Crusader Kings III

Crusader Kings III

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A Promise of Blood: A Congenital Trait Rework
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11 月 22 日 上午 10:35
11 月 22 日 下午 2:01
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A Promise of Blood: A Congenital Trait Rework

描述
A Promise of Blood – For CK3 1.18+
The bloodline finally gets some range.

Vanilla congenital traits are fun, but they’re basically static stickers pretending to be genetics that lack any real depth. “Genius” turns you into a demigod, “Beautiful” is a nice social buff, and “Amazonian” mostly means fewer plague deaths and better vibes. There’s no nuance in how a character is smart, attractive, or strong. Traits shouldn’t just be adjectives, they should be trajectories that tell stories.

This mod splits each congenital trait into three developmental pathways that grow over time, shaped by education, environment, guardians, trauma, and whatever questionable "character building" you inflict on your heirs (like raising them in dungeons). Beauty emerges as Visage, Poise, and Magnetism. You're not ugly, just Beastly, Repulsive, or gloriously Ungainly. Intellect is not just being a superhuman that can do it all, but is instead equal parts Adaptability, Focus, and Memory. Genetics finally has texture.

What does it do?
A Promise of Blood gives all six main congenital traits three distinct pathways each (18 total), with scores from 0–100 that evolve from age 4 to 18. Pathways grant bonuses, maluses, flavor, and dynamically change trait names based on which path is dominant. A “Quick” child can become Inventive, Protean, Ingenious… or grow up to be a fragmented disaster if you let grandma raise them again.

It also introduces some balancing changes: all three positive congenital traits have been adjusted to be competitive with one another, so that Beauty and Physique can stand as complementary pillars to Intelligence. Likewise, all three negative traits have been rebalanced, with each pathway having two penalties and one bonus, so that there is at least a small silver lining to being a lumbering hulk of a monstrosity wearing a crown.

An optional rule allows AI characters to spawn with more congenital mixes, which are otherwise very rare, enabling things like “beautiful, strong, and incredibly stupid” nobles. Which honestly feels historically accurate.

This is designed to feel vanilla-friendly, not like an overhaul mod from a parallel universe written by a genetics PhD.

Why it matters
Because nature is messy and nurture keeps making it worse. These pathways let characters become who they are rather than spawning fully baked. It also gives players meaningful ways to shape heirs instead of speed-running superhumans via eugenics and praying to RNGesus.

Plus, you finally get answers to important questions like: “Why is my third son gorgeous, brilliant, and utterly useless?” Now you can point to charts.

Compatibility
Only the congenital traits have been overwritten. Should work with most mods unless they replace congenital traits outright.

Philosophy
This is a storytelling layer with light mechanical bite. It adds nuance to inheritance, reinforces roleplay, and keeps characters from feeling like stat blocks in pretty coats. The goal is depth, not min-max spreadsheets or accidental super-babies.

Pairs well with mods that lean into personality, lineage, and character agency.

My Other Synergistic Mods
  • A Court of Beasts and Crowns: Pathway progress will influence which animal archetypes a character can be assigned. For example, characters with high Visage are just a little more likely to become a Peacock, while high Brawn are more likely to become a Lion, etc.

  • A Culling of the Weak: Characters who gain congenital traits at birth have their traits hidden until 18, at which point a single event fires to give them their trait and pathway XP. This cuts down on all the events they would have otherwise received on each of their birthdays.

Anticipated FAQs
1. Does this tank performance?
No. Calculations happen on birthdays and game start.

2. Can I influence which path a child takes?
Yes, indirectly. Education and upbringing matter the most, with future plans to include other sources of influence like lifestyle, guardians, friends, culture, and trauma.

3. Is this save compatible?
Yep. It might take a full year for everything to get into order.

4. Are you going to include other congenital traits?
Honestly? Probably not.

5. Can I use parts of your mod in my own or make alterations for an alternative version?
Yes. The modding community is made stronger when we share and support one another's different visions and experiences.

6. Can I pick what my starting pathways are?
Yes. At the start of the game, the character interaction Reroll Congenital Pathways is available for any character that has a congenital trait. This allows you to select starting pathway progress for yourself, any family members, or other characters you want to modify. This interaction disappears after 1 year. This can be disabled via a game rule.

7. Any translations?
Yes, thanks to the generous mod authors who put in the time.



Interested in feeding my mod-95%-of-the-time-to-only-play-5%-of-the-time lifestyle trait?

☕ Buy Me a Coffee[www.buymeacoffee.com]

Much appreciated!
热门讨论 查看全部(1)
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11 月 26 日 上午 11:10
置顶: Mechanics and Design Decisions
Olympia
63 条留言
Tpouka 12 小时以前 
Good day, I have translated your mod into Russian
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3614072738
Crobi567 22 小时以前 
Is the trait path able to continue even If my character is an adult or is it kust when they're kids?
VecsonON 11 月 30 日 上午 6:04 
Hi, I wonder if you would be open to make few compatibility events or actions for improving existing/adding new congenital traits? I thought about making a compatch for my mod, but after closer look into your code-base I found that annoying to do without rewriting everything on my side.

Don't feel force to do it though, I just ask if you already had such idea or are willing to add it. I probably will make generalized compatch mod for other modders when I have time myself
۞ ۞ ۞۞ ۞۞۞ ۞Liz 11 月 30 日 上午 1:50 
可以适配中文就好了,中国玩家期待着
LeeFoster2 11 月 29 日 下午 10:29 
Is there no way to design a ruler with a set amount of xp for the trait? Sucks having my starting character all at 0 in traits.
Hruthes 11 月 29 日 下午 4:47 
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
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▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER ALL OF STEAM
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taxel 11 月 29 日 下午 2:20 
Seems like a really neat mod. Is it possible to still reliably get the traits to max level for your children like in vanilla?
Olympia  [作者] 11 月 29 日 下午 12:22 
@SomeRandomChris: It doesn't. Going to update that. Odds are, you have a Level 2 trait, even though it appears like a Level 3. So the decision requirements appear to be unmet (which, code wise, is technically true). In the next update, it'll have a specific XP requirement.
SomeRandomChris 11 月 29 日 下午 12:03 
Hi, I was just wondering how does this mod affects the "Strengthen Bloodline" decision? It doesn't seem to work for me.
Olympia  [作者] 11 月 29 日 上午 10:20 
@kwonth1000: XP is gained passively in both cases. Check out the discussion post for this mod to see the mechanical breakdown.

@the soldier: I'm assuming so. No one has said otherwise.

@Lamenest: I can try to do some AI translation. No way for me to ensure it's any good. But I don't know, people seem really concerned about AI around these parts. Might put someone out of a job or bring about judgement day.

@Schnattenkriegerin: Not sure what you mean?