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This mod simulates an event that occurs in real life (the expression of genetic traits through the inheritance of genes). It is a substitution for the RNG that the game uses. If you prefer vanilla, use vanilla. But attempting to call out the mod-maker for adding a method of genetic propagation when you (as evidenced by your comments) have a more limited grasp of the subject is foolish and rude.
"There is no such thing as a 'weak' strong gene. He will either be strong, or no trait at all (there would be no modifier) He is average. "
Okay that's just silly. There are many genes that contribute to strength. We don't fully understand it yet, but what we can certainly say is that there isn't 'one particular gene' that gives people strength. It is common to see several families have extremely strong genes. Others, not so much.
Don't tell me how genetics work if you aren't an expert. If you don't want to use it. Don't. I'm not on a contract to make mods for you. I'm making mods that I think people will enjoy. This is about MY VISION of genetics based on my knowledge, and how I think it will improve the mechanics of ck2. If you don't enjoy it, don't use it. But don't act like my mod 'doesnt work.' It does, as 495 positive ratings clearly suggest.
If it doesn't mesh well with your vision of genetics, thats fine. Vanilla has its own system. You don't need to use this.
"I don't see how that is realistic. If both parents are white, then the kid will be white. There isn't a 'small possibility of the kid being black.' That's not how genes work."
Total fallacy. White people typically don't have latent african american genes. On the other hand, attractive people CAN have latent genes that causes unattractiveness. Have you ever come across siblings that don't all look equally good? I have. I've met people who are geniuses and their siblings are about average or below average.
Likewise, if both parents are strong, and 'weak' isn't in the genes, there shouldn't be a possibility of 'weak' coming up as a trait. There is no such thing as a 'weak' strong gene. He will either be strong, or no trait at all (there would be no modifier) He is average.
This isn't realistic, and that's not how genetics work. The only way that 'weak' will come up as a trait is the character has 'weak' in their genes. That is a gene OF AND IN ITSELF.
Sure, their descendants can be strong if they bred with strong people. But there should be no 'weak' strong gene because if both parents are strong with strong genes and no weak gene, then there shouldn't be a possibility of my kids being weak imbeciles.
Umm, there was nothing wrong with the mod.
"If a character has perfect genes, like Genius, Strong, Attractive, and his wife has the exact same genes, my kids turn out to get delicate/ugly/dim sometimes."
Lets say I'm strong and my spouse is strong. To be strong, I could have 4,5 or 6 alleles. My wife could have 4,5, or 6 dominant alleles.
If we both have 4, then the minimum our child could have are 2. (AaBbCC + AaBBCc) = (aaBbCc). If they have 2, then they can get either weak or delicate. its a low chance, but it is possible.
In this case both the mom and dad had a 'weak' strong gene. Not a strong one. There is a distinction, one that you can only see by going through the families or typing in charinfo.
Improved Genetics 2.0 works the exact same way. Thats how genes work irl. I'm not trying to make the game easier with this mod, but more realistic and thoughtful.
Note to everyone: the new version of this mod is out:
https://steamcommunity.com/sharedfiles/filedetails/?id=1706741706
Please use that instead. HOWEVER, note that you will have to manually change the directory of your files to continue your save games. I would suggest only using the new version on a new save. Thanks!
If you are not running the most recent (3.1) version of CK2, there are four possibilities; either your genes aren't as pure as you believe, the parents of the child in question aren't the parents you think they are, a game event is modifying traits, or there's a genuine bug. Let's look at these possibilities. (Broken into multiple posts due to Steam limits on discussions.)
3. Game events can modify your traits outside of genetics. Again, looking at the charinfo for the character and the parents would let you know what genes the child has and what genes the parents have. IIRC, if an event has given a trait, that is indicated either in charinfo or in the game logs. (Continued below)
TL;DR: If you're running 3.1, this mod isn't updated yet (AFAIK). If you are running 3.0 and lower, everything is probably running as intended, but if you want help you need to submit more information.
(Note: I am *not* the mod author, but I've been using this mod for a long time and appreciate the effort that @Crimson9 has taken to develop this mod and maintain it for all of us FOR FREE. As you report issues, remember that mod authors (mostly) don't work for Paradox and are players just like the rest of us, except they've taken the time, energy, and effort to create something to enhance their game and share it us without compensation. A little gratitude for their work never hurts.)
Other times, they do get other traits, but it's annoying when traits that aren't in the gene pool pop up.
Now, if I had negative traits, I would 100% expect them to be added to the gene pool and my kids have poor genes, but this simply isn't the case.
Hmm, well alas thats the problem with trait mods. If Paradox adds a new trait, all the new traits get messed up. Because traits are stored in the save game as numbers, pointing to the number of the trait in a list. If a new trait gets added everything goes down by one.
I dont know why everyone would have dim.
I believe you could solve it by just getting rid of the new traits. The other traits shouldn't be affected.
Future games shouldn't be affected either.
of course, SIr, you know better.
Primo - and most important - everything works, Sir! Please accept my humble apology for disturbance.
Secundo - I found out the source of "non-manifestation" of the trait!
Considering Your words in mod's description - "NOTE: IF YOU DO NOT LIKE THE NEW TRAITS: Download the drop box version for the first time, and then remove the common / traits / newtraits.txt file " - I tried Your mod first time with removing this file. As a result, when the script came to the percentage distribution, and in the case when Your new traits were dropped, my poor little daughters - instead of at least bright (or, in other cases, homely) - recived only whole lot of nothing.
(Accordingly, for using Your mod without Your new traits, It needs to rewrite something in the genetics event file.)
Thank You again for Your help, Sir.
Is the child dim, slow, or imbecile?
Search for 'bright' in the character selector. Do any kids have the trait?
double check if the child has INT_AA, INT_BB, INT_CC.
Other than that, I can't see why it wouldn't work. Perhaps an image might help.
However, it is NOT possible to have AABBCC and NO intelligence trait, unless they lost quick through education.
Since the child was only born and did not study yet, it is not clear why he does not have a trait.
I will try a few more times, perhaps this is a random failure of the script - it happens ...
Well... ALMOST. 30% for genius, 50% for quick, 20% for bright. So 100% chance to get one of them...
However... There is a very small chance for a genetic mutation (about 1%.)
If you want to know how it works in detail. The improved genetics system replaces 90% of the vanilla system. However, for randomness purposes I do keep the 'birth chance' of the base game active to a lesser degree. This is a random chance to get a trait and it works BEFORE my system. So you could have intAABBCC, but due to a genetic mutation (random chance) be an idiot. This is very rare though.
This is intentional to add just a tiny bit of randomness.
However, it is NOT possible to have AABBCC and NO intelligence trait, unless they lost quick through education.
Ok, Forgive me for not understanding you earlier.
So, If I comprehend you correctly, if the child has int AA, int BB, int CC, this child MUST has genius, or quick, or bright without fail?
Set Alleles to 0. Set int AA, int BB, int CC. Alleles = 6. Set Genius. End.
Set alleles to 0. Set attr Aa, attr bb, attr cc, alleles = 1. Set ugly. End.
Set alleles to 0. Set str Aa, str Bb, Str Cc. Alleles = 3. Set nothing. End.
You see alleles 3. But that doesnt mean it was 3 when intelligence traits were calculated.
It doesnt.
This is the way it works:
create intelligence alleles for the baby
lets say int AA, int Bb, int CC
create the allele variable, set it to 0
Add 2 for AA, 1 for Bb, 2 for CC.
The allele variable is now 5.
Set the INTELLIGENCE traits associated with 5 alleles to the baby. That is, 10% chance for genius, 30% for quick, 40% for bright.
END intelligence group, set alleles variable to 0.
Next group is then entirely independent.
The alleles variable is reused. What i was saying is that you are seeing 3 alleles for the LAST group that the allele variable is used in. It does NOT mean that the intelligence alleles add up to 3. Whatever the intelligence alleles added up to was used and then the variable was reset.
With all due respect, how can intelligence be affected by, let's say, appearance? However, your mod, your rules...
Is there any optimal variant for the traits in the game to be inherited logically and not chaotically - as you did - but still independently of each other? Probably add a separate alleles value for each feature?
"in order to get the trait of intelligence, there must be alleles value = 6"
Not true. You can get genius with 5 or 6. And quick with 4, 5 or 6.
"but since the generations of values from other genes overwrites it, the “6” is not formed at all"
it doesnt overwrite it. The alleles for intelligence are calculated, the relevant genes are assigned, and then the alleles variable is reset for the next trait group. This allows me to not clutter the game files with too many variables.
If she has AABBCC, her alleles variable was set to 6. It probably became 3 for another trait group. Once it is set to 6, she has a 30% chance of genius, 50% chance of quick, and 20% chance of bright (or something like that.) So in all likelihood, you should have seen her get one of those traits if her alleles for INTELLIGENCE are AABBCC (intAA, intBB, intCC)
But there is no separate variation for each individual trait (only); as a result, (AA = 2) + (BB = 2) + (CC = 2) should be given 6, but since the generations of values from other genes overwrites it, the “6” is not formed at all. And therefore, my daughter with AABBCC, by a strange (but explainable above circumstance), has neither genius nor quick (alleles=3.000). So it was intended?
Luckily I always make save before my children born, so the quick test is possible.
If you want to check that the mod is working, and you have the console enabled, you can use charinfo to check any child and the parent of any child that was born *after* the mod was installed.
If you don't see anything listed for the alleles, post back.
I started the new game, then save and open file - no one character had your mod's genetic flags. Although, in accordance with start events, all new created characters should receive this flags. What's wrong?
Not right now. But I will be adding the initialization event from the HIP version to the dropbox vanilla version.
To answer your other question, yes all the genetic info is observable on the charinfo screen, provided your resolution is high as there is a lot of info there.
Cancer being genetic seems to be one of the old wives tales that CK2 communities have developed lol. There is nothing in the code that I can see which suggests cancer is remotely genetic.
I thought cancer was genetic as certain dynasties seem to be plagued by it. Additionally, if one of the parents has cancer when the child is concieved, the child seems to get cancer later in life. Or maybe i'm just unlucky :P
well thanks for the quick response and im glad its not too complex
It adds depth. But err.. its not TOO complex. Cancer is not genetic. No trait that is not a congenital trait in the base game is congenital here.
I may change that in the future.
Height is determined by the polygene model. So if one character is short and the other is tall, in all likelihood their child will be medium height.
Incest still gives the inbred trait. It ALSO increases susceptibility to hunchback. So... its twice as bad. I feel like the inbred trait is stupid but I can't really get rid of it as many events use it so... Whatever. But yes, incest in this mod makes your genes tend towards homozygous genes. These can be either dominant or recessive, so yeah you could have successful eugenics experiments here, but in all likelihood you will have a few recessive pairings in one of the birth defect traits.
Sorry for so many questions, I think this adds a lot more depth to the eugenics of this game that definitely works and doesnt leave your kids inbred.
Well.. the system actually allows for random mutation. Like, in the base game there is a chance you will get a trait without actually having any genes for it. So I've left that in place (though i toned it down.) So even if neither of your parents have ANY dwarfism gene, you could become a dwarf. The PROBLEM with that system is that you wont have the dwarf gene even though you aren't a dwarf... so its not a a real mutation and your children wont take the dwarf gene.
That said... this is a pretty easy fix. Since they get the mutations before the genes, I can just override the gene assignment and give them mutated genes. But I am planning on implementing it in 'improved genetics advanced' where I'm also adding more alleles.
Right now this mod is... mostly finished I think. I don't have access to edit it any way. So All these new ideas have to go into the new mod, unless Steam stops being stupid.