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Thread: A new trait for the admirals

  1. #1
    Jurand of Cracow's Avatar History and gameplay!
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    Default A new trait for the admirals

    After one year break in modding the traits, I've come back to the EDCT and added one trait for the admirals. It actually limits the initial range of the ships, but it can be adjusted if found to be too restrictive.

    Descriptions:
    Code:
    {Admiral_maritime_technical_progress1_desc}This admiral uses only stars to navigate his ships.
    {Admiral_maritime_technical_progress1_effects_desc}Regular movement range
    {Admiral_maritime_technical_progress1}Uses stars to navigate
    {Admiral_maritime_technical_progress2_desc}This admiral uses maps to navigate his ships.
    {Admiral_maritime_technical_progress2_effects_desc}Slightly increased movement range
    {Admiral_maritime_technical_progress2}Uses maps to navigate
    {Admiral_maritime_technical_progress3_desc}This admiral uses compass and maps to navigate his ships.
    {Admiral_maritime_technical_progress3_effects_desc}Increased movement range
    {Admiral_maritime_technical_progress4}Uses compass and maps to navigate
    {Admiral_maritime_technical_progress4_desc}This admiral uses compass and maps to navigate his ships and has a good understanding about the geographical context of any voyage.
    {Admiral_maritime_technical_progress4_effects_desc}Increased movement range
    {Admiral_maritime_technical_progress4}Has a broad nautical knowledge.
    Definition
    Code:
    ;------------------------------------------
    ; the purpose of this trait is to represent the technological progress over time:
    ; in the later Middle Ages the ships could have longer ranges
    
    
    Trait Admiral_maritime_technical_progress
     Characters admiral
       
     Level Admiral_maritime_technical_progress1
       Description Admiral_maritime_technical_progress1_desc
       EffectsDescription Admiral_maritime_technical_progress1_effects_desc
       Threshold 1 
    
    
       Effect MovementPoints -7
    
    
     Level Admiral_maritime_technical_progress2				; ME, GR from the beginning; SE, NE after event SEA1_USE_OF_MAPS; EE after HANSEATIC_LEAGUE
       Description Admiral_maritime_technical_progress2_desc
       EffectsDescription Admiral_maritime_technical_progress2_effects_desc
       Threshold 2
    
    
       Effect MovementPoints -5
    
    
     Level Admiral_maritime_technical_progress3				; all after event first_magnetic_compass
       Description Admiral_maritime_technical_progress2_desc
       EffectsDescription Admiral_maritime_technical_progress2_effects_desc
       Threshold 3
    
    
       Effect MovementPoints -3
    
    
     Level Admiral_maritime_technical_progress4				; NE, SE after MARCO / ME after BATTUTA
       Description Admiral_maritime_technical_progress2_desc
       EffectsDescription Admiral_maritime_technical_progress2_effects_desc
       Threshold 3
    
    
       Effect MovementPoints -1
    Triggers:
    Code:
    ;========================================================
    ;-------- Admiral's Movement Depending on Technology
    ; mind that GR, EE, mongol factions do not have triggers for the highest level; cumans also not for the last-but-one
    
    
    ;-------------------------------------------- 0->1	must include this trigger because otherwise spawned admirals would have a very long range
    Trigger Admiral_MTP_Spawned
     WhenToTest CharacterTurnStart
    
    
     Condition AgentType = admiral
           and FactionIsLocal 
           and Trait Admiral_maritime_technical_progress < 1 
    	   
     Affects Admiral_maritime_technical_progress 1 Chance 100
    
    
    ;-------------------------------------------- 0->1	initial malus to movement
    Trigger Admiral_MTP_Born_Initial
     WhenToTest AgentCreated
    
    
     Condition AgentType = admiral
           and FactionIsLocal
    	   
     Affects Admiral_maritime_technical_progress 1 Chance 100
    
    
    ;-------------------------------------------- 1->2	initially the Greeks and Muslims knew the maps
    Trigger Admiral_MTP_Born_with_Maps_GRME
     WhenToTest AgentCreated
    
    
     Condition AgentType = admiral
           and FactionIsLocal	   
    	   and not CultureType northern_european
    	   and not CultureType eastern_european
    	   and not CultureType southern_european
    	   
     Affects Admiral_maritime_technical_progress 1 Chance 100
    
    
    ;-------------------------------------------- 1->2	SE, NE learned the maps during crusades (turn 32)
    Trigger Admiral_MTP_Born_with_Maps_SE
     WhenToTest AgentCreated
    
    
     Condition AgentType = admiral
           and FactionIsLocal 
           and I_EventCounter SEA1_USE_OF_MAPS > 0
    	   and not CultureType greek
    	   and not CultureType eastern_european
    	   and not CultureType middle_eastern
    	   
     Affects Admiral_maritime_technical_progress 1 Chance 100
     
    ;-------------------------------------------- 2->3, 1->2	compass came from China to both Muslims and Christians (turn 100) - for EE it's about maps
    Trigger Admiral_MTP_Born_with_Compass
     WhenToTest AgentCreated
    
    
     Condition AgentType = admiral
           and FactionIsLocal 
           and I_EventCounter first_magnetic_compass > 0
    	   and not CultureType eastern_european
    	   
     Affects Admiral_maritime_technical_progress 1 Chance 100
    
    
    ;-------------------------------------------- 3->4	 SE knowledge from Marco Polo voyage (turn 290)
    Trigger Admiral_MTP_Born_with_GeographicaKnowlege_SE
     WhenToTest AgentCreated
    
    
     Condition AgentType = admiral
           and FactionIsLocal 
           and I_EventCounter marco > 0
    	   and CultureType southern_european
    	   
     Affects Admiral_maritime_technical_progress 1 Chance 100
    
    
    ;-------------------------------------------- 3->4, 2->3	NE knowledge of geography from Hansa(turn 330), while for EE is the use of maps
    Trigger Admiral_MTP_Born_with_with_GeographicaKnowlege_NE
     WhenToTest AgentCreated
    
    
     Condition AgentType = admiral
           and FactionIsLocal 
           and I_EventCounter HANSEATIC_COG > 0
    	   and not CultureType greek
    	   and not CultureType southern_european
    	   and not CultureType middle_eastern
    	   and not CharFactionType cumans
    
    
     Affects Admiral_maritime_technical_progress 1 Chance 100
    
    
    ;-------------------------------------------- 3->4	 knowledge from (Ibn Battuta voyage (turn 440)
    Trigger Admiral_MTP_Born_with_with_GeographicaKnowlege_ME
     WhenToTest AgentCreated
    
    
     Condition AgentType = admiral
           and FactionIsLocal 
           and I_EventCounter battuta > 0
    	   and CultureType middle_eastern
    	   and not CharFactionType mongols
    	   
     Affects Admiral_maritime_technical_progress 1 Chance 100
    Maritime events:
    Code:
    {MARITIME__EVENTS_SECTION_BODY}----------------------------------------------------------------------------------------------------------------
    {MARITIME__EVENTS_SECTION_TITLE} Technical line for easier editing of the section      MARITIME EVENTS
    
    
    {ROLES_D_OLERON_BODY}\nThe first legal act in the Latin West introducing formal rules into the maritime sphere were the Rôles d'Oléron. They were promulgated by Eleanor of Aquitaine in ca. 1160, after her return from the second crusade. They were based upon the ancient Lex Rhodia, which had governed Mediterranean commerce since the first century BC. These were subsequently adopted by the Eastern Roman Empire as "Nomos Rhodion nautikos", and by the Latins in Levant as the Maritime Assizes of the Kingdom of Jerusalem. In France, they were named for the island of Oléron since the island was the site of the maritime court.\n\nGAME STRATEGY: ports of the North European factions provide now more trade income.
    {ROLES_D_OLERON_TITLE}Rôles d'Oléron
    
    
    {FIRST_RUDDER_BODY}\n\nArabic sailors have successfully adopted an old seafaring trick from the Far East, using a plate of wood called a 'rudder' at the rear of a ship to change its path through the water. \n\nSome outlandish notions are being raised by some of the more eccentric military strategists that suggest that wars will one day be waged at sea, and that the rudder is a vital step toward their vision being realised.\n\nGAME STRATEGY: ports of the Muslim factions provide now more trade income.
    {FIRST_RUDDER_TITLE}Seafaring Innovation
    
    
    {SEA1_USE_OF_MAPS_BODY}\n\nFor the bigger part of the Middle Ages the practical use of maps was very limited. However, it is widely thought that the maps were already in use during the time of crusades to the Holy Land in 12-13th century. This knowledge would have already been known to the Muslims and the Byzantines before. Admitedly, the first information a use of a maritime map (a portolana chart) is related to only the 8th crusade of the Louis VII, King of France, in 1271.\n\nGAME STRATEGY: The ships of Mediterranean factions will have an increased range.
    {SEA1_USE_OF_MAPS_TITLE}Use of maritime maps
    
    
    {CARTA_PISANA_BODY}The Carta Pisana, found in Pisa and believed to have been made near the end of the 13th century, is a map of the coasts of the Mediterranean, the Black Sea, and the Northern Atlantic. It is the oldest surviving nautical chart (that is, not simply a map, but a document showing accurate navigational directions). The Carta Pisana is what is known as a "portolan chart", as it includes detailed surveys of the coasts, and many ports, but bears no indication of the topography or toponymy inland.\n\nFor the bigger part of the Middle Ages the practical use of maps is thought to be very limited. The first information of practical use of a portolana chart is related to the 8th crusade in 1271.\n\nGAME STRATEGY: The ports for the South European factions will provide more trade benefits.
    {CARTA_PISANA_TITLE}Portolana Charts
    
    {HANSEATIC__EVENTS_SECTION_BODY}----------------------------------------------------------------------------------------------------------------
    {HANSEATIC__EVENTS_SECTION_TITLE} Technical line for easier editing of the section             HANSEATIC EVENTS
    
    
    {HANSEATIC_LEAGUE_BODY}\n\nGerman, Saxon, and Slavic merchants from the recently founded cities in Northern Germany and the Baltic region are known for peddling goods from the east (as far as Novgorod) and west (to Cologne and other cities on the Rhein, and even to London). However, trading in these times is a dangerous and risky business, and the only way for merchants to protect themselves is by traveling together. This banding together on the road has led some to consider alliances for when they are at home as well. \n\nGAME STRATEGY: From now on, towns in the Baltic and North Sea regions that historically had trade links to the Slavic and Finnic world in the East, can build an establishment "Baltic Trade". It initially provides some trade benefits but will be complemented with the growth bonus after the event related to the German settlers movement into central Europe (the Ostsiedlung). This building will thus add to the trade income of the faction but also will help those usually agriculturaly weak provinces to increase the number of their citizens.
    {HANSEATIC_LEAGUE_TITLE}Hanseatic League
    
    
    {HANSEATIC_LEAGUE_EXPANDS_BODY}\n\nIn 1241, Lübeck, which had access to the Baltic and North Seas' fishing grounds, formed an alliance with Hamburg, another trading city, that controlled access to salt-trade routes from Lüneburg. The allied cities gained control over most of the salt-fish trade, especially the Scania Market. Cologne then joined them in the Diet of 1260. In 1266, Henry III of England granted the Lübeck and Hamburg Hansa a charter for operations in England, and the Cologne Hansa joined them in 1282 to form the most powerful Hanseatic colony in London. \n\nGAME STRATEGY: Hanseatic buildings will provide more trade bonuses. The recruitment of units will also improve, either through access to new units, or through faster regeneration of the recruitment pools.
    {HANSEATIC_LEAGUE_EXPANDS_TITLE}Hanseatic cities intensify cooperation
    
    
    {HANSEATIC_LUBECK_BODY}\n\nIn 13th century, the merchants from Lübeck who had access to the Baltic and North Seas' fishing grounds and also controlled access to salt-trade routes from Lüneburg, had gained the ascendancy in the Baltic trade. \n\nGAME STRATEGY: A unique building, the Holsteintor, can be now build in Lübeck. This, in turn, will allow for new buildings for the Hanseatic cities. The recruitment of units will also improve.
    {HANSEATIC_LUBECK_TITLE}Lübeck Ascendancy
    
    
    {HANSEATIC_WARS_BODY}\n\nIn the second part of 13th century, Lübeck and other Hanseatic cities started waging common wars. The strategies were being agreed at the Hanseatic Diets. The growing power of the merchants allowed them to negotiate lucrative deals with the far-away rulers. In particular, in 1266, Henry III of England granted the Lübeck and Hamburg Hansa a charter for operations in England, and the Cologne Hansa joined them in 1282 to form the most powerful Hanseatic colony in London. \n\nGAME STRATEGY: Four Hanseatic Kontors is available to be built in the special cities. The recruitment of units will improve, either through access to new units, or through faster regeneration of the recruitment pools.
    {HANSEATIC_WARS_TITLE}The Trade Wars of the Hanseatic League
    
    
    {HANSEATIC_COG_BODY}A cog (in German: die Kogge) is a type of ship that first appeared in the 10th century, and was widely used from around the 12th century on. It is clinker-built, generally of oak. These vessels were fitted with a single mast and a square-rigged single sail. They were mostly associated with seagoing trade in north-west medieval Europe, especially the Hanseatic League. Typical seagoing cogs ranged from about 15 to 25 meters in length, with a beam of 5 to 8 meters and were 30–200 tons burthen.\n\nIn 13th century cogs would be decked, and larger vessels would be fitted with a stern castle, to afford more cargo space by keeping the crew and tiller up, out of the way; and to give the helmsman a better view. Also a number of smaller innovations took place what enabled faster and safer travel. \n\nGAME STRATEGY: Ports will provide more trade income for the East European factions. Trade benefits from the Hanseatic buildings will also increase. Setting up of a domination by Lübeck (ie building Holsteintor) is enabled and after it's build a number of further Hanseatic buildings will be available for construction. The ships of the factions from the Northern Europe will have an increased range.
    {HANSEATIC_COG_TITLE}Die Kogge
    
    
    {HANSEATIC_CONFEDERATION_OF_COLOGNE_BODY}\n\nThe Confederation of Cologne was a medieval military alliance against Denmark signed in 1367 by cities of the Hanseatic League in Cologne. The Treaty regulated the financial aspects of the war and how many ships and crew the participating seagoing cities had to send. \n\nGAME STRATEGY: Hanseatic Guild buildings will provide more growth and trade bonuses. The recruitment of units will improve, either through access to new units, or through faster regeneration of the recruitment pools.
    {HANSEATIC_CONFEDERATION_OF_COLOGNE_TITLE}Confederation of Cologne
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
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    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A new trait for the admirals

    You do know that this will prevent the player from merging fleets? Unless he is aware of it and parks his fleet in port until he has accumulated enough ships through recruitment.










  3. #3

    Default Re: A new trait for the admirals

    I honestly don't see merging fleets as a big issue. The player can always move the fleets between admirals, only needs to keep at least one unit in the admiral. Once I even had an admiral that had 1 ship

  4. #4
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A new trait for the admirals

    Quote Originally Posted by Gigantus View Post
    You do know that this will prevent the player from merging fleets? Unless he is aware of it and parks his fleet in port until he has accumulated enough ships through recruitment.
    You mean, Gig, that any trait acquired by an admiral prevents from it, right? It is very unlikely that an admiral wouldn't have at least one initial trait, so this one doesn't make any change.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A new trait for the admirals

    The default traits for admirals avoid AgentCreated triggers for this very reason afaik: to allow the merging into larger fleets. Nothing more frustrating then to take 10 turns to build a mid size fleet (because you have to recruit in the same port while idling the fleet there) when you have 10 ports and could do it in two turns (one to recruit, one to merge).

    Seeing that the AI apparently doesn't get the movement handicap nor the merging one that should make for interesting port sieges.










  6. #6
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A new trait for the admirals

    yeah... As said, there're already other traits that are given at the creation of "an agent" so this one doesn't make much difference.
    Now the question is whether to re-do the whole system, scrapping the initial traits, and base the game only on later-acquired (perhaps through certain actions) traits.
    I understand that even a hidden trait is not allowed so it should be brutal.
    The alternative is to have all those traits and urge the player to build ships only if the main fleet is in that port.
    One question is about historicity - which of the two solutions (virtually no initial traits but possibility to merge fleets vs. acquired traits) is more plausible to depict historical situation?
    The other question is about the AI - does it merge fleets?

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: A new trait for the admirals

    I do remember fighting multiple unit AI fleets, most notably pirates. The latter being in greater number by default as their appearance depends solely on their spawn rate (descr_strat). For the regular factions ship recruiting is on a low priority (default, else EDU settting), hence only smaller fleets occur - unless they have the 'prefers naval invasion' setting which ups the priority.
    Historicity - it's unlikely a fresh fleet commander will have any sailor\command related traits from scratch. 'Artificial' traits like the triggers based on events has nothing to do with traits per se, those are equipment\resource based but unfortunately cannot be simulated otherwise.
    The ideal approach for that would be to have a cool down period, eg a 'turns since created' condition, but that may prove very convoluted to implement, if not impossible.

    Edit: Maybe a base (hidden) trait with a low to medium probability of obtaining which then forms the base condition for all other traits? The trigger would test every turn (CharacterTurnEnd, AgentType admiral), so for example a 'chance 8' probability would see the trait being acquired within 12 turns at an average, enough time to merge into a fleet.
    Last edited by Gigantus; August 07, 2021 at 12:56 AM.










  8. #8
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: A new trait for the admirals

    Pirates - yes, this is easy.

    Regular - I don't expect the AI waits in a port for a new ship to be produced and added to the fleet, so the question is only about merging...

    Historicity - I think one may expect that a new fleet commander has plenty of traits because he's not an accidental soldier but chosen upon his qualities and experience. Even if he'd come from nobility (well, I think it was the case of the following centuries not the Middle Ages, recall Master and Commander series), commanding a ship/fleet would come only after some career. No ruler gives a most advanced object in human civilization and very expensive in the hands of nobody (unless it's his son ;-)

    Cool down period - yes, it's why I'm asking about hidden traits. I expect that if an admiral gets even one point in anything, this prevents from merging the fleets.

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