One thing at a time, but your interest is noted.Omg, you're bringing it back yes. Do we get to see the pilgrimage events return after this too? And maybe not just for Christian religions for that matter.
One thing at a time, but your interest is noted.Omg, you're bringing it back yes. Do we get to see the pilgrimage events return after this too? And maybe not just for Christian religions for that matter.
They are inherited from Project Balance and haven't received any EMF-grade love since then. That said, they are, to most folks, an improvement over vanilla crusades.
I have plans for some neat and more polished mechanics & flavor for this in EMF, but it hasn't been a priority. The 'Use Vanilla Crusades' option is there for those that don't like the extra difficulty of using 'Ask for Crusade' or that simply prefer vanilla (it does have the best-crusade-claimant thing going for it, depending upon your perspective upon that).
- Upon winning the Crusade, the victor is given a choice of whether to keep the land, grant it to an unlanded relative, or grant it to a random character of their culture. The AI almost always chooses the random character (leads to fewer weird inheritance messes between the Crusader territories and the Continent than granting to relatives). This means that Crusades are not simple territory-grabs like in vanilla (though they still can be for the player, which I'd like to hinder altogether whenever I get around to writing EMF Crusades).
- A randomized time-offset timer gates the actual calling of a Crusade after Crusades are unlocked. This has the advantage of preventing simultaneous and immediate three-way Jihad/Crusade in starts after 1097. Downside is that the random nature of the timer makes it even more difficult to use the SoA 'Ask for Crusade' functionality.
- Special handling of cases such as the Pope himself or a holy order winning the Crusade to make sure it's granted to somebody else and that succession laws are properly fixed-up for a feudal realm and such.
- A lot of specialized details regarding creation of crusader states for random AI characters (set the right capital, spawn a small retinue, convert the capital to the victor's religion, etc.)
- Other details such as freeing any holy orders that may have been vassalized by the wrong religion (which would otherwise effectively nullifying them) when usurping the target title (common with Knights Hospitaler and Templar, common vassals of Jerusalem) and automatically refilling all the levies in the target kingdom (to emulate pilgrimage) so that it's not so prone to being immediately reconquered in its early years.
- Unlike vanilla crusades, it doesn't take into account claim strength (e.g., reconquest of Jerusalem or Byzantium or Sicily or one of the Spanish kingdoms) of Crusade participants when determining who will get the land. It only uses the participant with the strictly highest war contribution, as used to be the case for Crusades pre-2.0 and still is the case when there are no participating claimants to the target title.
Is it not possible to have just zealos pagans to try convert provins just in theit own lands. Pagans did some times succede in areas they controlled. Look at the isles around Skottland, they changed both Faith and culture. Btw, is it possible to have a buttom for vassals to demand their liege to change religion?I didn't say anything about whether they resisted new religions amongst themselves. I said that they never cared about what people elsewhere believed
My thoughts on the matter of whether they should resist more or not and how this translates into game mechanics are broadly similar to what Ziji has expressed on this page and the last page
Is it not possible to have just zealos pagans to try convert provins just in theit own lands. Pagans did some times succede in areas they controlled. Look at the isles around Skottland, they changed both Faith and culture. Btw, is it possible to have a buttom for vassals to demand their liege to change religion?
correct, but there are other examples, Jarl Håkon The mighty of lade worked With chasing The christans in Norway and He har mostly succes. The Danish kings where also able to keep Christianity suppresed untill The invasion of Otto II. So few pagans did actually cared what People belivedWell the change of culture and religion in the Hebrides and on Orkney/Shetland was more due to colonization than it was due to a concerted effort to convert the Islands. The Islands was extremely thinly populated back then (they are still pretty thinly populated today), so when a steady stream of colonists come from across the sea, it didn't take much to shift the cultural and religious balance.
If it's possible, then that seems likely. But not until after compatching and stuff and dependent upon it being possible.Is the new EMF going to contain a decision to convert all holdings to nomad and/or tribe at the beginning of the game by any chance?
Did I read Github correctly; EMF is compatible with the beta patch?
Did I read Github correctly; EMF is compatible with the beta patch?
That's highly unlikely considering it hasn't been updated since last month and 2.4.x has a new defines.lua that isn't compatible with older versions.
The EMF beta on github is indeed compatible with the 2.4.2 beta.
Not the beta, but the 2.4-compatch branch. Further, one would also have to update HIP_Common from the HIP repository to be able to play w/ 2.4. In general, it works, but it's not available.
I've got it working, so I'll see if the latest version of CPR (which does workfine with vanilla 2.4.2) is compatible. Also, the Feudalise Tribes decision causes a CTD.Not the beta, but the 2.4-compatch branch. Further, one would also have to update HIP_Common from the HIP repository to be able to play w/ 2.4. In general, it works, but it's not available.
To make the stand-alone version of CPR that just came out compatible with EMF, you just need to copy & paste norsegaelic and sicilian cultures to CPR's common/cultures/00_cultures.txt from the one in EMF. Just make sure to give appropriate graphical_culture to the two cultures: norsegaelgfx and siciliangfx, respecitvely.I've got it working, so I'll see if the latest version of CPR (which does workfine with vanilla 2.4.2) is compatible. Also, the Feudalise Tribes decision causes a CTD.
Good to hear that you managed to get the new pieces working together. No surprise regarding Feudalize Tribes or any of the other major scenario customization options (custom merchant republic stuff, new world order, etc.) having issues right now. That's still on our TODO list. We've been focusing on the core compatch for now. The other code will require a lot of review and changes, as it deals extensively with government types in the old, 2.3 style as well as probably rests on certain assumptions that are no longer true (such as every county having a capital holding).I've got it working, so I'll see if the latest version of CPR (which does workfine with vanilla 2.4.2) is compatible. Also, the Feudalise Tribes decision causes a CTD.
Yeah, I did it the awkward way and put the CPR files into HIP. It works fine now. Now just to figure out how to survive as the Tiele Kirghiz.To make the stand-alone version of CPR that just came out compatible with EMF, you just need to copy & paste norsegaelic and sicilian cultures to CPR's common/cultures/00_cultures.txt from the one in EMF. Just make sure to give appropriate graphical_culture to the two cultures: norsegaelgfx and siciliangfx, respecitvely.
In 2.3.6 version (with SWMH), playing as Francia Orientalis I notice there's a EMF decision to create the HRE (requiring K of Italy and Lotharingia). Sometime later the game also gave me the option to just create the HRE title normally, only requiring some % of counties controlled. Should there be both options? Looking in the files, the decision changes to elective succession and does some de-jure stuff that definitely did not happen when I just made the title normally.