Yuuuuge update.
May as well release something now or I never will....
Changelog: 10-03-19
TMM: Basics for (Furry2)
Slave Armies
- They are now set up to have landed baron tier castles either in or adjacent to your capital province.
- Achieved via targeted decision on whichever non-dynastic, non-religious head etc baron whose castle you intend to "acquire".
- As such slave armies can only be enlarged, improved etc if they are landed. They can still function unlanded and there are decisions to grant them barony holdings if needed.
- Mamluks now exist only after 1240 and as-Salih's rise to power. They are based in the b_fustat holding and I have assigned historical characters who served as Atabek al-'Asakir to the title where possible. They can also still be created similar to the Varangians by decision after the Mongol Empire arrives.
- The Ghilmans now exist for the Abbasids but I am yet to work on them regarding holdings. They can be assigned a barony.
- Both Ghilman and Mamluks can be enlarged provided they are landed. They are also capable of rebelling if provoked or if they prefer your heir. Keep a sharp eye on their opinion.
- Slave commanders can only be jailed or suffer hostile diplomatic acts if they have been stripped of their command. Granting them diplomatic immunity is a workaround to stop the AI being dumb and trying to revoke their baronies. They can still be assasinated.
Obviously I intend to flesh all this out massively with their landed or landless status having effects on rebellion, morale, declining numbers, possibly factions etc. For now I just needed to see if it works.
At least with land they now have cause to spend the incredible amounts of money mercenaries hoard.
Historic characters and landed rulers
- Added much needed offspring and wives to three major mamluk emirs.
- Kitbugha, Tankiz and Qarasunqur now have their named historical sons. I'll probably add their named grandchildren too at some point. Tankiz now has his most well known spouse.
- Further source based additions to Levantine title history files. Chiefly more Mamluk governors of Kerak as well as regions in Edessa and Antioch. The Khwarezmian future father in law of Baybars now also holds Jerusalem when relevant. I intend my first war bookmark to be the Battle of La Forbie so this history change is the beginning of that modding process.
Retinues, buildings etc.
-Feudal Levantine and Egyptian Arabs no longer use camels. Replaced by Mujaffafat al-khayl which is supposed to represent the cataphract style cavalry employed in particular by central Islamic powers from the Ummayads onward. Either freeborn nobles or ghulams and mentioned regularly in both Muslim and Byzantine sources.
- Also given them the embolon tactic since their armies would have been heavily influenced by their Byzantine opponents and vice versa.
- Their castle culture now gives cavalry but this is just a placeholder.
I mainly used David Nicolle's paper on horse armour in the Islamic Middle East for unit name as well as the general idea.
-Various new buildings to really beef up Berber,Bedouin and other tribals. Tied to things such as terrain and culture. Norse rulers in eastern European provinces with ports get special buildings too.
- Certain cultures ( e.g Yemenis, Latin groups in Outremer, Ethiopians ) or religious orders ( Ismail'i assassins) if feudal also get new buildings to highlight historical martial characteristics.
Government
-Muslims can call tribal vassals to arms yet receive no tax from them. Hopefully provides some historic parallel especially with the more powerful tribals. In early bookmarks they should be valuable yet volatile military vassals.
Removed features
- Trainee mamluks; they kept being culled by the game often when reaching the age of 16. This is generally an issue anyway with many historical courtiers not being tagged as essential in large courts.
- The ghulam dynasty traits will be gone in the next release as they are pointless
Things to do
Far too much to say. Essentially whatever you think can be improved/added is probably what I also want to do!
Requirements: HIP Release - 2019-03-04 (Furry2) - Full SWMH & EMF
Install as you would any mod.
Place both the MOD.file and the TMM Basics folder in your CK2 mod folder area.
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Thanks to Aasmul and the HIP team