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May 31, 2004
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This is a thread for discussion about the fortune-seeking events and their childhood version, warding events, that have been talked about in the Public Beta forum here.

These events are designed so that adult family members of any given ruler who don't hold a court position may decide to seek their fortune elsewhere, generally defecting to a neighbouring liege. Another related event triggers for children, with neighbouring rulers offering to take a son as a ward and bring him up in their court.

The intended effects of this event are to:

Give a bit of mobility to noble courtiers,
Maybe give a hand to counts struggling with small courts,
Maybe give a court boost to lieges if their vassals have excess sons,
Discourage player from hoarding family members to breed courtiers (cost of keeping them against this event),
Give player a reason to give non-primary heirs land (the potential of 'reclaiming' their future heirs),
Give the chance for some nasty pieces of intruige,
Add a bit of RP flavour,

And ensure that all of this has a healthy risk or downside attached, so there's no such thing as a 'free' courtier.

==========================================================

The first version of these events will be written this weekend, and will be posted here in text form with instructions on which file to paste them in. Suggestions for improvements and any ideas related to this mod are welcomed.
 

TubercularOx

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Woz Early said:
However, they're unlikely to ping-pong around. Since these events fire only for members of the ruling dynasty, once a new character arrives then he's likely to remain there. Unless he's arrived at the court of another member of his family, in which case there's a chance that he might move on again.

In the spirit of "It's a kind of alpha/beta test," I may take your events and make 'em so they happen to all male courtiers, just to see what happens. I'm not necessarily against ping-ponging. And I don't like warding events. The problem with wards is... if you send a ward to a non-family court, he's not going to get married, ever. The same argument wants me to push the a) fortune seeking events up a few years. I'm incredibly lazy, and have my autosave set to once every three years. When a child comes of age, I will *wait* for the next autosave, then switch tasks and run a bridefinder on that autosave to find him a wife... and since I set the minimum age to 13, I may end up waiting *another* three years before actually marrying him off. Which means it can take me up to 6 years to find a child a bride. So an a) set starting at 22 or 23 would be best for me. And yes, I'm being intentionally selfish in wanting events that serve *my* playstyle.

Woz Early said:
AFAIK, it isn't possible to check the religion of the ruler who is targeted via a character event. If it is, then crusade_target could give a Military Order flavour event, so if anyone knows how it could be done please tell me.

Well, like I said, it's going to be tedious. There's a type = target condition that lets you see if the crusade target is a given province, and there's a province_csc that lets you switch to a given province, so it'd have to be a series of events. "If there is a crusade and the crusade target is Jerusalem and Jerusalem is in Christian hands," send the kid to the crusade target holder. Then a duplicate event for every crusade target. Or I think that would work, I think I heard something evil about mixing character and province conditions, too. :(

The thing to remember is that if the Crusade target is in Christian hands, the Crusade is scheduled to end Real Soon Now, so any military order event would probably need a MTTH scaled to the "Let's end the crusade!" event. Depending on what fraction of youth we want joining the orders, we'd probably set the Military Order MTTH as some multiple of the End Crusade MTTH. Assuming the periodic chance of an event is roughly 1/(2*MTTH) (NOT 1/MTTH, which I've seen as an estimate elsewhere... that would make the actual MTTH half the listed MTTH) it seems that if the Military Order MTTH is the same as the End Crusade MTTH, then, on average, half of all youth will flock to the crusade target. (If the crusade ends quickly, less, if it ends slowly, more.) Setting MOMTTH to twice ECMTTH should make 25% of all youth flock to the crusade_target_holder. Given that the 1066 game *starts* with some 2000 men in it, and (another WAG) even if only 10% of them are of crusading age, that's still flooding the crusade target holder with 50 crusaders. So, to work backwards, how many crusaders do we want to flock to the target holder's court, and what's the average number of people of crusading age?

The intended effect of this event will be to give a bit of mobility to courtiers, maybe give a hand to count struggling with no court, maybe give a boost to lieges if their vassals have excess sons, gives a reason for the player not to hoard his family members (ie, keeping them against this event is potentially costly, and letting them go gives the chance of getting some of their heirs returning in the future)

Except they *won't* come back, ever, because the royal_child condition will no longer apply once they leave their father's court. I think?

I don't have fixed ideas for MTTH yet, but I wouldn't want it triggering more than once or twice for any given character in their lifetime, and I wouldn't want it triggering for *every* male dynastical character in the court, although I'd like it to err on the side of more than half (so yes, character traits will be modifiers).

Hmm... I had the idea that it'd trigger 2 or 3 times for part a), which is enough to send a Count courtier to his local Duke then on to his King... if that's how Best Neighbor works, and it should, dukes and kings *should* be better neighbors than their own vassals, and then 2 or 3 times for part b), which sends a Kingly courtier down to the count level. I'd prolly lean closer to 2 than 3, since we're also presumably going to have random_neighbor in the mix, and that'd be the third jump. What *is* a neighbor, according to the game? Cuz I once got claim events on the King of Bohemia as the Duke of Lower Lorraine twice within 3 years, and I'm wondering if that event is set to fire on a best/worst_neighbor... or if it was "random" and the generator just hiccuped on the "random" part.

Oh, and did I mention that I've grown even more evil? Giving them a court position used to make them immune to wanting to leave the court. Now it just gives the fortune-seeking events a higher MTTH.

How much higher? I'm fine with this as long as there is a reasonable option to say "Stay a little longer, I'm about to conquer the County of Putz just for you."

Plus, since there are several event 'versions', balancing their collective MTTH will also be important. That's the bit I'm really going to appreciate help with - testing these events after I've written them. I can make sure that the events themselves work, but the effect on gameplay will need to be tested.

Hmm... would the "eureka" cheat be useful in watching migration patterns?
 
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May 31, 2004
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You're more than welcome to take my events and mod them to better suit you. I predict that you'll then end up needing/wanting to tone down the effects which I have planned for the risks/rewards, since it'll be triggering more often and for a lower average quality of courtier.

Generally, there'll be a lot of ping-ponging. Most courts manage to fill all of their positions, especially once 100yrs or more into the game, so you'll likely have a large number of transient courtiers roaming all around the country. The other knock on effect is that the best will gradually, by statistical diffusion, be creamed off into the court positions leaving the idiots to roam around forever. It'll probably even the differences between the skills of the courts from one ruler to another.

Warding events are mainly flavour. They're not designed to further your dynasty, and that child's branch will probably die. It does, however, give opportunity (especially in MP) for intruige, since the child's claims can be used by the ruler - who could also arrange for his marriage into the family. Its less useful in SP, but since you don't *have* to accept it, it isn't a problem. Children may also be warded to your own court, which you may find useful (accepting a child as a ward will be cheaper and have fewer downsides than the fortune seeking version).

I hear what you're saying about the warding age triggering from older than 17, but giving a full year's grace I think is fair enough. I don't think anyone expects players to remember the exact birthday of their son and heir, but there is no realistic reason to make heirs only seek their fortune from 20 onwards. I doubt that the event will trigger at the wrong moment often enough to bug your playing style. Even if it does, the consequences of accepting/resisting the event aren't so terrible that you'll end up feeling the need to reload.

On the note of character vs. province events, one type of event can't call the other (I forget which way round it is) therefore checking the religion of the ruler of a target province for a character event is impossible.

Regarding a character leaving and coming back, if they are your primary, or even secondary heir, it is possible that they may return through inheritance. If they go to a neighbouring court run by a member of your dynasty they may return via a separate fortune seeking event. Otherwise they'll most likely be gone for good.

What I was referring to was having a reason to grant land to family members - because their heirs will be subject to fortune seeking events, and may well end up at your court. At the moment players, including myself, keep fairly decent royal uncles or fourth sons, etc. who have good stats in one area and use them to breed the next generation of court position candidates and any spares can be given land somewhere as the player expands, or left to grow old and die.

These events will play havoc with that playing style, because those characters will want to leave the court, and it might get expensive to try to keep them back. Not impossible, but by no means plain sailing as it is now. However, if they're granted land, some of their sons may return to you via fortune seeking events. You won't be guaranteed a good spymaster, but you won't have to risk paying the price of holding back a good, ambitious courtier.

You will always have the chance to keep a courtier with you, but there will be an attached cost. The higher MTTH for court positions reflects that they're glad to have a prestigious position as your advisor, so they're not actively looking to leave, but they would still prefer their own land to rule, and expect you to grant it to them as a reward for loyal service at some point. Your definition of how long that should be might well differ from theirs, of course, hence the firing of the event. ;)

I figured you might be hoping for a lower MTTH overall. This mod isn't really ideal to implement purely for migration, because of the double-sided event popup (departing court and arriving court) and with neither being no-brainer decisions.

The problem as I see it with a pure migration mod is that what you really want is something in the background which simulates that life-cycle that you described, moving courtiers with only a perfunctory "Oh, he's gone..." or perhaps the option of a "No, I'd like him to stay" as well, with no effect on the ruler as a result. Arrivals would at best merit a popup informing you that a new courtier has arrived seeking their fortune. If you don't give them a position, its likely that they'll move on of their own accord.

I could write that, but personally I think that'll make getting courtiers a bit too easy, and risk a hell of a lot of courtier spam in the late game, since the idiots will just trundle around forever. Plus, the AI isn't tactical enough to realise that its sending all of its heirs away to trawl around foreign courts, it'll just say "Oh, he's gone" (x%) of the time, so I expect a good few princes won't end up getting land as they do now, since its unlikely that their new benefactors will give them any unless they're forced at that moment to reduce their demense size.

The only way to avoid that would be for it to trigger to move only the non-dynastical courtiers around the courts...but wouldn't that just amount to all the randomly generated useless courtiers drifting around Europe? The only dynastical nobility moving around would be those previously displaced by the fortune seeking events...
 

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Woz Early said:
On the note of character vs. province events, one type of event can't call the other (I forget which way round it is) therefore checking the religion of the ruler of a target province for a character event is impossible.

But we're not actually triggering an event, we're just doing a province_csc from a character. Found an example (and baffles me that I didn't think to check earlier):
Code:
trigger = {
		condition = { type = crusade }
		condition = { type = target value = 774 } 
		condition = { type = papacy } 
		condition = { 	type = province 
			province = 774 #Jerusalem
			condition = {
				type = or 
				condition = { type = ruler_religion value = catholic }
				condition = { type = ruler_religion value = orthodox }
			}
		}

This is the crusade win-condition for a Jerusalem crusade. type = papacy fires TRUE when the *character* is the papal controller -- crusade ends are
papal controller events -- but the type = province condition checks to see if Jerusalem is in Crusader hands. Remove the type = papacy and put in something about royal heirs, yadda yadda, and you have your Military Order event. You just need a different military order event for every crusade target. The Crusade End event has a MTTH of 60 months, BTW... and huge modifiers based on land actually taken. May want to copy all of that verbatim into a military order event, and just multiply the original MTTH. I'd justify this by saying if the Crusade is doing well (lots of land conquered), and therefore likely to end quickly, then the restless nobility will be more eager to join a holy order and protect the pilgrims, so for flavor it's prolly best to call them Knight Hospitaller events? Dunno.

Woz Early said:
The problem as I see it with a pure migration mod is that what you really want is something in the background which simulates that life-cycle that you described, moving courtiers with only a perfunctory "Oh, he's gone..." or perhaps the option of a "No, I'd like him to stay" as well, with no effect on the ruler as a result. Arrivals would at best merit a popup informing you that a new courtier has arrived seeking their fortune. If you don't give them a position, its likely that they'll move on of their own accord.

I could write that, but personally I think that'll make getting courtiers a bit too easy, and risk a hell of a lot of courtier spam in the late game, since the idiots will just trundle around forever. Plus, the AI isn't tactical enough to realise that its sending all of its heirs away to trawl around foreign courts, it'll just say "Oh, he's gone" (x%) of the time, so I expect a good few princes won't end up getting land as they do now, since its unlikely that their new benefactors will give them any unless they're forced at that moment to reduce their demense size.

The only way to avoid that would be for it to trigger to move only the non-dynastical courtiers around the courts...but wouldn't that just amount to all the randomly generated useless courtiers drifting around Europe? The only dynastical nobility moving around would be those previously displaced by the fortune seeking events...

Hmm... Nice analysis of my desires here. Like I said, my interest in this event series is to stop "the rain of men," where more and more non-noble men flood into the game and I can't seem to stop having daughters as the game tries to restore gender equilibrium.

You've forced me to rethink whether what I'm recommending would actually suit that goal, though.

So, I'm going to think out loud.

Where the men come from is shiny new courts. If I, as a duke, grant a count two counties, the count is not shy at all about giving his firstborn the second title, and letting the firstborn reinherit the first title, returning to a single county. But when yon Son first arrives in his new court, he brings his wife, who can occupy a single ministerial post, and his kids, should he be [un]lucky enough to have a kid of serviceable age, that's another ministerial post, and the rest have to be filled by the You need a courtier! events or save/reload random courtiers. The problem is the You need a courtier! events are all male, so every generation, this *one* county is producing, to be absolutely generous, 3 extra men from courtier-granting events. The Father grants the Son a county, the Son generates 3 or 4 extra men to fill his privy council, the son inherits the father, his privy council follows him to his new court, and the Son grants the Grandson the *same* county, and another 3 or 4 extra men are generated to fill *his* privy council.

I'm in the fourth generation, now, and I've taken a short survey of families in my game, and excessive daughers are still a problem, if a cyclical one. If you are unfortunate enough to be of childbearing age during certain periods, you can't get a son. Otherwise, sons/daughters are about even. Given the generational set up of the sequence of events I described above, and the fact that the scenario has to start *sometime* to get everyone to line up a bit, I suspect the two are related.

So, as is the game floods with "randomly generated useless courtiers" and the daughters of noble scions. If just one guy can be persuaded, per new court, to *wander* in before another random courtier is *generated*, it should help... some. It would at least shorten the periods of "Congratualations! It's YA girl!"

(Another source of men are protracted wars and all the "claim holders" flooding to courts on both sides, but I can slow that down simply by playing with the MTTH. It's cruel to force all the noble sons to force to run their demesne alone just because I want to tweak up the MTTH of the courtier events.)

What distinguishes these new courts is that their new liege is temporarily broke, so for the purpose of filling courts, worst_neighbor is the way to go. The parallel problem of having gone on a huge expansionist trend and suddenly needing courtiers -- any courtier -- to grant titles to attracts one towards best_neighbor. But one's not likely to use crappy courtiers for that.

EDIT: No, that's not true. He may be broke and have low stats due to being courtier list, but if his father granted him the jewel of the realm, he's not likely to be the worst_neighbor, is he? So I need either a "breathing" mechanism ("best_neighbor -> worst neighbor") or just random_neighbor and rely on entropy to keep things going.

So what I'm leaning towards now is implementing worst_neighbor jumps exactly as you describe -- with a perfunctory "Ok" or "No, stay", and only for non-dynastic courtiers, with an age limit set to coincide with the age limit for worst_neighbor jumps for dynastic courtiers. I'll leave the title-granting objective to the dynastic-only best_neighbor jumps you're already coding.

EDIT: Or maybe just solely "random_neighbor" jumps. Can anyone "in the know" chime in on how neighbor is defined for CK? It'd help to determine a starting MTTH to know how many courts a broke, newly installed count can "pull from" as worst/random neighbor. Because of the threat of trundling-idiot spam, I'd like the MTTH to be as high as possible while still getting a good chance of a new court having one or two guys "wander" in.
 
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May 31, 2004
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D'oh! Blatantly the Crusade end event must be able to check ruler religion...never thought of that. Unfortunately, it doesn't necessarily help. I'm not sure that its possible to target a specific province (eg, Jerusalem) as a destination for the character to defect to. Actually, I don't think its possible at all...

Regarding the 'rain of men', I don't think that the fortune-seeking events are a compatible solution to that particular problem. They weren't designed with preventing that situation from occuring and although their presence might limit the 'rain of men' effect, it almost certainly won't be a massive impact.

When courtiers are generated by the game, as in the situation with a newly created county, they are disproportionately more likely to be female than male. I haven't studied the situation, but I imagine that the normal progression for those courts is that, assuming that the ruler has no sons of age, three female courtiers are generated. Between them and the ruler's wife, they take the positions of spymaster, chancellor and steward. Males must be generated at some stage via the "You need a Courtier!" events to fill empty marshal and diocese bishop positions (which there is a separate itinerant bishop event for).

So we're looking at generating 3 females to 2 males, unless I've misunderstood. Are you sure this is the worst root cause of the 'rain of men' problem? Either way, I agree that something occasionally and notably skews the chances of having daughters (or, indeed, sons) higher since I've had a statistically unlikely proportion of sons to daughters several times in the past.

The solution, as I see it, is pretty much as you describe. Ensure that courts in need of randomly creating courtiers have a good chance of having a courtier 'sent' to them by a neighbour via some version of the fortune-seeking event.

However, a couple of problems spring to mind. If you make these courtiers free, then why bother (from a gameplay point of view) choosing to pay to generate random courtiers when a free one will be along in a minute, especially if small courts are favoured. Also, how to keep 90% of what's going on in the background, to prevent spam messages.

My first thought was to make the province do a cry for help, but rather than generating a new character, fire an event to a neighbour to request that they permit a courtier to transfer across. Unfortunately, I have no idea if its possible to trace that event back, so that the courtier goes to the place who asked for them. Since it would be two separate events, I expect the answer is no. Worst_neighbour <> Best_neighbour or even random_neighbour would have a chance of getting the right one, but would mean the event also stood a high chance of not WAD. Better than doing it constantly? Probably.

Again, the other way around would be to check to see if a target province met the conditions required for 'needing' a new male courtier (AFAIK, impossible).

This is why I was hoping that the rain of men was being caused more by other sources, because this particular one will be a right royal bastard to deal with, short of having very high courtier mobility all the time and accepting a) the spam in large courts and b) the likelihood that worst_neighbours will eventually become flooded with the sweepings of all the other courts, long after they don't need to be.
 

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Woz Early said:
D'oh! Blatantly the Crusade end event must be able to check ruler religion...never thought of that. Unfortunately, it doesn't necessarily help. I'm not sure that its possible to target a specific province (eg, Jerusalem) as a destination for the character to defect to. Actually, I don't think its possible at all...

Well, no, but we can target the crusade_target_holder, right? And admittedly, going to the King of France's court on the Ile cuz he was the lucky putz who conquered Jerusalem doesn't strike me as particularly "going to the holy land," but it *does* mean the King of France may have some extra titles to hand out. But I haven't noticed the kingly courts to be strapped for children to pass titles onto -- daughters, if necessary. I dunno, I'm stuck at this point. I'm very tempted to say "Try it and see!"

Woz Early said:
When courtiers are generated by the game, as in the situation with a newly created county, they are disproportionately more likely to be female than male.

I haven't studied the situation, but I imagine that the normal progression for those courts is that, assuming that the ruler has no sons of age, three female courtiers are generated. Between them and the ruler's wife, they take the positions of spymaster, chancellor and steward. Males must be generated at some stage via the "You need a Courtier!" events to fill empty marshal and diocese bishop positions (which there is a separate itinerant bishop event for).

Haven't noticed this. I'm retaking England from the Moslem Infidel (!), and I've been watching all the tiny counties that spring up when my marshal or my vassal's marshal claim infidel land for themselves... also watching my son's court when I gave him a county. Universally, they're the count, his wife, and 3 or 4 men filling the cabinet positions. I suspect the courtiers you're thinking of are the ones created after you save/reload the game... and I don't fancy saving and reloading every time a new county pops up. And, yes, on reload the game will create female courtiers, but I'm still of the opinion that's because it's trying desperately to maintain gender equilibrium in a world where the men come by event.

Are you sure this is the worst root cause of the 'rain of men' problem? Either way, I agree that something occasionally and notably skews the chances of having daughters (or, indeed, sons) higher since I've had a statistically unlikely proportion of sons to daughters several times in the past.

No, I'm not sure. But it seemed fixable at the time and my mind latched onto the idea. I'm willing to take for granted that Brownbeard's "gender equilibrium" explanation holds true for births and random courtiers created on restore to stock underfed courts. As long as the game starts balanced (it doesn't, but...) then this won't contribute to the rain of men. If the game ever does get too far unbalanced, it's *possible* that the game could enter a generational tug of war... as a small example, assume that population-per-generation is fixed at 3000 (Yeah, right!). If the current generation has 2000 men and 1000 women (Like at 1066 start, actually!), they're going to have 2000 daughters and 1000 sons to bring it into equilibrium. Then the first generation dies off, and the third generation is going to be 2000 grandsons and 1000 granddaughters to bring it into equilibrium with the second generation. This kind of seesaw can be hard to stop. One mitigating factor is that the third generation is often born while the first generation is still alive, so there are "calm" patches... a third generation with the first still alive would be 1500/1500 in my example. Another is that generations rarely kick the bucket all at once, which tends to smooth it out... but booms occur, and when they bust it can cause chaos in the gender ratios. Ultimately, though, there is nothing I can do about this at all. That's Johan stuff.


The other source of courtiers is the create_courtier effect, which I'm told produces only men. It takes steward/marshal/spymaster/chancellor/chaplain/enemy_defector/bastard as targets. The job events are what we're hoping to fix, so the only other source of the rain of men is 1. protracted wars giving too many claim holders to courts on both sides (mentioned this already) and 2. bastards.

I can't see there being more bastards than courtier events, assuming new courts are getting their courtiers by event and not generation. (I firmly believe this, but am open to evidence or expert testimony otherwise.) So that only leaves enemy_defectors, and like I said, I'm perfectly willing to just tune those down.... and probably will.

But if it turns out not to be enough, while I have someone else to talk to this issue about, I'm gonna pursue it. :)

The solution, as I see it, is pretty much as you describe. Ensure that courts in need of randomly creating courtiers have a good chance of having a courtier 'sent' to them by a neighbour via some version of the fortune-seeking event.

However, a couple of problems spring to mind. If you make these courtiers free, then why bother (from a gameplay point of view) choosing to pay to generate random courtiers when a free one will be along in a minute, especially if small courts are favoured. Also, how to keep 90% of what's going on in the background, to prevent spam messages.

An answer to both problems is to make the trundling idiot events AI only.... they don't have to spend any money on their courtiers anyways (if they're getting them by event), cuz of their can't-go-negative powers. Except... that'd make the trundling idiots gravitate to the player courts, cuz they are then stuck and can't trundle on, can they? Crap, nm. Or can we csc to the best_neighbor/worst_neighbor and see if they're a player before we actually let the idiot trundle?

Woz Early said:
My first thought was to make the province do a cry for help, but rather than generating a new character, fire an event to a neighbour to request that they permit a courtier to transfer across. Unfortunately, I have no idea if its possible to trace that event back, so that the courtier goes to the place who asked for them. Since it would be two separate events, I expect the answer is no. Worst_neighbour <> Best_neighbour or even random_neighbour would have a chance of getting the right one, but would mean the event also stood a high chance of not WAD. Better than doing it constantly? Probably.

Fascinating. Must ponder that one.

Woz Early said:
Again, the other way around would be to check to see if a target province met the conditions required for 'needing' a new male courtier (AFAIK, impossible).

What? No, quite possible. The courtier events already check to see if you need another male courtier, they just choose to generate one rather than pull him from elsewhere.

Although, I don't know where, but you've given me an idea... could you write an event to kill ("retire") jobless, parentless, (childless?) courtiers? Not necessarily males, just, if you haven't employed them within 2 or 3 years of them showing up, kill them off? What would the side effects be? random_defector again... they might have a claim you want to hang on to (or worse, the AI would want to hang on to.) Then the courtier events generate men in the empty courts, and the full courts kill men off, it should help stabilize the mancount. It's a kind of virtual mobility... Random Courtier pops off screen in France and reappears in Germany with a new name and stats, but *in spirit* he just migrated over to where the jobs were. Yeah. In spirit.

Yes, the AI might want to hang on to courtiers to be able to grant them titles later... but that's what the fortune seeking events are for, right? (And I'm more concerned about the AI than the player, cuz unless you can come up with some really clever ai_chance modifiers, any "idiot sweep" events I would want to have a high probability of the AI saying, "Yeah, go ahead and die," or they're rather sucky sweepers.

It seems drastic enough, though, that I fully expect a response along the lines of "That would cause the AI to [do incredibly foolish thing]" or "That would keep the player from [doing incredibly useful thing]." Just don't know what, exactly.
 
May 31, 2004
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We can target the crusade_target province as a destination to send people to, but that doesn't necessarily mean we can then abstract that to target the ruler's characteristics. If we can, great.

I'm not sure what you mean by save/reload courtiers. My classic example would be granting away a 1066 county to a son whilst paused, then saving and reloading the game as the son. After 1 day passes with a court of no members, you instantly gain several female courtiers. I had assumed that took place without a save-reload function, since it doesn't kick into effect until after the game begins...but I may be wrong.

Is it possible to distinguish between player and AI via an event? AFAIK, no, although I'm not sure how the bundled childhood events kick in for the AI...

As for checking to see if a province has the required conditions before triggering a "give them a courtier" event, I don't think it can be done. The event can check the conditions of the court of the character it is triggering for, but I don't think it can check the conditions of the court that we might, maybe, want to send that character to depending on whether they want him or not.

It is relatively simple to code an event killing random male courtiers from time to time in order to lower the overall male population, but it seems a roundabout way of addressing the problem. Equally, trying to bias it to kill the idiots may be logical, but will again result in the average European court stats being higher. Its no great thing to have a 12 intruige spymaster if all of your rivals have at least an intruige 9 or 10...

I don't think killing random male courtiers would be an inherantly bad thing, causing AI or player screwups, it just seems an bad way to go about solving the problem. Worst I can think of is that random-generated male courtiers will be even more obsolete if they're likely to die out randomly at any moment so that the count of (x) has a higher probability of having a son.

Personally, I'd consider fortune-seeking events flavour. They might have a minor impact on migration but not a particularly noticeable one, unless you're talking 1066-1453 statistics. However, a migration event would be patching together a solution to a problem by using events to counteract the problem that other events are causing. IMO, the better solution will be to isolate the origin of the problem and try to modify *that* event.
 

TubercularOx

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Alright, now I'm stumped.

Did a test as the King of England, waited three years for the game to settle down some, then granted 8 counties to whomever was at the head of the list in William's large court. Waited three days, checked Bedford: Stocked with women, just like you described. But then I checked Oxford: Still empty. Watched oxford. In a month, they got a man, who took somejob. Another month, a second man... third month, third man. Aha, I think. Decide I should take saves to demonstrate this. Quit, reload from autosave, grant all the titles, take a save, wait three days... every court is filled with women.

I suspect whatever mechanism is supposed to stock a court "turns off" after a certain point, and the suddenly bereft AI needs to wait for the men events, and that a save/restore turns it on again, which is why it felt to me like it was restocking only on restore.

As for the idea that stocking algorithm only returns women, I still wonder if it's just part of the same gender equilibrium algorithm.

Hastings start: 2026 men, 1046 women. 1885 are already dead, though.
1070: 3835 men, 2962 women. 1472 dead. What? I guess CK does prune.

Interesting that in (basically) 3 years it went from 1187 living people to 5325 living people. I guess that's reasonable given the number of courts that need stocking at game start. And unless you feel that the (possibly) 400 or so women can birth 1809 men in 3 years (and given my experience in not getting sons...), then either the random restock can provide men, or the courtier events are firing a huge amount of time *more* than either of us could have anticipated. Conclusion: Random restock is obeying the gender equilibrium algorithm. And since you've noticed that the random restock usually provides women and I've noticed that I can't get sons, I stand by my conclusion that extra men are creeping into the game from outside the gender equilibirum algorithm, and the only source I can see are the male-only events.

I'm *this close* to using the ck-clean library to write an analyzer and start seriously tracking gender statistics.

The Johan fix would be to find out why the restock algorithm ever turns off and bloody well fix it, but in the meantime... hmm..

So, assuming that the restock algorithm *does* turn off (and I'll find a way to prove it yet), the bigger source of men is probably not the generational seesaw of titles (I'll call it "The Prince of Wales effect"), but incredibly successful crusades/counter crusades, where large numbers of courts are created by victorious marshals (and other courtiers). And I suppose stopping the Mongol invasion is another one, as you have to "repopulate the nobility of Eastern Europe" as the guy in our previous thread put it.
 

Quift

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testube babies

Just wanted to point out that my original suggestion was to increase mobility of nobility, meaning all dynasties present in the original setup. If feasable mainly in the correct realms. Say, french nobility all over france, rarely in germany.

The entire point with this was to eliminate the generic courtiers, and to replace their function as place-holders by moving real dynasties around.
So the "kill one/spawn one" idea is the entire opposite of the effect I wanted.

Otherwise, I very pleased with the discussion and mods suggestions, I just felt compelled to stress the original idea, wich was to make Generics not only unwanted, but also unneeded. This by the simple means of moving people around a bit more. Exactly how it's done it's a flavour/RPG/intrigue thing. The important point is to increase overall mobility, ich means that after a while, the poor count in oxford would, instead of few courtiers at a time, gain an entire branch of a noble family to help him out. Sons, daughters, ie. a real court. of nobles.

This is to minimize the need of spawned ppl, making birth the primary way of coming into being. On request I could probaly find some good historical sources that suggest that this was indeed the most common during this time-period.