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Text editors work just fine for xml files. For deeper looking you'll need to decompile and know C# programming, well at least the basics .
If that is something in the save file, which I expect it is, text editing should be fine.
Really nice info!
Reddit's having issues atm, so..
What variables effect changes in these values over time?
Would it only be the temporary effects of negative interactions eventually leading them to "divorce?" Or, is there some increasing likelihood or a set of circumstantial variables that seem to lead up to an eventual, perhaps unavoidable if enough time has passed, breakup?
Given that some variables are generated dynamically on start and then saved, that would lead one to assume that some pawns present are practically "destined" for each other. Can these values be easily manipulated in other ways, perhaps to "force" the issue? ie: A mod with "Wedding Rings" that will force positive values to the point where two selected pawns will "marry." (I assume certain mods will do this, though I don't have an interest in playing with them. Just curious as to "how" they do what they do. :))
(When Reddit fixes itself, I'll be able to see a bit more. :) Thanks for posting this - The topic comes up fairly frequently.)
Note that the following assumes you have Commitment mode off. If you are using Commitment mode, make a backup of your save file.
Open your save file, pause the game, activate Devmode, open the "Debug Actions Menu" by pressing the relevant button at the top of the screen, and hit the "Make colony (full)" button under the "Autotests" column.
Your game will probably hang for a few moments.
Then a giant debug base will spawn on your map with a ton of pawns and all manner of junk. Go through each pawn at the top of the screen with the Social tab open, and hit the debug mode button in the social tab window labeled "Debug Info" and select "CompatibilityTo"
This will open a window that shows you the compatibility of the selected pawn to every other one on the map, as well as their ages. Go through each pawn and write down the names of pairs with the highest compatibility you see.
Be sure to make note of any huge age gaps you see that still manage to get over 3.5 compatibility. Save a new save file, and open up this file in a text editor. Find the IDs of the pawns with the highest compatibility. Now open your old save file in another window, and swap out the IDs of your pawns with the high-compatibility debug pair.
This took about... 10 minutes maybe? Depends on your familiarity with debug mode, the save files, and text editors.
The highest score I saw in the debug base was 4.35 with two pawns 4 years apart in age. But I also spotted a pair that were 63 years apart with 3.66.
I took the IDs from the latter pair and gave them to two pawns that were the same age, and wound up with a score of 4.56.
More testing seems to suggest 4.85 is the highest possible compatibility value. The following pairs of character IDs have this value:
54511 54549
54515 54537
54518 54540
54522 54528
Anyway, thanks for the info on this, OP, and good luck to whoever finds this thread on Google years from now, hopefully this will still be relevant.
Edit: After playing my save file for some time, I found a pair of pawns had compatibility above 4.85. I suspect whatever mathematical formula is used for this calculation can produce more extreme values the larger a pawn's ID is.
Which has the strange effect where pawns created early in world generation will generally have less extreme compatibility values than ones made years into a game.
I can only assume the maximum value occurs when you reach the limit of pawn ID length.
Oh, one more thing, as of 1.4, there is no longer a button to view compatibility scores, rather it appears when you hover over a relation with Dev mode enabled.