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I'm not really sure. I just did it to make sure it loads correctly. In any case VKAD has to be loaded AFTER HIP. I'd still advice you to just overwrite though since it's easier to do that then to make sure VKAD loads after HIP.
Just add
Code:
dependencies = { "HIP - Historical Immersion Project" }
to "Vassal Kings are Dumb.mod" and it will load after HIP. Or is there something special about this mod which makes that impossible?
 
Just add
Code:
dependencies = { "HIP - Historical Immersion Project" }
to "Vassal Kings are Dumb.mod" and it will load after HIP. Or is there something special about this mod which makes that impossible?

Yeas AFAIK dependencies method is working for every mod out there.
 
Thanks. We had a new update Hydra 4.1 though, don't know if it affects anything.
I've had a look at the differences between Hydra 3 and 4.1 and compared it with which files Walter's mod modifies and it looks like the only change necessary is to change emf_laws_change_succ_prestige_cost to emf_laws_change_succ_can_afford_prestige_cost on line 1496 of common/laws/emf_demesne_laws.txt
 
New version up. New recommendation: Feudalize tribes. 1066 start especially is optimized for Feudal tribes. Trade Mod from Myrt is integrated directly into the mod.
 
Tribes have been optimized for feudalization because I'm quite frankly tired of trying to get them to work correctly. The fact of the matter is that at the moment tribes are incredibly overpowered such that there is essentially no point as a player in ever trying to become a feudal state because it will do nothing except decrease your levies.And most tribal areas are already protected thanks to the "pagan homeland" attrition penalty. It's just rather annoying to try to constantly balance a mechanic that is fundamentally broken and which is often hard to draw a real conceptual distinction between either Feudal states and tribes or tribes and nomads. As compensation Lithuania, Wendia, and Prussia are now Kingdoms in 1066 to balance it out somewhat. Poland and Russia should now at least be on par with them. You're welcome to play with Tribes unfeudalized but be warned that in 1066 they may now be very overpowered due to having kingdoms in 1066.
 
I believe the transition from tribal to feudal should be strongly tied to legalism tech „province by province”. Settling down was a long and lengthy process. It should require some „holdings saturation” in th province, some buildings, as it currently does, and a „feudalism-promoting” monarchs, so it takes good few decades to feudalise
Tribes should have a much, much faster growing „levies called for too long” penalty and be prevented from building more sophisticated buildings. Has anybody seen a tribe-built cathedral or a castle worthy its name? Being a tribe should be difficult, not a steamroller with tons of troops and crappy succession laws.
 
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i was thinking about creating new governemt type like early feudal goverment which will be cross step betwen tribal and current feudal government. it should unlock more more building in holdings, more reforms, laws and so on. Bacuase this transmission between tribal holding (light inf, few light horses and heavy inf) to castle holding(specialise feudal troops) is too big.
 
That's a bad idea considering how often I update. I'd prefer if people subscribe on the steam workshop so they can get fixes as soon as possible.

Won't it overwrite that though if they're subscribed on that? So it would work correctly if the trade mod is loaded after?