Ok, here are my current proposals (all new triggers):
Code:
;------------------------------------------
Trigger random_birth57
WhenToTest CharacterComesOfAge
Condition Trait Intelligent >= 1
Affects Intelligent 1 Chance 50
;------------------------------------------
Trigger random_birth58
WhenToTest CharacterComesOfAge
Condition Trait Intelligent >= 2
Affects Intelligent 1 Chance 50
and:
Code:
;------------------------------------------
Trigger academy_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= academy
Affects MathematicsSkill 1 Chance 5
Affects PhilosophySkill 1 Chance 10
;------------------------------------------
Trigger ludus_magnus_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists = ludus_magnus
Affects NaturalPhilosophySkill 1 Chance 10
Affects RhetoricSkill 1 Chance 10
New random bith triggers add possibilty of expetionaly intelligent generals to be born, while academy triggers give ability to improve some of the skills that coul not be improved in other way.
Percentages and conditions for academy triggers are set to be same as for getting retinue memebrs of same type. For ludus magnus trigger, while both retinue triggers are at 15% chances, I deciced to use 10%, since I so no reason why naturalphilosophy and rhetorics are more easier to lern then philosophy. Also, I think that ancillatries gained by scriptorium and ludus magnus deliberatly have higher chance to happen, then memebr from academy, to make leaders get better retinue memebrs.
I still have yet to decide about dad_intelligent kind of trigger similar to NaturalMilitarySkill.
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Now, some new things I want to discuss.
Here are existing triggers for traits of new assassins:
Code:
;------------------------------------------
Trigger assassininit1
WhenToTest AgentCreated
Condition AgentType = assassin
Affects NaturalAssassinSkill 1 Chance 100
;------------------------------------------
Trigger assassininit2
WhenToTest AgentCreated
Condition AgentType = assassin
and Trait NaturalAssassinSkill = 1
Affects NaturalAssassinSkill 1 Chance 33
;------------------------------------------
Trigger assassininit3
WhenToTest AgentCreated
Condition AgentType = assassin
and Trait NaturalAssassinSkill >= 2
Affects NaturalAssassinSkill 1 Chance 33
;------------------------------------------
Trigger assassininit4
WhenToTest AgentCreated
Condition AgentType = assassin
and SettlementBuildingExists = great_forum
Affects NaturalAssassinSkill 1 Chance 100
;------------------------------------------
Trigger assassininit5
WhenToTest AgentCreated
Condition AgentType = assassin
and SettlementBuildingExists = curia
Affects NaturalAssassinSkill 2 Chance 100
Triggers from 1 to 3 randomly give assassins natural talent from 1 to 3 (with geniuses being the rarest).
But triggers 4 and 5 are interesting. First they got introduced with 1.2 patch. Second they give better assassins if forum is upgraded. But, it's weird that they add to talent. That way if you have great forum, no assasin will have just "talent for killing", all with be either "natural born killers or geniuses". If you have Curia, all assassins will be "assassination genius", nothing less.
Is it possible that 4th and 5th triggers are supposed to add to assasin experience (GoodAssasin) instead? That way the upgraded building always mean something, and not all recuited assassins will be geniuses (but those that are will have good starting qualities).
Good: no so many geniuses means not so easy to maximize every assassin skills
Maybe bad: better talented assassins can get a good start if having upgraded forums
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