Less Old Wives - AI Men Marry Younger Fertile Women

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DESCRIPTION
Less Old Wives - AI Men Marry Younger Fertile Women
Imposes marriage opinion penalties and hard nerfs on older and infertile women. The AI will no longer marry their teenage heirs to 60 year old grannies. Fertility and age become top matchmaking criteria and the AI will search wider and deeper on the map for the right young woman to bear their legitimate children in the longest reproductive window.

Make marriage about procreation again. Turn the map into a sea of AI families and children; where once cougars prowled, spinsters jumped their looms, and gingerbread housed witches snatched heirs into candy cane cages, now you will have a game world full of productive families, fertility, children, and heirs for heirs.

Strategy
The maximum age difference when betrothing sons to adult women is reduced to 12 years. If you matchmake your daughters and other female courtiers before they turn 30 you will avoid age opinion penalties. Landed female rulers have longer, opinion penalties don't apply to them until they turn 36.

If you are an old forlorn lady who isn't cut out for the life of a mourning widow, and would rather a companionship marriage for alliances and stats buffs, then befriend or seduce the potential husband first to overcome the infertile opinion penalties.

Limitations
The AI will still occasionally marry young men to older women, although at much much reduced rates, through the marry own courtiers path that avoids the marriage opinion checks. A fix for this last loophole should come in a future update.

Female rulers can avoid the infertility opinion penalty by marrying friends and lovers, or making lovers and friends of those she wants to marry.

The impact of the mod will take fuller effect after a generation or two. On both game start dates there aren't as many young women compared to how many come into being through births during gameplay. For the first generation AI men will marry slightly older women on average than they will through the rest of your game, although almost all granny marriages will be avoided.

Works Well With:
More Babies For Counts & Dukes

Counts and Dukes, and their unlanded children, will now have more babies. In a time of death by combat, disease, and maternal mortality, lineages at the feudal foundations will no longer be hamstrung by fertility nerfs. More babies means more future wives.

See Also:
Fervour Inversion - Winning Holy Wars Increases Fervour

Inverts how vanilla awards fervour in Holy Wars. Vanilla counterintuitively decreases fervour for winning a Holy War and increases fervour for the losing side, causing Catholic Europe to collapse to minimum fervour and heresies because it wins wars. Victorious faiths are no longer punished with doubt and heterodoxy for being successful in battle. Faith is now justified by trial of combat, victory in Holy Wars increases fervour, faith and cohesion, while defeat now decreases it.

Also includes a fix to stop Crusade realms succumbing to immediate and cycling peasant liberation revolts by giving each county a +50 "Locals Pacified" opinion modifier for 25 years to represent the deep pacification, profound change, and generational enthusiasm of a victorious great holy war and protects crusade realms during their infant stages.

Pacification Speeds Conversion

Extends the benefits of pacification to religion and culture conversion as a defeated people look to new gods and masters. Chancellors and Court Chaplins now convert counties with double their base skill. With the Fervour Inversion mod active this increases to triple their base skill post-crusade.

Less Sinful Priest Scandals - With Less Fervour Loss

Fixes the other major cause of fervour loss to large religions by increasing the number of sinful traits needed to trigger the sinful priest scandal event from 1 to 2, plus no virtuous traits, extends the cooldown timer from 4 to 12.5 years, and halves the fervour loss each time to -5. It no longer overtriggers fervour loss just because large religions have lots of priests.

Fervour Midpoint Rebalance - Fervor Tends Towards 50%

Fervour will tend towards a midpoint of 50%. Fervour will decay when above 50%, and will gain when below 50%. Gives fervour freedom of movement from starting and returning to a mid-point, will not get stuck at minimum or maximum and do nothing. Less fervour snowballing, less fervour collapse, less implausible stickiness at 100% fervour for small faiths, and less inexplicable stickiness at 25% for large faiths. Highly complimentary with Fervour Inversion mod and Less Sinful Priest Scandals.

Hagia Sophia & All Cathedrals Enabled For All Christians

Enables all Christians to use and build the Hagia Sophia, Cologne, and Canterbury Cathedrals, instead of the vanilla requirement that they must be a faith's Holy Site. Hamstrung no more, your Catholic Latin Empire can now celebrate Mass in the Hagia Sophia, and your resurgent Orthodox Roman Empire can now build and use Northern Europe's great holy buildings.

War Alerts - Customisable War Notifications

Set customisable notifications to alert you to wars declared by or against family, friends, lovers, house members, dynasts, vassals, neighbours, pinned characters, peasant revolts and more. Toggle alerts on and off by decision. Never again lose your landed heir to a peasant revolt you didn't notice besieging his holding until it was too late.

CHANGELOG
v1.17 - Released 2023-02-25
v1.15 - Released 2022-06-02
v1.8 - Released 2022-02-25
v1.7 - Released 2022-02-09
v1.6 - Released 2021-06-18
v1.5 - Released 2021-03-18
v1.4 - Released 2021-01-19
v1.3 - Released 2020-11-28
v1.2 - Released 2020-11-07
v1.1P - Released 2020-10-25

REQUIREMENTS

Crusader Kings III

Crusader Kings III

Full game


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