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Kids getting traits from their parents, that's part of the event system, which is quite heavily randomized and not really meant to be something you plan for. The game has in excess of 3500 events, so there are many things that happen via events, including things that cannot happen normally.
There are 46 events that can trigger for children to inherit a trait, but then those events don't necessarily grant the same trait either, they can grant the same trait or one of two others. So just through this event class, there are 138 possible outcomes but they are not guaranteed to occur at all, or they could be superseded by some other event happening to the kid.
If the encyclopedia showed the possible event consequences of traits, then some traits would end up with a list of a couple hundred items, which isn't readable and which would look a lot like "this can lead to just about anything".
The game's approach then is to always show any immediate effects, while we also say for concepts like traits that they can lead to many different situations via events.
how is it not practical?
that right there is exactly why I was trying to check.
it may be logical to you, but to some a naturalist is a personality thing.
if the tool tip said what traits had the x% chance to generate on their own AND has x% chance to pass from parent then I could better decide what parents to prioritize in geneology like play style. ... id understand which traits have more event chances.... etc etc.
When there's a fixed probability, the game will tell you. That's mainly for the choice of what your children study (the tooltips say which archetypes it can lead to), and for a few other events that will say things like "50% chance to become Cursed". Most of the time it's not as specific as that.
Trait inheritance events belong to that majority category of being hard to predict. What I think you imagine is a system where Intelligent has a 10% chance of being inherited. But there is no such single probability. Depending on what's happening in the game, it could be that the first child has X% to inherit Intelligent and the second child has Y%. It could be upset completely by something happening to the parent, maybe the parent goes to prison and that blocks the inheritance event. Any percentage chance we could calculate would be misleading because, even if perfectly calculated for the current turn, it would be changing the next turn.
I hope that explains the system a bit better.
same with things like naturalist.
not all of them are going to make sense though, so the info in the tool tip would help one calculate probability.
Those probabilities would depend on map size, map script, playstyle.
you guys are over-complicating it.
But that doesn't mean there's a 1.6% chance of inheriting Intelligent. What if the spouse is Intelligent and Greedy? The chance of the "inherit from Intelligent" event is now ~4.87% instead of 5%, so getting Intelligent is slightly less likely. The spouse could also be sick, in which case the 5% chance decreases to 4%.
If you have a second child with the same spouse, the probabilities change again the moment that second child becomes a student.
Just with a couple variables like that, there's no number to show on the trait that would accurately convey the probability. The actual in-game situation always has more variables. Another nation could found a religion, which affects the probability of an event chain where your spouse leaves the nation, which affects the probability of inheritance events. For one character, like a royal child, the probability of a specific event is affected by up to a few hundred variables that change every turn.
you are still over complicating it, all thats relevant is that there exists the inhereting roll.
in addition to the standard overall random chance to get the trait.
if I know traits can be 'inherited', such as greedy, I could pair intelligent with intelligent and avoid greedy.
Or I can decide theres enough intelligent people in my court that it will naturally populate amongs my courteirs and so instead I start prioritizing something else (say strong?) to slowly weed out bad traits and encourage choice traits.
the actual percentage doesnt matter.
Just which traits can be passed along like that.
This is why archetypes are separated from other traits. You can somewhat control what archetypes you get. Not regular traits. With those, the expectation is that they are outside your control and there's no planning you can do to significantly affect the probability of getting or avoiding some trait. The inheritance events aren't special, those traits aren't special either. Children will not acquire e.g. Naturalist through those events, but they're just as likely to acquire Naturalist through a different event as they are to acquire something from an inheritance event.
If you're metagaming with planning, there are specific events and choices that matter more anyway. For example "The Shoemaker" event is fairly common for a Philosophy student and gives a 25% chance at Righteous, If you want Righteous, you're more likely to get it by assigning Philosophy and hoping for Shoemaker than by trying to arrange inheritance.