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Yeah, I got it. Thanks again ;)
Btw if I want to just change the limitation from 5 to 8 or something, I should only change ''6'' to 1 above the number I want, 9 for example if want them to have 8, right?

Code:
trigger = {
        personality_traits = 6
    }

I would like to know this, too.
 
Yeah, I got it. Thanks again ;)
Btw if I want to just change the limitation from 5 to 8 or something, I should only change ''6'' to 1 above the number I want, 9 for example if want them to have 8, right?

Code:
trigger = {
        personality_traits = 6
    }

Exactly.
 
Hey! Do you planning an update to this wonderful mod in the near future ?

Thanks for the nice comments!

I'll have a minor update next Friday (tomorrow) to solve issues regarding stillbirths - unfortunately I need to remove that option from the game as it is bugged.

I am also working on a major system for the game that will affect every coastal holdings that regards with piracy. Characters will be able to run piracy "businesses" with yearly income/expenses, planned raids, rivalries and all sorts of mischievous content one might expect...
I think this system will be finished by Friday, May 3.
 
Thanks for the nice comments!

I'll have a minor update next Friday (tomorrow) to solve issues regarding stillbirths - unfortunately I need to remove that option from the game as it is bugged.

I am also working on a major system for the game that will affect every coastal holdings that regards with piracy. Characters will be able to run piracy "businesses" with yearly income/expenses, planned raids, rivalries and all sorts of mischievous content one might expect...
I think this system will be finished by Friday, May 3.

Great ! Also great work with the mod. It's really wonderful. :)
 
Thanks for the nice comments!

I'll have a minor update next Friday (tomorrow) to solve issues regarding stillbirths - unfortunately I need to remove that option from the game as it is bugged.

I am also working on a major system for the game that will affect every coastal holdings that regards with piracy. Characters will be able to run piracy "businesses" with yearly income/expenses, planned raids, rivalries and all sorts of mischievous content one might expect...
I think this system will be finished by Friday, May 3.

Great news ;)

What do you mean removing that option? Also what happened to the pregnancy fix? isn't needed anymore for HIP?

Cheers!
 
Great news ;)

What do you mean removing that option? Also what happened to the pregnancy fix? isn't needed anymore for HIP?

Cheers!


Since last update it's already included in the event folder of Dark Ages which in turn already has a dependency for HIP.

Unfortunately stillbirths in defines - NDefines.NCharacter.INFANT_DEATH_CHANCE - can't be raised above 0 or bugs happen with the game. I'll return the value to vanilla (0%, I had set it to 15%) to avoid these bugs.
What @LordDamien was reporting turned out to be true after all and the culprit were the stillbirths.
 
Oh, I see, I totally forgot it.
AFAIK even with 0% stillbirths happen. Or not? I'm quite sure I have seen them even before using the Dark Ages.
 
They happen because I altered it to 15%, otherwise they don't happen anymore...
 
They happen because I altered it to 15%, otherwise they don't happen anymore...
I see. Let's hope they'll fix it with the next patch. Pity we can't find a quick fix.
 
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I really like this mod in concept, but I think I need to disable it for now - pretty much every county I have is wracked with instability almost all of the time. I'm not sure if it's because of my traits or realm stats or what have you, but it's a mite frustrating to say the least. I also had a bunch of stillbirths in a row, and the abundance of new events just isn't for me. I feel like it would be, though, if the chances of these events happening was drastically reduced. It just feels like a game of whack-a-mole.

That all said, I really admire the amount of thought put into this based off traits and stats and such - it feels very reactive, which is always nice, I just feel like it's a bit too much right now.
 
I really like this mod in concept, but I think I need to disable it for now - pretty much every county I have is wracked with instability almost all of the time. I'm not sure if it's because of my traits or realm stats or what have you, but it's a mite frustrating to say the least. I also had a bunch of stillbirths in a row, and the abundance of new events just isn't for me. I feel like it would be, though, if the chances of these events happening was drastically reduced. It just feels like a game of whack-a-mole.

That all said, I really admire the amount of thought put into this based off traits and stats and such - it feels very reactive, which is always nice, I just feel like it's a bit too much right now.

I guess a more careful examination of the OP, would be helpful for you. Plus the mod is under constant development as you can see, so more finetuning is very much possible ;)

@Cardolam
About the stillbirths,
It's a base game bug, right? Do you know if it's acknowledged by the Devs?
 
I really like this mod in concept, but I think I need to disable it for now - pretty much every county I have is wracked with instability almost all of the time. I'm not sure if it's because of my traits or realm stats or what have you, but it's a mite frustrating to say the least. I also had a bunch of stillbirths in a row, and the abundance of new events just isn't for me. I feel like it would be, though, if the chances of these events happening was drastically reduced. It just feels like a game of whack-a-mole.

That all said, I really admire the amount of thought put into this based off traits and stats and such - it feels very reactive, which is always nice, I just feel like it's a bit too much right now.


Hello,

Thanks for your opinions.

After piracy implementation, I'll revise the implementation of the stability system at the revolts level. I'll take out revolt risk from the modifiers and will control revolts by event.
The bunch of stillbirths in a row was bad luck of you as each one has a 15% chance of happening. However, I'll need to take out stillbirths altogether because they are bugged at Paradox side.

As for events, it is honestly wad there are so many - I passed the 200 events yesterday - as they intend to tell a story, detailing the exploits of the player character. However, if a certain event is repeating itself too much, that is something to be addressed. But I take great pains to prevent the events to fire repeatedly.
Where you might see events firing with too great intensity is in the Stability System if you have a very, very large demesne. That is why the mod is not balanced to play in NK mode gamestyle.
I tested the system with a demesne size of 10 and it was ok in terms of event frequency, as long as you knew what to do with the system (using the decisions, placing the marshal in supress revolts in rebellious provinces, using the overseer and using more decisions regardim her/him, using focus, etc).
Bear in mind that currently there are already implementations in place to stop the spam of stability events.

All in all, again thank you for your opinion.
 
I guess a more careful examination of the OP, would be helpful for you. Plus the mod is under constant development as you can see, so more finetuning is very much possible ;)

@Cardolam
About the stillbirths,
It's a base game bug, right? Do you know if it's acknowledged by the Devs?

There are two bugs here. One is related to stillbirths and nothing can be done about it from the mod side except reverting the chance of stillbirths to 0%. The other is about pregnancies and that one is fixed in Dark Ages.
 
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There are two bugs here. One is related to stillbirths and nothing can be done about it from the mod side except reverting the chance of stillbirths to 0%. The other is about pregnancies and that one is fixed in Dark Ages.

Yeah I got it, I hope Devs will see and fix the stillbirth issue. It's kinda annoying.
 
Version v.1.1.13 - Download HERE

Fixes & Tweaks:

- Took out stillbirths from the game as they are bugged, forcing unlucky women to become in their "Final Months" for all their life
- A modifier was wrong in the migration system. Now the reinforcement rate of the levies is properly affected
- An event in the migration system affecting trade was not firing
 
Version v.1.1.13 - Download HERE

Fixes & Tweaks:

- Took out stillbirths from the game as they are bugged, forcing unlucky women to become in their "Final Months" for all their life
- A modifier was wrong in the migration system. Now the reinforcement rate of the levies is properly affected
- An event in the migration system affecting trade was not firing

Thanks. I'll give it a go, since Imperator is still quite rough. So more CK2 playing time :)
 
Hey, thanks for the reply. I was running in tribal Ireland at the earliest start-date, and I only had around 5 or 6 tribal counties in my demesne. It still seemed like every couple of months or so, or even more frequently than that, I'd be running into stability events - towards the end when I stopped, most of my counties were in red stability. I was moving my marshal around, as well as appointing an overseer, as well as using the decisions tied to those roles pretty frequently, but I just couldn't keep up it felt like. I concede that this was probably a lot of misfortune on my end, though.
 
Hey, thanks for the reply. I was running in tribal Ireland at the earliest start-date, and I only had around 5 or 6 tribal counties in my demesne. It still seemed like every couple of months or so, or even more frequently than that, I'd be running into stability events - towards the end when I stopped, most of my counties were in red stability. I was moving my marshal around, as well as appointing an overseer, as well as using the decisions tied to those roles pretty frequently, but I just couldn't keep up it felt like. I concede that this was probably a lot of misfortune on my end, though.

Regarding the general stability events, each province can only move up or down in stability once every two years. But you could have been very unlucky and experience successive drops of stability in all your provinces at the same time, probably it was something like that that happened.