REMINDERS:

Always remember to delete any preexisting modules/ subfolder before extracting the release download into your mod folder.

subfolder before extracting the release download into your mod folder. HIP is modular: different installer choices yield wildly different forms of HIP, so remember: ALWAYS include your version.txt file from the [default] mod/Historical Immersion Project/ folder with any posts regarding specific behavior in HIP (especially bug reports). If you don't do this, your post'll be much less useful and is apt to be ignored.

One must use the same modules as previously used with old savegames. Exceptions which may be enabled or disabled at your pleasure: SED: English Localisation for SWMH ARKOpack Interface Arumba and Internal Tab Shortcuts LTM

SWMH does not include a 769 bookmark. We've no intention to add one, but there might be an unofficial sub-mod for this in the future.

SWMH does not include eastern/southern India but does include Rajastan. We've no intention of adding more of India.

MiniSWMH is an official SWMH sub-mod which removes India and the least-relevant parts of Africa in order to provide a higher-performance SWMH alternative.

It's still possible to play with a [slightly modified] vanilla map if SWMH doesn't suit you. Simply give the installer a 'no' on SWMH in that case.

EMF has comprehensive changelog archives for every version since the first.

EMF v9.0

CHANGES: Compatibility patch with Crusader Kings II v3.0.1.1 Theocratic or republican government form will no longer takeover previously feudal/imperial, tribal, or nomadic titles when their ruler abdicates, unless the abdication heir is not of a lower rank than the abdicator. Similarly, in various places where we previously guarded against such takeover of feudal titles, the protection has been extended to tribal and nomadic titles. Pagan tribes now [again] no longer need their religion reformed in order to convert to feudalism or found a merchant republic. This is BIG. Roman Empire: Lombardia ( i.e. , northern Italy) has been moved from Imperial Reconquest Tier 3 to Tier 4. Restoring the Roman Empire now simply requires complete control (at the county level) of Imperial Reconquest Tiers 1 through 3 rather than a random smattering of duchies as it did previously. Custom kingdom/empire formation: The new EMF game rule Custom Title Formation has replaced the Charlemagne DLC's Custom Realms game rule. The game rule now has a new setting, Default , which takes the place of On . The default setting is no longer always player-only; if the alternate start setting which disables de jure empires is set, the AI will be able to use the Form a New Empire decision too. The game rule now has another new setting, AI Allowed , which now allows, in addition to players, particularly accomplished AIs to also be able to create custom kingdoms/empires. For both Default and AI Allowed , if the alternate start setting which disables de jure empires is set, the formed titles may, depending upon territorial control, gain de jure territory instantly upon creation. For submodders: if instant de jure reassignment of completely controlled duchies/kingdoms to custom kingdoms/empires is desired, look into events/emf_config.txt for the relevant global flag settings to enable it ( emf_config_dejure_custom_kingdom_titles and emf_config_dejure_custom_empire_titles ). Old Norse provinces that might remain in England after 1100 when the English melting pot activates are now considered valid provinces to melt into English as well. Casus Belli: If you're plotting to kidnap a ruler, you may no longer declare war upon them for the duration of the plot; if you've just cause to declare war upon them and you wish to do so, then leave your intrigue at the door, grab an axe, and cancel that plot. This change resolves a particularly cheesy exploit. You may no longer use the De Jure Claim CBs (or their third-party variants) against your rightful religious head for a de jure barony, county, duchy, or kingdom which is or contains a holy site of your shared religion. The holy site(s) must actually be in the de facto [sub]realm of the religious head for this restriction to apply. Note that "rightful" religious head refers to your Antipope instead of your Pope when applicable. De Jure Kingdom Claim : No longer requires the defender to be in the same religion group as the attacker. No longer requires a realm border within the target kingdom. This is consistent with all of the other De Jure Claim CBs; none require a border, only de jure pretension. Nomad Subjugation : Now always requires the attacker to be of a higher tier than the target. [This is not particularly hard to achieve given that the lowest possible rank of a nomad is king-tier.] Fixed the lack of an is_valid definition in the CB (vanilla bug), which meant there were cases where wars could persist into perpetuity or victory could result in an incoherent outcome. Can no longer result in an outcome wherein, if the target holds a religious head title, all titles are stripped from the target but the religious head title, and the target simply becomes independent. Pagan Subjugation : Now requires the attacker to be of a higher tier than the target, except in the case where both attacker and defender are duke-tier (counts can't use the CB at all). Fixed the lack of an is_valid definition in the CB (vanilla bug), which meant there were cases where wars could persist into perpetuity or victory could result in an incoherent outcome. Split the CB into two different variants: one for same-religion targets and one for different-religion targets. Different-religion targets will treat it as a holy war and [try to] call-to-arms any neighboring coreligionists to assist with defense. This is partially a balance / challenge measure. The CB now costs some prestige to use, which scales from 100 to 500 prestige dependent upon the number of provinces in the target's realm (since they will all be consumed upon victory). The scaling is roughly 25 prestige per province. Can no longer result in an outcome wherein, if the target holds a religious head title, all titles are stripped from the target but the religious head title, and the target simply becomes independent. Imperial Reconquest : Cannot be used in alternate starts ( e.g. , Random World). Victory will now much more often auto-usurp or auto-create the actual target duchy title rather than only taking the titles under it or vassalizing them. The Latin Empire can now use the CB too. Random World: Holy Roman Empire : When using the default 'Holy Roman Empire' scenario (tries to create an empire with some of the same characteristics of the HRE), EMF will dynamically, intelligently select de jure elector titles for the empire's Princely Elective succession. In vanilla, the spawned HRE will always use the historical German elector title setup, which is obviously wildly incoherent for an empire that could be anywhere on the map. Additionally, it will spawn 3 de jure theocracies within the Alternate HRE (though it's possible some more may be added by the Minor Theocracies setting), and it will try to assign up to 3 elector titles to theocracies (preferring archbishops to prince-bishops) before it begins selecting powerful duke-tier elector titles. The theocracies are spawned in such a way that their cultures (which match their local province culture) are varied. Byzantine Empire : The code for spawning this alternate empire has been dramatically upgraded. Details are ultimately too many to list, but some highlights: It's much better than vanilla at actually spawning correctly on the map. The religious head of the emperor, if his religion has one, will be vassalized, and if not already landed, granted a temple in the empire capital. The empire capital's holding slot capacity will be maximized (note when using the SWMH map: sometimes this still isn't the full 7 slots depending upon where the empire needs to spawn in the random world) and filled with a random-weighted 2:1 ratio of auto-built cities to auto-built castles. Unlike vanilla, the Byzantine Emperor doesn't start the game with every single ducal title in the realm in his demesne so that it may be granted as a viceroyalty title. In EMF, the emperor doesn't need to first hold and then grant such a title for it to become viceroyal: all dukes and kings under an emperor with Imperial Government (such as the Byzantine Emperor) are automatically viceroys. We feel this is a bit less gamey and tedious too. The Varangian Guard, if starting after the year 911 AD, will be correctly vassalized to the alternate Byzantine Empire. In vanilla, the alternate Byzantine Empire usually receives Primogeniture succession, but in EMF, it starts with Imperial Elective. Limitations when the de jure setup is randomized (all of these will be addressed in a future EMF release): The Automatic Empire Disintegration mechanic is disabled. Titular title auto-destruction is disabled. Imperial Kingdom Creation crown laws for preventing vassal dukes from creating kingdoms cannot work in the Random World (until we overhaul how the randomized de jure setup provided by the hard-code works), so it is disabled. The Titular Title Creation game rule will, in some cases when a random world de jure kingdom or empire becomes titular ( e.g. , due to de jure drift), fail to stop these titles' creation if so requested by the rule setting. However, blocking titular duchy creation is unaffected. Again, we have an [ambitious] plan for eliminating all of these Random World limitations, and we intend to implement it in the next EMF version. History's Forgotten Daughters : This preexisting feature is intended to promote the marriage/alliance game right from the start of the game. HFD will only generate daughters for rulers in cases where they cannot disrupt the existing line of succession. Thus, you won't see historical rulers whom were famously childless suddenly having a few sons and daughters as you would with the vanilla Generate Families rule, which we have disabled for this and other reasons. It has been significantly improved so that many more daughter-less rulers can safely receive a daughter without affecting succession; now it is much more effective at jumpstarting the marriage/alliance game (particularly in the early bookmarks). Combat Tactics: Improved the quality of combat tactics graphics so that the icons no longer look like someone fed them through three different compression algorithms, and added sets of combat tactic icons that correspond with camel cavalry, war elephants, and galleys. Mameluke Raid tactics will now display camel cavalry icons instead of horse archer ones, and Gray Wall tactics will now display war elephant icons instead of horse archer ones. Set up cultural combat tactics, cultural retinues, and cultural castle buildings so that every cultural group has a "default" cultural specialty associated with it. This helps to future-proof the mod in case new cultures are added in the future, and helps integrate other modmods that add new cultures to existing cultural groups. The offensive bonuses that horse archers got in Stand Fast tactics have been changed to be archer bonuses instead. Missile Harass tactics have had the offensive bonuses they gave to archers moved to light infantry, and they have been renamed "Guerilla Harass" to better represent what the tactics do. This should line up better with the cultural retinues and cultural castle buildings of cultures that have access to this set of combat tactics. Flanks without commanders assigned can now use various combat tactics, though they will always get the "bad" versions of whatever tactic gets chosen. Buildings: Added cultural castle buildings to Roman, Venetian, and Ligurian cultures that are different from the normal, Italian castle cultural building and that line up with their respective cultural combat tactics and cultural retinues. The AI will now properly build hospital holdings and buildings in hospital holdings. In general, AI characters will be more likely to build hospital holdings in their demesne, in provinces with active diseases, and/or if they have a lot of money, and non-feudal, non-republic characters will be most likely to build buildings in hospital holdings, then republic characters, then feudal characters. Castle Town V now has a build time of 2190 days (from 2160 days), which makes it properly line up with how build times scale for all other buildings. Added the missing entry for Stables VI for castle holdings that is referenced in multiple other places, but did not actually have an entry before. Rulers can now only build the Radhanite Quarter special building in trade posts if neither they nor any of their lieges have expelled the Jews. If either a character or any of their lieges expels the Jews at any point, all Radhanite Quarter buildings are deactivated until the situation changes. Jews and Loans: Decoupled the loan mechanic in EMF from "Jewish moneylenders." The money simply comes from wherever it comes — nobility, merchants, etc. Consequences: Enacting the Expel The Jewry decision will no longer clear everybody's loans in the realm automagically. Loans must still be paid by all. [NOTE: In the future, we may add a relative interest rate reduction to realms without expelled Jews.] If you (or your top liege!) do Expel The Jewry , then you may still take out loans, and so may those rulers under you. Since Jews aren't fundamental to loans, all religion groups now have access to the loan decisions: even pagans can now take loans, although they might not be able to meet the yearly income requirements for the larger loans. Other changes to the Expel The Jewry decision: Toned down the amount of gold that can be effectively seized from the theoretical Jews in your realm, and the amount now scales with the number of provinces in your realm (and your own yearly income). Slightly increased the prestige cost of taking the decision (cost now scales with your tier too). Any of your realm lords with sympathies toward Judaism, that have Jewish family/spouses/betrothals/educators/friends/lovers/concubines, or that have important Jews in their court ( i.e. , they are councillors or commanders; are well-liked despite the "Infidel" opinion malus; are educating the ruler, their family, or a friend; etc.) will dislike you for the forced expulsion for a period of time. Improved internal character liege change tracking for better coherency regarding numerous systems ( e.g. , civil war loyalist vs. neutral vs. rebel tracking). Characters with the Peasant Leader trait who gain a title will now have their rebel trait automatically upgraded to Peasant Ruler and will be given their own dynasty if they are lowborn. This was already done for religious revolt leaders upon rebellion success — but only in that case of gaining a landed title. AI rulers that are reduced to a barony due to a war or other kind of title transfer but still have count-tier vassals will now automatically revoke an AI vassal's county, preferring their primary title's de jure capital county, not taking titles from rulers with historical dynasties, not taking AI capital counties, and not taking the last county of their AI vassal. Checks for this occur periodically on a pulse as well as at the end of every war. Added the Livonian Brothers of the Sword Western Christian holy order. Note that this Order is NOT the Livonian Order , although it is a precursor to it. The Holy Fury DLC's Reconquista feature has, for now, been disabled, because it was extremely overpowered and needs a bit of a redesign ( e.g. , one could take the decision to prepare for a Reconquest war while not even having a single valid enemy to target — and then be locked out of even normal holy war!). We adapted the code to EMF, but it simply wasn't appropriate and needs a serious beating with the nerf bat before its content will be featured. AI landless-type religion heads ( i.e. , not like a Caliphate but like the Papal State or the Ecumenical Patriarchate) and holy orders will now free themselves from lieges that do not have the same religion. This is checked regularly upon a maintenance pulse as well as at the conclusion of every war. They will not free themselves from wrong-religion player lieges. They will first try to simply vassalize themselves to the liege of their liege if his/her religion matches. Their former liege(s) will have a Rightful Subjugation opinion toward them, which allows access to EMF's Revassalize CB. Fair's fair. Vanilla improvements: Improved code for transferring special crown & scepter artifacts which are tied to particular titles upon [usually forced] abdication of their current owner. The artifacts are now properly transferred to the actual heir of the title to which it's linked rather than a different heir. All of the succession voting patterns for elective-style succession laws have had a ton of bugfixes from their original form, resulting in significantly better voting patterns. We also do not evaluate the electors, elector vote strength, candidate score, or even the candidate pool for titles with elective-style succession laws that are unheld. We know this sounds obvious, but it's not the case in vanilla, and aside from not wasting your CPU now, it also means you'll never receive an alert to nominate a successor to a title that doesn't even exist at the time. The land donation mechanics for holy orders such as the Knights of St. John (whom want an island-- but the vanilla code would never be able to succeed in doing that) and the Teutonic Order have been fixed up and made more likely to get the right land to these Orders at the right time. Tons of male-only events have been opened to females (though sometimes only when their religion or laws permit). Passive bloodline bonuses have been significantly nerfed across the board. By "passive," we mean opinion, command modifiers ( e.g. , damage to religious enemies), combat rating, etc. Bonuses considered "active" impart some special ability or tendency ( i.e. , a mechanical bonus), and those have all been preserved. Elective Monarchy Succession : Kingdoms with Elective Monarchy / Feudal Elective succession now allow Counts and not just Dukes to be electors. Electors no longer need to be direct vassals of the ruler of the title; they may be a vassal of a vassal and so on. Law description updated to no longer indicate that siblings of the ruler are valid candidates for nomination, as it turns out that the candidate pool for its base, hard-coded succession type does not include unlanded siblings -- only the ruler's progeny if unlanded. The Despot title within the Byzantine or Roman Empire is again an honorary title in EMF instead of a council position when the Conclave DLC is enabled. As such, the restrictions regarding whom you may grant it are again relaxed significantly. [ SWMH ONLY ] EMF's automatic de jure expansion of Christian Iberia events (as a result of the Reconquista) are now checked at the conclusion of every war. [ ... Several other changes which we didn't have time to document! ... ]

FIXES: Countless fixes to bugs and user experience issues — some quite major — in CK2 v3.X and the Holy Fury DLC [ SWMH ONLY ] The Varangian Guard now exists and is vassalized to the ERE at all starts after its historical founding. Indeed, we now do a bunch of fancy dynamic stuff with the mercenary title and its initial holder that we've never previously featured. Vassal Khans (king-tier nomads) may now pillage settlements, instead of just their independent liege Khagan. Death due to health complications from dwarfism now properly displays its death reason instead of "from dwarf_death." 4-Interest Factions : The high-priority decisions ( i.e. , they alert you when available) for calling a faction meeting as a player faction leader are again available. Deposed faction leaders will now always defer the faction leadership to a higher-tier ruler in the faction, if applicable. Fixed some issues with new code which prevents forced abdication to an heir that has already force-abdicated within the realm. Fixed an issue with Merchant Republics and the baron-tier border gore reduction code. Siege and Looting Events: Several EMF event chains regarding looting, siege defense, siege offense, etc. are now restored, as they had broken due to [undocumented] behavioral changes in the scripting API with different patches. Upon a successful siege as the attacker, you will now actually be able to [sometimes] capture the rulers of the holdings you're sieging! For quite awhile now, it was an extreme rarity to ever capture a ruler of a rank higher than Baron. Nomads should no longer cause event spam regarding the 'Founding of an Empire' or the 'End of an Empire' when they settle and do whatever other crazy shit it is that they do. Fixed an issue where camel cavalry and war elephant combat modifiers from terrain (e.g. river crossing, amphibious landing, nomad province) were missing. Camel cavalry get the same bonuses and penalties as light cavalry, while war elephants get the same bonuses and penalties as heavy cavalry. Fixed a bug where Mameluke Raid tactics were set as alternatives to Charge tactics when they were clearly supposed to work as alternatives to Raid tactics. Bonuses and triggers are unchanged because they were Raid bonuses and triggers from the start, but tactic groups and enemy tactic groups are changed. Fixed an issue where Cumbric characters had access to two cultural combat tactics; they now only have access to Longbow Volley tactics. Fixed issues where Mari, Karelian, Vepsian, Khanty, Estonian, Occitan, Livonian, Szekely, Suebi, Crusader (the culture, not the trait), Turkmen, Oghuz, Khalaj, Bolghar, Avar, Karluk, Kasogi, Kirghiz, Uyghur, Bashkir, Khitan, East Gothic, Udi, Caucasian Avar, Pictish, Prussian, Tibetan, and Chinese characters did not have access to any culture-specific combat tactics. Fixed issues where Langobardisch, Canarian, and Jurchen characters had access to cultural combat tactics that did not line up with their cultural castle buildings and/or cultural retinues. Fixed an issue where castle and tribal holdings would permanently lose culture-specific and/or terrain-specific buildings if the underlying province's culture changes. Instead, these buildings get deactivated and will only get reactivated if the province switches to a supported culture, just like how it works in the unmodded game. Fixed Han, Jurchen, and Tibetan cultural castle buildings so that they work the same way other cultural buildings do (e.g. 6 tiers instead of 4, levies for non-boosted troop types are reduced, troop boost based on maintenance). Fixed an issue where Jurchen characters could build two different cultural castle buildings. Fixed issues where Canarian and Crusader (the culture, not the trait) characters had access to combat tactics that did not line up with their cultural castle buildings and/or cultural retinues. Fixed an issue where Altaic/Magyar/Romanian cultural castle buildings decreased heavy cavalry levies when that is not something that any other cultural castle building does. Fixed an issue where cultural castle buildings did not lower horse archer and camel cavalry levies if those levies were not part of the building's boost. This is relevant for castles that would be eligible to get those units through the Steppe Stables and Desert Stables building lines respectively. Fixed an issue where Roman characters had access to two cultural retinues; they now only have access to Praetorianus retinues. Fixed issues where Icelandic, Mari, Karelian, Vepsian, Khanty, Livonian, Canarian, Arpitan, Crusader (the culture, not the trait), Udi, and Caucasian Avar characters did not have access to any culture-specific retinues. Fixed issues where Venetian, Ligurian, and Pictish characters had access to cultural retinues that did not line up with their cultural castle buildings and/or cultural combat tactics. Fixed issues where Steppe Barracks, Steppe Stables, and Desert Stables (for both castle and tribal holdings) were checking incorrect conditions, e.g. checking the province owner's culture instead of the underlying province's, checking for cultures that are not the same as the cultures that would have access to appropriate unit types (camel cavalry for Desert Stables, horse archers for the steppe buildings), checking for Plains terrain in tribal steppe buildings despite them upgrading to castle buildings that only work on Steppe terrain, and checking for technology levels that were different from their non-terrain-specific counterparts. Fixed an issue where the Desert Stables building line in tribal holdings gave horse archer levies instead of camel cavalry. Fixed an issue where higher-level nomad harbor buildings could upgrade into the high-level tribal shipyards that have been disabled by EMF. Fixed issues where tooltips in the technology screen would display the unlocking of the following buildings under the incorrect tech and/or incorrect tech level: castle cultural buildings II-VI, Castle Town IV-V, Castle Barracks VI, City Training Grounds II-VI, and City University III. References to Tribal Shipyard III and Tribal Shipyard IV in technology screen tooltips has been removed because those buildings do not exist in EMF. Fixed the smith event chain not properly giving tier one armor. Fixed the formation of the HRE and French HRE not properly removing Lotharingia from the de jure map. [ ... Literally hundreds of fixed vanilla bugs from patch 3.X and Holy Fury! ... ]



SWMH v3.2

Compatibility patch with Crusader Kings II v3.0.1.1

Fixed issue with Varangian Guard not existing after 1042.7.1, approximately when Haraldr Hardrada left the Guard to take the Norwegian throne

Various province & barony setup changes

Many title & character history enhancements & fixes

Greatly improved the localisation for various title adjectives. Among other things, this provides much more satisfying Random World cultural and title names.

New historical bloodlines

MiniSWMH v1.4

Compatibility patch with Crusader Kings II v3.0.1.1

SED (English Localisation for SWMH) v2.2.19

Compatibility patch with Crusader Kings II v3.0.1.1

ARKOpack Armoiries (2019-02-13)

Compatibility patch with Crusader Kings II v3.0.1.1

Dynastic names improvments by @Ese Khan

Various CoA pattern improvments for muslims and christians

Whole new CoA pattern for zoroastrians

Kept some old vanilla flags that where better or more senseful that the new ones intriduced in 3.0

Some flags for newly added counties

Some new or reworked flags

Improved indian vanilla CoA sets quality

Added about a dozen new muslim CoA designs

Remastered some few older muslim CoA designs

Dynastic CoA for Merohingi, Nibelunging, de Thouars

ARKOpack Interface (2019-02-13)

Compatibility patch with Crusader Kings II v3.0.1.1

Tutorial and nudge button fix

Enlarged artifact desc space in artifact view

Fixed missing prestige cost icon in build building view

Made offmap power history view adopting the same style as regular titles history view

Improved barber window visual

Improved indian vanilla traits quality

The most intrusive and ugly DLC recommandations are now hidden/wiped

Improved vanilla indian traits quality (better details and constrast)

Some code and file cleanup

Reworked the province view for muslim

Removed the specific religion icons with background from character sheet due to random worlds

CPRplus v3.0.1

New Features : Compatibility patch with Crusader Kings II v3.0.1.1 Incorporated all new portraits from Holy Fury, complete with skin tone adjustment and new portrait backgrounds New portrait background for the emperor of China and the Western Protectorate General Tangut portrait set added Oghuz portrait set added [SWMH only] Nubian portrait set added Newly created beard set for the Occitan and Italian portraits Characters who “left for/went back to China” get the China background New religious clothes for Taoist priests (original author Lysten) Pope wears a more decorated papal tiara after the year 1200 (original author Lysten) Catholic priests over the age of 18 with the Uncouth trait now grow beard Catholic characters with the Groomed trait are more likely to stay beardless Norman characters with the Groomed trait stay beardless

: Feature Changes : Revised looks for the Occitan and Egyptian portraits Counts now wear the same headgear as dukes Mid-era Central Asian portrait now uses Sogdian headgear Tang emperors now wear putou Basque portrait set now uses CPRplus’s old Italian face Occitan portrait set now uses Frankish headgear and clothes Bohemian portrait set now uses German headgear and Western Slavic clothes Volga Bulgar portrait set now uses Ugric eyes Beard and hair placement changes for portraits in India for smoother transitions within the area Coptic portrait set now uses East African headgear Eastern Slavic face now makes use of Western Slavic face assets Warrior Lodge society clothes are no longer worn if higher in rank than Baron Holders of Military Order government and Merchant Republic no longer wear king- or emperor-tier headgear “Celtic” castle background is now available for characters located in Brittania and France regions CPRplus’s special armors no longer check Martial stats Black-clad Crusader armor is now available for characters with the Crusader King or Crusader Queen trait, regardless of Personal Combat Skill value Quf culture now uses the Afghan portrait set [SWMH only] Old Saxon culture now uses Dutch portrait Reverted female Buddhist religious clothes to pre-CK2 3.0’s (taken after Lysten’s change) Iberian king- and empire-tier cloth with the Leonese and Castilian CoA’s is now disabled unless the character owns one of the relevant titles (kingdom or duchy of Leon or Castile) Incorporated some new Muslim hair assets to the Maghreb male hair set Removed the Urzhailian portrait set

: Bug Fixes : Fixed an issue with the disappearing nostril on the French female [Vanilla issue] Various beard and hair alignment fixes Adjusted the Norse male’s slightly misaligned pupil location Adjusted Steppe and Volga Bolghar characters’ misaligned eyes All four of Frankish military helms are now used [Vanilla issue]

:

LTM (C - 2012-02-03)

Compatibility patch with Crusader Kings II v3.0.1.1

This is the day. This is the day that HIP is released for CKII v3.0.X and Holy Fury, better than ever before with more than just a compatch: it includes tons of enhancements, vanilla fixes, and also addresses many long-standing EMF issues. This is in part due to our league of beta testers on Discord over the past week and a half, so give them a figurative round of applause too (or a literal one if you please). I'm confident that you'll find this to be a very polished release.Our release codename for this series of CKII is Furry, both as a silly joke upon Holyand as a reference to the Animal World alternate start setting available with the DLC, so welcome Furry1! We've many plans for Furry2, which of course will be save-compatible, as are all HIP releases which share the same codename.Speaking of this being the day, it's also CKII's 7th anniversary (and Valentine's Day!). Still very alive and kicking, may CKII continue to bring us amusement and satisfaction (particularly through excellent mods!) for many more campaigns.Enjoy the furries furiously,- The HIP TeamThis release is for CKII v3.0.1.1. It is not compatible with savegames started on all past HIP releases. Don't expect the prior Beta releases to be save-compatible either; most aren't.