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zijistark

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I can answer the latter question.
Very easily, it turns out.
Go to the folder in MyDocuments/Paradox Interactive/Crusader Kings II/Historical Immersion Project/common/cultures. Search the files there until you find the Goths. There you'll find a list of names. Find the list of dynasty names, and add however many you want, following the same formatting as the ones already in there.
The dynasties are actually defined in common/dynasties/, and there should already be a file and, in it, an ID range dedicated to the Goths.
 
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Kapitalisti

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Well I'm totally wrong then, that's what I get for going by memory.

Yeah, the common/cultures file has the first names. So, close. Need to rummage through the dynasties file and look for more last names somewhere.
 

zijistark

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Yeah, the common/cultures file has the first names. So, close. Need to rummage through the dynasties file and look for more last names somewhere.
If it's just for your own purposes, you could probably get away with being "inspired" by a few unimportant Swedish dynasty names. But I'm no expert. :)

EDIT: That is, assuming by "Goths," you aren't talking about Crimean Goths, in which case you'd be screwed and need to start just totally making stuff up. ;)
 
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Kapitalisti

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EDIT: That is, assuming by "Goths," you aren't talking about Crimean Goths, in which case you'd be screwed and need to start just totally making stuff up. ;)

Naturally :) I didn't say Geats after all...
 
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A few questions about cultures: 1) Why is the Ashkenazi culture localized "Ashkenazi Jewish" in the mod? To distinguish it from all those Christian Ashkenazis in the game?
Only in SED is it localized "Ashkenazi Jewish" (also "Sephardi Jewish"). I could have gone either way but looking online that seemed to be the more accepted English term.
 
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zijistark

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majesty8

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BTW, both Ashkenazi and Sephardi are European Jews (German/Spanish), and there really should be another culture, "Mizrahi", to symbolize Jews from Middle East and Persia. Today's Mizrahi Jews are conflated with Sephardi since they follow Sephardic traditions, which is probably why they aren't in the vanilla; but that "merge" happened after the Alhambra decree (1491) that caused Sephardi Jews to emigrate to Muslim lands - and at the time, they were different enough that Arabs divided them into two cultures, Musta'arabim (Arabized) and Moriscos (Moorish).
 
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Would it be possible to add in the option to disable/enable shattered retreat when first starting a game? I find it odd that we're given so many possible options to tweak with, and yet only one of the two big controversial features can be changed within the mod (defensive pacts). Why is it that we're forced to use this (imo) ridiculous game mechanic in HIP, especially when it is both ahistorical and not so immersive to see a defeated Danish army rout to Sicily.
 
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So I'm playing as the Welsh and I've just founded a kingdom, but for some reason, my sons are called Heir instead of Prince. This might have something to do with the settings I've picked for my game. Is there anyway to fix this?

EDIT: Nevermind, I found where the file is in the localisation. I knew it was somewhere there but I thought it was called for the cultural title or something. It's actually in A_Nobletitles.
 
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zijistark

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Would it be possible to add in the option to disable/enable shattered retreat when first starting a game? I find it odd that we're given so many possible options to tweak with, and yet only one of the two big controversial features can be changed within the mod (defensive pacts). Why is it that we're forced to use this (imo) ridiculous game mechanic in HIP, especially when it is both ahistorical and not so immersive to see a defeated Danish army rout to Sicily.
When have you seen a Danish army anywhere around Denmark rout to Sicily in EMF? Please. Leave your vanilla baggage at the door.
 
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Would it be possible to add in the option to disable/enable shattered retreat when first starting a game? I find it odd that we're given so many possible options to tweak with, and yet only one of the two big controversial features can be changed within the mod (defensive pacts). Why is it that we're forced to use this (imo) ridiculous game mechanic in HIP, especially when it is both ahistorical and not so immersive to see a defeated Danish army rout to Sicily.

Please see this post quoting all the relevant explanations and maybe you'll understand ziji's annoyance: https://forum.paradoxplaza.com/foru...lease-2016-10-12-hades3.973957/#post-21948792
 
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How does HIP handle trade and trade-routes from the silk-road?

I assume that Trade++ is not compatible. Do you have a similar system in place?
 

2ndPorphyry

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How does HIP handle trade and trade-routes from the silk-road?

I assume that Trade++ is not compatible. Do you have a similar system in place?
It seems this comes up every couple months. Short answer is that the devs generally aren't that fond of the trade routes system and so have not expanded it beyond the Silk Road, nor has anyone given it a major mechanical overhaul. A number of people have traded leadership of a simple Trade++ Compatch, but it is currently defunct. The potential for more dynamic economics that RD has provided a vanilla mechanic for will hopefully be exploited to HIP levels of quality by ARLES, but it's (understandably) a long time in the making.
 
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