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Is it possible currently to kill a baby in-vitro?
Or do you have to wait until after the birth to kill off the baby?

The baby/character is created at birth AFAIK.
Before birth just remove the pregnant trait from the mother I think.
 
The baby/character is created at birth AFAIK.
Before birth just remove the pregnant trait from the mother I think.

I think someone mentioned that just removing the trait doesn't work, as the trait is just an indication that the character has been pollinated.
 
What triggers the numerical naming conventions? I added some stuff to my mod and the Cumans and Mongolians now have numerical indicators on their rulers. Not sure what I mixed up.
 
Yeah, it is inscribed in the save game. I don't think that there is a way to script a miscarriage, is there?

Wiz has miscarriages in his mod, however they all involve death as a result of birth, not during pregnancy. Seems to be no way around it.
 
In cultures, linked names is just so when a character with name John from one culture joins the court of another culture, his name will be spelled according to the culture of the court he is in? No other value?
 
Can someone explain a logic decision in plot_decisions.txt to me? Here's a snippit from one of the murder plot decisions:

Code:
plot_kill_character_decision_100 = {
		is_high_prio = yes
		potential = {
			ai = no
			age = 16
			has_objective = plot_kill_character
			NOT = { has_character_flag = plot_kill_character_decision_50_taken }
			NOT = { has_character_flag = plot_kill_character_decision_75_taken }
			NOT = { has_character_flag = plot_kill_character_decision_100_taken }
			NOT = { plot_power = 0.75 }
		}
		...
Why is ai = no in the potential? What's the point of the AI being able to select a murder plot if they can't actually enact the decision to use the plot?
 
There are plot-related events that will fire. Check out the event fires. Search for has_objective = plot_kill_character.

It's sort of like "Will no one rid me of this turbulent priest?" ;)
 
Dunno if this is a quick question or not, but I didn't want to start a new thread just yet...

One thing that has consistently bugged me about the CK series is that winter has no discernable effect on military campaigns. Realistically, large armies north of the mediterranean should be forced into winter quarters for a few months, but I fear that simply upping the attrition values significantly will only hinder an AI that's accustomed to having snowball fights in a winter wonderland. Has anyone else tried to address this issue, and if so, in what ways? If not, any suggestions?
 
Dunno if this is a quick question or not, but I didn't want to start a new thread just yet...

One thing that has consistently bugged me about the CK series is that winter has no discernable effect on military campaigns. Realistically, large armies north of the mediterranean should be forced into winter quarters for a few months, but I fear that simply upping the attrition values significantly will only hinder an AI that's accustomed to having snowball fights in a winter wonderland. Has anyone else tried to address this issue, and if so, in what ways? If not, any suggestions?

Look for chatnoir's weather mod (sorry I forgot its official name). One of the challenges is that the AI does not seem to understand attrition, so there won't be anyone left by the time you march across the Sahara to attack Jerusalem, for example. It is something that the devs wanted to put in IIRC, but that seems to have been why. Maybe for a future release. Winter quarters would be a good idea, but as it is the game fights wars year-round, and I can't think of a good way to fix that.
 
Look for chatnoir's weather mod

Thanks, I'll check that out.

... as it is the game fights wars year-round, and I can't think of a good way to fix that.

I was afraid you'd say that :( I guess I'll stick with my moderate increases to winter attrition, since teaching the AI to avoid frozen death marches is beyond my meagre modding skills at the moment. It's a pity, the year-round war-fest is probably my single biggest quibble vis-à-vis historical realism, but nothing's perfect.

Next question: how would I go about making battles a rarer occurrence in-game? Historically there weren't that many decisive engagements in the field other than the relief of sieges, since smaller armies could easily refuse battle by walking away. So far I've halved reinforcement rates, decreased kill factor slightly, and increased morale loss factor significantly. Any other suggestions?
 
I wasn't saying that you couldn't have winter quarters. There are event triggers for the months of the year after all. It just would be tricky.

Battles, well, in defines.lua (a modder's best friend) you will find the morale threshold for retreating. You could set that higher I guess. The AI does avoid battle unless it's really advantageous already. But this is another hardcoded issue with the military AI that you can't really get at.
 
I wasn't saying that you couldn't have winter quarters. There are event triggers for the months of the year after all. It just would be tricky.

Battles, well, in defines.lua (a modder's best friend) you will find the morale threshold for retreating. You could set that higher I guess. The AI does avoid battle unless it's really advantageous already. But this is another hardcoded issue with the military AI that you can't really get at.

Thanks again, RedRooster. Indeed, I've already tweaked the morale threshold, but haven't yet tested it thoroughly to see if it produces the desired results, or just ends up being annoying :p

And I know winter quarters wouldn't be impossible, just tricky as you say, thus beyond my abilities for the time being :) I will have to think about this... I can't imagine how to do it right, but I can imagine a million ways to do it wrong :p By the way, are seasons currently modelled at all? I see references to mild/normal/severe winter in static_modifiers, but I've never actually seen any indication of this in-game. Must be that Medieval Warm Period I've heard about :p
 
According to Doomdark's post-mort DD, it was never implemented. They are in EU3, but never made it into CK2. Implement them yourself if you want to try and see what happens. You can use the months as used by the feasting and hunting events to trigger the events, which is what chatnoir is doing.
 
Is it possible currently to kill a baby in-vitro?
Or do you have to wait until after the birth to kill off the baby?

One option for miscarrages would be to give a women an event which appears to be the normal pregnant event, granting the correct trait, but simultaniously setups a miscarage event to fire in 4, 5, or 6 months time. That event would tell the lady what had happened, have a risk that she dies too, and then remove the pregnancy trait.

Again it sufferes from being predefined, but its the best I can think of at the moment. This would also have the benefit of not effecting the number of "live" births very much. Unsure what would happen if they got a real pregnancy while this fake one was in effect...