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View Full Version : Could I get a few opinions on my threshold changes I've made?



unseen11
04-27-2005, 07:54
Basically I think that the thresholds for Goodfarmer and Goodtrader are way to high

for good farmer you would have to build 6 farms just to get the first level (grower) and then 12 and then 18

likewise for good trader you would need to build 12 trade buildings just for the first level (trader) and then 24 and 48

so i changed the thresholds to what they are below and i would like your opinion if they are good changes, or maybe you think it's to easy to get the goodfarmer trait and good trader trait now. And if you have changed the thresholds to something different and could tell me if they've had good effect for you then please tell me about it. I've also been thinking about changing the miner trait thresholds.

here they are:

Trait GoodFarmer

Level Grower
Threshold 2

Level Farmer
Threshold 4

Level Agriculturalist
Threshold 6
Effect Farming 3

Trait BadFarmer

Level Poor_Farmer
Threshold 2
Effect Farming -1

Level Dislikes_Farming
Threshold 3
Effect Farming -2

Level Loathes_Farmers
Threshold 5
Effect Farming -3

Trait GoodTrader

Level Trader
Threshold 3
Effect Trading 10

Level Superior_Trader
Threshold 6
Effect Trading 20

Level Master_Trader
Threshold 9
Effect Trading 30

Trait BadTrader

Level Poor_Trader
Threshold 2
Effect Trading -10

Level Inferior_Trader
Threshold 4
Effect Trading -20

Level Appalling_Trader
Threshold 6
Effect Trading -30

MajorFreak
04-27-2005, 08:01
remember that these are insanely powerful traits. add in a few ancillaries and you'd probably be swimming in babies or merchants.

unseen11
04-27-2005, 11:06
anyone else? thoughts? comments?

*Ringo*
04-27-2005, 11:27
I agree they should be adjusted (i've never even seen Agriculturalist) but maybe your suggestions are a bit extreme. By the time my governors have the Grower trait i don't usually want it, it increases population growth beyond the point i want for larger cities.

I wouldn't have any suggestion to what to change them to though, as i don't know enough about the subject.

Have you tested your changes? I'd be interested to know the resulting impact on the game as a whole!

unseen11
04-27-2005, 11:33
well I'm thinking about raising them a bit since maybe it's a bit extreme

and i havent bothered starting a new campaign yet

Craterus
04-27-2005, 16:51
Good changes, I thought the old settings were a bit extrreme..

Camp Freddie
04-28-2005, 12:14
The changes seem fine to me. They only add 0.5% growth per trait. It's not a big deal.

Malrubius
04-28-2005, 15:59
For comparison, the CVP v1.2.1 (http://www.twcenter.net/downloads/db/?mod=235) increased the points awarded in GoodFarmer for Trigger governing5 from 1 point to 3. They also changed Trigger governing6 like so:



Trigger governing6
WhenToTest GovernorBuildingCompleted

Condition not SettlementBuildingFinished >= farms
and AdviseBuild >= farms

Affects BadFarmer 1 Chance 100
Affects BadAdministrator 1 Chance 50

;Mod489 - 02/28 : added advisebuild condition, increased chance
;Mod218 - 11/14 : added bad admin effect


This way, if farms are advised, but not built, the governor gets a point in BadFarmer.

Just something else to look at.

MajorFreak
04-29-2005, 15:09
hmmmmmm...the CVP tweaked the thresholds on those. I'm tweaking them myself to see how it goes, but i still think your above values are too munchkin.

oh, i think ports and roads help for the trader trait, right?

and alot of folks might be using the 4year turn mod, which sorta creates a monty-haul situation if the thresholds are too low.