I finally managed to crack why realigning de jure duchies by events reverts to landed_titles de jure setup "sometimes". The problem is, save game don't carry over such de jure shifts because theu don't track county de jure lieges (nor do they write down history of de jure shifts). And so after loading a save everything reverts to landed_titles. (Since I'm usually running ~60-100 years in one sitting, mostly on independent realms map, the titles becoming titular seemed completely random to me

)
This messes up with one feature where I was making larger duchies split by establishing new ones. (And it is also a feature that allows the grand prince a relatively short window of time (too deterministic is not that fun after all) to put his family on the duchy seat. Painting Rus Rurikid as it were. (During my test runs I've seen Kryvichians and Kievans form Rus too btw - although way less often than Rurik, but still

) And of course to facilitate the engaging fratricide and intestine strife that was the hallmark of Rusian existence.)
I'll amend it by tomorrow evening and will make a release. Nothing else seems to stand in the way anymore (and making a compatch for CPR was very easy).
A few more observations and ideas aloud. Maybe someone knows a solution or reasons behind or can contribute to brainstorming:
* Overall Khazaria with separated Cumanian kingdom worked rather well. Still I want the khazar chief to be khagan even if titular. So I gave him de jure kingdom of Khazaria (to make him more stable - otherwise his large vassals of Azov and Alania declaring day 1 independence faction along with unfriendly Pecheneg neighbors make quick work of Khazaria) with titular e_khazaria (both set to primogeniture). However every so often the kingdom title seems to just vanish during the life of a khagan. Which makes me suspect that it is destroyed by AI (immediately making his position virtually untenable because of the reasons above). Could it be the case? Can it be averted?
* Khagan boasts his own Varangian Guard of Sunni
al-Arsiyya cavalry.
* Having the Cuman Eastern Steppe kingdom also works well overall, and has a special bonus of halting Seljuks if they decide to go that way - they stop at it and don't eat the whole steppe at once. However I think that along with Seljuk invasion of Khiva-Khwarazm we should launch a Cuman invasion into the actual steppe (from what I gather - Kipchaks were the reasons for Oguz movement into Persia).
* Curiously both Magyars and any tribe controlling Scythian steppe show affinity towards invading Wallachia. It's great. But also mysterious and inexplicable.

* A bit more on steppe de jure setup. I'd really love to avoid anachronistic names at least on county and above level. And this is one of the major problems when coming up with names for things in that part of the world.
However I think it makes geographical sense to split the (too) large duchy of Sarkel into Sarkel (Sarkel itself and the left bank of Don - so it becomes the fortress guarding the Volga-Don portage as it was famous for) and Donets (the other 3 provinces are pierced by the Donets River - the primary Don tributary).
In the same vein the duchy of Itil can be split into Itil itself on the left bank of Volga (aka Itil) and Yaik covering the right bank of the Yaik River (aka the Ural River). Yaik should probably go to de jure Cumania.
* At this point I'm desperate enough to lazily start using Turkish names for all the steppe tribes and locations for some uniformity and because I don't know any better. :/
* I guess it makes sense not to make post-Hungarian Crimea random culture-religion but give it all to Pechenegs. Interestingly enough, counts can declare independence of this tribal title. I believe this is the case only for counts of wrong culture or religion (there're 2 Manicheans at game start). But still it makes me pissed off. And makes me think of a "tribal unification" casus belli allowing war on counties of the same culture. Idk.
* So the tribal gavelkind AI doesn't create additional kingdoms (or duchies if he's still a duke) out of fear of losing them on succession? Isn't such succession split the whole point of gavelkind?

* I'm almost committed to further splitting de jure Rus into codename "White Rus" and "Red/Kievan Rus" during 1050-1150. With White Rus actually including Vitebsk-Polotsk, Smolensk and Chernigov-Bryansk clusters. Reasons being that these duchies were powerful enough to remain virtually independent of Novgorod, Rostov-Suzdal-Vladimir and Galich-Kiev. And thus they form a natural de jure kingdom cluster.

* Just have to comment on how inadequate the whole Hungarian situation is with them soundly beating Bulgaria by design, considering that from Boris I and down to Simeon I (d. 927) Bulgarians were actually very successful in their warfare with Magyars. With Bulgaria losing its lands to Magyars only in the 2nd half of the 10th century? Go Paradox.
I like the de facto "tribal" duchies at the 867 start. Anyhow, I'd suggest adding the Udmurts in the eastern half of Permiaki. I've done something similar in VIET.
On the idea about kingdom-tier tribal titles, it will probably require a bit of balance testing, it sounds like one of those ideas that are good on paper but might turn out terrible (or great).
Udmurts were one of my options. But then I figured they'd be too small. And why Eastern half of Perm? Granted, my only source is the location of contemporary
Udmurtia and some smaller articles (because there were no big and definitive, as usual

), the most fitting vanilla province for them seems to be Komi - between Kama and Volga rivers (and yes, I do rely on vanilla rivers because otherwise I'm completely lost on the map :blush: ). Fun fact though - there's a vanilla province of Votyaki. And apparently Votyaki is a Russian name for Udmurts. It is, however, is even further West (NW of Komi). It's not unheard of Paradox to map tribes wrong though, so I decided I won't rely on that name too much.
I think I'll give PB a few major runs after the first release before going any further with such major overhauling attempts as tribal preservation. Apparently even by 10.3 vanilla game still causes mind-blowing mayhem on the map by 1066. And its advertisement claims that it's the best balance mod in business. So why invent the wheel.
