

The main downside to this strategy is that you might lose positive traits you gain through events (e.g. When you have more than 5-6 personality traits, each one has a separate MTTH to disappear. Most lifestyle traits are pegged at 10, while Indian religious branches and homosexuality are free. Event effects, including events to lose the trait or gain its opposite, do not affect the cost. Congenital traits, most of which have a 15% chance to be passed to children, do not have a multiplier. 0.25x for a specific religion group (definitely take Sayyid if Muslim!)Ĭombat modifiers, for when you personally lead an army:.0.5x for dynasty opinion (note that you don't have much of a dynasty).0.5x for opposite trait opinion ( your opinion of other characters, which is silly).0.5x for sex appeal opinion (very useful for young women.).Trait with opinion modifiers have oddly unbalanced point values: 5 points for 10% increased demesne income (greedy trait).Added in Patch 2.8.X.The age cost per point of each attribute is defined in a, and these are totaled for a given trait.Īttributes from traits have the same cost as base attributes: The chance that an emblem will be used at all by the AI (default value is 50). How many emblems the AI is allowed to use at most (default value is 1).Īlso ensures only templates with at most this many slots get used by the AI.

The number of colors that can be used for drawing this pattern. This may be different from the X count multiplied by the Y count. The total number of patterns in the texture. The number of patterns on the X and Y axes. Each pattern texture typically contains multiple individual pattens. The texture tag defines the patterns used when drawing a Coat of Arms. The textures tag defines the pattern textures in a group of texture tags. If religion group has has_coa_on_barony_only = no There are various systems used to determine the shield of a CoA
