Originally Posted by
alpharomeo
Thanks for the link. The rules generally seems well organized, intricate, and detailed. I read only the taxman and corrupted trait closely. IMHO, the negative traits have too few conditions and positive ones got too many conditions. It biases the game towards bad generals. If staying in a big city can get a general corrupt, where are they supposed to stay? They have a home and family too, they can't be in the field forever. What if I need to guard a border city with several generals because my neighbor just keep walking in and out of my territory with a big stack?
Maybe you could use positive building effects in modifying traits. For example, if there is a big church in a city, a general can gain piety and moral fiber (so doesn't get corrupt). If there is a government building, he will gain administrative efficiency in tax and trade, just by learning on the job. Library can make him more educated and open, etc. This will balance out the negative effects of brothel, markets, and so on.
There're two kinds of bad traits:
- those happening if the player behaves badly (eg BadTaxman: if you extricate too much money making the populaltion unhappy/rioting)
- those happening if a settlement provides incentives to get nasty habits (eg. Embezzler with Coaching House in a big city).
From the gameplay persepective (forget for a while the „historicity” issue) the bias I was afraid of is that only good traits would appear in the game.
For the first kind of bad traits, the problem is: a player is actually unlikely to behave in bad way frequently. It’s usually just a decision: what is a risk to do it for once or twice. For instance, how many times a general would withdraw from battle without a fight? Once or twice in his life? The overal outcome would be: the trait would occur very, very rarely. And the higher levels would never appear. My solution is: lower the thresholds or make high probabilities. It’s why you’ve observed that they „have too few conditions”. It’s exactly intended to make those traits appearing in the game, not being just theoretical (cases of BadTaxman or Coward).
For the second kind, the problem is that the highest level settlments provide higher-tire buildings which in turn provide good traits very fast. Your request „you could use positive building effects in modifying traits” is actually already fulfilled – higher levels of baths, theaters, drill squares, armourers, siege works or religious buildings indeed provide good traits. It’s vanialla, and I’ll make overhaul while working on the traits.
However, these numerous triggers should not be without risk. To this end we have both corruption traits which negative by their nature. They're unwelcome "byproduct" of doing right things. For instance, the bigger city and the better buildings you'll have higher chances of getting good traits like GoodAdministrator, GoodTrader, GoodTaxman, but also higher risks for corruption. So they provide choice for a player: what do I build and what can I expect good and bad from it.
The outcome of the changes should be:
- if the player strives hard he can get good traits.
- but the generals will also have bad features of character.
Of course, if there’re mechanisms/triggers/conditions to get unreasonable number of bad (or good) traits, I’ll introduce changes.
And actually, the likehood of getting corrupt was dramatically lowered in my submod, if compared to vanilla
And concerning your suggestion for liberaries making them open, actually it's there for higher-level cities (library is a requirement for a univeristy)
Code:
;------------------------------------------
Trigger Xenophilia_Governing_University
WhenToTest CharacterTurnEndInSettlement
Condition IsGeneral
and RemainingMPPercentage > 99
and SettlementBuildingExists >= university
and not HasAncType Military
Affects Xenophilia 1 Chance 5
;------------------------------------------
Trigger Xenophilia_Governing_WithForeigners
WhenToTest CharacterTurnEndInSettlement
Condition IsGeneral
and RemainingMPPercentage > 99
and PopulationOwnReligion < 50
and not HasAncType Security
Affects Xenophilia 1 Chance 5
and concerning your suggestion for liberaries making them more educated, it's already there for many eductional buildings (actually, not only education, but many good traits):
Code:
;========== After School Administrative Education ===========
;--------------------------------------------
Trigger Western_Edu_university_old
WhenToTest CharacterTurnEnd
Condition IsGeneral
and CharacterReligion catholic
and EndedInSettlement
and RemainingMPPercentage = 100
and Trait Wantschool < 1
and CharacterAge < 50
and SettlementBuildingExists >= university
Affects Western_Edu 1 Chance 5
;--------------------------------------------
Trigger Western_Edu_HighEd_university
WhenToTest CharacterTurnEnd
Condition IsGeneral
and CharacterReligion catholic
and EndedInSettlement
and RemainingMPPercentage = 100
and Trait WantsHigherEd = 1
and Trait Wantschool < 1
and SettlementBuildingExists >= university
Affects Western_Edu 1 Chance 10
;--------------------------------------------
Trigger Western_Edu_HighEd_great_library
WhenToTest CharacterTurnEnd
Condition IsGeneral
and CharacterReligion catholic
and EndedInSettlement
and RemainingMPPercentage = 100
and Trait WantsHigherEd = 1
and Trait Wantschool < 1
and SettlementBuildingExists > library
Affects Western_Edu 1 Chance 10
;--------------------------------------------
Trigger Eastern_Edu_university_old
WhenToTest CharacterTurnEnd
Condition IsGeneral
and CharacterReligion islam
and EndedInSettlement
and RemainingMPPercentage = 100
and Trait Wantschool < 1
and CharacterAge < 50
and SettlementBuildingExists >= university
Affects Eastern_Edu 1 Chance 5
;--------------------------------------------
Trigger Eastern_Edu_HighEd_university
WhenToTest CharacterTurnEnd
Condition IsGeneral
and CharacterReligion islam
and EndedInSettlement
and RemainingMPPercentage = 100
and Trait WantsHigherEd = 1
and Trait Wantschool < 1
and SettlementBuildingExists >= university
Affects Eastern_Edu 1 Chance 10
;--------------------------------------------
Trigger Eastern_Edu_HighEd_great_library
WhenToTest CharacterTurnEnd
Condition IsGeneral
and CharacterReligion islam
and EndedInSettlement
and RemainingMPPercentage = 100
and Trait WantsHigherEd = 1
and Trait Wantschool < 1
and SettlementBuildingExists > library
Affects Eastern_Edu 1 Chance 10
;--------------------------------------------
Trigger Greek_Edu_university_old
WhenToTest CharacterTurnEnd
Condition IsGeneral
and CharacterReligion orthodox
and EndedInSettlement
and RemainingMPPercentage = 100
and Trait Wantschool < 1
and CharacterAge < 50
and SettlementBuildingExists >= university
Affects Greek_Edu 1 Chance 5
;--------------------------------------------
Trigger Greek_Edu_HighEd_university
WhenToTest CharacterTurnEnd
Condition IsGeneral
and CharacterReligion orthodox
and EndedInSettlement
and RemainingMPPercentage = 100
and Trait WantsHigherEd = 1
and Trait Wantschool < 1
and SettlementBuildingExists >= university
Affects Greek_Edu 1 Chance 10
;--------------------------------------------
Trigger Greek_Edu_HighEd_great_library
WhenToTest CharacterTurnEnd
Condition IsGeneral
and CharacterReligion orthodox
and EndedInSettlement
and RemainingMPPercentage = 100
and Trait WantsHigherEd = 1
and Trait Wantschool < 1
and SettlementBuildingExists > library
Affects Greek_Edu 1 Chance 10
;========== Administrative Education by Managing ===========
;--------------------------------------------
Trigger Western_Edu_On_The_Job
WhenToTest CharacterTurnEnd
Condition GovernorLoyaltyLevel >= loyalty_happy
and TimeInRegion >= 4
and CharacterReligion catholic
Affects Western_Edu 1 Chance 1
;--------------------------------------------
Trigger Eastern_Edu_On_The_Job
WhenToTest CharacterTurnEnd
Condition GovernorLoyaltyLevel >= loyalty_happy
and TimeInRegion >= 4
and CharacterReligion islam
Affects Eastern_Edu 1 Chance 1
;--------------------------------------------
Trigger Greek_Edu_On_The_Job
WhenToTest CharacterTurnEnd
Condition GovernorLoyaltyLevel >= loyalty_happy
and TimeInRegion >= 4
and CharacterReligion orthodox
Affects Greek_Edu 1 Chance 1
;=== Benefits from the Educational Buildings after Schoolage =
;--------------------------------------------
Trigger Sitting_Around_Town_Education_School
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= school
and Trait Wantschool < 1
Affects MathematicsSkill 1 Chance 2
Affects Intelligent 1 Chance 1
;--------------------------------------------
Trigger Sitting_Around_Town_Education_Library
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= library
and Trait Wantschool < 1
Affects MathematicsSkill 1 Chance 2
Affects Intelligent 1 Chance 1
;--------------------------------------------
Trigger Sitting_Around_Castle_Education
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= fortress
and Trait Wantschool < 1
Affects MathematicsSkill 1 Chance 3
Affects Intelligent 1 Chance 1
;--------------------------------------------
Trigger Medical_Skill_Edu_bimaristan
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= bimaristan
Affects MedicalSkill 1 Chance 10
;--------------------------------------------
Trigger Medical_Skill_Edu_studia_generalia
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists > university
Affects MedicalSkill 1 Chance 2
;--------------------------------------------
Trigger Poet_Edu_Great_Library
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists > library
Affects Poet 1 Chance 2
;--------------------------------------------
Trigger Poet_Edu_Military_Academy
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= castle_library
Affects Poet 1 Chance 2