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Toa Kraka

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What (if any) tweaks do you like to add whenever you install a new version of HIP? Attached to this post is the list that I check off as I edit the files; I've summarized it below.

Map:
- The optional high-saturation map is enabled.
- Muslim realms are named based on titles, rather than based on dynasties. (E.g., the map shows "Arabian Empire" rather than "Abbasiyyun".)
- Various localization changes ("HRE" for "Holy Roman Empire", "ERE" for "Byzantine Empire", "Ravenna" for "Patrimony of St. Peter", removal of "Carolingian Hegemony" government flavor names, etc.)
- Fix a duchy in Africa that's split into two pieces by a lake (I forget its name) by adding a strait across the lake

Defines:
- MONTHS_OF_UNDECIDED_WAR = 1 (I see it as nothing but an annoyance.)
- ASSIGN_ACTION_DAYS = 1 (I don't play multiplayer, so exploits are of no importance to me.)

Titles:
- Most titles have their de jure capitals removed. This prevents the AI from arbitrarily revoking counties, and also allows the AI to choose capitals organically, which can lead to some interesting and novel placements. (See this thread for a longer explanation.)
- Reactivate assimilation on the Kingdom of Jerusalem.
- Remove "realm_in_name = yes" from ruler-consort titles (so that I don't confuse a duke married to a duchess with a great duke who's married to a commoner)

Crusades:
- Catholic Crusades start when Jerusalem is held by a king-real-tier non-Christian with the Zealous trait. All the other crusade-/jihad-unlocking events depend on the relevant province's being held by a king-real-tier ruler, in addition to existing limitations.
- Year-based triggers are removed. The year-based jihad trigger is changed to requiring a caliph who is king-real-tier and Zealous. (Zealous Sunni Caliphs are surprisingly rare...)

Claims:
- Hereditary claims on titles that have become defunct, republican, or theocratic never expire. (Now made into its own mod!)
- A titular kingdom can be created by a claimant who also satisfies the other requirements of the title (capital, culture, etc.).

Decisions:
- "Recruit Merchant Ships" isn't high-priority!

Factions:
- Alerts for rebellious (non-4I) factions appear when they're at 50% strength (rather than the default--70% or 100%, IIRC), so that you have enough warning to start saving up money (for bribes or for mercenaries).

Republics:
- Rarely, I've revoked the city-type county holding from a count-tier (non-merchant) republican vassal, only to find that he's retained the republican government type despite holding only a castle, so the castle won't become the county's new capital when I give the city back to him. To prevent this, the (non-merchant) republic government type requires a city holding to be in the ruler's demesne.

Empires:
- Empires don't automatically disintegrate if they fall below a size threshold.
- Imperial Decay can be reduced if the ruler has at least 3 Imperial Decay (reduced from 10).
- Imperial Decay has more steps of reduced increase upon inheritance for realms that are smaller than 160 holdings. (This normally isn't an issue, due to automatic disintegration of small empires.)
 

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historiasdeosos

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I only have a few tweaks:
  • Raise the court size threshold for the courtier fertility malus to 45. Gotta have a ton of courtiers for my breeding program, you know.
  • Add a small inheritance chance to all the new congenital traits that didn't have one—Always thought it was odd that "Imposing" is inheritable but other traits with an actual, potential genetic component (e.g. handedness) aren't.
  • Reduce the randomness for custom title colors, although this doesn't seem to have any effect as far as I can tell?
I really like some of the tweaks you mentioned, though, especially the MONTHS_OF_UNDECIDED_WAR and ASSIGN_ACTION_DAYS defines.

- Most titles have their de jure capitals removed. This prevents the AI from arbitrarily revoking counties, and also allows the AI to choose capitals organically, which can lead to some interesting and novel placements. (See this thread for a longer explanation.)
I also like the idea of this, but would the region thing mentioned in the linked thread cause a lot of problems?
 
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Toa Kraka

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I also like the idea of this, but would the region thing mentioned in the linked thread cause a lot of problems?
I haven't noticed any issues with it.
 

2ndPorphyry

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- Most titles have their de jure capitals removed. This prevents the AI from arbitrarily revoking counties, and also allows the AI to choose capitals organically, which can lead to some interesting and novel placements.
Do you think you could provide your up to date modified files for this again? I'm not as competent with the code.:oops:

I agree whole-heartedly that it makes for better (i.e. more organic) AI behavior. I get the whole historical capitals thing making some sense, but the AI's insistence on revoking willy-nilly to get them is not desirable or realistic. Unless that can get toned down I'd rather that capitals were removed from SWMH by default.
 
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2ndPorphyry

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Defines:
- MONTHS_OF_UNDECIDED_WAR = 1 (I see it as nothing but an annoyance.)
- ASSIGN_ACTION_DAYS = 1 (I don't play multiplayer, so exploits are of no importance to me.)
And what exactly do these changes do?
 

Toa Kraka

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Do you think you could provide your up to date modified files for this again?
Attached to this comment are the landed_titles files for Zeus9 + SWMH and Zeus10 + MiniSWMH. (I haven't yet started playing on Hades.)
I'm not as competent with the code.
It's about patience, not competence. The instructions provided here (and here) are very simple--it's just that copying and pasting those lines of code for (almost) every single empire, kingdom, and titular duchy takes a while.
And what exactly do these changes do?
The first item allows you to end a war quickly even if you haven't yet fought a "major battle", rather than forcing you to wait for several months. (IIRC, this delay was instituted because forcing a small realm into a quick peace before its larger allies can respond is considered an exploit.)

The second item allows you to reassign your councilors quickly if you accidentally click on the wrong province, rather than forcing you to wait for several months. (IIRC, this delay was instituted because moving councilors around quickly is an exploit to ignore the fog of war in multiplayer.)
 

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2ndPorphyry

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Thanks so much! And yes, I've been meaning to dig in and start really learning, but, frankly, I'm sick and I just wanted to change the file so my Exarchs would stop being asshats to their vassals in my current Alexiad.:p
 

zijistark

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The second item allows you to reassign your councilors quickly if you accidentally click on the wrong province, rather than forcing you to wait for several months. (IIRC, this delay was instituted because moving councilors around quickly is an exploit to ignore the fog of war in multiplayer.)

Actually, the delay is [now] to prevent the AI from redeploying its councillors constantly. If you work as a spymaster, e.g., you'll be teleporting around the world. No idea if this consumes more CPU (probably a bit but probably irrelevant) but it was a bit incoherent for any player councillor at least.
 
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