What can I name a trait in the descr_strat that will make a character completely infertile (before game start)?
What can I name a trait in the descr_strat that will make a character completely infertile (before game start)?
Ὦ ξεῖν', ἀγγέλλειν Λακεδαιμονίοις ὅτι τῇδε
κείμεθα, τοῖς κείνων ῥήμασι πειθόμενοι.
- Σιμωνίδης ὁ Κεῖος
You can't make them completely infertile, the game code doesn't allow that.
I believe EBFertile 1, is the one we use to make the Romans and other similar factions super-infertile.
Foot
EBII Mod Leader
Hayasdan Faction Co-ordinator
Can I ask, why you did that? (:Originally Posted by Foot
Because the Family Tree for the Romans doesn't represent a family, it would be foolish and one-sided to do so. It represents powerful individuals within many families, whose connections to one another are more along the lines of adoption (not as we understand it today, of course, but rather more like a political adoption). Thus we stop children from popping up in the tree, not because Romans didn't have children, but because they don't fit into the family tree system we have.Originally Posted by Intrepid Adventurer
Foot
EBII Mod Leader
Hayasdan Faction Co-ordinator
?
My romans have plenty of kids. Or are you talking about the future release?
Nope this is in the current release.
Foot
EBII Mod Leader
Hayasdan Faction Co-ordinator
Theres still a chance they will have kids, just a less chance than other factions.
At the moment in my Mak campaign I have roughly 5-10 (Cant remember exactly, havent played today) more male family members over 16 than provinces. A few turns ago I had 6 in Athens learning away. Its just chance.
Hey, it's just like at TWC!Originally Posted by Foot
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No. EBInfertile is the visible trait. The one we use to set factionwide fertility is Infertile, which is hidden.Originally Posted by Foot
You could give all of your generals tons of negative fertility, but if you have more provinces than generals, your generals will have children. It's just how the game works. However, if you give only one general infertility traits, other generals will be more likely to have the children to fill the need.
Or you'll get more adoptions.Originally Posted by MarcusAureliusAntoninus
Foot
EBII Mod Leader
Hayasdan Faction Co-ordinator
The Fertility attribute is limited to the [-3, 3] interval, unfortunately.
In my Baktria campaign which is at 221 B.C my family is getting extinct. I am playing a dynasty campaign where girls get sent to the monastery. I was going to hold the Baktrios and Marakanda dynasties alive.
And now I have only 2 young generals and 1 that is 8 years old and these people are not breeding at ALL!!!!! I hold 14 regions and have around 10 grown generals, 4 over 50 and 2 in their early 20's. And I guess too much riding has squashed their kiwi's cause they are not breeding. When I played the Romans they bred like rabbit's![]()
Roma must be destroyed
The Aedui bloodline died completely in my Aedui campaign... It was sad. Even the adoptions and marriages never produced Aedui FMs. Ironically the Arverni bloodline was flourishing.
The above post made me wonder...what happens if all of a faction's family members die (and the faction still has settlements)? Is the faction destroyed and do the remaining armies and settlements turn into Rebels?
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no game will star making man of honor for the factionOriginally Posted by TWFanatic
I've noticed that the Romani faction (my currant campaign) are producing more daughters than boys.
I was also wondering if a mod could be written so that the widows could remarry if they:
a) haven't produced any children yet and,
b) are below a certain age, say 40 years old?
Or is that another one of the dreaded Things That Shall Be Hardcoded?
I don't necessarily agree with everything I think.
Originally Posted by Kepper
No, if all your family members die then you lose and your towns become independent states.
Just to make sure, the Arverni bloodline was flourishing within the Aedui after the Arverni had been destroyed as a faction.Originally Posted by Thaatu
If a faction loses all of it's family members then it will be defeated and all settlements will become rebel. If you start getting low on family members, you will get an adoption every turn and every Captain led victory will give you a 'Man of the Hour'. If the AI gets low on family members you will see this happen: AI will move tiny army outside of city led by say 'Captain Pvblivs Cornelivs'. The army will stand there a turn or so. Then the army will magically, with any fighting, be led by family member 'Pvblivs Cornelivs Scipio', who will then reenter the town. If they are still low, the small army will leave again and repeat the process. When low on family members, the AI will get new ones from nowhere.
This whole issue is why we are probably going to make the Romans one of the family-treeless factions in EB II, like the Teutonic Knights in Kingdoms.
"urbani, seruate uxores: moechum caluom adducimus. / aurum in Gallia effutuisti, hic sumpsisti mutuum." --Suetonius, Life of Caesar
Originally Posted by MarcusAureliusAntoninus
Those family members that appear like that are great for training Assassins![]()
I've destroyed many a faction by killing their family members off in battle and with assassins.
So, this is the solution for lets say making an character for example of the Epirus faction infertile?Originally Posted by BozosLiveHere
Or is it: "EBFertile 1"?
Ὦ ξεῖν', ἀγγέλλειν Λακεδαιμονίοις ὅτι τῇδε
κείμεθα, τοῖς κείνων ῥήμασι πειθόμενοι.
- Σιμωνίδης ὁ Κεῖος
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