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If I recall the event correctly, there are percentile changes on the boosts and most likely boosts are on the figures of 1 point or so. It should be working correctly however.
 
Yeah, it's percentile chances, but I've never once had a character get that event and then think "Hey, they're good now!" It always leaves me thinking, "Wow, this guy still sucks. Did that event do anything?"

Idea for 1.06: Make that event go off the character's *highest* trait. A hidden talent that moves a stat from, say, 3 to 4 doesn't mean much.
 
Well, the whole purpose of that event is to affect precisely the stats are low, as a kind of balancing effect, so it's pretty much Working As Designed when it knocks up a stat from 3 to 4. It's not something to make significant effect on the person it fires for, but something that gives effect in the long run, as the stats of parents affect the stats of children.
 
I think it's applied immediately when the event pops up, but I don't have CK on this computer, so I can't check.
 
Byakhiam said:
Well, the whole purpose of that event is to affect precisely the stats are low, as a kind of balancing effect, so it's pretty much Working As Designed when it knocks up a stat from 3 to 4. It's not something to make significant effect on the person it fires for, but something that gives effect in the long run, as the stats of parents affect the stats of children.

That strikes me as less of a hidden talent, though and more like "You've discovered that your child isn't quite as worthless as you thought."
 
Here is one of the events in question:
Code:
# Hidden talents, martial

character_event = {
	id = 6221

	picture = "event_default"

	trigger = {
		condition = { type = age value = 2 }
		condition = { type = not value = { type = age value = 5 } }
		condition = { type = not value = { type = trait value = inbred } }
		condition = { type = not value = { type = trait value = bastard } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = martial value = 3 } }
		condition = { type = not value = { type = diplomacy value = 8 } }
		condition = { type = not value = { type = intrigue value = 8 } }
		condition = { type = not value = { type = stewardship value = 8 } }
	}

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ai }
			factor = 0.5
		}
		modifier = {
			condition = { type = father_trait value = inbred }
			factor = 5.0
		}
		modifier = {
			condition = { type = mother condition = { type = trait value = inbred } }
			factor = 5.0
		}
		modifier = {
			condition = { type = father
				condition = { type = and
					condition = { type = not value = { type = martial value = 7 } }
					condition = { type = not value = { type = diplomacy value = 7 } }
					condition = { type = not value = { type = intrigue value = 7 } }
					condition = { type = not value = { type = stewardship value = 7 } }
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = mother
				condition = { type = and
					condition = { type = not value = { type = martial value = 7 } }
					condition = { type = not value = { type = diplomacy value = 7 } }
					condition = { type = not value = { type = intrigue value = 7 } }
					condition = { type = not value = { type = stewardship value = 7 } }
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = county } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = duchy } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = kingdom } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = county } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = duchy } }
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = kingdom } }
			factor = 1.5
		}
		modifier = {
			condition = { type = father condition = { type = any_child condition = { type = trait value = inbred } } }
			factor = 10.0
		}
	}

	[b][u]immidiate[/u][/b] = {
		effect = { type = add_trait value = energetic }
		effect = { type = martial value = 1 }
		effect = { type = random chance = 75
			effect = { type = martial value = 1 }
		}
		effect = { type = random chance = 50
			effect = { type = martial value = 1 }
		}
		effect = { type = random chance = 25
			effect = { type = martial value = 1 }
		}
		effect = { type = random chance = 5
			effect = { type = martial value = 1 }
		}
		effect = { type = random chance = 50
			effect = { type = health value = 2 }
		}
		effect = { type = random chance = 50
			effect = { type = fertility value = 2 }
		}
	}
}
If I'm reading this correctly, effects are immidiate so they should take effect before you click 'OK'.
 
I think I read somewhere that "immidiate" reduces the chances to fire the same event twice at the same time (or very soon after the first one).
 
Having it immidiate means that you won't be able to keep the pop-up around and wait for another similar one to fire, yes. This event shouldn't fire more than once for any character anyhow.