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EMF 11.2 [2020-07-09]
*CHANGES:*
*Adopt Feudalism* now also automatically passes *Limited Crown Authority* on all held titles that have crown laws.
*Adopt Feudalism* and *Found Merchant Republic* now also automatically pass *Title Revocation Allowed* for all eligible, held titles.
[SWMH] Non-nomadic provinces with only temple holdings can now prosper. If a nomadic character owns a province with only temple holdings, those provinces can now also prosper if they contain more than one holding.
[Vanilla Map] Provinces owned by nomads with only one temple holding can no longer prosper.
Restoring Old Borders of the Roman Empire:
Significantly improved performance when playing with Legacy of Rome enabled and a human player is playing as the Byzantine Empire, the Roman Empire, or the Latin Empire, especially when they are getting closer to restoring the original Roman borders.
Originally, the 15 events to check whether certain Roman borders were restored happened every 20 or so in-game days, and each check could potentially run a bunch of fairly slow sub-checks for whether the emperor/ess completely controls specific de jure duchies and/or map regions. These checks have now instead been made to run only when the emperor/ess or one of their vassals acquires a new title in some way, and only if that new title is supposed to be one of the old Roman borders.
Following a religion other than Hellenic or a Christian one no longer prevents the events for restoring the old borders of the Roman Empire from firing.
AI rulers can now also get events for restoring the old borders of the Roman Empire.
The events for restoring old borders of the Roman Empire now also show up for all characters within the realm of the emperor/ess who just restored them.
The event for restoring all of the original borders of the Roman Empire now show up for every ruler within diplomatic range of the emperor/ess who just restored them.
Elective Succession Laws:
Electors:
*Eldership* can now have up to 8 electors instead of only up to 7.
*Dynastic Elective*, *Eldership*, *Pictish Elective*, and *Tanistry* succession laws now also allow any claimants to become candidates, even if they are not of the current ruler's dynasty.
Under *Feudal Elective* succession, independent but de jure vassals of the title can no longer be electors; electors have to be direct or indirect vassals of the title. However, they can still be candidates and potentially win (which would end up causing their successors to become eligible electors as long as they do not become independent).
Under *Feudal Elective*, *Dynastic Elective*, *Elective Gavelkind*, *Pictish Elective*, and *Tanistry* succession, non-feudal and non-theocratic rulers can now be electors if they are direct vassals of the title in question, though they must also be count- or higher-tier if the holder of the title is feudal.
Under *Elective Gavelkind*, *Pictish Elective*, and *Tanistry* succession, if a title holder has another de jure title of the same tier, the de jure vassals of that other title can no longer be electors for the first title unless they are also de jure vassals of it.
Under *Feudal Elective* and *Dynastic Elective* succession for a de jure title that is also the title holder's primary title, if the title holder does not have any titular titles of the same tier, any of their vassals for whom the they have no de jure liege title of the same tier can now also be electors.
Example: the King of England also holds the Kingdom of Denmark and has some vassals who are de jure part of the Kingdom of Scotland. If both the Kingdom of England and the Kingdom of Denmark are *Feudal Elective*, then the King of England's vassals who are de jure part of the Kingdom of Scotland but have no lands in the Kingdoms of England or Denmark can now be electors for the Kingdom of England. Should the King of England acquire the Kingdom of Scotland, those Scottish vassals would no longer be electors for the Kingdom of England, even if the Kingdom of Scotland does not have *Feudal Elective* succession.
Under *Dynastic Elective*, *Eldership*, *Pictish Elective*, and *Tanistry* succession, secondary titles that are of duke- or lower-tier no longer have their own elections, similar to how it works under *Feudal Elective* and *Elective Gavelkind*. *Aztec Elective*, *Imperial Elective*, and *Princely Elective* succession also get this change, though this is not relevant for them unless they are assigned to a duke- or lower-tier title by a submod.
Under *Imperial Elective*, all characters who are neither councilors nor advisors but who can still vote in the council (or could vote if the council had any authority) are now also electors. This primarily affects regents, but can also extend to other characters through submods.
Under *Eldership* succession, the amount that age and/or learning contributes to whether or not a character becomes an elder is now gradual instead of divided into distinct steps. Children are now also never selected as elders.
Under *Princely Elective*, if the emperor is holding exactly one prince-elector title, the game does not add a new, eighth elector to the pool.
*Princely Elective* Prince-Elector Titles:
When starting a new game from a date where the (non-Carolingian) HRE already exists, all prince-electors are the ones that were the historical prince-electors (or major players in the electoral college) at that particular date.
The prince-bishoprics of Köln/Cologne, Mainz, and Trier are always prince-electors. The secular electors start out as the duchies of Saxony, Franconia (Upper Lorraine in SWMH until 1052), Swabia, and Bavaria in 962, and will over the course of scrollable history switch to be Saxe-Wittenberg/Saxony, Bohemia, Brandenburg, and Pfalz respectively by the late 13th century (the last to switch will be Swabia to Brandenburg).
When the game decides to designate a title as a prince-elector for *Princely Elective*, kingdom titles that were historically a part of the Holy Roman Empire now get prioritized over generic kingdom titles.
One of the emperor's titles can now become a prince-elector title if the emperor does not hold any prince-elector titles, though this is only likely to happen if they hold one of the historical secular prince-elector titles.
The game is now more likely to spread secular electors out geographically.
In case there is more than one eligible character when the game is looking for a new prince-elector, the game is now more random in breaking the tie.
Characters who hold a holy site of their religion in their demesne are now significantly highly rated to be ecclesiastical electors. This is usually most relevant when forming an early HRE on the vanilla map.
[Vanilla Map] Forming the HRE early now dynamically allocates elector titles instead of choosing between fixed sets depending on the region of the founder's capital province. There are also no set title preferences for electors if the HRE is formed this way.
Holders of elector titles no longer lose their electorship if they lead a revolt against the emperor of the HRE.
The set of titles that are considered historical electors now depends on the type of HRE in the game. They are listed below, with arrows describing how if a certain title is not held by anyone who could be an elector, the game keeps moving down the list until it either finds a title where this is the case or it exhausts all titles in the list for a given elector. Holding any of these titles increases the likelihood that a character is selected as a new elector when a spot opens up, with higher-tier titles giving a much larger bonus, and with fringe elector titles giving a slightly smaller bonus than core elector titles:
Ecclesiastical Electors:
For the regular HRE, the three core ecclesiastical electors are Köln/Cologne, Mainz, and Trier, with their de jure duchy titles taking priority over their county titles. The one fringe ecclesiastical elector is Chur, with its de jure duchy title taking priority over its county title.
For the SER, the three core ecclesiastical electors are Reims, Vivarés/Vivarais, and Liège, with their de jure duchy titles taking priority over their county titles. The one fringe ecclesiastical elector is Basel, with its de jure duchy title taking priority over its county title.
For the Carolingian HRE, the three core ecclesiastical electors are Köln/Cologne, Reims, and Vivarés/Vivarais, with their de jure duchy titles taking priority over their county titles. The one fringe ecclesiastical elector is Basel, with its de jure duchy title taking priority over its county title.
Secular Electors:
For the regular HRE, the four core secular electors are Franconia->Pfalz->Lotharingia->Lower Lothringen/Lorraine->Upper Lothringen/Lorraine, Swabia, Bavaria(->Niederbayern in SWMH), and Saxony(->Saxe-Wittenberg in SWMH)->Meissen, with the correspondingly named kingdoms taking priority over duchy titles. The two fringe secular electors are Kingdom of Bohemia->Duchy of Bohemia and Kingdom of Pomerania/Wendland->Duchy of Brandenburg.
For the SER, the three core secular electors are France->Valois/Île-de-France->Lotharingia->Lower Lorraine/Lothringen->Upper Lorraine/Lothringen, Aquitaine, and Burgundy->Provence, with the correspondingly named kingdoms taking priority over duchy titles. The two fringe secular electors are Kingdom of Bretagne/Brittany->Duchy of Bretagne/Brittany and the de jure kingdom of Barcelona->Duchy of Barcelona.
For the Carolingian HRE, there six to seven core secular electors that include all core secular electors of both the regular HRE and the SER, with Saxony excluded if the Saxon Wars are avoided. The two fringe secular electors are identical to the ones that the SER has.
Note that alternate world HREs do not have any titles marked as historical electors, so holding specific titles does not increase the chance of being selected as a new elector when a spot opens up.
AI Voting Behavior:
Electors are no longer more likely to vote for the ruler's candidate if the ruler is *Just*.
If a ruler is controlled by a human player, electors who do not like the ruler and/or do not trust their opinion are now less likely to vote for any candidate who is of the ruler's dynasty (other than themselves), as opposed to just the candidate currently favored by the ruler.
AI rulers are now much more likely to select one of their children or someone from their dynasty as their candidate. If a dynast who is not their preferred candidate becomes the prospective heir, they are also very likely to switch their vote to the dynast.
Voting preferences based on their personal opinion towards a candidate and/or a candidate's Prestige, Piety, education, high combat rating, attributes, and/or old age are now all based on gradual scoring instead of discrete steps.
When considering their opinions towards the current ruler, electors who are not the ruler's direct vassals now still use the opinion they would have if they were the ruler's direct vassal.
If an elector is selected by the ruler as their candidate, and said elector has a positive opinion of their ruler, they are now more willing to vote for themselves based on the fact that their ruler backs them.
Voting preferences based on whether a candidate is *Lustful*, *Chaste*, *Greedy*, or *Charitable* now make more sense than before.
*Shrewd*, *Burly*, and *Bright* are now also taken into consideration when voting for candidates.
Electors that follow a religion in the Eastern religious group now dislike candidates of their religion who do not happen to follow the same branch as they do, the same way it works for reformed religions with *Autonomous*.
*Zealous* electors now overlook *Possessed* when considering the ruler's candidate instead of overlooking *Lunatic*. Non-*Zealous* electors now consider *Possessed* when considering the ruler's candidate.
Elders under *Eldership* succession no longer prefer high Stewardship characters more than usual.
Elders with Intrigue education under *Eldership* succession now score characters who have a similar Intrigue-based background as them more highly, just like how elders with Diplomatic, Martial, Stewardship, and Learning educations score candidates that share their background more highly as well.
Electors now also consider a candidate's Dynastic Prestige in addition to their regular prestige. Candidates with less Dynastic Prestige than what the elective title's tier would give them (40 for empires, 20 for kingdoms, 10 for duchies) are now heavily disfavored by electors who are not of the same dynasty, a cadet dynasty, or the dynasty's parent dynasty. Otherwise, candidates gain 1 point for every 20 Dynastic Prestige that a character has, up to a limit of 20 points (achieved at 1000 Dynastic Prestige) to prevent too much dynastic stickiness.
Martial scores of candidates are no longer given extra consideration under *Elective Gavelkind* succession by warrior culture electors.
Combat Rating scores of candidates are now considered by non-pacifist tribal characters under all succession types, not just under *Elective Gavelkind*. They now also consider Combat Ratings ranging from 0 to 105, not just from 25 to 80. Warrior culture electors who are not tribal no longer take Combat Rating into extra consideration however.
Electors with low Zeal no longer care about a candidate's Piety, and electors with high Zeal now care twice as much about a candidate's Piety as before. Electors who also would see a candidate's religion as foreign do not care about their Piety at all.
Tribal electors now consider the government type of electors in all cases, not just under *Eldership*, *Elective Gavelkind*, and *Tanistry*, and feudal and republic electors now consider the government type of electors even under *Eldership*, *Elective Gavelkind*, and *Tanistry*.
Faith biases under *Dynastic Elective* are now reduced to be on par with those under *Eldership*, *Elective Gavelkind*, and *Tanistry*.
Cultural biases for tribal electors are now always higher, not just when under *Eldership*, *Elective Gavelkind*, or *Tanistry*.
Electors with high Ambition who could also be candidates are now much more likely to vote for themselves if they have even higher Ambition than what *Ambitious* alone would give.
Under *Eldership*, Displeased elders no longer deliberately vote for poor candidates. Instead, they will try to vote for someone who does not belong to the current ruler's dynasty.
Under *Eldership*, non-Ecstatic elders are now OK with voting for other elders who are either their friends, their lovers, or a non-foe close relative.
Under *Princely Elective*, prince-electors are now hesitant to vote for other electors who are not also their friend, lover, or non-foe close relative. If the emperor also holds an elector title, the other prince-electors are also less likely to vote for the heir of that elector title if said heir is not their friend, lover, or non-foe close relative, though the penalty is (deliberately) a lot less than the penalty for candidates who already are electors.
Candidates:
*Hunchback* and *Wrymouth* now disqualify candidates under *Imperial Elective*.
*Dynastic Elective*, *Eldership*, *Elective Gavelkind*, and *Tanistry* now allow characters who are either of a cadet dynasty to the current ruler or of whose dynasty the current ruler's dynasty is a cadet dynasty to be candidates.
Voting Power:
Under *Princely Elective*, if all traditional prince-elector titles are held by characters who can vote in the election, and the emperor is not a prince-elector, all prince-electors get an extra 99 voting power (extra 199 for theocracies under *Religion Head Investiture*). The emperor's vote can still be used to break ties and to shepherd the votes of the prince-electors.
Under *Eldership*, if the current ruler is less than 40 years old, all elders get an extra 99 voting power due to the ruler themselves not being considered old enough to have the same electoral clout as an elder. The ruler's vote can still be used to break ties and to shepherd the votes of the elders.
*Imperial Elective* Succession:
The amount that a councilor's job-related attribute and prestige contribute to their voting power is now gradual instead of divided into distinct steps. This also means that there is no cap on either of those contributions anymore.
The amount that attributes contribute to voting power is now a much smoother, even transition as a person goes from very low values to very high ones.
Marshals get two times as much voting power from their Martial as commanders. This is to counteract the effect where other councilors can get extra voting power from also being commanders while the marshal cannot.
Secondary spouses now gain less voting power for being married to the ruler.
Religious heads of the religion to which the ruler belongs now also gain extra voting power from it, even if they are not their ruler's Court Chaplain.
Greek politician electors with high Intrigue no longer gain extra voting power based on it, and Roman politician electors with high Diplomacy no longer gain extra voting power based on it. Instead, all politician electors gain extra voting power based on either their Intrigue or their Diplomacy; generally, the higher of the two is what contributes, but those in the Byzantine cultural group have a preference for using Intrigue, while those who are not have a preference for using Diplomacy.
Advisors and regents now also count as politician electors.
The current ruler's diplomacy no longer always contributes to their voting power. Instead, the contribution is based on either their Diplomacy or their Intrigue; generally, the higher of the two is what contributes, but Intrigue is preferred if the ruler belongs to the Byzantine cultural group, and Diplomacy is preferred if they do not.
Regencies now reduce the ruler's voting power by 25 and increase the regent's voting power by 25. If the regency is because the ruler is a child ruler of the Roman Empire or a successor to the Roman Empire, this reduction stacks with the reduction from being a child.
Child rulers of a successor to the Roman Empire now have their power reduced by 50 (from 40) in addition the reduction from being in a regency.
When Bogomilism is a heresy of the Orthodox, Monothelite, or Iconoclast faiths, it is now only treated as hostile to Catholicism and vice versa if Catholicism is not also a heresy of some kind.
Special behavior on the part of Taoist, Paulician, and Bogomilist religions with respect to what religions are hostile to them and/or to which religions they are hostile is no longer carried over to Random Worlds.
Added false negatives to the reaction of husbands and male senior consorts to when their female partner becomes pregnant to another man. Instead of always getting the "I was away, wasn't I?" event when this happens, characters who are *Trusting* now get a 50% chance of getting the normal pregnancy notification event, and characters who are neither *Trusting* nor *Paranoid* now get a 1% chance of getting the normal pregnancy notification (*Paranoid* characters will always get the "I was away, wasn't I?" event, but of course they also have a 50% chance of getting that event even when it is actually their child with which their partner is pregnant).
When a wife or a female consort knows they are pregnant with the child of a man who is not their legal partner, they will still get 10 Prestige if their legal partner does not already know that the unborn child is not theirs.
Holy Fury Crusades:
Halved the initial chance of an attacker joining a crusade when it is declared.
The attacker:defender strength ratio threshold above which potential new attackers with non-positive Zeal will no longer even consider joining a crusade during its monthly preparation phase is now 1.5 (from 2.0).
The attacker:defender strength ratio threshold above which potential new defenders will be especially willing to join is now 1.5 (from 2.0).
The pope now no longer cashes in favors with AIs to get them to join an ongoing crusade if the attacker:defender strength ratio is 1.25 or higher (from 2.0 or higher).
Potential new attackers are now less likely to join a crusade in preparation phase if the attacker:defender strength ratio is 1.0 or higher, and they are now especially less likely to join if the ratio is 1.25 or higher.
History's Forgotten Women:
The event where 1-2 daughters would sometimes be generated for various AI rulers (called "History's Forgotten Daughters") has been replaced with a new, more complex system for generating both wives and daughters at startup.
The system has three settings that can be changed through game rules: *Default*, *Aggressive*, and *Off*. The system is turned off completely at the *Off* setting, which is also the default setting for Random World games instead of *Default*. Otherwise, the system behaves as detailed below.
At *Default*, wives and daughters are only generated if it is extremely likely that a character did actually have a wife and/or daughters who are missing from the game's history files.
Wives are generated at startup for male characters who can marry and have children who are not *Bastard*, *Legitimized Bastard*, or *Child of Consort*, but do not have a registered mother.
Daughters are generated at startup for married rulers (or rulers with dead spouses) between the ages of 20 and 84 (64 for women) who could feasibly have (had) children, but who either have no children, have only one child (alive or dead) by the age of 25, and/or have only two children (alive or dead) by the age of 35; they also need to have (had) a spouse to whom this also all applies, but who is also not a ruler. In order to not affect succession, the ruler also can only have titles with *Agnatic* or *Agnatic-Cognatic* succession, and if they have any titles with *Agnatic-Cognatic* succession, those titles must not be an elective-type of title, the ruler must not be able to designate heirs, and the ruler must also either already have a male heir or a female child with a legitimate, male child. Descendants of Temujin will also never get generated daughters (because their family trees are extremely detailed and well-known).
At *Aggressive*, wives and daughters are generated where it's reasonably likely that the character could have had a wife and/or daughters who are missing from the game's history files.
Wives are generated at startup when they would have been under the *Default* setting, but also if the character is a duke, count, or baron who can marry, is 30 years old or older, has no recorded wife in the game's history files at all, is not *Celibate* or a *Eunuch*, and does not have the nickname "the Chaste".
Daughters are generated at startup when they would have been under the *Default* setting, but the age limits are relaxed to be no children at age 20, one child by the age of 23, two children by the age of 26, three children by the age of 30, and four children by the age of 35. Daughters can now also be generated under *Cognatic*, *Enatic-Cognatic*, and *Enatic* succession, though not for *Seniority*, *Patrician Elective*, or *Open* titles, and only if the ruler already has three other potential heirs. Elective-type titles that are not *Agnatic* still prevent daughters from being generated, as will heir designation if the ruler has any title that does not have *Agnatic* succession.
If a character is eligible for a generated wife, they will always get a generated wife at startup. If a character is eligible for a generated daughter, they will get 0-2 generated daughters, with the actual number depending on the start date (earlier start dates tend toward more daughters), and the number of children that they already have (the fewer they have, the more likely that they will get more daughters). Extremely high and extremely low fertility will also affect this number, as will whether or not the character is a Christian King/Queen or Emperor/Empress (which will reduce odds).
Generated wives have random traits and the same culture and religion as their spouse. They are aged such that they are generally a bit younger than their husbands, but are of an age where they could have been the parents of most of their spouse's legitimate children who do not have a recorded mother. If the age range of these children is 30 years or larger, the generated wife is aged such that she could have still been the mother of the youngest child in that group.
Generated daughters have random traits and the same culture and religion as their ruler parent. Their dynasty are their mother's if their parents are married matrilineally and their father's otherwise. They are always aged such that their ruler parent and one of their ruler parent's spouses (dead or alive) are valid parents, and such that they will not end up as the primary or secondary heir of any of their ruler parent's titles. However, the maximum age for any generated daughter is 22. If a generated daughter is of the same age as another, non-*Twin* child from the same parents, both the generated daughter and that other child will gain *Twin* and become twins.
Rulers with an active bloodline that enables *Enatic-Cognatic* succession now also automatically unlock *Agnatic-Cognatic* and *Absolute Cognatic* succession. None-doge patricians however still need their main merchant republic title's gender succession law to be compatible with the succession law that they want to adopt.
Non-theocracy Pragmatist, Glory Hound, and Moneymaker councilors without theocracy vassals but who are prince-electors under *Princely Elective* now generally also vote for *Free Investiture* and against *Religious Head Investiture* because these laws influence their voting power relative to the other electors.
[SWMH] China will no longer have an extra-special desire to conquer the duchy of Kucha, as it is located much further West than the area of the vanilla map that China has an extra-special desire to conquer.
If *Chinese Interactions* is not set to *All*, rulers with any lands in India are no longer considered within diplomatic range of China if they do not have any lands in the Chinese Region of Influence or Vicinity of China regions. At *Within Range*, rulers with any lands in Persia are also no longer considered within diplomatic range of China if they do not have any lands in the Chinese Region of Influence or Vicinity of China regions, though rulers with any lands through which the Silk Road runs will still always be considered within diplomatic range.
*Eldership* Events:
The event where a Displeased elder chooses someone to suggest to the ruler to administer on of their counties no longer has them choose between 1-3 members of the ruler's dynasty where one candidate is dumb, one is hated by the ruler, and one is generally incompetent. Instad, the Displeased elder gets to choose between 1-3 claimants of the ruler's title who do not belong to the ruler's dynasty, where one candidate is smart, one is hated by the ruler and liked by the elder, and one is generally competent.
The event where an elder is lonely can now trigger for Displeased elders as well, but it can no longer trigger for elders controlled by human players.
The event option where the ruler chooses to marry a courtier of theirs to an elder who is lonely has been greatly changed.
The selected suitor is now always one towards whom the elder could be romantically interested and whose sexual preferences align with the elder's, instead of one who is the opposite sex of the elder and is not their close relative. However, close relatives of the elder are only considered if the ruler also is either publicly following a religion that is OK with incest or has traits that make them be fine with it despite their religion.
The suggested suitor is now more likely to be someone who would be romantically interested in the elder as well, and they are also more likely to be someone who does not belong to the ruler's dynasty.
The suggested suitor and the elder only marry if they are allowed to, otherwise they become lovers.
If the suitor and the elder do marry, then the marriage will now be matrilineal if the elder is both female and a ruler herself, if the elder is female and the Eldership title does not have male-preference succession, or if the elder is male and not a ruler and the Eldership title has female-preference succession.
If the suitor is the same sex as the elder and/or a close relative of the elder, not all other elders might react positively to this choice. Among the other elders, only those who approve of the relationship (depending on their religion, their own sexual preferences, and traits that may let them be fine with incest despite their religion) will get an opinion bonus towards the ruler.
If a character has *Agnatic-Cognatic* or *Enatic-Cognatic* succession and their current player heir is male or female respectively, children who are not male or female respectively can no longer take the *Become Heir* ambition.
Adjusted Crusade, Jihad, and Great Holy War unlocking conditions:
All crusade/jihad/GHW-unlocking events based around certain provinces not being owned by characters of a certain religion and/or religion group now only check the top liege's religion, not the province owner's.
Crusades:
Can now also be unlocked by the Fraticelli Pope, not just the Catholic Pope, though only if Fraticelli is not a heresy.
Can no longer be unlocked by the Catholic Pope if Catholicism is a heresy unless Fraticelli is also a heresy.
The event where the crusades unlock because Byzantium has fallen now fires if the Byzantine Empire and/or any Orthodox holy sites in Europe are in the realm of an independent ruler who is either not Christian or considered a heretic by the Pope. The previous conditions were similar, but instead of Orthodox holy sites, the event checked for if either Constantinople or both Athens and Corinth was owned by such a character.
The event where the crusades unlock because of non-Christian intrusions into the Catholic heartland now fires if any two provinces that are mainland Western European or Italian holy sites of Western Christian religions, holy sites of Norse or Slavic pagan religions in the Francia, Iberia, and/or Italia regions, are Naples, and/or are in the duchy of Latium are in the realm of an independent ruler who is either not Christian or considered a heretic by the Pope. The previous conditions required such a character to own one of Paris, Toulouse, Provence, Köln/Cologne, or Bremen (though only if Bremen itself was Christian).
Can now automatically unlock without any extra conditions if both Muslim Jihads and Pagan Great Holy Wars have been unlocked before them.
Jihads:
Can no longer be unlocked by caliphs of heretic Muslim religions unless Mecca is in the realm of an independent ruler who is not a Muslim.
The event where a caliph automatically unlocks Jihads after 1187 has been disabled.
The event where Jihads unlock when Jerusalem is in the realm of an independent ruler who is not Muslim has been folded into the event where Jihads unlock because of non-Muslim intrusions into the Muslim heartland.
The event where Jihads unlock because of non-Muslim intrusions into the Muslim heartland now fires if any two holy sites of a religion that has a caliph are in the realm of an independent ruler who is not Muslim. The previous conditions required such a character to own one of Baghdad, Damascus, or Cairo.
The event where Jihads unlock because of non-Muslim intrusions into North Africa now fires if any two Muslim holy sites in Africa (from any Muslim religion, not just the one the given caliph is following) are in the realm of an independent ruler who is not a Muslim. The previous conditions required such a character to own one of Marrakesh, Tunis, or Al Djazair.
Can now automatically unlock without any extra conditions if both Christian Crusades and Pagan Great Holy Wars have been unlocked before them.
Great Holy Wars:
Pagan Great Holy Wars can now unlock before Crusades and/or Jihads, but require special conditions for doing so. If only one of Crusades or Jihads are unlocked, then the pagan religion that unlocks Great Holy Wars for all pagans must have two of their holy sites in realms of independent rulers who do not follow the same religion, do not follow the unreformed version of the same religion, and with whom the given pagan religion is not syncretized. If neither Crusades nor Jihads are unlocked, the previous conditions must be met for three holy sites instead of two.
Mazdan and Jewish Great Holy Wars can now only unlock after any two of Christian Crusades, Muslim Jihads, or Pagan Great Holy Wars have been unlocked.
The events that automatically unlock crusades/jihads/GHWs if they have already been unlocked for two other religions now unlock two times slower if the religion in question owns all of its holy sites and is not syncretized with any religious group for whom crusades/jihads/GHWs have been unlocked. They also now unlock two times faster if the religion in question has at least one of its holy sites owned by a religion for whom crusades/jihads/GHWs have been unlocked and with whom the given religion is not syncretized.
When the council proposes candidates for a title under an imperial government type, they are now much more likely to propose more than one alternative candidate who is highly approved of by the council.
AI Treatment-Seeking:
AI characters who are at an extreme risk of dying from an illness or disease now seek treatment constantly.
If an AI character has *Bubonic Plague* or *Cancer*, has a good chance of dying, does not have a bad Court Physician, and either has a good Court Physician or is at an extreme risk of dying, they are now significantly more likely to take the risky treatment option as a Hail-Mary.
*Flu* is now also a disease for which the AI will not try a risky treatment unless they have a good chance of dying from the disease (due to having low Health). Previously, this only applied to *Food Poisoning*.
Opinion checks for whether a character can be romantically interested in another now use personal opinion instead of normal opinion, which means realm diplomacy and opinion modifiers from laws and other realm-related sources are no longer taken into account.
Province Penalties from Winning with a Religious Subjugation CB:
When choosing a light approach to religious subjugation, affected provinces now suffer +0.4% revolt risk and -10% tax income, levy size, and levy reinforcement rate as a baseline, from -20% tax income, levy size, and levy reinforcement rate. They now suffer an additional -5% levy size, tax income, and levy reinforcement rate per settlement instead of -10% for each per settlement, and they now suffer +0.2% revolt risk per settlement instead of +0.5%.
When choosing a moderate/normal approach to religious subjugation, affected provinces now suffer +1% revolt risk and -20% tax income, levy size, and levy reinforcement rate as a baseline, from +2% revolt risk and -40% tax income, levy size, and levy reinforcement rate. They now suffer an additional -10% levy size, tax income, and levy reinforcement rate per settlement instead of -20% for each per settlement, and they now suffer +0.5% revolt risk per settlement instead of +0.8%.
When choosing a heavy-handed approach to religious subjugation, affected provinces now suffer +2% revolt risk and -40% tax income, levy size, and levy reinforcement rate as a baseline, from +4% revolt risk and -60% tax income, levy size, and levy reinforcement rate. They now suffer an additional -20% levy size, tax income, and levy reinforcement rate per settlement instead of -30% for each per settlement, but their +1% revolt risk per settlement remains the same as before.
*Free Infidel Revocation* Now Has Extra Penalties:
Rulers with *Free Infidel Revocation* can no longer use a light approach for religious subjugation CBs.
Any provinces conquered from an owner with a friendly religion either to an owner with *Free Infidel Revocation* and of a hostile religion, or to a direct or indirect vassal of a ruler with *Free Infidel Revocation* and of a hostile religion will automatically get province modifiers as if they were conquered with a religious subjugation CB.
Effectively, the province's religion needs to be one where a character with it could have had the title revoked through *Free Infidel Revocation*, and also one where their old owner could not have done so had they had access to *Free Infidel Revocation*.
The maluses applied are the same maluses as for the default/normal approach to religious subjugation. The maluses scale based on the number of baronies in the province held by someone who could have used *Free Infidel Revocation* or who is a direct or indirect vassal of someone who could have used *Free Infidel Revocation*.
If the provinces are obtained through a religious subjugation CB, no new/extra maluses are applied.
Castes:
Removed the extra bonuses from *Brahmin*, *Kshatriya*, and *Vaishya*. Caste traits now only have an effect regarding how religions that have caste systems treat the character.
For characters not following Zun paganism or an Indian religion or who are not Zun, Hindu, Indo-Aryan, or Dravidian, as well as for games where religions and/or religion names are randomized, *Brahmin*, *Kshatriya*, and *Vaishya* are now called *Learned Caste*, *Warrior Caste*, and *Professional Caste* respectively. In-game trait, decision, and chronicle descriptions have been updated to reflect this.
Caste traits on characters who do not follow a religion that follows a caste systems are now invisible to everyone who is not of a religion that follows a caste system. Among other things, this means that Buddhists and Jains no longer see if they or any other Buddhist or Jain character is a *Brahmin*, *Kshatriya*, or *Vaishya*.
All religions now cause caste traits to be generated for their characters (other than Ma'at, as Isis' ways are incomprehensible to mere humans).
Note: if continuing from an existing save, existing characters who are not Hindu, Jain, Buddhist, or Zun will not get caste traits assigned to them, but new characters will. Since characters would remain casteless when converting to Hinduism under previous versions anyway, this should not adversely affect gameplay, though you will miss out on being able to properly reflect your status upon conversion to Hinduism or Zun.
Changed the way caste is assigned to children born to parents of different castes. Instead of inheriting the "lowest" of their two parents' castes, children now inherit the caste of their "dominant" parent, i.e. the father if they are a child of a normal marriage, the mother if they are a child of a matrilineal marriage, their non-concubine parent if they are a child of a concubinage, or the parent whose dynasty they would get in all other cases (e.g. if they are a bastard).
The *Become Kshatriya* and *Become Vaishya* decisions now only convert those unlanded children vassals who are either of the same dynasty as the converting parent or are a *Bastard*. However, the decisions now also convert grandchildren and great-grandchildren that pass the same requirements.
Artifacts:
*Axe +2* now also gives +0.25 monthly prestige.
*Handgonne* now only gives a +15% Morale Offense bonus to commanded troops (from +20%) and is now considered a quality 5 artifact (from 4).
*An Upgraded Knife* no longer gives +1 *Duelist* opinion and is now considered a quality 1 artifact (from 2).
*A Heavy Blade* now only gives +7 Personal Combat Skill (from +10), only gives +1 *Duelist* opinion (from +3), is now considered a quality 2 artifact (from 3), and now gives +5% Morale Defence to commanded troops. *An Upgraded Heavy Blade* has had similar changes applied, but it now gives +8 Personal Combat Skill (from +11).
*A Short-Sword* now only gives +10 Personal Combat Skill (from +15), only gives +3 *Duelist* opinion (from +5), is now considered a quality 3 artifact (from 4), and now gives +10% Morale Defence to commanded troops. *An Upgraded Short-Sword* has had similar changes applied, but it now gives +11 Personal Combat Skill (from +16).
Merchant Republic Conclave Councilors:
Merchant republic titles are now always forced to have *Empowered Council*.
Advisor minor titles are no longer available to the doges of merchant republics. Yes, this also creates further incentive to have at least one of the doge's patrician vassals be a powerful vassal.
The Great Councilor minor title no longer grants an opinion bonus towards the current doge and now also grants a monthly salary of +0.1 wealth, which is identical to the monthly salary of actual councilors.
Great Councilors can no longer be manually fired from their minor title role. Instead, a Great Councilor can be promoted to a proper council position (i.e. Chancellor, Marshal, Steward, Spymaster, or Court Chaplain) through the *Promote Great Councilor* targeted character decision, though only if they are eligible for such a position and only if they are either filling in an empty spot or the current holder of the position can be fired.
Founding of Cadet Dynasties:
The conditions for being able to found a cadet have been standardized to all use the `emf_is_cadet_disqualified` scripted trigger instead of there being slight variations between the events that mark a person as eligible for founding a cadet dynasty and actually having them found a cadet dynasty.
Men can no longer found a cadet dynasty if their religion has *Enatic Clans* unless *Gender Equality* is set to *Full*.
Women can now found cadet dynasties if they belong to a feminist religion, even if *Gender Equality* is not set to *Full*.
Being the aunt, uncle, niece, nephew, or cousin of a dynastic head now also disallows a character from forming a cadet dynasty if they share the same culture and basic religion as their dynastic head.
Being the sibling or child of a dynastic head now also disallows a character from forming a cadet dynasty if they share the same basic religion but not the same culture as their dynastic head.
The sibling check for unlanded characters to make sure there is an older sibling who could inherit before them now properly takes into account that character's half-siblings, and it now checks for younger siblings instead of older ones if the dynastic head's primary title has *Ultimogeniture* succession.
Characters eligible to found a cadet dynasty must now also have at least 500 Prestige before a cadet dynasty is actually founded, which is the same amount of Prestige required for the *Become Distinguished* ambition. This ensures that whoever founds a cadet dynasty has to actually be an important person that would warrant them splitting off.
If a dynastic head has any title whose succession law is based on their heir being of the same dynasty as them, potential cadet dynasty founders now need to have one further degree of relatedness to them compared to if the dynasty head didn't have any such title (e.g. if normally a potential cadet dynasty found would need to not be the dynasty head's sibling, parent, or child, under a dynasty-based succession law, the potential cadet dynasty founder would also need to not be the dynasty head's aunt, uncle, niece, nephew, or cousin).
Bloodlines that increase a character's take from crusade pots now apply their percentage increase multiplicatively instead of additively. This means that the bonus is increased if the character supports the official crusade recipient and is completely negated if the character chooses a Selfish stance for the given crusade.
The *Hermetic Apprentice* minor title no longer grants any prestige, and therefore can now also be freely granted to patrician heirs of a doge.
Added three music tracks to the game: two will play for Muslim and Zoroastrian rulers, and the third will play for Indo-Aryan and Dravidian rulers. All three tracks are royalty-free and have licenses that should not cause issues with YouTube copyright algorithms. Authors are fully credited and licenses are stated in `music_credits.txt`.
*MINOR CHANGES:*
Choosing to give gemstones obtained from a Chinese envoy to a spouse when the character has multiple spouses now only gives the gemstones to the primary spouse if they are neither incapable, in prison, or otherwise inaccessible. Otherwise, the gemstones will be given to a random spouse who is neither incapable, in prison, or otherwise inaccessible.
If a Theocracy ruler changes their religion to one where they would not be eligible to remain a Theocracy ruler, instead of always spawning a new character to replace them, they can now be replaced by a suitable member of their court instead, if one exists. The new character needs to be the same religion as their new one, needs to be allowed to become a priest, and needs to either be lowborn or have the same dynasty as the old ruler; characters who have the same culture as the old ruler will generally be preferred.
*al-Mulk* government has been renamed *al-Mamlaka*, a more conceptually appropriate term.
The chances of becoming pregnant from unprotected sex now scales continuously with both partners' fertility instead of being constrained to 2%-chance steps.
The *Kshatriya*/*Warrior Caste* trait has a different icon for Christian, Jewish, and Pagan characters that is more appropriate than one containing a Persian/Indian-style headdress, as well as a separate icon for Muslims that is also different.
*FIXES:*
Reverted the change where *Low Tribal Organization* would unlock access to title revocation laws due to issues with overlap regarding crown authority laws. Passing *Low Tribal Organization* now just enables title revocation without the option to switch it off for opinion bonuses, just like pre-11.1 behavior.
Passing *High Tribal Organization* now properly passes the default tribal focus and tribal obligation laws, and tooltips are now properly present in all tribal organization laws showing whether they would lock or unlock access to tribal focus and tribal obligations laws.
If playing without Conclave, tribal organization laws no longer display tooltips about unlocking tribal levy and tribal tax laws (since they do not exist in EMF).
*Found Merchant Republic* now properly passes *Limited Crown Authority* on held titles with crown laws, as *Autonomous Vassals* is not normally allowed for merchant republics.
The tooltip saying whether or not *Free Infidel Revocation* can be passed no longer displays two entries for "Is NOT Hellenic" before the Hellenic faith is reformed.
[SWMH] The *Custom Wealth Transfers* rule now properly shows up and can be set to a value other than *Players Only*.
[Vanilla Map] Hasar (Temujin's brother) now properly inherits genetic traits from his parents when he spawns.
[SWMH] The Assassins no longer always murder a character's spouse if they are decadent.
[SWMH] Switching away from Chinese Imperial now properly switches to an imperial government type if the ruler still has *Imperial Administration*.
*Dynastic Elective* now properly has an elector pool that reflects its description.
*Introduce Heir to the Realm* now properly shows up for eligible children.
The special council voting logic where Holy Fury crusades and prepared invasions would always be accepted by the council in vanilla now work properly in EMF.
AI patricians should no longer try to start prepared invasions if the game rules are set so that patricians cannot use "Fast Conquest" CBs.
The Byzantine Empire and its vassals now properly show up as having Imperial government in the main menu before starting a new game.
*Pillage Settlement* can properly no longer be taken if another province owned by the same character has been pillaged recently.
Non-Taoist characters whose public religion is in the Eastern group now always properly consider Taoist as a hostile religion (for public purposes).
Husbands are now properly notified if their wife whose is also their lover gets pregnant.
[SWMH] The Rashtrakuta and Alfred the Great bloodlines are now properly added.
If a player's direct heir happens to hold one of the forbidden titles for being emperor of the HRE (i.e., Kingdoms of Burgundy and Italy) and the player is the current emperor, then when the player dies, the forbidden title(s) held by the player's heir will no longer be destroyed.
When the Fourth Crusade is launched, the crusade piety pot is now properly reduced to 0 instead of potentially going into the negatives.
The Fourth Crusade now properly retains the target that is set when the doge makes their passionate speech.
The event where a character is prompted to convert to the culture of their capital province can now properly trigger for non-Nahuatl capital provinces.
The event where a theological debate occurs during the business trip Business Focus event chain no longer triggers twice if a character chooses the high learning option in the event before it in the chain.
Fixed a few cases where Theocracy characters for whom the Fake Feudal government type needed to be used for changing their religion would not turn back to Theocracy afterwards (e.g. when they are married, but their new religion does not allow priests to marry, they will now divorce their spouse before trying to flip back to Theocracy).
If a Theocracy character who would normally need to go through a Fake Feudal government type when converting converts to a Muslim religion or a religion where feudal characters can hold temples, they now properly convert to an appropriate type of feudal government instead of staying as Fake Feudal.
If playing with Holy Fury, de jure vassals of the target title in the First Crusade are now properly willing to join the defender's side.
The Birth of the Druze will now properly show the name of the founder of the Druze religion, and the event box is no longer smaller than the event's color border.
Titles that can be held without land and titles that must always be a character's primary title can now have *Agnatic-Cognatic* and *Cognatic* succession.
The description of *Princely Elective* succession now properly displays the titles of traditional electors for the Saint-Empire Romain. It also no longer assumes that the first three elector titles are counties and that the last four elector titles are duchies.
*Princely Elective* Prince-Elector Titles:
Rulers who own both Bohemia and another traditional elector title no longer get double credit for owning titles that traditionally were electors.
The game no longer gives extra priority to indirect vassals of the HRE/SER who are among the most powerful vassals within their direct liege's realm.
[Vanilla Map] A Silk Road trade post can now be built in Debul again.
Fixed various cases where only the leader of a crushed revolt would be imprisoned and have their revolt-based event troops disbanded instead of this happening to all vassal participants in the revolt.
The tooltip for the Declare War decision no longer falsely implies that vassals cannot declare internal wars of any kind if their realm has *Internal King's Peace* or *Complete King's Peace*, as wars against direct lieges are always allowed (primarily to make sure revolts can still fire properly).
The tooltips for *Internal King's Peace* and *Complete King's Peace* now properly list their effects of disabling certain war types for vassals.
[SWMH] Deccan is now properly considered part of India.
Fragmentation of the Mongol Empire:
The new owners of each of the Mongol successor state titles are now much more likely to transfer entire vassals to each other who are located in the wrong territory instead of stripping these vassals of all of their titles and transferring the titles to the appropriate Mongol successor state owner directly.
If a province is in the home region of one of the new Mongol successor states, but is only connected to the successor state's capital through a few provinces that are not in the home region of the same Mongol successor state, it is now much less likely to end up getting transfered to a different Mongol successor state.
Events that previously required player input before their effects would take place now don't, and instead the player is just shown a tooltip of the effects that had taken place when the event fired. This is necessary to make sure vassal player characters can get transferred properly during the event chain instead of causing their part of the chain to halt and get out of sync with the other characters' parts.
The event where titular titles are automatically destroyed if their holder has a de jure title of a higher rank (or the same rank and where the titular title isn't one that must always be the character's primary title) now no longer triggers if the titular title in question has different succession behavior for its primary heir than any de jure titles that could cause it to be automatically destroyed. Among other things, this also means that if a character has a primary title that is de jure and follows an elective succession type, any titular titles they have that are lower-tier than it that also cannot be paired to a higher- or same-tier de jure title also under it are no longer automatically destroyed (since losing the election could cause the heir to the elective title to be different from the heir to the titular one).
France's access to De Jure Claim CBs for the Kingdom of Aquitaine if the Kingdom of Aquitaine has no holder now also extend to the De Jure Duchy Claim CB.
The event where an unlanded relative or courtier becomes sick now immediately triggers a treatment request if the appropriate options are chosen, and it now also displays a tooltip for the options that would cause the unlanded character to seek treatment when they would want to.
Human characters successfully seducing another character now always get the option to make them their lover, even if the character they control would not be romantically interested.
Isis and her courtiers can no longer be swayed or antagonized, and they can no longer be dueled or recruited into warrior lodges should they somehow pass all other requirements for those decisions.
Event-spawned babies now properly get all EMF-specific events that occur at normal birth.
The tooltips in the weaponsmith event chain now properly display the new prospective effects of the different artifacts that can be made instead of their vanilla effects.
Great Works models:
Statue of a Horse now has a 3D model of a statue instead of that of a generic Great Work.
Aztec Pyramid now has a 3D model of a pyramid instead of that of a generic Great Work.
Petra no longer has a 3D model, just like how Underground City doesn't. For those playing with the Conclave Content Pack, there will be a model of the Petra on the map anyway.
Taking things further with a same-sex potential lover during a tournament now properly ends up with the character interacting with the potential lover instead of with themselves.
Factions now only demand reversions to succession laws that could be passed regularly under the current holder.
Factions can now properly demand that a ruler revert back to *Enatic-Cognatic* or *Enatic* succession.
Merchant republic capital provinces are no longer immune to being targeted by adventurers and/or spawned revolts.
Wealth transfer decisions in multiplayer now properly display the amount of wealth transfered.
Buildings are now properly built in the territory of AIs who start the game at war with someone.
*VANILLA FIXES:*
Religious heads are now properly more likely to accept requests for a crusade or great holy war if their religious authority is less than 70%, with a greater boost if it's less than 50% and an even greater one if it's less than 25%.
*Warrior Training* can no longer be taken if a character has too many leadership traits compared to their education. However, AI characters with a lifestyle trait can now take this decision.
When a character visits a tomb of a saint, they can no longer be "inspired" to take up a trait that they already have or that the saint character did not have.
Under *Eldership* succession, Pleased elders are now properly influenced by a candidate being *Strong* and/or *Slothful*.
Under *Imperial Elective* succession, candidates who have a Diplomacy, Martial, or Intrigue score between 25 and 29 can now properly get recognized for being good orators, generals, or schemers, thereby potentially increasing their candidacy scores.
[Vanilla Map] If playing with *Charlemagne Story Events* set to *On*, Bertrada will now properly approach Carloman for forgiveness if Charlemagne dies before Carloman.
When playing with Conclave, spawned characters aged between 9 and 15 will no longer sometimes spawn with 4 or more childhood personality traits.
If a tributary's suzerain revolts against their liege while the tributary is in a Free Tributary war against the liege, the war is no longer invalidated, and if the tributary wins before the revolt ends, they are set free from their suzerain.
The *Become Heir* ambition's conditions are now based off of the character's liege/parent's player heir, not their current heir.
Vassal titles that do not have crown laws and whose crown law title has *External Inheritance Disabled* can no longer be inherited by characters outside their crown law title's realm.
Added a failsafe measure that should prevent patricians from being able to build trade posts in the territory of a ruler that has embargoed their merchant republic, which would previously cause the trade post to be automatically destroyed after it finishes without refunding its construction cost.
The religion requirements for the *Imperial Reconquest* casus belli have been made visible.
Some of the Warrior Lodge legendary hunt events that depend on the presence of a co-hunter and that previously did not check if the co-hunter was alive when the event fired now properly do so.
All crowns and scepters tied to specific titles should now always get transfered to the proper new holder of the given title upon the death of the old holder.
Characters no longer have the option to pay for the maintenance of inherited artifacts that are indestructible, since the penalty for not doing so would be the destruction of the artifact.
*MODDING:*
Sets of modifiers that are most commonly used in succession voting have now been outsourced to `common/scripted_score_values/emf_succession_voting_score_values.txt`. Going forward, changes to succession voting rules will mostly be done through the score modifiers found in that file.
The scripted trigger for `emf_is_swmh` is now based on a separate file that gets overwritten at install time when appropriate instead of being based on whether or not the SWMH global flag is set. The global flag is still set and used, both for compatibility purposes and because events can use it as a pre-trigger, but submods that contains some functionality that changes depending on whether or not SWMH (or MiniSWMH) is installed should preferably use that scripted trigger instead of manually checking for the presence or absence of the SWMH global flag.
Submods that change the effects of certain council laws now have these changes automatically replicated in changes to tribal organization laws instead of needing a separate set of entries for them.
EMF 11.1 [2020-03-06]
*CHANGES:*
The day-1 customization decision, *Convert to Merchant Republic* no longer blocks Muslims from using it. The day-1 diplo-customization, used on other rulers, already stopped blocking Muslims when we added the Muslim Merchant Republic government.
The HRE must now *always* first be formed via its associated formation decision (can't, at first, be created like a normal title).
[SWMH] Adaptation to the new de jure setup in Iberia for earlier start dates:
Decision: *Create the Kingdom of León*
Decision: *Create Castille*
Decision: *Create Aragon*
Decision: *Create Portugal*
Automatic Christian Iberian Kingdom De Jure Expansion:
Now supports the new SWMH de jure setup for the Kingdom of Aragon in early starts (i.e., the Kingdom doesn't exist at all until formed via decision, so more duchies must now be supported for de jure expansion).
De jure expansion of Portugal now works interchangeably with de jure expansion of Galicia, as Galicia is now the default de jure title in the West at early starts.
For the purpose of de jure county claim CBs, the Kingdom of France now has de jure pretension over the territory of Aquitaine as long as the Kingdom of Aquitaine has no holder. It does not, however, get access to higher-tier de jure claim CBs over Aquitaine (e.g., ducal-tier unlocked at *Medium Crown Authority* or kingdom-tier unlocked at *Absolute Crown Authority*).
Tiered Prestige and Piety rewards and penalties now look at characters' real tiers (so e.g. leading a revolt no longer causes these rewards and penalties to scale up), and they now also consider the tiers of all spouses (in the case of polygamy) and/or the tier of the senior consort party in a concubinage.
Adjusted which religions are indifferent towards homosexual behavior:
All religions in the Eastern group are now indifferent towards both male and female homosexual behavior.
At the time, the only religion in this group that had any sort of mention of homosexual behavior being intrinsically worse than heterosexual behavior was Buddhism, and even then it only existed in certain schools that would need to be defined even more narrowly in CK2 than with just the branch traits. For simplicity's sake, these technicalities are ignored and the entire group is just included.
Pagan religions that reform with *Eastern Syncretism* and without *Christian Syncretism*, *Muslim Syncretism*, or *Mazdan Syncretism* are now indifferent towards both male and female homosexual behavior.
Pre-reformation pagan religions are seen as fairly maleable with regard to views on homosexual behaviors, so if they choose to have syncretism with the Eastern group (which is indifferent towards both male and female homosexuality) and choose not to have syncretism with the Christian, Muslim, or Mazdan groups (none of which are indifferent towards any type of homosexuality), then they should end up with the same indifference towards homosexuality as religions in the Eastern group.
Hellenic is now only indifferent by default towards male homosexuality, not towards female homosexuality. It is only also indifferent towards female homosexuality if it is reformed with *Enatic Clans* or *Equality* (or some other doctrine that produces either gender equality or a female-dominated society), or if it is reformed with *Eastern Syncretism* and without *Christian Syncretism*, *Muslim Syncretism*, or *Mazdan Syncretism*.
This reflects the prevailing Roman attitudes towards homosexuality during the Principate and Dominate periods. All male homosexual roles were seen as normal (whereas in the Republic and earlier eras, some were seen as demeaning or inappropriate), but lesbianness was greatly frowned upon, even if it still was not seen in as bad of a light as under Christianity.
Standardized opinion modifiers related to unfaithful spouses:
The version of *Unfaithful Lecher* that females in gender-equal or feminist circumstances get towards unfaithful male partners now gives -100 opinion (from -25) and now also gives a valid reason to banish the target. This brings it more in line with *Unfaithful Harlot*.
*Unfaithful Harlot* no longer stacks multiple times, now also gives a valid rason to banish the target, now also disables Non-Aggression Pacts with the target, and now makes the target count as a foe of the opinion modifier holder. This brings it more in line with the version of *Unfaithful Lecher* that females in gender-equal or feminist circumstances get towards unfaithful male partners.
Added a variant of *Unfaithful Harlot* that is applied to males with unfaithful female partners towards their partner when the male character follows a religion with *Enatic Clans*. This variant is mechanically equivalent to the version of *Unfaithful Lecher* that female characters get towards unfaithful male partners when they do not have gender equality: it is a non-stacking, -25 opinion modifier that usually lasts for 10 years.
*Cuckolded* (the public variant) no longer stacks multiple times and now also gives a valid reason to banish the target.
*Slut Seductress* now gives -100 opinion (from -80), no longer stacks multiple times, now usually lasts for 10 years (from 20), and now gives valid reasons to execute or divorce the target and/or revoke one of the target's titles. This brings it more in line with *Cuckolded*.
*Unfaithful* now usually lasts for 10 years (from 5).
*Cuckolded* (the private variant) now usually lasts for 10 years (from 20).
Added a variant of *Slut Seductress* that is applied to females with unfaithful male partners towards said partners' female lover(s) when they do not wish to make the affair public. It is mechanically equivalent to the private version of *Cuckolded*: it is a stacking, -80 opinion modiifer that usually lasts for 10 years.
The Way of Life event where a character can confront their spouse or their spouse's lover about their relationship:
There is now a new option where a female character can ignore their male spouse's relationship with a male lover without penalties. This option only appears if the female character's true religion is indifferent towards male homosexuality, or if they are neither *Zealous* nor have a Zeal of 25 or higher.
The option where a male character can ignore their female spouse's relationship with a female lover without penalties can now only appear if the male character's true religion is indifferent towards female homosexuality, or if they are neither *Zealous* nor have a Zeal of 25 or higher.
If the character's spouse is also their lover, the event no longer triggers in a way that targets someone who is both their lover and their spouse's.
Can now trigger for wives following a religion that allows characters to have multiple wives (i.e. wives can now confront their adulterous husbands even if they follow such a religion).
Adjusted the effects of having an illicit relationship revealed:
Prestige and Piety are now also lost for both parties even if the relationship was revealed outside of event chains related to Seduction focus. The recouping of lost Prestige based on being in a non-deviant relationship with a higher-tier character now also works the same way. Prestige and Piety lost (and recouped) in this way now also always scales off of the characters' tiers instead of being fixed amounts.
If the illicit relationship is between the spouses and/or consorts of the same character, that character now only gets *Unfaithful Lecher* or *Unfaithful Harlot* towards both characters instead of both *Unfaithful Lecher* and *Cuckolded* or both *Unfaithful Harlot* and *Slut Seductress*, and the character can no longer end up rivaling one or both characters.
Piety is lost for ascetics and landed priests who belong to any religion that does not allow them to marry if they are caught in an illicit relationship, not just Christian ascetics and priests, and the amount of Piety lost now scales with their tier.
Concubines no longer get *Unfaithful Harlot*, *Unfaithful Lecher*, *Cuckolded*, or *Slut Seductress* towards their senior consort or their senior consort's revealed lover(s).
Revealed homosexual relationships between unmarried characters who are not closely related now no longer count as adulterous when neither are concubines and neither have concubines, representing the views at the time of what counts as adultery. The characters involved are still going to get various penalties if they follow a religion that is not indifferent towards the type of homosexual relationship that they engaged in, but they do not get *Adulterer* or *Adulteress*.
If a married/concubine character is revealed to be in a homosexual relationship, their spouse(s) and/or senior consort can now gain *Unfaithful Lecher* or *Unfaithful Harlot* towards them (and *Cuckolded* or *Slut Seductress* towards their lover) if the spouse or senior consort in question both follows a religion that is not indifferent towards the type of homosexual relationship revealed and is either *Zealous* or has a Zeal score of 25 or higher.
If both parties in a revealed, illicit relationship are both lovers of one of the party's spouses or senior consorts, said spouse or senior consort does not get *Unfaithful Lecher*, *Unfaithful Harlot*, *Cuckolded*, or *Slut Seductress* towards either of them.
Unreformed pagan title holders (other than holy orders) can no longer pass *Free Infidel Revocation*; characters who convert to an unreformed pagan religion when they already have *Free Infidel Revocation* are already handled by the Crown Authorty downgrade that happens after they convert. However, it is now also no longer required for *Imperial Administration* for unreformed pagan characters, similar to followers of reformed pagan religions with *Cosmopolitan* or a syncretism doctrine.
Standardized religion features when reforming a religion without Holy Fury enabled. Each reformed pagan religion gets the effects of their preferred Nature doctrine, their religion-specific doctrine, and their preferred Leadership doctrine from Holy Fury:
Reformed Norse (Pagan) gets the effects of *Warmongering*, *Sons of Ragnarok*, and *Temporal*.
Effective changes:
AI characters following this religion now only try to convert others if they have a high Zeal.
Characters following this religion get +2 Stewardship.
Rulers following this religion can now keep vassal levies raised without opinion penalties, but suffer a Prestige penalty if they have been at peace for too long.
Reformed Tengri gets the effects of *Warmongering*, *Eternal Riders*, and *Hierocratic*.
Effective changes:
AI characters following this religion now only try to convert others if they have a high Zeal.
Troops now also get +10% Morale and ignore defensive attrition.
Characters following this religion can perform Prepared Invasions.
Rulers following this religion can now keep vassal levies raised without opinion penalties, but suffer a Prestige penalty if they have been at peace for too long.
Male characters following this religion can now have up to 4 wives instead of having consorts, and female characters following this religion can now have up to 3 concubines.
Reformed Romuva gets the effects of *Unyielding*, *Defenders of Dievas*, and *Autocephalous*.
Effective changes:
AI characters following this religion now only try to convert others if they have a high Zeal.
Can no longer call Great Holy Wars.
Characters following this religion are now harder to convert and now have attribute penalties from illness reduced by 1.
If playing with Reaper's Due, provinces following this religion now have a minimum depopulation resistance equivalent to a level 3 hospital (this also means they do not get any depopulation resistance benefits from hospital levels 1-3).
The religion now has autocephaly, i.e. if it is spread over large regions, each region has its own effective religious head.
Reformed Suomenusko/Muinaisusko gets the effects of *Unyielding*, *Survivors of Ukko*, and *Autocephalous*.
Effective changes:
AI characters following this religion now only try to convert others if they have a high Zeal.
Can no longer call Great Holy Wars.
Characters following this religion are now harder to convert and now have attribute penalties from illness reduced by 1.
If playing with Reaper's Due, provinces following this religion now have a minimum depopulation resistance equivalent to a level 3 hospital (this also means they do not get any depopulation resistance benefits from hospital levels 1-3).
Rulers following this religion no longer have a short reign penalty.
The religion now has autocephaly, i.e. if it is spread over large regions, each region has its own effective religious head.
Reformed Aztec (Pagan) gets the effects of *Warmongering*, *Invaders*, and *Temporal*.
Effective changes:
AI characters following this religion now only try to convert others if they have a high Zeal.
Troops now also get +10% Morale and ignore defensive attrition.
Characters following this religion can perform Prepared Invasions.
Rulers following this religion can now keep vassal levies raised without opinion penalties, but suffer a Prestige penalty if they have been at peace for too long.
Rulers following this religion now have significantly lower maintenance costs for ships, are considered seafarers, and can now raid.
The reformer of the religion now also becomes the religious head and gains an associated scepter artifact.
Reformed Slavic/Slavianska Vera (Pagan) gets the effects of *Unyielding*, *Children of Perun*, and *Autocephalous*.
Effective changes:
AI characters following this religion now only try to convert others if they have a high Zeal.
Can no longer call Great Holy Wars.
Characters following this religion are now harder to convert.
Rulers following this religion no longer have a short reign penalty.
The religion now has autocephaly, i.e. if it is spread over large regions, each region has its own effective religious head.
Reformed African (Pagan) gets the effects of *Proselytizing*, *Totem-Guardians*, and *Autonomous*.
Effective changes:
No longer gets +90% Morale in home territory, +90% garrison size in home territory, and +30% garrison size elsewhere.
Can no longer call Great Holy Wars.
Characters following this religion now get +2 Stewardship and now have attribute penalties from illness reduced by 1.
Now get the same increased conversion speed that *Proselytizing* religions would get in Holy Fury.
Priests of this religion can no longer marry or inherit titles.
A religious head is no longer generated.
Characters following this religion can now choose to follow one of four religious branches.
Reformed Zun gets the effects of *Warmongering*, *Dawnbreakers*, and *Hierocratic*.
Effective changes:
AI characters following this religion now only try to convert others if they have a high Zeal.
Now gets +45% levy size and +22.5% maximum manpower instead of +90% Morale in home territory, +90% garrison size in home territory, and +30% garrison size elsewhere.
Characters following this religion can perform Prepared Invasions.
Rulers following this religion can now keep vassal levies raised without opinion penalties, but suffer a Prestige penalty if they have been at peace for too long.
If playing with Rajas of India or Jade Dragon, rulers following this religion (who do not have an elective-type succession law) can now designate heirs.
Rulers following this religion can now raid.
Vassals whose true religion is this one are now much more likely to start and join factions against their liege.
Male characters following this religion can now have up to 4 wives instead of having consorts, and female characters following this religion can now have up to 3 concubines.
Reformed Hellenic gets the effects of *Cosmopolitan*, *Civilized*, and *Autocephalous*.
Effective changes:
AI characters following this religion now only try to convert others if they have a high Zeal.
Can no longer call Great Holy Wars.
Now gets the same extended intermarrying, Moral Authority penalty, slower conversion speeds, immunity to bad conversion events, and increased likelihood for cultural technology acquisition events that *Cosmopolitan* religions would get in Holy Fury.
If playing with Rajas of India or Jade Dragon, rulers following this religion (who do not have an elective-type succession law) can now designate heirs.
Rulers following this religion can no longer pass *Free Infidel Revocation*, but also no longer need it to pass *Imperial Administration*.
The religion now has autocephaly, i.e. if it is spread over large regions, each region has its own effective religious head.
Reformed Bön gets the effects of *Peaceful*, *Harmonious*, and *Autonomous*.
Effective changes:
AI characters following this religion now only try to convert others if they have a high Zeal.
No longer gets +90% Morale in home territory, +90% garrison size in home territory, and +30% garrison size elsewhere.
Can no longer call Great Holy Wars.
No longer gets defensive attrition.
Is now considered a pacifist religion. Rulers get a demesne bonus and an opinion bonus towards their liege, are less likely to start and join factions, and have slightly different opinions towards certain traits for scoring in elective-type succession.
Characters following this religion now get +2 Learning and no longer have a penalty towards female rulers, but are no longer hard to convert.
If playing with Rajas of India or Jade Dragon, rulers following this religion (who do not have an elective-type succession law) can now designate heirs.
Rulers following this religion get +1 Piety per month when they are at peace, but can no longer raid.
Characters following this religion are no longer allowed to marry cousins, aunts, or uncles.
A religious head is no longer generated.
Characters following this religion can now choose to follow one of four religious branches.
Changed certain aspects of Unreformed Hellenic to make it behave more like how *Cosmopolitan* religions do.
Can now also intermarry with Muslim and Israelite characters.
Now has even slower conversion speeds, even compared to other unreformed religions.
Now has immunity to bad conversion events and is more likely to get cultural technology acquisition events.
Voters for elective-type succession laws now treat candidate religions the same way they would if they were following a *Cosmopolitan* religion.
Employment Decisions:
*Invite Holy Man to Court* has been renamed to *Invite (Priest) to Court*, where (Priest) is replaced with the generic name for a member of the clergy of the character's religion. In addition to Piety, it now also costs wealth to use (the same amount as for most other employment decisions). It now also no longer causes the spawned character to be an ascetic for Christians.
*Invite a Noble to Court* has been renamed to *Invite a Bureaucrat to Court* to make it consistent with its caste effects.
The wealth cost of employment decisions is now capped at 100.
Characters generated through the employment decisions are now more likely to actually be worth the wealth needed to recruit them. They are more likely to have higher stats (both in their area of speciality and outside of it), they are more likely to have a higher-tier education trait, and they are slightly more likely to gain extra, positive traits than before.
Auto-lander Decisions:
The auto-lander can now properly generate priests for temple holdings, and it now no longer generates stewards for castle and tribal holdings unless it is instructed to.
The wealth cost of giving a random character of the same religion and culture as the ruler a title whose province is not the same religion and/or culture as the ruler is now 25% of the ruler's yearly income (from 12.5%), but is now also capped at 100.
Random characters generated through the auto-lander now have the same stats as if they were generated through the appropriate employment decision.
When using *Grant Recently Acquired Land* in singleplayer and choosing to go for a random character, the game now lets you choose what type of character the player would like (soldier, priest, or steward), and if the player character's culture and/or religion is different from the given title's province's, whether they would like to send someone from their culture and religion (which costs wealth) or to recruit a local. This also means that taking this option is no longer free if the character wishes to assign someone from their own culture and religion to a province that does not match their culture and/or religion.
*Grant Recently Acquired Land* in multiplayer now costs wealth for every title to be given out whose province's culture and/or religion does not match the player character's, with the cost being the same as if they had hired someone from their own culture and religion to administer the province instead of a local. This wealth is transfered to the new governors.
Added a new decision called *Grant Recently Acquired Land to Locals* that is available in multiplayer if a character has any recently acquired titles whose provinces do not match the character's culture and/or religion. It does the exact same thing as *Grant Recently Acquired Land*, but gives all titles to locals instead of to characters whose culture and religion match the player character's. This does not cost wealth.
Added four new, title-targeted decisions for multiplayer: *Grant County (Priest)*, *Grant County (Local Administrator)*, *Grant County (Local Priest)*, and *Grant County (Local Military Governor)*.
*Grant County (Priest)* is similar to *Grant County (Administrator)*, but grants the title to a randomly generated, same-culture, same-religion priest instead of a randomly generated, same-culture, same-religion steward.
The other three decisions are almost identical to *Grant County (Administrator)*, *Grant County (Priest)*, and *Grant County (Military Governor)* respectively, but grant the title to a character whose culture and religion match those of the title's province instead of those of the player character.
Many events that spawn random characters with a particular speciality now spawn characters who are all-round more competent instead of being incredibly narrowly focused on their area of expertise.
Changes to the Initial Setup of Druze:
When starting a game before the 1st of January 1017, the Druze faith does not have al-Hakim as its high god, nor does it have al-Hakim in its god name list.
Instead of being activated at the same time as Qarmatian (i.e. when the first big Isma'ili uprising succeeds), the religion is now activated by an event that can trigger in the early 11th century for independent, Muslim characters with a Druze holy site in their realm, and who either are Isma'ili, belong to a heresy of Isma'ili, or follow a religion of which Isma'ili is considered a heresy. This event tends to favor emperor-tier rulers, caliphs/imamahs, characters with *Sayyid*, and characters who are not *Zealous* and also have at least one of *Cynical*, *Possessed*, *Lunatic*, *Sympathy for Mazdan religions*, or *Sympathy for Pagan religions*.
When the event activating this religion fires, the character for whom it fires is be visited by one Hamza ibn-'Ali al-Ahmadí, who requests to spread the Druze faith freely. The character can choose to embrace the Druze faith, simply tolerate Hamza, or imprison Hamza. Imprisoning Hamza causes all Druze provinces and Druze holy sites in their realm to experience religious unrest, and it causes the Druze religion to be considered a heresy of the religion that the character follows (or a heresy of the character's parent religion, if they are a heretic). The other two choices can end up having interesting consequences in about 1-2 years if the character is a *Sayyid*, where the Druze end up seeing the character as an incarnation of God, changing their high god's name to the character's and adding the character's name to their god name list (historically, this happened to al-Hakim).
Magyars:
The King of Hungary in the 936 / Iron Century bookmark will now have a small, free cultural retinue (2250 Horse Archers). They will not disband immediately after any wars, but they will also not be inherited by the King's successor. They can be used both for raiding and war.
The Magyar Carpathian Basin Invasion event will now spawn a different configuration of event troops (all horse archers instead of a mixed composition):
Horse Archers are spawned who will reinforce, do not cost any maintenance, and take -75% less attrition.
4500 will stay after the migration is complete.
An additional 5250 Horse Archers (10500 with SWMH) will disband after the migration is complete.
For Shattered World scenarios (a Holy Fury DLC feature), added an additional setting for the succession law(s) rulers will start with in-game: *All Dynastic Elective*
Events that are not representative of medical- or health-related happenings can no longer modify a character's fertility permanently.
The events where a woman can lose *Fertile*, gain *Infertile*, or become *Sterile* from being sick have now been changed so that the effects are less swingy and also no longer visible.
Instead of having a ca. 50% chance of downgrading congenital fertility traits and where the 50% chance actually increases or decreases with health-, age-, and child-related factors, these events randomly reduce the character's hidden, permanent fertility stat by between 0% and 25%.
The distribution of this reduction is binomial and depends on health-, age-, and child-related factors. By default, the penalty averages -12.5% and has a normal distribution, but this distribution (and the average) can shift depending on said factors.
Default Odds: Example Odds (Average Teenager):
-0% : 3.125% -0% : 13.169%
-5% : 15.625% ----> -5% : 32.922%
-10%: 31.250% -10%: 32.922%
-15%: 31.250% -15%: 16.461%
-20%: 15.625% ----> -20%: 4.115%
-25%: 3.125% -25%: 0.412%
Average: -12.500% Average: -8.333%
If a character loses at least 50% fertility to these events (25% if they are *Infertile*, 75% if they are *Fertile*), they will secretly become *Sterile*.
The passive version of this event (where a character who is already sick or has symptoms can lose fertility permanently) has been changed significantly.
It can now also happen to men.
Only certain illnesses can cause this event to occur instead of all diseases, namely *Syphilitic*, *Gonorrhea*, *Cancer*, *Leper*, and *Lover's Pox*. For male characters, *Consumption*, *Slow Fever*, *Smallpox*, *Flu*, and *Ill* (last one only relevant if playing without Reaper's Due) can also lower fertility permanently. Symptoms can only cause this event to occur if the underlying disease causing the given symptom is one of the listed diseases.
The health-, age-, and child-related factors that previously made the event more likely to trigger are now instead part of the calculation for how much fertility is actually lost when it does happen.
The event now has a mean time to happen (MTTH) of 24 years that becomes 12 years if the character has an illness that is very likely to affect their fertility (*Syphilitic*, *Gonorrhea*, *Cancer*, or *Leper*, or also *Lover's Pox* for women only). It is also halved if the character is extremely sick (health of 1 or lower).
This time period is doubled for characters with *Infertile*, and it is reduced by 33.33% for charaters with *Fertile*; this means that the overall chances of someone becoming *Sterile* from sickness does not depend on whether or not they are *Fertile* or *Infertile*, though average fertility over time will still always be higher than normal for *Fertile* characters and lower than normal for *Infertile* ones.
Previously, the mean time to happen (MTTH) was, on paper, 50 years on paper that became 25 years if the character had an actual illness (not just symptom traits), but this would often turn into ca. 9 to 12.5 years in practice due to certain conditions being much too common. Also, the fact that the event could trigger for any illness also greatly increased the odds of it occuring for all characters.
If a religious head with excommunication powers becomes landless, they no longer stop excommunicating people on their own.
After a victorious Holy Fury crusade, players can no longer take over their beneficiary if the beneificiary is of a different dynasty unless *Non-Dynastic Succession* is set to *On*.
Holy Fury Crusades:
Changed the logic behind which AIs join a Holy Fury crusade during its preparation phase:
Instead of a random AI or two being forced to join a crusade every month during its preparation phase that it has less than 1.75x relative strength compared to the defending side, all eligible AIs have a very small chance to join every month that scales with various factors.
The chance of an AI joining a crusade in progress now scales gradually with respect to their Zeal and their opinion of the target of the crusade, both irrespective of their tier (from higher tier characters with a lower Zeal being forced to join before lower tier characters).
AIs now have a slightly higher chance of joining a crusade where their side is at a strength disadvantage, and a much lower chance of joining a crusade where their side currently has a major strength advantage.
Greedy AIs are now more likely to join a crusade as its wealth pot gets bigger.
Baron-tier patrician AIs can now actually join a crusade.
AIs are now also more likely to join a crusade if they are both neighboring the crusade target and are fairly close to them, not just if they are in the crusade title's de jure empire (which often does not happen if *Ahistorical Empires* is not set to *On*).
AIs no longer call in favors from other AIs to join a crusade if their help is not currently necessary (e.g. if crusade strength is currently significantly in their favor).
AIs whose true religion is hostile towards the crusade target will never passively join to defend the target, and AIs whose true religion is not hostile towards the crusade target will never passively join to attack the target.
AI joining logic is now slightly different for the First Crusade if it is also the first Great Holy War to occur in the game:
On the attacking side, Duke- and Count-tier characters are much more likely to join, King-tier characters are much less likely to join, and Emperor-tier characters never join (unless they are holy orders).
On the defending side, only holy orders and characters who are either vassals of the target or de jure vassals of the target title will join.
Changed the logic behind how the AI donates wealth to the crusade pot:
Instead of every single AI Catholic/Fraticelli ruler getting an event to donate queued to fire within 1 year of the crusade's preparation phase starting, now every month during the preparation phase, all Catholic/Fraticelli rulers who have not donated anything to the pot yet get a 44% chance to attempt to donate wealth to the pot (44% chance per month roughly translates to a 99.9% chance per year).
Among other things, this means that new rulers and rulers who would not be able to donate wealth when the crusade enters preparation phase are no longer left out of pot contributions.
Instead of working purely off of a character's Zeal, the amount that an AI character is willing to contribute is based on the difference between their Zeal and their Greed. Here is what the AI is willing to consider based on their Zeal minus their Greed:
125: Large contribution
100: Large contribution if they can afford it, otherwise medium contribution
75: Large contribution if they can afford it, otherwise medium contribution if they can afford it, otherwise small contribution
50: Large contribution if they can afford it, otherwise medium contribution if they can afford it, otherwise small contribution if they can afford it
25: Medium contribution if they can afford it, otherwise small contribution if they can afford it
0: Small contribution if they can afford it
Changed the way *Excommunicated* characters interact with Holy Fury crusades:
Instead of *Excommunicated* being removed from characters about 3 days after they pledge to join a crusade and otherwise nothing else changing, characters now get a message from the Pope 3 days after they join a crusade telling them about how being *Excommunicated* changes their crusade rewards.
Outside of a Fourth Crusade, *Excommunicated* participants of a crusade always receive no wealth or artifacts from the crusade pot, and they cannot select a stance other than one that supports the official, Papal recipient. They also have no way of gaining any titles from the crusade for themselves or their selected beneficiary. However, if they have at least 0.1% participation in the crusade when it ends, they get *Excommunicated* removed 3 days after the crusade ends, regardless of whether the crusade succeeds or fails.
If a crusade switches over to being a Fourth Crusade, *Excommunicated* participants are treated like normal ones: they can receive rewards from the pot as well as titles should the crusade succeed, but they do not get *Excommunicated* removed when the crusade is over.
*Excommunicated* characters can no longer remain beneficiaries (they can still be selected due to limitations being hardcoded, but they will invalidate within a month after they are selected).
If someone who has pledged to a crusade dies or stops being a ruler before the crusade starts, their contribution to the crusade's Prestige and Piety pots is reverted.
When a crusade becomes a Fourth Crusade, all the contributions of the current particapants to the crusade's Piety pot gets reverted, and all future pledges and/or unpledges to/from the crusade no longer add or remove to the Piety pot.
Winning sieges and/or battles in a Fourth Crusade no longer adds to the Piety pot.
The Prestige and Piety pots of a crusade starts at 1000 and 400 respectively instead of 500 and 200.
Public Religious Conversions:
Replaced all old Moral Authority modifier effects for Count- and higher-tier rulers publically converting religions with a new, standardized set:
Count-tier conversions now always apply -1% MA to their old religion and +1% MA to their new one, both for 20 years (from -1%/+1% when converting from religious subjugation, -3%/+3% when converting from other ways).
Duke-tier conversions now always apply -2% MA to their old religion and +2% MA to their new one, both for 20 years (from -1%/+1% when converting from religious subjugation, -3%/+3% when converting from other ways).
King-tier conversions now always apply -3% MA to their old religion and +3% MA to their new one, both for 20 years (from -1%/+1% when converting from religious subjugation, -4%/+4% when converting from mass baptisms, and -3%/+3% when converting from other ways).
Emperor-tier conversions now always apply -5% MA to their old religion and +5% MA to their new one, both for 20 years (from -1%/+1% when converting from religious subjugation, -5%/+5% for 30 years when converting from mass baptisms, and -3%/+3% when converting from other ways).
In all cases for conversions, it is the character's real tier that counts, not the tier of any temporary title that they may have at the time of conversion.
Abandoning a heresy now also applies the same Moral Authority modifiers that changing religions in all other ways previously did.
Characters who convert to a religion with branches based on an interaction with another character now always copies over that individual's branch in addition to adopting their religion.
The *Mardavij's Legacy* decision now properly only converts children who are eligible for conversion, and it now processes up to four generations of descendants instead of only up to two.
Sponsors of mass baptisms now only get nicknames if they are converting someone of king- or emperor-tier, just like how only king- and emperor-tier mass baptism converts can receive a nickname from the baptism.
Besides the Commander minor title, all minor titles that the doges of merchant republics could give out that are not specific to merchant republics and that give monthly prestige can now no longer be given to characters who is or could be the Designated Heir to the doge's patrician holdings, disregarding ineligibility due to an inheritance blocker that could be removed (e.g. a *Bastard* who could become a *Legitimized Bastard*). This includes the Advisor and Designated Regent minor titles.
In a merchant republic's main title, if a character who is or could be the Designated Heir to the doge's patrician holdings (disregarding ineligibility due to an inheritance blocker that could be removed) is assigned a Commander minor title, they will no longer gain monthly 0.5 Prestige from it.
Wealth Transfer Decisions:
Added a set of four targeted decisions: *Small Wealth Transfer*, *Medium Wealth Transfer*, *Large Wealth Transfer*, and *Huge Wealth Transfer*. These decisions let a human player send 100, 200, 400, and 800 wealth respectively to another character.
If playing in multiplayer, all other players will receive a notification of a transfer whenever it happens. These decisions are intended for multiplayer anyway, since console commands can be used in singleplayer to transfer wealth between characters.
The recipient's opinion of the donor character is not affected by these decisions.
If a player is a prisoner to another player, they cannot use these decisions to transfer wealth to any character other than their captor.
If a player is in a regency, is either not a prisoner or has an AI captor, and has another player as their regent, they cannot use these decisions to transfer wealth to any character other than their regent.
Added a new game rule to control to whom a player can transfer wealth through these decisions, *Custom Wealth Transfers*. It has three options: *Players Only*, *Unrestricted*, and *Off*.
*Players Only* means these decisions can only be used to transfer wealth to other players, not to AI characters. This is the default option.
*Unrestricted* means these decisions can be used to transfer wealth to both human and AI characters, though restrictions still apply if the would-be donor is a prisoner of a human player or has a human player regent.
*Off* disables these decisions completely.
[SWMH] The decisions *Mardavij's Legacy* and *Form the Empire of Bulgaria* are now disabled.
Decision conditions based on being healthy enough for travel now no longer check for specific traits (e.g. *Blinded*, *Infirm*, etc.). Instead, they just check for whether character has at least 2 Health after all illnesses, diseases, and conditions that could cause their Health to decrease. However, they still check to make sure the character is not incapable, and that the character does not have the *Pregnant* trait (the trait is checked to make sure tooltips for these decisions cannot be abused to check to see if someone is pregnant before they get the trait 2 months into their pregnancy).
Culture and Religious Conversion Events Intended for Rollo:
If a Norse pagan ruler offers to kneel to an attacking or captor Christian ruler, they now only become Norman if either their capitol's province or their converter is either Frankish or Norman.
If a Norse pagan ruler whose capitol is a de jure part of the Duchy of Normandy decides to convert on their own, they now only become Norman if any province in their realm is either Frankish or Norman.
Norse pagan characters whose capitol is a de jure part of the Duchy of Normandy can only get the event to convert to Christianity on their own if a province in their realm is Christian. Instead of always converting to Catholicism, the ruler now converts to the Christian religion in their realm that is "closest to their home": the religion of their capitol if it is Christian, otherwise the religion of a random Christian province in the Duchy of Normandy that is in their realm, or if there is none, a random Christian province outside the Duchy of Normandy that is in their realm.
When a ruler converts through one of these events, their capitol only also becomes Norman if they are or would become Norman as well (in addition to the capitol needing to be Frankish), but their capitol's culture will convert even if it is not a de jure part of the Duchy of Normandy.
When a ruler converts through one of these events, their Norse AI courtiers only become Normans if the ruler is a Norman or would become a Norman as well.
Mending the Schism:
Mending the Schism requires the necessary sites to have an owner who is of the same religion as the ruler trying to mend the Schism, not just non-heretic Catholic or Fraticelli (for the Catholic option) or non-heretic Orthodox, Iconoclast, Monothelite, or Bogomilist (for the Orthodox option).
If a Catholic or Fraticelli ruler controlling Rome wishes to Mend the Schism without completely controlling all of the other four pentarchy sites, they now have an additional requirement where neither Antioch, Alexandria, nor Jerusalem can be controlled by non-heretic Orthodox, Iconoclast, Monothelite, or Bogomilist characters.
If a Catholic or Fraticelli ruler who does not control Rome directly wishes to Mend the Schism, they cannot do so if they are currently following an anti-pope.
If Bogomilism has stopped being a heresy by successfully separating from Orthodox, the Catholic or Fraticelli option of mending the Schism without controlling all five pentarchy sites no longer cares about Bogomilist rulers.
The *Lustful* option to sleep with Jeanne d'Arc when she declares her loyalty in private has been changed:
No longer requires 10 or more Intrigue.
No longer requires the ruler to be male.
No longer requires *Cynical* for human rulers, but now requires that the ruler not be *Zealous*. AI rulers can also take this option if their true religion is not Christian.
Now also requires that the ruler be possibly romantically interested in Jeanne d'Arc. I.e. not be her rival or lover, being attracted to women, Jeanne not being too old, having an appropriately high opinion of Jeanne (and/or having an opinion modifier indicating infatuation or budding romance), and either not being a close relative of Jeanne or being OK with incest.
For Jeanne to accept the ruler's advances, she must now be possibly romantically interested in them, with one exception: since Jeanne is an impressionable girl, her sexual preferences are ignored for this check.
For Jeanne to reject the ruler's advances, she must now either be *Zealous* and not have a non-Christan secret religion, or she must not be possibly romantically interested in them.
If Jeanne accepts the ruler's advances, since she is an impressionable girl, her sexual preferences are changed to be compatible with the ruler. I.e. she gains *Homosexual* if she doesn't already have it and the ruler is female, and she loses *Homosexual* if she has it and the ruler is male.
The requirements for a seduced concubine to become a lover are now the same as the general conditions for being possibly romantically interested in the seducer instead of just needing 50 or higher opinion towards the seducer.
*Free Captives* CB:
Can now also be used by characters who are not independent, as long as it is not against a direct or indirect vassal or liege.
Can now also be used to free prisoners and/or forced consorts who are lovers, non-dynastic nieces, non-dynastic nephews, non-dynastic aunts, non-dynastic uncles, or non-dynastic cousins of the attacker.
If the attacker wins, the relative of the defender who they take as a captive as an added bonus now has to be unlanded, but can now also be a niece, nephew, aunt, uncle, or cousin of the defender (though more direct relatives are preferred).
If the defender chooses to execute one or more of the captives being targeted, they are only allowed to execute the captives who are their immediate prisoners or forced consorts, not any prisoners or forced consorts of their direct or indirect vassals. The AI now also refuses to execute any of their own spouses, nieces, nephews, aunts, uncles, or cousins who are not their rivals, but they no longer refuse to execute close relatives who are their rivals.
*MINOR CHANGES:*
The default title for Aztec priests is now "tlamacazqui" instead of "priest".
The default title for Zurvanist priests is now properly "herbad" instead of "priest".
Muslim religions now use "God" as the default name for their main god instead of "Allah". When a random name for their god is fetched however, it can still be "Allah".
"Allah" is just a localized name for "God", and it was odd that while Christian and Jewish religions did not use localized versions of "God" (e.g. "Yahweh", "Adonai", "Deus", "Theos", "Kyros", etc.), Muslim religions did.
The star on the flag for the Druze Shaykhdom no longer looks incredibly pixelated.
[SWMH] No longer does a loading tip warn that SWMH doesn't contain Deccan and Bengal but only Rajastan, since it now contains Deccan too.
*Baptized by Satanists* is now also always visible to the All-Seeing Isis and to characters in debug mode.
Wicked popes now prefer to excommunicate non-wicked priests on their own instead of wicked priests.
The text of the event where a character can decide on what type of funeral to hold for their recently deceased relative now uses the proper pronouns if the deceased is female.
When a player somehow fails to initialize their game properly in a multiplayer game, but is also a close relative of at least one other player or has the same dynasty as at least one other player, their startup event no longer also kills those players.
The tooltip displaying the requirements for if a character could be coronated is now more clear about coronation requirements regarding characters with an Imperial-type government.
The colors for Smallpox and Syphilis on the Epidemics map mode have been changed to make them easier to distinguish from each other and from Measles. Smallpox is now a much more saturated shade of magenta, and Syphilis is now a shade of white instead of beige (white representing the mercury with which it was often treated at the time).
Jeanne d'Arc:
The province from where she spawns will now always be one that matches her culture and religion.
If she is executed after her trial, her death description will now say who had her executed.
The tooltip text explaining Respect in a merchant republic has been updated to reflect differences between EMF and vanilla, and the label for Age Factor has been marked as *DISABLED* for extra clarity that constant score of 0 there is intentional.
Characters kidnapped from China who are forced to become consorts now get the *Abductor* opinion modifier against their captor for 100 years, as if their captor had forced them to become a consort through a decision.
*FIXES:*
[SWMH] EMF used with MiniSWMH now properly includes the Iron Century bookmark (936) and the new bookmarks in the scrollable timeline range of 993-1018. This was an oversight when [not] updating the EMF+MiniSWMH internal compatch module's bookmarks for the prior release.
The opinion modifier for Árpád's bloodline now properly displays "Magyar Opinion".
[SWMH] EMF used with SWMH now properly makes available the decisions to create the kingdoms of Leon, Castile, Portugal, and Aragon.
Characters who follow religions with castes now no longer all start as a *Vaishya* on game startup.
Modding information: changing whether or not a religion's characters get caste traits and/or adding new religions whose characters are to get caste traits now requires changing the trigger `emf_religion_has_castes` in common/scripted_triggers/emf_religion_codegen_triggers.txt. Modifying/adding the `emf_castes` religion flag is not enough because the game checks for caste trait conditions before any such flag can be set.
*Trickster*-based tactics' chances to fire now properly take the commander's Honor into account.
Fixed bug that prevented individual settlement-pillaging.
The *Messalian Master* trait no longer refers to its holding character as a 'himself' in its description on female characters.
Entries for Nomadic buildings in the technology screen no longer show up as "nobuilding I" in the area displaying the buildings that a tech unlocks.
The text for *Fertile* and *Infertile* saying that parents with them do not have a greater chance of passing it off to their offspring no longer displays a red "+1" next to it.
Fixed many issues with the Spy On decision's results not properly taking certain character relations into account.
Characters can now blackmail their parents and/or their parents' lovers if they discover an illicit relationship other than one where both parties are the character's parents.
Relationship Reveals Based on Bastard Children:
When a bastard child of a character with multiple spouses is revealed, all of that character's spouses gain negative opinion modifiers towards both the character and the bastard child's other parent, instead of it being just their main spouse who gains the opinion modifiers.
A character's concubines no longer gain any negative opinion modifiers if the character has a bastard child with someone else. However, if the character is themselves a concubine, their senior consort will properly get negative opinion modifiers towards both them and their bastard child's other parent.
Negative opinion modifiers from spouses and senior consorts obtained after an illicit relationship is revealed through the birth of a bastard child can no longer last for a shorter period of time than if the illicit relationship were revealed through other means.
The opinion modifier for being a tournament spectator now correctly localises to "Attended Tourney."
The All-Seeing Isis will no longer show as a potential target when asking the Teutonic Order for help with a religious enemy in the Northern Crusades.
*Princely Elective* succession now no longer requires that neither parent of a potential candidate be generally eligible for nomination, the same way *Elective Monarchy* succession does not check for this (compared to vanilla, where both of these succession laws make this check).
Certain Iberian cultures will no longer incorrectly mention in their cultural feature list that they can prepare Reconquista campaigns with Holy Fury.
Resolved an error which allowed the AI to waste its time passing Obligations laws for a given vassal type when it doesn't have any vassals of that type.
When checking for characters generated by *History's Forgotten Daughters* being twins, the check for common parentage now properly takes parents who are dead into account. Newly generated characters are no longer checked against siblings who are already twins (with someone else), can no longer end up as being twins with more than one other person, and now properly get the *Twin* trait when a twin match is found.
When a title's gender succession laws are changed either because their holder converted to a religion with *Agnatic Clans*, *Enatic Clans*, *Equality*, or *Harmonious*, or because they were acquired by a character whose religion has one of those doctrines, vassal opinion penalties are only applied if the title in question is or would become the holder's primary title, or if the title in question is of the same tier as the holder's existing primary title.
Reformed Zun pagan religions with *Dogmatic* no longer get their god name set to the high god of the Bön religion.
The *De Jure County Claim* CB will no longer allow you to declare war on your liege.
Solved an issue wherein the Fatimid dynasty tree could be broken by the Isma'ili Caliphate Rising event chain generating a Fatimid character with no actual familial ties to any of the other dynasty's members.
*Grant Recently Acquired Land* in singleplayer no longer recommends any current heirs to non-Doge patricians as people who should receive a title.
Instead of being able to fire for any king-tier ruler who is Catholic or Fraticelli, whose religion has less than 60% Moral Authority, and whose realm includes Catholic or Fraticelli provinces in England, the event that activates the Lollard religion and spawns John Wycliff can now fire in any Catholic or Fraticelli province in England whose religion has less than 60% Moral Authority, and that is in the realm of an independent ruler who is Catholic or Fraticelli. Among other things, this fixes the event never firing if there is no king-tier, Catholic or Fraticelli ruler with Catholic or Fraticelli lands in England, and it prevents the event from having a significantly greater chance to fire if there are multiple king-tier, Catholic or Fraticelli rulers with Catholic or Fraticelli lands in England.
When starting after Rum has been formed, the now-titular Kingdom of Anatolia will no longer be possible to create (unless it is reactivated by the Byzantines completely controlling all of the counties in de jure Rum).
When having sex with another character through an event option, the tooltip no longer displays that a pregnancy might occur if the characters are of the same sex and/or if either character is known to be pregnant, a eunuch, or sterile.
When a character who is *Fertile* or *Infertile* secretly becomes *Sterile* through an event, they will no longer lose *Fertile* or *Infertile* (and thus them becoming *Sterile* will remain a secret).
Fixed a couple of events where an event outcome that can potentially result in a pregnancy did not properly display the appropriate tooltip.
When a supernaturally powerful fertility potion works too well, characters in their lovemaking haze can no longer visit lovers who are in a foreign prison, and they will not become lovers with any spouses or consorts who are their rivals. However, prisoners in the same location as the character and who are otherwise eligible can now become lovers with the character through this event.
If playing with Holy Fury, all events, conditions, and nicknames that check for and/or add *Scarred* now also properly check for *Greviously Scarred* and *Horrifically Scarred* (there were a few stragglers that did not do this before).
Religious Subjugation:
Relative courtiers of characters who convert as a result of a religious subjugation now also properly convert with them.
Titles that were at some point usurped as a result of a religious subjugation now no longer behave weirdly if they are usurped by any future religious subjugation.
Fixed a possible crash that could happen if the Hungarians Christianize should they have a fairly large realm when they do.
Public Religious Conversions:
Fixed/Patched-up multiple instances where characters could potentially change religions when they normally would not be allowed to.
Certain decisions that allow a human player to potentially adopt a religion that requires DLC to be playable now properly check the target religion instead of the player's current religion.
If a character is the leader of a secret religious cult when they decide to falsely convert to a different religion as part of the mass baptism event chain, they will no longer cause their cult to disperse.
King- and emperor-tier characters undergoing a mass baptism conversion are no longer crowned if they would not need to be crowned anyway (e.g. because they are the leader of a Merchant Republic).
Vassals being converted during a mass baptism now always properly get the appropriate *Baptized by [Bishop]* trait.
If playing without Holy Fury, falsely converting to a Christian religion as a king or an emperor from a non-Christian one no longer sometimes not give the character the flag for being a "proper king convert" for the purposes of sainthood. Instead, if/when a character who does have this "proper king convert" flag ends up publically converting to non-Christian religion, that flag is always removed and will only be re-added if they convert back while still being a king or an emperor.
The AI now properly takes its vassal and demesne limits into account when deciding whether to raise or lower Centralization laws.
Results of Thankmar Winning Rebellion:
The Empire of Germany now properly becomes active even if *Ahistorical Empires* is not set to *On*, it will just be only a titular empire the same way other ahistorical empires are.
[SWMH] Duke- and lower-tier vassals who are de jure part of Swabia now properly become vassals of the new King of Swabia, just like what happens to the other regions of Germany.
[Vanilla Map] Pre-existing claims on Thankmar are no longer removed.
[Vanilla Map] The Holy Roman Empire title is now properly flagged as defunct.
The warning for possibly becoming pregnant from sex with a stranger will now no longer appear if the character knows themselves to be sterile, and it will now also appear if the character is pregnant but does not know it.
*Introduce Heir to the Realm* can now properly be taken by baron-tier patricians and also doges when the merchant republic heir is not also the heir to their patrician holdings.
The Business Focus event terminating an attempt at a finding a business partner will no longer fire at the same time as the event where a business partner is actually found.
The vanilla workaround where changing the gender succession laws of a merchant republic also changes those of the doge's patrician holdings should now work properly.
Characters following Muslim religions that are not anti-feminist can now declare wars for claims.
*VANILLA FIXES:*
Fixed literally hundreds of individual cases where events checked for and/or worked with spouses and/or lovers, but did not properly account for a character possibly having multiple spouses, a character having concubines in addition to a spouse, and/or a character having a concubine as a lover.
Fixed several events where checks for if a character could become a commander and/or if one of a ruler's existing commanders could be replaced by a new commander did not work properly.
Holy Fury Crusades:
Pledging to participate in a Holy Fury crusade through certain events now properly gives a character the bonus piety that they would normally receive from pledging to participate in the crusade, as well as increasing the crusade's prestige, piety, and artifact pots as if they pledged to particpate normally.
Direct and indirect vassals of the target of the primary target of a Holy Fury crusade can no longer pledge to participate in the crusade against their own liege.
Events where characters are asked to participate in a crusade (or be punished) no longer trigger if they would not normally be able to join a crusade because they are incapable, unpledged recently, or follow an anti-pope.
The target of a Fourth Crusade can no longer cheese their way out of the war by converting to a non-Christian religion. Also, if the Fourth Crusade is launched, but is invalidated before it can be won or lost, the event chain can happen again in the future.
Fixed a typo that prevented AI characters with high Zeal from wanting to join crusades even more than usual if the currently preparing crusade does not greatly outnumber the defending side.
When pledging or unpledging to/from a crusade as an attacker, the amount of prestige and piety added to or removed from the pot now depends on the character's actual tier instead of their current (potentially higher if in a revolt) tier.
Provinces in Cyprus and Crete under the control of the ERE are now properly detected as such when processing the results of a successful Fourth Crusade.
Fixed a rare case where choosing to take over your beneficiary after a victorious crusade could cause a game over.
The Northern Crusades will now properly fail after three Northern Crusade wars are lost instead of only if three such wars are lost under a single Grandmaster of the Teutonic Order.
Characters can now only join a crusade if they are within diplomatic range of their religious head.
All characters' crusade pot multipliers now get properly set based on their stance at the end of a Holy Fury crusade. Previously, non-Holy Order AIs would always have a multiplier of 1.0x regardless of their stance or any active bloodlines, and human players could cheese their way into getting much more of the pot than they would deserve by selecting a beneficiary stance and deliberately not selecting a beneficiary.
A stance supporting the official beneficiary of a Fourth Crusade and/or the presence of an official beneficiary for a Fourth Crusade while selecting a stance supporting a player's own beneficiary no longer affects crusader pot shares (since the official beneficiary of a Fourth Crusade only ever plays a nominal role once the crusade starts).
The pope no longer loses more wealth than what they contribute to a crusade if they happen to call more than one crusade in their lifetime.
The option to refuse an invitation to a meeting with a character who has a Great Work no longer appears if the polite refusal option can appear.
The *Blood of the Saoshyant* bloodline is now active for Zurvanists and Mazdaki in addition to Zoroastrians, as all three religions can take the *Become the Saoshyant* decision that creates this bloodline.
The *Force Vassalization* CB can now properly no longer be used against characters in the same realm as the aggressor.
Fixed most instances of the bug where a ruler with a Theocracy government has their titles usurped by either their liege or a randomly generated, new priest of their old religion when they change religions.
The only case that is not covered is changing a ruler's religion through console commands. If you encounter this bug outside of that scenario, please report it to the forums or to the HIP Discord!
Characters will now properly develop *Syphilitic* when playing with Reaper's Due instead of it always lurking asymptomatically.
Nomads allied to whoever wants to pursue the Northern Crusades can no longer hand over their nomadic capitol holdings or those of their vassals.
Characters who are inaccessible for some reason other than being out traveling, being in meditation, doing penance, or being in secluded rest can now also no longer lead troops, even if they are a commander or a Marshal.
Performing Hajj:
Promising to perform Hajj through an event now has the same requirements as the *Go on Hajj to Mecca* decision, and it now deducts 20% of the character's yearly income the same way the decision would.
AI characters now actually perform Hajj. Previously, a check put in place to make the AI have a 1% chance of taking *Go on Hajj to Mecca* every month was left in after changing the decision to have the AI only check once a year. This has now been replaced with a a 10% chance, as having a 1% chance of taking the decision every month means that the chance of taking it every 12 months is roughly 11.36%.
A lot of other factors related to when the AI is willing to perform Hajj have also been changed. For example, instead of never performing it when they are younger than 30, they are now much less likely to perform it when they are younger than 30 and even less likely if they are younger than 20, but they are also more likely to perform it if they are 40 or older and even more so if they are 50 or older. Not having a lot of spare wealth only prevents the AI from taking the decision if they are not *Decadent*, *Zealous*, or 40 or older.
*Establish Cairo* no longer strictly requires the province having less than 7 holding slots, just that there be an empty holding slot in which Cairo could be built by the decision (i.e. either less than 7 holding slots or an empty holding slot).
Mercenaries and Holy Orders who take over a nomadic province will no longer become tribal or nomadic themselves.
Tribal rulers with *Low Tribal Organization* or higher now get access to title revocation laws, though they cannot pass *Free Infidel Title Revocation* while they are tribal. When a ruler increases their tribal organization to *Low Tribal Organization*, they also automatically pass *Title Revocation Allowed*; if playing without Conclave, this only happens for characters who have and can change their crown laws.
*Council Laws* for Tribal Rulers:
For tribal rulers, *Ruler Diplomacy Sovereignty* requires *Absolute Tribal Organization* to pass, just like all other ruler-leaning *Council Laws*.
Council-leaning *Council Laws* can now be passed even if the ruler has a higher tribal organization than the level at which the given council-leaning council law was passed (e.g. *Medium Tribal Organization* for *Titles and Offices Committee*).
The event chains for stealing an artifact from a monastic society will no longer stall/bug out if there is no society member eligible to be a witness and/or a blackmailer.
[Vanilla Map] Results of Thankmar Winning Rebellion:
When handing out the new kingdom titles created as a result of this victory, other dukes who are also newly de jure part of a new kingdom title are no longer skipped over when deciding who should receive the given new kingdom title.
If the Kingdom of Bavaria already has a holder who is not Thankmar, the title for the Kingdom of Bavaria is no longer taken from them.
Potential king-tier vassals of Thankmar whose primary titles are somehow de jure part of one of the newly created kingdoms are no longer set to be vassals of the new king and have their kingdom-level title destroyed in the process.
The event where a *Celibate* ruler is confronted by their spouse will now properly remove *Celibate* from the spouse as well if they have it and the ruler chooses to stop being *Celibate*, and the option where the ruler sleeps with them and they also become lovers can now appear if the two characters are lovers or would naturally want to be lovers, not just if the ruler has more than about 1050% fertility.
Characters who take *Become Celibate* as a result of a hard pregnancy or having too many children now properly cannot take the decision again if they lose *Celibate* from some decision or event other than the event that can fire when losing weight gained from being *Lustful* while also *Celibate*.
Due to limitations behind the implementation of this fix, characters in existing saves who have taken this decision can still take it one more time, however.
Events related to wanting to lose weight that was gained from being *Lustful* while also being either *Celibate* or *Eunuch*:
The description text for *Celibate* and the one for *Eunuch* are no longer switched around.
Male *Lustful* and *Celibate* characters can now also be told that this is the reason why they have gained a lot of weight.
When having difficulties with dieting from weight gained this way, characters who are *Celibate* now also have access to the option to become *Depressed* instead of giving in to their desires.
The option to give into their desires when having difficulties with dieting from weight gained this way is no longer available to characters who are not *Celibate* or are a *Eunuch*. It now also properly causes the character to go out and have sex with a stranger.
The Massacre at Beziers event's conditions have been fixed to be more historically accurate:
The siege winner no longer needs to follow a heresy of their top liege's religion.
The siege winner must now be one of the attackers in a crusade, not just a participant thereof.
The owner of the holding that got sieged down must now be a defender in the same crusade in which the siege winner is participating.
The holding being sieged must now be a city instead of its owner needing to be a republic.
The province being sieged must now be a heresy of the siege winner instead of the holding owner needing to follow a heresy of the siege winner.
Characters who are imprisoned by their (only) spouse will no longer try to seek their captor's help to try to escape.
Rulers with the *Groom an Heir* ambition will now properly be able to interfere with their child heir's education if they are in the same court. Previously, there was either no chance for intervention, or it was the child's educator who intervened instead of the ruler.
Captured characters from China can now only be made into consorts if the captor's religion allows characters of the captor's gender to have consorts.
Merchant republic vassals of holy orders will no longer constantly generate new patrician houses and then destroy them, flooding their neighbors' courts with characters.
*MODDING:*
`tiered_prestige_reward_effect`, `tiered_piety_reward_effect`, `tiered_prestige_negative_effect`, `tiered_piety_negative_effect`, and `tiered_high_piety_negative_effect` can now add or remove Prestige/Piety based on the tier of someone other than the character whose Prestige/Piety is being changed. To do so, the character of off whose tier these effects are to scale can be saved as the event target `target_tier_character` before these effects are called.
Instead of indifference towards homosexuality in events being done with in-location checks for whether a character is openly Hellenic, there are now two sets of scripted triggers that check for indifference towards homosexual behavior: `emf_male_homosexual_indifferent_religion` and `emf_female_homosexual_indifferent_religion`, both located in `common/scripted_triggers/emf_core_triggers.txt`. Mods that wish to add or change religions and/or religious doctrines in a way that could affect perceptions of homosexual behavior can now use these triggers instead of having to modify events and scripted effects directly.
`parent_for_elective_succession_trigger` now also applies to uncles, aunts, nephews, nieces, and cousins of the title holder, not just children, grandchildren, parents, grandparents, and spouses. It now also always fails for females if the title's succession is *Agnatic*, and it now also always fails for males if the title's succession is *Enatic*.
The scripted effects `emf_nwo_create_male_ruler` and `emf_nwo_create_female_ruler` have been removed because NWO's system is more cumbersome when it relies on these effects compared to when it does not, and otherwise these effects are fairly unnecessary as separate effects instead of inline script blocks.
Commands that change a character's public religion that did not already have encapsulating scripted effects (`abandon_heresy = yes` and religion setters through `reverse_religion = ` and `religion = `) now have also have a set of encapsulating scripted effects that should be used instead of the raw commands. Most of these new scripted effects are located in `common/scripted_effects/emf_religion_effects.txt`. They are necessary because of various commands related to changing religions that either need to fire before the actual religious conversion takes place and/or need to fire based off of the source of the religious conversion, neither of which are accessible through `on_character_convert_religion` events.
EMF 11.0 [2019-12-20]
*HIGHLIGHTS:*
Nomadic overhaul including but not limited to:
Much more dynamic, realistic system for determining nomadic population and manpower.
Building tree has been completely redesigned.
Horde unit overhaul.
Liege levies have been comprehensively reworked and rebalanced throughout the game to be more effective, realistic, and intuitive.
The "Minimum Levy" is now also a much more strategically useful and realistic modifier, bonuses to which have been carefully placed over a variety of laws that correlate with increasingly enforced vassal contracts.
Artifacts:
Have finally received a very thorough balancing & sensibility pass.
New ranged weapon artifact slot & Ranged Combat Skill.
Tribes have been nerfed.
Should actually present a fun challenge to play now.
Combined with the feudal liege levy overhaul, balance is now better: e.g., feudal Eastern European kingdoms such as Poland, the Kievan Rus', and Hungary can now actually survive their tribal neighbors.
Lots of miscellaneous features and tweaks for the Holy Roman Empire, esp. adapting our HRE unification setup to the Iron Century bookmark (936).
Religious changes galore.
Caliphal regnal naming mechanic for the Sunni Caliphate has been extended to Isma'ili and Mahdite Caliphates.
[SWMH] Support for the Magyar / Moger cultural split.
Changes to cultural combat tactics / cultural buildings / retinues.
*CHANGES:*
The base value for supply limit is now +20% higher. This is primarily to improve AI warfare performance by lessening the effects of attrition (esp. pagan defensive attrition), which it is absolutely terrible at managing.
Static modifiers for game difficulty level (Very Easy -> ... -> Very Hard) have been fleshed out significantly and better balanced.
Adjusted characters ages 0-15 to have a -1 health modifier (instead of -0.5) and ages 16-19 to have a -0.5 health modifier (instead of +0.5).
Characters' diplomacy attribute now has less effect upon its associated automatic opinion boost with all characters.
AI rulers will now value the prestige effects of marriage higher than in past versions. This may result in more plausible marriages, but it will also result in more dynasties potentially going extinct due to waiting too long to marry. However, the weight upon prestige effects is still less than vanilla.
Dynasty Prestige Effects:
Prestige gained upon birth due to both parents' dynasty prestige has been changed by -25%.
Prestige gained upon marriage due to the spouse's dynasty prestige has been changed by -25%.
The Statue of a Horse Great Work can now be built by and is active for characters who belong to the Altaic cultural group even if they are neither Nomadic nor *Lunatic* (and also for Mogers if playing with SWMH).
Diplomatic Interactions & Prestige Costs:
Asking your religious head for a claim now also costs 150 prestige in addition to the prior 75 piety.
Inviting a character to your court now also costs 30 prestige in addition to the prior 10 gold.
[SWMH] The elevated amount of allowed attacker realm size (holdings) to use a Prepared Invasion on SWMH, 60 (vanilla and regular EMF is 40), has been dropped (also 40 now). However, the elevated amount of allowed defender holdings within the target de jure kingdom (60) remains.
Looters gain half the prestige from looting. E.g., if you bring home 200 gold in loot, you will gain 100 prestige.
The demesne tax penalty per holding over your demesne limit has been increased to vanilla levels.
The event chain regarding potential tributary status renewal, which used to fire upon the death of a tribute's suzerain for non-permanent tributary relationships, has been removed. Since the addition of permanent tributary relationships, it is no longer necessary, and it can lead to poor game outcomes wherein a normal tributary relationship effectively becomes permanent when that is not the idea at all.
AI will usually be less trigger-happy with the *Establish Permanent Tributary* CB.
Tribal Nerfs:
Tribal Buildings:
All buildings which cost prestige or piety now cost +50% more to build.
Levy-producing buildings now output slightly fewer troops (except cultural buildings). The difference varies from building to building, but it is usually not an immense difference.
The *Weaponsmith* building line now gives slightly less unit morale, half the extra levy reinforcement rate, and slightly less retinue cap.
Build times have increased by one additional year.
The vast majority of tribal buildings now require higher starting technology levels in order to be automatically built before the campaign starts.
Cultural buildings (unit type specialization), which all have 4 tiers, are now unlocked at *Castle Infrastructure* technology levels 0, 1, 2, and 3, respectively. Prior, they unlocked at levels 0, 0, 1, and 1, respectively.
*Wall and Ditch* building line:
Can now be built by all religions, not just defensive pagans.
No longer increases Archer levy or garrison size.
Now gives +0.25/+0.5/+0.75/+1.0 fort level (from +0.2/+0.4/+0.6/+0.8 fort level).
Now takes 365 days to build per level instead of 730 days.
Now costs 100/200/300/400 Prestige to build instead of 150/225/300/375 Piety.
Tribal Retinues:
Maintenance cost multiplier has changed by +50%.
Initial hire cost has changed by +50%.
Tribal Holdings:
Now gain +25% levy size and +15% garrison size per empty holding slot in their province instead of +50%/+50%. The tax income modifier of +50% per empty slot remains.
Their prior built-in +125% levy reinforcement rate bonus is now +100%.
Their base levy (before any buildings are built) has been reduced by -20%.
Tribal Government:
Now has an additional -5 vassal limit modifier (a total offset of -15 from vanilla -10).
Units will now suffer from lower morale in non-tribal lands, ceteris paribus. When in tribal territory, they will not be affected.
Tribal rulers now suffer from an intrinsic -10 vassal opinion malus. So goes the nature of ruling a tribe; nobody is jumping to be your vassal.
Warrior Lodge Powers:
*Inspire Warriors* can now only be used once per 2 years.
*Call of the Steppes* for Nomadic characters:
Now immediately transforms 1000 population into 1000 manpower (from giving +1000 population and +500 manpower) and requires the character to have at least 1000 population already.
Now costs 150 Renown (from 300). The decision still costs 300 Renown for non-Nomadic characters.
*Call to Glory*:
Spawned reinforcements now properly take attrition.
Spawned reinforcements now have a [quarter of the normal] maintenance cost.
When the power is fading and no more reinforcements are left:
The option to bribe the soldiers now costs up to twice as much.
The "persuade with combat ability" option now requires at least 70 combat skill (not 50).
Successful persuasion of the soldiers to continue will not continue the *Call to Glory* power's effects without the need to renew it for as long as it previously delayed renewal.
When the rowdy share of troops spawned demand more of a share of your loot:
Paying them off will cost more, and if you don't actually have enough gold, you'll not be allowed to go into debt to pay them.
The AI will never choose to pay them off unless they're involved in a war with a player.
Allowing them to disband will no longer prolong the effects of *Call to Glory*.
Religion:
Rulers of the Romuvan (Baltic Pagan) faith are now less willing to declare war on other rulers of which they have a "high enough" opinion. This will make them less aggressive at declaring war in general.
If you reform the Romuvan faith, this innate lack of aggressiveness is removed; your reformation doctrine selections can affect your reformed religion's aggressiveness, however.
Pagan Reformation:
Now only requires 40% Religious Authority instead of 45%.
Now requires 2500 piety instead of 1500.
Polygamy / Polyamory & Prestige:
Muslims no longer receive an inherent prestige penalty for lacking "enough" wives, but they do still get the same bonus per wife. Additionally, reformed pagans who adopt *Polygamy*, *Muslim Syncretism*, or *Eternal Riders* in combination with *Monastic*, *Christian Syncretism*, or *Totem Guardians* will no longer have priests swimming in negative prestige after awhile.
Pagans no longer receive a prestige bonus per concubine.
Religious Authority bonus due to the piety of the religious head is now capped at 10% instead of vanilla 25%.
In religious close kin marriages, overall fertility between the couple is now reduced by 33% from a normal marriage. Vanilla has always reduced it by 75%, and previously, EMF didn't reduce it at all.
Decisions to secretly convert to a religion whose holy site you own can now be taken even if there are no provinces or rulers of that religion in the world anymore (as long as the religion is not a heresy of course).
Secret conversion to Aztec is still locked off however when not playing on a Random World until their invasion actually happens.
Kharijite characters no longer get a +80% Light Infantry Offensive bonus in Kharijite provinces. Instead, Kharijite provinces now get +30% levy size and Kharijite nomadic characters get +15% maximum manpower.
Qarmatian characters no longer get +80% Light Infantry Offensive, +80% Heavy Infantry Offensive, and +80% Light Cavalry Offensive bonuses in Qarmatian provinces. Instead, Qarmatian provinces now get +30% levy size and Qarmatian nomadic characters get +15% maximum manpower.
Cathar provinces no longer have -20% garrison size.
Cathars now get +60% Morale and +60% garrison size in home territory, +20% garrison size elsewhere, and -20% levy size everywhere instead of -20% garrison size, +30% Morale, and -20% levy size everywhere.
Waldensians now get +60% Morale and +60% garrison size in home territory and +20% garrison size elsewhere instead of only +50% Morale only in home territory.
Mazdaki and Manicheans now get +60% Morale and +60% garrison size in home territory and +20% garrison size elsewhere instead of +30% Morale and +30% Defensive to all units in home territory.
The passive religious conversion event for most Muslim religions and religions with *Religious Tax* are now significantly rarer for provinces that do not have any neighboring provinces that follow the religion to which they could convert.
Defensive pagan religions now only give +60% Morale in home territory instead of +30% Morale and +30% Defensive to all units.
*Unyielding* (and reformed Defensive pagan religions without Holy Fury):
Now gives +90% Morale in home territory and an extra +60% garrison size (on top of the base +30%) instead of +80% Morale and +80% Defensive to all units in home territory and an extra +40% garrison size.
The effect of a religion being hard to convert now no longer applies when attempting to convert a province to a religion with which its current religion has syncretism (e.g. converting to a Christian religion if it has *Christian Syncretism*, converting to a Muslim religion if it has *Muslim Syncretism*). This also extends to character reactions to being subjugated by a Holy War and AI character decisions to have mass conversions/baptisms.
*Unrelenting*, *Eternal Riders*, and *Invaders* now gives +10% Morale to all units instead of +10% Offensive to all units.
*Animistic*, *Totem-Guardians*, *Defenders of Dievas*, and *Survivor of Ukko* no longer give +5% Morale to all units. Instead, they now reduce the health and attribute penalties of traits and modifiers related to disease, and if playing with Reaper's Due, they now make provinces that follow the religion have a minimum depopulation resistance equivalent to a level 3 hospital (this also means they do not get any depopulation resistance benefits from hospital levels 1-3).
AI characters are now slightly more likely to elect to partake in an adulthood rite.
Unreformed Norse (Pagan), Tengri, and Aztec characters, as well as characters following reformed versions of those religions if playing without Holy Fury, are now more willing to found and join factions the same way characters following religions with *Warlike* would be.
Shiite and Yazidi religious heads are now addressed as "Your Highness" rather than "Your Imperial Majesty".
Expanded the caliphal regnal naming mechanic to the Isma'ili and Mahdite caliphates.
Laws:
*Crown Authority* now has an absolute 25-year cooldown on ANY ruler raising it for a given title.
For example, if you raise *Crown Authority* right before you die, your heir -- whether or not they're even a relative -- must wait 25 years from the point at which you raised *Crown Authority* in order to raise it again on the same title.
Note that this is *in addition* to the preexisting cooldown of 50 years in the case of the same ruler raising *Crown Authority* on the same title.
*Investiture*:
AI rulers will now sometimes choose to pass *Religion Head Investiture*, whereas previously they never did so on their own accord.
Both *Religion Head Investiture* and *Free Investiture*, in order for the AI to pass them intelligently, now have AI weighting based upon the ruler's personality score for zeal.
It is no longer possible to pass *Religion Head Investiture* before the year 1000, although it is the default law at all start dates again, as in vanilla.
If you have *Free Investiture* before the year 1000, your religious head will not have -30 opinion toward you until after the year 1000.
Freely invested bishops are now more grateful to their liege for appointing them (from +20 opinion to +30 opinion).
Liege Levies:
Liege levies will now reinforce as fast as demesne levies (triple the prior rate).
Opinion Scale of Liege Levy Contributions:
Minimum vassal opinion at which you'll receive their minimum required liege levy contribution (i.e., the "Min. Levy" modifier) is now -75 (from 0).
Maximum vassal opinion at which you'll receive their highest possible liege levy contribution is now 75 (from 100).
This shift in the relevant vassal opinion range reflects a move toward making feudals behave as if they have a more binding vassal contract than less advanced government types.
If a vassal dislikes their liege slightly (e.g., -10 opinion), this no longer means that the vassal will not provide any levy contribution at all (not even the otherwise required min. levy contribution!); instead, they need to truly hate you (i.e., less than -75 opinion) in order to defy their contract.
Consequently, the minimum liege levy ("Min. Levy") modifier is now far more powerful than previously! Now, if your total min. levy modifier is relatively high, you'll be able to squeeze ample troops from vassals that otherwise would've given you absolutely nothing.
This is important to understand, as it is the motivation for a number of changes to add more historically-motivated ways to control your min. levy (i.e., more authority / centralization / bureaucracy should lead to a higher min. levy modifier, as it reflects better enforcement and respect for the vassal contract, the general rise of legalism, the shrinking role of the lesser nobility in affairs of state, and the transition to a more organized and standing military).
A perfect vassal opinion is no longer required to garner the maximum levy contribution -- a vassal with 75 opinion will provide just as much troops as one with 100 opinion now.
As a bonus, this may also help level the playing field for the AI on military size, as it is well-known that players are far better at maximizing vassal opinion in ways that we cannot teach the AI, but we *can* teach the AI to be more effective at passing laws which affect the min. levy, and the new opinion scale is more forgiving of their hard-coded weaknesses.
Comprehensive Balancing of Minimum Levy and Maximum Levy Modifiers:
Throughout all of EMF, we've been working to rebalance the usage of all of the modifiers that control the minimum required liege levy contribution from vassals ("Min. Levy") and the maximum possible liege levy contribution from vassals ("Max. Levy"). NOTE: Despite common misconceptions, these two modifiers' "units" are virtually unrelated in practice.
Max. levy is a percentage of a vassal's troops scaled by their opinion of you (normalized into [0,1] for opinions in [-75,75], respectively).
Max. levy should be roughly considered as what vassals *WOULD* provide under ideal circumstances.
Min. levy is a fixed, required percentage of a vassal's troops.
Min. levy should be considered as what vassals *MUST* provide. It's a reflection of how binding and demanding your vassal contract is.
The game calculates your liege levy from a given vassal from whichever of the two yields the largest troop count.
One of our aims has been to create enough "headroom" for almost all combinations of the game's maluses and bonuses to both modifier types in order to ensure that they have their intended effect.
CK2's liege levy modifiers' only have an effect within their hard-capped range of [0,1]. Otherwise, magic troops -- or negative troops -- would enter the equation. This makes these modifiers unlike essentially any other modifier in the game (an exception: vassal tax modifiers, for the same reason but with gold instead of troops).
If the sum total of such a modifier's value exceeds these limits in either direction, the "leftover" modifier amount has absolutely no effect. Without very comprehensive care in the design of their use throughout the entire game, this can easily lead to unexpected situations wherein bonuses aren't working or wherein you can easily "bottom-out" improperly due to too many stacking maluses at once.
It cannot be stressed enough that, due to the nature of these two different modifier types, you *CANNOT* assume a +10% modifier means 10% more troops, that the two types even have the same units at all, or that the modifier units will have any directly proportional impact upon troops, even if all vassals had the same exact perfect opinion of you.
To even start understanding their real impact, you need to first sum up all bonuses and maluses that affect you. However, we recommend simply checking upon the tooltips in the Military screen regarding specific vassals' contribution, as that gives you a pretty good idea of what's affecting your liege levy.
Imperial Decay:
Now penalizes max. levies far less harshly. The amount of troops vassals *WOULD* provide does indeed decline with decay, but e.g., a loyal and powerful vassal can ultimately still marshal plenty of troops for you.
Now penalizes min. levies more harshly. The amount of troops vassals *MUST* provide sharply declines with decay.
To partially compensate for the drastic reduction in the max. levies malus, Imperial Decay's vassal opinion malus now starts kicking in at just above 20% Decay instead of 50% Decay, although the total decline to a -20 opinion modifier at 100% Decay is the same; the slope of vassal opinion malus per Decay is just more gradual now.
*Levy Efficiency* now penalizes min. levies much less harshly as your realm grows in size (60% of its max. levies malus, i.e., a -30% min. levy modifier at its cap).
*Recent Succession* is a bit less harsh now upon both min. levies and max. levies, although it is still a transient, decaying modifier designed to potentially leave you with little to no liege levy for a short period of time if you're running a very large realm. [It is easier on the AI than players for balance reasons.]
The *Pledge Peace to My Vassals* ambition now awards you slightly less of a max. levy bonus (simply due to smaller units now), but it now provides even more vassal opinion, so that should more than make up for it.
Reflecting the rise of legalism, bureaucracy, and more organized militaries, *Late Feudal Administration* now gives a min. levy bonus of 10% (from 0%), and *Imperial Administration* now gives a min. levy bonus of 15% (from 0%).
The *Crown Authority* law group now gives a min. levy bonus of 0%/+5%/+10%/+20%/+35% for its 5 tiers.
This is actually lower than previously, but that is because a) all of our units are smaller now, b) Obligations laws now also provide up to +20% min. levies, c) Focus laws can add another +5% to min. levies (at the cost of lower tax rates, of course), and d) *High Crown Authority* and *Absolute Crown Authority* each unlock Administration laws which provide further bonus.
The *Waldensian Charity* law setting *Optional* now gives -10% max. levy malus and -7.5% min. levy malus (was -20%/-20%), while the *Enforced* setting gives +10% max. levy bonus and +7.5% min. levy bonus (was +20%/+20%).
Obligations & Focus Laws:
This set of law groups, two for each vassal government group (and a variant for Iqta instead of Feudal if the liege is Muslim, which has higher tax efficiency and different default settings), has been rebalanced significantly.
Now also allow you to affect the minimum liege levy contribution ("Min. Levy") in a rather significant way.
Each law step beyond *Minimal Obligations* adds +5% min. levies (up to +20%), while the Focus law slider ranges from +5% to -5% min. levies.
Modifier formulae for the law groups are now more intuitive:
If increasing Obligations, you're now always adding a positive amount to the min. or max. levy modifier rather than, at most tiers, just subtracting less.
With the Focus sliders, tax trade-offs are now symmetric about the midpoint law, *Balanced Focus*, just as the levy trade-offs always have been.
Opinion effect at *Minimal Obligations* is now 0, and for each additional increase in law tier, the malus grows by -5 (a total of -20 at *Harsh Obligations*).
Tax modifiers, whose curves vary by the vassal government type (each of which has a different "tax efficiency," i.e., the rate at which they can afford to trade-off the same amount of levies for higher or lower tax rates), are now much more round numbers, and their curves are easier to grasp at a glance.
AI is more intelligent about passing these laws. Previously, the AI never tried to pass an Obligations law setting past the 2nd tier, and they would flip between the 1st and 2nd tiers based strictly upon whether they were *Greedy* or *Charitable*. Now, the AI will strive to maximize Obligations whenever relevant, but their personality is still a soft factor.
Holy Roman Empire / Saint-Empire Romain:
AI Emperors of the HRE / SER Can No Longer Hold Kingdoms of Burgundy or Italy:
Previously, the AI would grant these titles to vassals, creating, e.g., a huge vassal King of Italy (Lombardia), and it was a mess.
They now cannot create either title, although they are allowed to peacefully usurp them.
If they gain either of these titles by any means, they will immediately destroy them.
If they already hold either of these titles before becoming the Emperor, they will destroy them upon ascension.
If the campaign starts with them holding either of these titles, they too will be destroyed.
NOTE: The *Independence Faction* has special AI weighting to treat these territories as if they were already de jure until 1125, so there is less advantage than otherwise to directly holding them if you are the Emperor of either HRE variant. Nevertheless, as a player, you're not subject to these restrictions.
Dynamic Elector Title Assignment (DETA):
When a titular elector title is auto-destroyed by EMF due to gaining a same- or higher-tier title with de jure territory, EMF will immediately replace the elector title with another [qualifying] title from that Prince-Elector's demesne if possible (almost certainly is). The new title selection is subject to the same scoring criteria as the standard elector title assignment code except that the Prince-Elector won't change.
This prevents the painful auto-destruction of many titular stem duchies on SWMH that then proceed to trigger a full elector title reassignment (oft to some other ruler, screwing up the whole notion of why the stem duchies are preferred elector titles).
The Duchy and Kingdom of Bohemia have been given secondary preference scoring to the major / earlier historical stem duchy titles when a new elector title must be chosen (no preference previously).
[SWMH] Kingdom of Bavaria's name-tier (the title rank by which it is referred in game) is no longer overridden to be the same as its real tier. In base SWMH as in EMF+SWMH now, it's known as the Duchy of Bavaria (Baiern), because it is a stem duchy.
*Show Elector Titles of the [Holy Roman Empire / Saint-Empire Romain]*:
Added this display-only decision to show, at a glance, the exact list of currently-assigned Elector Titles and their holding Prince-Electors. This information is very valuable (esp. since an Elector Title may not actually be the primary title of a Prince-Elector), but until now, there's been no easy way to view this information.
Decision shows up if your ruler is in the HRE, de facto or de jure, as well as several other situations such as having a capital in a duchy that neighbors the de facto or de jure HRE or having even a single realm province in the de jure HRE (not just demesne), being in a tributary realm of the HRE, being in a suzerain realm over the HRE, etc.
Has distinctive decision icons for the German / Historical HRE and the French / Latin HRE (Saint-Empire Romain).
Restoring the HRE as a ruler other than Otto will now create a similar bloodline to his with its *Princely Elective* succession law boon and with opinion bonuses tailored to whether you formed the German / Standard HRE or the French / Western HRE.
Thankmar's Rebellion event chain and CB:
[SWMH] De jure reassignment code uses the proper SWMH stem duchy titles and assigns holders to the newly-created stem duchies more robustly.
Is now more robust in general (e.g., requiring that Otto actually still hold Germany during the rebellion, etc.)
Otto's Story Events no longer directly create the HRE. Otto needs to use the appropriate HRE formation decision like everyone else. His specific flavor is still retained via the decisions.
The Saint-Empire Romain's formation requirements no longer require holding the Kingdom of Aquitaine if the Kingdom is not held by anyone at all.
The standard / German Holy Roman Empire's formation requirements no longer require holding the Kingdom of Lotharingia if the Kingdom is not held by anyone at all.
If the HRE is still being restored, then rulers that could someday form the HRE (one requirement being holding at least one of the Carolingien HRE precursor kingdoms) will never declare tributary wars on other rulers that hold HRE precursor kingdom titles; otherwise, this would just gum up the potential for HRE restoration greatly.
Two new decision icons have been added to the *Form the Holy Roman Empire* and *Form the Saint-Empire Romain* decisions with appropriate flavor for each.
Title Creation:
When a player creates a titular title, it is already exempt from EMF's unnecessary titular title auto-destruction mechanic for the lifetime of that player ruler; now, that exemption status is always inherited to players' direct heirs in perpetuity.
The restriction upon creating a secondary empire title, which was that your current primary [empire] title must be titular and the title you're trying to create must be de jure, is now an AI-only restriction. Either way, players will still be forced to choose between one of the empires after creation (enforcing the "One Emperor, One Empire" EMF rule).
AI holders of any variant of the Holy Roman Empire, Byzantium, the Roman Empire, the Persian Empire, or the Arabian Empire are now completely blocked from creating or peacefully usurping any secondary empire title, even if it is de jure.
Nomadic Overhaul:
The baseline maximum population per empty holding in a nomadic province has been reduced to 500 (from 1250) when playing without SWMH and 775 (from 1375) when playing with SWMH.
A new set of modifiers has been added that increase or decrease the maximum population gained from empty holdings in a nomadic province depending on how much the terrain of the province suits a full nomadic lifestyle instead of a sedentary or transhumance lifestyle.
Steppe provinces: +100% maximum population contribution.
This effectively brings the maximum population gained per empty holding in a nomadic, Steppe province back to its old value (or in the case of SWMH, back to the value used by the mod without EMF).
Plains, Desert, Marsh provinces: +50% maximum population contribution.
While deserts would not normally be thought of as "good" lands for any sort of agriculture, they are still much more suitable for a nomadic lifestyle than a sedentary one, which is why they are here.
Farmlands, Hills, Woods provinces, any new terrain types added by submods: No change in maximum population contribution.
While farmlands could be thought of as being just as good for nomads as plains, they are here instead of with the +50% bonus group because they are much more suited to a non-nomadic lifestyle instead of a nomadic one.
Mountain, Forest provinces: -33.33% maximum population contribution.
Mountain provinces could be thought of being suitable for nomadic lifestyles, but the nomadic lifestyles practiced in mountains tend to be transhumance lifestyles similar to those of nomads in the Arabian Peninsula and Sub-Saharan Africa (which are represented as Tribal in-game, not Nomadic), not of the horse-focused lifestyles of Eurasian Steppe nomads.
Arctic, Jungle provinces: -50% maximum population contribution.
While arctic provinces did support nomadic reindeer herders, the peoples living there only switched to reindeer herding outside of the timeframe of CK2, and only did so as a method of surviving the face of declining reindeer populations. They also have a lifestyle that is more similar to the transhumance peoples of the Arabian Peninsula and Sub-Saharan African, both of which are depicted as Tribal in-game and therefore do not use population mechanics, than the nomadic peoples of the Eurasian Steppes.
Nomadic capital buildings have been completely reworked from the ground-up. They are now designed to push nomadic characters towards settling into Tribal governments and/or to represent ways in which Nomadic societies changed over the game's timeframe. Here is a list of all buildings now available in Nomadic capitals:
Clan Gathering Hall:
Costs prestige to build, gives flat bonuses to maximum population, gives the owner monthly prestige, increases commander limit, decreases clan sentiment, and increases the cooldown on moving capital locations. Clan Gathering Hall II is now the building that is necessary to settle to Tribal.
Wagon Train:
Increases maximum population by a certain %, but also decreases nomadic tax income as well as maximum manpower by a certain %. The end result is generally a larger population, but without the benefit of more maximum manpower from the extra population.
Camp Fortifications:
Increases fort level and garrison size of the capital, but also increases the cooldown on moving capital locations. Converts to a building in the Hillfort line on conversion to Tribal.
Specialized Craftsmen:
Increases nomadic tax income, but also decreases maximum manpower by a certain % and increases the cooldown on moving capital locations. Converts to a building in the Market Town line on conversion to Tribal.
Training Grounds:
Costs prestige to build, increases maximum manpower by a certain %. Converts to a building in the Training Ground line on conversion to Tribal.
Riding Contests:
Costs prestige to build, increases morale and manpower growth rate. Converts to a building in the Weaponsmith line on conversion to Tribal.
Harbor:
Costs prestige to build, adds Galleys to the capital's levy, and increases the cooldown on moving capital locations. Can only be built in coastal provinces and is only active while the capital is in a coastal province. Converts to a building in the Shipbuilders line on conversion to Tribal.
Horse Breeder:
Increases winter supply for all owned units, increases movement speed of all owned units, and increases the morale of Light Cavalry, Heavy Cavalry, and Horse Archer units, but decreases the Offensive of Light Cavalry and Heavy Cavalry units.
Messenger System:
Increases tech growth rate in the capital province, increases movement speed of all owned units, gives the owner monthly prestige, and increases the trade value of all owned trade posts, but decreases nomadic tax income.
Diseases in nomadic provinces will now decrease the amount empty holdings in them contribute to maximum population the same way they decrease tax income for non-nomadic provinces.
Base rate of manpower regrowth and decline has been changed by -25%.
When raiding nomadic lands, the consequent nomadic population death rate (per loot tick) has been doubled.
When playing with Way of Life, Nomadic characters are even more likely to select Struggle and Martial Education focuses for their wards of favorable gender than before.
Pillaging Own, Non-Nomadic Holdings:
Vassal khans can now also pillage their own, non-nomadic holdings.
Characters following pacifist religions cannot pillage their own, non-nomadic holdings.
Human nomad players can now no longer pillage their own, non-nomadic holdings when the holding to be pillaged has no buildings and is the last, non-nomadic holding in a province whose culture is different from the pillager's.
The option to fertilize fields with corpses after burning down the last, non-nomadic holding in a province will now also appear if there is only one other, non-nomadic holding in the province (i.e. the province would be counted as a nomadic province) and will now add a +50% maximum population contribution modifier to the province for 5 years instead of adding +8% population growth and +10% manpower growth to the pillager's capital.
The option to build a pile of skulls after burning down the last, non-nomadic holding in a province will now also appear if there are other, non-nomadic holdings in the province.
The option to have a religious festival after burning down the last, non-nomadic holding in a province will now also appear if there are other, non-nomadic holdings in the province, but will only appear for characters following religions in the Pagan group.
Abandon Province Decision:
No longer increases manpower growth in the character's capital or the capitals of other nomadic characters in their realm.
The population growth bonus gained from taking this decision now depends on the terrain of the province being abandoned and the number of empty holdings the province contains.
The population growth bonus' magnitude ranges from +2.5% to +10% depending on the terrain of the abandoned province (from a flat +8%). Terrain more suitable for full nomadic lifestyles will give greater bonuses. The spillover effect onto other nomadic characters' capitals now gives exactly half as much of a bonus as what the ruler abandoning the province gets (from a flat +3%).
The duration of the population growth bonus is now 2 years for every empty holding in the abandoned province (from a flat 8 years).
Provinces targeted by this decision will no longer get a -50% maximum population contribution modifier for 8 years.
The character taking this decision will now get a 5-year truce towards the foreign character who takes over the province from them.
Horde units:
Baseline Combat Bonuses:
Horde units no longer get any Offensive bonuses when their owner's capital is in a province with steppe, plains, or desert terrain (from a +5% Offensive bonus to Light Cavalry, Heavy Cavalry, Horse Archers, Camel Cavalry, and War Elephants).
Horde units no longer get any Defensive bonuses when their owner's capital is in a province with arctic, hills, or mountain terrain (from a +5% Defensive bonus to Light Cavalry, Heavy Cavalry, Horse Archers, Camel Cavalry, and War Elephants).
All horde units that cost piety have been removed. Nomadic peoples were never so incredibly religious that they had troops who fought based on their leader's piety to their religion.
The Lancer horde unit has been removed. It both did not make much sense thematically (Mongol cavalry e.g. heavily featured heavily-armored lancer units well before contact with Europeans) and was mechanically problematic.
Elephant Cavalry horde unit:
Now only requires a demesne province in India instead of requiring the ruler's nomadic capital to be there.
Is now composed of 235 Light Cavalry + 15 War Elephants (from 200 Light Cavalry + 50 War Elephants).
Now gives +60% Light Cavalry Defensive and +60% War Elephant Offensive (from +25% Light Cavalry Offensive, +50% Light Cavalry Defensive, and +50% War Elephant Morale).
Hiring cost is now 245 gold (from 250).
Now costs -30% maintenance compared to normal.
Camel Cavalry horde unit:
Now only requires a demesne province in desert terrain instead of requiring the ruler's nomadic capital to be in desert terrain, but it also requires that that desert terrain province be in either Africa or near the Arabian Peninsula, as Bactrian camels found in desert regions outside of these areas were much more suited for logistics than for fast, battle steeds.
Now gives +60% Light Cavalry Defensive and +60% Camel Cavalry Offensive (from +25% Light Cavalry Offensive, +50% Light Cavalry Defensive, +25% Camel Cavalry Offensive, and +50% Camel Cavalry Defensive).
Hiring cost is now 130 gold (from 250).
Now costs -50% maintenance compared to normal.
Horse Archer horde unit:
Now gives +60% Light Cavalry Defensive and +60% Horse Archer Defensive (from +75% Horse Archer Offensive and +100% Horse Archer Defensive).
Is now composed of 50 Light Cavalry + 200 Horse Archers (from 250 Horse Archers).
Hiring cost is now 100 gold (from 150).
Now costs -50% maintenance compared to normal (from -70%).
Heavy Vanguard horde unit:
Now gives +60% Light Cavalry Defensive and +60% Heavy Cavalry Defensive (from +25% Light Cavalry Offensive, +50% Light Cavalry Defensive, +25% Heavy Cavalry Offensive, and +50% Heavy Cavalry Defensive).
Hiring cost is now 160 gold (from 150).
Now costs -50% maintenance compared to normal (from -70%).
Light Vanguard horde unit:
Now gives +60% Light Cavalry Defensive and +60% Heavy Cavalry Defensive (from +25% Light Cavalry Offensive, +50% Light Cavalry Defensive, +25% Heavy Cavalry Offensive, and +50% Heavy Cavalry Defensive).
Hiring cost is now 150 gold (from 100).
Now costs -50% maintenance compared to normal (from -70%).
Light Horse Archers horde unit:
Now gives +60% Light Cavalry Defensive and +60% Horse Archer Defensive (from +75% Light Cavalry Defensive, +50% Horse Archer Offensive, and +75% Horse Archer Defensive).
Hiring cost is now 100 gold (from 50).
Now costs -50% maintenance compared to normal (from -70%).
Skirmish Cavalry horde unit:
No longer gives any unit modifiers (from -30% Light Cavalry Offensive, +50% Light Cavalry Defensive, +25% Horse Archer Offensive, and +50% Horse Archer Defensive).
Is now composed of 75 Light Cavalry + 50 Horse Archers (from 200 Light Cavalry + 50 Horse Archers).
The lower troop count is meant to make it easier for characters with low maximum manpower to use them, since they will also tend to be the ones without enough gold to hire a gold-based horde unit.
Hiring cost is now 50 prestige (from 75).
Now costs -25% maintenance compared to normal (from -50%).
Marauder horde unit:
No longer gives any unit modifiers (from -30% Light Cavalry Offensive, +50% Light Cavalry Defensive, +25% Horse Archer Offensive, and +50% Horse Archer Defensive).
Is now composed of 100 Light Cavalry + 25 Horse Archers (from 225 Light Cavalry + 25 Horse Archers).
Note that hiring costs are deliberately still the same, effective doubling the hiring cost per troop for this unit.
The lower troop count is meant to make it easier for characters with low maximum manpower to use them, since they will also tend to be the ones without enough gold to hire a gold-based horde unit.
Now costs -25% maintenance compared to normal (from -50%).
Light Rider horde unit:
No longer gives any unit modifiers (from -30% Light Cavalry Offensive and +50% Light Cavalry Defensive).
Is now composed of 125 Light Cavalry (from 250 Light Cavalry).
Note that hiring costs are deliberately still the same, effective doubling the hiring cost per troop for this unit.
The lower troop count is meant to make it easier for characters with low maximum manpower to use them, since they will also tend to be the ones without enough gold to hire a gold-based horde unit.
Now costs -25% maintenance compared to normal (from -50%).
A new horde unit has been added that is specific to the Mongol culture: the Jaghun.
Jaghun are composed of 40 Heavy Cavalry and 60 Horse Archers.
Jaghun gives +60% Heavy Cavalry Defensive and +60% Horse Archer Defensive.
Jaghun cost 56 gold to hire and cost -50% maintenance compared to normal.
Nomadic Mongol AI rulers will prioritize these horde units over others.
Nomadic Government:
Now has an additional -5 vassal limit modifier (a total offset of -15 from vanilla -10).
Khans (independent or otherwise) now fundamentally suffer from a -10 vassal opinion malus across the board. So goes the nature of ruling as a horse lord; nobody is jumping to be your vassal.
Now gives a baseline +1000 maximum population bonus (+1550 with SWMH) to compensate for the holding slot occupied by nomadic capitals in nomadic provinces.
Cultural Retinues:
New Mongol cultural retinue: "Kheshig".
Kheshigs are composed of 150 Horse Archers + 100 Heavy Cavalry.
Kheshigs give +60% Heavy Cavalry Offensive and +60% Horse Archer Defensive.
The old Altaic cultural retinue has been renamed to "At Yasu", as Kheshigs strictly arrived with the Mongols.
New Persian and Pahlavi cultural retinue: "Sarbazan Qalacur".
Sarbazan Qalacur are composed of 190 Heavy Infantry + 60 Pikemen.
Sarbazan Qalacur give +60% Heavy Infantry Offensive and +60% Pikemen Offensive.
Sipahi retinues have been redone.
Now composed of 150 Heavy Cavalry + 100 Horse Archers (from 120 Light Cavalry + 130 Horse Archers).
Now give +60% Heavy Cavalry Offensive and +60% Horse Archer Offensive (from +60% Light Cavalry Offensive and +60% Horse Archer Offensive).
Türkmen characters no longer have access to this retinue type, instead they now use the Altaic group default At Yasu retinues.
Gallóglach retinues have been removed. Instead, Pictish Raiders have been renamed to "Ceithern" and Irish characters now also use those retinues.
At Yasu retinues now give +60% Horse Archer Defensive and +60% Light Cavalry Offensive (from +60% Horse Archer Offensive and +60% Light Cavalry Offensive).
The generic, Iranian group cultural retinue:
Has been renamed to "Gholaman", which is slightly more appropriate now that Persian characters have their own cultural retinue (which makes "Khwarezmiyya" more inappropriate).
Now gives +60% Horse Archer Defensive and +60% Light Cavalry Offensive (from +60% Horse Archer Offensive and +60% Light Cavalry Offensive).
Calarasi retinues now give +60% Horse Archer Defensive and +60% Light Cavalry Offensive (from +60% Horse Archer Offensive and +60% Light Cavalry Offensive).
Kurdish characters now get access to Sarbazan Upin retinues instead of to Gholaman ones.
Baloch characters now get access to Da Gra Jungyaly retinues instead of to Gholaman ones.
Cultural Combat Tactics:
Embolon Charge Tactics and Embolon Closing Charge Tactics:
Now also the cultural combat tactic for Turkish characters, who used to have Retreat and Ambush Tactics as their cultural combat tactics before.
Renamed to "Swarming Charge Tactics" and "Swarming Closing Charge Tactics", which are much more appropriate now that Greek characters are only one of many cultures that have these tactics as their cultural combat tactics.
Aztec Combined Rush Tactics and Closing Aztec Combined Rush Tactics:
Now also the cultural combat tactic for Irish and Pictish characters, who used to have Shield Rush Tactics as their cultural combat tactics before.
Renamed to "Combined Rush Tactics" and "Closing Combined Rush Tactics", which are more appropriate now that Celtic characters also have these tactics as their cultural combat tactics.
Persian and Pahlavi characters now have Intimidating Advance Tactics as their cultural combat tactics instead of Retreat and Ambush Tactics. This also means they get access to Intimidating Closing Advance Tactics, too.
Kurdish and Baloch characters now have Attriting Raid Tactics as their cultural combat tactics instead of Retreat and Ambush Tactics.
Cultural Castle/Tribal Buildings:
New Mongol cultural castle/tribal building line: "Kheshig Drilling Grounds".
Focuses on Horse Archer and Heavy Cavalry levies, emphasizing Horse Archers slightly more.
Increases Horse Archer Defensive and Heavy Cavalry Offensive.
New Turkish cultural castle/tribal building line: "Timarli Sipahi Training Ground".
Focuses on Horse Archer and Heavy Cavalry levies with an even focus.
Increases Horse Archer Offensive and Heavy Cavalry Offensive.
New Persian cultural castle/tribal building line: "Gholaman Training Ground".
Focuses on Heavy Infantry and Pikemen levies, emphasizing Heavy Infantry much more.
Increases Heavy Infantry Offensive and Pikemen Offensive.
The Hall of War building line:
Now only increases Light Infantry Offensive and Heavy Infantry Offensive instead of increasing Light Infantry Offensive, Light Infantry Defensive, Heavy Infantry Offensive, and Heavy Infantry Defensive.
Is now also the cultural castle/tribal building line for Irish provinces.
The Gallowglass Training Ground building line has now been removed. Irish provinces use the Hall of War building line now instead.
The Riding Grounds building lines now increase Horse Archer Defensive instead of Horse Archer Offensive.
The Druzhina Training Ground building lines now increase Horse Archer Offensive and Heavy Cavalry Offensive instead of Horse Archer Defensive and Heavy Cavalry Defensive.
The Baloch cultural castle/tribal building line is now Highland Militia Quarters instead of Riding Grounds.
The Kurdish cultural castle/tribal building line is now Daylamite Infantry Barracks instead of Riding Grounds.
Though it may look weird to have Kurdish buildings be called "Daylamite", it is relatively sound, as Daylamites were historically grouped with Kurds due to their common origins. The original descriptions for Daylam centers of power often placed them in the middle of lands primarily populated by Kurds.
Mongols:
Now get a new cultural retinue. See the Cultural Retinues section for more details.
Now get a new cultural castle/tribal building. See the Cultural Castle/Tribal Buildings section for more details.
If playing with Horse Lords, get access to a new horde unit specific to Mongols. See the Nomadic Overhaul section for more details.
The Mongol Invasion event troops and event troops spawned for the Mongol Empire's successor states now have a different structure.
Spawned units are now organized into 1000-troop-sized blocks (from 3400-troop-sized blocks).
Each block is now composed of 60% Horse Archers and 40% Heavy Cavalry (from 53% Horse Archers, 31% Light Cavalry, 11% Light Infantry, 4% Heavy Infantry, and 1% Heavy Cavalry).
While this exact composition is debatable (the Mongols did not really have strict delineations between "heavy" and "light" cavalry; some melee-focused cavalry would have been considered "light" because of how little armor they wore, while some cavalry archers would have been considered "heavy" both due to their armor and because they could switch out their bows to effective close-ranged weapons before entering melee), this particular composition is the closest possible that would also replicate the combat tactics dynamics of the Mongolian military.
The *Blood of Árpád* bloodline is now active for all characters in the Magyar cultural group, not just Hungarians, and provides an opinion bonus from all cultures in the Magyar cultural group, not just Hungarians.
Magyar Group Cultural Retinues, Tactics, and Castle/Tribal Buildings:
Bandérium is now composed of 150 Heavy Cavalry + 100 Light Cavalry (from 150 Horse Archers + 100 Light Cavalry) and now gives +30% Heavy Cavalry Offensive and +30% Heavy Cavalry Defensive instead of +30% Horse Archer Offensive and +30% Horse Archer Defensive. This more closely resembles the composition of actual, historical Bandériums, and it better represents types of armies fielded by Hungarians for most of the time period during which the game takes place.
[SWMH] Mogers have access to the Luvosiiazu ("Lovasíjász" in Old Hungarian) retinue instead, which has the same composition and bonuses as the old Bandérium retinue did.
The default cultural tactic for the Magyar group is now Combined Charge Tactic (upgraded Charge Tactic) instead of Retreat and Ambush Tactic (upgraded Swarm Tactic). This better represents the types of tactics used by Hungarians for most of the time period during which the game takes place.
[SWMH] The cultural tactic for Mogers is still the Retreat and Ambush Tactic.
The default cultural castle/tribal building for the Magyar group is now *Hussar Training Ground* instead of *Riding Grounds*. This better represents the army composition used by Hungarians for most of the time period during which the game takes place.
[SWMH] The cultural castle/tribal building for Mogers is still *Riding Grounds*.
[SWMH] The Magyar group no longer has default access to the *Steppe Barracks* and *Steppe Stables* castle building lines. Only Mogers have access to those building lines.
Combat:
Horse Archers:
The Retreat and Ambush Tactics now give a bonus +25/50/75% Horse Archer Defensive on top of the base Swarm Tactics bonuses at Failed/Normal/Devastating levels respectively instead of a +25/50/75% Horse Archer Offensive bonus on top of the base Swarm Tactics bonuses.
Horse Archers now have 3 base Melee Defense (from 4).
Horse Archers no longer get -25% Defensive and -15% Offensive when defending in a province with jungle terrain.
Since defensive terrain modifiers apply only to one side in combat (the defending side), maluses should only be present if the unit type in question is specifically bad at only defending in such terrain. In the case of Horse Archers, the malus is due to the way humid weather messes with the glue holding together composite bows, so it should apply to both attacking and defending sides equally.
Swarm Tactics and cultural combat tactics derived from it (e.g. Retreat and Ambush Tactics) can no longer trigger when fighting in provinces with jungle terrain. This is meant as a partial replacement for the Horse Archer jungle combat malus that was previously implemented in a faulty manner.
EMF's variant of Shattered Retreat has been further limited in the maximum and preferred number of provinces for which a shattering army will want to retreat.
The relative change is even higher when using EMF+SWMH instead of plain EMF, since EMF+SWMH previously had an additional +1 maximum and preferred amount of provinces over which to retreat, and this no longer differs from plain EMF.
The effect of a subunit or flank leader's martial upon their command modifiers has been reduced to 40% of the vanilla multiplier (previously was 60% of vanilla). These can stack up way too fast otherwise.
The number of days between defender morale loss in a siege has been reverted to the vanilla setting of 12 days (from 5 days).
Upfront retinue hire costs have been changed by +40% (does not affect horde retinues or tribal retinues).
Getting Weapons through Weaponsmiths:
Whether a character has the option of ordering a scimitar or a sword now depends on the character's culture, not their religion. In general, African, Middle Eastern, Central Asian, and Indian cultures have access to scimitars instead of swords.
Only characters in a cavalry-based culture can now order a lance. This means they have to be Feudal, Nomadic, or belong to a culture that focuses on boosting Light Cavalry, Heavy Cavalry, Camel Cavalry, and/or Horse Archers (e.g. Breton, Latin group, Arabic group). Yes, War Elephant-boosting cultures do not count.
All characters in an archery-based culture can now order a bow, not just Nomadic characters. This means they have to be Nomadic or belong to a culture that specifically focuses on boosting Archers and/or Horse Archers (e.g. English, Magyar group, Persian).
Characters who could order both a lance or a bow (i.e. Nomadic characters or Feudal characters who also belong to a culture that boosts Archers and/or Horse Archers) will have either an axe or a mace as their last option instead of having both available. The option they get depends on their culture, though maces are the more common option.
The initial Seljuks, starting with Seljuk himself, will now be much more likely to survive in order to complete their AI invasion mission.
With the SWMH scrollable timeline extended to 993, it's necessary to give some "divine assistance" to the early, historical Seljuks in order to ensure that they do not go extinct (i.e., sire some sons) before their approximately historical invasion date ca. 1035.
If the game rule *Historical Outcome Promotion* is set to *Default*:
It will be unlikely for them to fail to produce an invader that meets the minimum "badass" criteria around the invasion's appropriate time range.
If the game rule *Historical Outcome Promotion* is set to *Passive*:
The historical invasion outcome is going to be a toss-up from starts as early as 993; it will be considerably less likely that a proper Seljuk invasion will happen.
While the Seljuk invasion is still incomplete and hasn't yet failed, no cadet houses will spin off the Seljuk dynasty.
Heritable Genetic Traits:
*Strong* now only gives +1 Martial (from +2) and no longer gives bonuses to character Fertility (from +10%), but now gives +20 Personal Combat Skill (from +10).
*Burly* now gives +0.25 Health (from +0.3) and +10 Personal Combat Skill (from +5).
*Delicate* now gives -0.25 Health (from -0.3) and -10 Personal Combat Skill (from -5).
*Weak* now gives -0.5 Health (from -1.0) and -3 vassal opinion (from -5) and no longer gives maluses to character Fertility (from -5%), but now gives -20 Personal Combat Skill (from -10).
*Fertile* and *Infertile* are no longer hidden from human players (AIs could always "see" their effects because they can always see a character's total fertility).
*Fertile*, *Infertile*, and *Sterile* are no longer heritable traits. This means parents with one of these traits do not have a greater chance of passing them onto their kids.
The general restriction on heritable traits that affect fertility (which also includes removing fertility effects from *Strong* and *Weak*) is due to realism, as fertility is known to not be a heritable property in the real world. This is theorized to be because of how heritable genes that decrease fertility have been naturally bred out of the genepool over the course of human and pre-human history, while heritable genes that increase fertility have naturally become dominant in the genepool over the course of human and pre-human history.
Added special government flavor entries for Count- and Baron-tier vassals under an imperial government type. Duke-tier vassals with an imperial government type but who are not direct vassals of the emperor will now also receive one of these new government flavors.
With the exception of the Reincarnation of Ashoka Bloodline, bloodlines that used to enable Religious Liberation CBs in vanilla now give a +10% Religious Enemies command modifier instead, as Religious Liberation CBs are not present in EMF due to their imbalance (just use a regular Holy War CB).
Reincarnation of Ashoka will simply not display the tooltip that it enables Religious Liberation CBs anymore. It is already powerful enough without the need for a Religious Enemies command modifier.
Dancing Plague now decreases all holdings' tax income by 10%, not just city holdings'.
Byzantine Minor Titles:
The *Augusta* title may now also be granted to your grandchildren.
The *Patrikios* title can now only be granted to 4 characters instead of 10.
The *Hypatos* title can now only granted to 8 characters instead of 20, and it affords only +3 opinion instead of +5.
The *Sebastos* title can now only be granted to 4 characters instead of 10, and you may now grant it to your grandchildren as well.
Fourth Crusade Event Chain:
The start of the event chain, should it happen, will now occur at a random time between 30 and 550 days after the crusade has been initially called instead of always 30 days after it has been called.
The 4th crusade Byzantine refugee now must also be in the same realm as the Byzantine emperor/empress, not be married to a landed character, be eligible to inherit titles (ignoring *Bastard* and being the current nominee for a bishopric), not be incapable, not be a prisoner, be accessible (i.e. not be in hiding or out traveling), have an ambition score of 0 or higher (so e.g. *Content* will tend to disqualify characters), be of a gender that is not disqualified by the Byzantine Empire's succession laws, not be a lover or a friend of the Byzantine emperor/empress, and have a negative opinion of the Byzantine emperor/empress.
If all other conditions are met, the chance of the 4th crusade event chain starting are now no longer 75% that increases by 5%% for every missing 100 realm holdings if the Byzantine emperor/empress has fewer than 300 holdings in their realm. Instead, it now starts at 50%, and the chance of the event chain NOT starting now halve for every character eligible to become the Byzantine refugee (i.e. 75% chance to start with 2 candidates, 88% with 3, etc.); at 6 or more eligible characters, the event chain will always start.
When there is more than one character who is eligible to become the Byzantine refugee when the 4th crusade event chain starts, the character selected will now be less random: being a closer relative to the emperor (siblings first), having a gender that is preferred by the succession laws of the Byzantine Empire, and being an adult will all increase the chances that the given candidate will be the one selected to become the Byzantine refugee.
Once the new target for the crusade has been set, the event chain now locks in the target, preventing it from being changed away from the Byzantine Empire.
Councilor Gender Requirements:
Characters with the *Cat* trait now have gender requirements ignored for whether or not they can become a councilor.
Gender succession laws that previously were enough on their own to allow women to become councilors under certain circumstances will now only do so when playing without Conclave and without *Gender Equality* set to *Historical*.
When playing without Conclave and with *Gender Equality* set to *Historical*, not having *Agnatic* succession is still enough to allow a ruler's mother to become their treasurer.
If a woman is part of a warrior lodge, their liege must now also be a member of that same warrior lodge in order for them to automatically qualify for commander and/or marshal positions. The liege just following the same religion as the woman warrior lodge member is no longer enough.
Women who either follow a religion with *Agnatic Clans* or have a liege who follows a religion with *Agnatic Clans* are now never eligible for commander or marshal positions unless they are a special, event-spawned marshal.
*Trickster*:
Now gives a +10% Experimentality command modifier instead of +30%.
Now unlocks two new combat tactic levels: Deceitful and Flexible.
These tactic levels replace the "normal" tactic level for commanders with *Trickster*, and they are weighted to make sure that they do not affect the odds of getting Failed or Devastating tactic levels.
Deceitful tactics give a +25% Offensive bonus to all units on top of the baseline, tactic-specific bonuses. They are more likely to be selected with decreasing Honor (e.g. *Impaler*, *Deceitful*, *Paranoid*).
Flexible tactics give a +25% Defensive bonus to all units on top of the baseline, tactic-specific bonuses. They are more likely to be selected with increasing Honor (e.g. *Charitable*, *Honest*, *Just*).
NOTE: By comparison, the "Normal" tactics these tactic levels replace give no extra Offensive or Defensive bonuses on top of the baseline, tactic-specific bonuses).
Independence Factions:
AI characters who are their liege's current or player heir will now also no longer join an independence faction in progress unless they have been coerced into it.
Lower-than-average rationality will no longer cause AI characters to be more willing to found and join independence factions.
AI characters with high ambition (>= 40) will now be twice as likely to found and/or join independence factions compared to before.
AI characters with low ambition will now be less likely to found and/or join independence factions, and those with exceptionally low ambition will now be very unlikely to found and/or join independence factions.
The ambitions *Have Fifteen Children* and *Have Twenty Children*:
Now boost the mood of the *Court Faction* by +10 opinion
Give less of a prestige boost if your religion features polygamy (instead of just whether it's Muslim)
The ambitions *Have Five Children* and *Have Ten Children*:
Now boost the mood of the *Court Faction* by +5 opinion
Give less of a prestige boost if your religion features polygamy (instead of just whether it's Muslim)
Artifacts:
Added a new artifact slot for ranged weapons.
Added a new stat called Ranged Combat Skill. Currently, the only function of Ranged Combat Skill is that it adds onto Personal Combat Skill when determining the odds of success in non-duel battle events and other events that involve general warfare.
Most crown artifacts have been changed so that they can now only be equipped if the character could be crowned (so if a character's situation changes to where wearing a crown would not make sense, the crown deactivates), and if they can be gifted, they can now only be gifted to characters who could be crowned.
King- and Emperor-tier characters who cannot be crowned (e.g. because they are merchant republics, viceroys, the Pope, King-Bishops, a holy order, etc.) will now also not receive a crown when they order jewelry through the Employ a Smith decision.
Characters who follow a religion with a syncretism doctrine can now use and/or be gifted artifacts that can be used and/or gifted to the religious group with which they are syncretic.
E.g. A character following a religion with *Muslim Syncretism* can potentially use and/or be gifted a *Sword of Mohammad*, which is normally only available to Muslim characters.
*Terrible Sword* and *Terrible Armor* can no longer be acquired because items that are worse than the common equipment that any landed person could be able to procure for themselves should not be artifacts.
However, they have not been removed from the game files. This is to ensure compatibility with mods that might want to give them out (for some reason).
*Terrible Armor* now only gives +1 Personal Combat Skill (from +2) so that it is functionally equivalent to *Terrible Sword*.
*Zweihander Sword*:
No longer gives command bonuses to any troop types.
Now gives +5 *Duelist* opinion.
No longer gives +10 Tribal vassal opinion on top of the existing +5 vassal opinion.
Now requires either not having *Feeble*, *Delicate*, or *Weak*, or having *Robust*, *Burly*, or *Strong* to use (from requiring 20 existing Personal Combat Rating, *Strong*, *Burly*, *Robust*, or *Giant*).
Now gives a +10% Morale Offense and +10% Morale Defense command modifier instead of a +20% Morale Defense one.
Can now only be gifted to characters who, in addition to certain cultural requirements, also either do not have *Feeble*, *Delicate*, or *Weak*, or do have *Robust*, *Burly*, or *Strong*.
Is now considered quality level 4 (from 2).
*Whispering Sword*, *Whispering Mace*, *Whispering Axe*:
No longer give command bonuses to any troop types.
No longer give +3 Martial.
Now give a +20% Morale Defense command modifier.
Now give +5 *Duelist* opinion.
*Unicorn Flair*, *Shrouded Helmet*, and *Winged Helmet* now give +10% Morale Defense command modifiers instead of a +5% Religious Enemies ones.
Crusader King Crown Artifacts:
No longer give +1 Martial.
Now give a +15% Morale Defense command modifiers instead of a +15% Religious Enemies one.
Battlefield Sword Artifacts:
No longer give command bonuses to leading a center flank.
The tier 3 versions of this artifact is now considered quality level 4 (from 3), the tier 2 version of this artifact is now considered quality level 3 (from 2), and the upgraded tier 1 version of this artifact is now considered quality level 2 (from 1).
The tier 3 versions of this artifact now gives +5 *Duelist* opinion, the tier 2 version of this artifact now gives +3 *Duelist* opinion, and the upgraded tier 1 version of this artifact now gives +1 *Duelist* opinion.
Pillaged Saintly Bones Artifacts:
Now give bonus Christian opinion instead of bonus opinion from characters following the same religion as the artifact's owner.
*Sword from Heaven*:
Now gives +3 *Duelist* opinion.
Now gives a +10% Morale Defense command modifier.
The event that spawns this artifact has had its triggering probability reduced by 80%.
*Eye of the Dragon*, *Blood of the Dragon*, and *Heart of the Dragon* now have spawning rules that follow settings for *Supernatural Events*.
Legendary Random World Armor:
No longer gives +1 Martial.
Now gives a +20% Morale Defense command modifier instead of a +20% Morale Offense one.
Legendary Random World Sword:
No longer gives +3 Martial.
Now gives a +20% Morale Defense command modifier instead of a +10% Morale Offense and +10% Morale Defense one.
Now gives +5 *Duelist* opinion.
*Sword of a Great Conqueror*:
No longer gives +3 Martial.
Now gives a +20% Morale Defense command modifier instead of a +10% Morale Offense and +10% Morale Defense one.
Now gives +5 *Duelist* opinion.
Horse Armor artifacts:
No longer give command bonuses to any troop types.
No longer give bonus Martial.
Now give a Morale Defense command bonus equal to the cavalry command bonus they used to give.
Created Armor artifacts:
No longer give bonus Martial.
Now give a Morale Defense command bonus instead of a Morale Offense command bonus.
*Chinese Tapestry*:
No longer gives -2 short reign length.
Now gives +5 Chinese opinion.
*Tapestry Depicting Trade*:
No longer gives -2% Build cost.
Now gives +0.5 Monthly Prestige (from +0.1 Monthly Prestige).
*Bronze Sculpture*:
No longer gives +1 Stewardship.
Now gives +0.5 Monthly Prestige (from +0.1 Monthly Prestige).
Is now considered quality level 2 (from 3).
*Zhuge Crossbow*:
No longer give command bonuses to any troop types.
No longer gives +2 Martial.
No longer gives +15% Plot Defense.
Now gives +1 *Hunter* opinion.
Is now considered quality level 2 (from 3).
Now equips to the new ranged weapon slot.
Now increases Ranged Combat Skill instead of Personal Combat Skill. This also means that it will not contribute to the outcome of duels.
*Ji*:
No longer give command bonuses to any troop types.
No longer gives +2 Martial.
Now gives +1 *Duelist* opinion.
Now gives a +5% Morale Defense command modifier.
Is now considered quality level 2 (from 3).
*Serpent Spear*:
No longer give command bonuses to any troop types.
No longer gives +2 Martial.
Now gives +1 *Duelist* opinion.
Now gives a +5% Morale Defense command modifier.
*Jian*:
No longer give command bonuses to any troop types.
No longer gives +2 Martial.
Now gives +3 *Duelist* opinion.
Now gives a +10% Morale Defense command modifier.
Is now considered quality level 3 (from 4).
*Water Clock*:
No longer gives +2 Learning.
Now also gives -5% Build time.
Now also gives +5 *Scholar* opinion.
*Silk Shroud*:
No longer gives +2 Intrigue.
*Ceremonial Robes*:
No longer gives +1 Diplomacy.
Now gives +5 Chinese opinion.
Chinese Sculpture:
No longer gives -5% Build time.
Now gives +0.25 Monthly Grace.
Chinese Calligraphy:
No longer gives +2 Town/Burgher opinion.
Now gives +5 Poet opinion and +5 Chinese opinion.
Is now considered quality level 3 (from 2).
*Dragon Amulet*:
No longer gives +1 Stewardship.
No longer gives -10% Build cost.
*Jade Dragon*:
No longer gives +10% tax income.
No longer gives +2 Diplomacy.
Now gives +2 opinion from all characters.
Now gives +1.5 Monthly Prestige (from +1.0 Monthly Prestige).
*Spectacles*:
No longer gives +2 Learning.
Can now only be gifted to characters who are effectively 40 years old or older.
*Plate Armor*:
No longer gives +1 Learning.
Now gives a +15% Morale Defense command modifier instead of a +5% Morale Offense one.
Now gives +1 Monthly Prestige (from +0.25 Monthly Prestige).
Is now considered quality level 4 (from 2).
No longer requires having at least 12 Learning or being a member of the Hermetic society to equip.
Now requires either not having *Feeble*, *Delicate*, or *Weak*, or having *Robust*, *Burly*, or *Strong* to use.
Can now only be gifted to characters who either do not have *Feeble*, *Delicate*, or *Weak*, or do have *Robust*, *Burly*, or *Strong*.
Is now the Good-level reward from the Gathering of the Great Minds event chain instead of the OK-level reward.
The giant crossbow is now the OK-level reward instead of the Good-level reward.
*Cipher Disc*:
No longer gives +1 Learning.
No longer gives +2 Intrigue.
Now requires having at least 12 Learning to equip instead of having at least 20 Learning or being a member of the Hermetic society.
Can now only be gifted to characters who have at least 12 Learning.
*Radius Astronomicus*:
No longer gives +3 Learning.
No longer gives +5% Tech Growth.
Now gives a +50% Movement speed command modifier that only activates when the character is at sea.
Now gives +1 *Viking* opinion, +1 *Pirate* opinion, +2 *Ravager* opinion, +3 *Sea King* opinion, +3 *Sea Queen* opinion, and +5 *Scholar* opinion.
Now has different equipping requirements. Instead of needing to have at least 20 Learning or be a member of the Hermetic society, the sum of the character's Learning and the *Shipbuilding* tech level in their capital must be at least 16 in order to equip this artifact.
Can now only be gifted to characters who could equip this artifact.
*Magnetic Compass*:
No longer gives +2 Stewardship.
No longer gives +2 Learning.
Now gives a +25% Movement speed command modifier and another +25% Movement speed command modifier that only activates when the character is at sea.
Now gives +1 *Viking* opinion, +1 *Pirate* opinion, +2 *Ravager* opinion, +3 *Sea King* opinion, and +3 *Sea Queen* opinion.
Now has different equipping requirements. Instead of needing to have at least 20 Learning or be a member of the Hermetic society, the sum of the character's Learning and the *Shipbuilding* tech level in their capital must be at least 16 in order to equip this artifact.
Can now only be gifted to characters who could equip this artifact.
*Handgun*:
Has been renamed to *Handgonne*, the proper name for this Medieval-era weapon.
No longer gives +1 Learning.
Now gives +5 *Hunter* opinion.
Is now considered quality level 4 (from 3).
Now has different equipping requirements. Instead of needing to have at least 20 Learning or be a member of the Hermetic society, the sum of the character's Learning and the *Siege Equipment* tech level in their capital must be at least 16 in order to equip this artifact.
Can now only be gifted to characters who could equip this artifact (if they were adults).
Now equips to the new ranged weapon slot instead of the normal weapon slot.
Now increases Ranged Combat Skill instead of Personal Combat Skill. This also means that it will not contribute to the outcome of duels.
*Emerald Tablet*:
No longer gives +2 Learning.
No longer gives +5% Tech Growth.
Now gives +2.0 Monthly Prestige.
Now gives +10 *Mystic* opinion.
Can no longer be equipped if not a member of the Hermetic society, and requires at least 16 Learning to equip even if a member of the Hermetic society, but no longer requires the character to be Rank 3 or 4 in the Hermetic society to equip if they have less than 20 Learning.
Can now only be gifted to characters who also have at least 16 Learning in addition to being members of the Hermetic society.
*Avant-Garde Painting*:
No longer gives -1 Diplomacy.
Now gives +1 *Lunatic* opinion and -1 opinion from all non-Lunatic characters.
Crafted Bow artifacts:
No longer give command bonuses to any troop types.
No longer give bonus Martial.
Tier 4 crafted bow artifacts now give +5 *Hunter* opinion, tier 3 crafted bow artifacts now give +3 *Hunter* opinion, and tier 2 crafted bow artifacts now give +1 *Hunter* opinion.
Now require either not having *Feeble*, *Delicate*, or *Weak*, or having *Robust*, *Burly*, or *Strong* to use.
Can now only be gifted to characters who either do not have *Feeble*, *Delicate*, or *Weak*, or do have *Robust*, *Burly*, or *Strong*.
Now equip to the new ranged weapon slot instead of the normal weapon slot.
Now increase Ranged Combat Skill instead of Personal Combat Skill. This also means that it will not contribute to the outcome of duels.
Crafted Swords, Scimitars, Maces, Axes, and Lances:
No longer give command bonuses to any troop types.
No longer give bonus Martial.
Tier 4 crafted weapon artifacts now give a +20% Morale Defense command modifier, tier 3 crafted weapon artifacts now give a +10% Morale Defense command modifier, and tier 2 crafted weapon artifacts now give a +5% Morale Defense command modifier.
Tier 4 crafted weapon artifacts now give +5 *Duelist* opinion, tier 3 crafted weapon artifacts now give +3 *Duelist* opinion, and tier 2 crafted weapon artifacts now give +1 *Duelist* opinion.
Fylkir Scepters:
No longer give any bonuses to stats.
Now give +5 opinion from followers of the reformed version of their respective religions instead of +10 opinion from all tribal characters.
*Karen Crown*:
No longer gives any bonuses to stats.
Now gives +0.5 Monthly Prestige and +0.5 Monthly Piety (from +1.0 for both).
Now gives +5 Mazdan group opinion instead of +10 vassal opinion.
*Imperial Diadem*:
No longer gives any bonuses to stats.
Now gives +1.0 Monthly Prestige and no Monthly Piety (from +1.5 for both).
Now gives +5 opinion from Feudal vassals, +4 opinion from City/Burgher vassals, and +4 opinion from Tribal vassals.
*Reichskrone*:
No longer gives any bonuses to stats.
Now gives +0.5 Monthly Prestige and no Monthly Piety (from +1.0 for both).
Now gives +5 opinion from Feudal vassals, +5 opinion from Christian church characters, +4 opinion from City/Burgher vassals, and +4 opinion from Tribal vassals instead of just +10 opinion from church characters.
Can no longer be equipped if the character is not the current emperor of the HRE or the SER.
*Sariraka Bone*:
No longer gives +3 Learning.
Now gives +5 Buddhist opinion.
*Jeweled Danda*:
No longer gives +1 Diplomacy.
No longer gives +10% tax income.
Now gives +5 Hindu opinion and an additional +5 opinion from characters following the same religion as the artifact's owner.
*The Mountain of Light*:
No longer gives +3 Stewardship.
No longer gives -10% Build cost.
No longer gives -10% Build time.
No longer gives -1 Health.
Now gives -5 *Greedy* opinion and +10 Sex Appeal opinion.
*The Tooth of Buddha*:
No longer gives +3 Diplomacy.
No longer gives -5 short reign length.
Now gives +10 Buddhist opinion and an additional +5 opinion from characters following the same religion as the artifact's owner (from +10 opinion from characters following the same religion as the artifact's owner).
*Yada Tashy*:
No longer gives +2 Stewardship.
No longer gives +10% tax income.
Now also gives +5 church character opinion.
Now also gives +1.0 Monthly Piety.
*Axe of Perkunas*:
No longer gives +5 Martial.
Now also gives +5 *Duelist* opinion.
Now gives a +20% Morale Defense command modifier.
*Axe of Perun*:
No longer gives command bonuses to any troop types.
No longer gives +2 Martial.
Now gives +16 Personal Combat Skill instead of +18.
Now also gives +5 *Duelist* opinion.
Now gives a +20% Morale Defense command modifier.
*Sampo*:
No longer gives +2 Stewardship.
No longer gives +20% tax income.
Now gives +1.0 Monthly Prestige and +0.5 Monthly Piety (from +0.5 for both).
Now gives -0.5% global revolt risk.
Now also gives an additional +5 opinion from City/Burgher vassals, +5 opinion from Tribal vassals, and -5 *Greedy* opinion.
*The Fetish of Souls*:
No longer gives +3 Intrigue.
Now gives +0.5 Monthly Prestige and +1.0 Monthly Piety (from +0.1 Monthly Prestige and +0.5 Monthly Piety).
Now also gives an additional +5 *Mystic* opinion.
Now gives a +10% Morale Defense command modifier.
*Gjallarhorn*:
Now gives +0.5 Monthly Prestige (from +0.1 Monthly Prestige).
Now gives +5 opinion from characters following the same religion as the artifact's owner.
Now gives a +10% Morale Defense command modifier and a +10% Morale Offense command modifier (from +20% to both).
*Andvaranaut*:
No longer gives +2 Stewardship.
No longer gives +20% tax income.
No longer gives -1 Health.
Now gives -20% Plot defense.
Now gives +1.0 Monthly Prestige (from +0.5 Monthly Prestige).
Now gives -0.5% global revolt risk.
Now also gives an additional +5 opinion from City/Burgher vassals, +5 opinion from Tribal vassals, +10 Sex Appeal opinion, and -5 *Greedy* opinion.
*Mjolnir*:
No longer gives command bonuses to any troop types.
No longer gives +3 Martial.
Now also gives +5 *Duelist* opinion.
Now gives a +20% Morale Defense command modifier.
*Haoma Sapling*:
No longer gives +10% Fertility.
Now only gives +0.25 Health if the artifact's owner is affected by a disease that would lower their health.
*Cyrus Cylinder*:
No longer gives +1 Stewardship.
No longer gives -10% Build cost.
No longer gives -10% Build time.
Now gives +0.5 Monthly Prestige (from +0.1 Monthly Prestige).
Now gives +5 Iranian opinion and +5 Israelite opinion.
Can now also be equipped by and gifted to Israelite characters.
*Derafsh Kaviani*:
No longer gives a +20% Morale Offense command modifier.
Now gives +10 Iranian opinion instead of +10 vassal opinion.
Now also gives a +20% Siege command modifier.
*Babr-e-Bayan*:
No longer gives +2 Martial.
No longer gives +1 Health.
No longer gives +1% global levy size or +0.5% max manpower.
No longer gives +16 Personal Combat Skill.
Now gives +1.0 Monthly Prestige (from +0.1 Monthly Prestige).
Now gives a +20% Morale Defense command modifier and a +20% Siege command modifier.
Now gives +20% Plot defense.
*Cup of Jamshid*:
No longer gives any bonuses to stats.
No longer gives +1 Health.
Now gives +1.0 Monthly Prestige and +0.5 Monthly Piety (from +0.1 Monthly Prestige).
Now also gives +5 Taoist opinion and +10 *Mystic* opinion.
*Tooth of Mohammad*:
No longer give command bonuses to leading a center flank.
Now also +0.5 Monthly Piety.
*Water of the Blessed Mantle*:
No longer gives +0.25 Health.
Now gives +0.25 Monthly Prestige and +0.25 Monthly Piety (from +0.1 Monthly Prestige and +0.25 Monthly Piety).
*Hair from the Beard of Mohammad*:
No longer gives +1 Diplomacy.
Now gives +3 Muslim opinion.
*Mohammad's Bowl*:
No longer gives -1% global revolt risk.
Now gives +5 Muslim opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
*Cloak of Mohammad*:
No longer gives -2% global revolt risk.
Now gives +5 Muslim opinion.
Now gives +0.1 Monthly Prestige and +1.0 Monthly Piety (from +0.1 Monthly Prestige and +0.5 Monthly Piety).
*Letter of Mohammad*:
No longer gives +2 Learning.
Now gives +5 Muslim opinion.
Now gives +0.5 Monthly Prestige and +0.5 Monthly Piety (from +0.1 Monthly Prestige and +0.5 Monthly Piety).
*Blessed Sandals*:
No longer gives +1 Health.
Now gives +5 Muslim opinion.
Now gives +1.0 Monthly Prestige and +1.0 Monthly Piety (from +1.0 Monthly Prestige and +0.5 Monthly Piety).
*Sword of Mohammad*:
No longer gives +3 Martial.
Now gives +5 Duelist opinion.
Now gives a +20% Morale Defense command modifier.
*Blessed Mantle*:
No longer gives +1 Diplomacy.
No longer gives +10% tax income.
Now gives +1.0 Monthly Prestige and +1.0 Monthly Piety (from +0.5 Monthly Prestige and +0.5 Monthly Piety).
Now gives +5 dynasty opinion and +5 Muslim opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
*Holy Banner of Mohammad*:
No longer gives +1 Martial.
No longer gives -2% global revolt risk.
Now gives +5 Muslim opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
Now gives +1.0 Monthly Prestige (from +0.1 Monthly Prestige).
Now gives a +20% Morale Defense command modifier and a +20% Siege command modifier instead of a +15% Morale Offense command modifier and a +15% Morale Defense command modifier.
Is now considered quality level 4 (from 5).
*Seal of Mohammad*:
No longer gives +2 Diplomacy.
No longer gives -5 short reign length.
Now gives +10 Muslim opinion instead of +10 opinion from characters following the same religion as the artifact's owner.
Now gives +1.0 Monthly Prestige and +1.0 Monthly Piety (from +0.5 Monthly Prestige).
*David's Sling*:
No longer gives +1 Martial.
Now also gives +3 *Hunter* opinion.
Can now be equipped by and gifted to Muslim characters.
Is now considered quality level 3 (from 2).
Now equips to the new ranged weapon slot instead of the normal weapons slot.
Now increases Ranged Combat Skill instead of Personal Combat Skill. This also means that it will not contribute to the outcome of duels.
*The Tabernacle*:
No longer gives -2% global revolt risk.
Can now be equipped by and gifted to Muslim characters.
Now gives +2 Christian church character opinion, +2 Muslim church character opinion, and +5 Israelite opinion.
*Seal of Solomon*:
No longer gives +4 Learning.
Now gives +0.1 Monthly Prestige and +1.0 Monthly Piety (from +0.1 Monthly Prestige and +0.5 Monthly Piety).
Now gives +5 Christian church character opinion, +5 Muslim church character opinion, +5 Israelite opinion, and +5 *Mystic* opinion.
*Ark of the Covenant*:
No longer gives +2 Stewardship.
No longer gives any command bonuses.
Now gives -0.5% global revolt risk.
Now gives +10 Christian opinion and +10 Israelite opinion instead of +10 opinion from characters following the same religion as the artifact's owner.
*King David's Harp*:
No longer gives +4 Diplomacy.
Now gives +5 Christian opinion, +5 Muslim opinion, and +5 Israelite opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
Now also gives +10 *Poet* opinion and +10 Sex Appeal opinion.
Now gives +1.0 Monthly Prestige and +0.5 Monthly Piety (from +0.1 Monthly Prestige and +0.5 Monthly Piety).
*Staff of Moses*:
No longer gives +2 Stewardship.
Now gives +5 Christian opinion, +5 Muslim opinion, and +5 Israelite opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
Now also gives +5 *Duelist* opinion.
Now gives a +20% Morale Defense command modifier instead of a +10% Morale Offense and +10% Morale Defense one.
*Weeping Statue*:
No longer gives +5% tax income.
Now gives +5 Christian church character opinion and -10 Iconoclast opinion.
*Remains of St. Cessianus*:
Now gives +5 Christian opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
*Image of Edessa*:
No longer gives +0.25 Health.
No longer gives +5% tax income.
Now gives +5 Christian opinion and -10 Iconoclast opinion.
*Veil of Veronica*:
No longer gives -1% global revolt risk.
Now gives +2 Christian opinion.
*Right Hand of St. Demetrius*:
No longer gives +2 Martial.
Now also gives +0.5 Monthly Piety.
Now gives +2 Christian church character opinion.
*Chains of St. Peter*:
No longer gives +2 Learning.
Now also gives +0.5 Monthly Piety.
Now gives +2 Christian church character opinion.
*Finger of St. John*:
No longer gives +1 Learning.
*Holy Prepuce*:
No longer gives +15% Fertility.
No longer gives +0.5 Health.
Now also gives +0.5 Monthly Piety.
Now gives +5 Christian opinion.
*Nail of the True Cross*:
No longer gives +2 Diplomacy.
Now gives +5 Christian opinion.
*Seamless Robe of Jesus*:
No longer gives +1 Learning.
No longer gives +10% tax income.
Can now be equipped by and gifted to Muslim characters.
Now gives +5 Christian opinion and +5 Muslim opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
Now gives +1.0 Monthly Prestige and +0.5 Monthly Piety (from +0.5 Monthly Prestige and +0.5 Monthly Piety).
Now gives +5 Christian opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
*Crown of Thorns*:
No longer gives +1 Learning.
No longer gives -3% global revolt risk.
Now gives +5 Christian opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
Now also gives +5 opinion from the head of the artifact owner's religion.
*Bones of St. Peter*:
No longer give +1 Stewardship.
No longer gives -10% Build cost.
No longer gives -10% Build time.
Now gives +10 Christian opinion instead of +10 opinion from characters following the same religion as the artifact's owner.
Now gives +0.5 Monthly Prestige and +1.0 Monthly Piety (from +0.1 Monthly Prestige and +0.5 Monthly Piety).
*Holy Grail* (Non-Supernatural Version):
No longer gives +1 Health.
Can now be equipped by and gifted to Muslim characters.
Now gives +5 Christian opinion and +5 Muslim opinion instead of +10 opinion from characters following the same religion as the artifact's owner.
*Holy Grail* (Supernatural Version):
Can now be equipped by and gifted to Muslim characters.
Now gives +5 Christian opinion and +5 Muslim opinion instead of +10 opinion from characters following the same religion as the artifact's owner.
Now gives +2.0 Monthly Prestige and +0.5 Monthly Piety (from +0.5 Monthly Prestige).
*Lance of Longinus*:
No longer gives +1 Martial.
Now gives +5 Christian opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
Now also gives +5 *Duelist* opinion.
Now gives a +20% Morale Defense command modifier and +20% Siege command modifier instead of a +20% Morale Offense and +20% Morale Defense one.
*Shroud of Jesus*:
No longer gives +1 Learning.
No longer gives +5% global levy size or +2.5% maximum manpower.
Now gives +5 Christian opinion and -10 Iconoclast opinion instead of +5 opinion from characters following the same religion as the artifact's owner.
Can no longer be used by or gifted to Iconoclast characters.
Now gives +0.5 Monthly Prestige and +1.0 Monthly Piety (from +0.5 Monthly Prestige and +0.5 Monthly Piety).
*Iron Crown of Lombardy*:
No longer gives +1 Diplomacy.
No longer gives -5 short reign years.
Now gives +4 opinion from Feudal vassals, +3 opinion from City/Burgher vassals, and +3 opinion from Tribal vassals instead of +10 vassal opinion.
Now gives +0.5 Monthly Prestige and +0.5 Monthly Piety (from +1.0 Monthly Prestige and +0.5 Monthly Piety).
Foot of a Saint artifacts:
No longer gives a +5% movement speed command modifier.
Now gives +0.2 Monthly Piety and +0.05 Monthly Prestige.
Arm of a Saint, Hand of a Saint, Tongue of a Saint, and Head of a Saint artifacts:
No longer gives any bonuses to stats or Personal Combat Skill.
Now give +0.2 Monthly Piety and +0.05 Monthly Prestige (from +0.05 Monthly Prestige).
*Tongue of an Unbeliever*:
No longer gives +1 Intrigue.
Now gives +0.25 Monthly Prestige (from +0.05 Monthly Prestige).
*Cursed Diamond*:
No longer gives +10% tax income.
Now gives -20% Plot defense.
Now gives +2.0 Monthly Prestige (from +1.0 Monthly Prestige).
*Cursed Diamond Crown*:
No longer gives +3 Stewardship.
Now gives -20% Plot defense.
Now gives +2.0 Monthly Prestige (from +1.0 Monthly Prestige).
Now gives +4 opinion from Feudal vassals, +3 opinion from City/Burgher vassals, and +3 opinion from Tribal vassals.
Can now only be equipped by characters who can be and have been crowned.
The event option to turn the Cursed Diamond into a crown will now no longer appear for characters who cannot be crowned.
*'+2' Axe*:
No longer gives +2 Martial.
Is now considered quality level 1 (from 2).
The event that spawns this artifact has had its triggering probability reduced by 80%. This artifact will now properly be as "rare" as its purple name indicates.
West African Fetishes:
*Rainstick*:
No longer gives +1 Stewardship.
No longer gives +5 Personal Combat Skill.
No longer gives +20 days of supply.
Now gives +5 West African opinion (both reformed and unreformed).
Now also gives +0.05 Monthly Piety.
Can now be used by children.
*Ivory Idol*:
No longer gives +3 Martial.
No longer gives +5 Personal Combat Skill.
Now gives a +10% Morale Defense command modifier instead of a +10% Narrow Flank and +10% Religious Enemy command modifier.
Now also gives +0.1 Monthly Piety.
Can now be used by children.
*Carved Totem*:
No longer gives +3 Intrigue.
No longer gives +5 Personal Combat Skill.
Now gives a +10% Morale Defense and +5% Experimentality command modifier instead of a +10% Movement speed and +10% Experimentality command modifier.
Now also gives +0.15 Monthly Piety.
*Spirit-Mask of Flight*:
No longer gives +1 Martial.
No longer gives +5 Personal Combat Skill.
Now gives a +10% Retreat command modifier instead of a +5% Movement speed and +5% Retreat command modifier.
Now also gives +0.05 Monthly Piety.
*Spirit-Mask of Staunchness*:
No longer gives +1 Martial.
No longer gives +5 Personal Combat Skill.
Now gives a +10% Morale Defense command modifier instead of a +5% Center and +5% Morale Defense command modifier.
Now also gives +0.05 Monthly Piety.
*Spirit-Mask of Anger*:
No longer gives +1 Martial.
No longer gives +5 Personal Combat Skill.
Now gives +0.1 Monthly Prestige and +0.1 Monthly Piety (from +0.05 Monthly Prestige).
Now gives a +10% Morale Defense and +5% Experimentality command modifier instead of a +5% Movement speed and +5% Damage command modifier.
*Spirit-Mask of Trickery*:
No longer gives +1 Martial.
No longer gives +5 Personal Combat Skill.
Now gives +0.25 Monthly Piety.
Now gives +5 West African opinion (both reformed and unreformed) instead of +5 Tribal vassal opinion.
Now gives a +15% Retreat and +7.5% Experimentality command modifier instead of a +5% Retreat and +10% Experimentality command modifier.
*Spirit-Mask of Ruthlessness*:
No longer gives +1 Martial.
No longer gives +5 Personal Combat Skill.
Now gives +0.25 Monthly Piety.
Now gives +5 West African opinion (both reformed and unreformed) instead of +5 Tribal vassal opinion.
Now gives a +15% Morale Defense and +7.5% Experimentality command modifier instead of a +10% Morale Offense and +5% Flanking command modifier.
*Spirit-Mask of Determination*:
No longer gives +1 Martial.
No longer gives +5 Personal Combat Skill.
Now gives +0.25 Monthly Piety.
Now gives +5 West African opinion (both reformed and unreformed) instead of +5 Tribal vassal opinion.
Now gives a +10% Morale Defense and +5% Siege command modifier instead of a +5% Retreat and +10% Experimentality command modifier.
*Spirit-Mask of Terror*:
No longer gives +3 Martial.
No longer gives +10 Personal Combat Skill.
Now gives +10 West African opinion (both reformed and unreformed) instead of +10 Tribal vassal opinion.
Now gives +0.5 Monthly Piety.
Now gives a +20% Morale Defense and +10% Experimentality command modifier instead of a +20% Morale Offense and +5% Pursue command modifier.
*Spirit-Mask of Bravery*:
No longer gives +3 Martial.
No longer gives +10 Personal Combat Skill.
Now gives +10 West African opinion (both reformed and unreformed) instead of +10 Tribal vassal opinion.
Now gives +0.25 Monthly Piety.
Now only gives a +20% Morale Defense command modifier instead of a +20% Morale Defense and +5% Center command modifier.
*FIXES:*
AI choices, random chance modifiers, and event modifiers related to the tournament event chain now use the proper, double-digit ranges for Personal Combat Skill.
Standardized the bonuses given by cultural castle/tribal buildings.
Cultural castle/tribal buildings that provide two troop types now always provide bonuses to both troops. This change affects *Warrior Gathering Ground*, *Caballero Training Ground*, *Marine Barracks*, *Ethiopian Drilling Grounds*, and *Hall of War*.
Cultural castle/tribal buildings that provide two troop types now always give a +10%/+5% total bonus to both troop types instead of sometimes only giving +5%/+2.5% to each troop type. This change affects *Riding Grounds*, *Cavalleria Training Ground*, *Druzhina Training Ground*, *Hussar Training Ground*, *Al-Faris Training Ground*, *Desert Cavalry Training Ground*, *Crossbow Range*, *Jurchen Cavalry Barracks*, *Mountaineer Academy*, *Sardinian Garrison*, *Daylamite Infantry Barracks*, and *Highland Militia Quarters*.
Cultural castle/tribal buildings now only give bonuses to Offensive and/or Defensive stats. This change affects *Jaguar Warrior Lodge*, which now gives bonuses to Heavy Infantry Offensive instead of Heavy Infantry Morale.
Religious heads will no longer consider anyone older than 16 a child when deciding whether or not to grant a claim on a title.
The *Gather the lands of the Eastern Marches* HRE kingdom title formation decision:
Will now correctly copy the laws of your old primary title to your new kingdom title.
Will no longer give the Emperor claims on your titles.
The exception to this (and an additional fix): if you were subject to the crown laws of the HRE before receiving the new kingdom title and those crown laws do not permit you to normally create de jure vassal kingdoms, then the emperor will get a weak, pressed claim on your new kingdom title.
[SWMH] If you choose the Austrian variant for the new kingdom (as opposed to Styrian, Carinthian, or Bavarian), then the title's name will now properly be nativized rather than the Anglicized "Austria" (unless *English Localisation for SWMH* -- SED -- is enabled too).
Event troops for AI Crusader Kings:
If the crusade target title is already owned by someone outside the crusade target when a crusade is won, the event troops that an AI crusader king will get to help them survive will now properly spawn for the crusader king instead of the owner of the original title.
Human players can no longer take advantage of event troops meant for the AI by having another dynasty member become a crusader king, have them get the event troops a day after the crusade is won, then take over the crusader king using the event that fires 3 days after the crusade is won.
Rulers who refuse an ultimatum to increase council power and then go on to lose the war against the faction will now have their laws altered the same way as if they had given into the ultimatum instead of the punishment being less drastic than if they had given in.
Coastal, Republic counts who are either Bogomilist or Muslim should now properly become merchant republics when they gain a duchy-, king-, or emperor-tier title.
Diplomat and Warrior traits (e.g. *Novice Diplomat*, *Skilled Warrior*) no longer qualify as Diplomacy- and Martial-related lifestyle traits respectively, as they can be obtained by anyone with any lifestyle.
Fixed some irregular council voting logic related to determining whether a possible war target is desirable and how to vote on the Split Clan decision.
When RelSub (Religious Subjugation, the custom holy war system in EMF) is preventing a ruler that was conquered and converted by holy war (or whose parents were) from inheriting a title from an external realm from a ruler of their previous religion group, it will no longer get stuck on weird, ultra-rare edge cases regarding succession laws where disinheritance is apparently impossible. Note that this issue had no realistic impact, but it did spam at least one game log once.
If *Gender Equality* is set to *Historical*, characters following religions with *Equality*, *Harmonious*, or *Enatic Clans* will now still have *Full Status of Women* instead of *Traditional Status of Women*.
Fixed a technical error in the regular Crusade/Jihad/GHW CB (i.e., not the one used by Catholic/Fraticelli characters with Holy Fury enabled) that could prevent declaring the war as a temporal religious head.
Possibly fixed a mysterious issue regarding Crusades fired in response to *Religious Emancipation*. This war should use EMF's older-style Crusades instead of those of Holy Fury, even if emancipating from the Catholic or Fraticelli religions.
[Vanilla] Almohad and Hafsid characters are now Mahdite after 1121.
*VANILLA FIXES:*
Fixed broken logic in the AI weighting of using the *Inspire Warriors* society power such that it actually takes ongoing wars into account and cannot be used on tribal holdings that are not the province capital.
In some cases, it was previously possible for *Call to Glory* to not immediately remove its levy modifiers from a ruler's demesne provinces when the Power is no longer in effect.
Peasant revolts will now properly apply the *Recent Uprising* provine modifier to the province from which the revolt originates, the same way reinforcements to peasant revolts do.
Playing without Charlemagne DLC enabled will no longer cause secondary heirs under *Elective Gavelkind* succession to never go independent.
When reforming a religion with *Monastic*, *Christian Syncretism*, or *Totem Guardians* and playing without Sons of Abraham, the tooltip saying that the doctrine unlocks the ability to order someone to take vows will no longer appear, as that decision is locked behind Sons of Abraham.
DLC Recommendation Tooltips:
When playing with a DLC that unlocks playing as a certain religion that is also unlockable by other DLCs or when playing as a Nomad character, other DLCs no longer become highly recommended if the only reason they would be is because they unlock said religion.
Music DLCs will no longer ever be listed as highly recommended or recommended, as the way the game's music system works means music DLCs never replace less desirable tracks with more desirable, context-sensitive ones the way e.g. portrait, unit, and coat of arms DLCs work.
[SWMH] DLCs recommended based on enhanced graphics for the selected character will now properly work off of the Italian and Berber cultural groups.
Legacy of Rome:
The recommendation based on being able to mend the Great Schism now properly triggers for non-Orthodox rulers who could also end up mending the Great Schism, but will only trigger for characters in the realm of the (Eastern) Roman Empire or with lands in territories near the pentarchy sites required for mending the Great Schism.
The recommendation based on being involved with the (Eastern) Roman Empire will now trigger based on whether the chosen character is in the realm of the (Eastern) Roman Empire or is a remnant of it (from the 4th Crusade), not based on culture.
The recommendation based on cultural retinues will now fire for all non-nomadic characters because they all have cultural retinues in HIP. The recommendation will also be slightly stronger for patricians due their special, Family Palace buildings that greatly increase their retinue caps, as well as their tendency to have fewer levies but more money to spend on retinues.
The Republic will now be properly recommended to Tribal and Nomad characters who could potentially form a Merchant Republic, instead of to non-nomadic pagans.
Rajas of India is no longer listed as highly recommended for Bön and Khurmazta characters.
Charlemagne is no longer recommended based on enabling viceroyalties, as that system is not used in EMF. However, it is now properly recommended for religions whose holy orders and/or special religious decisions are locked behind Charlemagne.
Conclave will now be extremely highly recommended for everyone instead of just recommended.
Monks and Mystics' recommendation based on the societies available to a character now properly accounts for Mazdans, Christians who can join monastic orders but are not of the primary religion of their respective orders, the Assassins now being Ismail'i instead of Shiite, all religions having access to secret religious societies, and all religions now having access to devil worshiper societies.
Jade Dragon's recommendation based on being located in a region that will gain additional flavor is now purely based on the character being close enough to interact with China, not their religion or their government form.
Holy Fury:
The recommendation based on playing a Pagan character now also mentions new reformation mechanics and mass baptisms.
The recommendation based on new coronation events and special crusade mechanics will now properly trigger for Fraticelli characters.
When council power laws are raised outside of the ruler's control (e.g. from a faction ultimatum), the powers that will be newly vested in the council will now be determined randomly instead of always going *Diplomacy Committee*, then *Titles and Offices Committee*, then *Justice Committee*.
Sow Dissent Chancellor Action:
Provinces who do not have any lord who is not independent and not in the same realm as the chancellor can no longer be targeted by this action because the actions corresponding to it can only target lords who are not independent and not in the same realm as the chancellor.
Events corresponding to this action will now preferentially fire for the holder of the province's capital holding if possible.
Chancellors can no longer catch themselves using this action and report themselves to their own liege.
Fixed a bunch of possible issues with the 4th Crusade event chain should the Byzantine refugee, the Byzantine emperor, and/or the merchant lord host of the refugee die, switch their religion, and/or be deposed at some point between the start of the event chain and when the merchant lord delivers their passionate speech.
When the first visible event in the 4th crusade event chain fires for the Byzantine emperor/empress, the Byzantine refugee is immediately moved to the target patrician instead of only after the event window is closed, preventing a lot of potential abuse opportunities for a human player to end the event chain before it even really has a chance to start.
Pillaging a Tribal holding that has exactly 2 buildings built will now properly give extra rewards to the pillager the same way pillaging in any other case would.
The highest quality Ruby Bracelets artifact (there is a higher quality and a lower quality version) now properly has a quality of 4 instead of 3.
[Vanilla Map] Destroying Irminsul when the province is owned by someone who is not a Norse pagan will now properly apply the moral authority penalty to the Norse pagan religion instead of to the religion of the province's owner.
Triggers that check whether a character can become a councilor will now properly check relations between the character and their liege instead of the character's liege and the `ROOT` scope of wherever the trigger is being called.
Bishops and the Pope will no longer ask for artifacts that could not be gifted to them normally when asking for something in exchange for a Holy Fury coronation.
Piety-based ancestor veneration and pagan bloodline establishment now works properly. Piety-based ancestor veneration has mechanics extremely similar to how Christian saints are established, but it can only happen for characters who do not end up getting chosen for the usual, prestige-based ancestor veneration.
The Create Israel decision can now only be used if the Israel title does not have any de jure territory, and the bonus 1000 Prestige and special bloodline will gained from using the decision will now only be given to the first character who uses the decision (so the Israel bloodline exploit is also fixed).
Unreformed Bön characters will no longer have opinion penalties towards female rulers.
The *Seize Trade Post* CB can no longer be used against trade posts that are not owned by patricians. This is a workaround for an issue where sieging down a trade post not owned by a patrician will destroy the trade post instead of occupying it, which means that occupying the CB's wargoal would end up invalidating the CB.
*MODDING:*
Replaced a lot of checks for specific Tribal and/or Nomadic government types with more generic `is_tribal` and `is_nomadic` checks. This increases compatibility with submods that might add more governments to these government types.
Replaced a lot of checks for specific laws and government types in `common/government_flavor/00_government_flavor.txt` with scripted triggers that can be modified externally more easily. This primarily helps submods that add or remove feudal or imperial government types, elective succession laws, and/or council power laws.
The `reset_religion_features_effect` effect now also removes the ability for the religion have prepared invasions.
Since all Nature doctrines other than *Warmongering* remove this ability anyway (and *Warmongering* always enables it), this change does not change anything about how this effect is used for Random World generation, which is the only player-relevant place where this effect is used in EMF or in the base game. This is why this change is in the *MODDING* section, not in *VANILLA FIXES*.
Added flags and variables that are stored in religion scopes for mechanical religion settings that have no built-in conditions (e.g. `divine_blood`, `investiture`, `has_heir_designation`, etc.). Their names all follow the format "emf_<religion setting name>", e.g. `emf_divine_blood`, `emf_attacking_same_religion_piety_loss`, `emf_peace_piety_gain`; note that this name can sometimes be quite different from the name of the commands that set values (e.g. `enable_disabled_invasion` vs. `emf_allow_viking_invasion`).
Boolean settings are represented by the presence or absence of the named flag. If the flag is set in the religion's scope, then the setting is "yes", and if the flag is not set, then the setting is "no".
The religion settings `short_reign_opinion_year_mult` and `independence_war_score_bonus` overwrite define values if they are set, so the corresponding variables, `emf_short_reign_opinion_year_mult` and `emf_independence_war_score_bonus`, are set to -1000 if these settings are meant to be undefined/cleared (i.e. if the default define values are meant to be used).
All flags and variables need to updated whenever a command that changes the setting for a religion is run. If they are not, then certain triggers and/or effects that check for at least one of these flags or variables can potentially give incorrect results.
Changes to any mechanical settings of any religion will need to be synchronized with changes to the corresponding religion's code-generated, "emf_set_default_flags_for_<religion>" scripted effect in `common/scripted_effects/emf_religion_codegen_effects.txt`, otherwise checks reliant on the changed setting might not work properly.
To be properly processed by conditions and effects reliant on this system, new religions that are added by a submod should ideally have an effect set up similar to those of other religions' "emf_set_default_flags_for_<religion>" scripted effects in `common/scripted_effects/emf_religion_codegen_effects.txt`, and this effect should be run once on startup of a new, non-saved game without religion names randomized in the new religion's scope, similar to what is done in event `emf_religion_codegen.2` (located in `events/emf_religion_codegen.txt`).
Certain utility traits have been added that you may find useful when submodding:
Five "temporary" traits:
`emf_temporary_0`, `emf_temporary_1`, `emf_temporary_2`, `emf_temporary_3`, and `emf_temporary_4`
These exist so that you may essentially "flag" characters that may possibly be dead (real flags cannot be set upon dead characters) in any code doing a temporary computation (e.g., walking through a family tree, leaving markers behind to avoid infinite loops due to incest). They **MUST** always be completely removed from the characters after the computation, or else other code which uses these traits will certainly break at some point.
A set of hidden traits that directly adjust the personality scores of an AI character.
For each personality category -- `ai_ambition`, `ai_greed`, `ai_honor`, `ai_rationality`, and `ai_zeal`, there exist 4 traits to boost the associated score by 25/50/100/200 and 4 traits to reduce the associated score by the same amounts. These traits can be seen in `common/traits/122~emf_utility_traits.txt` (or just search for `emf_boost_ambition_25`).
EMF 10.5 [2019-11-12]
*CHANGES:*
Camel Cavalry now have 6 base Skirmish defense (from 5).
Combat Tactics:
Reduced the Camel Cavalry Offensive bonus for Charge and Closing Charge Tactics from +75%/+100%/+125% to +50%/+75%/+100% for Bad/Normal/Devastating.
Added a new cultural combat tactic called Mameluke Charge Tactic and a corresponding Mameluke Closing Charge Tactic. It is the new default combat tactic for cultures in the Arabic group, and it adds +50% Camel Cavalry Offensive on top of the regular bonuses of Charge and Closing Charge Tactics.
Lightning Raid Tactic now gives +50% Light Infantry Offensive on top of the bonuses of Glorious Raid Tactic instead of +50% Light Infantry Defensive.
Bull Horns Tactic is now an upgraded version of Glorious Raid that gives an extra +50% Pikemen Offensive (from being an upgraded version of Glorious Harass that gives an extra +50% Pikemen Offensive).
Lightburst Tactic is now an upgraded version of Glorious Stand Fast that gives an extra +50% Archer Offensive (from being an upgraded version of Glorious Volley that gives an extra +50% Pikemen Offensive).
When an heir is being introduced, *Homosexual* and/or female heirs can now also become infatuated with a vassal's spouse as long as the spouse's gender matches the heir's sexual preferences.
China Invasion Logic:
Expansionist China will no longer prioritize targets for tributary wars purely based on their realm size. Instead, non-Expansionist China will simply never target large realms for tributary wars.
When China chooses a target for tributary wars, neighboring an existing tributary of the Western Protectorate is no longer enough for China to deem a ruler a valid target.
If the Western Protectorate is on the map and has any neighbors who are valid targets for tributary wars, they will be targeted first.
If the Western Protectorate is either not on the map or is surrounded by tributaries, it will first target realms that neighbor two of its existing tributaries.
If China is allowed to perform major invasions, they will now greatly prioritize conquering all provinces in the Duchy of Jiuquan (Duchy of Kucha in SWMH) if any of the provinces in the duchy are in realms that can be targeted by the China for an invasion.
If China is allowed to perform major invasions and the Western Protectorate does not own any provinces on the map, they can now target conquering provinces from realms with provinces on the Eastern edge of the map, not just realms whose capitals are on the Eastern edge of the map.
*MAJOR FIXES:*
Crashing on the current CK2 patch 3.3.0 (64-bit) has been eliminated. There is a bug in the 64-bit hard-code regarding when any nonzero chance of stillborn children (`NDefines.NCharacter.INFANT_DEATH_CHANCE`) is used; vanilla doesn't use the feature (sets it to zero chance). This took an absolutely grueling process of elimination to determine.
Consequently, we will not feature stillbirths for the time being.
*FIXES:*
Troops & Tactics:
Camel Cavalry properly have 7 Morale now.
Awesome Charge Tactics, Heavy Charge Tactics, Combined Charge Tactics, Embolon Charge Tactics, Shock Charge Tactics, and their Closing Charge equivalents now all give the same +50%/+75%/+100% Camel Cavalry Offensive bonus as non-cultural Charge and Closing Charge Tactics (from +25%/+50%/+75%).
Crushing Closing Charge Tactics now properly boost War Elephant Offensive instead of Horse Archer Offensive.
Wolf's Howling Tactic no longer gives an increased Camel Cavalry Offensive bonus compared to Glorious Swarm Tactic.
Ambush Raid Tactic and Lightning Raid Tactic now give the same +125% Camel Cavalry Offensive bonus as Glorious Raid Tactic would (from +50%).
The effect that shifts a character's genetics to push them towards right-handedness will now properly do so instead of shifting the character's genetics for perceptiveness.
If a temple is sieged down by a non-tribal, human-controlled character of the same, non-unreformed religion as the holder of the temple, but somehow the temple is not occupied a day after it has been sieged down, the character will only lose piety if they are still hostile towards the temple owner the day the temple siege was won.
Looting a temple owned by a Muslim or Tibetan Buddhist or Bön character as a character who has the same religion as the temple holder will now trigger the same piety loss event that other, non-unreformed pagans get.
Religious heads will now be more hostile towards rulers in need of a coronation even with Holy Fury, and they will no longer be more hostile towards King-tier Catholic/Fraticelli viceroys and vassals under Imperial government.
Fixed [and enhanced] the AI weighting for being much more likely to decide to blind a prisoner or perform Zun Judgment in the case where the two characters in question have conflicting interests in the line of succession to any title (i.e., they are both in the line of succession).
Fixed issues where certain holy war CBs were still available against religious groups with which a character's (reformed) religion had a Syncretism doctrine.
When spawning characters that are supposed to have a randomized culture, such as the "Wandering [One-Eyed] Genius," the "Immortal Evil Dude," or the "Wandering Wise Man," there was previously a possibility that the assigned culture would indeed not be random.
[SWMH] Fixed an issue where Chinese armies spawned in the wrong province during an invasion of China.
*VANILLA FIXES:*
Characters who become Zun after being subjected to Zunist judgement will now instead become the religion of their torturer. This means that if their torturer follows a reformed Zunist faith, their victim will also become reformed Zunist.
[Vanilla Map] When Charlemagne is crowned by his special event instead of by a regular coronation event, all uncrowned modifiers are cleared from him.
Leadership of the Community of Saint Anthony society will now be properly determined by the rank and traits of its members.
Characters will no longer be sometimes stuck on a pilgrimage if they visit a saint burial tomb that is in an area with a mild climate.
AI characters will now properly change their centralization laws depending on how their demesne compares to their demesne limit and how their vassal count compares to their vassal limit.
Courtiers will no longer ask their lieges to imprison themselves if they suspect their liege of murdering a child.
The pope can now properly remove *Tribal Kinslayer*.
Warrior Lodge societies now properly give extra Renown for having *Kailash Guardian*, just like other pagan crusader traits.
Being moderately or heavily scarred will now increase the chances of becoming the new leader of a Warrior Lodge society the same way being lightly scarred does.
When winning or losing a religious war of some kind, the objective to Strengthen Religion and/or the modifier for winning or losing a holy war will now only trigger if the two sides have different religions (certain religious CBs can potentially target characters of the same religions, and defenders against holy wars can call in allies with a different religion than them who can also potentially have the Strengthen Religion ambition).
Wars in Exchange for Papal Coronations:
Will now invalidate if the target of the war is no longer valid (e.g. the title holder is no longer a valid target or the target in the war no longer holds land under the target title).
Can now properly target characters whose religion the pope and the target character consider hostile, not just heretics and characters outside their religious groups.
Will now properly prioritize excommunicated characters over characters who are just disliked by the religious head.
Will no longer be offered to characters who have an alliance, a non-aggression pact, and/or a truce against all valid targets.
Religious Head Responses to Requests:
Religious heads will now recognize *Tribal Kinslayer* as a kinslayer trait when deciding whether or not to accept certain religious requests.
Religious heads will no longer treat characters with inactive saintly bloodlines more favorably.
Religious heads will now check for four generations' worth of children before deciding that a character is heirless, but they will now also ignore children who cannot inherit.
Religious heads will now properly recognize when the age of a character prevents them from having any more children when considering whether or not a character is heirless.
During the event chain where a poet character's spouse discovers that they were asked by a courtier for a poem and they do not like it, the option to gift the spouse earrings will now subtract gold from the treasury instead of adding it.
*MODDING:*
The graphical culture requirements for getting freckles has been exported to a scripted trigger called `emf_is_freckles_graphical_culture`.
AI behavior for religious head decisions that take bad priest traits into account now all use the scripted trigger `has_bad_priest_trait_trigger` instead of individual trait-checking blocks. This means that submods that add or remove bad priest traits will have these decisions automatically take their changes into account as long as they update the `has_bad_priest_trait_trigger` trigger.
The *Convert to Local Culture* decision and *Plot to Revoke <Title>* plots can no longer be used by any offmap governor, not just the Western Protectorate.
EMF 10.4 [2019-11-08]
*CHANGES:*
*Christian Syncretism*, *Muslim Syncretism*, *Mazdan Syncretism*, and *Eastern Syncretism* are no longer available in Random Worlds with randomized religion names. This is both due to limitations in the game's localization of religious doctrines and because the specific features common to each religious group cannot be determined ahead of time, making it impossible to have these Syncretism doctrines add these features to the reforming faith.
Rulers can no longer randomly get *Stressed* from Business focus.
Modified the effect of councilor attribute scores on the chances of triggering a positive or negative event associated with the job they are doing.
The modifiers for the chances of triggering a job-related event now range from attribute scores of 0 to 30 (from two sets, one ranging from 0 to 7 and the other from 10 to 22).
At attribute scores below 10, positive job events are less likely to trigger than before, and negative job events are more likely to trigger than before, though in the case of a councilor with an attribute of 0, negative job events are slightly less likely to trigger than before. The scaling is now more gradual, with the largest (relative) effect at an attribute score of 9, but with the rate of the relative effect increase decreasing at lower attribute scores (from the relative effect starting low with the rate of the effect increase increasing at lower attribute scores).
At attribute scores above 10, positive job events are less likely to trigger than before until an attribute score of 24 (after which positive job events are more likely to trigger than before), and negative job events are more likely to trigger than before until an attribute score of 25 (after which negative job events are less likely to trigger than before). The scaling is now more gradual, with the largest (relative) effect at an attribute score of 11, but with the rate of the effect increase decreasing at higher attribute scores (from a weird, step-like scaling system before that generally saw the rate of the relative effect increase increasing at higher attribute scores).
Swaying and Antagonizing:
NOTE: These changes generally affect the way the AI selects new targets to Sway or Antagonize. Older saves where AI characters have already selected Sway and Antagonize targets will not see these changes reflected until roughly five years of in-game time have passed, at which point the AI characters will usually have reevaluated their Sway and Antagonize targets and picked new ones if their existing ones are no longer suitable.
*Eunuch* characters can no longer end up becoming lovers through Swaying event chains.
AI characters with an (player) heir whose education trait could be upgraded through Swaying event chains will now always choose to Sway their heir instead of only if their attribute differences were large enough that an education improvement attempt would generally be successful.
AI characters will no longer attempt to Sway their unlanded or baron-tier councilors.
AI characters will now be more lenient with their opinion requirements for selecting a character to Sway, but will only attempt to Sway characters of whom they have a positive opinion already.
Non-independent AI characters who only have a small pool of characters to choose from for Swaying and Antagonizing will now be less likely to select a character to Sway or Antagonize in the first place.
Because human players do not have to take their characters' numerical opinion of others into account, AI characters will now only attempt to Sway human players if they would be able to become a friend or a lover of the player through Swaying events (which e.g. requires +60 mutual opinion), or if the human player in question is their heir and the AI could improve the player's education.
Unit Stats:
Archers now have 3 Morale (from 1), 1.5 base Melee Attack (from 1), 3 base Melee Defense (from 2), and 1.5 base Pursue Defense (from 2).
Pikemen now have 0.25 base Skirmish Attack (from 0.1) and 2 base Pursue Attack (from 0.2).
Horse Archers now have 4 Morale (from 5).
Camel Cavalry now have 7 Morale (from 8), 1.5 base Skirmish Attack (from 3), 5 base Skirmish Defense (from 6), 8 base Pursue Attack (from 6), and 4 base Pursue Defense (from 3).
War Elephants now have 20 Morale (from 10), 16 base Skirmish Defense (from 5), 50 base Melee Attack (from 25), 40 base Melee Defense (from 20), 8 base Pursue Attack (from 0.1), and 4 base Pursue Defense.
Dutch/Frisian/Low Frankish Retinues and Buildings:
Goedendag Militia is now composed of 200 Pikemen and 50 Light Infantry (from 100 Pikemen and 150 Light Infantry).
The Goedendag Militia Quarters building line for Castles now gives 70/165/285/430/600/795 Pikemen and 10/30/60/100/150/210 Light Infantry (from 60/145/255/390/550/735 Pikemen and 30/70/120/180/250/330 Light Infantry). For Tribals, they now give 11/24/39/56 Pikemen and 2/6/12/20 Light Infantry (from 10/22/36/53 Pikemen and 4/10/18/26 Light Infantry).
Combat Tactics:
Combat Tactics now last for 3 days instead of 5. Besides reducing the penalties to armies with mixed compositions (that arise because each tactic only boosts the stats of some units, so mixed armies will have more unboosted units for any given tactic), this change also offsets the effect of Skirmish tactics boosting Melee stats when the opposing flank changes the flank's phase from Skirmish to Melee.
Shifted the martial modifiers for getting Devastating, normal, or Failed tactics so that the resulting odds are both more gradual and result in less swingy experienced bonuses/maluses during combat. Characters are now more likely to get Failed tactics and less likely to get Devastating tactics at lower martial, are more likely to get normal tactics at a martial of around 10, and are more likely to get Devastating tactics and less likely to get Failed tactics at higher martial.
Altered the effects of techs on Combat Tactics. Higher tech levels now also increase the odds of Devastating tactics and increase the odds of selecting a cultural combat tactic, not just decrease the odds of Failed tactics. Failed tactics now also start with higher baseline odds than normal to make the evolution of odds over time smoother. This generally means that techs have a greater effect on combat performance for commanders with average martial than for commanders with exceedingly low or exceptionally high martial.
Removed Charge on Undefended Flank, primarily because it goes against historical records of armies with an extremely high ratio of archers to non-archers (and without a numbers advantage) winning against armies with more "melee-focused" ratios filled with heavy cavalry.
Devastating Tactics are disabled for characters with Call to Glory so that they no longer compete with Glorious Tactics.
Stand Fast Tactics no longer give bonuses to War Elephant Offensive or War Elephant Defensive.
Charge Tactics now also give +100% War Elephant Offensive.
Advance Tactics no longer give bonuses to War Elephant Offensive.
Changed the cultural combat tactic for characters in the Indo-Aryan, Dravidian, and Elephant groups. Instead of Grey Wall Tactic, which gave +50% War Elephant Defensive on top of the regular stats for Stand Fast Tactics, they now have Crushing Charge Tactic, which gives +50% War Elephant Offensive on top of the regular stats of Charge Tactics.
Closing Charge Tactics now give the same bonuses as baseline Charge Tactics. This means Closing Charge Tactic gives +50% Light Cavalry Offensive (from +25%), +100% Heavy Cavalry Offensive (from +125%), +100% Camel Cavalry Offensive (from +125%), +50% Horse Archer Offensive (from +0%), and +100% War Elephant Offensive (from +75%), and it no longer gives bonuses to Light Infantry Offensive, Heavy Infantry Offensive, or Pikemen Offensive.
Closing Charge now requires a decent amount of cavalry to perform.
Last Stand Tactic is now an upgraded form of Glorious Advance Tactic instead of Glorious Shieldwall Tactic.
Elk's Lament Tactic is now an upgraded form of Glorious Volley Tactic instead of Glorious Shieldwall Tactic.
Pike Assault Tactic now gives +50% Pikemen Offensive on top of the normal Stand Fast Tactic bonuses instead of +25% Light Infantry Offensive and +25% Light Infantry Defensive on top of the normal Stand Fast Tactic bonuses.
All cultures that get an upgraded version of Charge Tactics will now get a similarly upgraded version of Closing Charge Tactics.
New Tactics:
Closing Advance Tactic is a Skirmish tactic that changes the flank to melee and can fire for flanks that cannot perform Closing Charge Tactic (because they do not have enough cavalry). It gives similar bonuses as Advance Tactics (that are Melee tactics). Cultures that have upgraded versions of Advance Tactics also get upgraded versions of Closing Advance Tactics.
Pike Square Tactic is a new Skirmish tactic that belongs to the same group as Shieldwall Tactics (so Swarm Tactics deal extra damage to flanks using it). It gives -75% Archer Offensive, -75% Horse Archer Offensive, and -100% Offensive to all other troop types except for Pikemen. However, it gives a +500% Damage bonus against Harass Tactics, a +500% Damage bonus against Closing Charge Tactics, and a +300% Damage bonus against Closing Advance Tactics. This tactic effectively boosts the Skirmish attack of Pikemen to be equal to that of Light Infantry under Harass Tactics, and will cause Pikemen to absolutely slaughter units should the opposing flank use Closing Charge against them.
Delay Tactic is a new Skirmish tactic that belongs to the same group as Shieldwall Tactics (so Swarm Tactics deal extra damage to flanks using it). It gives no bonuses to any units and gives no bonus Damage against any tactic. It is meant to be the new "default" Skirmish tactic for when a flank is not eligible for better Skirmish tactics.
Shieldwall Tactic has been overhauled. It now gives -75% Archer Offensive, -75% Horse Archer Offensive, and -100% Offensive to all other troop types (from +50% Pikemen Offensive, +50% Archer Offensive, and +50% Horse Archer Offensive). However, it now also gives +50% Heavy Infantry Defensive and +25% Defensive to all other troop types (from +25% Heavy Infantry Defensive, +25% Pikemen Defensive, +25% Heavy Cavalry Defensive, +25% Archer Defensive, and +25% War Elephant Defensive). It also gives +300% Damage against Harass Tactics (from +100%) and +400% Damage against Closing Advance Tactics; note that these boosts are massive mainly to compensate for the Offensive maluses the tactic normally gives.
The chances of selecting a combat tactic that switches the flank from Skirmish to Melee phase is now influenced more heavily by troop composition (armies with more Heavy Cavalry, War Elephants, Heavy Infantry, and/or Pikemen will be more likely to select it, armies with more Archers and/or Horse Archers will be less likely to select it) and is also now influenced by terrain (Plains, Farmlands, and Steppes are easier to advance over, while Forest, Mountains, Jungle, and Marshes are harder to advance over).
Roman Triple Line combat tactics will now only give an extra +25% Heavy Infantry Offensive and +25% Heavy Infantry Defensive (from +50% and +50%) on top of the normal bonuses of the Advance combat tactics. This brings them in line with the bonuses of other cultural combat tactics.
Bloodlines:
The Blood of Bayajidda and Magajiva bloodline can now be inherited from fathers as well as mothers. This will allow the *Enatic-Cognatic*-enabling effect to actually be useful, as having a male ruler disrupt a line of female rulers will no longer cause the bloodline to be lost in the next generation of rulers, therefore allowing *Enatic-Cognatic* to be kept even if a generation happens to be male.
The bloodline of Alexander Nevsky now applies to all cultures in the East Slavic cultural group, not just Russian. In practice, by the time the bloodline exists, all East Slavic characters and provinces in the game are Russian, but this does benefit users of the Ruler Designer and/or modders who wish to add cultures to the East Slavic group and/or split up Russian.
The bloodline gained by founding Lechczechrus will now only be active for characters in the East Slavic and West Slavic cultural groups.
The Blood of Alexander the Great bloodline can now only be founded by characters in the Latin, Italian (with SWMH), Byzantine, or Arabic cultural groups, and can only be founded if the character's religion is Christian, Muslim, or Hellenic. Once founded, it is also now only active for characters who continue to satisfy those conditions.
The Blood of Ashoka bloodline can no longer be founded by Taoist characters, and is now only active for characters with a Dharmic religion (i.e. Eastern group without Taoist).
The bloodline gained for adopting a Chinese Imperial government is now only active for characters who belong to cultures that are eligible for Chinese Imperial government.
Added a new succession law called *Pictish Elective*. It is only available for Pictish characters, who also no longer have access to *Tanistry* by virtue of their culture alone. It is the starting succession law for the Kingdom of Pictland in the 769 start (available without SWMH), though due to lack of history data for the female relatives of the rulers of the Kingdom of Pictland, it will take some time before the interesting aspects of the succession law become relevant. *Pictish Elective* is a blend of *Tanistry* and *Feudal Elective* that also has its own, Pictish peculiarities.
Direct vassals of the ruler and their vassals are electors, just like under *Tanistry*.
Each elector has one vote, and outside of peculiarities specific to *Pictish Elective*, electors will score candidates the same way they would under *Feudal Elective*.
Only characters who belong to the same dynasty as the current ruler or who are related to any current or previous ruler through a direct female line (e.g. uterine sibling, nibling through the ruler's sister, grandchild through the ruler's daughter, cousin through the ruler's mother's uterine sister, etc.) are eligible as candidates.
Electors will prefer electing a candidate who is related to any current or previous ruler through a direct female line over those who are not. They will also not prefer to elect a candidate who is an immediate child of the current ruler.
[SWMH] Removed all cultural static unit modifiers. Cultural influences on units are represented enough by cultural buildings, cultural retinues, and cultural combat tactics.
Added a new game rule called *Sway and Antagonize* with three options: *Allowed*, *Players Only*, and *Disallowed*. Since Sway and Antagonize are features of Holy Fury, this rule will only appear when playing with Holy Fury enabled.
*Allowed* enables Sway and Antagonize for all rulers, AI included. It is the default option. It can increase immersion, but allowing the AI to Sway and Antagonize can slow down the game down somewhat for arguably little gain.
NOTE: Sway event spam has been fixed regardless of this option, so human players won't be bombarded with Sway attempts by the AI anyway. However, the game will run slower regardless because AI rulers still have to intermittently check their Sway/Antagonize targets for eligibility and/or select new targets, even if they are now more cautious about selecting humans.
*Players Only* allows only human players to use Sway and Antagonize actions. This can potentially create an uneven playing field due to how powerful these actions can be in the right hands.
*Disallowed* disables Sway and Antagonize for all rulers, players included.
The monastic society decision to remove *Celibate* now requires having taken the monastic society decision to become *Celibate*, i.e. it now cannot remove *Celibate* that has been granted from any source other than the monastic society decision to become *Celibate*.
Upon formation of the Saint-Empire Romain (western version of the HRE), the Empire-tier *Germania* title will now become available for creation even if the rule *Ahistorical De Jure Empires* is set to *Off* (default). In the case that it's set to *Off*, it will of course only be a titular title to start, however.
Seduction and Gaining Lovers:
The AI will no longer take Seduction focus if it would never select a seduction target.
All characters are now able to seduce their children, their grandchildren, their parents, and their grandparents.
Standardized reactions to incest across all instances of seduction and events that can cause characters to become lovers. Now, if an AI character does not truly follow a religion where incest is allowed, they will now potentially still be personally OK with engaging in incest in case of the following:
The AI character has the *Voice of Satan* modifier.
The AI character is *Lustful*, *Hedonist*, *Possessed*, or *Lunatic*, they are not *Zealous*, and they have a zeal of 40 or lower (this generally means a lack of pious traits).
The AI character is *Arbitrary*, they are not *Zealous*, and they have a zeal of 0 or lower (this generally means a severe lack of pious traits and/or the presence of traits like *Cynical*).
Standardized AI reactions to being suggested to engage in incest when their true religion does not encourage it. Now, AI characters will always be 75% less likely than normal to accept the offer if they are OK with engaging in incest despite their religion, and they will never accept the offer if they are not OK with engaging in incest.
Male AI characters with Seduction focus and with lots of children will no longer be less likely to seduce other characters. Instead, female AI characters with Seduction focus and with lots of children will be less likely to seduce male characters.
Standardized the requirements for two characters wanting to engage in a romantic relationship, which should make lover relationships more plausible. Previously, besides the matching of sexual preferences, other requirements such as minimum opinions and not being rivals were very inconsistent. Now, a character can be romantically interested in another character all of the following are met, and most lover-acquisition related events require both characters to have a possible romantic interest in each other:
They are not rivals or lovers (lovers are excluded because it's assumed separately that a character is always romantically interested in their lovers).
The target character's gender matches the given character's sexual preferences.
The target character is not too old to have children.
The target character is not a close relative, or the given character is OK with incest.
The given character likes the target character enough, which means one of:
They have 45 or more opinion of the target.
They have 20 or more opinion of the target and are *Lustful*, are a teenager, or are the same gender as their target and both they and the target are *Homosexual*.
They have 0 or more opinion of the target and are controlled by a human player. Note: this will only affect random events and does not affect players' ability to use Seduction on targets that their in-game character hates.
They have an opinion modifier of the target that indicates infatuation (acquired through various events).
*FIXES:*
Non-cultural Raid combat tactics will now properly give +50%/+75%/+100% Camel Cavalry Offensive to match the bonus given to Light Cavalry Offensive.
The game will no longer slow down every 4 in-game days.
Fixed the names and descriptions for *Christian Syncretism*, *Muslim Syncretism*, *Mazdan Syncretism*, and *Eastern Syncretism*.
AI characters with low rationality will now properly be more likely to frequently switch Sway and/or Antagonize targets, and AI characters with high rationality will now properly be more likely to stick with the same Sway and/or Antagonize target for a long period of time.
AI characters can no longer Sway their religious heads, mirroring the same limitations that human players have.
The event that grants *Raider* will now properly no longer trigger for characters who could get *Viking* or *Pirate* through bloodlines and/or their religion, and will no longer trigger for characters who have *Viking*, *Pirate*, *Ravager*, *Sea King*, or *Sea Queen*.
The events that decide what happens to titles after a non-Holy Fury crusade is won will now properly recognize the need to disqualify males if the winner's primary title has *Enatic* or *Enatic-Cognatic* succession.
The Blood of Gopala historical bloodline is now properly active for characters in the Indo-Aryan group.
[SWMH] Added conditional triggers to the historical bloodlines that were previously missing them.
Upon formation of the Saint-Empire Romain (western version of the HRE), de jure territory reassignment to the Empire will now correctly work as in past versions.
The event for a sympathizer of a newly revealed secret religious community to also switch their religion to that of the newly revealed society will now work properly when triggered for human players.
When receiving the Duchy of Normandy through the event where a Norse Pagan ruler of Norse or Norman culture in the British Isles, Brittany, or France offers to convert to Christianity and become a vassal of a King or Emperor who has imprisoned them, is attacking them, or has a vassal attacking them, the newly converted ruler will now only get the Duchy of Normandy if their capital is already inside its de jure territory. If they are granted the Duchy of Normandy, they will now also no longer get claims on the titles belonging de jure to the duchy that are held by characters either not in the realm of their new liege or who are already vassals of the newly converted character.
*VANILLA FIXES:*
Business focus' random events now trigger with the same consistency and timing as the random events that belong to other focuses.
Build Cost and Time Modifiers:
The build cost and time modifiers on the Lost Architecture Book artifact now work properly.
The build cost modifier on the Master Builder character modifier now works properly.
The Inspired Peasents character modifier gained from the Jashn-e-Sadeh event chain's *Administrator* option now properly reduces build times.
The build cost modifier on the Friendly Innovations province modifier now works properly.
In cases where the bear event chain targets a character whose graphical culture is not their culture's default graphical culture, the option to undo the change now properly reverts the character's graphical culture back to their original.
Great work upgrades that can store religious artifacts will now properly activate when an artifact is stored in them.
Fixed many cases for random target selection in events. In some of these target selection procedures, the game would look at the wrong character when checking the relations of the character it is currently evaluating.
Crossing a strait will now apply penalties to Camel Cavalry Offensive, Camel Cavalry Defensive, War Elephant Offensive, and War Elephant Defensive, just like for all other troop types.
[Vanilla Map] The kingdom titles meant to be created if Thankmar wins his rebellion against Otto can now no longer be created outside of that event.
[Vanilla Map] The Kingdom of Pictland will now properly have *Free Investiture* in the 769 start.
If playing with Holy Fury, the Pope will now properly wait for crusader participants to get to their destination if the crusade target is far away from them before sending out angry letters to rulers who he doesn't think are participating in the crusade.
Pagan Reformation God Names:
Fixed an issue where reformed pagan religions with (evil) god lists different from the default (evil) god lists would have their (evil) god names smooshed together upon loading a save game.
Due to limitations in the implementation of this fix, older save games with reformed religions with *Holy Family* will not have their reformer's family re-added to their god lists.
Reforming Tengri, Romuva, or Aztec with *Dogmatic* and either *Agnatic Clans* or *Enatic Clans* will now properly no longer add any extra gods beyond the high god.
Reforming Aztec with *Proselytizing* will no longer completely remove the names of all good gods the way *Dogmatic* does, and reforming Aztec with both *Proselytizing* and *Agnatic Clans* will now properly set Quetzalcoatl as the high god instead of Huitzilopochtli, and set Tezcatlipoca as an evil god instead of a good god (the same thing that would happen when reforming with *Proselytizing* but without *Agnatic Clans* or *Enatic Clans*).
Reforming with both *Dogmatic* and *Holy Family* will no longer add anyone besides the reformer to the religion's god list.
When reforming with *Agnatic Clans* and *Holy Family* without *Dogmatic*, the reformer's female children and siblings can no longer become gods.
Fixed an issue where reforming Hellenic with *Dogmatic* would not properly add the name of the high god to the religion's god list.
When reforming with *Holy Family*, *Dogmatic*, *Temporal*, and either *Agnatic Clans* or *Enatic Clans* or when inheriting the religious head title with such doctrines, the character will only become a high god if their gender matches the gender preference of their doctrines.
When a religion's reformer's child becomes a god when reforming with *Holy Family* and without *Dogmatic*, the child's original parents are also added as gods if they have not already been added.
When a character inherits a religious head title with *Holy Family*, *Dogmatic*, and *Temporal* and becomes the religion's high god as a result, they are also added to the religion's god list, and the old god list is completely cleared.
Patrician members of Warrior Lodges whose only holding is their Family Palace will no longer be falsely detected as unlanded characters when being assigned a mission.
Landed members of Warrior Lodges with coastal capitals can now be tasked to wage war against a ruler for a province that is coastal and close enough to march to on land, but that would require too long of a trip by sea.
If a non-independent title with *Tanistry* has its external inheritance restricted, landed characters from outside the title's realm can no longer be succession candidates.
The event where a landless claimant to a title moves to the court of a ruler who is Antagonizing the current holder of the title will now work properly.
DLC Religion Warnings:
When playing with Holy Fury but without The Old Gods, the game no longer displays warnings for converting to a religion in the Pagan group and/or becoming a non-nomadic character with a religion in the Pagan group.
When playing with Jade Dragon but without The Old Gods, the game no longer displays warnings for converting to Bön (reformed or unreformed) and/or becoming a non-nomadic Bön character.
When playing with Rajas of India but without Jade Dragon, the game no longer displays warning for converting to Taoist and/or becoming a non-nomadic Taoist character.
Great Works can now be looted more than once per game.
Burned Heart Point Bonuses for Ritual Sacrifices:
Extra Burned Heart points earned for ritually sacrificing a foreign Emperor and/or a foreign religious head now properly apply when the person being sacrificed is an Emperor and/or a religious head, not when the person doing the sacrificing is one of those.
Extra Burned Heart points earned for sacrificing your child now properly apply if the child is not an adult, not if you are not an adult.
Extra Burned Heart points earned for sacrificing a child of your religion when your religion also has *Holy Family* now properly only apply when sacrificing your children and only if the child's parents are/were close relatives.
When a Devil Worshiper is selected to induct a character into the society by seduction, they are now guaranteed to be someone who the character does not know, guaranteed to be beautiful, and guaranteed to have sexual preferences that correspond to those of the inductee.
[Vanilla Map] Added missing entries for the Sloveini and Sardinian cultures in the definitions used by the EU4 converter.
When attempting to forge a bloodline based on family, the option to focus on researching living members of the character's dynasty will now properly end up giving characters *Kind* if they do not have it already.
Great Works Traps upgrades will no longer trigger their kill effect if the Great Work's owner changes without a change in administration (read: if it is not part of a foreign conquest), and they will not trigger if a previous owner of the Great Work containing the Traps re-conquers it.
*MODDING:*
Cultural eligibility for the adoption of Chinese Imperial governments is now controlled by a single scripted trigger that can be more easily overwritten.
The scripted effect `reformation_god_names_changes_effect` has been changed so that it is assumed to fire from the scope of the (reformed) religion. You may now scope to the religion's reformer, alive or dead, by scoping to the religion and then scoping to `persistent_event_target:reformer`.
Dummy religion characters in Isis' court are no longer saved as global event targets in the naming format `emf_global_<religion>_dummy`. Instead, they are saved as persistent event targets in their corresponding religions as `emf_religion_dummy_character`, i.e., they can be referenced by `persistent_event_target:emf_religion_dummy_character` from within a religion's scope. This should make it easier to reference the dummy character belonging to a character, province, or title religion without having to know the specific religion ahead of time.
The cultural triggers for cultural castle buildings, cultural tribal buildings, Gompa Monastery buildings, and Radhanite Quarter buildings have now been outsourced to scripted triggers in `common/scripted_triggers/emf_buildings_triggers.txt`. This allows for easier modification of these buildings' cultural requirements without having to modify data of the buildings themselves.
EMF 10.3 [2019-10-24]
*CHANGES:*
Compatibility patch for CKII v3.3.0.
China Grace Decisions:
Being both liked and disliked by China will now give 100 grace when sending horses to China (from 150) and will deduct 100 grace when deciding to no longer send horses to China (from 150).
The AI will now consider the Chinese Emperor's/Empress' likes and dislikes when deciding to send gifts, horses, and/or people to China.
The AI will no longer send close relatives or councillors to China.
Two-handed swords can now be used by characters with *Burly* if they do not have *Robust*, *Giant*, or 20 combat rating.
Factions:
AI characters can now form claimant factions against titles with *Imperial Elective* succession where the supported claimant is also the current heir. They could previously do so only for titles with *Feudal Elective* or *Princely Elective* succession.
AI characters with strong claims on titles can now potentially support factions supporting strong claimants, though they are unlikely to do so unless there is already some support for them (the same way characters with weak claims are less likely to support weak claimants).
AI characters now give extra support to claimants that share their culture and religion if their liege belongs to their cultural group and religious group but is considered hostile to their religion the same way they would if their liege did not belong to their cultural group or did not belong to their religious group.
Independence:
AI characters following pacifist religions can now create and join Independence factions, though they will do so more reluctantly than if they were not pacifist.
AI characters who are duke tier or lower, belong to a reformed religion, are the same religion as their liege, are in the same cultural group but are not the same culture as their liege, and are fairly close to their liege are no longer blocked from creating or joining Independence factions. Instead, AI characters who are duke tier or lower, belong to a reformed religion, and are fairly close to their liege will now be blocked from creating or joining Independence factions if they are in the same cultural group as their liege, are in the same religious group as their liege, are not considered religiously hostile to their liege, and either are the same religion as their liege but not the same culture or are the same culture as their liege but not the same religion.
Offensive, Unreformed Pagan Unit Modifiers:
Nomadic characters following unreformed versions of the Germanic, Tengri, and Aztec faiths will now get +15% maximum manpower. This is to compensate for the fact that nomadic characters would not benefit from those religions' +30% levy size modifier.
Unreformed Germanic characters no longer get +50% retinue size.
Unreformed Tengri characters no longer get +30% light cavalry offense and +30% light cavalry defense.
Unreformed Zun characters no longer get +20% heavy infantry offense and +20% heavy infantry defense.
Religious Doctrines:
NOTE: Unless otherwise indicated, all changes to religious doctrines listed here will not apply to religions that were already reformed in an older savefile. This is due to limitations in how pagan reformation is implemented.
AI characters following a religion with the *Peaceful* or *Cosmopolitan* doctrine will now attempt to convert all other religions if their zeal is high. Previously, they would never attempt to convert any other religions.
AI characters following a religion with the *Warmongering* doctrine will now attempt to convert religions outside of the Pagan group if their zeal is high. Previously, they would never attempt to convert religions outside of the Pagan group.
AI characters following a religion with the *Dogmatic* doctrine will now always attempt to convert religions outside of the Pagan group. Previously, they would never attempt to convert religions outside of the Pagan group.
*Unyielding*, *Proselytizing*, *Dogmatic*, and *Cosmopolitan* no longer enable looting for Aztec, Hellenic, and Zun/Zunbil religions (i.e. religions that do not have it enabled by default).
*Daring* has been disabled and its benefits have been moved to other doctrines. Prepared invasions are now enabled by *Warmongering* and the ability to become notorious raiders has been moved to *Sea-Bound*.
*Syncretism* has been disabled and its effects have been moved to *Cosmopolitan*.
New doctrines:
*Mercantile*
Characters who follow a religion with *Mercantile* have their Stewardship increased by 2. If playing with Reaper's Due, provinces who follow a religion with *Mercantile* will prosper as if they had a trade post.
*Christian Syncretism*
Enables ancestor veneration, makes priests celibate, and allows characters to be sent to become ascetics.
Enables intermarrying with all religions in the Christian group, even if the religion has *Dogmatic*.
Characters who follow a religion with *Christian Syncretism* are tolerant towards others in the Christian religious group.
Disables religious wars against members of the Christian group.
Conversion to and from religions in the Christian group is faster.
Incompatible with *Monasticism*, *Religious Tax*, *Bloodthirsty Gods*, and *Invaders*.
Requires either a Christian neighboring ruler, a Christian lord in the realm, a nearby, independent Christian ruler, or the presence of a Christian holy site in the realm.
*Muslim Syncretism*
Enables polygamy.
Enables intermarrying with all religions in the Muslim group, even if the religion has *Dogmatic*.
Characters who follow a religion with *Muslim Syncretism* are tolerant towards others in the Muslim religious group.
Disables religious wars against members of the Muslim group.
Conversion to and from religions in the Muslim group is faster.
Incompatible with *Polygamy*, *Religious Tax*, *Bloodthirsty Gods*, and *Invaders*.
Requires either a Muslim neighboring ruler, a Muslim lord in the realm, a nearby, independent Muslim ruler, or the presence of a Muslim holy site in the realm.
*Mazdan Syncretism*
Enables divine blood mechanics and incestous marriages.
Enables intermarrying with all religions in the Mazdan group, even if the religion has *Dogmatic*.
Characters who follow a religion with *Mazdan Syncretism* are tolerant towards others in the Mazdan religious group.
Disables religious wars against members of the Mazdan group.
Conversion to and from religions in the Mazdan group is faster.
Incompatible with *Divine Marriage*, *Religious Tax*, *Bloodthirsty Gods*, and *Invaders*.
Requires either a Mazdan neighboring ruler, a Mazdan lord in the realm, a nearby, independent Mazdan ruler, or the presence of a Mazdan holy site in the realm.
*Eastern Syncretism*
Removes short reign penalty and enables Meliorism mechanics.
Enables intermarrying with all religions in the Eastern group, even if the religion has *Dogmatic*.
Characters who follow a religion with *Eastern Syncretism* are tolerant towards others in the Eastern religious group.
Disables religious wars against members of the Eastern group.
Conversion to and from religions in the Eastern group is faster.
Incompatible with *Stability*, *Religious Tax*, *Bloodthirsty Gods*, and *Invaders*.
Requires either an Eastern neighboring ruler, an Eastern lord in the realm, a nearby, independent Eastern ruler, or the presence of an Eastern holy site in the realm.
*Unyielding*:
No longer gives +20% levy size.
Is now mutually exclusive with *Eternal Riders* and *Invaders* the same way it is mutually exclusive with *Unrelenting* (whose features are incorporated into both of those doctrines).
No longer has access to great holy wars.
*Warmongering*
Now also gives +45% levy size and +22.5% maximum manpower. This allows offensive, unreformed pagans to not only keep their unit bonuses on reformation, but also improve upon them the same way defensive, unreformed pagans can improve upon their bonuses with *Unyielding*.
Now enables Prepared Invasions, something that previously required *Daring*.
AI characters whose true religion has *Warmongering* are now more likely to create and join factions. This also applies to already-reformed religions in older savegames.
*Cosmopolitan*:
Now also enables the decision to gain religious sympathy traits that previously required *Syncretism*. This also applies to already-reformed religions in older savegames.
Now mutually exclusive with *Religious Tax*.
No longer has access to great holy wars.
*Ancestor Veneration*:
*Religious Tax* no longer affects a character's chances of becoming venerated. This also applies to already-reformed religions in older savegames.
*Meritocracy* no longer affects a character's chances of becoming venerated. This also applies to already-reformed religions in older savegames.
Under a religion that has both polygamy and divine blood mechanics, characters will no longer have a lower chance of becoming venerated if they ever marry someone who is not of their dynasty, only if they never marry anyone of their dynasty. This also applies to already-reformed religions in older savegames.
Being Chaste will no longer lower a character's chances of becoming venerated if the religion has polygamy. This also applies to already-reformed religions in older savegames.
AI religious heads no longer have a 50% chance of rejecting a candidate for ancestor veneration. This also applies to already-reformed religions in older savegames.
*Proselytizing*:
No longer causes piety loss when at war with someone of the same religion.
Can now be taken with *Bloodthirsty Gods*.
*Religious Tax*:
Now also enables the passive religious conversion of infidel provinces that was previously restricted to religions in the Muslim group. This also applies to already-reformed religions in older savegames.
If taken with *Proselytizing* or *Dogmatic*, AI characters will only attempt to convert religions from other religion groups it their zeal is high instead of always. This mimics AI behavior in the Muslim religious group and allows the AI to make better use of religious taxes.
Religion-specific doctrines:
*Defenders of Dievas* now also includes the beatification feature that would be present under *Ancestor Veneration*. It is now mutually exclusive with *Ancestor Veneration* and can now be taken with *Meritocracy*. This also applies to already-reformed religions in older savegames.
Adulthood rites and pervasive adult tattooing are no longer an inherent part of a reformed West African pagan religion. Instead, *Totem-Guardians* now incorporates the features of *Animistic*, which includes adulthood rites and pervasive adult tattooing, and no longer incorporates the features of *Religious Tax*. *Animistic* is now also available on its own for West African pagan reformation should a character not want to take *Totem-Guardians* for some reason. This also applies to already-reformed religions in older savegames, though the doctrine will still retain its features of *Religious Tax*.
*Dawnbreakers* now incorporates the features of *Meritocracy*, i.e. heir designation, instead of the features of *Divine Marriage*, i.e. divine blood mechanics and incestous marriages. It is now mutually exclusive with *Meritocracy* instead of with *Divine Marriage*. This properly reflects the fact that the Zun/Zunbil religion was most similar to the Hindu, Buddhist, and Bön religions, all of which either feature or lean towards heir designation in-game.
Bloodthirsty and prisoner sacrifice mechanics are no longer an inherent part of a reformed Aztec religion; they must now take the *Invaders* (the Aztec-specific doctrine) or *Bloodthirsty Gods* doctrines to unlock them. *Bloodthirsty Gods* is now also available on its own for Aztec reformation should a character not want to take *Invaders* (e.g. because *Invaders* cannot be taken with *Unyielding*). This also applies to already-reformed religions in older savegames.
*Invaders* is now mutually exclusive with *Peaceful* due to incorporating features from *Unrelenting* and *Bloodthirsty Gods*, both of which are mutually exclusive with *Peaceful*.
*Children of Perun* now incorporates the features of *Ancestor Veneration*, i.e. beatification and *Eldership* succession, instead of allowing for river movement. It is now mutually exclusive with the *Ancestor Veneration* doctrine due to this. Players who want river movement as a reformed Slavic/Slavianska Vera pagan will now need to take *Sea-Bound*. This properly reflects the importance of ancestry in the Slavic/Slavianska Vera pagan religion. This also applies to already-reformed religions in older savegames, though the doctrine will still retain its feature that allows for river movement.
*Survivors of Ukko* and *Defenders of Dievas* now incorporate the features of *Animistic*, i.e. adulthood rites and a morale boost, instead of setting the religions as ones that are hard to convert. They are now mutually exclusive with the *Animistic* doctrine due to this. Players who want their reformed Suomenusko/Muinaisusko/Romuva religion to be hard to convert will now need to take *Unyielding* or *Dogmatic*. In the case of *Survivors of Ukko*, this represents the animistic nature of the Finnish pagan religion, while in the case of *Defenders of Dievas*, this is a rough approximation of the religion's nature-worship. Already-reformed religions with this doctrine in older savegames will retain their original features, but will also unlock adulthood rites.
*Invaders* no longer grants river movement because overseas Aztecs would have ships built for deep waters, not necessarily narrow ones.
*Invaders* is no longer mutually exclusive with *Sea-Bound*.
*Sons of Ragnarok* now incorporates the features of *Mercantile* and no longer enables Prepared Invasions. It is also mutually exclusive with *Mercantile*. Players who want Prepared Invasions as a reformed Germanic pagan will now need to take *Warmongering*.
*Sons of Ragnarok* is now mutually exclusive with *Peaceful* due to incorporating features from *Sea-Bound*, which is incompatible with *Peaceful*.
Star signs, access to the Hermetic society, and divinations are no longer an inherent part of a reformed Hellenic religion. Instead, *Civilized* now incorporates the features of both *Astrology* and *Haruspicy* and no longer enables the decision to take Sympathy traits. *Astrology* and *Haruspicy* are now also available on their own for Hellenic reformation should a character not want to take *Civilized* for some reason. *Civilized* can now be taken with *Dogmatic*. This also applies to already-reformed religions in older savegames.
*Civilized* no longer removes vassal opinion penalties for raised levies. Players who want access to this feature will need to take *Warmongering*.
*Pyramid Creation* will now never be taken by AI reformers.
Modifers gained from going through adulthood rites that are a part of *Animistic*, *Totem-Guardians*, and *Survivor of Ukko* no longer have any negative effects. This also applies to already-reformed religions in older savegames.
*Polygamy*, *Dawnbreakers*, and *Eternal Riders* now also allow women to take up to 3 male consorts if not paired with *Agnatic Clans* and do not disallow women from taking consorts for religions that already allow it. This is to compensate for the hardcoded issue of the polygamy mechanic only applying to male characters. *Polygamy* is also no longer incompatible with *Enatic Clans*.
Zun/Zunbil Religion:
Zun/Zunbil characters no longer get inherent access to the Hermetic society.
Zun/Zunbil and Reformed Zun/Zunbil religions now have the same caste system that the Hindu religion does due to Zunbil "paganism" actually being mostly Hindu in origin.
Zun/Zunbil now has the modifiers of a defensive pagan religion instead of those of an offensive one. This is in line with their historical, guerilla warfare approach to defeating Muslim invaders.
Tribal Zun/Zunbil characters now have access to the Ardent Guardians and Sworn Defenders retinues.
Only characters following either the reformed or the unreformed West African religion will get tattoos from going through adulthood rites tied to the *Animistic* doctrine.
Devil Worshipers:
Characters following Buddhist, Jain, Taoist, Bön, or Reformed Bön religions or secret religions can now join the Cult of Kali. They previously had no access to devil worshiper societies.
Characters with Hindu as their secret religion can now also join the Cult of Kali.
Characters with Christian, Muslim, Israelite, Mazdan, Zun/Zunbil, or Reformed Zun/Zunbil as their secret religion can now also join the Satanists.
Added a new devil worshiper society called The Followers of Ahuiateteo. It functions like other devil worshiper societies, but is available for characters following the reformed or unreformed version of the Aztec religion.
Sunset Invasion:
Added an Aztec warrior lodge society called *The Jaguar Warriors*. It currently functions like all other warrior lodge societies without any special, Aztec-specific powers.
Added a new combat tactic called "Water Fire Tactic". It is unlocked by using the *Call to Glory* power while in *The Jaguar Warriors* and functions as an upgraded version of the *Glorious Advance* tactic.
Added a new leader trait called *Chosen of the Jaguar*. It is unlocked through being in *The Jaguar Warriors*, adds morale offense and morale defense, adds specialization to the *Jungle* terrain type, and increases the chance of imprisoning opponents during battle events.
Aztec characters can now receive foreign missionaries before 1350 if it has been 50 years since their arrival.
Looting an infidel temple:
Now only gives -1% Religious Authority for 4 years instead of 20 years to the *looted* (defender) religion.
Now only gives +1% Religious Authority for 4 years instead of 10 years to the *looting* (attacker) religion.
Building a temple now gives +2% Religious Authority for 15 years instead of +1% for 20 years.
Pagan Reformation:
Now requires 45% Religious Authority (from 30% in prior versions; vanilla is 50%).
Now requires 1500 piety cost (from vanilla's setting of 750).
Prepared Invasions:
Now require 2000 prestige (up from 750) and cost 1500 of it.
Now require 500 piety and cost all of it.
Now require 100 gold and cost all of it.
Event troop spawns are now hard-capped at the attacker having 2.25x the defender's troops instead of 4x (unless the attacker is a *Lucky Ruler*, and then the old 4x cap still applies).
Consequently, the schedule of reducing the frequency of such troop spawn events also now becomes increasingly less frequent when the attacker has at least 1.25x the defender's troop count.
Imperial Decay:
Usurpations now increase decay more than previously, especially if it was an intra-dynastic imperial usurpation.
Consecutive ruling dynasty member count for the Empire is now tracked for all different ways in which the empire title could be transferred.
The *Independence Faction* is now considerably more rowdy for tribal or nomadic lieges.
Added a new employment decision called *Present Bachelor*. It is functionally identical to *Present Debutante* but spawns a male courtier instead of a female one. It can be taken by rulers who are not guaranteed a male character by other employment decisions, i.e., by rulers with gender equality or *Enatic Clans*.
If playing without Holy Fury, reformed religions whose Holy Fury special doctrines enable *Eldership* succession now get access to *Eldership* succession.
AI characters will now raid other characters that are in the same religious group.
Feudal and Merchant Republic leaders who are unreformed pagans can now also request mass baptisms.
Tribal Governments:
No longer get a +2 demesne bonus.
Tribal AI vassals are no longer more likely than normal to accept calls to arms.
Tribal, unreformed Romuva rulers no longer start with or have access to *Eldership* succession. This both helps with gameplay balance and is more historically accurate, as there is proof that Baltic pagan rulers sometimes split their territory upon succession.
*Tribal Organization* laws no longer enable free infidel revocation at higher levels.
Characters with secret religions can now be the target of Evoke Sympathy missions.
The event where a mother chokes on their communion and reveals that their baby is a bastard can now only trigger if the baby's father is not actually their real father.
Swaying and Antagonizing:
*Lunatic* characters can now also attempt to sway rivals.
AI characters can now end up swaying and/or antagonizing the same target. Previously, being the target of a swaying or antagonizing action would make a character immune to swaying and antagonizing from all other AI characters.
Instead of always reseting sway and antagonize targets every 5 years, AI characters will now consider reseting their target every year, with the chance of reseting depending on their rationality and whether they find a new, suitable target for their sway/antagonize action.
AI characters will no longer sway or antagonize characters who would be ineligible for swaying or antagonizing by human players (e.g. AI characters can no longer sway rivals unless they have *Arbitrary* or *Lunatic*).
AI characters are now much smarter about who they choose to antagonize. They are now able to antagonize rulers who are their vassals, have the same direct liege, are neighboring, independent rulers, or are marked as foes, and they will only antagonize rivals if they can be dueled and believe they would have an advantage against them in duels. They will also prefer to antagonize characters who they already dislike and will not antagonize characters of whom they have a positive opinion or who are their lovers, friends, or children. Previously, AI characters would antagonize random rulers in their realm without a clear pattern.
AI characters are now much smarter about who they choose to sway. They will focus on swaying their (player) heir if they have the same education type and there is a decent chance of them improving their heir's education through swaying. Otherwise, they can attempt to sway their councillors, their (player) heir, their vassals, any of their lieges, rulers who are under the same liege, their rightful religious head, neighboring, independent rulers, and rulers who are antagonizing them but of whom they do not have a negative opinion. They will not sway characters who are already their friend, lover, or rival unless that character is their (player) heir whose education trait they can improve. They will prefer to sway characters who they already like and characters who are antagonizing them but of whom they have a positive opinion. Previously, AI characters would attempt to sway random characters in their realm who were either their vassals, their courtiers, their heirs, or councillors of other rulers.
AI characters who become unlanded while still in the process of swaying and/or antagonizing someone will stop swaying and/or antagonizing until they become landed again.
Artifacts and event modifiers that alter global levy size now also alter maximum manpower for nomads by half of the levy size modifier.
Nomadic Capital Buildings:
The Hunting Parties line now increases population growth by 1%/2%/3%/5%/7%/9%/12%/15% instead of increasing horse archer offensive.
Cattle Pens VII and VIII now increase population growth and nomad tax by 12% and 15% respectively (from 11% and 14%).
The Riding Contests line now increases manpower growth by 2%/4%/7%/10%/15%/20%/30%/40% instead of increasing light cavalry offensive and heavy cavalry offensive.
Clan Gathering Hall V, VI, VII, and VII now increase clan sentiment by 11, 14, 17, and 20 respectively (from 10, 13, 16, and 19).
The Camel Breeder, Elephant Camp, and Horse Breeder lines have been combined into a single building line called War Mount Breeder. This new building increases light cavalry offensive, heavy cavalry offensive, camel cavalry offensive, and war elephants offensive by 5%/10%/16%/23%/31%/40%/50%/60%.
The Composite Bow line now increases horse archer offensive and archer offensive by 5%/10%/16%/23%/31%/40%/50%/60% (from 10%/20%/30%/40%/50%/60%/70%/80%).
Wrestling VII and VIII now increases morale by 26% and 30% respectively (from 25% and 28%).
The Shrine line now increases population growth by 1%/2%/3%/5%/7%/9%/12%/15% (from 3%/6%/9%/12%/15%/18%/21%/24%).
Baghatur Council V, VI, VII, and VIII now increase morale by 11%, 14%, 17%, and 20% (from 10%, 12%, 15%, and 18%).
Harbor VIII now increases nomad tax by 20% (from 21%).
Nomadic Religious Retinues:
Bolghar Auxiliaries are now composed of 250 horse archers (from 125 horse archers and 125 archers). They no longer give bonuses to archer offensive or archer defensive.
Keraite Auxiliaries are now composed of 100 heavy cavalry and 150 horse archers (from 125 pikemen and 125 horse archers). They now give +25% heavy cavalry defensive instead of +25% pikemen defensive.
Parthian Auxiliaries are now composed of 50 heavy cavalry and 200 horse archers (from 125 heavy infantry and 125 horse archers). They now give +25% heavy cavalry defensive instead of +25% heavy infantry defensive.
Khazarian Auxiliaries are now composed of 50 heavy cavalry and 200 light cavalry (from 125 heavy infantry and 125 light cavalry). They now give +25% heavy cavalry defensive instead of +25% heavy infantry defensive.
Khitan Auxiliaries are now composed of 250 light cavalry (from 125 light infantry and 125 light cavalry). They no longer give bonuses to light infantry offensive or light infantry defensive.
Adventurers:
Female claimant adventurers can now target titles with *Cognatic* succession without being *Ambitious*.
Male claimant adventurers need to be formidable in order to target titles with *Enatic-Cognatic* succession.
Titles with female holders are only automatically targetable by adventurers if the title's succession laws disfavor women.
Titles with male holders are now automatically targetable by adventurers if the title's succession laws disfavor men.
Female adventurers following religions with *Enatic Clans* and male adventurers following an anti-feminist religion (i.e. with *Agnatic Clans* or one in the Muslim group that is not feminist) can now target titles regardless of their gender succession law.
Claimant factions supporting males in realms with *Enatic* or *Enatic-Cognatic* succession will now be less likely to be created or supported by characters whose true religion has *Enatic Clans*, and those supporting females against males in those realms will be more likely to be created and/or supported by characters whose religion has *Enatic Clans*. This mirrors a similar dynamic less support for female claimants and more support for males against females by non-feminist characters in realms with *Agnatic* or *Agnatic-Cognatic* succession.
Certain AI decision weight modifiers for following a pacifist religion (e.g. creating factions, supporting plots, accepting duels) will now only apply if the AI character's true religion is pacifist.
AI decision weight modifiers that depend on the relation between their religion and that of a target character will now compare the true religion of the AI character to the type of religion of the target character about which the AI character knows (i.e. true religion if they have a secret religion that the AI character can see, public religion otherwise).
Disabled health events related to *Giant*. These events are no longer appropriate now that *Giant* represents a height phenotype, not gigantism.
Warrior Lodges:
Being a member of a warrior lodge no longer gives as much protection from negative battlefield events.
Increased the society currency cost of the *Call of the Steppes*, *Inspire Warriors*, and *Baltic Holds* decisions from 150 Renown to 300 Renown.
*Inspire Warriors* can now only be used on Tribal holdings.
Increased the society currency cost of *Stand Together* from 300 Renown to 500 Renown.
Court Chaplains with a Secret Religion:
Will never successfully convert provinces whose religion matches their true religion.
Will never get attacked by heathens in provinces whose religion matches their true religion.
When converting a character in the realm who does not have a secret religion to their public religion, will also set that character's secret religion to their true religion.
If sent to a foreign leader to convert them, will not convert characters whose religion matches their true religion.
Ask Courtiers to Leave Court:
Will no longer select cousins, nieces, nephews, aunts, or uncles of the ruler.
Will no longer select courtiers who owe favors to the ruler (because this makes them useful as potential future councillors and/or vassals for the ruler).
Will no longer select Commanders or the Court Tutor.
The check to make sure consorts, spouses, and parents of important characters are not selected will now be more thorough and properly identify consorts, spouses, and children who are important to the ruler.
Can now select the parents of a child who is important to the current ruler if the child is an adult.
Will no longer select the spouses or consorts of already selected courtiers, as they will move out with the selected courtiers anyway.
If exiling a courtier with multiple spouses, will now exile all spouses with the courtier instead of just one.
If exiling a courtier with consorts in the ruler's court, will now also exile all consorts with the courtier.
If exiling a courtier with children in the ruler's court, will now only exile non-adult children with the courtier.
Desert Fathers/Mothers:
Are less likely to move to a different court/location if they are their liege's Court Physician.
Will not move to a different court/location on their own if they are a nanny in charge of a child of Satan.
*Organize a Raid*:
If the event where the marshal's liege gets raiding troops has already fired once, it can now fire again once the marshal's liege does not own any troops gained from *Organize a Raid* instead of only 10 years after the last time it fired.
Raiders gained from this action will now disband if the game detects that they have not been raiding for two months consecutively. Specifically, the game will now check every 30 days for whether or not the units are raiding, and the units disband if this check fails twice in a row. Previously, there was only one check (that did not work properly) that happened every 30 days, and if the units were not raiding when the check fired, they disbanded.
Altered the amount of units gained from this action. If a character has a bloodline that attracts raiders, they will now get 12.50% of their total troops in raiders ranging 900-15000 (previously, they got 12.55% of their total troops ranging 1800-18000). If a character does not have a bloodline that attracts raiders, they will now get 10.00% of their total troops in raiders ranging 600-10500 (previously, they got 12.55% of their total troops ranging 1200-12000).
The Event that Spawns Raiders for Tribal, Hungarian, Tengri AI Lords:
Now uses the same martial score scale for its mean time to happen as *Organize a Raid* instead of its own, proprietary scaling.
Is now affected by bloodlines that attract more raiders.
Can now fire whenever the character does not have event-spawned, raiding troops instead of once every 10 years.
Raiders gained from this event will now disband if the game detects that they have not been raiding for two months consecutively. Specifically, the game will now check every 30 days for whether or not the units are raiding, and the units disband if this check fails twice in a row. Previously, there was only one check (that did not work properly) that happened every 30 days, and if the units were not raiding when the check fired, they disbanded.
Altered the amount of units gained from this event. If a character has a bloodline that attracts raiders, they will now get 25.00% of their total troops in raiders ranging 900-15000. If a character does not have a bloodline that attracts raiders, they will now get 20.00% of their total troops in raiders ranging 600-10500. Previously, this event gave 144.14% of total troops in raiders ranging 400-12000.
*Build Zeal* Event Troops:
Their spawning event can fire whenever the character does not already have troops spawned by *Build Zeal* instead of once every 10 years.
Will no longer remain until their ruler's death if their ruler is in a religious war exactly one year from their spawn. Instead, the game will check every month if their ruler is in a religious war, and they will disband if the ruler is not in a religious war for 12 consecutive months.
Altered the number of units spawned. Rulers will now get 25.00% of their total troops in zealots ranging 600-10500. Previously, this event gave 24.22% of total troops ranging 300-9000.
*Build Legend*:
Event troops' spawning event can fire whenever the character does not already have troops spawned by *Build Legend* instead of once every 10 years.
Event troops will no longer remain until their ruler's death if their ruler is in a war roughly one year from their spawn. Instead, the game will check every month if their ruler is in a war, and they will disband if the ruler is not in a war for 12 consecutive months.
Altered the number of units spawned. Rulers will now get 25.00% of their total troops in units ranging 600-10500. Previously, this event gave 24.22% of total troops ranging 300-9000.
Event troops can now spawn for the AI even if they are not in a war.
The prestige reduction when the event troops disband from not being at war for 12 consecutive months will now only happen to human players since the AI does not know it needs to go to war to keep the troops from disbanding.
Councillors with a primary stat of 7, 5, 3, or 1 will now perform slightly better than if they had a primary stat of 6, 4, 2, or 0 respectively.
Children and incapable characters can now use the *Come Out of Hiding* decision, though prisoners now cannot.
Events and decisions that cause a ruler or a province to convert to a heresy will now apply moral authority modifiers as if they had converted religions.
Feudal rulers who can adopt *Eldership* succession at the start of the game will now also start with *Eldership* succession. Previously, this was restricted to Tribal rulers only, despite *Eldership* succession being available for Feudal rulers as well.
The limitations on the *Replace Regent* plot for female characters under a liege with *Agnatic* or *Agnatic-Cognatic* succession are now mirrored for male characters under a liege with *Enatic* or *Enatic-Cognatic* succession.
Characters can no longer get *Stressed* or *Depressed* from Rulership focus. Other focuses do not give negative traits, and Rulership is not really powerful enough to justify having them.
Owning a *Finger of St. John* will no longer increase the speed at which court chaplains convert provinces. This makes the artifact consistent in its effects with *Saint's Fingerbone*.
AI Counts will no longer take twice as long as normal to convert a province's religion.
Israelite and Mazdan religions no longer have access to Great Holy Wars from the start of the game. Instead, Great Holy Wars for them will be unlocked roughly within 10 years of Crusades and/or Jihads being unlocked for Christian and Muslim religions, the same way it works for pagans.
EMF's weak claim pre-inheritance upon adulthood of male characters' mother's strong claims to titles under *Agnatic* or *Agnatic-Cognatic* succession as well as the reverse version for female pre-inheritance under *Enatic* or *Enatic-Cognatic* succession are now, in addition to happening throughout the game, retroactively applied upon campaign initialization.
The event where a meteorite falls can now only trigger for patricians and landed characters who are Count-tier or higher instead of for all characters.
Great Works:
The Eternal Flame great work upgrade now also gives +5 opinion from characters following a religion in the Mazdan group.
Added a new great work called Great Jain Temple. It is a religious great work mirroring Great Cathedral, Great Mosque, Great Temple, Great Hindu Temple, and Great Buddhist Temple, but for Jains. It has passive effects and great work upgrades very similar to a Great Hindu Temple, but has access to a new upgrade, Manastambha, instead of the Great Hindu Temple upgrade Gopuram.
Added a new great work called Great Fire Temple. It is a religious great work mirroring Great Cathedral, Great Mosque, Great Temple, Great Hindu Temple, and Great Buddhist Temple, but for the Mazdan religious group. It has a variety of buildable unique great work upgrades, but is most similar to the Great Temple great work.
AI characters are now willing to use *Write a Book* even if they already have a book, though not if they have four or more books (since characters are limited to having four books equipped at a time).
Diseases:
If playing with Reaper's Due, Tuberculosis, Typhoid Fever, and Syphilis outbreaks' base duration is now 36 months (from 30).
If playing with Reaper's Due, Bubonic Plague outbreaks' base duration is now 48 months (from 36 in Vanilla Map, 50 in SWMH). The duration for absolutely deadly outbreaks is now 48 months (from 50).
The event where a bankrupt, Catholic ruler seizes church property can now also trigger for Fraticelli rulers.
AI Rulers Leading Their Own Troops:
Theocracy religious heads who do not have martial education will no longer lead their own troops. This restriction previously only applied to the Catholic Pope.
AI count- and baron-tier rulers can now lead their own troops.
Pregnant AI characters who do not have *Lunatic* will now no longer lead their own troops.
Pious/Impious Traits:
*Chaste*, *Humble*, and *Content* no longer count as pious traits on their own.
*On Pilgrimage* (Dharmic variant), *Pilgrim* (Dharmic variant), *Yazidi Pilgrim*, *Beatified*, and *Blessed Ancestor* now count as pious traits.
*Haemophiliac*, *Haemophant*, and *Haemoarch* now count as pious traits for religions with ritual sacrifice.
Characters who have no pious traits but also have no impious traits are now also eligible for beatification.
*Impaler* now only counts as an impious trait for religions without ritual sacrifice.
*Lustful* no longer counts as an impious trait on its own.
*Homosexual* now counts as an impious trait for Abrahamic religions, religions with *Christian Syncretism*, and religions with *Muslim Syncretism*.
Characters with any *Bastard* or *Legitimized Bastard* children are no longer counted as pious and can now be counted as impious (if they have no pious traits).
The Andalusian and Berber Taifa states in Spain between the 1010s and 1230s will now start with their *Focus* laws shifted to maximum tax instead of maximum levy.
The option to demand the transfer of a vassal from a kidnapped victim now has slightly different triggers:
It can now work if the victim is in the same realm as the kidnapper, instead of requiring that the kidnapper be non-independent and have the same direct liege as the victim.
The randomly selected vassal to transfer must be one who is not a direct de jure vassal of the victim.
Vassals who are in revolts can no longer be selected as the random vassal to transfer.
Baron-tier vassals can now also be selected. However, the game will now try to maximize the tier of the randomly selected vassal, so eligible baron vassals will only be selected if there are no count- or higher-tier eligible vassals.
Feudal rulers who are Pagans, Israelites, or non-Catholic Western Christians will now be just as likely to start with Council power laws set towards Council options as Catholic feudal rulers.
Cultural Retinues, Combat Tactics, and Castle/Tribal Buildings:
[Vanilla Map] Berbers now get the cultural retinues, cultural combat tactics, and cultural castle/tribal buildings that SWMH Berbers get instead of those that Arabs get.
[SWMH] Siqilli, Hijazi, Yamani, and Maghribi characters now get the cultural retinues, cultural combat tactics, and cultural castle/tribal buildings that North Africans get instead of those that other Arabs get.
Al-Faris retinues are now composed of 100 Heavy Cavalry + 150 Camel Cavalry (from 250 Camel Cavalry) and now also give +60% Heavy Cavalry Offensive.
Renamed the cultural retinues for North Africans to "Desert Cavalry". Desert Cavalry retinues now get +60% Camel Cavarly Offensive (from +30%) and +60% Light Cavalry Offensive (from +30%) to bring them in line with other cultural retinues.
Renamed the cultural castle/tribal building line for North Africans to "Desert Cavalry Training Ground". Fixed an issue where levels 2-6 of this building line could not be manually built.
Renamed the cultural castle/tribal building line for Arabs to "Al-Faris Training Ground". It now gives a mix of Camel Cavalry and Heavy Cavalry (from pure Camel Cavalry) and gives bonuses to Heavy Cavalry Offensive instead of Camel Cavalry Defensive.
Bedouins now get their own cultural retinues and cultural castle/tribal buildings that are different from the default Arab ones.
The Bedouin cultural retinues are called "Tali'a". They are composed of 250 Camel Cavalry and give +60% Camel Cavalry Offensive.
The Bedouin cultural castle/tribal building line is called "Camel Riding Ground". They give Camel Cavalry levies and increase Camel Cavalry Offensive and Defensive.
Himalayan Mountaineer retinues now give +60% Light Cavalry Offensive instead of +60% Light Infantry Defensive.
Zãbãnnya retinues now also give +60% Light Infantry Offensive.
Soturi Lempo retinues now also give +30% Pikemen Offensive and +30% Pikemen Defensive.
Almughavar retinues now give +30% Light Infantry Offensive (from +100%) and +30% Light Infantry Defensive (from +80%).
Daylamites, Pashtos, and Kufichi cultures now get new cultural retinues, cultural combat tactics, and cultural castle/tribal buildings that are different from those given to other members of the Iranian cultural group.
Daylamite cultural retinues are called "Sarbazan Upin". They are composed of 190 Light Infantry and 60 Pikemen and give +60% Light Infantry Defensive and +60% Pikemen Defensive.
Pashto and Kufichi cultural retinues are called "Da Gra Jungyaly". They are composed of 190 Light Infantry and 60 Archers and give +60% Light Infantry Defensive and +60% Archer Defensive.
Daylamite, Pashto, and Kufichi commanders get access to a new cultural combat tactic type called "Attriting Raid" instead of the default Iranian "Retreat and Ambush" tactic type. Attriting Raid is an upgraded version of (Melee) Raid that gives an extra +50% Light Infantry Defensive on top of the usual bonuses from Raid tactics.
The Daylamite cultural castle/tribal building line is called "Daylamite Infantry Barracks". It focuses on lots of Light Infantry and a modest amount of Pikemen, and it gives bonuses to Light Infantry Defensive and Pikemen Defensive.
The Pashto and Kufichi cultural castle/tribal building line is called "Highland Militia Quarters". It focuses on lots of Light Infantry and a modest amount of Archers, and it gives bonuses to Light Infantry Defensive and Pikemen Defensive.
Holdings in Daylamite, Pashto, and Kufichi provinces with Steppe terrain now use the normal building lines for Barracks and Stables instead of the special, Steppe-specific lines that are available for certain cultures.
Technology:
The reduction in the chances of getting a bad tactic based on the levels of a character's *Melee Techniques* or *Skirmish Techniques* technology now increases at every tech level instead of only increasing at levels 2, 4, 6, and 8.
*Infantry* no longer increases Light Infantry Morale, Archer Morale, Pikemen Morale, and Heavy Infantry Morale.
*Cavalry* no longer increases Light Cavalry Morale, Heavy Cavalry Morale, Horse Archer Morale, Camel Cavalry Morale, and War Elephant Morale. Instead, it now also gives +6% Light Cavalry Offensive, +6% Heavy Cavalry Offensive, +6% Horse Archer Offensive, +6% Camel Cavalry Offensive, and +6% War Elephant Offensive per level.
*Skirmish Techniques* no longer increases Light Cavalry Offensive, Horse Archer Offensive, Archer Offensive, and Camel Cavalry Offensive. Instead, it now also gives +5% Light Cavalry Morale, +5% Horse Archer Morale, +5% Archer Morale, +5% Light Infantry Morale, and +5% Camel Cavalry Morale per level.
*Melee Techniques* no longer increases Heavy Cavalry Offensive, Pikemen Offensive, and Heavy Infantry Offensive. Instead, it now also gives +5% Heavy Cavalry Morale, +5% Pikemen Morale, +5% Heavy Infantry Morale, and +5% War Elephant Morale per level.
(Skirmish) Charge Combat Tactics:
The combat tactics that cause a flank to charge and change the flank's combat phase from skirmish to melee have now been renamed to "Closing Charge" to avoid confusion with charge tactics that occur in the melee phase.
Devastating Closing Charge, Failed Closing Charge, and Charge on Undefended Flank now also modify Defensive for all troops, just like other Devastating and Failed variants of combat tactics.
Fixed the Offensive modifiers on Failed Closing Charge so that it now follows the pattern of other Failed variants of combat tactics.
Closing Charge tactics now also boost War Elephant Offensive by +100%/+75%/+50% for Devastating/Normal/Failed variants respectively.
Added Glorious Closing Charge for when a flank charges with a commander who has used *Call to Glory*. It provides an extra +50% Offensive and Defensive to all troop types on top of the normal modifiers for Closing Charge, similar to other Glorious combat tactics.
Charge on Undefended Flank now provides an extra +50% Offensive and Defensive to all troop types instead of +25%.
Mercenary and Holy Order Compositions:
Berber Company and Tuareg/Zenata Company now use a composition that is 50% Light Cavalry and 50% Camel Cavalry (from 100% Camel Cavalry).
Mamluks now use a composition that is 50.1% Light Cavalry, 40% Horse Archers, and 9.9% Heavy Cavalry (from 100% Camel Cavalry).
Persian Caravan Guards now use a composition that is 60% Light Cavalry and 40% Horse Archers (from 60% Light Cavalry and 40% Camel Cavalry).
Mercenaries and Holy Orders that have Galleys will now have enough to transport all of their troops at the start of the game.
Historical Bloodlines:
Historical bloodlines that were added with Holy Fury now have activation triggers similar to those added in the Iron Century Patch (culture- and religion-based).
*MINOR CHANGES:*
Non-nomadic, AI members of the Eagle Warriors society will now use the *Call of the Steppes* decision outside of war if they have holdings with levies that need refilling.
Jeanne d'Arc will no longer accept invites from foreign courts.
Mittens can no longer be asked to leave a ruler's court.
The *Come Out of Hiding* decision now checks for whether the character's regent has *Ambitious* instead of their ambition score when determining if someone can use the decision.
The event where a smith makes their employer's child or pupil *Robust* can now target all children who are not already *Robust*.
The Fraticelli pope can no longer get the event that turns *Chaste* into *Celibate*, just like the Catholic pope.
Suspected witches (from the Rulership focus event) will now have the religion and culture of the province where they are from instead of the religion and culture of the ruler being asked to do something about them.
Modifiers that affect the religious conversion speed of provinces will now list this effect in their tooltips.
The Toluid dynasty is no longer assigned to randomly generated characters.
The great works Hindu Temple and Temple have been renamed to Great Hindu Temple and Great Buddhist Temple respectively.
When looking for a courtier to assist with seduction of a target, characters who are married to the target or who are rivals with the character can no longer be selected. If the target is a close relative of the character, then courtiers who would not approve of close-kin romance can no longer be selected, either.
The Solomonid bloodline now confers opinion bonus from Miaphysite characters only.
The Ghaznavid bloodline now confers opinion bonus from Persian characters instead of Afghan characters.
The Muhammad Nasrid bloodline now confers opinion bonus from Andalusian Arabic characters only.
The Otto the Great bloodline now confers opinion bonus from German (and also Swabian if SWMH is installed) characters instead of Christian characters.
*FIXES:*
[SWMH] If playing with Jade Dragon enabled, the Western Protectorate will now properly process its special desire to acquire the duchy of Kucha.
When reforming a pagan religion without Holy Fury enabled, unit modifiers from the unreformed version of the religion are no longer lost upon reformation.
Properly removed synergy requirements for Meliorism to improve education traits.
Certain pieces of code that checked for gender equality will now properly detect unreformed Bön in games without Holy Fury enabled.
When deciding whether to join or create an Independence or claimant faction, AI characters will now properly be more inclined to do so if they consider their liege as hostile to their religion.
The Tradition faction will now properly like wars against characters who are hostile to the given characters religion instead of liking wars against characters who consider the given character as hostile to their religion.
*Meritocracy* can now be taken when playing without Rajas of India if the game has Jade Dragon enabled.
The backup event that founds the Jomsvikings after the Germanic pagan religion has been reformed now properly accounts for *Enatic Clans* and *Equality* when spawning the founder of the Jomsvikings.
Yesügei and Hoelun (Temujin's parents) will now spawn with the correct religion and culture.
If *Nomad Stability* is set to *Unstable*, the event that lets vassals become independent now also triggers upon succession of a non-independent, vassal khan, not just upon succession of the main, khagan title.
Fixed an issue where sometimes event troops spawned from reinforcing an ongoing peasant revolt would not disband when the revolt was over.
Harbor VI, VII, and VIII in nomadic capitals will now convert to the proper tier of Shipbuilder on conversion to a tribal holding.
Fraticelli characters can now take the Become a Crusader objective if the Fraticelli pope has called a crusade.
The *Restore Order to the Court* decision can now properly be taken to remove *Court Anarchy*.
*Organize a Raid*:
If the game recognizes that troops gained from this action are raiding (this check is actually a bit buggy) 122 days after the spawning event fired, troops gained from this event will no longer stay until their ruler dies. They will instead continue to check regularly whether or not they are raiding.
The bloodline effect where more raiders are attracted by this action now works properly.
Fixed numerous cases where a ruler or a province converting religions would not be accompanied by moral authority modifiers.
Theocracies and nomadic realms can no longer end up with *Seniority* succession.
The decision to become a nomad as a tribal character will now properly scale the amount of population gained by the amount of prestige the character has.
Manichaeans will no longer have two, different decisions for holding the Bema feast.
Fixed issues where historical artifacts could spawn in the courtiers of the historical owners of said artifacts.
When successfully kidnapping a ruler with a county or barony on which the kidnapper has a claim, that is in the kidnapper's de jure territory, or is in the de jure territory of a title on which the kidnapper has a claim, the kidnapper can now properly request transfer of the title even if they are independent and/or the victim is not under the same liege as them.
The current heir under *Dynastic Elective* and *Eldership* succession will no longer be labeled as a Tanist.
The Caesar minor title cannot be granted to rulers whose primary title is temporary, making it in line with all other minor titles.
Diseases can now spawn between 1452 and 1517.
[Vanilla Map] Fixed the baronies of the province Alcacer do Sal.
Fixed rulers with *Enatic Clans* being able to employ male councillors.
Unlanded women can no longer become advisors for any ruler who does not follow *Agnatic Clans*.
The *Declare <Religion> Emancipation* decision will no longer count heretic courtiers in the courts of theocracies as heretic bishops.
The decisions to secretly convert to a religion whose holy site a character owns is now also available if the only rulers of the target religion are independent.
Fixed the icons of the Gray Wall combat tactics.
*VANILLA FIXES:*
Artifacts gifted by fellow warrior lodge society members to support the Build a Legend quest will now only be ones that can be used by the recipient.
Two-handed swords can now only be gifted to characters whose culture would let them use it.
The *Call of the Steppes* decision's tooltip about a 10-year cooldown is now only visible for non-nomadic characters who are affected by it.
Male, *Homosexual* adolescents with 4 or more traits following religions in the far Eastern group will no longer have higher chances of removing *Homosexual* by being eligible for both the Muslim and non-Muslim variants of the same event type.
Events that add *Bastard* to a character after they are born will now properly also apply their effects to a character's twin if they are twins.
The *Animistic* doctrine's morale bonus now properly stacks with unit modifiers from the *Unyielding*, *Unrelenting*, *Eternal Riders*, and *Invaders* doctrines.
Members of the Hermetic or Stoic Intelligencia societies who switch to a religion and/or culture that would not allow them to join the society will now be kicked out of their society.
The *Dogmatic* doctrine's tooltip will now properly display the fact that it makes characters harder to convert.
When a secret religion society openly declares itself by a grandmaster who is not independent, sympathetic characters who could convert will now properly be detected.
*Ancestor Veneration*:
*Dawnbreakers* and *Eternal Riders* will properly cause the number of spouses to contribute to the chances of becoming venerated the same way *Polygamy* does.
*Totem-Guardians* will now properly affect the chances of becoming venerated the same way *Monasticism* does.
Former religious heads can now properly be venerated.
Witches from the demonic reinforcements event will now join the proper devil worshiper society.
When a warrior lodge assigns a coastal target for the mission to raid and loot a province, it will now take naval path distance into account in addition to raw distance.
Characters whose public religion is in the same religious group as a given character's secret religion can no longer be the target of Evoke Sympathy missions.
Characters who develop Chest Pains without an associated illness can now properly get symptom treatment for it.
Reformation Doctrines that Affect Succession Laws:
Fixed the tooltips for *Agnatic Clans* and *Enatic Clans* to properly display their succession law effects.
Winning a war with the *Patriarchal Deposition* or *Matriarchal Deposition* CB will now only change the target title's gender succession laws if they do not already favor the attacker's religion's gender preferences and will only change to a succession law that is allowed by the target title holder. If succession laws are changed through this CB, opinion modifiers are also applied as if the succession law was changed regularly.
Winning a war with the *Patriarchal Deposition* CB against an enemy with *Enatic Clans* or a *Matriarchal Deposition* CB against an enemy with *Agnatic Clans* will now properly change their gender succession laws to *Enatic-Cognatic* and *Agnatic-Cognatic* respectively.
Upon conversion to or reformation of a religion with *Agnatic Clans*, *Enatic Clans*, *Equality*, or *Harmonious*, gender succession laws are only changed if the current one(s) are disallowed by the new doctrine, and opinion modifiers for changing gender succession are only applied if succession laws are actually changed.
Opinion modifiers for changing gender succession laws are now also applied to unreformed pagan characters whose gender succession laws are changed after reformation of a religion with *Agnatic Clans*, *Enatic Clans*, *Equality*, or *Harmonious*.
Opinion modifiers for changing gender succession laws due to conversion to *Agnatic Clans*, *Enatic Clans*, *Equality*, or *Harmonious* now mirror the opinion modifiers that would be gained by changing gender succession laws normally instead of them being a special modifier that is applied selectively.
*Open* succession is no longer automatically applied upon reformation of or conversion to a religion with *Agnatic Clans* or *Enatic Clans*, as being locked into *Open* succession is not a stated feature of those doctrines. This also resolves anti-synergy between those doctrines and doctrines that unlock *Eldership* succession (so e.g. West African pagans with *Eldership* succession will not switch off of their special succession type if they pick *Agnatic Clans* or *Enatic Clans*).
AI rulers of (unplayable) republics will switch their gender succession laws upon conversion to a religion with *Agnatic Clans*, *Enatic Clans*, *Equality*, or *Harmonious*.
*Equality* and *Enatic Clans* can now be properly chosen as doctrines by reformers who are patricians, though they will not affect their gender succession laws.
When a new holder of a title follows a religion with *Agnatic Clans*, *Enatic Clans*, *Equality*, or *Harmonious* and the old holder of the title did not have the same gender law restrictions, the title's laws are now properly updated.
*Meritocracy* is no longer incompatible with *Agnatic Clans* or *Enatic Clans*.
Events where China interacts with and possibly sends characters to others will no longer trigger for mercenaries, holy orders, and unlanded rulers.
The China Grace decisions *Send Gift*, *Offer Eunuch*, *Offer Concubine*, *Offer Commander*, *Offer Physician*, *Send Relief*, *Offer Artifact*, *Get a Chinese Doctor*, *Get a Chinese Artifact*, *Get Chinese Siege Engineers*, *Get Chinese Strategist*, *Request Administrator*, *Request Master Engineer*, *Imperial Marriage*, and *Request Invasion* can now be taken by unlanded Patricians.
Corrected the AI chances for both re-attempting induction of a ward into a secret religious society and rejecting the re-attempt at induction so that they are properly based off of relations, traits, and stats instead of basically being 50/50.
The battle event where a character's shieldmaiden saves them but is injured in the process will now only happen if the shieldmaiden in question is in the same location as their liege.
Hermatic Society:
AI members of the Hermetic society will now write Magnum Opi.
AI members of the Hermetic society will no longer have a 50% chance of going back on their decision to build a laboratory and can now get the quest to build a laboratory at all ranks, just like human members.
When a courtier in the Hermetic society dies, their host no longer loses their Hermetic apprentice.
When swapping a councillor who is on a search for a relic, progress on their search is no longer reset.
West African pagans' unit modifiers are now in line with those of other defensive pagans.
The event option where a character decides to go on a hunt with someone who they are swaying will now work properly if the character does not have *Hunter*.
Nomadic Uprisings:
Event troops from minor clan uprisings will now all disband when the uprising is over.
The main event troops from minor clan uprisings will no longer disband if the leader of the uprising dies.
Peasant revolts can now spawn in nomadic provinces with empty holdings if the owner of the given province does not risk a minor clan uprising.
Leaders of minor clan uprisings can now be female if they are of the appropriate religion and can no longer be male if following a religion with *Enatic Clans*.
Reformed pagan rulers will now properly get piety from pagan festivals.
Prisoners are no longer eligible for dueling.
Court chaplains sent to convert foreign rulers will no longer convert reformed pagan courtiers residing in the courts of unreformed pagans.
Grandmasters of the Assassins will no longer give missions to assassinate themselves. As a side effect, if a character is the only Grandmaster in the Assassins, they are immune to assassinate missions.
Traits and modifiers that would be removed upon changing religion can no longer be acquired for inappropriate religions by switching religions after an event has fired but before choosing an event option that would grant such a trait/modifier. Events with only one option will now immediately apply the trait/modifier upon firing instead of when the option is selected, while events with multiple options will check for a character's religion before applying a trait/modifier from the selected option.
Switching religions within the Mazdan group will no longer remove characters' holy pets.
All Hindu, Khurmazta, and Bön patron deities now have an equal chance of being chosen by the AI.
AI West African pagan characters no longer have an artificially inflated chance of picking Ayyur, Bida, or Tsumburbura as their patron deities.
The event that rewards close-kin marriages under religions that encourage them will now properly only trigger on the character's first marriage, just like the regular marriage reward event.
The *Come Out of Hiding* decision can now be taken by unlanded characters who do not have a ruler spouse or ruler parent who could take them out of hiding. There would otherwise be no way for these characters to remove their *In Hiding* state.
Cyprus and Crete After a Victorious Crusade Against the Byzantine Empire:
Provinces in Cyprus and Crete that are not in the Byzantine Empire will not be taken by crusade participants.
Provinces in Cyprus under the Byzantine Empire will now be taken by crusaders even if the owners of those provinces have a religion different from the Byzantine emperor.
If a player owns some but not all of the provinces in Cyprus and/or Crete, the provinces not owned by them can still be taken by crusaders.
The patrician who will be taking provinces in Crete after the crusade will not get the Duchy of Crete if they will not own the majority of the provinces in Crete.
The crusade beneficiary who will be taking provinces in Cyprus after the crusade will not get the Duchy of Cyprus or the Kingdom of Cyprus if they will not own the majority of provinces in Cyprus.
Rulers publicly converting to their (previously) secret religion will now properly apply moral authority modifiers to both their original religion and their new one.
Public conversions of rulers and provinces caused by a secret religious society using *Openly Adopt Faith* will now properly apply moral authority modifiers for converting rulers and converting provinces respectively.
Non-Christian, *Zealot* councillors no longer care about deposing wicked popes.
Characters with a bloodline that enables *Enatic-Cognatic* succession will not unlock the succession law if following a religion with *Agnatic Clans*, *Equality*, or *Harmonious*.
If *Gender Equality* is set to *Full*, characters following religions with *Agnatic Clans* or *Enatic Clans* will now get proper access to *Cognatic* succession law.
In Random Worlds with randomized religion names, the tooltips for the requirements for joining warrior lodge societies will now properly display the religion names that were generated for the world.
The game will now properly recognize historical and/or important characters that should not be allowed to leave a ruler's court.
Incitatus will no longer challenge immortal characters if *Silly Events* is set to *Off*.
Characters can now disband their nomadic mercenary companies even if they would not be able to re-found one.
Numerous special bloodline effects will now properly only take effect if the bloodline to which they are attached is active for the owner of the bloodline.
Saintly bloodlines that attract Jews are no longer only active on Christian characters. Instead, they now have the same requirements as other saintly bloodlines: characters need to follow the same religion as the bloodline founder for it to be active.
AI characters who are true believers in their religion will now properly never request mass baptisms.
Unreformed pagan characters who are converted by foreign court chaplains will no longer receive a mass baptism if they have a regent, tbey are tribal and their primary title has too low Tribal Organization, or the court chaplain's liege is a prisoner or has a regent, as these would all disqualify them from requesting a mass baptism.
The event where an army starts looting out of control after a successful siege will no longer trigger if the army in question is raiding instead of in an actual war.
The event chain where an annoying courtier gets pushed into a river no longer has broken localizations.
Passive Infidel Province Conversion for Muslims:
Will now only trigger if the top liege of the owner of the province is imposing Jizya or a religious tax on the province's capital holding instead of if the province is not Muslim and both the province owner and their top liege are Muslim.
Province will now convert to the religion of its owner's top liege instead of the religion of its owner.
Mean time to happen for the event is properly modified by the moral authority of the religion to which the province would be converted instead of the current religion of the province.
Mean time to happen modifiers that apply to the event for active conversion by court chaplain will now also apply to this event. This includes bloodline effects, Great Works upgrade effects, religious features, depopulation levels, holy war integration policies, and more.
Saintly bloodlines that increase the speed of religious conversion will now work properly.
Having the active bloodline *Blood of Irâcêntira 'the Great'* will now properly cause the ruler's court chaplain to convert provinces to Hindu faster. Previously, the effect of converting provinces to Hindu faster required the bloodline to be on and active for the ruler's court chaplain, not the ruler themselves.
Characters spying on their lovers can no longer "reveal" their own relationship and attempt to blackmail themselves.
The event where a character gains Diplomacy from practicing in front of a mirror can now only trigger once.
Great Works:
The great work upgrades Temple Complex, Votive Stupa, Outer Wall and Open Garden, and Sahn now properly require a certain amount of existing great work upgrades before they can be built.
When built, the Strategic Exclaves great work upgrade will now properly upgrade the fortifications of all holdings in the province of the great work in which it was built.
Fixed numerous decisions and events that check for great works and/or great work upgrades so that they will only work if the great works and/or great work upgrades they check for are actually active.
The House of Wisdom now also upgrades written books, just like the base Great Library does.
When a Great Library is raided, it now properly gives books to the raider, not bells.
The House of Wisdom will now properly be referred to as a library, not a university.
Artifacts:
+2 Axe, Spear of Destiny, Staff of Moses, David's Sling, Handgun, and Plate Armor are no longer active for children, just like all other, non-ceremonial weapon and armor artifacts.
+2 Axe is now properly flagged as being an axe.
Plate Armor is now properly flagged as being an armor set.
Jian is now properly flagged as being a combat weapon.
Sword from Heaven and random swords generated during alternate starts are now properly flagged as swords and combat weapons.
Random armor generated during alternate starts are now properly flagged as armor and armor sets.
Books generated from the event chain where a lost book is found for a Grand Library are now properly flagged as books.
[Vanilla Map] King Ramiro II of León (at the Iron Century start date) will no longer be married to both Adosinda de Coimbra and Urraka Jimena. He will now be only married to Urraka Jimena.
The event where crusaders massacre the local population because of their religion will no longer trigger if the province follows the same religion as the crusaders.
The Total Burnout option to the Meliorism failure event chain outcome (the option that downgrades the character's education) now properly only appears and can only be taken if no other option is available. It is supposed to be Total Burnout, after all.
The gender criteria to be eligible for the Patrician Heir minor title are now based purely on succession laws instead of Status of Women laws and/or religion.
Fixed the detection of gender succession laws when selecting a random crusade beneficiary for AI characters.
Hermetic characters who get the best outcome once from the Gathering of the Great Minds event chain will no longer always get the best outcome in all future instances of the Gathering of the Great Minds event chain.
The event chain where a monastery has an artifact that can be stolen will no longer trigger for characters who already have every artifact that could be received from the event chain.
[Vanilla Map] The Viking Age Begins event will now properly add shipyard buildings to holdings based on holding types instead of based on the owners of the holdings. They will now also properly add shipyard buildings to primary holdings of provinces, not just secondary holdings.
*Renounce Iconoclasm* now also applies a negative opinion modifier for independent Muslim rulers, not just Muslim characters who are not independent.
In the homage event chain, the detection of rulers with titles whose gender succession laws disfavor them will now work properly.
Vassals will now properly detect when they are attracted to their liege during the homage event chain.
The decision to convert to Buddhism will now also be disabled for Holy Orders.
[Vanilla Map] Lucia Sorrenti will now properly be female.
Devil Worshipers desecrating a temple that they hold can no longer kill themselves through the event chain and will no longer reveal themselves as Devil Worshipers through the event chain.
*MODDING:*
The effect emf_character_become_heretic now no longer sets the heretic_province event target if it has already been set (outside the effect). This means submods can now use this effect to make a character a heretic based on a province other than the one in which they currently are.
Changed the conditions of many decisions and events that work off of great work upgrades so that they check for flags on great work upgrades rather than specific great work upgrades. This means new great work upgrades can be added that imitate the effects of existing great work upgrades without having to create new decisions and/or events.
The customizable localization of types, flavor texts, and terrain descriptions of wonders and great work upgrades now works off of flags instead of checking for specific wonders. This means that new wonders and great work upgrades can make use of existing localization as long as they have the appropriate flags, which means updating of customizable localization is no longer required.
Great Library and Grand University can now be built by characters whose religious group is not one of the six religious groups that exist in the base game.
Added a set of dummy characters generated at startup in Isis' court, each of whom corresponds to a religion available in the game. They are saved as global event targets with the naming scheme "emf_global_<religion>_dummy". They are intended to be used for triggers that work off of character/province religions, but that do not actually work in religion scopes, e.g. is_heretic, is_heresy_of, and is_parent_religion.
Also added a set of scripted triggers that work off of these dummy characters to check if the current scope's true religion would pass certain is_heretic, is_heresy_of, and is_parent_religion checks. They can be found in emf_religion_codegen_triggers.
EMF 10.2 [2019-09-06]
*NEW FEATURES:*
Added a new succession law, *Dynastic Elective Succession*.
It is almost identical to *Elective Monarchy Succession*, but the eligible candidates are now all members of the ruler's dynasty. The law requires *High Crown Authority* or higher, *Late Feudal Administration*, or *Imperial Administration*.
The *Decline Empire Election* decision is now obsoleted by a new pair of decisions, *Decline Elective Nomination* and *Approve Elective Nomination*, which appear whenever you've received at least one vote and are now in the line of succession for an elective title of King- or Empire-tier.
The latter decision, approval, essentially only dismisses both alerts since approval is status quo.
The new decisions support all types of elective succession laws, and they are integrated into their voting rules, so you will now also properly no longer appear heir to the title after declining a nomination (no more last-minute hack to disinherit you momentarily when the incumbent ruler is dying).
The new decisions let you choose to approve or deny votes for your character for multiple different titles independently.
As always, your decisions are lifetime-binding, so choose them wisely. You don't have to choose immediately (or ever) upon getting such a pair of alerts.
AI:
Increased the difficulty of players rapidly securing the inheritance of AI titles with *Agnatic-Cognatic Succession* by teaching the AI when it's not a good idea to pass *Agnatic-Cognatic* and when it is a good idea to promptly pass *Agnatic*.
Many AI spymasters will now be more likely to be loyal to their liege and thus won't be as easily manipulated into plotting against them.
AI rulers can no longer dump gold into new building or holding constructions while at war.
Patricians can now offer to buy a new city holding from the owner of a province in which they have a trade post but no owned holding, assuming the province has an empty holding in which the new city can be built.
Use the *Expand Trade Post into City* trade post decision, and a new city will be constructed.
The cost scales with the amount of existing holdings in the province, ranging from 400 gold to 900 gold, of which 300 gold is transfered to the top liege of the owner of the province.
Enacting this decision will create a 5-year mutual truce between the patrician and the province owner.
You cannot be bankrupt or at war with the province owner nor any liege of the province owner.
Elector titles under *Princely Elective Succession* (i.e., the Holy Roman Empire or Saint-Empire Romain) are now dynamically reassigned when they become unheld, gained by another preexisting Prince-Elector, or become no longer a de jure part of the Empire. Assignment preferences are based upon a healthy mix of historical and gameplay factors.
When restoring either of the two HRE title variants from pre-962 starts, elector titles will now also be dynamically assigned (just as they are every time a campaign is started).
New government type: *Muslim Merchant Republic:*
This government is analogous to the *Merchant Republic* government type the same way *Iqta* relates to *Feudal*: it has all the features of *Merchant Republic*, but also has free revocation on duchy-tier titles, requires Piety expenditures to change laws, allows holding of Temple holdings without penalty, and does not get opinion penalties for raising levies for offensive wars.
*CHANGES:*
English melting pot now also includes the Duchy of Lothian.
Stillborn birth chance has been raised to 7% from 3%.
Banishing unlanded characters will now seize 20% of their total wealth instead of 5%.
*Plot to Gain Vassal Title*, and those plots of its ilk, now require AI plotter