View Full Version : Bad farmer vice?
It seems that there is really no way to avoid this in the longer run: once a governor does not build farms for a stretch of a time he gets it... Even if all the towns near-by have full farm upgrades...
MiniKiller
10-17-2004, 16:47
ya i hate it as long as he builds one then he shouldnt get it or maybe a lesser vice. the comp should know when u have complete farm upgrades and then after that he shouldnt get that vice no mtter what.
kungfood
10-17-2004, 16:58
to be honest, i never got this one until recently. and i seldom build farms except in my military units producing cities. did this as a method to reduce squalor when playing the more civilized factions. stuck to it through all my barbarian campaigns though.
only occurs if your gov has full movement points. if you move your govs in and out, you won't get it.
Not really, I closely followed this young general since he was 16. He NEVER had full move points when he landed in a city. Still, he got the bad farmer vice...
nevermind i was wrong. apparently, though, if you complete 1 level of farms the governor has 100% chance of getting goodfarmer and thus will never get badfarmer?
i never build farms, so i wouldn't know.
;------------------------------------------
Trigger governing5
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= farms
Affects GoodFarmer 1 Chance 100
;------------------------------------------
Trigger governing6
WhenToTest GovernorBuildingCompleted
Condition not SettlementBuildingFinished >= farms
Affects BadFarmer 1 Chance 8
here's why:
Level Grower
Description Grower_desc
EffectsDescription Grower_effects_desc
Threshold 6
Effect Farming 1
You need threshold 6 for the first level of goodfarmer! that makes it virtually impossible to get (have to build all the upgrades in one city, then move on to another city and build another upgrade!), unless you build a temple of farming.
ps seems both the goodtrader and goodfarmer traits are virtually impossible to get w/o the repsective temple -- even then, the odds aren't great, since once you get the bad variant, it's impossible to get the good.
This seems like something CA should change. If you build every level of farm/trade building in a city, you ought to be able to get the good trait at least with equal probability. To get the goodtrait characteristic w/o a trade temple, you would need to complete on average 48 trade buildings while the governor is in the city!
this kind of does not make sense to me:
Trigger governing6
WhenToTest GovernorBuildingCompleted
Condition not SettlementBuildingFinished >= farms
Affects BadFarmer 1 Chance 8
--
the way i read it: if a governor is in a city during a turn and the city has a governor's residence completed, if a particular building being finished in that turn is not farms - he has a chance of getting bad farmer vice... how about testing what is the current level of farming in that particular city? it could be already maxed out...
as to the good-farmer trait... a governor would have to spend his lifetime building farm-buildings to get that just to enjoy it for a few turns before perishing... and even then, the guy would have no guarantee of becoming a good farmer since there would be a chance of earning a "bad farmer" while the farm upgrade would be in process (some take 6 turns to complete).
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