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New version is up! This update is mostly behind the scenes, but you now have 4 options of Family Size when generating new characters:

None: Does what the generator did before, creating completely random, un-related characters equal to the number you put in.
Couples: The same as above, except that it also creates a spouse for each characters.
Nuclear: Same as above, and also gives them 0-6 children.
Extended: Same as above, and also gives some of the children spouses and 0-6 children as well.

Keep in mind that the number of characters you set to create is actually the number of family heads, and the total number of characters it outputs can easily be much greater, especially with extended families. For each family head, it will create anywhere between 2 and 50 total characters, so if you set it to 100 with extended families, you will get anywhere between 200 and 5000 characters generating. (usually it's closer to 5-15 characters per family head, though)


As a bonus, I also added DNA at the last minute. Each character will be created with a unique DNA value. Children will inherit a mix of their parent's DNA, with a small chance for mutation.


Changelog:
-Change: Added ability to generate Couples, Nuclear Families, and Extended Families.
-Change: Added randomly generated DNA.

Known Issues:
-Childrens birth dates can sometimes be less than nine months apart.
-Children will sometimes be born after their parents die.
 
one feature that can be cool too :
instead of creating a family, an option to create a line of successive, unrelated rulers. that could be ideal to create a whole line of bishops or mayor for example, with maybe in addition, an option to set a "job" profile that make most of them end with an appropriate educational trait ; religious for bishops ;in stewardship for mayors.
 
Thanks for the last minute addition of DNA!

Some remarks:
- I'd prefer to have slightly smaller families with the children more years apart. At the moment children often are only 1-2 months apart. Three children, 2-3 years apart would be better
- you can omit the add_spouse command at the woman's definition to save some space
- I would like to have the option to only create a single dynasty and no spouses and non-dynastical children -> I'd like to either choose the spouses by hand or don't have them in there at all. If I want to generate a dynastical line with ten generations of title holders it'll most likely clutter the history files too much. With exactly 5 children per generation I'll theoretically end up with 5^10=9765625 people.
 
Generated a few characters with starting IDs for both characters and dynasties at 0. While no dynasty = 0 has been generated, a character with 0 as ID was and it caused problems. I'd suggest having both fields default to 1.

Also, I wouldn't mind having the possibility to enable matrilineal marriages, though that might complicate things on your side, I suppose :)
 
Generated a few characters with starting IDs for both characters and dynasties at 0. While no dynasty = 0 has been generated, a character with 0 as ID was and it caused problems. I'd suggest having both fields default to 1.

Also, I wouldn't mind having the possibility to enable matrilineal marriages, though that might complicate things on your side, I suppose :)

dynasty=0 is lowborn and thus perfectly valid!

Matrilineal marriages are pretty tedious to do. I usually use this block shamelessly stolen from the AGOT mod:

Code:
1251.10.1 = { 
	add_spouse=100063		#Eist Tuirseach
	effect = {
		set_character_flag = no_wedding_event
		spouse = {
			set_character_flag = no_wedding_event
			remove_spouse = spouse
			add_spouse_matrilineal = ROOT
			clr_character_flag = no_wedding_event
		}
		clr_character_flag = no_wedding_event
	}
}

(Maybe there is a MUCH easier way to do this idk)
 
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dynasty=0 is lowborn and thus perferctly valid!
Oh, I see. Thanks for the clarification :)

Matrilineal marriages are pretty tedious to do. I usually use this block shamelessly stolen from the AGOT mod:

Code:
1251.10.1 = { 
	add_spouse=100063		#Eist Tuirseach
	effect = {
		set_character_flag = no_wedding_event
		spouse = {
			set_character_flag = no_wedding_event
			remove_spouse = spouse
			add_spouse_matrilineal = ROOT
			clr_character_flag = no_wedding_event
		}
		clr_character_flag = no_wedding_event
	}
}
add_spouse_matrilineal doesn't work by itself, then? Any idea why?
 
Generated a few characters with starting IDs for both characters and dynasties at 0. While no dynasty = 0 has been generated, a character with 0 as ID was and it caused problems. I'd suggest having both fields default to 1.

ID and Dynasty are now set to 1,000,000 by default for the next build.

I've added the suggested features to the planned feature list, but for now I'm going to be working on making a graphical representation of the characters, and the ability to change the generated characters through that UI, such as moving around birth/death dates and such.
 
ID and Dynasty are now set to 1,000,000 by default for the next build.

I've added the suggested features to the planned feature list, but for now I'm going to be working on making a graphical representation of the characters, and the ability to change the generated characters through that UI, such as moving around birth/death dates and such.

to me this sounds like THE best addition so far (well appart from the "added char generation" xD)

really looking forward to it
 
Just a quick update, character displaying is coming along. Right now, characters are displayed as a bar on a timeline. Their position on the timeline and the length of their bar correlates to the period of time they are alive, allowing you to easily see at a glance who is alive and when. You can also drag the bars around, which dynamically changes that character's birth and death dates.

Now that the basic system is done, I'm going to be adding a few more things, such as the ability to re-size the bars dynamically (to change their death date), visual display of their infancy (first 16 years, to help you plan out marriages and children better, and lines that mark marriages between characters and parent/child relationships.

Once I have that, I'll add in a character editing pane that allows you to tweak a selected character's stats, traits, culture, religion, name, and so on however you wish. This is actually a lot easier to set up than the previous part, but I wanted to get the hard part out of the way first.
 
Just a quick update, character displaying is coming along. Right now, characters are displayed as a bar on a timeline. Their position on the timeline and the length of their bar correlates to the period of time they are alive, allowing you to easily see at a glance who is alive and when. You can also drag the bars around, which dynamically changes that character's birth and death dates.

Now that the basic system is done, I'm going to be adding a few more things, such as the ability to re-size the bars dynamically (to change their death date), visual display of their infancy (first 16 years, to help you plan out marriages and children better, and lines that mark marriages between characters and parent/child relationships.

Once I have that, I'll add in a character editing pane that allows you to tweak a selected character's stats, traits, culture, religion, name, and so on however you wish. This is actually a lot easier to set up than the previous part, but I wanted to get the hard part out of the way first.
That sounds awesome!

JonStryker said:
I've actually tweaked your tool a bit to meet my personal needs, hope you don't mind.
What tweaks did you make?
 
What tweaks did you make?

I wanted to make it possible to generate stuff like this in one step + the county holder history (1025.1.1={holder=1000} #Wesebor[2010], ...):

7chh.jpg


That way a county's history is pretty much filled with one click and there aren't all that many useless characters cluttering the game files ;)
 
I wanted to make it possible to generate stuff like this in one step + the county holder history (1025.1.1={holder=1000} #Wesebor[2010], ...):

7chh.jpg


That way a county's history is pretty much filled with one click and there aren't all that many useless characters cluttering the game files ;)

Sure, no problem. If you'll outline exactly what you did, I'll try and work it into the base program as well so you don't have to add it in every time I update.
 
Sure, no problem. If you'll outline exactly what you did, I'll try and work it into the base program as well so you don't have to add it in every time I update.

I've changed a whole lot of things to be frank. Too many so that I can ever merge it back into the official one. Bits and pieces could be taken "as is" to improve yours I guess.
From the top of my head:
- The martial skill isn't called "military". "military" is ignored by the engine.
- The name box can now take names in the way they are usually written down in the culture files (e.g. newlines and blanks are both treated as delimiters, _.... is ignored in names)
- you shouldn't have three separate methods to create characters (characters, children, spouses). One generic method is enough.
- I am now using this character model (the files would've gotten too long) otherwise:
Code:
20612={
	name = "Markwart"
	dynasty = 36
	dna = "mncbpcdkboo"
	culture = temerian religion = melitele
	martial = 7 diplomacy = 4 stewardship = 5 intrigue = 4 learning = 4
	add_trait = "grey_eminence" add_trait = "deceitful" add_trait = "deceitful" add_trait = "zealous" add_trait = "shy" 
	father = 20609	#Herterich
	1103.3.21={birth=yes}
	1172.3.21={death=yes}
}
- I tweaked the tool to do the major thing I want to do with it: Create a dynasty that held a county for a couple of centuries.
+ a holder is generated who's born around the start date and he gets a number of children
+ his heir (oldest son) gets a bunch of children as well etc. etc.
+ characters created in one generation process are all from the same dynasty
+ once the tool is done the code needed for the various history/title files is printed out​
 
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