I've now double-checked sunsmountain's criticisms and found them to be correct in every respect - so my Treatise has been edited to reflect the correct position. The only section that was affected was the one headed 'Build Wisely' in the chapter 'On Raising Good Governors'. I've also clarified information on the Temples of Love and of Trade in the section above.
The problem arose because I'd misinterpreted the condition called 'SettlementBuildingFinished' in the file export_descr_character_traits.txt - I thought it referred to whether the building had ever been finished in the settlement (which would actually make it the same as SettlementBuildingExists). In fact it refers only to the building that has just been completed. This post makes it clear, as well as explaining in a bit more detail how trait changes are triggered.
Just to clarify one area:
This strategy will not get you into the positive 'no going back' zone (except in the case of mines), as it takes 24 points to reach the 'no going back' levels for 'Good Farmer' and 48 for 'Good Trader'. This strategy will, however, provide enough 'credit' to prevent you reaching the 'no going back' levels of the bad traits. Exception: bear in mind that 'Good Trader' points cannot be guaranteed - you have only a 50-80% chance of getting them when completing 'trader', 'road' or 'port'-type buildings.Originally Posted by sunsmountain
Temples of Fertility won't increase your chance of acquiring adoptees, only of acquiring children. I have yet to discover how adoptees are assigned. It's a small nitpick, and I feel churlish correcting someone who has done me such a great service - hat off to you, sunsmountain!Originally Posted by sunsmountain
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