +50% more to build.
        • Levy-producing buildings now output slightly fewer troops (except cultural buildings). The difference varies from building to building, but it is usually not an immense difference.
        • The Weaponsmith building line now gives slightly less unit morale, half the extra levy reinforcement rate, and slightly less retinue cap.
        • Build times have increased by one additional year.
        • The vast majority of tribal buildings now require higher starting technology levels in order to be automatically built before the campaign starts.
        • Cultural buildings (unit type specialization), which all have 4 tiers, are now unlocked at Castle Infrastructure technology levels 0, 1, 2, and 3, respectively. Prior, they unlocked at levels 0, 0, 1, and 1, respectively.
        • Wall and Ditch building line:
          • Can now be built by all religions, not just defensive pagans.
          • No longer increases Archer levy or garrison size.
          • Now gives +0.25/+0.5/+0.75/+1.0 fort level (from +0.2/+0.4/+0.6/+0.8 fort level).
          • Now takes 365 days to build per level instead of 730 days.
          • Now costs 100/200/300/400 Prestige to build instead of 150/225/300/375 Piety.
      • Tribal Retinues:
        • Maintenance cost multiplier has changed by +50%.
        • Initial hire cost has changed by +50%.
      • Tribal Holdings:
        • Now gain +25% levy size and +15% garrison size per empty holding slot in their province instead of +50%/+50%. The tax income modifier of +50% per empty slot remains.
        • Their prior built-in +125% levy reinforcement rate bonus is now +100%.
        • Their base levy (before any buildings are built) has been reduced by -20%.
      • Tribal Government:
        • Now has an additional -5 vassal limit modifier (a total offset of -15 from vanilla -10).
        • Units will now suffer from lower morale in non-tribal lands, ceteris paribus. When in tribal territory, they will not be affected.
        • Tribal rulers now suffer from an intrinsic -10 vassal opinion malus. So goes the nature of ruling a tribe; nobody is jumping to be your vassal.
    • Warrior Lodge Powers:
      • Inspire Warriors can now only be used once per 2 years.
      • Call of the Steppes for Nomadic characters:
        • Now immediately transforms 1000 population into 1000 manpower (from giving +1000 population and +500 manpower) and requires the character to have at least 1000 population already.
        • Now costs 150 Renown (from 300). The decision still costs 300 Renown for non-Nomadic characters.
      • Call to Glory:
        • Spawned reinforcements now properly take attrition.
        • Spawned reinforcements now have a [quarter of the normal] maintenance cost.
        • When the power is fading and no more reinforcements are left:
          • The option to bribe the soldiers now costs up to twice as much.
          • The "persuade with combat ability" option now requires at least 70 combat skill (not 50).
          • Successful persuasion of the soldiers to continue will not continue the Call to Glory power's effects without the need to renew it for as long as it previously delayed renewal.
        • When the rowdy share of troops spawned demand more of a share of your loot:
          • Paying them off will cost more, and if you don't actually have enough gold, you'll not be allowed to go into debt to pay them.
          • The AI will never choose to pay them off unless they're involved in a war with a player.
          • Allowing them to disband will no longer prolong the effects of Call to Glory.
    • Religion:
      • Rulers of the Romuvan (Baltic Pagan) faith are now less willing to declare war on other rulers of which they have a "high enough" opinion. This will make them less aggressive at declaring war in general.
        • If you reform the Romuvan faith, this innate lack of aggressiveness is removed; your reformation doctrine selections can affect your reformed religion's aggressiveness, however.
      • Pagan Reformation:
        • Now only requires 40% Religious Authority instead of 45%.
        • Now requires 2500 piety instead of 1500.
      • Polygamy / Polyamory & Prestige:
        • Muslims no longer receive an inherent prestige penalty for lacking "enough" wives, but they do still get the same bonus per wife. Additionally, reformed pagans who adopt Polygamy, Muslim Syncretism, or Eternal Riders in combination with Monastic, Christian Syncretism, or Totem Guardians will no longer have priests swimming in negative prestige after awhile.
        • Pagans no longer receive a prestige bonus per concubine.
      • Religious Authority bonus due to the piety of the religious head is now capped at 10% instead of vanilla 25%.
      • In religious close kin marriages, overall fertility between the couple is now reduced by 33% from a normal marriage. Vanilla has always reduced it by 75%, and previously, EMF didn't reduce it at all.
      • Decisions to secretly convert to a religion whose holy site you own can now be taken even if there are no provinces or rulers of that religion in the world anymore (as long as the religion is not a heresy of course).
        • Secret conversion to Aztec is still locked off however when not playing on a Random World until their invasion actually happens.
      • Kharijite characters no longer get a +80% Light Infantry Offensive bonus in Kharijite provinces. Instead, Kharijite provinces now get +30% levy size and Kharijite nomadic characters get +15% maximum manpower.
      • Qarmatian characters no longer get +80% Light Infantry Offensive, +80% Heavy Infantry Offensive, and +80% Light Cavalry Offensive bonuses in Qarmatian provinces. Instead, Qarmatian provinces now get +30% levy size and Qarmatian nomadic characters get +15% maximum manpower.
      • Cathar provinces no longer have -20% garrison size.
      • Cathars now get +60% Morale and +60% garrison size in home territory, +20% garrison size elsewhere, and -20% levy size everywhere instead of -20% garrison size, +30% Morale, and -20% levy size everywhere.
      • Waldensians now get +60% Morale and +60% garrison size in home territory and +20% garrison size elsewhere instead of only +50% Morale only in home territory.
      • Mazdaki and Manicheans now get +60% Morale and +60% garrison size in home territory and +20% garrison size elsewhere instead of +30% Morale and +30% Defensive to all units in home territory.
      • The passive religious conversion event for most Muslim religions and religions with Religious Tax are now significantly rarer for provinces that do not have any neighboring provinces that follow the religion to which they could convert.
      • Defensive pagan religions now only give +60% Morale in home territory instead of +30% Morale and +30% Defensive to all units.
      • Unyielding (and reformed Defensive pagan religions without Holy Fury):
        • Now gives +90% Morale in home territory and an extra +60% garrison size (on top of the base +30%) instead of +80% Morale and +80% Defensive to all units in home territory and an extra +40% garrison size.
        • The effect of a religion being hard to convert now no longer applies when attempting to convert a province to a religion with which its current religion has syncretism (e.g. converting to a Christian religion if it has Christian Syncretism, converting to a Muslim religion if it has Muslim Syncretism). This also extends to character reactions to being subjugated by a Holy War and AI character decisions to have mass conversions/baptisms.
      • Unrelenting, Eternal Riders, and Invaders now gives +10% Morale to all units instead of +10% Offensive to all units.
      • Animistic, Totem-Guardians, Defenders of Dievas, and Survivor of Ukko no longer give +5% Morale to all units. Instead, they now reduce the health and attribute penalties of traits and modifiers related to disease, and if playing with Reaper's Due, they now make provinces that follow the religion have a minimum depopulation resistance equivalent to a level 3 hospital (this also means they do not get any depopulation resistance benefits from hospital levels 1-3).
        • AI characters are now slightly more likely to elect to partake in an adulthood rite.
      • Unreformed Norse (Pagan), Tengri, and Aztec characters, as well as characters following reformed versions of those religions if playing without Holy Fury, are now more willing to found and join factions the same way characters following religions with Warlike would be.
      • Shiite and Yazidi religious heads are now addressed as "Your Highness" rather than "Your Imperial Majesty".
      • Expanded the caliphal regnal naming mechanic to the Isma'ili and Mahdite caliphates.
    • Laws:
      • Crown Authority now has an absolute 25-year cooldown on ANY ruler raising it for a given title.
        • For example, if you raise Crown Authority right before you die, your heir -- whether or not they're even a relative -- must wait 25 years from the point at which you raised Crown Authority in order to raise it again on the same title.
        • Note that this is in addition to the preexisting cooldown of 50 years in the case of the same ruler raising Crown Authority on the same title.
      • Investiture:
        • AI rulers will now sometimes choose to pass Religion Head Investiture, whereas previously they never did so on their own accord.
        • Both Religion Head Investiture and Free Investiture, in order for the AI to pass them intelligently, now have AI weighting based upon the ruler's personality score for zeal.
        • It is no longer possible to pass Religion Head Investiture before the year 1000, although it is the default law at all start dates again, as in vanilla.
        • If you have Free Investiture before the year 1000, your religious head will not have -30 opinion toward you until after the year 1000.
        • Freely invested bishops are now more grateful to their liege for appointing them (from +20 opinion to +30 opinion).
    • Liege Levies:
      • Liege levies will now reinforce as fast as demesne levies (triple the prior rate).
      • Opinion Scale of Liege Levy Contributions:
        • Minimum vassal opinion at which you'll receive their minimum required liege levy contribution (i.e., the "Min. Levy" modifier) is now -75 (from 0).
        • Maximum vassal opinion at which you'll receive their highest possible liege levy contribution is now 75 (from 100).
        • This shift in the relevant vassal opinion range reflects a move toward making feudals behave as if they have a more binding vassal contract than less advanced government types.
          • If a vassal dislikes their liege slightly (e.g., -10 opinion), this no longer means that the vassal will not provide any levy contribution at all (not even the otherwise required min. levy contribution!); instead, they need to truly hate you (i.e., less than -75 opinion) in order to defy their contract.
            • Consequently, the minimum liege levy ("Min. Levy") modifier is now far more powerful than previously! Now, if your total min. levy modifier is relatively high, you'll be able to squeeze ample troops from vassals that otherwise would've given you absolutely nothing.
              • This is important to understand, as it is the motivation for a number of changes to add more historically-motivated ways to control your min. levy (i.e., more authority / centralization / bureaucracy should lead to a higher min. levy modifier, as it reflects better enforcement and respect for the vassal contract, the general rise of legalism, the shrinking role of the lesser nobility in affairs of state, and the transition to a more organized and standing military).
          • A perfect vassal opinion is no longer required to garner the maximum levy contribution -- a vassal with 75 opinion will provide just as much troops as one with 100 opinion now.
          • As a bonus, this may also help level the playing field for the AI on military size, as it is well-known that players are far better at maximizing vassal opinion in ways that we cannot teach the AI, but we can teach the AI to be more effective at passing laws which affect the min. levy, and the new opinion scale is more forgiving of their hard-coded weaknesses.
      • Comprehensive Balancing of Minimum Levy and Maximum Levy Modifiers:
        • Throughout all of EMF, we've been working to rebalance the usage of all of the modifiers that control the minimum required liege levy contribution from vassals ("Min. Levy") and the maximum possible liege levy contribution from vassals ("Max. Levy"). NOTE: Despite common misconceptions, these two modifiers' "units" are virtually unrelated in practice.
          • Max. levy is a percentage of a vassal's troops scaled by their opinion of you (normalized into [0,1] for opinions in [-75,75], respectively).
            • Max. levy should be roughly considered as what vassals WOULD provide under ideal circumstances.
          • Min. levy is a fixed, required percentage of a vassal's troops.
            • Min. levy should be considered as what vassals MUST provide. It's a reflection of how binding and demanding your vassal contract is.
          • The game calculates your liege levy from a given vassal from whichever of the two yields the largest troop count.
        • One of our aims has been to create enough "headroom" for almost all combinations of the game's maluses and bonuses to both modifier types in order to ensure that they have their intended effect.
          • CK2's liege levy modifiers' only have an effect within their hard-capped range of [0,1]. Otherwise, magic troops -- or negative troops -- would enter the equation. This makes these modifiers unlike essentially any other modifier in the game (an exception: vassal tax modifiers, for the same reason but with gold instead of troops).
          • If the sum total of such a modifier's value exceeds these limits in either direction, the "leftover" modifier amount has absolutely no effect. Without very comprehensive care in the design of their use throughout the entire game, this can easily lead to unexpected situations wherein bonuses aren't working or wherein you can easily "bottom-out" improperly due to too many stacking maluses at once.
          • It cannot be stressed enough that, due to the nature of these two different modifier types, you CANNOT assume a +10% modifier means 10% more troops, that the two types even have the same units at all, or that the modifier units will have any directly proportional impact upon troops, even if all vassals had the same exact perfect opinion of you.
            • To even start understanding their real impact, you need to first sum up all bonuses and maluses that affect you. However, we recommend simply checking upon the tooltips in the Military screen regarding specific vassals' contribution, as that gives you a pretty good idea of what's affecting your liege levy.
        • Imperial Decay:
          • Now penalizes max. levies far less harshly. The amount of troops vassals WOULD provide does indeed decline with decay, but e.g., a loyal and powerful vassal can ultimately still marshal plenty of troops for you.
          • Now penalizes min. levies more harshly. The amount of troops vassals MUST provide sharply declines with decay.
          • To partially compensate for the drastic reduction in the max. levies malus, Imperial Decay's vassal opinion malus now starts kicking in at just above 20% Decay instead of 50% Decay, although the total decline to a -20 opinion modifier at 100% Decay is the same; the slope of vassal opinion malus per Decay is just more gradual now.
        • Levy Efficiency now penalizes min. levies much less harshly as your realm grows in size (60% of its max. levies malus, i.e., a -30% min. levy modifier at its cap).
        • Recent Succession is a bit less harsh now upon both min. levies and max. levies, although it is still a transient, decaying modifier designed to potentially leave you with little to no liege levy for a short period of time if you're running a very large realm. [It is easier on the AI than players for balance reasons.]
        • The Pledge Peace to My Vassals ambition now awards you slightly less of a max. levy bonus (simply due to smaller units now), but it now provides even more vassal opinion, so that should more than make up for it.
        • Reflecting the rise of legalism, bureaucracy, and more organized militaries, Late Feudal Administration now gives a min. levy bonus of 10% (from 0%), and Imperial Administration now gives a min. levy bonus of 15% (from 0%).
        • The Crown Authority law group now gives a min. levy bonus of 0%/+5%/+10%/+20%/+35% for its 5 tiers.
          • This is actually lower than previously, but that is because a) all of our units are smaller now, b) Obligations laws now also provide up to +20% min. levies, c) Focus laws can add another +5% to min. levies (at the cost of lower tax rates, of course), and d) High Crown Authority and Absolute Crown Authority each unlock Administration laws which provide further bonus.
        • The Waldensian Charity law setting Optional now gives -10% max. levy malus and -7.5% min. levy malus (was -20%/-20%), while the Enforced setting gives +10% max. levy bonus and +7.5% min. levy bonus (was +20%/+20%).
      • Obligations & Focus Laws:
        • This set of law groups, two for each vassal government group (and a variant for Iqta instead of Feudal if the liege is Muslim, which has higher tax efficiency and different default settings), has been rebalanced significantly.
        • Now also allow you to affect the minimum liege levy contribution ("Min. Levy") in a rather significant way.
          • Each law step beyond Minimal Obligations adds +5% min. levies (up to +20%), while the Focus law slider ranges from +5% to -5% min. levies.
        • Modifier formulae for the law groups are now more intuitive:
          • If increasing Obligations, you're now always adding a positive amount to the min. or max. levy modifier rather than, at most tiers, just subtracting less.
          • With the Focus sliders, tax trade-offs are now symmetric about the midpoint law, Balanced Focus, just as the levy trade-offs always have been.
          • Opinion effect at Minimal Obligations is now 0, and for each additional increase in law tier, the malus grows by -5 (a total of -20 at Harsh Obligations).
          • Tax modifiers, whose curves vary by the vassal government type (each of which has a different "tax efficiency," i.e., the rate at which they can afford to trade-off the same amount of levies for higher or lower tax rates), are now much more round numbers, and their curves are easier to grasp at a glance.
        • AI is more intelligent about passing these laws. Previously, the AI never tried to pass an Obligations law setting past the 2nd tier, and they would flip between the 1st and 2nd tiers based strictly upon whether they were Greedy or Charitable. Now, the AI will strive to maximize Obligations whenever relevant, but their personality is still a soft factor.
    • Holy Roman Empire / Saint-Empire Romain:
      • AI Emperors of the HRE / SER Can No Longer Hold Kingdoms of Burgundy or Italy:
        • Previously, the AI would grant these titles to vassals, creating, e.g., a huge vassal King of Italy (Lombardia), and it was a mess.
        • They now cannot create either title, although they are allowed to peacefully usurp them.
        • If they gain either of these titles by any means, they will immediately destroy them.
        • If they already hold either of these titles before becoming the Emperor, they will destroy them upon ascension.
        • If the campaign starts with them holding either of these titles, they too will be destroyed.
        • NOTE: The Independence Faction has special AI weighting to treat these territories as if they were already de jure until 1125, so there is less advantage than otherwise to directly holding them if you are the Emperor of either HRE variant. Nevertheless, as a player, you're not subject to these restrictions.
      • Dynamic Elector Title Assignment (DETA):
        • When a titular elector title is auto-destroyed by EMF due to gaining a same- or higher-tier title with de jure territory, EMF will immediately replace the elector title with another [qualifying] title from that Prince-Elector's demesne if possible (almost certainly is). The new title selection is subject to the same scoring criteria as the standard elector title assignment code except that the Prince-Elector won't change.
          • This prevents the painful auto-destruction of many titular stem duchies on SWMH that then proceed to trigger a full elector title reassignment (oft to some other ruler, screwing up the whole notion of why the stem duchies are preferred elector titles).
        • The Duchy and Kingdom of Bohemia have been given secondary preference scoring to the major / earlier historical stem duchy titles when a new elector title must be chosen (no preference previously).
      • [ SWMH ONLY ] Kingdom of Bavaria's name-tier (the title rank by which it is referred in game) is no longer overridden to be the same as its real tier. In base SWMH as in EMF+SWMH now, it's known as the Duchy of Bavaria (Baiern), because it is a stem duchy.
      • Show Elector Titles of the [Holy Roman Empire / Saint-Empire Romain]:
        • Added this display-only decision to show, at a glance, the exact list of currently-assigned Elector Titles and their holding Prince-Electors. This information is very valuable (esp. since an Elector Title may not actually be the primary title of a Prince-Elector), but until now, there's been no easy way to view this information.
        • Decision shows up if your ruler is in the HRE, de facto or de jure, as well as several other situations such as having a capital in a duchy that neighbors the de facto or de jure HRE or having even a single realm province in the de jure HRE (not just demesne), being in a tributary realm of the HRE, being in a suzerain realm over the HRE, etc.
        • Has distinctive decision icons for the German / Historical HRE and the French / Latin HRE (Saint-Empire Romain).
      • Restoring the HRE as a ruler other than Otto will now create a similar bloodline to his with its Princely Elective succession law boon and with opinion bonuses tailored to whether you formed the German / Standard HRE or the French / Western HRE.
      • Thankmar's Rebellion event chain and CB:
        • [ SWMH ONLY ] De jure reassignment code uses the proper SWMH stem duchy titles and assigns holders to the newly-created stem duchies more robustly.
        • Is now more robust in general (e.g., requiring that Otto actually still hold Germany during the rebellion, etc.)
      • Otto's Story Events no longer directly create the HRE. Otto needs to use the appropriate HRE formation decision like everyone else. His specific flavor is still retained via the decisions.
      • The Saint-Empire Romain's formation requirements no longer require holding the Kingdom of Aquitaine if the Kingdom is not held by anyone at all.
      • The standard / German Holy Roman Empire's formation requirements no longer require holding the Kingdom of Lotharingia if the Kingdom is not held by anyone at all.
      • If the HRE is still being restored, then rulers that could someday form the HRE (one requirement being holding at least one of the Carolingien HRE precursor kingdoms) will never declare tributary wars on other rulers that hold HRE precursor kingdom titles; otherwise, this would just gum up the potential for HRE restoration greatly.
      • Two new decision icons have been added to the Form the Holy Roman Empire and Form the Saint-Empire Romain decisions with appropriate flavor for each.
    • Title Creation:
      • When a player creates a titular title, it is already exempt from EMF's unnecessary titular title auto-destruction mechanic for the lifetime of that player ruler; now, that exemption status is always inherited to players' direct heirs in perpetuity.
      • The restriction upon creating a secondary empire title, which was that your current primary [empire] title must be titular and the title you're trying to create must be de jure, is now an AI-only restriction. Either way, players will still be forced to choose between one of the empires after creation (enforcing the "One Emperor, One Empire" EMF rule).
      • AI holders of any variant of the Holy Roman Empire, Byzantium, the Roman Empire, the Persian Empire, or the Arabian Empire are now completely blocked from creating or peacefully usurping any secondary empire title, even if it is de jure.
    • Nomadic Overhaul:
      • The baseline maximum population per empty holding in a nomadic province has been reduced to 500 (from 1250) when playing without SWMH and 775 (from 1375) when playing with SWMH.
      • A new set of modifiers has been added that increase or decrease the maximum population gained from empty holdings in a nomadic province depending on how much the terrain of the province suits a full nomadic lifestyle instead of a sedentary or transhumance lifestyle.
        • Steppe provinces: +100% maximum population contribution.
          • This effectively brings the maximum population gained per empty holding in a nomadic, Steppe province back to its old value (or in the case of SWMH, back to the value used by the mod without EMF).
        • Plains, Desert, Marsh provinces: +50% maximum population contribution.
          • While deserts would not normally be thought of as "good" lands for any sort of agriculture, they are still much more suitable for a nomadic lifestyle than a sedentary one, which is why they are here.
        • Farmlands, Hills, Woods provinces, any new terrain types added by submods: No change in maximum population contribution.
          • While farmlands could be thought of as being just as good for nomads as plains, they are here instead of with the +50% bonus group because they are much more suited to a non-nomadic lifestyle instead of a nomadic one.
        • Mountain, Forest provinces: -33.33% maximum population contribution.
          • Mountain provinces could be thought of being suitable for nomadic lifestyles, but the nomadic lifestyles practiced in mountains tend to be transhumance lifestyles similar to those of nomads in the Arabian Peninsula and Sub-Saharan Africa (which are represented as Tribal in-game, not Nomadic), not of the horse-focused lifestyles of Eurasian Steppe nomads.
        • Arctic, Jungle provinces: -50% maximum population contribution.
          • While arctic provinces did support nomadic reindeer herders, the peoples living there only switched to reindeer herding outside of the timeframe of CK2, and only did so as a method of surviving the face of declining reindeer populations. They also have a lifestyle that is more similar to the transhumance peoples of the Arabian Peninsula and Sub-Saharan African, both of which are depicted as Tribal in-game and therefore do not use population mechanics, than the nomadic peoples of the Eurasian Steppes.
      • Nomadic capital buildings have been completely reworked from the ground-up. They are now designed to push nomadic characters towards settling into Tribal governments and/or to represent ways in which Nomadic societies changed over the game's timeframe. Here is a list of all buildings now available in Nomadic capitals:
        • Clan Gathering Hall:
          • Costs prestige to build, gives flat bonuses to maximum population, gives the owner monthly prestige, increases commander limit, decreases clan sentiment, and increases the cooldown on moving capital locations. Clan Gathering Hall II is now the building that is necessary to settle to Tribal.
        • Wagon Train:
          • Increases maximum population by a certain %, but also decreases nomadic tax income as well as maximum manpower by a certain %. The end result is generally a larger population, but without the benefit of more maximum manpower from the extra population.
        • Camp Fortifications:
          • Increases fort level and garrison size of the capital, but also increases the cooldown on moving capital locations. Converts to a building in the Hillfort line on conversion to Tribal.
        • Specialized Craftsmen:
          • Increases nomadic tax income, but also decreases maximum manpower by a certain % and increases the cooldown on moving capital locations. Converts to a building in the Market Town line on conversion to Tribal.
        • Training Grounds:
          • Costs prestige to build, increases maximum manpower by a certain %. Converts to a building in the Training Ground line on conversion to Tribal.
        • Riding Contests:
          • Costs prestige to build, increases morale and manpower growth rate. Converts to a building in the Weaponsmith line on conversion to Tribal.
        • Harbor:
          • Costs prestige to build, adds Galleys to the capital's levy, and increases the cooldown on moving capital locations. Can only be built in coastal provinces and is only active while the capital is in a coastal province. Converts to a building in the Shipbuilders line on conversion to Tribal.
        • Horse Breeder:
          • Increases winter supply for all owned units, increases movement speed of all owned units, and increases the morale of Light Cavalry, Heavy Cavalry, and Horse Archer units, but decreases the Offensive of Light Cavalry and Heavy Cavalry units.
        • Messenger System:
          • Increases tech growth rate in the capital province, increases movement speed of all owned units, gives the owner monthly prestige, and increases the trade value of all owned trade posts, but decreases nomadic tax income.
      • Diseases in nomadic provinces will now decrease the amount empty holdings in them contribute to maximum population the same way they decrease tax income for non-nomadic provinces.
      • Base rate of manpower regrowth and decline has been changed by -25%.
      • When raiding nomadic lands, the consequent nomadic population death rate (per loot tick) has been doubled.
      • When playing with Way of Life, Nomadic characters are even more likely to select Struggle and Martial Education focuses for their wards of favorable gender than before.
      • Pillaging Own, Non-Nomadic Holdings:
        • Vassal khans can now also pillage their own, non-nomadic holdings.
        • Characters following pacifist religions cannot pillage their own, non-nomadic holdings.
        • Human nomad players can now no longer pillage their own, non-nomadic holdings when the holding to be pillaged has no buildings and is the last, non-nomadic holding in a province whose culture is different from the pillager's.
        • The option to fertilize fields with corpses after burning down the last, non-nomadic holding in a province will now also appear if there is only one other, non-nomadic holding in the province (i.e. the province would be counted as a nomadic province) and will now add a +50% maximum population contribution modifier to the province for 5 years instead of adding +8% population growth and +10% manpower growth to the pillager's capital.
        • The option to build a pile of skulls after burning down the last, non-nomadic holding in a province will now also appear if there are other, non-nomadic holdings in the province.
        • The option to have a religious festival after burning down the last, non-nomadic holding in a province will now also appear if there are other, non-nomadic holdings in the province, but will only appear for characters following religions in the Pagan group.
      • Abandon Province Decision:
        • No longer increases manpower growth in the character's capital or the capitals of other nomadic characters in their realm.
        • The population growth bonus gained from taking this decision now depends on the terrain of the province being abandoned and the number of empty holdings the province contains.
          • The population growth bonus' magnitude ranges from +2.5% to +10% depending on the terrain of the abandoned province (from a flat +8%). Terrain more suitable for full nomadic lifestyles will give greater bonuses. The spillover effect onto other nomadic characters' capitals now gives exactly half as much of a bonus as what the ruler abandoning the province gets (from a flat +3%).
          • The duration of the population growth bonus is now 2 years for every empty holding in the abandoned province (from a flat 8 years).
        • Provinces targeted by this decision will no longer get a -50% maximum population contribution modifier for 8 years.
        • The character taking this decision will now get a 5-year truce towards the foreign character who takes over the province from them.
      • Horde units:
        • Baseline Combat Bonuses:
        • Horde units no longer get any Offensive bonuses when their owner's capital is in a province with steppe, plains, or desert terrain (from a +5% Offensive bonus to Light Cavalry, Heavy Cavalry, Horse Archers, Camel Cavalry, and War Elephants).
        • Horde units no longer get any Defensive bonuses when their owner's capital is in a province with arctic, hills, or mountain terrain (from a +5% Defensive bonus to Light Cavalry, Heavy Cavalry, Horse Archers, Camel Cavalry, and War Elephants).
        • All horde units that cost piety have been removed. Nomadic peoples were never so incredibly religious that they had troops who fought based on their leader's piety to their religion.
        • The Lancer horde unit has been removed. It both did not make much sense thematically (Mongol cavalry e.g. heavily featured heavily-armored lancer units well before contact with Europeans) and was mechanically problematic.
        • Elephant Cavalry horde unit:
          • Now only requires a demesne province in India instead of requiring the ruler's nomadic capital to be there.
          • Is now composed of 235 Light Cavalry + 15 War Elephants (from 200 Light Cavalry + 50 War Elephants).
          • Now gives +60% Light Cavalry Defensive and +60% War Elephant Offensive (from +25% Light Cavalry Offensive, +50% Light Cavalry Defensive, and +50% War Elephant Morale).
          • Hiring cost is now 245 gold (from 250).
          • Now costs -30% maintenance compared to normal.
        • Camel Cavalry horde unit:
          • Now only requires a demesne province in desert terrain instead of requiring the ruler's nomadic capital to be in desert terrain, but it also requires that that desert terrain province be in either Africa or near the Arabian Peninsula, as Bactrian camels found in desert regions outside of these areas were much more suited for logistics than for fast, battle steeds.
          • Now gives +60% Light Cavalry Defensive and +60% Camel Cavalry Offensive (from +25% Light Cavalry Offensive, +50% Light Cavalry Defensive, +25% Camel Cavalry Offensive, and +50% Camel Cavalry Defensive).
          • Hiring cost is now 130 gold (from 250).
          • Now costs -50% maintenance compared to normal.
        • Horse Archer horde unit:
          • Now gives +60% Light Cavalry Defensive and +60% Horse Archer Defensive (from +75% Horse Archer Offensive and +100% Horse Archer Defensive).
          • Is now composed of 50 Light Cavalry + 200 Horse Archers (from 250 Horse Archers).
          • Hiring cost is now 100 gold (from 150).
          • Now costs -50% maintenance compared to normal (from -70%).
        • Heavy Vanguard horde unit:
          • Now gives +60% Light Cavalry Defensive and +60% Heavy Cavalry Defensive (from +25% Light Cavalry Offensive, +50% Light Cavalry Defensive, +25% Heavy Cavalry Offensive, and +50% Heavy Cavalry Defensive).
          • Hiring cost is now 160 gold (from 150).
          • Now costs -50% maintenance compared to normal (from -70%).
        • Light Vanguard horde unit:
          • Now gives +60% Light Cavalry Defensive and +60% Heavy Cavalry Defensive (from +25% Light Cavalry Offensive, +50% Light Cavalry Defensive, +25% Heavy Cavalry Offensive, and +50% Heavy Cavalry Defensive).
          • Hiring cost is now 150 gold (from 100).
          • Now costs -50% maintenance compared to normal (from -70%).
        • Light Horse Archers horde unit:
          • Now gives +60% Light Cavalry Defensive and +60% Horse Archer Defensive (from +75% Light Cavalry Defensive, +50% Horse Archer Offensive, and +75% Horse Archer Defensive).
          • Hiring cost is now 100 gold (from 50).
          • Now costs -50% maintenance compared to normal (from -70%).
        • Skirmish Cavalry horde unit:
          • No longer gives any unit modifiers (from -30% Light Cavalry Offensive, +50% Light Cavalry Defensive, +25% Horse Archer Offensive, and +50% Horse Archer Defensive).
          • Is now composed of 75 Light Cavalry + 50 Horse Archers (from 200 Light Cavalry + 50 Horse Archers).
            • The lower troop count is meant to make it easier for characters with low maximum manpower to use them, since they will also tend to be the ones without enough gold to hire a gold-based horde unit.
          • Hiring cost is now 50 prestige (from 75).
          • Now costs -25% maintenance compared to normal (from -50%).
        • Marauder horde unit:
          • No longer gives any unit modifiers (from -30% Light Cavalry Offensive, +50% Light Cavalry Defensive, +25% Horse Archer Offensive, and +50% Horse Archer Defensive).
          • Is now composed of 100 Light Cavalry + 25 Horse Archers (from 225 Light Cavalry + 25 Horse Archers).
            • Note that hiring costs are deliberately still the same, effective doubling the hiring cost per troop for this unit.
            • The lower troop count is meant to make it easier for characters with low maximum manpower to use them, since they will also tend to be the ones without enough gold to hire a gold-based horde unit.
          • Now costs -25% maintenance compared to normal (from -50%).
        • Light Rider horde unit:
          • No longer gives any unit modifiers (from -30% Light Cavalry Offensive and +50% Light Cavalry Defensive).
          • Is now composed of 125 Light Cavalry (from 250 Light Cavalry).
            • Note that hiring costs are deliberately still the same, effective doubling the hiring cost per troop for this unit.
            • The lower troop count is meant to make it easier for characters with low maximum manpower to use them, since they will also tend to be the ones without enough gold to hire a gold-based horde unit.
          • Now costs -25% maintenance compared to normal (from -50%).
        • A new horde unit has been added that is specific to the Mongol culture: the Jaghun.
          • Jaghun are composed of 40 Heavy Cavalry and 60 Horse Archers.
          • Jaghun gives +60% Heavy Cavalry Defensive and +60% Horse Archer Defensive.
          • Jaghun cost 56 gold to hire and cost -50% maintenance compared to normal.
          • Nomadic Mongol AI rulers will prioritize these horde units over others.
      • Nomadic Government:
        • Now has an additional -5 vassal limit modifier (a total offset of -15 from vanilla -10).
        • Khans (independent or otherwise) now fundamentally suffer from a -10 vassal opinion malus across the board. So goes the nature of ruling as a horse lord; nobody is jumping to be your vassal.
        • Now gives a baseline +1000 maximum population bonus (+1550 with SWMH) to compensate for the holding slot occupied by nomadic capitals in nomadic provinces.
    • Cultural Retinues:
      • New Mongol cultural retinue: "Kheshig".
        • Kheshigs are composed of 150 Horse Archers + 100 Heavy Cavalry.
        • Kheshigs give +60% Heavy Cavalry Offensive and +60% Horse Archer Defensive.
        • The old Altaic cultural retinue has been renamed to "At Yasu", as Kheshigs strictly arrived with the Mongols.
      • New Persian and Pahlavi cultural retinue: "Sarbazan Qalacur".
        • Sarbazan Qalacur are composed of 190 Heavy Infantry + 60 Pikemen.
        • Sarbazan Qalacur give +60% Heavy Infantry Offensive and +60% Pikemen Offensive.
      • Sipahi retinues have been redone.
        • Now composed of 150 Heavy Cavalry + 100 Horse Archers (from 120 Light Cavalry + 130 Horse Archers).
        • Now give +60% Heavy Cavalry Offensive and +60% Horse Archer Offensive (from +60% Light Cavalry Offensive and +60% Horse Archer Offensive).
        • Türkmen characters no longer have access to this retinue type, instead they now use the Altaic group default At Yasu retinues.
      • Gallóglach retinues have been removed. Instead, Pictish Raiders have been renamed to "Ceithern" and Irish characters now also use those retinues.
      • At Yasu retinues now give +60% Horse Archer Defensive and +60% Light Cavalry Offensive (from +60% Horse Archer Offensive and +60% Light Cavalry Offensive).
      • The generic, Iranian group cultural retinue:
        • Has been renamed to "Gholaman", which is slightly more appropriate now that Persian characters have their own cultural retinue (which makes "Khwarezmiyya" more inappropriate).
        • Now gives +60% Horse Archer Defensive and +60% Light Cavalry Offensive (from +60% Horse Archer Offensive and +60% Light Cavalry Offensive).
      • Calarasi retinues now give +60% Horse Archer Defensive and +60% Light Cavalry Offensive (from +60% Horse Archer Offensive and +60% Light Cavalry Offensive).
      • Kurdish characters now get access to Sarbazan Upin retinues instead of to Gholaman ones.
      • Baloch characters now get access to Da Gra Jungyaly retinues instead of to Gholaman ones.
    • Cultural Combat Tactics:
      • Embolon Charge Tactics and Embolon Closing Charge Tactics:
        • Now also the cultural combat tactic for Turkish characters, who used to have Retreat and Ambush Tactics as their cultural combat tactics before.
        • Renamed to "Swarming Charge Tactics" and "Swarming Closing Charge Tactics", which are much more appropriate now that Greek characters are only one of many cultures that have these tactics as their cultural combat tactics.
      • Aztec Combined Rush Tactics and Closing Aztec Combined Rush Tactics:
        • Now also the cultural combat tactic for Irish and Pictish characters, who used to have Shield Rush Tactics as their cultural combat tactics before.
        • Renamed to "Combined Rush Tactics" and "Closing Combined Rush Tactics", which are more appropriate now that Celtic characters also have these tactics as their cultural combat tactics.
      • Persian and Pahlavi characters now have Intimidating Advance Tactics as their cultural combat tactics instead of Retreat and Ambush Tactics. This also means they get access to Intimidating Closing Advance Tactics, too.
      • Kurdish and Baloch characters now have Attriting Raid Tactics as their cultural combat tactics instead of Retreat and Ambush Tactics.
    • Cultural Castle/Tribal Buildings:
      • New Mongol cultural castle/tribal building line: "Kheshig Drilling Grounds".
        • Focuses on Horse Archer and Heavy Cavalry levies, emphasizing Horse Archers slightly more.
        • Increases Horse Archer Defensive and Heavy Cavalry Offensive.
      • New Turkish cultural castle/tribal building line: "Timarli Sipahi Training Ground".
        • Focuses on Horse Archer and Heavy Cavalry levies with an even focus.
        • Increases Horse Archer Offensive and Heavy Cavalry Offensive.
      • New Persian cultural castle/tribal building line: "Gholaman Training Ground".
        • Focuses on Heavy Infantry and Pikemen levies, emphasizing Heavy Infantry much more.
        • Increases Heavy Infantry Offensive and Pikemen Offensive.
      • The Hall of War building line:
        • Now only increases Light Infantry Offensive and Heavy Infantry Offensive instead of increasing Light Infantry Offensive, Light Infantry Defensive, Heavy Infantry Offensive, and Heavy Infantry Defensive.
        • Is now also the cultural castle/tribal building line for Irish provinces.
      • The Gallowglass Training Ground building line has now been removed. Irish provinces use the Hall of War building line now instead.
      • The Riding Grounds building lines now increase Horse Archer Defensive instead of Horse Archer Offensive.
      • The Druzhina Training Ground building lines now increase Horse Archer Offensive and Heavy Cavalry Offensive instead of Horse Archer Defensive and Heavy Cavalry Defensive.
      • The Baloch cultural castle/tribal building line is now Highland Militia Quarters instead of Riding Grounds.
      • The Kurdish cultural castle/tribal building line is now Daylamite Infantry Barracks instead of Riding Grounds.
        • Though it may look weird to have Kurdish buildings be called "Daylamite", it is relatively sound, as Daylamites were historically grouped with Kurds due to their common origins. The original descriptions for Daylam centers of power often placed them in the middle of lands primarily populated by Kurds.
    • Mongols:
      • Now get a new cultural retinue. See the Cultural Retinues section for more details.
      • Now get a new cultural castle/tribal building. See the Cultural Castle/Tribal Buildings section for more details.
      • If playing with Horse Lords, get access to a new horde unit specific to Mongols. See the Nomadic Overhaul section for more details.
      • The Mongol Invasion event troops and event troops spawned for the Mongol Empire's successor states now have a different structure.
        • Spawned units are now organized into 1000-troop-sized blocks (from 3400-troop-sized blocks).
        • Each block is now composed of 60% Horse Archers and 40% Heavy Cavalry (from 53% Horse Archers, 31% Light Cavalry, 11% Light Infantry, 4% Heavy Infantry, and 1% Heavy Cavalry).
          • While this exact composition is debatable (the Mongols did not really have strict delineations between "heavy" and "light" cavalry; some melee-focused cavalry would have been considered "light" because of how little armor they wore, while some cavalry archers would have been considered "heavy" both due to their armor and because they could switch out their bows to effective close-ranged weapons before entering melee), this particular composition is the closest possible that would also replicate the combat tactics dynamics of the Mongolian military.
    • The Blood of Árpád bloodline is now active for all characters in the Magyar cultural group, not just Hungarians, and provides an opinion bonus from all cultures in the Magyar cultural group, not just Hungarians.
    • Magyar Group Cultural Retinues, Tactics, and Castle/Tribal Buildings:
      • Bandérium is now composed of 150 Heavy Cavalry + 100 Light Cavalry (from 150 Horse Archers + 100 Light Cavalry) and now gives +30% Heavy Cavalry Offensive and +30% Heavy Cavalry Defensive instead of +30% Horse Archer Offensive and +30% Horse Archer Defensive. This more closely resembles the composition of actual, historical Bandériums, and it better represents types of armies fielded by Hungarians for most of the time period during which the game takes place.
        • [ SWMH ONLY ] Mogers have access to the Luvosiiazu ("Lovasíjász" in Old Hungarian) retinue instead, which has the same composition and bonuses as the old Bandérium retinue did.
      • The default cultural tactic for the Magyar group is now Combined Charge Tactic (upgraded Charge Tactic) instead of Retreat and Ambush Tactic (upgraded Swarm Tactic). This better represents the types of tactics used by Hungarians for most of the time period during which the game takes place.
        • [ SWMH ONLY ] The cultural tactic for Mogers is still the Retreat and Ambush Tactic.
      • The default cultural castle/tribal building for the Magyar group is now Hussar Training Ground instead of Riding Grounds. This better represents the army composition used by Hungarians for most of the time period during which the game takes place.
        • [ SWMH ONLY ] The cultural castle/tribal building for Mogers is still Riding Grounds.
      • [ SWMH ONLY ] The Magyar group no longer has default access to the Steppe Barracks and Steppe Stables castle building lines. Only Mogers have access to those building lines.
    • Combat:
      • Horse Archers:
        • The Retreat and Ambush Tactics now give a bonus +25/50/75% Horse Archer Defensive on top of the base Swarm Tactics bonuses at Failed/Normal/Devastating levels respectively instead of a +25/50/75% Horse Archer Offensive bonus on top of the base Swarm Tactics bonuses.
        • Horse Archers now have 3 base Melee Defense (from 4).
        • Horse Archers no longer get -25% Defensive and -15% Offensive when defending in a province with jungle terrain.
          • Since defensive terrain modifiers apply only to one side in combat (the defending side), maluses should only be present if the unit type in question is specifically bad at only defending in such terrain. In the case of Horse Archers, the malus is due to the way humid weather messes with the glue holding together composite bows, so it should apply to both attacking and defending sides equally.
        • Swarm Tactics and cultural combat tactics derived from it (e.g. Retreat and Ambush Tactics) can no longer trigger when fighting in provinces with jungle terrain. This is meant as a partial replacement for the Horse Archer jungle combat malus that was previously implemented in a faulty manner.
      • EMF's variant of Shattered Retreat has been further limited in the maximum and preferred number of provinces for which a shattering army will want to retreat.
        • The relative change is even higher when using EMF+SWMH instead of plain EMF, since EMF+SWMH previously had an additional +1 maximum and preferred amount of provinces over which to retreat, and this no longer differs from plain EMF.
      • The effect of a subunit or flank leader's martial upon their command modifiers has been reduced to 40% of the vanilla multiplier (previously was 60% of vanilla). These can stack up way too fast otherwise.
      • The number of days between defender morale loss in a siege has been reverted to the vanilla setting of 12 days (from 5 days).
      • Upfront retinue hire costs have been changed by +40% (does not affect horde retinues or tribal retinues).
    • Getting Weapons through Weaponsmiths:
      • Whether a character has the option of ordering a scimitar or a sword now depends on the character's culture, not their religion. In general, African, Middle Eastern, Central Asian, and Indian cultures have access to scimitars instead of swords.
      • Only characters in a cavalry-based culture can now order a lance. This means they have to be Feudal, Nomadic, or belong to a culture that focuses on boosting Light Cavalry, Heavy Cavalry, Camel Cavalry, and/or Horse Archers (e.g. Breton, Latin group, Arabic group). Yes, War Elephant-boosting cultures do not count.
      • All characters in an archery-based culture can now order a bow, not just Nomadic characters. This means they have to be Nomadic or belong to a culture that specifically focuses on boosting Archers and/or Horse Archers (e.g. English, Magyar group, Persian).
      • Characters who could order both a lance or a bow (i.e. Nomadic characters or Feudal characters who also belong to a culture that boosts Archers and/or Horse Archers) will have either an axe or a mace as their last option instead of having both available. The option they get depends on their culture, though maces are the more common option.
    • The initial Seljuks, starting with Seljuk himself, will now be much more likely to survive in order to complete their AI invasion mission.
      • With the SWMH scrollable timeline extended to 993, it's necessary to give some "divine assistance" to the early, historical Seljuks in order to ensure that they do not go extinct (i.e., sire some sons) before their approximately historical invasion date ca. 1035.
      • If the game rule Historical Outcome Promotion is set to Default:
        • It will be unlikely for them to fail to produce an invader that meets the minimum "badass" criteria around the invasion's appropriate time range.
      • If the game rule Historical Outcome Promotion is set to Passive:
        • The historical invasion outcome is going to be a toss-up from starts as early as 993; it will be considerably less likely that a proper Seljuk invasion will happen.
      • While the Seljuk invasion is still incomplete and hasn't yet failed, no cadet houses will spin off the Seljuk dynasty.
    • Heritable Genetic Traits:
      • Strong now only gives +1 Martial (from +2) and no longer gives bonuses to character Fertility (from +10%), but now gives +20 Personal Combat Skill (from +10).
      • Burly now gives +0.25 Health (from +0.3) and +10 Personal Combat Skill (from +5).
      • Delicate now gives -0.25 Health (from -0.3) and -10 Personal Combat Skill (from -5).
      • Weak now gives -0.5 Health (from -1.0) and -3 vassal opinion (from -5) and no longer gives maluses to character Fertility (from -5%), but now gives -20 Personal Combat Skill (from -10).
      • Fertile and Infertile are no longer hidden from human players (AIs could always "see" their effects because they can always see a character's total fertility).
      • Fertile, Infertile, and Sterile are no longer heritable traits. This means parents with one of these traits do not have a greater chance of passing them onto their kids.
        • The general restriction on heritable traits that affect fertility (which also includes removing fertility effects from Strong and Weak) is due to realism, as fertility is known to not be a heritable property in the real world. This is theorized to be because of how heritable genes that decrease fertility have been naturally bred out of the genepool over the course of human and pre-human history, while heritable genes that increase fertility have naturally become dominant in the genepool over the course of human and pre-human history.
    • Added special government flavor entries for Count- and Baron-tier vassals under an imperial government type. Duke-tier vassals with an imperial government type but who are not direct vassals of the emperor will now also receive one of these new government flavors.
    • With the exception of the Reincarnation of Ashoka Bloodline, bloodlines that used to enable Religious Liberation CBs in vanilla now give a +10% Religious Enemies command modifier instead, as Religious Liberation CBs are not present in EMF due to their imbalance (just use a regular Holy War CB).
      • Reincarnation of Ashoka will simply not display the tooltip that it enables Religious Liberation CBs anymore. It is already powerful enough without the need for a Religious Enemies command modifier.
    • Dancing Plague now decreases all holdings' tax income by 10%, not just city holdings'.
    • Byzantine Minor Titles:
      • The Augusta title may now also be granted to your grandchildren.
      • The Patrikios title can now only be granted to 4 characters instead of 10.
      • The Hypatos title can now only granted to 8 characters instead of 20, and it affords only +3 opinion instead of +5.
      • The Sebastos title can now only be granted to 4 characters instead of 10, and you may now grant it to your grandchildren as well.
    • Fourth Crusade Event Chain:
      • The start of the event chain, should it happen, will now occur at a random time between 30 and 550 days after the crusade has been initially called instead of always 30 days after it has been called.
      • The 4th crusade Byzantine refugee now must also be in the same realm as the Byzantine emperor/empress, not be married to a landed character, be eligible to inherit titles (ignoring Bastard and being the current nominee for a bishopric), not be incapable, not be a prisoner, be accessible (i.e. not be in hiding or out traveling), have an ambition score of 0 or higher (so e.g. Content will tend to disqualify characters), be of a gender that is not disqualified by the Byzantine Empire's succession laws, not be a lover or a friend of the Byzantine emperor/empress, and have a negative opinion of the Byzantine emperor/empress.
      • If all other conditions are met, the chance of the 4th crusade event chain starting are now no longer 75% that increases by 5%% for every missing 100 realm holdings if the Byzantine emperor/empress has fewer than 300 holdings in their realm. Instead, it now starts at 50%, and the chance of the event chain NOT starting now halve for every character eligible to become the Byzantine refugee (i.e. 75% chance to start with 2 candidates, 88% with 3, etc.); at 6 or more eligible characters, the event chain will always start.
      • When there is more than one character who is eligible to become the Byzantine refugee when the 4th crusade event chain starts, the character selected will now be less random: being a closer relative to the emperor (siblings first), having a gender that is preferred by the succession laws of the Byzantine Empire, and being an adult will all increase the chances that the given candidate will be the one selected to become the Byzantine refugee.
      • Once the new target for the crusade has been set, the event chain now locks in the target, preventing it from being changed away from the Byzantine Empire.
    • Councilor Gender Requirements:
      • Characters with the Cat trait now have gender requirements ignored for whether or not they can become a councilor.
      • Gender succession laws that previously were enough on their own to allow women to become councilors under certain circumstances will now only do so when playing without Conclave and without Gender Equality set to Historical.
        • When playing without Conclave and with Gender Equality set to Historical, not having Agnatic succession is still enough to allow a ruler's mother to become their treasurer.
      • If a woman is part of a warrior lodge, their liege must now also be a member of that same warrior lodge in order for them to automatically qualify for commander and/or marshal positions. The liege just following the same religion as the woman warrior lodge member is no longer enough.
      • Women who either follow a religion with Agnatic Clans or have a liege who follows a religion with Agnatic Clans are now never eligible for commander or marshal positions unless they are a special, event-spawned marshal.
    • Trickster:
      • Now gives a +10% Experimentality command modifier instead of +30%.
      • Now unlocks two new combat tactic levels: Deceitful and Flexible.
        • These tactic levels replace the "normal" tactic level for commanders with Trickster, and they are weighted to make sure that they do not affect the odds of getting Failed or Devastating tactic levels.
        • Deceitful tactics give a +25% Offensive bonus to all units on top of the baseline, tactic-specific bonuses. They are more likely to be selected with decreasing Honor (e.g. Impaler, Deceitful, Paranoid).
        • Flexible tactics give a +25% Defensive bonus to all units on top of the baseline, tactic-specific bonuses. They are more likely to be selected with increasing Honor (e.g. Charitable, Honest, Just).
        • NOTE: By comparison, the "Normal" tactics these tactic levels replace give no extra Offensive or Defensive bonuses on top of the baseline, tactic-specific bonuses).
    • Independence Factions:
      • AI characters who are their liege's current or player heir will now also no longer join an independence faction in progress unless they have been coerced into it.
      • Lower-than-average rationality will no longer cause AI characters to be more willing to found and join independence factions.
      • AI characters with high ambition (>= 40) will now be twice as likely to found and/or join independence factions compared to before.
      • AI characters with low ambition will now be less likely to found and/or join independence factions, and those with exceptionally low ambition will now be very unlikely to found and/or join independence factions.
    • The ambitions Have Fifteen Children and Have Twenty Children:
      • Now boost the mood of the Court Faction by +10 opinion
      • Give less of a prestige boost if your religion features polygamy (instead of just whether it's Muslim)
    • The ambitions Have Five Children and Have Ten Children:
      • Now boost the mood of the Court Faction by +5 opinion
      • Give less of a prestige boost if your religion features polygamy (instead of just whether it's Muslim)
    • Artifacts:
      • Added a new artifact slot for ranged weapons.
      • Added a new stat called Ranged Combat Skill. Currently, the only function of Ranged Combat Skill is that it adds onto Personal Combat Skill when determining the odds of success in non-duel battle events and other events that involve general warfare.
      • Most crown artifacts have been changed so that they can now only be equipped if the character could be crowned (so if a character's situation changes to where wearing a crown would not make sense, the crown deactivates), and if they can be gifted, they can now only be gifted to characters who could be crowned.
      • King- and Emperor-tier characters who cannot be crowned (e.g. because they are merchant republics, viceroys, the Pope, King-Bishops, a holy order, etc.) will now also not receive a crown when they order jewelry through the Employ a Smith decision.
      • Characters who follow a religion with a syncretism doctrine can now use and/or be gifted artifacts that can be used and/or gifted to the religious group with which they are syncretic.
        • E.g. A character following a religion with Muslim Syncretism can potentially use and/or be gifted a Sword of Mohammad, which is normally only available to Muslim characters.
      • Terrible Sword and Terrible Armor can no longer be acquired because items that are worse than the common equipment that any landed person could be able to procure for themselves should not be artifacts.
        • However, they have not been removed from the game files. This is to ensure compatibility with mods that might want to give them out (for some reason).
        • Terrible Armor now only gives +1 Personal Combat Skill (from +2) so that it is functionally equivalent to Terrible Sword.
      • Zweihander Sword:
        • No longer gives command bonuses to any troop types.
        • Now gives +5 Duelist opinion.
        • No longer gives +10 Tribal vassal opinion on top of the existing +5 vassal opinion.
        • Now requires either not having Feeble, Delicate, or Weak, or having Robust, Burly, or Strong to use (from requiring 20 existing Personal Combat Rating, Strong, Burly, Robust, or Giant).
        • Now gives a +10% Morale Offense and +10% Morale Defense command modifier instead of a +20% Morale Defense one.
        • Can now only be gifted to characters who, in addition to certain cultural requirements, also either do not have Feeble, Delicate, or Weak, or do have Robust, Burly, or Strong.
        • Is now considered quality level 4 (from 2).
      • Whispering Sword, Whispering Mace, Whispering Axe:
        • No longer give command bonuses to any troop types.
        • No longer give +3 Martial.
        • Now give a +20% Morale Defense command modifier.
        • Now give +5 Duelist opinion.
      • Unicorn Flair, Shrouded Helmet, and Winged Helmet now give +10% Morale Defense command modifiers instead of a +5% Religious Enemies ones.
      • Crusader King Crown Artifacts:
        • No longer give +1 Martial.
        • Now give a +15% Morale Defense command modifiers instead of a +15% Religious Enemies one.
      • Battlefield Sword Artifacts:
        • No longer give command bonuses to leading a center flank.
        • The tier 3 versions of this artifact is now considered quality level 4 (from 3), the tier 2 version of this artifact is now considered quality level 3 (from 2), and the upgraded tier 1 version of this artifact is now considered quality level 2 (from 1).
        • The tier 3 versions of this artifact now gives +5 Duelist opinion, the tier 2 version of this artifact now gives +3 Duelist opinion, and the upgraded tier 1 version of this artifact now gives +1 Duelist opinion.
      • Pillaged Saintly Bones Artifacts:
        • Now give bonus Christian opinion instead of bonus opinion from characters following the same religion as the artifact's owner.
      • Sword from Heaven:
        • Now gives +3 Duelist opinion.
        • Now gives a +10% Morale Defense command modifier.
        • The event that spawns this artifact has had its triggering probability reduced by 80%.
      • Eye of the Dragon, Blood of the Dragon, and Heart of the Dragon now have spawning rules that follow settings for Supernatural Events.
      • Legendary Random World Armor:
        • No longer gives +1 Martial.
        • Now gives a +20% Morale Defense command modifier instead of a +20% Morale Offense one.
      • Legendary Random World Sword:
        • No longer gives +3 Martial.
        • Now gives a +20% Morale Defense command modifier instead of a +10% Morale Offense and +10% Morale Defense one.
        • Now gives +5 Duelist opinion.
      • Sword of a Great Conqueror:
        • No longer gives +3 Martial.
        • Now gives a +20% Morale Defense command modifier instead of a +10% Morale Offense and +10% Morale Defense one.
        • Now gives +5 Duelist opinion.
      • Horse Armor artifacts:
        • No longer give command bonuses to any troop types.
        • No longer give bonus Martial.
        • Now give a Morale Defense command bonus equal to the cavalry command bonus they used to give.
      • Created Armor artifacts:
        • No longer give bonus Martial.
        • Now give a Morale Defense command bonus instead of a Morale Offense command bonus.
      • Chinese Tapestry:
        • No longer gives -2 short reign length.
        • Now gives +5 Chinese opinion.
      • Tapestry Depicting Trade:
        • No longer gives -2% Build cost.
        • Now gives +0.5 Monthly Prestige (from +0.1 Monthly Prestige).
      • Bronze Sculpture:
        • No longer gives +1 Stewardship.
        • Now gives +0.5 Monthly Prestige (from +0.1 Monthly Prestige).
        • Is now considered quality level 2 (from 3).
      • Zhuge Crossbow:
        • No longer give command bonuses to any troop types.
        • No longer gives +2 Martial.
        • No longer gives +15% Plot Defense.
        • Now gives +1 Hunter opinion.
        • Is now considered quality level 2 (from 3).
        • Now equips to the new ranged weapon slot.
        • Now increases Ranged Combat Skill instead of Personal Combat Skill. This also means that it will not contribute to the outcome of duels.
      • Ji:
        • No longer give command bonuses to any troop types.
        • No longer gives +2 Martial.
        • Now gives +1 Duelist opinion.
        • Now gives a +5% Morale Defense command modifier.
        • Is now considered quality level 2 (from 3).
      • Serpent Spear:
        • No longer give command bonuses to any troop types.
        • No longer gives +2 Martial.
        • Now gives +1 Duelist opinion.
        • Now gives a +5% Morale Defense command modifier.
      • Jian:
        • No longer give command bonuses to any troop types.
        • No longer gives +2 Martial.
        • Now gives +3 Duelist opinion.
        • Now gives a +10% Morale Defense command modifier.
        • Is now considered quality level 3 (from 4).
      • Water Clock:
        • No longer gives +2 Learning.
        • Now also gives -5% Build time.
        • Now also gives +5 Scholar opinion.
      • Silk Shroud:
        • No longer gives +2 Intrigue.
      • Ceremonial Robes:
        • No longer gives +1 Diplomacy.
        • Now gives +5 Chinese opinion.
      • Chinese Sculpture:
        • No longer gives -5% Build time.
        • Now gives +0.25 Monthly Grace.
      • Chinese Calligraphy:
        • No longer gives +2 Town/Burgher opinion.
        • Now gives +5 Poet opinion and +5 Chinese opinion.
        • Is now considered quality level 3 (from 2).
      • Dragon Amulet:
        • No longer gives +1 Stewardship.
        • No longer gives -10% Build cost.
      • Jade Dragon:
        • No longer gives +10% tax income.
        • No longer gives +2 Diplomacy.
        • Now gives +2 opinion from all characters.
        • Now gives +1.5 Monthly Prestige (from +1.0 Monthly Prestige).
      • Spectacles:
        • No longer gives +2 Learning.
        • Can now only be gifted to characters who are effectively 40 years old or older.
      • Plate Armor:
        • No longer gives +1 Learning.
        • Now gives a +15% Morale Defense command modifier instead of a +5% Morale Offense one.
        • Now gives +1 Monthly Prestige (from +0.25 Monthly Prestige).
        • Is now considered quality level 4 (from 2).
        • No longer requires having at least 12 Learning or being a member of the Hermetic society to equip.
        • Now requires either not having Feeble, Delicate, or Weak, or having Robust, Burly, or Strong to use.
        • Can now only be gifted to characters who either do not have Feeble, Delicate, or Weak, or do have Robust, Burly, or Strong.
        • Is now the Good-level reward from the Gathering of the Great Minds event chain instead of the OK-level reward.
          • The giant crossbow is now the OK-level reward instead of the Good-level reward.
      • Cipher Disc:
        • No longer gives +1 Learning.
        • No longer gives +2 Intrigue.
        • Now requires having at least 12 Learning to equip instead of having at least 20 Learning or being a member of the Hermetic society.
        • Can now only be gifted to characters who have at least 12 Learning.
      • Radius Astronomicus:
        • No longer gives +3 Learning.
        • No longer gives +5% Tech Growth.
        • Now gives a +50% Movement speed command modifier that only activates when the character is at sea.
        • Now gives +1 Viking opinion, +1 Pirate opinion, +2 Ravager opinion, +3 Sea King opinion, +3 Sea Queen opinion, and +5 Scholar opinion.
        • Now has different equipping requirements. Instead of needing to have at least 20 Learning or be a member of the Hermetic society, the sum of the character's Learning and the Shipbuilding tech level in their capital must be at least 16 in order to equip this artifact.
        • Can now only be gifted to characters who could equip this artifact.
      • Magnetic Compass:
        • No longer gives +2 Stewardship.
        • No longer gives +2 Learning.
        • Now gives a +25% Movement speed command modifier and another +25% Movement speed command modifier that only activates when the character is at sea.
        • Now gives +1 Viking opinion, +1 Pirate opinion, +2 Ravager opinion, +3 Sea King opinion, and +3 Sea Queen opinion.
        • Now has different equipping requirements. Instead of needing to have at least 20 Learning or be a member of the Hermetic society, the sum of the character's Learning and the Shipbuilding tech level in their capital must be at least 16 in order to equip this artifact.
        • Can now only be gifted to characters who could equip this artifact.
      • Handgun:
        • Has been renamed to Handgonne, the proper name for this Medieval-era weapon.
        • No longer gives +1 Learning.
        • Now gives +5 Hunter opinion.
        • Is now considered quality level 4 (from 3).
        • Now has different equipping requirements. Instead of needing to have at least 20 Learning or be a member of the Hermetic society, the sum of the character's Learning and the Siege Equipment tech level in their capital must be at least 16 in order to equip this artifact.
        • Can now only be gifted to characters who could equip this artifact (if they were adults).
        • Now equips to the new ranged weapon slot instead of the normal weapon slot.
        • Now increases Ranged Combat Skill instead of Personal Combat Skill. This also means that it will not contribute to the outcome of duels.
      • Emerald Tablet:
        • No longer gives +2 Learning.
        • No longer gives +5% Tech Growth.
        • Now gives +2.0 Monthly Prestige.
        • Now gives +10 Mystic opinion.
        • Can no longer be equipped if not a member of the Hermetic society, and requires at least 16 Learning to equip even if a member of the Hermetic society, but no longer requires the character to be Rank 3 or 4 in the Hermetic society to equip if they have less than 20 Learning.
        • Can now only be gifted to characters who also have at least 16 Learning in addition to being members of the Hermetic society.
      • Avant-Garde Painting:
        • No longer gives -1 Diplomacy.
        • Now gives +1 Lunatic opinion and -1 opinion from all non-Lunatic characters.
      • Crafted Bow artifacts:
        • No longer give command bonuses to any troop types.
        • No longer give bonus Martial.
        • Tier 4 crafted bow artifacts now give +5 Hunter opinion, tier 3 crafted bow artifacts now give +3 Hunter opinion, and tier 2 crafted bow artifacts now give +1 Hunter opinion.
        • Now require either not having Feeble, Delicate, or Weak, or having Robust, Burly, or Strong to use.
        • Can now only be gifted to characters who either do not have Feeble, Delicate, or Weak, or do have Robust, Burly, or Strong.
        • Now equip to the new ranged weapon slot instead of the normal weapon slot.
        • Now increase Ranged Combat Skill instead of Personal Combat Skill. This also means that it will not contribute to the outcome of duels.
      • Crafted Swords, Scimitars, Maces, Axes, and Lances:
        • No longer give command bonuses to any troop types.
        • No longer give bonus Martial.
        • Tier 4 crafted weapon artifacts now give a +20% Morale Defense command modifier, tier 3 crafted weapon artifacts now give a +10% Morale Defense command modifier, and tier 2 crafted weapon artifacts now give a +5% Morale Defense command modifier.
        • Tier 4 crafted weapon artifacts now give +5 Duelist opinion, tier 3 crafted weapon artifacts now give +3 Duelist opinion, and tier 2 crafted weapon artifacts now give +1 Duelist opinion.
      • Fylkir Scepters:
        • No longer give any bonuses to stats.
        • Now give +5 opinion from followers of the reformed version of their respective religions instead of +10 opinion from all tribal characters.
      • Karen Crown:
        • No longer gives any bonuses to stats.
        • Now gives +0.5 Monthly Prestige and +0.5 Monthly Piety (from +1.0 for both).
        • Now gives +5 Mazdan group opinion instead of +10 vassal opinion.
      • Imperial Diadem:
        • No longer gives any bonuses to stats.
        • Now gives +1.0 Monthly Prestige and no Monthly Piety (from +1.5 for both).
        • Now gives +5 opinion from Feudal vassals, +4 opinion from City/Burgher vassals, and +4 opinion from Tribal vassals.
      • Reichskrone:
        • No longer gives any bonuses to stats.
        • Now gives +0.5 Monthly Prestige and no Monthly Piety (from +1.0 for both).
        • Now gives +5 opinion from Feudal vassals, +5 opinion from Christian church characters, +4 opinion from City/Burgher vassals, and +4 opinion from Tribal vassals instead of just +10 opinion from church characters.
        • Can no longer be equipped if the character is not the current emperor of the HRE or the SER.
      • Sariraka Bone:
        • No longer gives +3 Learning.
        • Now gives +5 Buddhist opinion.
      • Jeweled Danda:
        • No longer gives +1 Diplomacy.
        • No longer gives +10% tax income.
        • Now gives +5 Hindu opinion and an additional +5 opinion from characters following the same religion as the artifact's owner.
      • The Mountain of Light:
        • No longer gives +3 Stewardship.
        • No longer gives -10% Build cost.
        • No longer gives -10% Build time.
        • No longer gives -1 Health.
        • Now gives -5 Greedy opinion and +10 Sex Appeal opinion.
      • The Tooth of Buddha:
        • No longer gives +3 Diplomacy.
        • No longer gives -5 short reign length.
        • Now gives +10 Buddhist opinion and an additional +5 opinion from characters following the same religion as the artifact's owner (from +10 opinion from characters following the same religion as the artifact's owner).
      • Yada Tashy:
        • No longer gives +2 Stewardship.
        • No longer gives +10% tax income.
        • Now also gives +5 church character opinion.
        • Now also gives +1.0 Monthly Piety.
      • Axe of Perkunas:
        • No longer gives +5 Martial.
        • Now also gives +5 Duelist opinion.
        • Now gives a +20% Morale Defense command modifier.
      • Axe of Perun:
        • No longer gives command bonuses to any troop types.
        • No longer gives +2 Martial.
        • Now gives +16 Personal Combat Skill instead of +18.
        • Now also gives +5 Duelist opinion.
        • Now gives a +20% Morale Defense command modifier.
      • Sampo:
        • No longer gives +2 Stewardship.
        • No longer gives +20% tax income.
        • Now gives +1.0 Monthly Prestige and +0.5 Monthly Piety (from +0.5 for both).
        • Now gives -0.5% global revolt risk.
        • Now also gives an additional +5 opinion from City/Burgher vassals, +5 opinion from Tribal vassals, and -5 Greedy opinion.
      • The Fetish of Souls:
        • No longer gives +3 Intrigue.
        • Now gives +0.5 Monthly Prestige and +1.0 Monthly Piety (from +0.1 Monthly Prestige and +0.5 Monthly Piety).
        • Now also gives an additional +5 Mystic opinion.
        • Now gives a +10% Morale Defense command modifier.
      • Gjallarhorn:
        • Now gives +0.5 Monthly Prestige (from +0.1 Monthly Prestige).
        • Now gives +5 opinion from characters following the same religion as the artifact's owner.
        • Now gives a +10% Morale Defense command modifier and a +10% Morale Offense command modifier (from +20% to both).
      • Andvaranaut:
        • No longer gives +2 Stewardship.
        • No longer gives +20% tax income.
        • No longer gives -1 Health.
        • Now gives -20% Plot defense.
        • Now gives +1.0 Monthly Prestige (from +0.5 Monthly Prestige).
        • Now gives -0.5% global revolt risk.
        • Now also gives an additional +5 opinion from City/Burgher vassals, +5 opinion from Tribal vassals, +10 Sex Appeal opinion, and -5 Greedy opinion.
      • Mjolnir:
        • No longer gives command bonuses to any troop types.
        • No longer gives +3 Martial.
        • Now also gives +5 Duelist opinion.
        • Now gives a +20% Morale Defense command modifier.
      • Haoma Sapling:
        • No longer gives +10% Fertility.
        • Now only gives +0.25 Health if the artifact's owner is affected by a disease that would lower their health.
      • Cyrus Cylinder:
        • No longer gives +1 Stewardship.
        • No longer gives -10% Build cost.
        • No longer gives -10% Build time.
        • Now gives +0.5 Monthly Prestige (from +0.1 Monthly Prestige).
        • Now gives +5 Iranian opinion and +5 Israelite opinion.
        • Can now also be equipped by and gifted to Israelite characters.
      • Derafsh Kaviani:
        • No longer gives a +20% Morale Offense command modifier.
        • Now gives +10 Iranian opinion instead of +10 vassal opinion.
        • Now also gives a +20% Siege command modifier.
      • Babr-e-Bayan:
        • No longer gives +2 Martial.
        • No longer gives +1 Health.
        • No longer gives +1% global levy size or +0.5% max manpower.
        • No longer gives +16 Personal Combat Skill.
        • Now gives +1.0 Monthly Prestige (from +0.1 Monthly Prestige).
        • Now gives a +20% Morale Defense command modifier and a +20% Siege command modifier.
        • Now gives +20% Plot defense.
      • Cup of Jamshid:
        • No longer gives any bonuses to stats.
        • No longer gives +1 Health.
        • Now gives +1.0 Monthly Prestige and +0.5 Monthly Piety (from +0.1 Monthly Prestige).
        • Now also gives +5 Taoist opinion and +10 Mystic opinion.
      • Tooth of Mohammad:
        • No longer give command bonuses to leading a center flank.
        • Now also +0.5 Monthly Piety.
      • Water of the Blessed Mantle:
        • No longer gives +0.25 Health.
        • Now gives +0.25 Monthly Prestige and +0.25 Monthly Piety (from +0.1 Monthly Prestige and +0.25 Monthly Piety).
      • Hair from the Beard of Mohammad:
        • No longer gives +1 Diplomacy.
        • Now gives +3 Muslim opinion.
      • Mohammad's Bowl:
        • No longer gives -1% global revolt risk.
        • Now gives +5 Muslim opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
      • Cloak of Mohammad:
        • No longer gives -2% global revolt risk.
        • Now gives +5 Muslim opinion.
        • Now gives +0.1 Monthly Prestige and +1.0 Monthly Piety (from +0.1 Monthly Prestige and +0.5 Monthly Piety).
      • Letter of Mohammad:
        • No longer gives +2 Learning.
        • Now gives +5 Muslim opinion.
        • Now gives +0.5 Monthly Prestige and +0.5 Monthly Piety (from +0.1 Monthly Prestige and +0.5 Monthly Piety).
      • Blessed Sandals:
        • No longer gives +1 Health.
        • Now gives +5 Muslim opinion.
        • Now gives +1.0 Monthly Prestige and +1.0 Monthly Piety (from +1.0 Monthly Prestige and +0.5 Monthly Piety).
      • Sword of Mohammad:
        • No longer gives +3 Martial.
        • Now gives +5 Duelist opinion.
        • Now gives a +20% Morale Defense command modifier.
      • Blessed Mantle:
        • No longer gives +1 Diplomacy.
        • No longer gives +10% tax income.
        • Now gives +1.0 Monthly Prestige and +1.0 Monthly Piety (from +0.5 Monthly Prestige and +0.5 Monthly Piety).
        • Now gives +5 dynasty opinion and +5 Muslim opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
      • Holy Banner of Mohammad:
        • No longer gives +1 Martial.
        • No longer gives -2% global revolt risk.
        • Now gives +5 Muslim opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
        • Now gives +1.0 Monthly Prestige (from +0.1 Monthly Prestige).
        • Now gives a +20% Morale Defense command modifier and a +20% Siege command modifier instead of a +15% Morale Offense command modifier and a +15% Morale Defense command modifier.
        • Is now considered quality level 4 (from 5).
      • Seal of Mohammad:
        • No longer gives +2 Diplomacy.
        • No longer gives -5 short reign length.
        • Now gives +10 Muslim opinion instead of +10 opinion from characters following the same religion as the artifact's owner.
        • Now gives +1.0 Monthly Prestige and +1.0 Monthly Piety (from +0.5 Monthly Prestige).
      • David's Sling:
        • No longer gives +1 Martial.
        • Now also gives +3 Hunter opinion.
        • Can now be equipped by and gifted to Muslim characters.
        • Is now considered quality level 3 (from 2).
        • Now equips to the new ranged weapon slot instead of the normal weapons slot.
        • Now increases Ranged Combat Skill instead of Personal Combat Skill. This also means that it will not contribute to the outcome of duels.
      • The Tabernacle:
        • No longer gives -2% global revolt risk.
        • Can now be equipped by and gifted to Muslim characters.
        • Now gives +2 Christian church character opinion, +2 Muslim church character opinion, and +5 Israelite opinion.
      • Seal of Solomon:
        • No longer gives +4 Learning.
        • Now gives +0.1 Monthly Prestige and +1.0 Monthly Piety (from +0.1 Monthly Prestige and +0.5 Monthly Piety).
        • Now gives +5 Christian church character opinion, +5 Muslim church character opinion, +5 Israelite opinion, and +5 Mystic opinion.
      • Ark of the Covenant:
        • No longer gives +2 Stewardship.
        • No longer gives any command bonuses.
        • Now gives -0.5% global revolt risk.
        • Now gives +10 Christian opinion and +10 Israelite opinion instead of +10 opinion from characters following the same religion as the artifact's owner.
      • King David's Harp:
        • No longer gives +4 Diplomacy.
        • Now gives +5 Christian opinion, +5 Muslim opinion, and +5 Israelite opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
        • Now also gives +10 Poet opinion and +10 Sex Appeal opinion.
        • Now gives +1.0 Monthly Prestige and +0.5 Monthly Piety (from +0.1 Monthly Prestige and +0.5 Monthly Piety).
      • Staff of Moses:
        • No longer gives +2 Stewardship.
        • Now gives +5 Christian opinion, +5 Muslim opinion, and +5 Israelite opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
        • Now also gives +5 Duelist opinion.
        • Now gives a +20% Morale Defense command modifier instead of a +10% Morale Offense and +10% Morale Defense one.
      • Weeping Statue:
        • No longer gives +5% tax income.
        • Now gives +5 Christian church character opinion and -10 Iconoclast opinion.
      • Remains of St. Cessianus:
        • Now gives +5 Christian opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
      • Image of Edessa:
        • No longer gives +0.25 Health.
        • No longer gives +5% tax income.
        • Now gives +5 Christian opinion and -10 Iconoclast opinion.
      • Veil of Veronica:
        • No longer gives -1% global revolt risk.
        • Now gives +2 Christian opinion.
      • Right Hand of St. Demetrius:
        • No longer gives +2 Martial.
        • Now also gives +0.5 Monthly Piety.
        • Now gives +2 Christian church character opinion.
      • Chains of St. Peter:
        • No longer gives +2 Learning.
        • Now also gives +0.5 Monthly Piety.
        • Now gives +2 Christian church character opinion.
      • Finger of St. John:
        • No longer gives +1 Learning.
      • Holy Prepuce:
        • No longer gives +15% Fertility.
        • No longer gives +0.5 Health.
        • Now also gives +0.5 Monthly Piety.
        • Now gives +5 Christian opinion.
      • Nail of the True Cross:
        • No longer gives +2 Diplomacy.
        • Now gives +5 Christian opinion.
      • Seamless Robe of Jesus:
        • No longer gives +1 Learning.
        • No longer gives +10% tax income.
        • Can now be equipped by and gifted to Muslim characters.
        • Now gives +5 Christian opinion and +5 Muslim opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
        • Now gives +1.0 Monthly Prestige and +0.5 Monthly Piety (from +0.5 Monthly Prestige and +0.5 Monthly Piety).
        • Now gives +5 Christian opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
      • Crown of Thorns:
        • No longer gives +1 Learning.
        • No longer gives -3% global revolt risk.
        • Now gives +5 Christian opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
        • Now also gives +5 opinion from the head of the artifact owner's religion.
      • Bones of St. Peter:
        • No longer give +1 Stewardship.
        • No longer gives -10% Build cost.
        • No longer gives -10% Build time.
        • Now gives +10 Christian opinion instead of +10 opinion from characters following the same religion as the artifact's owner.
        • Now gives +0.5 Monthly Prestige and +1.0 Monthly Piety (from +0.1 Monthly Prestige and +0.5 Monthly Piety).
      • Holy Grail (Non-Supernatural Version):
        • No longer gives +1 Health.
        • Can now be equipped by and gifted to Muslim characters.
        • Now gives +5 Christian opinion and +5 Muslim opinion instead of +10 opinion from characters following the same religion as the artifact's owner.
      • Holy Grail (Supernatural Version):
        • Can now be equipped by and gifted to Muslim characters.
        • Now gives +5 Christian opinion and +5 Muslim opinion instead of +10 opinion from characters following the same religion as the artifact's owner.
        • Now gives +2.0 Monthly Prestige and +0.5 Monthly Piety (from +0.5 Monthly Prestige).
      • Lance of Longinus:
        • No longer gives +1 Martial.
        • Now gives +5 Christian opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
        • Now also gives +5 Duelist opinion.
        • Now gives a +20% Morale Defense command modifier and +20% Siege command modifier instead of a +20% Morale Offense and +20% Morale Defense one.
      • Shroud of Jesus:
        • No longer gives +1 Learning.
        • No longer gives +5% global levy size or +2.5% maximum manpower.
        • Now gives +5 Christian opinion and -10 Iconoclast opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
        • Can no longer be used by or gifted to Iconoclast characters.
        • Now gives +0.5 Monthly Prestige and +1.0 Monthly Piety (from +0.5 Monthly Prestige and +0.5 Monthly Piety).
      • Iron Crown of Lombardy:
        • No longer gives +1 Diplomacy.
        • No longer gives -5 short reign years.
        • Now gives +4 opinion from Feudal vassals, +3 opinion from City/Burgher vassals, and +3 opinion from Tribal vassals instead of +10 vassal opinion.
        • Now gives +0.5 Monthly Prestige and +0.5 Monthly Piety (from +1.0 Monthly Prestige and +0.5 Monthly Piety).
      • Foot of a Saint artifacts:
        • No longer gives a +5% movement speed command modifier.
        • Now gives +0.2 Monthly Piety and +0.05 Monthly Prestige.
      • Arm of a Saint, Hand of a Saint, Tongue of a Saint, and Head of a Saint artifacts:
        • No longer gives any bonuses to stats or Personal Combat Skill.
        • Now give +0.2 Monthly Piety and +0.05 Monthly Prestige (from +0.05 Monthly Prestige).
      • Tongue of an Unbeliever:
        • No longer gives +1 Intrigue.
        • Now gives +0.25 Monthly Prestige (from +0.05 Monthly Prestige).
      • Cursed Diamond:
        • No longer gives +10% tax income.
        • Now gives -20% Plot defense.
        • Now gives +2.0 Monthly Prestige (from +1.0 Monthly Prestige).
      • Cursed Diamond Crown:
        • No longer gives +3 Stewardship.
        • Now gives -20% Plot defense.
        • Now gives +2.0 Monthly Prestige (from +1.0 Monthly Prestige).
        • Now gives +4 opinion from Feudal vassals, +3 opinion from City/Burgher vassals, and +3 opinion from Tribal vassals.
        • Can now only be equipped by characters who can be and have been crowned.
          • The event option to turn the Cursed Diamond into a crown will now no longer appear for characters who cannot be crowned.
      • '+2' Axe:
        • No longer gives +2 Martial.
        • Is now considered quality level 1 (from 2).
        • The event that spawns this artifact has had its triggering probability reduced by 80%. This artifact will now properly be as "rare" as its purple name indicates.
      • West African Fetishes:
        • Rainstick:
          • No longer gives +1 Stewardship.
          • No longer gives +5 Personal Combat Skill.
          • No longer gives +20 days of supply.
          • Now gives +5 West African opinion (both reformed and unreformed).
          • Now also gives +0.05 Monthly Piety.
          • Can now be used by children.
        • Ivory Idol:
          • No longer gives +3 Martial.
          • No longer gives +5 Personal Combat Skill.
          • Now gives a +10% Morale Defense command modifier instead of a +10% Narrow Flank and +10% Religious Enemy command modifier.
          • Now also gives +0.1 Monthly Piety.
          • Can now be used by children.
        • Carved Totem:
          • No longer gives +3 Intrigue.
          • No longer gives +5 Personal Combat Skill.
          • Now gives a +10% Morale Defense and +5% Experimentality command modifier instead of a +10% Movement speed and +10% Experimentality command modifier.
          • Now also gives +0.15 Monthly Piety.
        • Spirit-Mask of Flight:
          • No longer gives +1 Martial.
          • No longer gives +5 Personal Combat Skill.
          • Now gives a +10% Retreat command modifier instead of a +5% Movement speed and +5% Retreat command modifier.
          • Now also gives +0.05 Monthly Piety.
        • Spirit-Mask of Staunchness:
          • No longer gives +1 Martial.
          • No longer gives +5 Personal Combat Skill.
          • Now gives a +10% Morale Defense command modifier instead of a +5% Center and +5% Morale Defense command modifier.
          • Now also gives +0.05 Monthly Piety.
        • Spirit-Mask of Anger:
          • No longer gives +1 Martial.
          • No longer gives +5 Personal Combat Skill.
          • Now gives +0.1 Monthly Prestige and +0.1 Monthly Piety (from +0.05 Monthly Prestige).
          • Now gives a +10% Morale Defense and +5% Experimentality command modifier instead of a +5% Movement speed and +5% Damage command modifier.
        • Spirit-Mask of Trickery:
          • No longer gives +1 Martial.
          • No longer gives +5 Personal Combat Skill.
          • Now gives +0.25 Monthly Piety.
          • Now gives +5 West African opinion (both reformed and unreformed) instead of +5 Tribal vassal opinion.
          • Now gives a +15% Retreat and +7.5% Experimentality command modifier instead of a +5% Retreat and +10% Experimentality command modifier.
        • Spirit-Mask of Ruthlessness:
          • No longer gives +1 Martial.
          • No longer gives +5 Personal Combat Skill.
          • Now gives +0.25 Monthly Piety.
          • Now gives +5 West African opinion (both reformed and unreformed) instead of +5 Tribal vassal opinion.
          • Now gives a +15% Morale Defense and +7.5% Experimentality command modifier instead of a +10% Morale Offense and +5% Flanking command modifier.
        • Spirit-Mask of Determination:
          • No longer gives +1 Martial.
          • No longer gives +5 Personal Combat Skill.
          • Now gives +0.25 Monthly Piety.
          • Now gives +5 West African opinion (both reformed and unreformed) instead of +5 Tribal vassal opinion.
          • Now gives a +10% Morale Defense and +5% Siege command modifier instead of a +5% Retreat and +10% Experimentality command modifier.
        • Spirit-Mask of Terror:
          • No longer gives +3 Martial.
          • No longer gives +10 Personal Combat Skill.
          • Now gives +10 West African opinion (both reformed and unreformed) instead of +10 Tribal vassal opinion.
          • Now gives +0.5 Monthly Piety.
          • Now gives a +20% Morale Defense and +10% Experimentality command modifier instead of a +20% Morale Offense and +5% Pursue command modifier.
        • Spirit-Mask of Bravery:
          • No longer gives +3 Martial.
          • No longer gives +10 Personal Combat Skill.
          • Now gives +10 West African opinion (both reformed and unreformed) instead of +10 Tribal vassal opinion.
          • Now gives +0.25 Monthly Piety.
          • Now only gives a +20% Morale Defense command modifier instead of a +20% Morale Defense and +5% Center command modifier.
  • FIXES:
    • AI choices, random chance modifiers, and event modifiers related to the tournament event chain now use the proper, double-digit ranges for Personal Combat Skill.
    • Standardized the bonuses given by cultural castle/tribal buildings.
      • Cultural castle/tribal buildings that provide two troop types now always provide bonuses to both troops. This change affects Warrior Gathering Ground, Caballero Training Ground, Marine Barracks, Ethiopian Drilling Grounds, and Hall of War.
      • Cultural castle/tribal buildings that provide two troop types now always give a +10%/+5% total bonus to both troop types instead of sometimes only giving +5%/+2.5% to each troop type. This change affects Riding Grounds, Cavalleria Training Ground, Druzhina Training Ground, Hussar Training Ground, Al-Faris Training Ground, Desert Cavalry Training Ground, Crossbow Range, Jurchen Cavalry Barracks, Mountaineer Academy, Sardinian Garrison, Daylamite Infantry Barracks, and Highland Militia Quarters.
      • Cultural castle/tribal buildings now only give bonuses to Offensive and/or Defensive stats. This change affects Jaguar Warrior Lodge, which now gives bonuses to Heavy Infantry Offensive instead of Heavy Infantry Morale.
    • Religious heads will no longer consider anyone older than 16 a child when deciding whether or not to grant a claim on a title.
    • The Gather the lands of the Eastern Marches HRE kingdom title formation decision:
      • Will now correctly copy the laws of your old primary title to your new kingdom title.
      • Will no longer give the Emperor claims on your titles.
        • The exception to this (and an additional fix): if you were subject to the crown laws of the HRE before receiving the new kingdom title and those crown laws do not permit you to normally create de jure vassal kingdoms, then the emperor will get a weak, pressed claim on your new kingdom title.
      • [ SWMH ONLY ] If you choose the Austrian variant for the new kingdom (as opposed to Styrian, Carinthian, or Bavarian), then the title's name will now properly be nativized rather than the Anglicized "Austria" (unless English Localisation for SWMH -- SED -- is enabled too).
    • Event troops for AI Crusader Kings:
      • If the crusade target title is already owned by someone outside the crusade target when a crusade is won, the event troops that an AI crusader king will get to help them survive will now properly spawn for the crusader king instead of the owner of the original title.
      • Human players can no longer take advantage of event troops meant for the AI by having another dynasty member become a crusader king, have them get the event troops a day after the crusade is won, then take over the crusader king using the event that fires 3 days after the crusade is won.
    • Rulers who refuse an ultimatum to increase council power and then go on to lose the war against the faction will now have their laws altered the same way as if they had given into the ultimatum instead of the punishment being less drastic than if they had given in.
    • Coastal, Republic counts who are either Bogomilist or Muslim should now properly become merchant republics when they gain a duchy-, king-, or emperor-tier title.
    • Diplomat and Warrior traits (e.g. Novice Diplomat, Skilled Warrior) no longer qualify as Diplomacy- and Martial-related lifestyle traits respectively, as they can be obtained by anyone with any lifestyle.
    • Fixed some irregular council voting logic related to determining whether a possible war target is desirable and how to vote on the Split Clan decision.
    • When RelSub (Religious Subjugation, the custom holy war system in EMF) is preventing a ruler that was conquered and converted by holy war (or whose parents were) from inheriting a title from an external realm from a ruler of their previous religion group, it will no longer get stuck on weird, ultra-rare edge cases regarding succession laws where disinheritance is apparently impossible. Note that this issue had no realistic impact, but it did spam at least one game log once.
    • If Gender Equality is set to Historical, characters following religions with Equality, Harmonious, or Enatic Clans will now still have Full Status of Women instead of Traditional Status of Women.
    • Fixed a technical error in the regular Crusade/Jihad/GHW CB (i.e., not the one used by Catholic/Fraticelli characters with Holy Fury enabled) that could prevent declaring the war as a temporal religious head.
    • Possibly fixed a mysterious issue regarding Crusades fired in response to Religious Emancipation. This war should use EMF's older-style Crusades instead of those of Holy Fury, even if emancipating from the Catholic or Fraticelli religions.
    • [ VANILLA MAP ONLY ] Almohad and Hafsid characters are now Mahdite after 1121.
  • VANILLA FIXES:
    • Fixed broken logic in the AI weighting of using the Inspire Warriors society power such that it actually takes ongoing wars into account and cannot be used on tribal holdings that are not the province capital.
    • In some cases, it was previously possible for Call to Glory to not immediately remove its levy modifiers from a ruler's demesne provinces when the Power is no longer in effect.
    • Peasant revolts will now properly apply the Recent Uprising provine modifier to the province from which the revolt originates, the same way reinforcements to peasant revolts do.
    • Playing without Charlemagne DLC enabled will no longer cause secondary heirs under Elective Gavelkind succession to never go independent.
    • When reforming a religion with Monastic, Christian Syncretism, or Totem Guardians and playing without Sons of Abraham, the tooltip saying that the doctrine unlocks the ability to order someone to take vows will no longer appear, as that decision is locked behind Sons of Abraham.
    • DLC Recommendation Tooltips:
      • When playing with a DLC that unlocks playing as a certain religion that is also unlockable by other DLCs or when playing as a Nomad character, other DLCs no longer become highly recommended if the only reason they would be is because they unlock said religion.
      • Music DLCs will no longer ever be listed as highly recommended or recommended, as the way the game's music system works means music DLCs never replace less desirable tracks with more desirable, context-sensitive ones the way e.g. portrait, unit, and coat of arms DLCs work.
      • [ SWMH ONLY ] DLCs recommended based on enhanced graphics for the selected character will now properly work off of the Italian and Berber cultural groups.
      • Legacy of Rome:
        • The recommendation based on being able to mend the Great Schism now properly triggers for non-Orthodox rulers who could also end up mending the Great Schism, but will only trigger for characters in the realm of the (Eastern) Roman Empire or with lands in territories near the pentarchy sites required for mending the Great Schism.
        • The recommendation based on being involved with the (Eastern) Roman Empire will now trigger based on whether the chosen character is in the realm of the (Eastern) Roman Empire or is a remnant of it (from the 4th Crusade), not based on culture.
        • The recommendation based on cultural retinues will now fire for all non-nomadic characters because they all have cultural retinues in HIP. The recommendation will also be slightly stronger for patricians due their special, Family Palace buildings that greatly increase their retinue caps, as well as their tendency to have fewer levies but more money to spend on retinues.
      • The Republic will now be properly recommended to Tribal and Nomad characters who could potentially form a Merchant Republic, instead of to non-nomadic pagans.
      • Rajas of India is no longer listed as highly recommended for Bön and Khurmazta characters.
      • Charlemagne is no longer recommended based on enabling viceroyalties, as that system is not used in EMF. However, it is now properly recommended for religions whose holy orders and/or special religious decisions are locked behind Charlemagne.
      • Conclave will now be extremely highly recommended for everyone instead of just recommended.
      • Monks and Mystics' recommendation based on the societies available to a character now properly accounts for Mazdans, Christians who can join monastic orders but are not of the primary religion of their respective orders, the Assassins now being Ismail'i instead of Shiite, all religions having access to secret religious societies, and all religions now having access to devil worshiper societies.
      • Jade Dragon's recommendation based on being located in a region that will gain additional flavor is now purely based on the character being close enough to interact with China, not their religion or their government form.
      • Holy Fury:
        • The recommendation based on playing a Pagan character now also mentions new reformation mechanics and mass baptisms.
        • The recommendation based on new coronation events and special crusade mechanics will now properly trigger for Fraticelli characters.
    • When council power laws are raised outside of the ruler's control (e.g. from a faction ultimatum), the powers that will be newly vested in the council will now be determined randomly instead of always going Diplomacy Committee, then Titles and Offices Committee, then Justice Committee.
    • Sow Dissent Chancellor Action:
      • Provinces who do not have any lord who is not independent and not in the same realm as the chancellor can no longer be targeted by this action because the actions corresponding to it can only target lords who are not independent and not in the same realm as the chancellor.
      • Events corresponding to this action will now preferentially fire for the holder of the province's capital holding if possible.
      • Chancellors can no longer catch themselves using this action and report themselves to their own liege.
    • Fixed a bunch of possible issues with the 4th Crusade event chain should the Byzantine refugee, the Byzantine emperor, and/or the merchant lord host of the refugee die, switch their religion, and/or be deposed at some point between the start of the event chain and when the merchant lord delivers their passionate speech.
    • When the first visible event in the 4th crusade event chain fires for the Byzantine emperor/empress, the Byzantine refugee is immediately moved to the target patrician instead of only after the event window is closed, preventing a lot of potential abuse opportunities for a human player to end the event chain before it even really has a chance to start.
    • Pillaging a Tribal holding that has exactly 2 buildings built will now properly give extra rewards to the pillager the same way pillaging in any other case would.
    • The highest quality Ruby Bracelets artifact (there is a higher quality and a lower quality version) now properly has a quality of 4 instead of 3.
    • [ VANILLA MAP ONLY ] Destroying Irminsul when the province is owned by someone who is not a Norse pagan will now properly apply the moral authority penalty to the Norse pagan religion instead of to the religion of the province's owner.
    • Triggers that check whether a character can become a councilor will now properly check relations between the character and their liege instead of the character's liege and the ROOT scope of wherever the trigger is being called.
    • Bishops and the Pope will no longer ask for artifacts that could not be gifted to them normally when asking for something in exchange for a Holy Fury coronation.
    • Piety-based ancestor veneration and pagan bloodline establishment now works properly. Piety-based ancestor veneration has mechanics extremely similar to how Christian saints are established, but it can only happen for characters who do not end up getting chosen for the usual, prestige-based ancestor veneration.
    • The Create Israel decision can now only be used if the Israel title does not have any de jure territory, and the bonus 1000 Prestige and special bloodline will gained from using the decision will now only be given to the first character who uses the decision (so the Israel bloodline exploit is also fixed).
    • Unreformed Bön characters will no longer have opinion penalties towards female rulers.
    • The Seize Trade Post CB can no longer be used against trade posts that are not owned by patricians. This is a workaround for an issue where sieging down a trade post not owned by a patrician will destroy the trade post instead of occupying it, which means that occupying the CB's wargoal would end up invalidating the CB.
  • MODDING:
    • Replaced a lot of checks for specific Tribal and/or Nomadic government types with more generic is_tribal and is_nomadic checks. This increases compatibility with submods that might add more governments to these government types.
    • Replaced a lot of checks for specific laws and government types in common/government_flavor/00_government_flavor.txt with scripted triggers that can be modified externally more easily. This primarily helps submods that add or remove feudal or imperial government types, elective succession laws, and/or council power laws.
    • The reset_religion_features_effect effect now also removes the ability for the religion have prepared invasions.
      • Since all Nature doctrines other than Warmongering remove this ability anyway (and Warmongering always enables it), this change does not change anything about how this effect is used for Random World generation, which is the only player-relevant place where this effect is used in EMF or in the base game. This is why this change is in the MODDING section, not in VANILLA FIXES.
    • Added flags and variables that are stored in religion scopes for mechanical religion settings that have no built-in conditions (e.g. divine_blood, investiture, has_heir_designation, etc.). Their names all follow the format "emf_<religion setting name>", e.g. emf_divine_blood, emf_attacking_same_religion_piety_loss, emf_peace_piety_gain; note that this name can sometimes be quite different from the name of the commands that set values (e.g. enable_disabled_invasion vs. emf_allow_viking_invasion).
      • Boolean settings are represented by the presence or absence of the named flag. If the flag is set in the religion's scope, then the setting is "yes", and if the flag is not set, then the setting is "no".
      • The religion settings short_reign_opinion_year_mult and independence_war_score_bonus overwrite define values if they are set, so the corresponding variables, emf_short_reign_opinion_year_mult and emf_independence_war_score_bonus, are set to -1000 if these settings are meant to be undefined/cleared (i.e. if the default define values are meant to be used).
      • All flags and variables need to updated whenever a command that changes the setting for a religion is run. If they are not, then certain triggers and/or effects that check for at least one of these flags or variables can potentially give incorrect results.
      • Changes to any mechanical settings of any religion will need to be synchronized with changes to the corresponding religion's code-generated, "emf_set_default_flags_for_<religion>" scripted effect in common/scripted_effects/emf_religion_codegen_effects.txt, otherwise checks reliant on the changed setting might not work properly.
      • To be properly processed by conditions and effects reliant on this system, new religions that are added by a submod should ideally have an effect set up similar to those of other religions' "emf_set_default_flags_for_<religion>" scripted effects in common/scripted_effects/emf_religion_codegen_effects.txt, and this effect should be run once on startup of a new, non-saved game without religion names randomized in the new religion's scope, similar to what is done in event emf_religion_codegen.2 (located in events/emf_religion_codegen.txt).
    • Certain utility traits have been added that you may find useful when submodding:
      • Five "temporary" traits:
        • emf_temporary_0, emf_temporary_1, emf_temporary_2, emf_temporary_3, and emf_temporary_4
        • These exist so that you may essentially "flag" characters that may possibly be dead (real flags cannot be set upon dead characters) in any code doing a temporary computation (e.g., walking through a family tree, leaving markers behind to avoid infinite loops due to incest). They MUST always be completely removed from the characters after the computation, or else other code which uses these traits will certainly break at some point.
      • A set of hidden traits that directly adjust the personality scores of an AI character.
        • For each personality category -- ai_ambition, ai_greed, ai_honor, ai_rationality, and ai_zeal, there exist 4 traits to boost the associated score by 25/50/100/200 and 4 traits to reduce the associated score by the same amounts. These traits can be seen in common/traits/122~emf_utility_traits.txt (or just search for emf_boost_ambition_25).

CPRplus v3.1.3
  • Bug Fixes:
    • Adjusted the eye positions of the Steppe and Bulgar portrait sets

ARKOpack Armoiries - 2019-12-18
  • New customization options for christian CoA (additional emblems layer)
  • Changed arms for dynasties: Savoie, Abbasids
  • New/changed title arms for: Rimini, Susa, Boulogne, Yperen

MiniSWMH v1.7.0
  • Now excludes parts of SWMH under the new South Indian empire added (e_deccan)

SED: English Localisation for SWMH v2.2.28
  • Added English localisations for all of the new cultural names and title names in SWMH v3.4
 
Hungarian rework, eh? So I guess Tengri Hungary runs won't change, but Christian ones will. Man, I do wish I didn't have to conquer the entire steppe to reform my religion, though.
 
@zijistark and team, I haven't seen such an extensive changelog since Europa Barbarorum mod for Rome TW.
You outdid yourselves guys! Many thanks for the amazing Iron Century addition as well.

Have a great weekend and Happy Holidays y'all ;)
 
Oh my lord what a changelist, and the Iron century finally completed to the SWMH team's satisfaction... I'm not sure you even realize how anxiously this has been awaited, bless you all and happy holidays!
 
Great work.

It looks like everyone in India is the Vaishya caste which doesn't seem intended.

Bah, looks like there's a part of the hardcoded aspect of castes that I forgot about. Should be fixed in the next release. If it's bothering you, here's how to fix it in your own install:

Open common/scripted_triggers/emf_core_triggers.txt from within your mod folder. Search for the entry "emf_religion_has_castes". Once you find it, replace the "has_flag = emf_castes" line with the following:
Code:
OR = {
    religion = hindu
    religion = buddhist
    religion = jain
    religion = zun_pagan
    religion = zun_pagan_reformed
}
 
I'm experiencing unusual issue with this update, I've done a fresh install on this one... Not sure if this is where I'm to ask for help regarding this or is this even a change. It seems that all flags have been completely mixed up, yes it isn't a game breaking thing but it bothers me quite a bit.

https://imgur.com/FV2q6DT
https://imgur.com/Q1GTh3d
https://imgur.com/4phv3HU

Havent had that problem with previous releases of HIP.
 

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I'm experiencing unusual issue with this update, I've done a fresh install on this one... Not sure if this is where I'm to ask for help regarding this or is this even a change. It seems that all flags have been completely mixed up, yes it isn't a game breaking thing but it bothers me quite a bit.

https://imgur.com/FV2q6DT
https://imgur.com/Q1GTh3d
https://imgur.com/4phv3HU

Havent had that problem with previous releases of HIP.

Go to your Documents Folder/Paradox Interactive/Crusader Kings 2/
Then delete the GFX folder. Also go into the HIP folder and delete that GFX folder as well.
 
Great update, thank you for your work! I especially like the locking of the Forth Crusade target because I had many unpleasant issues with it.

However, I'm quite baffled by the abyssal debuff of artifacts. Making the Imperial Diadem and the Reichskrone merely a slightly buffed version of craftable crowns and stripping the +2 Axe of it's +2 Martial modifier is just... why? I just had a very pleasant campaign where I tried to collect as much artifacts as possible but now they are practically worthless to me.

Maybe if realism is at stake then those debuffed versions should be under the "No supernatural events" rule, just like the Holy Grail in vanilla?
 
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Thank you very much for getting an update out before the holidays!

Question: should the Duchy of Carinthia and Milan have primogeniture during the Ottonian start dates? I started a game on the date the game defaults to when it loads and they're the only duchies in the HRE that have primogeniture.