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    Icon4 AGENTS in SSHIP 0.98

    AGENTS in the SSHIP




    Below - description of 0.97 version, to be updated when we have spare minute, sorry.

    Agents
    Princesses - due to the Noble Lady script, their number is significantly higher in the game. The script gives each faction a princess (on average) every 30 turns, starting after turn 60. As a result, it is much easier to meet a potential spouse for your Faction Heir and get a foreign blood (and alliance, and better traits for children of FH/FL) through diplomatic deals. As a last resort you may also marry your FH/FL to the Noble Lady that is given to your faction (they're not relatives; some ladies can have 5-6 charm that will profit in the traits of the husband and his children). This feature existed in the SSHIP 096, but now it has been fixed (no more Princess spawn, and Princess without names or without charm). Note that this mechanism is an alternative to the Royal Ladies of the Court submod available for the SS6.4. The traits of the Princesses are as they were in the SSHIP 092 and should be reviewed in the future.
    Spoiler Alert, click show to read: 

    Merchants - their number is significantly lower in the game while their profitability is much higher. You will have just one or two at the beginning of the game, and only a few during much of the game. Only capitals, cities with the relevant guilds (merchants, explorers) and cities with higher levels of trade buildings will increase this number. Ownership of cities certain regions (Flanders, Northern Italy) will add one, making some faction more merchant-heavy than the others. See the discussion on the reasons for such changes here. The share of income from the merchants in your total income should be higher though, because (1) each merchant (or rather each 1-finance attribute) provides much more income than before, and (2) because there are many double-resource spots on the map. Given that there are more resources on the map, the hostile acquisitions should be rarer. The traits of the merchants are as they were in the SSHIP 092 and may be reviewed in the future.
    Spoiler Alert, click show to read: 
    Difficulty level: VH.

    Priests - their number is lower in the game, although not as low as that of the merchants. The number increases by one with (1) each church in a capital (i.e. the faction initial capital and with any other faction's capital that would be conquered. Note that it doesn't change with the change of capital during the game) starting from the town level; (2) each temple in the minor city or higher (unless it is a capital - in this case no change to the number), (3) any huge cathedral; (3) if the FL has the "strictly_religious" policy (trait), the limit for each church building is increased by 1 (ie. 2 instead of 1, or 3 instead of 2); (4) a Theologians guild building (but only after certain historical events, read the pop-out windows to learn when). Note that the priests are not recruitable from the guilds, only from churches. The AI has access to more priests than the player and thus it is likely to present a challenge (the AI is quite good at sending priest abroad to make the players life difficult). The availability of the pagan priests is the same as it was for the small settlements (basically, one per settlement if a temple is built) but will not increase with the increase of the size of settlements. The traits of the priests had been updated already for the SSHIP 096.

    Diplomats - their number is significantly lower in the game. It increases with every (1) administrative building in a capital (ie. provinces with hidden resource capital: if the faction conquers another faction capital, it will have access to one more diplomat); (2) Explorers or Theologian Guild; (3) University. Their traits had been updated already for the SSHIP 096.

    Spies and assassins - their numbers are as they were in the SSHIP 092 or even SS6.4. It is to be decided in the future how to limit their numbers, perhaps for version 098. Their traits had been updated already for the SSHIP 096.

    Witches, heretics, inquisitors - their numbers are as they were in the SSHIP 092 or even SS6.4. Their traits had been updated already for the SSHIP 096. (to recall: both Heretics and Witches convert to the heretic religion (ie that of the rebel faction), but the Heretics effect directly only priests while the Witches effect only Family members (ie. those staying too close could get some bad traits).
    Last edited by Jurand of Cracow; March 15, 2024 at 02:04 AM.

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