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.
# 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 }
}
}
}