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zijistark

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After a bit of a longer holiday between releases than usual, HIP's Frosty2 release is now finally here!

Additionally, we've addressed what were a number of growing issues with the HIP installer as various changes to its supported operating systems were beginning to present a number of issues. Highlights:
  • Installer now correctly works on all Windows locales, including Microsoft's new experimental UTF-8 support (which is in open beta / experimental status; the option to use it is seen when adjusting your Windows locale).
  • For you Mac OS X and Linux players, the installer now also seamlessly works on both Python 2.X and Python 3.X, so there will never again be related confusion/errors.
  • To complement this modernization, I rewrote the official HIP installation instructions, which includes much better instructions for Windows, Mac OS X, and Linux alike.

As a matter of fact, we're at the very beginning stages in investing considerably more effort into our forum-external website. Eventually, even these release notes & changelogs will first be released there. Check out our relatively minimalist start on the process if you're curious or looking for more information regarding HIP.

Ready your engines; it's time to fire up CKII and clear your weekend schedule yet again!

Your gaming experience is our art,
- The HIP Team

Download! [ MediaFire Mirror ]

At the time of release, this version of HIP was intended for the latest version of CKII, v3.3.2.

It is fully compatible with all savegames from Frosty1 (assuming no interference with other mods). It is forward-compatible with all 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.


EMF v11.1
  • CHANGES:
    • The day-1 customization decision, Convert to Merchant Republic no longer blocks Muslims from using it. The day-1 diplo-customization, used on other rulers, already stopped blocking Muslims when we added the Muslim Merchant Republic government.
    • The HRE must now always first be formed via its associated formation decision (can't, at first, be created like a normal title).
    • [ SWMH ONLY ] Adaptation to the new de jure setup in Iberia for earlier start dates:
      • Decision: Create the Kingdom of León
      • Decision: Create Castille
      • Decision: Create Aragon
      • Decision: Create Portugal
      • Automatic Christian Iberian Kingdom De Jure Expansion:
        • Now supports the new SWMH de jure setup for the Kingdom of Aragon in early starts (i.e., the Kingdom doesn't exist at all until formed via decision, so more duchies must now be supported for de jure expansion).
        • De jure expansion of Portugal now works interchangeably with de jure expansion of Galicia, as Galicia is now the default de jure title in the West at early starts.
    • For the purpose of de jure county claim CBs, the Kingdom of France now has de jure pretension over the territory of Aquitaine as long as the Kingdom of Aquitaine has no holder. It does not, however, get access to higher-tier de jure claim CBs over Aquitaine (e.g., ducal-tier unlocked at Medium Crown Authority or kingdom-tier unlocked at Absolute Crown Authority).
    • Tiered Prestige and Piety rewards and penalties now look at characters' real tiers (so e.g. leading a revolt no longer causes these rewards and penalties to scale up), and they now also consider the tiers of all spouses (in the case of polygamy) and/or the tier of the senior consort party in a concubinage.
    • Adjusted which religions are indifferent towards homosexual behavior:
      • All religions in the Eastern group are now indifferent towards both male and female homosexual behavior.
        • At the time, the only religion in this group that had any sort of mention of homosexual behavior being intrinsically worse than heterosexual behavior was Buddhism, and even then it only existed in certain schools that would need to be defined even more narrowly in CK2 than with just the branch traits. For simplicity's sake, these technicalities are ignored and the entire group is just included.
      • Pagan religions that reform with Eastern Syncretism and without Christian Syncretism, Muslim Syncretism, or Mazdan Syncretism are now indifferent towards both male and female homosexual behavior.
        • Pre-reformation pagan religions are seen as fairly maleable with regard to views on homosexual behaviors, so if they choose to have syncretism with the Eastern group (which is indifferent towards both male and female homosexuality) and choose not to have syncretism with the Christian, Muslim, or Mazdan groups (none of which are indifferent towards any type of homosexuality), then they should end up with the same indifference towards homosexuality as religions in the Eastern group.
      • Hellenic is now only indifferent by default towards male homosexuality, not towards female homosexuality. It is only also indifferent towards female homosexuality if it is reformed with Enatic Clans or Equality (or some other doctrine that produces either gender equality or a female-dominated society), or if it is reformed with Eastern Syncretism and without Christian Syncretism, Muslim Syncretism, or Mazdan Syncretism.
        • This reflects the prevailing Roman attitudes towards homosexuality during the Principate and Dominate periods. All male homosexual roles were seen as normal (whereas in the Republic and earlier eras, some were seen as demeaning or inappropriate), but lesbianness was greatly frowned upon, even if it still was not seen in as bad of a light as under Christianity.
    • Standardized opinion modifiers related to unfaithful spouses:
      • The version of Unfaithful Lecher that females in gender-equal or feminist circumstances get towards unfaithful male partners now gives -100 opinion (from -25) and now also gives a valid reason to banish the target. This brings it more in line with Unfaithful Harlot.
      • Unfaithful Harlot no longer stacks multiple times, now also gives a valid rason to banish the target, now also disables Non-Aggression Pacts with the target, and now makes the target count as a foe of the opinion modifier holder. This brings it more in line with the version of Unfaithful Lecher that females in gender-equal or feminist circumstances get towards unfaithful male partners.
      • Added a variant of Unfaithful Harlot that is applied to males with unfaithful female partners towards their partner when the male character follows a religion with Enatic Clans. This variant is mechanically equivalent to the version of Unfaithful Lecher that female characters get towards unfaithful male partners when they do not have gender equality: it is a non-stacking, -25 opinion modifier that usually lasts for 10 years.
      • Cuckolded (the public variant) no longer stacks multiple times and now also gives a valid reason to banish the target.
      • Slut Seductress now gives -100 opinion (from -80), no longer stacks multiple times, now usually lasts for 10 years (from 20), and now gives valid reasons to execute or divorce the target and/or revoke one of the target's titles. This brings it more in line with Cuckolded.
      • Unfaithful now usually lasts for 10 years (from 5).
      • Cuckolded (the private variant) now usually lasts for 10 years (from 20).
      • Added a variant of Slut Seductress that is applied to females with unfaithful male partners towards said partners' female lover(s) when they do not wish to make the affair public. It is mechanically equivalent to the private version of Cuckolded: it is a stacking, -80 opinion modiifer that usually lasts for 10 years.
    • The Way of Life event where a character can confront their spouse or their spouse's lover about their relationship:
      • There is now a new option where a female character can ignore their male spouse's relationship with a male lover without penalties. This option only appears if the female character's true religion is indifferent towards male homosexuality, or if they are neither Zealous nor have a Zeal of 25 or higher.
      • The option where a male character can ignore their female spouse's relationship with a female lover without penalties can now only appear if the male character's true religion is indifferent towards female homosexuality, or if they are neither Zealous nor have a Zeal of 25 or higher.
      • If the character's spouse is also their lover, the event no longer triggers in a way that targets someone who is both their lover and their spouse's.
      • Can now trigger for wives following a religion that allows characters to have multiple wives (i.e. wives can now confront their adulterous husbands even if they follow such a religion).
    • Adjusted the effects of having an illicit relationship revealed:
      • Prestige and Piety are now also lost for both parties even if the relationship was revealed outside of event chains related to Seduction focus. The recouping of lost Prestige based on being in a non-deviant relationship with a higher-tier character now also works the same way. Prestige and Piety lost (and recouped) in this way now also always scales off of the characters' tiers instead of being fixed amounts.
      • If the illicit relationship is between the spouses and/or consorts of the same character, that character now only gets Unfaithful Lecher or Unfaithful Harlot towards both characters instead of both Unfaithful Lecher and Cuckolded or both Unfaithful Harlot and Slut Seductress, and the character can no longer end up rivaling one or both characters.
      • Piety is lost for ascetics and landed priests who belong to any religion that does not allow them to marry if they are caught in an illicit relationship, not just Christian ascetics and priests, and the amount of Piety lost now scales with their tier.
      • Concubines no longer get Unfaithful Harlot, Unfaithful Lecher, Cuckolded, or Slut Seductress towards their senior consort or their senior consort's revealed lover(s).
      • Revealed homosexual relationships between unmarried characters who are not closely related now no longer count as adulterous when neither are concubines and neither have concubines, representing the views at the time of what counts as adultery. The characters involved are still going to get various penalties if they follow a religion that is not indifferent towards the type of homosexual relationship that they engaged in, but they do not get Adulterer or Adulteress.
      • If a married/concubine character is revealed to be in a homosexual relationship, their spouse(s) and/or senior consort can now gain Unfaithful Lecher or Unfaithful Harlot towards them (and Cuckolded or Slut Seductress towards their lover) if the spouse or senior consort in question both follows a religion that is not indifferent towards the type of homosexual relationship revealed and is either Zealous or has a Zeal score of 25 or higher.
      • If both parties in a revealed, illicit relationship are both lovers of one of the party's spouses or senior consorts, said spouse or senior consort does not get Unfaithful Lecher, Unfaithful Harlot, Cuckolded, or Slut Seductress towards either of them.
    • Unreformed pagan title holders (other than holy orders) can no longer pass Free Infidel Revocation; characters who convert to an unreformed pagan religion when they already have Free Infidel Revocation are already handled by the Crown Authorty downgrade that happens after they convert. However, it is now also no longer required for Imperial Administration for unreformed pagan characters, similar to followers of reformed pagan religions with Cosmopolitan or a syncretism doctrine.
    • Standardized religion features when reforming a religion without Holy Fury enabled. Each reformed pagan religion gets the effects of their preferred Nature doctrine, their religion-specific doctrine, and their preferred Leadership doctrine from Holy Fury:
      • Reformed Norse (Pagan) gets the effects of Warmongering, Sons of Ragnarok, and Temporal.
        • Effective changes:
          • AI characters following this religion now only try to convert others if they have a high Zeal.
          • Characters following this religion get +2 Stewardship.
          • Rulers following this religion can now keep vassal levies raised without opinion penalties, but suffer a Prestige penalty if they have been at peace for too long.
      • Reformed Tengri gets the effects of Warmongering, Eternal Riders, and Hierocratic.
        • Effective changes:
          • AI characters following this religion now only try to convert others if they have a high Zeal.
          • Troops now also get +10% Morale and ignore defensive attrition.
          • Characters following this religion can perform Prepared Invasions.
          • Rulers following this religion can now keep vassal levies raised without opinion penalties, but suffer a Prestige penalty if they have been at peace for too long.
          • Male characters following this religion can now have up to 4 wives instead of having consorts, and female characters following this religion can now have up to 3 concubines.
      • Reformed Romuva gets the effects of Unyielding, Defenders of Dievas, and Autocephalous.
        • Effective changes:
          • AI characters following this religion now only try to convert others if they have a high Zeal.
          • Can no longer call Great Holy Wars.
          • Characters following this religion are now harder to convert and now have attribute penalties from illness reduced by 1.
          • If playing with Reaper's Due, provinces following this religion now 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).
          • The religion now has autocephaly, i.e. if it is spread over large regions, each region has its own effective religious head.
      • Reformed Suomenusko/Muinaisusko gets the effects of Unyielding, Survivors of Ukko, and Autocephalous.
        • Effective changes:
          • AI characters following this religion now only try to convert others if they have a high Zeal.
          • Can no longer call Great Holy Wars.
          • Characters following this religion are now harder to convert and now have attribute penalties from illness reduced by 1.
          • If playing with Reaper's Due, provinces following this religion now 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).
          • Rulers following this religion no longer have a short reign penalty.
          • The religion now has autocephaly, i.e. if it is spread over large regions, each region has its own effective religious head.
      • Reformed Aztec (Pagan) gets the effects of Warmongering, Invaders, and Temporal.
        • Effective changes:
          • AI characters following this religion now only try to convert others if they have a high Zeal.
          • Troops now also get +10% Morale and ignore defensive attrition.
          • Characters following this religion can perform Prepared Invasions.
          • Rulers following this religion can now keep vassal levies raised without opinion penalties, but suffer a Prestige penalty if they have been at peace for too long.
          • Rulers following this religion now have significantly lower maintenance costs for ships, are considered seafarers, and can now raid.
          • The reformer of the religion now also becomes the religious head and gains an associated scepter artifact.
      • Reformed Slavic/Slavianska Vera (Pagan) gets the effects of Unyielding, Children of Perun, and Autocephalous.
        • Effective changes:
          • AI characters following this religion now only try to convert others if they have a high Zeal.
          • Can no longer call Great Holy Wars.
          • Characters following this religion are now harder to convert.
          • Rulers following this religion no longer have a short reign penalty.
          • The religion now has autocephaly, i.e. if it is spread over large regions, each region has its own effective religious head.
      • Reformed African (Pagan) gets the effects of Proselytizing, Totem-Guardians, and Autonomous.
        • Effective changes:
          • No longer gets +90% Morale in home territory, +90% garrison size in home territory, and +30% garrison size elsewhere.
          • Can no longer call Great Holy Wars.
          • Characters following this religion now get +2 Stewardship and now have attribute penalties from illness reduced by 1.
          • Now get the same increased conversion speed that Proselytizing religions would get in Holy Fury.
          • Priests of this religion can no longer marry or inherit titles.
          • A religious head is no longer generated.
          • Characters following this religion can now choose to follow one of four religious branches.
      • Reformed Zun gets the effects of Warmongering, Dawnbreakers, and Hierocratic.
        • Effective changes:
          • AI characters following this religion now only try to convert others if they have a high Zeal.
          • Now gets +45% levy size and +22.5% maximum manpower instead of +90% Morale in home territory, +90% garrison size in home territory, and +30% garrison size elsewhere.
          • Characters following this religion can perform Prepared Invasions.
          • Rulers following this religion can now keep vassal levies raised without opinion penalties, but suffer a Prestige penalty if they have been at peace for too long.
          • If playing with Rajas of India or Jade Dragon, rulers following this religion (who do not have an elective-type succession law) can now designate heirs.
          • Rulers following this religion can now raid.
          • Vassals whose true religion is this one are now much more likely to start and join factions against their liege.
          • Male characters following this religion can now have up to 4 wives instead of having consorts, and female characters following this religion can now have up to 3 concubines.
      • Reformed Hellenic gets the effects of Cosmopolitan, Civilized, and Autocephalous.
        • Effective changes:
          • AI characters following this religion now only try to convert others if they have a high Zeal.
          • Can no longer call Great Holy Wars.
          • Now gets the same extended intermarrying, Moral Authority penalty, slower conversion speeds, immunity to bad conversion events, and increased likelihood for cultural technology acquisition events that Cosmopolitan religions would get in Holy Fury.
          • If playing with Rajas of India or Jade Dragon, rulers following this religion (who do not have an elective-type succession law) can now designate heirs.
          • Rulers following this religion can no longer pass Free Infidel Revocation, but also no longer need it to pass Imperial Administration.
          • The religion now has autocephaly, i.e. if it is spread over large regions, each region has its own effective religious head.
      • Reformed Bön gets the effects of Peaceful, Harmonious, and Autonomous.
        • Effective changes:
          • AI characters following this religion now only try to convert others if they have a high Zeal.
          • No longer gets +90% Morale in home territory, +90% garrison size in home territory, and +30% garrison size elsewhere.
          • Can no longer call Great Holy Wars.
          • No longer gets defensive attrition.
          • Is now considered a pacifist religion. Rulers get a demesne bonus and an opinion bonus towards their liege, are less likely to start and join factions, and have slightly different opinions towards certain traits for scoring in elective-type succession.
          • Characters following this religion now get +2 Learning and no longer have a penalty towards female rulers, but are no longer hard to convert.
          • If playing with Rajas of India or Jade Dragon, rulers following this religion (who do not have an elective-type succession law) can now designate heirs.
          • Rulers following this religion get +1 Piety per month when they are at peace, but can no longer raid.
          • Characters following this religion are no longer allowed to marry cousins, aunts, or uncles.
          • A religious head is no longer generated.
          • Characters following this religion can now choose to follow one of four religious branches.
    • Changed certain aspects of Unreformed Hellenic to make it behave more like how Cosmopolitan religions do.
      • Can now also intermarry with Muslim and Israelite characters.
      • Now has even slower conversion speeds, even compared to other unreformed religions.
      • Now has immunity to bad conversion events and is more likely to get cultural technology acquisition events.
      • Voters for elective-type succession laws now treat candidate religions the same way they would if they were following a Cosmopolitan religion.
    • Employment Decisions:
      • Invite Holy Man to Court has been renamed to Invite (Priest) to Court, where (Priest) is replaced with the generic name for a member of the clergy of the character's religion. In addition to Piety, it now also costs wealth to use (the same amount as for most other employment decisions). It now also no longer causes the spawned character to be an ascetic for Christians.
      • Invite a Noble to Court has been renamed to Invite a Bureaucrat to Court to make it consistent with its caste effects.
      • The wealth cost of employment decisions is now capped at 100.
      • Characters generated through the employment decisions are now more likely to actually be worth the wealth needed to recruit them. They are more likely to have higher stats (both in their area of speciality and outside of it), they are more likely to have a higher-tier education trait, and they are slightly more likely to gain extra, positive traits than before.
    • Auto-lander Decisions:
      • The auto-lander can now properly generate priests for temple holdings, and it now no longer generates stewards for castle and tribal holdings unless it is instructed to.
      • The wealth cost of giving a random character of the same religion and culture as the ruler a title whose province is not the same religion and/or culture as the ruler is now 25% of the ruler's yearly income (from 12.5%), but is now also capped at 100.
      • Random characters generated through the auto-lander now have the same stats as if they were generated through the appropriate employment decision.
      • When using Grant Recently Acquired Land in singleplayer and choosing to go for a random character, the game now lets you choose what type of character the player would like (soldier, priest, or steward), and if the player character's culture and/or religion is different from the given title's province's, whether they would like to send someone from their culture and religion (which costs wealth) or to recruit a local. This also means that taking this option is no longer free if the character wishes to assign someone from their own culture and religion to a province that does not match their culture and/or religion.
      • Grant Recently Acquired Land in multiplayer now costs wealth for every title to be given out whose province's culture and/or religion does not match the player character's, with the cost being the same as if they had hired someone from their own culture and religion to administer the province instead of a local. This wealth is transfered to the new governors.
      • Added a new decision called Grant Recently Acquired Land to Locals that is available in multiplayer if a character has any recently acquired titles whose provinces do not match the character's culture and/or religion. It does the exact same thing as Grant Recently Acquired Land, but gives all titles to locals instead of to characters whose culture and religion match the player character's. This does not cost wealth.
      • Added four new, title-targeted decisions for multiplayer: Grant County (Priest), Grant County (Local Administrator), Grant County (Local Priest), and Grant County (Local Military Governor).
        • Grant County (Priest) is similar to Grant County (Administrator), but grants the title to a randomly generated, same-culture, same-religion priest instead of a randomly generated, same-culture, same-religion steward.
        • The other three decisions are almost identical to Grant County (Administrator), Grant County (Priest), and Grant County (Military Governor) respectively, but grant the title to a character whose culture and religion match those of the title's province instead of those of the player character.
    • Many events that spawn random characters with a particular speciality now spawn characters who are all-round more competent instead of being incredibly narrowly focused on their area of expertise.
    • Changes to the Initial Setup of Druze:
      • When starting a game before the 1st of January 1017, the Druze faith does not have al-Hakim as its high god, nor does it have al-Hakim in its god name list.
      • Instead of being activated at the same time as Qarmatian (i.e. when the first big Isma'ili uprising succeeds), the religion is now activated by an event that can trigger in the early 11th century for independent, Muslim characters with a Druze holy site in their realm, and who either are Isma'ili, belong to a heresy of Isma'ili, or follow a religion of which Isma'ili is considered a heresy. This event tends to favor emperor-tier rulers, caliphs/imamahs, characters with Sayyid, and characters who are not Zealous and also have at least one of Cynical, Possessed, Lunatic, Sympathy for Mazdan religions, or Sympathy for Pagan religions.
      • When the event activating this religion fires, the character for whom it fires is be visited by one Hamza ibn-'Ali al-Ahmadí, who requests to spread the Druze faith freely. The character can choose to embrace the Druze faith, simply tolerate Hamza, or imprison Hamza. Imprisoning Hamza causes all Druze provinces and Druze holy sites in their realm to experience religious unrest, and it causes the Druze religion to be considered a heresy of the religion that the character follows (or a heresy of the character's parent religion, if they are a heretic). The other two choices can end up having interesting consequences in about 1-2 years if the character is a Sayyid, where the Druze end up seeing the character as an incarnation of God, changing their high god's name to the character's and adding the character's name to their god name list (historically, this happened to al-Hakim).
    • Magyars:
      • The King of Hungary in the 936 / Iron Century bookmark will now have a small, free cultural retinue (2250 Horse Archers). They will not disband immediately after any wars, but they will also not be inherited by the King's successor. They can be used both for raiding and war.
      • The Magyar Carpathian Basin Invasion event will now spawn a different configuration of event troops (all horse archers instead of a mixed composition):
        • Horse Archers are spawned who will reinforce, do not cost any maintenance, and take -75% less attrition.
          • 4500 will stay after the migration is complete.
          • An additional 5250 Horse Archers (10500 with SWMH) will disband after the migration is complete.
    • For Shattered World scenarios (a Holy Fury DLC feature), added an additional setting for the succession law(s) rulers will start with in-game: All Dynastic Elective
    • Events that are not representative of medical- or health-related happenings can no longer modify a character's fertility permanently.
    • The events where a woman can lose Fertile, gain Infertile, or become Sterile from being sick have now been changed so that the effects are less swingy and also no longer visible.
      • Instead of having a ca. 50% chance of downgrading congenital fertility traits and where the 50% chance actually increases or decreases with health-, age-, and child-related factors, these events randomly reduce the character's hidden, permanent fertility stat by between 0% and 25%.
        • The distribution of this reduction is binomial and depends on health-, age-, and child-related factors. By default, the penalty averages -12.5% and has a normal distribution, but this distribution (and the average) can shift depending on said factors.
          • Default Odds: Example Odds (Average Teenager):
          • -0% : 3.125% -0% : 13.169%
          • -5% : 15.625% ----> -5% : 32.922%
          • -10%: 31.250% -10%: 32.922%
          • -15%: 31.250% -15%: 16.461%
          • -20%: 15.625% ----> -20%: 4.115%
          • -25%: 3.125% -25%: 0.412%
          • Average: -12.500% Average: -8.333%
        • If a character loses at least 50% fertility to these events (25% if they are Infertile, 75% if they are Fertile), they will secretly become Sterile.
      • The passive version of this event (where a character who is already sick or has symptoms can lose fertility permanently) has been changed significantly.
        • It can now also happen to men.
        • Only certain illnesses can cause this event to occur instead of all diseases, namely Syphilitic, Gonorrhea, Cancer, Leper, and Lover's Pox. For male characters, Consumption, Slow Fever, Smallpox, Flu, and Ill (last one only relevant if playing without Reaper's Due) can also lower fertility permanently. Symptoms can only cause this event to occur if the underlying disease causing the given symptom is one of the listed diseases.
        • The health-, age-, and child-related factors that previously made the event more likely to trigger are now instead part of the calculation for how much fertility is actually lost when it does happen.
        • The event now has a mean time to happen (MTTH) of 24 years that becomes 12 years if the character has an illness that is very likely to affect their fertility (Syphilitic, Gonorrhea, Cancer, or Leper, or also Lover's Pox for women only). It is also halved if the character is extremely sick (health of 1 or lower).
          • This time period is doubled for characters with Infertile, and it is reduced by 33.33% for charaters with Fertile; this means that the overall chances of someone becoming Sterile from sickness does not depend on whether or not they are Fertile or Infertile, though average fertility over time will still always be higher than normal for Fertile characters and lower than normal for Infertile ones.
          • Previously, the mean time to happen (MTTH) was, on paper, 50 years on paper that became 25 years if the character had an actual illness (not just symptom traits), but this would often turn into ca. 9 to 12.5 years in practice due to certain conditions being much too common. Also, the fact that the event could trigger for any illness also greatly increased the odds of it occuring for all characters.
    • If a religious head with excommunication powers becomes landless, they no longer stop excommunicating people on their own.
    • After a victorious Holy Fury crusade, players can no longer take over their beneficiary if the beneificiary is of a different dynasty unless Non-Dynastic Succession is set to On.
    • Holy Fury Crusades:
      • Changed the logic behind which AIs join a Holy Fury crusade during its preparation phase:
        • Instead of a random AI or two being forced to join a crusade every month during its preparation phase that it has less than 1.75x relative strength compared to the defending side, all eligible AIs have a very small chance to join every month that scales with various factors.
        • The chance of an AI joining a crusade in progress now scales gradually with respect to their Zeal and their opinion of the target of the crusade, both irrespective of their tier (from higher tier characters with a lower Zeal being forced to join before lower tier characters).
        • AIs now have a slightly higher chance of joining a crusade where their side is at a strength disadvantage, and a much lower chance of joining a crusade where their side currently has a major strength advantage.
        • Greedy AIs are now more likely to join a crusade as its wealth pot gets bigger.
        • Baron-tier patrician AIs can now actually join a crusade.
        • AIs are now also more likely to join a crusade if they are both neighboring the crusade target and are fairly close to them, not just if they are in the crusade title's de jure empire (which often does not happen if Ahistorical Empires is not set to On).
        • AIs no longer call in favors from other AIs to join a crusade if their help is not currently necessary (e.g. if crusade strength is currently significantly in their favor).
        • AIs whose true religion is hostile towards the crusade target will never passively join to defend the target, and AIs whose true religion is not hostile towards the crusade target will never passively join to attack the target.
        • AI joining logic is now slightly different for the First Crusade if it is also the first Great Holy War to occur in the game:
          • On the attacking side, Duke- and Count-tier characters are much more likely to join, King-tier characters are much less likely to join, and Emperor-tier characters never join (unless they are holy orders).
          • On the defending side, only holy orders and characters who are either vassals of the target or de jure vassals of the target title will join.
      • Changed the logic behind how the AI donates wealth to the crusade pot:
        • Instead of every single AI Catholic/Fraticelli ruler getting an event to donate queued to fire within 1 year of the crusade's preparation phase starting, now every month during the preparation phase, all Catholic/Fraticelli rulers who have not donated anything to the pot yet get a 44% chance to attempt to donate wealth to the pot (44% chance per month roughly translates to a 99.9% chance per year).
          • Among other things, this means that new rulers and rulers who would not be able to donate wealth when the crusade enters preparation phase are no longer left out of pot contributions.
        • Instead of working purely off of a character's Zeal, the amount that an AI character is willing to contribute is based on the difference between their Zeal and their Greed. Here is what the AI is willing to consider based on their Zeal minus their Greed:
          • 125: Large contribution
          • 100: Large contribution if they can afford it, otherwise medium contribution
          • 75: Large contribution if they can afford it, otherwise medium contribution if they can afford it, otherwise small contribution
          • 50: Large contribution if they can afford it, otherwise medium contribution if they can afford it, otherwise small contribution if they can afford it
          • 25: Medium contribution if they can afford it, otherwise small contribution if they can afford it
          • 0: Small contribution if they can afford it
      • Changed the way Excommunicated characters interact with Holy Fury crusades:
        • Instead of Excommunicated being removed from characters about 3 days after they pledge to join a crusade and otherwise nothing else changing, characters now get a message from the Pope 3 days after they join a crusade telling them about how being Excommunicated changes their crusade rewards.
        • Outside of a Fourth Crusade, Excommunicated participants of a crusade always receive no wealth or artifacts from the crusade pot, and they cannot select a stance other than one that supports the official, Papal recipient. They also have no way of gaining any titles from the crusade for themselves or their selected beneficiary. However, if they have at least 0.1% participation in the crusade when it ends, they get Excommunicated removed 3 days after the crusade ends, regardless of whether the crusade succeeds or fails.
        • If a crusade switches over to being a Fourth Crusade, Excommunicated participants are treated like normal ones: they can receive rewards from the pot as well as titles should the crusade succeed, but they do not get Excommunicated removed when the crusade is over.
        • Excommunicated characters can no longer remain beneficiaries (they can still be selected due to limitations being hardcoded, but they will invalidate within a month after they are selected).
      • If someone who has pledged to a crusade dies or stops being a ruler before the crusade starts, their contribution to the crusade's Prestige and Piety pots is reverted.
      • When a crusade becomes a Fourth Crusade, all the contributions of the current particapants to the crusade's Piety pot gets reverted, and all future pledges and/or unpledges to/from the crusade no longer add or remove to the Piety pot.
      • Winning sieges and/or battles in a Fourth Crusade no longer adds to the Piety pot.
      • The Prestige and Piety pots of a crusade starts at 1000 and 400 respectively instead of 500 and 200.
    • Public Religious Conversions:
      • Replaced all old Moral Authority modifier effects for Count- and higher-tier rulers publically converting religions with a new, standardized set:
        • Count-tier conversions now always apply -1% MA to their old religion and +1% MA to their new one, both for 20 years (from -1%/+1% when converting from religious subjugation, -3%/+3% when converting from other ways).
        • Duke-tier conversions now always apply -2% MA to their old religion and +2% MA to their new one, both for 20 years (from -1%/+1% when converting from religious subjugation, -3%/+3% when converting from other ways).
        • King-tier conversions now always apply -3% MA to their old religion and +3% MA to their new one, both for 20 years (from -1%/+1% when converting from religious subjugation, -4%/+4% when converting from mass baptisms, and -3%/+3% when converting from other ways).
        • Emperor-tier conversions now always apply -5% MA to their old religion and +5% MA to their new one, both for 20 years (from -1%/+1% when converting from religious subjugation, -5%/+5% for 30 years when converting from mass baptisms, and -3%/+3% when converting from other ways).
        • In all cases for conversions, it is the character's real tier that counts, not the tier of any temporary title that they may have at the time of conversion.
      • Abandoning a heresy now also applies the same Moral Authority modifiers that changing religions in all other ways previously did.
      • Characters who convert to a religion with branches based on an interaction with another character now always copies over that individual's branch in addition to adopting their religion.
      • The Mardavij's Legacy decision now properly only converts children who are eligible for conversion, and it now processes up to four generations of descendants instead of only up to two.
      • Sponsors of mass baptisms now only get nicknames if they are converting someone of king- or emperor-tier, just like how only king- and emperor-tier mass baptism converts can receive a nickname from the baptism.
    • Besides the Commander minor title, all minor titles that the doges of merchant republics could give out that are not specific to merchant republics and that give monthly prestige can now no longer be given to characters who is or could be the Designated Heir to the doge's patrician holdings, disregarding ineligibility due to an inheritance blocker that could be removed (e.g. a Bastard who could become a Legitimized Bastard). This includes the Advisor and Designated Regent minor titles.
    • In a merchant republic's main title, if a character who is or could be the Designated Heir to the doge's patrician holdings (disregarding ineligibility due to an inheritance blocker that could be removed) is assigned a Commander minor title, they will no longer gain monthly 0.5 Prestige from it.
    • Wealth Transfer Decisions:
      • Added a set of four targeted decisions: Small Wealth Transfer, Medium Wealth Transfer, Large Wealth Transfer, and Huge Wealth Transfer. These decisions let a human player send 100, 200, 400, and 800 wealth respectively to another character.
        • If playing in multiplayer, all other players will receive a notification of a transfer whenever it happens. These decisions are intended for multiplayer anyway, since console commands can be used in singleplayer to transfer wealth between characters.
        • The recipient's opinion of the donor character is not affected by these decisions.
        • If a player is a prisoner to another player, they cannot use these decisions to transfer wealth to any character other than their captor.
        • If a player is in a regency, is either not a prisoner or has an AI captor, and has another player as their regent, they cannot use these decisions to transfer wealth to any character other than their regent.
      • Added a new game rule to control to whom a player can transfer wealth through these decisions, Custom Wealth Transfers. It has three options: Players Only, Unrestricted, and Off.
        • Players Only means these decisions can only be used to transfer wealth to other players, not to AI characters. This is the default option.
        • Unrestricted means these decisions can be used to transfer wealth to both human and AI characters, though restrictions still apply if the would-be donor is a prisoner of a human player or has a human player regent.
        • Off disables these decisions completely.
    • [ SWMH ONLY ] The decisions Mardavij's Legacy and Form the Empire of Bulgaria are now disabled.
    • Decision conditions based on being healthy enough for travel now no longer check for specific traits (e.g. Blinded, Infirm, etc.). Instead, they just check for whether character has at least 2 Health after all illnesses, diseases, and conditions that could cause their Health to decrease. However, they still check to make sure the character is not incapable, and that the character does not have the Pregnant trait (the trait is checked to make sure tooltips for these decisions cannot be abused to check to see if someone is pregnant before they get the trait 2 months into their pregnancy).
    • Culture and Religious Conversion Events Intended for Rollo:
      • If a Norse pagan ruler offers to kneel to an attacking or captor Christian ruler, they now only become Norman if either their capitol's province or their converter is either Frankish or Norman.
      • If a Norse pagan ruler whose capitol is a de jure part of the Duchy of Normandy decides to convert on their own, they now only become Norman if any province in their realm is either Frankish or Norman.
      • Norse pagan characters whose capitol is a de jure part of the Duchy of Normandy can only get the event to convert to Christianity on their own if a province in their realm is Christian. Instead of always converting to Catholicism, the ruler now converts to the Christian religion in their realm that is "closest to their home": the religion of their capitol if it is Christian, otherwise the religion of a random Christian province in the Duchy of Normandy that is in their realm, or if there is none, a random Christian province outside the Duchy of Normandy that is in their realm.
      • When a ruler converts through one of these events, their capitol only also becomes Norman if they are or would become Norman as well (in addition to the capitol needing to be Frankish), but their capitol's culture will convert even if it is not a de jure part of the Duchy of Normandy.
      • When a ruler converts through one of these events, their Norse AI courtiers only become Normans if the ruler is a Norman or would become a Norman as well.
    • Mending the Schism:
      • Mending the Schism requires the necessary sites to have an owner who is of the same religion as the ruler trying to mend the Schism, not just non-heretic Catholic or Fraticelli (for the Catholic option) or non-heretic Orthodox, Iconoclast, Monothelite, or Bogomilist (for the Orthodox option).
      • If a Catholic or Fraticelli ruler controlling Rome wishes to Mend the Schism without completely controlling all of the other four pentarchy sites, they now have an additional requirement where neither Antioch, Alexandria, nor Jerusalem can be controlled by non-heretic Orthodox, Iconoclast, Monothelite, or Bogomilist characters.
      • If a Catholic or Fraticelli ruler who does not control Rome directly wishes to Mend the Schism, they cannot do so if they are currently following an anti-pope.
      • If Bogomilism has stopped being a heresy by successfully separating from Orthodox, the Catholic or Fraticelli option of mending the Schism without controlling all five pentarchy sites no longer cares about Bogomilist rulers.
    • The Lustful option to sleep with Jeanne d'Arc when she declares her loyalty in private has been changed:
      • No longer requires 10 or more Intrigue.
      • No longer requires the ruler to be male.
      • No longer requires Cynical for human rulers, but now requires that the ruler not be Zealous. AI rulers can also take this option if their true religion is not Christian.
      • Now also requires that the ruler be possibly romantically interested in Jeanne d'Arc. I.e. not be her rival or lover, being attracted to women, Jeanne not being too old, having an appropriately high opinion of Jeanne (and/or having an opinion modifier indicating infatuation or budding romance), and either not being a close relative of Jeanne or being OK with incest.
      • For Jeanne to accept the ruler's advances, she must now be possibly romantically interested in them, with one exception: since Jeanne is an impressionable girl, her sexual preferences are ignored for this check.
      • For Jeanne to reject the ruler's advances, she must now either be Zealous and not have a non-Christan secret religion, or she must not be possibly romantically interested in them.
      • If Jeanne accepts the ruler's advances, since she is an impressionable girl, her sexual preferences are changed to be compatible with the ruler. I.e. she gains Homosexual if she doesn't already have it and the ruler is female, and she loses Homosexual if she has it and the ruler is male.
    • The requirements for a seduced concubine to become a lover are now the same as the general conditions for being possibly romantically interested in the seducer instead of just needing 50 or higher opinion towards the seducer.
    • Free Captives CB:
      • Can now also be used by characters who are not independent, as long as it is not against a direct or indirect vassal or liege.
      • Can now also be used to free prisoners and/or forced consorts who are lovers, non-dynastic nieces, non-dynastic nephews, non-dynastic aunts, non-dynastic uncles, or non-dynastic cousins of the attacker.
      • If the attacker wins, the relative of the defender who they take as a captive as an added bonus now has to be unlanded, but can now also be a niece, nephew, aunt, uncle, or cousin of the defender (though more direct relatives are preferred).
      • If the defender chooses to execute one or more of the captives being targeted, they are only allowed to execute the captives who are their immediate prisoners or forced consorts, not any prisoners or forced consorts of their direct or indirect vassals. The AI now also refuses to execute any of their own spouses, nieces, nephews, aunts, uncles, or cousins who are not their rivals, but they no longer refuse to execute close relatives who are their rivals.
  • MINOR CHANGES:
    • The default title for Aztec priests is now "tlamacazqui" instead of "priest".
    • The default title for Zurvanist priests is now properly "herbad" instead of "priest".
    • Muslim religions now use "God" as the default name for their main god instead of "Allah". When a random name for their god is fetched however, it can still be "Allah".
      • "Allah" is just a localized name for "God", and it was odd that while Christian and Jewish religions did not use localized versions of "God" (e.g. "Yahweh", "Adonai", "Deus", "Theos", "Kyros", etc.), Muslim religions did.
    • The star on the flag for the Druze Shaykhdom no longer looks incredibly pixelated.
    • [ SWMH ONLY ] No longer does a loading tip warn that SWMH doesn't contain Deccan and Bengal but only Rajastan, since it now contains Deccan too.
    • Baptized by Satanists is now also always visible to the All-Seeing Isis and to characters in debug mode.
    • Wicked popes now prefer to excommunicate non-wicked priests on their own instead of wicked priests.
    • The text of the event where a character can decide on what type of funeral to hold for their recently deceased relative now uses the proper pronouns if the deceased is female.
    • When a player somehow fails to initialize their game properly in a multiplayer game, but is also a close relative of at least one other player or has the same dynasty as at least one other player, their startup event no longer also kills those players.
    • The tooltip displaying the requirements for if a character could be coronated is now more clear about coronation requirements regarding characters with an Imperial-type government.
    • The colors for Smallpox and Syphilis on the Epidemics map mode have been changed to make them easier to distinguish from each other and from Measles. Smallpox is now a much more saturated shade of magenta, and Syphilis is now a shade of white instead of beige (white representing the mercury with which it was often treated at the time).
    • Jeanne d'Arc:
      • The province from where she spawns will now always be one that matches her culture and religion.
      • If she is executed after her trial, her death description will now say who had her executed.
    • The tooltip text explaining Respect in a merchant republic has been updated to reflect differences between EMF and vanilla, and the label for Age Factor has been marked as DISABLED for extra clarity that constant score of 0 there is intentional.
    • Characters kidnapped from China who are forced to become consorts now get the Abductor opinion modifier against their captor for 100 years, as if their captor had forced them to become a consort through a decision.
  • FIXES:
    • [ SWMH ONLY ] EMF used with MiniSWMH now properly includes the Iron Century bookmark (936) and the new bookmarks in the scrollable timeline range of 993-1018. This was an oversight when [not] updating the EMF+MiniSWMH internal compatch module's bookmarks for the prior release.
    • The opinion modifier for Árpád's bloodline now properly displays "Magyar Opinion".
    • [ SWMH ONLY ] EMF used with SWMH now properly makes available the decisions to create the kingdoms of Leon, Castile, Portugal, and Aragon.
    • Characters who follow religions with castes now no longer all start as a Vaishya on game startup.
      • Modding information: changing whether or not a religion's characters get caste traits and/or adding new religions whose characters are to get caste traits now requires changing the trigger emf_religion_has_castes in common/scripted_triggers/emf_religion_codegen_triggers.txt. Modifying/adding the emf_castes religion flag is not enough because the game checks for caste trait conditions before any such flag can be set.
    • Trickster-based tactics' chances to fire now properly take the commander's Honor into account.
    • Fixed bug that prevented individual settlement-pillaging.
    • The Messalian Master trait no longer refers to its holding character as a 'himself' in its description on female characters.
    • Entries for Nomadic buildings in the technology screen no longer show up as "nobuilding I" in the area displaying the buildings that a tech unlocks.
    • The text for Fertile and Infertile saying that parents with them do not have a greater chance of passing it off to their offspring no longer displays a red "+1" next to it.
    • Fixed many issues with the Spy On decision's results not properly taking certain character relations into account.
    • Characters can now blackmail their parents and/or their parents' lovers if they discover an illicit relationship other than one where both parties are the character's parents.
    • Relationship Reveals Based on Bastard Children:
      • When a bastard child of a character with multiple spouses is revealed, all of that character's spouses gain negative opinion modifiers towards both the character and the bastard child's other parent, instead of it being just their main spouse who gains the opinion modifiers.
      • A character's concubines no longer gain any negative opinion modifiers if the character has a bastard child with someone else. However, if the character is themselves a concubine, their senior consort will properly get negative opinion modifiers towards both them and their bastard child's other parent.
      • Negative opinion modifiers from spouses and senior consorts obtained after an illicit relationship is revealed through the birth of a bastard child can no longer last for a shorter period of time than if the illicit relationship were revealed through other means.
    • The opinion modifier for being a tournament spectator now correctly localises to "Attended Tourney."
    • The All-Seeing Isis will no longer show as a potential target when asking the Teutonic Order for help with a religious enemy in the Northern Crusades.
    • Princely Elective succession now no longer requires that neither parent of a potential candidate be generally eligible for nomination, the same way Elective Monarchy succession does not check for this (compared to vanilla, where both of these succession laws make this check).
    • Certain Iberian cultures will no longer incorrectly mention in their cultural feature list that they can prepare Reconquista campaigns with Holy Fury.
    • Resolved an error which allowed the AI to waste its time passing Obligations laws for a given vassal type when it doesn't have any vassals of that type.
    • When checking for characters generated by History's Forgotten Daughters being twins, the check for common parentage now properly takes parents who are dead into account. Newly generated characters are no longer checked against siblings who are already twins (with someone else), can no longer end up as being twins with more than one other person, and now properly get the Twin trait when a twin match is found.
    • When a title's gender succession laws are changed either because their holder converted to a religion with Agnatic Clans, Enatic Clans, Equality, or Harmonious, or because they were acquired by a character whose religion has one of those doctrines, vassal opinion penalties are only applied if the title in question is or would become the holder's primary title, or if the title in question is of the same tier as the holder's existing primary title.
    • Reformed Zun pagan religions with Dogmatic no longer get their god name set to the high god of the Bön religion.
    • The De Jure County Claim CB will no longer allow you to declare war on your liege.
    • Solved an issue wherein the Fatimid dynasty tree could be broken by the Isma'ili Caliphate Rising event chain generating a Fatimid character with no actual familial ties to any of the other dynasty's members.
    • Grant Recently Acquired Land in singleplayer no longer recommends any current heirs to non-Doge patricians as people who should receive a title.
    • Instead of being able to fire for any king-tier ruler who is Catholic or Fraticelli, whose religion has less than 60% Moral Authority, and whose realm includes Catholic or Fraticelli provinces in England, the event that activates the Lollard religion and spawns John Wycliff can now fire in any Catholic or Fraticelli province in England whose religion has less than 60% Moral Authority, and that is in the realm of an independent ruler who is Catholic or Fraticelli. Among other things, this fixes the event never firing if there is no king-tier, Catholic or Fraticelli ruler with Catholic or Fraticelli lands in England, and it prevents the event from having a significantly greater chance to fire if there are multiple king-tier, Catholic or Fraticelli rulers with Catholic or Fraticelli lands in England.
    • When starting after Rum has been formed, the now-titular Kingdom of Anatolia will no longer be possible to create (unless it is reactivated by the Byzantines completely controlling all of the counties in de jure Rum).
    • When having sex with another character through an event option, the tooltip no longer displays that a pregnancy might occur if the characters are of the same sex and/or if either character is known to be pregnant, a eunuch, or sterile.
    • When a character who is Fertile or Infertile secretly becomes Sterile through an event, they will no longer lose Fertile or Infertile (and thus them becoming Sterile will remain a secret).
    • Fixed a couple of events where an event outcome that can potentially result in a pregnancy did not properly display the appropriate tooltip.
    • When a supernaturally powerful fertility potion works too well, characters in their lovemaking haze can no longer visit lovers who are in a foreign prison, and they will not become lovers with any spouses or consorts who are their rivals. However, prisoners in the same location as the character and who are otherwise eligible can now become lovers with the character through this event.
    • If playing with Holy Fury, all events, conditions, and nicknames that check for and/or add Scarred now also properly check for Greviously Scarred and Horrifically Scarred (there were a few stragglers that did not do this before).
    • Religious Subjugation:
      • Relative courtiers of characters who convert as a result of a religious subjugation now also properly convert with them.
      • Titles that were at some point usurped as a result of a religious subjugation now no longer behave weirdly if they are usurped by any future religious subjugation.
    • Fixed a possible crash that could happen if the Hungarians Christianize should they have a fairly large realm when they do.
    • Public Religious Conversions:
      • Fixed/Patched-up multiple instances where characters could potentially change religions when they normally would not be allowed to.
      • Certain decisions that allow a human player to potentially adopt a religion that requires DLC to be playable now properly check the target religion instead of the player's current religion.
      • If a character is the leader of a secret religious cult when they decide to falsely convert to a different religion as part of the mass baptism event chain, they will no longer cause their cult to disperse.
      • King- and emperor-tier characters undergoing a mass baptism conversion are no longer crowned if they would not need to be crowned anyway (e.g. because they are the leader of a Merchant Republic).
      • Vassals being converted during a mass baptism now always properly get the appropriate Baptized by [Bishop] trait.
      • If playing without Holy Fury, falsely converting to a Christian religion as a king or an emperor from a non-Christian one no longer sometimes not give the character the flag for being a "proper king convert" for the purposes of sainthood. Instead, if/when a character who does have this "proper king convert" flag ends up publically converting to non-Christian religion, that flag is always removed and will only be re-added if they convert back while still being a king or an emperor.
    • The AI now properly takes its vassal and demesne limits into account when deciding whether to raise or lower Centralization laws.
    • Results of Thankmar Winning Rebellion:
      • The Empire of Germany now properly becomes active even if Ahistorical Empires is not set to On, it will just be only a titular empire the same way other ahistorical empires are.
      • [ SWMH ONLY ] Duke- and lower-tier vassals who are de jure part of Swabia now properly become vassals of the new King of Swabia, just like what happens to the other regions of Germany.
      • [ VANILLA MAP ONLY ] Pre-existing claims on Thankmar are no longer removed.
      • [ VANILLA MAP ONLY ] The Holy Roman Empire title is now properly flagged as defunct.
    • The warning for possibly becoming pregnant from sex with a stranger will now no longer appear if the character knows themselves to be sterile, and it will now also appear if the character is pregnant but does not know it.
    • Introduce Heir to the Realm can now properly be taken by baron-tier patricians and also doges when the merchant republic heir is not also the heir to their patrician holdings.
    • The Business Focus event terminating an attempt at a finding a business partner will no longer fire at the same time as the event where a business partner is actually found.
    • The vanilla workaround where changing the gender succession laws of a merchant republic also changes those of the doge's patrician holdings should now work properly.
    • Characters following Muslim religions that are not anti-feminist can now declare wars for claims.
  • VANILLA FIXES:
    • Fixed literally hundreds of individual cases where events checked for and/or worked with spouses and/or lovers, but did not properly account for a character possibly having multiple spouses, a character having concubines in addition to a spouse, and/or a character having a concubine as a lover.
    • Fixed several events where checks for if a character could become a commander and/or if one of a ruler's existing commanders could be replaced by a new commander did not work properly.
    • Holy Fury Crusades:
      • Pledging to participate in a Holy Fury crusade through certain events now properly gives a character the bonus piety that they would normally receive from pledging to participate in the crusade, as well as increasing the crusade's prestige, piety, and artifact pots as if they pledged to particpate normally.
      • Direct and indirect vassals of the target of the primary target of a Holy Fury crusade can no longer pledge to participate in the crusade against their own liege.
      • Events where characters are asked to participate in a crusade (or be punished) no longer trigger if they would not normally be able to join a crusade because they are incapable, unpledged recently, or follow an anti-pope.
      • The target of a Fourth Crusade can no longer cheese their way out of the war by converting to a non-Christian religion. Also, if the Fourth Crusade is launched, but is invalidated before it can be won or lost, the event chain can happen again in the future.
      • Fixed a typo that prevented AI characters with high Zeal from wanting to join crusades even more than usual if the currently preparing crusade does not greatly outnumber the defending side.
      • When pledging or unpledging to/from a crusade as an attacker, the amount of prestige and piety added to or removed from the pot now depends on the character's actual tier instead of their current (potentially higher if in a revolt) tier.
      • Provinces in Cyprus and Crete under the control of the ERE are now properly detected as such when processing the results of a successful Fourth Crusade.
      • Fixed a rare case where choosing to take over your beneficiary after a victorious crusade could cause a game over.
      • The Northern Crusades will now properly fail after three Northern Crusade wars are lost instead of only if three such wars are lost under a single Grandmaster of the Teutonic Order.
      • Characters can now only join a crusade if they are within diplomatic range of their religious head.
      • All characters' crusade pot multipliers now get properly set based on their stance at the end of a Holy Fury crusade. Previously, non-Holy Order AIs would always have a multiplier of 1.0x regardless of their stance or any active bloodlines, and human players could cheese their way into getting much more of the pot than they would deserve by selecting a beneficiary stance and deliberately not selecting a beneficiary.
      • A stance supporting the official beneficiary of a Fourth Crusade and/or the presence of an official beneficiary for a Fourth Crusade while selecting a stance supporting a player's own beneficiary no longer affects crusader pot shares (since the official beneficiary of a Fourth Crusade only ever plays a nominal role once the crusade starts).
      • The pope no longer loses more wealth than what they contribute to a crusade if they happen to call more than one crusade in their lifetime.
    • The option to refuse an invitation to a meeting with a character who has a Great Work no longer appears if the polite refusal option can appear.
    • The Blood of the Saoshyant bloodline is now active for Zurvanists and Mazdaki in addition to Zoroastrians, as all three religions can take the Become the Saoshyant decision that creates this bloodline.
    • The Force Vassalization CB can now properly no longer be used against characters in the same realm as the aggressor.
    • Fixed most instances of the bug where a ruler with a Theocracy government has their titles usurped by either their liege or a randomly generated, new priest of their old religion when they change religions.
      • The only case that is not covered is changing a ruler's religion through console commands. If you encounter this bug outside of that scenario, please report it to the forums or to the HIP Discord!
    • Characters will now properly develop Syphilitic when playing with Reaper's Due instead of it always lurking asymptomatically.
    • Nomads allied to whoever wants to pursue the Northern Crusades can no longer hand over their nomadic capitol holdings or those of their vassals.
    • Characters who are inaccessible for some reason other than being out traveling, being in meditation, doing penance, or being in secluded rest can now also no longer lead troops, even if they are a commander or a Marshal.
    • Performing Hajj:
      • Promising to perform Hajj through an event now has the same requirements as the Go on Hajj to Mecca decision, and it now deducts 20% of the character's yearly income the same way the decision would.
      • AI characters now actually perform Hajj. Previously, a check put in place to make the AI have a 1% chance of taking Go on Hajj to Mecca every month was left in after changing the decision to have the AI only check once a year. This has now been replaced with a a 10% chance, as having a 1% chance of taking the decision every month means that the chance of taking it every 12 months is roughly 11.36%.
        • A lot of other factors related to when the AI is willing to perform Hajj have also been changed. For example, instead of never performing it when they are younger than 30, they are now much less likely to perform it when they are younger than 30 and even less likely if they are younger than 20, but they are also more likely to perform it if they are 40 or older and even more so if they are 50 or older. Not having a lot of spare wealth only prevents the AI from taking the decision if they are not Decadent, Zealous, or 40 or older.
    • Establish Cairo no longer strictly requires the province having less than 7 holding slots, just that there be an empty holding slot in which Cairo could be built by the decision (i.e. either less than 7 holding slots or an empty holding slot).
    • Mercenaries and Holy Orders who take over a nomadic province will no longer become tribal or nomadic themselves.
    • Tribal rulers with Low Tribal Organization or higher now get access to title revocation laws, though they cannot pass Free Infidel Title Revocation while they are tribal. When a ruler increases their tribal organization to Low Tribal Organization, they also automatically pass Title Revocation Allowed; if playing without Conclave, this only happens for characters who have and can change their crown laws.
    • Council Laws for Tribal Rulers:
      • For tribal rulers, Ruler Diplomacy Sovereignty requires Absolute Tribal Organization to pass, just like all other ruler-leaning Council Laws.
      • Council-leaning Council Laws can now be passed even if the ruler has a higher tribal organization than the level at which the given council-leaning council law was passed (e.g. Medium Tribal Organization for Titles and Offices Committee).
    • The event chains for stealing an artifact from a monastic society will no longer stall/bug out if there is no society member eligible to be a witness and/or a blackmailer.
    • [ VANILLA MAP ONLY ] Results of Thankmar Winning Rebellion:
      • When handing out the new kingdom titles created as a result of this victory, other dukes who are also newly de jure part of a new kingdom title are no longer skipped over when deciding who should receive the given new kingdom title.
      • If the Kingdom of Bavaria already has a holder who is not Thankmar, the title for the Kingdom of Bavaria is no longer taken from them.
      • Potential king-tier vassals of Thankmar whose primary titles are somehow de jure part of one of the newly created kingdoms are no longer set to be vassals of the new king and have their kingdom-level title destroyed in the process.
    • The event where a Celibate ruler is confronted by their spouse will now properly remove Celibate from the spouse as well if they have it and the ruler chooses to stop being Celibate, and the option where the ruler sleeps with them and they also become lovers can now appear if the two characters are lovers or would naturally want to be lovers, not just if the ruler has more than about 1050% fertility.
    • Characters who take Become Celibate as a result of a hard pregnancy or having too many children now properly cannot take the decision again if they lose Celibate from some decision or event other than the event that can fire when losing weight gained from being Lustful while also Celibate.
      • Due to limitations behind the implementation of this fix, characters in existing saves who have taken this decision can still take it one more time, however.
    • Events related to wanting to lose weight that was gained from being Lustful while also being either Celibate or Eunuch:
      • The description text for Celibate and the one for Eunuch are no longer switched around.
      • Male Lustful and Celibate characters can now also be told that this is the reason why they have gained a lot of weight.
      • When having difficulties with dieting from weight gained this way, characters who are Celibate now also have access to the option to become Depressed instead of giving in to their desires.
      • The option to give into their desires when having difficulties with dieting from weight gained this way is no longer available to characters who are not Celibate or are a Eunuch. It now also properly causes the character to go out and have sex with a stranger.
    • The Massacre at Beziers event's conditions have been fixed to be more historically accurate:
      • The siege winner no longer needs to follow a heresy of their top liege's religion.
      • The siege winner must now be one of the attackers in a crusade, not just a participant thereof.
      • The owner of the holding that got sieged down must now be a defender in the same crusade in which the siege winner is participating.
      • The holding being sieged must now be a city instead of its owner needing to be a republic.
      • The province being sieged must now be a heresy of the siege winner instead of the holding owner needing to follow a heresy of the siege winner.
    • Characters who are imprisoned by their (only) spouse will no longer try to seek their captor's help to try to escape.
    • Rulers with the Groom an Heir ambition will now properly be able to interfere with their child heir's education if they are in the same court. Previously, there was either no chance for intervention, or it was the child's educator who intervened instead of the ruler.
    • Captured characters from China can now only be made into consorts if the captor's religion allows characters of the captor's gender to have consorts.
    • Merchant republic vassals of holy orders will no longer constantly generate new patrician houses and then destroy them, flooding their neighbors' courts with characters.
  • MODDING:
    • tiered_prestige_reward_effect, tiered_piety_reward_effect, tiered_prestige_negative_effect, tiered_piety_negative_effect, and tiered_high_piety_negative_effect can now add or remove Prestige/Piety based on the tier of someone other than the character whose Prestige/Piety is being changed. To do so, the character of off whose tier these effects are to scale can be saved as the event target target_tier_character before these effects are called.
    • Instead of indifference towards homosexuality in events being done with in-location checks for whether a character is openly Hellenic, there are now two sets of scripted triggers that check for indifference towards homosexual behavior: emf_male_homosexual_indifferent_religion and emf_female_homosexual_indifferent_religion, both located in common/scripted_triggers/emf_core_triggers.txt. Mods that wish to add or change religions and/or religious doctrines in a way that could affect perceptions of homosexual behavior can now use these triggers instead of having to modify events and scripted effects directly.
    • parent_for_elective_succession_trigger now also applies to uncles, aunts, nephews, nieces, and cousins of the title holder, not just children, grandchildren, parents, grandparents, and spouses. It now also always fails for females if the title's succession is Agnatic, and it now also always fails for males if the title's succession is Enatic.
    • The scripted effects emf_nwo_create_male_ruler and emf_nwo_create_female_ruler have been removed because NWO's system is more cumbersome when it relies on these effects compared to when it does not, and otherwise these effects are fairly unnecessary as separate effects instead of inline script blocks.
    • Commands that change a character's public religion that did not already have encapsulating scripted effects (abandon_heresy = yes and religion setters through reverse_religion = and religion = ) now have also have a set of encapsulating scripted effects that should be used instead of the raw commands. Most of these new scripted effects are located in common/scripted_effects/emf_religion_effects.txt. They are necessary because of various commands related to changing religions that either need to fire before the actual religious conversion takes place and/or need to fire based off of the source of the religious conversion, neither of which are accessible through on_character_convert_religion events.


SWMH v3.41
  • CHANGES:
    • Decision changes:
      • Three vanilla decisions have been incorporated: "Embrace Local Traditions" (changes Rurikid characters' culture to Russian), "Establish Cairo", and "Establish Castle Habsburg".
    • Bloodline changes:
      • Historical bloodlines of Alfred and Abu Sa'id Jannabid added.
      • Historical bloodline of Vortigern and Bahram VI removed.
    • Map changes:
      • Added a passable border between the provinces of Zemplén and Galich, representing the Veretsky Pass.
      • Renamed the province of Karasu to the more period-appropriate Balkhan.
      • The empire title containing the kingdoms of Hungary, Wallachia, Moldova, Croatia, and Bosnia is now called "Carpathia" instead of "Magyarország", and is no longer flagged as a principally Hungarian title.
        • This title contains a multitude of different cultures, all of which could potentially end up forming this empire title (and if a player is starting in 867, the Magyars may potentially not even move into the Carpathian Basin), so having its name be derived purely from Hungary's could break immersion.
    • Other changes:
      • Added equivalencies to some Turkic names (e.g. Toghril, Timur)
      • Removed names deriving from Baghatur, as the term only became a personal name in the post-Mongol era
      • The Holy Roman Empire will now always start with Princely Elective Succession instead of only taking effect when Heinrich II is crowned in 1002.
      • Added Arabic and Iranian dynamic cultural localization to the Kingdom of Georgia.
      • The province and duchy of Cairo are now called Fustat before 969.
  • FIXES:
    • Database errors:
      • Fixed the wrong entry for one of the Miaphysite holy sites.
      • The kingdoms of Wallachia, Moldova, Croatia, and Bosnia are now de jure part of the empire of Carpathia before 25th December 1000 instead of not being part of any de jure empire.
      • The kingdom of Great Moravia remains a de jure part of the Wendish Empire in the 936 start instead of not being part of any de jure empire.
      • The duchy of Urgell now properly has the same, extra creation requirements as other duchies.
    • Map errors:
      • The port for the province of Mora is no longer located in the middle of Russia.
    • Localization errors:
      • Magyar opinion boost is now correctly localized.
    • History errors:
      • Duchy of Kerman is no longer landless between 1024 and 1028.
      • Duchy of Fars is now a vassal of the kingdom of Iraq between 1050 and 1054 as it should be.
      • Khazar princess is now married to the current Oghuz ruler in 867.
  • HISTORY SETUP:
    • Non-period specific changes:
      • Reviewed the Buyid setup, so that the Buyids are now more often disunited in the late 10th century and early 11th century.
      • Lutici, Obotrite, and Pomeranian tribal kingdoms have been reverted to duchies.
      • Bulanids of Khazaria no longer descend from the Ashina clan and therefore no longer has the Ashina bloodline.
        • Bulan is recorded as a "king" (referred to as Ishad or Bek) of the Khazars who relegated the Kaghan to a ceremonial role and became the secular ruler of Khazaria. None of the extant sources points to his Kaghanal lineage.
      • Revised the birth and date dates of Bulanid rulers of Khazaria to reflect post-1980s Khazar scholarship.
      • Corrected the wrong parents of several Saffarid characters.
      • Some more historical details added to the Ma'munids of Khwarezmia.
      • Provinces in southern Crimea and along the Lower Don River where historically the Khazars garrisoned and populated with Volga Bulgars and Oghuz Turks are now ruled by placeholder Volga Bulgar and Oghuz characters.
      • Provinces of Mangyshlak and Balkhan stay Oghuz up to the Mongol invasion.
      • More detailed Qarakhanid setup, particularly around 1010 and 1100.
      • Provinces of Shash and Otrar are now Manichean until the early 10th century.
      • Provinces of Kashgar and Aqsu are now Manichean until the late 12th century.
      • Provinces of Ferghana and Khaylam are now Buddhist until the early 11th century.
      • Sajid dynasty is no longer related to the Karakani dynasty.
      • Replaced a lot of completely fictional Old Hungarian (Moger) and Khavar (Qavar) characters in the 867 and 936 starts with characters who are either semi-mythological, historically plausible, and/or are at least historically correct w.r.t. to they dynasty/tribe ruling over their specified area. A few of these corrections also end up being relevant for Hungary starts up to around 1038.
      • Mazyadid characters of al-Hilla now start out as Bedouin Arabic until 1102.
      • The first two generations of Mirdasid and Numayrid characters are now Bedouin Arabic.
      • Numayrid characters are now Shiite.
      • Shihna (prefect) of Baghdad under the Seljuks (1060-1138) now owns the duchy of Samarra rather than the duchy of Tigris.
      • Province of Al-Hilla's religion has been changed to Shia.
      • Province of Maysan's religion has been changed to Sunni.
      • Hasanid characters of Mecca are now Zaydi.
      • Husaynid characters of Medina are now Shia.
    • 867:
      • Much of Ferghana is now ruled by an independent Samanid character (brother of the two other landed Samanid characters).
      • Ferghana is now ruled by an independent Karluk character.
      • Saffarids now control the Walishtan provinces rather than being at war.
      • Chrobatia and its rulers are now Rusisku (Russian, technically Rusyn) instead of Hrvatski (Croatian). The underlying provinces now also stay Rusisku in all start dates instead of flipping to Moravský, Moger, Magyar, and/or Beçenek at various points in the game.
      • Borsod is now Avar and Tengri instead of Hrvatski and Catholic, and it is now ruled by Great Moravia instead of by Chrobatia.
      • Ros' is now ruled by a character from Hetumoger instead of a placeholder, Russian (Rusisku) character.
      • Basarabia is now Khavar (Qavar) and ruled by the Khavar chief within Hetumoger.
      • The provinces of Przemysl, Chelm, and Belz now all start and stay as Rusisku instead of starting as Polski and then switching to Rusisku in the late 10th century.
      • Hasan ibn Zayd of Tabarestan no longer holds the Zaydi religious head title.
    • 936:
      • Al-Baridi of Ahwaz are now independent.
      • Wendish tribes that were vassals of the Billung March are now tributaries.
      • Zamindavar and Rukhkhaj are now owned by the Saffarids.
      • Added traits and stats to the three Buyid brothers.
      • Added a fictional mother to the three Buyid brothers to make them a bit more cooperative.
      • Fictional Alan rulers of the middle Don River under Khazaria have been separated from the Os dynasty of Yegorlyk to prevent succession.
      • Vukova is now ruled by Croatia instead of Hungary, and Srem/Syrmia is now ruled by Bulgaria instead of Hungary.
      • The provinces of Spis/Szepes, Trencin, and Orava are now directly ruled by Hungary instead of being owned by placeholder Moravian characters in a tributary relationship with Hungary.
    • 10th century:
      • Abivard is owned by the Simjurids of Nishapur for much of the late 10th century.
      • Afrighids of Khwarezmia are now a tributary of the Samanids of Transoxiana for much of the 10th century.
    • 11th century:
      • Tutush of Damascus is now at war with the Seljuk empire of Persia between 1092 and 1095.
      • Removed some duplicate Qarakhanid characters.
      • Better historically informed death dates of the Muzaffarid rulers of Chaghaniyan.
      • Muzafarids of Chaghaniyan remain a Western Qarakhanid vassal until 1039, then come under Seljuk control in 1044.
      • Qawurd is now at war with the Seljuks of Persia between 1072 and 1074 over the empire of Persia.
      • Added some historical iqta holders of Basra and Wasit in the late 11th century.
      • Added some more historical shihna (prefect) of Baghdad under the Seljuks.
      • Abu Nasr ibn al-Haytham of al-Batiha (1040s-1076) is now Levantine Arabic.
      • Added historical rulers of al-Batiha between 1076 and mid-12th century.
      • Added historical rulers of Tikrit between 1050s and 1100s.
    • 12th century:
      • Seljuk sultan of Persia is now at war with the Abbasid caliphate in 1157-1158.
      • Ildeguzids of Azerbaijan are independent, 1156-1161.
      • Seljuk sultanate of Persia controls the entire of duchy of Jebal until 1161.
      • Some historical details to the Ildeguzids.
      • Hazaraspid dynasty of Idhaj now becomes landed and independent in 1156.
      • Removed a duplicate Aqsonqur al-Bursuqi, who was the shihna of Baghdad and governor of Mosul in the early 12th century.
    • 13th century:
      • Castle of Ždrelo added to Branicevo in 1250.
      • Oljeitu is now born Nestorian rather than Catholic, and he converts to Buddhism rather than Tengri in his youth.
      • Sharifate of Medina continues to be ruled by the Husaynids until the last playable start date of 1337.
      • Ninawa and, later, Shahrazur is ruled by a separate branch of the Zengids between 1211 and 1236.

CPRplus v3.1.4
  • Bug Fixes:
    • SWMH's special armors now properly hide French female underlayer.
 
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Reactions:
Well, yesterday I started a new campaign and played it for several hours. This is what I call bad timing. But I'm very happy anyway. Thank you guys for this HUGE update!
 
Thank you Ziji and team!
Have a great weekend y'all!
 
Great news. Does the changes to crusades mean they will be less overwhelming for the defender?
 
When playing in Spanish the localisation for non-created kingdoms calls them "Kahanates" instead of "Reinos". I don't expect a new release to fix this but I would like to know in which file am I supposed to change it. I have tried searching for keywords in every mod file but I can't find the right one.
Sin título.png
Sin títuo.png
 
When playing in Spanish the localisation for non-created kingdoms calls them "Kahanates" instead of "Reinos". I don't expect a new release to fix this but I would like to know in which file am I supposed to change it. I have tried searching for keywords in every mod file but I can't find the right one.

As posted by Delnar_Ersike on the Discord:

If you want to fix it on your end, open up A_Nobletitles.csv (in Notepad or something), go to line 4772, and change kingdom_of to kingdom_of_mongol (and do a similar thing for line 4773)
 
When playing in Spanish the localisation for non-created kingdoms calls them "Kahanates" instead of "Reinos". I don't expect a new release to fix this but I would like to know in which file am I supposed to change it. I have tried searching for keywords in every mod file but I can't find the right one.
View attachment 551793 View attachment 551794
What is the culture of the character holding the title?
 
    • Muslim religions now use "God" as the default name for their main god instead of "Allah". When a random name for their god is fetched however, it can still be "Allah".
      • "Allah" is just a localized name for "God", and it was odd that while Christian and Jewish religions did not use localized versions of "God" (e.g. "Yahweh", "Adonai", "Deus", "Theos", "Kyros", etc.), Muslim religions did.
I'm not sure about this, while 'Allah' is indeed an Arabic translation for 'God', the majority of Muslims nowadays do prefer the Arabic version over the generic one (idk if it's the case in medieval era) and I think it fits the narrative when in-game Muslims use 'Allah' instead of 'God'.