EMF: Extended Mechanics & Flavor
EMF Beta Changelog
Several open beta versions of EMF are made available to the public before an official release. Herein you'll find the current changelog for the latest beta (cumulative since the previous official release). If you'd like to see our comprehensive changelog archive for all officially released versions of EMF, see here.
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.
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.
Offensive, Unreformed Pagan Unit Modifiers:
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.
Nomadic characters following unreformed versions of the Germanic, Tengri, Aztec, and Zun 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.
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. Existing savefiles with religions who have Daring but not Warmongering will still be able to use Prepared Invasions, and the ability to become notorious raiders is unaffected because they previously required Sea-Bound anyway in addition to Daring.
Syncretism has been disabled and its effects have been moved to Cosmopolitan. Existing savefiles with religions who have Syncretism will still work.
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.
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.
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.
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.
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.
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.
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.
AI characters whose true religion has Warmongering are now more likely to create and join factions.
Now also enables the decision to gain religious sympathy traits that previously required Syncretism.
Now mutually exclusive with Religious Tax.
No longer has access to great holy wars.
Religious Tax no longer affects a character's chances of becoming venerated.
Meritocracy no longer affects a character's chances of becoming venerated.
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.
Being Chaste will no longer lower a character's chances of becoming venerated if the religion has polygamy.
AI religious heads no longer have a 50% chance of rejecting a candidate for ancestor veneration.
No longer causes piety loss when at war with someone of the same religion.
Can now be taken with Bloodthirsty Gods.
Now also enables the passive religious conversion of infidel provinces that was previously restricted to religions in the Muslim group.
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.
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.
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.
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).
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 pagan will now need to take Sea-Bound. This properly reflects the importance of ancestry in the Slavic pagan religion.
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/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.
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.
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.
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 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.
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.
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 2 years instead of 20 years to the looted (defender) religion.
Now only gives +1% Religious Authority for 2 years instead of 10 years to the looting (attacker) religion.
Now requires 60% Religious Authority (from 30% in prior versions; vanilla is 50%).
Now requires 1500 piety cost (from vanilla's setting of 750).
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).
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.
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.
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.
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.
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).
Being a member of a warrior lodge no longer gives as much protection from negative battlefield events.
Disabled health events related to the Giant trait. These events are no longer appropriate now that Giant represents a height phenotype, not gigantism.
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.
Increased the society currency cost of the Call of the Steppes decision.
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.
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.
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.
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.
[ SWMH ONLY ] 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.
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 the Homosexual trait by being eligible for both the Muslim and non-Muslim variants of the same event type.
Events that add the Bastard trait 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.
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.
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 the Hunter trait.
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.
The Aquarius zodiac trait will no longer be lost upon switching religion, making it like all other zodiac traits.
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.
When built, the Strategic Exclaves wonder upgrade will now properly upgrade the fortifications of all holdings in the province of the wonder in which it was built.
The game will now properly recognize historical and/or important characters that should not be allowed to leave a ruler's court.
The wonder upgrades Temple Complex, Votive Stupa, Outer Wall and Open Garden, and Sahn now properly require a certain amount of existing wonder upgrades before they can be built.
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 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.
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