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๐Ÿ‘‘ Family Head Selection

d1000 random roll5 trait modifiers18 disqualifying traits

When a family needs a new head โ€” its old one died, became leader, took a religion's mantle, or got locked up โ€” the game does not simply crown the eldest. The selection has a strict order, and only the final fallback is random. Transcribed from Player.updateFamilyHead and Character.canHeadFamily in the game source; numbers from trait.xml and globalsInt.xml.

The selection order

  1. The sitting head keeps the job for as long as they remain eligible. There is no re-election โ€” a head is only replaced when something disqualifies them (death, becoming leader, religion headship, imprisonment, exileโ€ฆ).
  2. Royal succession claims it first. The game walks your dynastic line of succession (in succession order, honoring your succession law's gender rules); the first person in it who belongs to the family and is eligible becomes head โ€” ahead of every ordinary family member.
  3. Otherwise it's a weighted random roll among all eligible members. Each rolls 1โ€“1000, then adds:
    • +400 if older than 30
    • +200 if seated on the Council
    • +200 if holding a job (governor, general, agent, โ€ฆ)
    โ€ฆand the total is scaled by trait modifiers. Highest total wins.

Trait modifiers

Applied as a percentage to the character's final total in step 3 โ€” schemers and the ambitious push their way to the front.

TraitSelection weight
Power Hungry +30%
Affable +10%
Corrupt +10%
Cunning +10%
Schemer (archetype) +10%

Who is eligible

From Character.canHeadFamily โ€” every check must pass:

Disqualifying traits (18)
Abandoned To The ElementsAmong A TribeClergy BuddhismClergy ChristianClergy HinduismClergy JewishClergy ManichaeanClergy ZoroastrianDeserterExiledExiled LeaderFugitiveImprisonedImprisoned LeaderManichaean FounderMissingThe Quiet LifeUnder Asylum

Mechanic transcribed from Player.updateFamilyHead and Character.canHeadFamily in the game source; the age preference (FAMILY_HEAD_PREFERRED_MIN_AGE), trait weights (iFamilyHeadModifier) and disqualifying traits (bNoFamilyHead) are read from the game's XML each patch. Both source functions are hash-watched, so a patch that changes the weights trips this site's drift alarm. See also Families.