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Test 1: - Characters spawning enabled:
Starting characters in 1066: 30640
Ending characters in 1166: 55263
Average courtiers per court (20 kings) in 1166: 22.3
Estimated game speed reduction in 1166: 20% (as expected with more characters)
Test 2 - Character spawning disabled:
Starting characters in 1066: 30649
Ending characters in 1166: 52281
Average courtiers per court (20 kings) in 1166: 19.7
Estimated game speed reduction in 1166: 15% (Around normal base game value on my system)
Full modded concurrent save:
I’m in 1095 with 96467 characters, 32.3 average courtiers, and the game speed seems to be around the same speed as test 1, but 70 years earlier (I find that normal with 120 extra mods ). But the amount of extra characters is really odd, as my collection includes much more harsh health penalties with HMM, while only slightly increasing fertility compared to base values. I’ll investigate more, but there does seem to be something funky going on with character creation when other mods are influencing it too. Either that, or possible save game compatibility issues.
NChildbirth = {
SECONDARY_SPOUSE_FERTILITY_MULTIPLIER = 0.4
CONCUBINE_FERTILITY_MULTIPLIER = 0.3
BASE_NR_OF_CHILDREN_PER_COUPLE = { 1 2 4 5 7 7 } #Modded up from { 1 1 2 3 5 5 }
NEWBORN_HEALTH_BASE = 3.0
}
This settings means more characters being spawned, despite the health/fertility reductions. Maybe i should back up on this, and dont touch on character generation data.
Test 1: - One Proud Brazilian’s version
Starting characters in 1066: 30443
Ending characters in 1166: 49531
Average courtiers per court (20 kings) in 1166: 19.3
Estimated game speed reduction in 1166: 15%
Test 2 - Rellom’s version
Starting characters in 1066: 30607
Ending characters in 1166: 52963
Average courtiers per court (20 kings) in 1166: 19.9
Estimated game speed reduction in 1166: 15%
I was a bit surprised that my version got more ending characters, which must be the higher overall fertility making a higher impact than health, then I thought. But other than that, it is how I thought it would look. I don’t believe you need to change anything in terms of fertility or childbirth.
It seems like the reported exagerated character spawing is more of an issue with other mods.
We narrowed down an issue with Community Title Project being loaded after Chat GPT Flavor Pack.
More specifically, events/qs_events.txt line 91, is trigging in very large amounts no matter the game rule, as it can't find new cultures or faiths being renamed/created. I could not reproduce the same amount of characters as @Headhunter could, but I had enough spam early on to have a significant overall increase. 867 start, is worse then 1066, as more new/changed names is added in the that period. Also tested MCN which also got issues loading after Chat GPT Flavor Pack, but to the same extend as the other. I believe this problem is for both any renamed, or changed provinces, faiths and cultures.
There could be other problems, but for now, move Chat GPT Flavor Pack further down the load order, or vice versa for mods that add above named to the game.
namespace = qss_decisions
And the event was named: qs_decisions
Was lacking an "s", and this was causing issues with other mods.
I will push an update ASAP