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Arakhor

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Can the AI take the decision to become immortal? (I assume not, but it's worth asking.) Are you going to include an abdication decision that just kills your ruler or allows him to cede his titles to his children?

I know that balance is mostly irrelevant at this point, but I think that a much reduced fertility would be a good idea, if only to avoid endless children etc. It does have precedence in mythology and culture too.
 

unmerged(276028)

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I think the decision is for players only, it has ai = no or something in there, at least it had the last time i checked.

The other question is would also be intersted in, an abdication mod where the former king does not die but just passes on all his titles would be kinda cool. But i suppose that is hard for balance reasons, as you would never get any kind of "succession crisis" in that case, sine no real succession ever takes place.
 

Saranis

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Its possible to introduce immortality to the AI without much difficulty. It can however be a pain to have a bunch women who are 100+ years old who cannot marry because they are part the child bearing age (which is still 40 despite immortal women being able to have children much longer) However if you MUST, just follow these steps.

1: Marry
2: Make Spouse Immortal
DIVERGENCE
option 1: Divorce and if spouse is still in realm, marry her off to someone else
option 2: Having children with an immortal spouse has a chance of granting them immortality, if this happens you can then marry your immortal children outside your realm.

There is already a modifier on immortality to reduce the fertility, however its still POSSIBLE for them to have children.
 

richvh

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You can change MAX_CHILD_BIRTH_AGE in defines.lua to change female menopause age, though this would affect all women, not just immortals.
 

richvh

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Arakhor

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For what it's worth, on trying to play this mod, I had a black screen and "Out of Frequency" error. Apparently, the settings.txt for the mod was forcing a refresh rate of 170, so I couldn't play. On changing that to 60, it worked fine.
 

The_Blind_One

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For what it's worth, on trying to play this mod, I had a black screen and "Out of Frequency" error. Apparently, the settings.txt for the mod was forcing a refresh rate of 170, so I couldn't play. On changing that to 60, it worked fine.

Settings?

I did not provide any settings.txt with the mod... are you sure that is not from something else?

Can the AI take the decision to become immortal? (I assume not, but it's worth asking.) Are you going to include an abdication decision that just kills your ruler or allows him to cede his titles to his children?

I know that balance is mostly irrelevant at this point, but I think that a much reduced fertility would be a good idea, if only to avoid endless children etc. It does have precedence in mythology and culture too.

The ai can't become or grant immortality, the decision is only available for players. The new (unreleased) version has divine contraception in it for your ruler so you can prevent any unwanted pregnancies...but apperantly even with it you are not immune to childbirth xD (I guess contraception can fail right?). There are a couple of event driven impregnations of your wife, I'd have to mod those out similar as to how paradox did it with eunuchs.

As for the ruler abdicating, yes it is my intention to allow players to switch rulers eventualy with a couple clicks of a button. Your ex-ruler would simply be send back to your court with no claims on his previous holdings.

I'll probably also add some sort of governor title system that is revokable and allows you to revoke governors and their holdings at will at a reduced penalty to opinion compared to a feudal revokation.
 

Arakhor

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Well, I had to create the mod folder to play this game, so I'm not sure what happened there. It works fine now though.

I was looking through the various event and trait files and, inspired by what you said in a previous post, I think it might a good idea to have a decision to enter regenerative sleep and thus remove diseases or physical impairments. Naturally, you'd be incapacitated for the duration - say three months - but upon waking, you'd no longer be a leper or be blinded etc. You could only enter said sleep every couple of years though.
 

Arakhor

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Why don't you? If you have the experience to make a mod-mod, presumably you have the experience to merge it with the larger mod.
 

Arakhor

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I just think The_Blind_One could add it to the new version of his mod.
Then simply ask him to do so, rather than suggesting that "someone" could merge it into the main mod.
 

Arakhor

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In other news, I've been fiddling with the Immortal (born) and Divine (god) traits and I think I've got them to be relatively balanced within the Ruler Designer, so you wouldn't necessarily need the decision switches. If you're interested, I can send you what I've done.
 

The_Blind_One

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In other news, I've been fiddling with the Immortal (born) and Divine (god) traits and I think I've got them to be relatively balanced within the Ruler Designer, so you wouldn't necessarily need the decision switches. If you're interested, I can send you what I've done.

Absolutely! Gimme gimme gimme! I always appreciate code from other people. That's basicly how I learned it all in the first place. If you'd like you can help me out some more if you feel interested. It's actualy quite a bit of work trying to make immortals properly playable. Since I've got quite a bit of personal stuff on my hands as well so I'm doing this more as a side project for the moment, you're welcome to keep building on project or contribute your input.

Same here :/

it probably has to do with the fact that the traits got reworked a bit...

I don't own the DLC, all I can recommend for now is to disable the DLC at the moment.

My deepest apologies for this oversight, I will see what I can do to increase compatibility.
 
Last edited:

Arakhor

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Well, I'm interested in the mod to play a legacy of immortal rulers with possibly long-lived heirs, rather than playing a pseudo-pagan empire run by god-kings. I realise that it's essentially a cheat mod, in as much as it makes things significantly easier, but I was trying to avoid the perception of such with the console-like events. :)

Immortal traits
Code:
immortal_birth = {
#Immortals - long-lived but not invulnerable - 25 pts in Ruler Designer
	immortal = yes	

	opposites =  {
		stressed
		depressed
		ill
		possessed
		lunatic
		pneumonic
		syphilitic
		leper
		wounded
		maimed
		infirm
		weak
		imbecile
		inbred
		incapable
		immortal_god
		divine_warlord
	}

	health = 2
	diplomacy = 1
	martial = 1
	stewardship = 1
	intrigue = 1
	learning = 1
	cost = +27
	fertility = -0.5
	vassal_opinion = -5
	dynasty_opinion = -10
	opposite_opinion = -10
	church_opinion = -5

	ai_ambition = 20
	ai_zeal = 5
	ai_greed = 5
}

immortal_god = {
#Demigods in human form - 40 pts in Ruler Designer
	immortal = yes

	opposites =  {
		stressed
		depressed
		ill
		possessed
		lunatic
		pneumonic
		syphilitic
		leper
		wounded
		maimed
		infirm
		weak
		imbecile
		inbred
		incapable
		clubfooted
		harelip
		hunchback
		lisp
		stutter
		slow
		immortal_birth
	}
	
	health = 3
	diplomacy = 5
	martial = 5
	stewardship = 5
	intrigue = 5
	learning = 5
	cost = +38
	fertility = -0.75
	vassal_opinion = -10
	dynasty_opinion = -25
	opposite_opinion = -20
	church_opinion = -10

	ai_ambition = 40
	ai_zeal = 10
	ai_greed = 10
}

divine_warlord = {
#Supernaturally competent warriors - 20 pts in Ruler Designer

	opposites =  {
		stressed
		depressed
		ill
		possessed
		lunatic
		pneumonic
		syphilitic
		leper
		wounded
		maimed
		infirm
		weak
		imbecile
		inbred
		incapable
		immortal_birth
	}

	health = 0.5
	vassal_opinion = 5
	martial = 2
	cost = 8

	command_modifier = {
		religious_enemy = 0.5	#Still powerful, but now its own trait
		morale_offence = 0.5
		morale_defence = 2.5	
		damage = 0.5
		defence = 0.5
		speed = 0.25
		retreat = 0.25
	}
}
Revised decisions
Code:
	immortal_god_decision = {
#This is kept in to fire the gods_exist flag.  It would be better to find a way of doing this without a decision.

		potential = {
			NOT = { has_global_flag = gods_exist }
			trait = immortal_god
			ai = no
			is_ruler = yes
			prisoner = no
		}
		
		allow = {
			ai = no
			prisoner = no
#			prestige = 100
		}
		effect = {
			character_event = { id = 19666101 }
			set_global_flag = gods_exist
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0			
		}
	}

	lead_war_pagan_religion = {
#This is now locked to the Divine trait
		potential = {
			ai = no
			trait = immortal_god
			NOT = { religion = war_pagan }
		}
		allow = {
			ai = no
			trait = immortal_god
			higher_tier_than = COUNT
			NOT = { any_vassal = { has_landed_title = d_war_god } #use Unappoint or your character dies
			}
		}
		effect = {
			religion = war_pagan
			d_war_god = {
				gain_title = ROOT
			}
			custom_tooltip = "lead_war_pagan_religion_tooltip"
		}
		revoke_allowed ={
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}

	lead_war_pagan_valkyrie_band = {
#This is now locked to the Divine trait and actually declaring the Walkure faith

		potential = {
			ai = no
			trait = immortal_god
			religion = war_pagan
		}
		allow = {
			ai = no
			trait = immortal_god
			higher_tier_than = COUNT
			NOT = { any_vassal = { has_landed_title = c_valkyrie } } #use Unappoint or your character dies
		}
		effect = {
#			religion = war_pagan
			activate_title = { title = c_valkyrie status = yes }
			c_valkyrie = {
				gain_title = ROOT
			}
			custom_tooltip = "lead_war_pagan_valkyrie_band_tooltip"
		}
		revoke_allowed ={
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}

	step_down = {
#This actually works now, provided that you have one of the four traits below
		potential = {
			ai = no
			OR = {
				trait = immortal_birth
#				trait = immortal_gain
				trait = immortal_god
			}
		}
		allow = {
			ai = no
			OR = {
				trait = immortal_birth
#				trait = immortal_gain
				trait = immortal_god
			}
			OR = {
				trait = shy
				trait = stressed
				trait = depressed
				trait = maimed
			}
		}
		effect = {
			primary_heir = {
				inherit = ROOT
			}
			any_claim = {
				remove_claim = ROOT
			}
			death = {
				death_reason = nature
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
Localisation
(You included the step_down localisation twice - once at the top and again at the bottom!)

immortal_birth;Immortal;;;;;;;;;;;;;x
immortal_birth_desc;This character is an immortal. Although immune to age and disease, this harsh world can still harm them through material means. They must still fear the wrath of man.;;;;;;;;;;;;;x
immortal_god;Divine;;;;;;;;;;;;;x
immortal_god_desc;Immune to age, disease and many forms of injury. Only total destruction will result in their death. Their immortality grants them incredible abilities at the cost of a less exciting life.;;;;;;;;;;;;;x
divine_warlord;Warlord;;;;;;;;;;;;;x
divine_warlord_desc;The character is a masterful warrior and natural tactician, even without any formal training.;;;;;;;;;;;;;x
step_down;Depart the world of the living;;;;;;;;;;;;;x
step_down_desc;Life unending has lost its lustre of late, so I will fake my death and abandon my throne. My heirs shall continue my legacy.;;;;;;;;;;;;;x
 

The_Blind_One

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Feb 10, 2006
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Looks very interesting! I think I'll definantly adopt some ideas! I like how you balanced the traits better. And indeed, the gods_exist flag needs work. I implemented it as a quick fix to make sure that if you didn't want extremely overpowered shit in your game, you could just not enable it.

I have a question tho, you added opposites to the immortal traits.

What happends if you do get maimed or any of those opposite traits, shouldn't that cancel out your immortal trait? Similar as to how the trait maimed is glitched away if you get wounded because they are each others opposite. Have you tested that setup? (or perhaps it is not affected because the other traits do not have the divine traits set as opposites?)

Also I'm not sure wether I want to actualy cancel out all those negative traits. Just because ur immortal doesn't mean ur 100% mentaly stabile or won't suffer some maimed trait for a time. It might grow back, but not spontenously (sp?). What happends if you get these traits? do they just never appear (canceled out) or can I still use events to remove negative traits?

It's more fun to see your guy suffer some actual disease or combat injury even if it isn't going to kill him outright. But I do like the idea of people that are heavily disfigured/sick being envious of your immortality, which your opinion modifiers seem to indicate.

Thanks for your feedback!