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If not then there is something else going on because the child giving events in Yarrr Be Pirates only give the pirate children.
You have both the pirate crab character, and event named 'PirateCrab', and the event image overrides the character graphic.
When you say they keep picking fights with you are you referring to the event where some human pirates attack you because that's just a random event and doesn't affect your loyalty gain with the pirates, the ones that attack you in this event are rebels who left the faction.
As for attraction with buildings you would need to ask Lorska over on his Building Overhaul mod as attraction bonuses on buildings is in his Building Overhaul mod. My attraction events mods rely on loyalty with factions and have nothing to do with buildings except having a village.
The conflict is 'Spawn All Villages' made by Shoruke. Their mod's terrain file edited both faction and resource spawn data.
If you provide me with your mod list I can track down the problem for you.
Why not having the option to build a big ship with the cosmic seed, similar to the villiage? You could build upgrades just like viliage buildings; nets to catch driftwood, a lab for research, an onboard smithy, sails for speed, fishing lines for food and so on.
If you like this idea and it is even possible, feel free to use it. And thanks for your mods, they revived the game for me.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2133711851
Also found a minor spelling bug. The name for Pomegranate plus Nut recipe gives 'Frui Juice', not 'Fruit Juice'.
I'll patch that into the next update of this mod since well, it's a pirate thing and this is a pirate mod lol
You may want to consider the Gunner requirement too. I thought that the +2 perception for chosen nature card/the use of pets like the crow, worked against children growth event requirements but I had a game yesterday where I had base 6 but net 10.x perception by growing event time and wasn't offered gunner either.
I managed to reach this conclusion about Mysticism and Destiny for children too.
In the next update coming soon the requirement for Sea Witches and Tide Callers will drop from 8 to 6.
First, thanks for this mod and Tinkerer's, they're both nice additions.
My main reason for writing is to provide feedback about the growing up requirements for pirate child. The Myst8/Dest8 feel far too unreliable. I reset roughly 20-25 playthroughs of the first 40 turns, systematically hitting lvls 10-13 on the male human pirate child chosen, and never managed to hit Dest 8 by then.
I don't know if anything can be made to make the leveling offers more reliably align with past choices, but as it currently stands, it feels like you need to wait to farm at sea in the very late game where you can reliably get a child lvl 15-20, for the Dest8/Myst8 options to be playable. As a result, it makes the pirates patch have a very limited impact on the overall game experience compared to the gnome's.