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Worldcrusher

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My ruler has had the depression trait for about thirty years now. In vanilla this would be no big deal - a stat hit, easy to make up for with advisors. But in DV, this also renders him completely infertile. Ouch.

Is there any way to get rid of this trait so that he'll stop moping and procreate? Some sort of Dark Ages seratonin supplement or an intervention or some Pope-approved porn or something?

How do I get rid of depression? I can't let this guy's bad mood kill my dynasty.
 

unmerged(137173)

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Yikes, quite a situation you have there. Aside from manually triggering an event that gets rid of it, just try to make sure he isn't stressed with running too large a demense and hope for the best. All I can wish you is good luck man!
 

MistMage

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Here we have the depression recovery event in character_health_events.txt:

Code:
##############################
#  Recovery from Depression  #
##############################

character_event = {
	id = 1009

	picture = "event_plague"

	trigger = {
		condition = { type = trait value = depression }
	}

	mean_time_to_happen = {
		months = 90

		modifier = {
			condition = {
				type = not
				value = {
					type = health
					value = 5
				}
			}
			factor = 2.0
		}
		modifier = {
			condition = {
				type = not
				value = {
					type = health
					value = 3
				}
			}
			factor = 20.0
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = atwar }
			factor = 2
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = efficiency value = 0.9 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = efficiency value = 0.7 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = efficiency value = 0.5 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = efficiency value = 0.3 } }
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler }
			condition = { type = not value = { type = efficiency value = 0.1 } }
			factor = 1.25
		}
		modifier = {
			condition = { type = or
				condition = { type = and
					condition = { type = gender value = male }
					condition = { type = any_friend condition = { type = gender value = female } }
				}
				condition = { type = and
					condition = { type = gender value = female }
					condition = { type = any_friend condition = { type = gender value = male } }
				}
			}
			factor = 0.75
		}
	}

	action_a = {
		effect = { type = remove_trait value = depression }
	}
}

Anyway, the most negative modifier is obviously having bad health, so if you've had the trait for 30 years then that may be it.
 

Worldcrusher

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Thanks everybody. MistMage, I especially appreciate the recovery event...but I have never gone into the edit files before and don't know what to do with it. Could you point me towards someplace where they walk total ignoramuses through the process of 'making stuff happen' in the game? (Or, if one of those places doesn't exist, could you tell me?)

Sorry I'm so unfamiliar with how to make use of what you've sent me - I've never come across a situation that I couldn't fix in-game before and this one's got me ready to try anything.

Thanks again!
 

MistMage

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As Mauricio said you could manually fire the event but if you don't want to cheat there is probably not much you can do. If you have any other illnesses then they might contribute to the problem but they are often not exactly more simple to get rid of. Bad health is also not CERTAINLY the problem, you might just be unlucky. I'd say the best thing you can do is try to avoid the other negative modifiers (war, bad efficiency) and make sure your dynasty survives in the case where you die without an heir, changing inheritance laws if needed.
 

Worldcrusher

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I went ahead and cheated - I'll send a bunch of gold to the Papal State or something to make up for it.
But now, the sun has come out, the birds are singing, the clouds all look like puffy white loyal vassals...ah, spring has come again.
Thanks again, everybody!
 

Worldcrusher

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That's interesting...I hadn't realized that court size had an effect. I noticed that poor efficiency led to the Stressed trait, which usually led to the Depression trait.

And long wars always led to some smart aleck giving me Realm Duress, which led down the same path due to the reduced Intrigue and subsequent demense penalties.

So I made sure to stay at peace (it's been about a year), and my demense was about half the size of what my ruler could manage. So I didn't know what else to try, but maybe it's court size. I'll organize a cull! He's also kind of old (50), so that might be what's doing it - which edges him towards Lost Cause territory.

Thanks for the tip - I'll keep an eye on court size. Undepressed now, but six months on my guy's still not making babies. So I'll get busy until he gets busy.
 

Nick B II

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Six months between pregnancies is not unusual. Especially if the wife isn't in the baby sweet-spot of 18-25. If your wife is older than 30 you'll be lucky to get two more kids out of her. And if they're both girls you're still heirless.

You may have to assassinate your current wife and pick up a hotty. Give her a year or two before you assassinate her tho. Kinslayer really sucks.

Nick
 

Worldcrusher

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Nah...she's a good one. The whole reason I noticed was that my ruler's first wife died and I married him to a 16-year-old lusty indulgent girl who got inspired by all the fosterlings running around and started pestering for kids. (Something like +6 to her fertility)

I thought - jackpot! It doesn't get any more fertile than this. What's my guy's problem? Then I checked out his depressive tendencies and found it.

Anyway, there are babies now...whole new problem with a superprestigious pope who's excommunicating every ruler in Europe, especially me. My own fault - I appointed him an archbishopric and supported him in his campaign for the papacy a couple of times.

So there's heirs...but whether they're going to have anything to rule is now the issue!
 

Worldcrusher

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One more question, vaguely related to this thread, and probably already answered ad nauseum elsewhere (but I've looked and haven't been able to find it, so it's well-hidden!). Apologies if this is the wrong place to ask.

Is there a compendium of charevents & provevent numbers somewhere for reference? (i.e. char1001 = death by illness, 1002 = death by suicide, etc.) Sort of a Cheaters' Handbook?

I fired 1009 and thought, well, that's pretty awesome. So I started fooling around with other number combinations and wondered if anyone had actually tried them all and listed it somewhere.
 

unmerged(75409)

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AFAIK there is not. However if you have a halfway decent text editor (not notepad, it needs to be able to do search-replace, and record macros) you can extract such a list from the event files with not too much hassle.
I use GNU Emacs which lets me get info from large text files very quickly.
 

DPS

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Wait, wait, wait! I thought that the traits that are supposed to lower fertility didn't actually do so. Has that been fixed?
 

jordarkelf

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Wait, wait, wait! I thought that the traits that are supposed to lower fertility didn't actually do so. Has that been fixed?

They do lower fertility, which has always worked. What does not work (in any version) is making characters with 0 fertility infertile. Even a character with very low fertility (0 or lower) still has a minute chance of begetting children.
DV's workaround for this is to set a massive penalty on traits that are supposed to mean infertility, usually -50. Still then it is possible (but not likely) for them to have kids.
 

Veldmaarschalk

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Anyone know how large a court can be before you risk anything?

AFAIK court size has no effect on your ruler becoming stressed or depressed. But once your court is over a certain size then diseases start to spread in your court. The sizes are:

County, more then 20 people
Dukedom, more then 25 people
Kingdom, more then 30 people
 

Dagfinn

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The sizes are:

County, more then 20 people
Dukedom, more then 25 people
Kingdom, more then 30 people

:eek:

How do you manage to keep the courts that smal????? :confused:

Im a newbie with CK, and fail to comprehend this! :(

When my succesor inherits the merged courts are flooded with courtiers and if a nearby count is conquered, I sometimes also get a large influx.

And if you play rather peacefull, you have no way to "dispose" branches of your family or others into new courts.

Is using F12 and "die" regularly common?

Do the ai abide to these numbers?
 

Veldmaarschalk

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:eek:

How do you manage to keep the courts that smal????? :confused:

Im a newbie with CK, and fail to comprehend this! :(

When my succesor inherits the merged courts are flooded with courtiers and if a nearby count is conquered, I sometimes also get a large influx.

And if you play rather peacefull, you have no way to "dispose" branches of your family or others into new courts.

Is using F12 and "die" regularly common?

Do the ai abide to these numbers?

When your court gets to big, diseases will start to spread in your court. But the whole reason for that is to rid your court of usesless courtiers. Your ruler and his childern are less likely to be effected by these events.

Furthermore I have no idea exactly how to keep your court below a certain size, but these things help.

1. Don't keep your daughters in your court, marry them away. There is almost no reason to keep them, unless there stats are really extra-ordinary (+20 in some field).

2. When people demand a new position in your court, even when they aren't good enough. Choose the option to sent them away.

3. Only focus on your main family-line. Use nephews/cousins to get elder females in your court with good stats. So that you can use those females as advisors.

4. There are plenty of events that make courtiers leave you if you have low prestige or bad traits.


I myself play my own modded game, where child-mortatility is higher and people also don't get so old. So that keeps the number of courtiers in reasonable size.