The game simulates historic reality, and that reality was that marriage between nobles was mostly political and about consolidating land and power rather than about sex, love, or attraction although breeding was also intrinsic to marriage for the same reason. And none of the examples in the wikipedia article on historical same-sex unions concerned any of these. Marriage typically is about the sharing of finances, responsibilities, the raising and rights of children, etc.
The wikipedia article on historical same-sex unions mentions that some cultures had rituals around cementing homosexual relationships but those wouldn't be considered the same as marriage, they'd be more like any pre-sexual / pre-relationship rituals. In societies which had marriage (many had no such concept) homosexual marriage didn't make much sense. The main reason for marriage was to control sexual unions and the children who might result from them. Homosexual activity cannot result in biological children so there was really never any society that considered anything like homosexual marriage until our own. The latter is a new concept, the former was common in many cultures (notably Ancient Rome / Greece). The other reply confuses acceptance of homosexual activity with acceptance of homosexual marriage. You can see in these screenshots the visual tool it gives that allows you to group chunks of assembly together into functions and keep track of the linkages to codify the person's understanding as the process continues. The gold standard tool in the space is IDA Pro. You can see a very basic example of that in the article where the author is looking for references to an address so they can see which functions reference the string.
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This is very hard to directly get you head round, so 'decompilation tools' are then all assistants that help the manual process of understanding the structure of the program. We just perform the minimal processing to get the human readable form of the assembly instructions that make up the binary. Instead what we actually do is 'disassembly'. You could infer this based on your knowledge of how compilers usually work, and how developers usually develop but it's all guesswork. Function names are one things that's mentioned, but the very structure of the program (which functions are in which classes, etc.) is lost. No automated tool exists that allows you to do that - too much information is lost in the compilation process. That term implies that you can get your compiled binary and turn it back into C++. It's a very new library, so it shouldn't have 15 years of legacy cruft in it.Ĭalling it "decompilation" is misleading. But this is a recent development the only games so far that use Jomini are Imperator and CK3.
None of this is in the Clausewitz engine itself.įunny thing though, they actually did decide (relatively) recently to centralize a lot of basic GSG functionality in one place so they don't have to keep copying-and-pasting code.
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The reason why all Paradox games have so many things in common-a map-based UI, the scripting language, everything else that makes a GSG a GSG-is that game code gets copied and pasted from game to game as they start new projects. It just does what every other game engine does, none of the actual game mechanics are coded into the engine. It's actually a running joke on /r/paradoxplaza that every time you mention Clausewitz, Meneth (or one of the other developers) pops up to explain this. "The core engine" doesn't do what you think it does.