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but after that it stopped giving children, even though fertility is still 100%
I think unfortunately you're just hitting the hard cap on living children. Key word there is "living" though.
I haven't dug too far into this but reading comments on values in steamapps\common\Crusader Kings III\game\common\defines\00_defines.txt it seems like there's some kind of living child cap that is unique to each character. The player's cap by default is increased by 2, and each spouse or concubine can increase that limit a bit. However, each child you have has a 50% chance to _lower_ that child limit by 1--permanently.
The mod was originally developed to be purely additive--it doesn't modify anything already in the game, and I've kept it that way as I've expanded it. Just makes it a lot easier to maintain and ensures compatibility with other mods. So I'm not going to go ♥♥♥♥♥♥♥ with values in 00_defines. But if you wanted to tailor the experience for yourself, that's where I would start looking--specifically CHANCE_OF_LOWERED_CHILD_LIMIT and EXTRA_CHILDREN_FOR_PLAYERS sound like they'll fit the bill.
I never used this "20 years" option, but it probably just freezes the effects of age while the game continues to add up the years since your "birth", so it continues to count the character's age for the game's calculations. will still have x years instead of 20.
for example: limit = {age = 30} if the amount of time since the character's birth is less than 30, this condition becomes true, but since in the game the temporal distance from when you are playing since your character's birth is approximately 45, this condition becomes false
You'll want to add something to the clear bad effects though
hidden_effect = {
if = {
limit = {
OR = {
has_character_flag = birth_mother_will_die
has_character_flag = birth_mother_will_become_ill
}
}
# Pregnancy Ends Prematurely
trigger_event = {
id = pregnancy.2101
}
remove_character_flag = birth_mother_will_die
remove_character_flag = birth_mother_will_become_ill
}
}