View Full Version : Traits and Ancillaries Frequently Asked Questions
Also, I think, you have a chance to get the trait if you make an attack on an enemy stack on the campaign map but when you come to the screen giving you the autocalculate/command personally/don't attack options you decide to call the attack off.
I think, that is the only way to get it. I usually "sit out" all my sieges and never had a general getting this trait from that. So, when you have a couple of generals getting this trait you must have changed your mind quite often.
d'Arthez
04-10-2008, 09:51
Perhaps a bit off-topic, but should not a thread be made for EB 1.1 specifically? Else people who read this thread may get confused especially for those things that have been changed in 1.1.
Poggleit
04-10-2008, 11:29
I think, that is the only way to get it. I usually "sit out" all my sieges and never had a general getting this trait from that. So, when you have a couple of generals getting this trait you must have changed your mind quite often.
That's been my experience too. I also usually sit out sieges and have never had the hesitant attacker trait from doing so.
I have, however, had the "Poor Engineer", I think it's called, trait - the one that says the general's name has become a joke among military engineers and provides a -1 command penalty when attacking a city- after sitting out a few sieges in a row. This might have been just coincidence though.
Olaf The Great
04-24-2008, 06:01
Does the trait "On his deathbed" actually kill the general?
I got an extremely high roleplaying value character "a spartan who "Excelled in Agoge" "Former member of Kryptei" "Good tactician" "Good leader" "Foul mouthed" "Stern" "Sharp/charismatic/Vigorous" Unselfish/Pessimisitc/loyal(funny because somehow he has the "Optimistic" trait).
So basically he's the perfect spartan, and while fishing for mercenaries in the Mercenary Cape, he gets the trait "On his deathbed".
If he dies I'm going to be pissed, I hope he gets "better"
I know of the "add trait" cheat, but is there a "remove trait" cheat?
Oh and heres another trait question, one of my generals has the trait "Choleric" -3 influence and apparently he's weak of spleen and annoying to other people.
So...he has cholera and he's an ass?
TRAIT..CONFUZZLES MEH.
Does the trait "On his deathbed" actually kill the general?No.
MarcusAureliusAntoninus
04-24-2008, 06:40
There is no way to kill a character or make him more likely to die using traits.
That character is either really sick or really old. If he is just sick, send him to a town and let him rest a few turns and he should return to normal.
Oh and heres another trait question, one of my generals has the trait "Choleric" -3 influence and apparently he's weak of spleen and annoying to other people.
So...he has cholera and he's an ass?
TRAIT..CONFUZZLES MEH.
Hippocrates's four humours (http://en.wikipedia.org/wiki/Phlegmatic#Sanguine)
Tell me, what's happening with the "Hesitant Attacker" trait? Every one of my great generals has gotten it, and I'm on my fourth campaign in EB. I mean, some of these guys have never lost a battle, they've got eight or nine stars, they have morale-boosting stats through the roof, and then Hesitant Attacker pops up. I don't really mind, because they often have enough excess stars to fill in the gap, but it just is annoying to see a guy as great as Hamilcar Barca pegged with a trait pretty close to cowardice. Thanks for any input.
You get a ten percent chance of getting a point if you have at least 11% of your movement points left when you step next to an enemy army, and then you don't attack them by pressing end turn.
If you attack and go to the battle message with the odds and everything, but you withdraw, you get a guaranteed point in the trait.
If the battle message pops up and the odds are greater than 1:1 but lower than 2:1, you get two guaranteed points regardless of whether or not you're an attacker if you withdraw.
If the odds on the battle are greater than 2:1, you get four guaranteed points if you withdraw.
Also, a person from the Gens Octavia also has a 75% chance of getting a point when they're offered up for marriage, has come of age, or offered for adoption.
Olaf The Great
04-28-2008, 23:03
I got the germanic trait "Shamed" seemingly out of nowhere. I mean a conquering hero warmonger expert tactician with 10 stars when attacking and 5 without who conquered all of Germany, Poland, the alps and hte Baltics shouldn't be "shamed"
Trigger Sweboz_Harjanaz_Becomes_Ashamed_Crushing_Defeat
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and RecentBattleDifficulty < 4
and Trait Harjanaz > 0
Affects ExHarjanaz 2 Chance 100
;------------------------------------------
Trigger Sweboz_Harjanaz_Becomes_Ashamed_Coward
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and PercentageBodyguardKilled < 10
and PercentageOfArmyKilled > 50
and Trait Harjanaz > 0
Affects ExHarjanaz 2 Chance 100
;------------------------------------------
Trigger Sweboz_Harjanaz_Becomes_Ashamed_TroopsUnsure
WhenToTest CharacterTurnEnd
Condition Trait Harjanaz > 0
and Trait TroopsUnsure > 2
Affects ExHarjanaz 2 Chance 80
Olaf The Great
04-29-2008, 19:59
Trigger Sweboz_Harjanaz_Becomes_Ashamed_Crushing_Defeat
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and RecentBattleDifficulty < 4
and Trait Harjanaz > 0
Affects ExHarjanaz 2 Chance 100
;------------------------------------------
Trigger Sweboz_Harjanaz_Becomes_Ashamed_Coward
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and PercentageBodyguardKilled < 10
and PercentageOfArmyKilled > 50
and Trait Harjanaz > 0
Affects ExHarjanaz 2 Chance 100
;------------------------------------------
Trigger Sweboz_Harjanaz_Becomes_Ashamed_TroopsUnsure
WhenToTest CharacterTurnEnd
Condition Trait Harjanaz > 0
and Trait TroopsUnsure > 2
Affects ExHarjanaz 2 Chance 80
Well I don't remember him getting a crushing defeat and he's not a coward.
Maybe Unsure troops but I wouldn't know why that would happen.
There are very many ways that an army can become unsure of/unhappy with its leader, such as force marching, low supply, defeat and more.
Lysimachos
06-05-2008, 15:11
Is there any way to get rid of a trait? In the campaign of my story one of my family members got a trait which really doesn't fit the image that i had of his character... I'd really like to cheat it away (or i'll have to pretend it is not there - or even accept it? ~:eek: ) ...
When it has an anti-trait, use cheat to give him one point in the anti-trait.
MarcusAureliusAntoninus
06-05-2008, 23:09
Or use:
give_trait [trait] -1
Lysimachos
06-06-2008, 19:04
Thank you, that works ~:thumb:
Just imagine: the great Antiochos Soter, king of kings, a country bumpkin :wall: :no:
Tellos Athenaios
06-07-2008, 06:56
I got the germanic trait "Shamed" seemingly out of nowhere. I mean a conquering hero warmonger expert tactician with 10 stars when attacking and 5 without who conquered all of Germany, Poland, the alps and hte Baltics shouldn't be "shamed"
Pretend he's sets himself high standards; or suddenly ran into emotional problems regarding his prior conuct (I've killed a lot of people, how can I look into the face of...?) or is having a bit of a burn out.
Victor1234
06-14-2008, 19:27
If I may suggest, updating the front page to include the Roman Provincial Governor and Selucid Satrap system requirements, as well as maybe a brief description of how the Spartan Agoge works? I also saw some mention in the forums of some Ptolemaic nomarchs. I only have the specifics of the Selucid Satrap system, so here it is:
Satrapal System:
--------------------------------------------------
Satrapeia Baktrias
This man has been made satrap of Baktria, which also encompasses nearby Sogdiana and the surrounding Greek poleis. It is a truly prestigious position due to Baktria's famed wealth and also one of great importance as the satrapy is the first line of defense against the barbarian horse hordes of the northern steppes.
+2 Influence +1 Morale +1 Management
Can only be one of this ancillary in game.
Has to stay in Baktra 1 turns.
If FM has minimum 5 Influence there is a Uncommon chance to gain ancillary.
If FM stays 20 turns outside Baktra, Marakanda or Alexandreia-Eschate he gains 'Not in his Satrapy' trait.
Common Chance to gain for a FM with Loyal personality.
Very good chance to gain for a FM with 'Royal Friend' trait.
--------------------------------------------------
Satrapeia Parthyaias
This man has been granted control of the satrapy of Parthyaia, a minor yet important satrapy in the northeastern borderlands. The Satrap's chief concerns is to cultivate the fertile river valleys, maintain the roads and most importantly to defend the kingdom from the barbarian Dahai horsemen to the north.
+2 Influence +1 Morale +1 Management
Can only be one of this ancillary in game.
Has to stay in Hekatompylos 1 turns.
If FM has minimum 5 Influence there is a Uncommon chance to gain ancillary.
If FM stays 20 turns outside Hekatompylos he gains 'Not in his Satrapy' trait.
Common Chance to gain for a FM with Loyal personality.
Very good chance to gain for a FM with 'Royal Friend' trait.
--------------------------------------------------
Satrapeia Persidos
This man has been granted the satrapy of Persis, the ancient homeland of the Persians. Unless the borders change, his only concern is simply to raise taxes from the native Persian settlements and the recent Hellenic poleis.
+2 Influence +1 Morale +1 Management
Can only be one of this ancillary in game.
Has to stay in Persepolis 1 turns.
If FM has minimum 5 Influence there is a Uncommon chance to gain ancillary.
If FM stays 20 turns outside Persepolis he gains 'Not in his Satrapy' trait.
Common Chance to gain for a FM with Loyal personality.
Very good chance to gain for a FM with 'Royal Friend' trait.
--------------------------------------------------
Satrapeia Babylonias
This man is the satrap of Babylonia, one of the most important satrapies within the Seleukid kingdom. His task is to make sure the Fertile Crescent is stable both in economically as well as politically, as any disturbance in Mesopotamia can seriously bring harm to the Arche Seleukeia.
+2 Influence +1 Morale +1 Management
Can only be one of this ancillary in game.
Has to stay in Seleukeia 1 turns.
If FM has minimum 5 Influence there is a Uncommon chance to gain ancillary.
If FM stays 20 turns outside Seleukeia he gains 'Not in his Satrapy' trait.
Common Chance to gain for a FM with Loyal personality.
Very good chance to gain for a FM with 'Royal Friend' trait.
--------------------------------------------------
Satrapeia Sousianes
This man has been given the title of satrap of Susiana, ruling from Susa, one of the oldest and most important cities in of all Asia. Commanding the routes to and from Iran, Baktria, and India, the satrap's main concern is to keep the region protected and the routes open for trade, armies, and news to pass through unhindered.
+2 Influence +1 Morale +1 Management
Can only be one of this ancillary in game.
Has to stay in Susa 1 turns.
If FM has minimum 5 Influence there is a Uncommon chance to gain ancillary.
If FM stays 20 turns outside Susa he gains 'Not in his Satrapy' trait.
Common Chance to gain for a FM with Loyal personality.
Very good chance to gain for a FM with 'Royal Friend' trait.
--------------------------------------------------
Satrapeia Medias
This man has been granted the title of Satrap of the Upper Satrapies which also includes the satrapy of Media, a highly important region within the Seleukid kingdom as it is from here the majority of cavalry is recruited. The satrap has to make sure the mountain tribes to the northwest are kept at bay and at the same time to protect and look after the interests of the local landed Iranian nobility and Hellenic settlements.
+3 Influence +1 Morale +1 Management
Can only be one of this ancillary in game.
Has to stay in Ekbatana 1 turns.
If FM has minimum 5 Influence there is a Uncommon chance to gain ancillary.
If FM stays 20 turns outside Ekbatana he gains 'Not in his Satrapy' trait.
Common Chance to gain for a FM with Loyal personality.
Very good chance to gain for a FM with 'Royal Friend' trait.
--------------------------------------------------
Satrapeia Armenias
This man is the satrap of Armenia and a close associate of the King. The unruly Armenians have been brought to their knees and any satrap appointed to this region has to make sure the Armenians know their place as subjects, but at the same time be generous to those Armenians who see the benefits of loyalty.
+2 Influence +1 Morale +1 Management
Can only be one of this ancillary in game.
Has to stay in Armavir 1 turns.
If FM has minimum 5 Influence there is a Uncommon chance to gain ancillary.
If FM stays 20 turns outside Armavir he gains 'Not in his Satrapy' trait.
Common Chance to gain for a FM with Loyal personality.
Very good chance to gain for a FM with 'Royal Friend' trait.
--------------------------------------------------
Epistrategos tes Mikras Asias
This man is the governor of Mikra Asia, the lands west of the Tauros Mountains. His job is to protect these lands from the many neighbors encircling the borders and also to maintain the katoikiai, military settlements of the Seleukids, for the royal armies.
+3 Influence +1 Morale +1 Management
Can only be one of this ancillary in game.
Has to stay in either Ipsos & Sardis for 1 turns.
If FM has minimum 5 Influence there is a Uncommon chance to gain ancillary.
Common Chance to gain for a FM with Loyal personality.
Very good chance to gain for a FM with 'Royal Friend' trait.
--------------------------------------------------
Strategos tou Indou
This man is a strategos or viceroy, of India, tasked with defending the eastern border of the Seleukid kingdom from the Indian rajas to the east and also to make sure that the wealth of India pours west into Iran and further on to the cities of Mesopotamia and Syria.
+3 Influence +1 Morale +1 Management
Can only be one of this ancillary in game.
Has to stay in Taksashila or Opiana for 1 turns.
If FM has minimum 5 Influence there is a Uncommon chance to gain ancillary.
Common Chance to gain for a FM with Loyal personality.
Very good chance to gain for a FM with 'Royal Friend' trait.
--------------------------------------------------
Archon tes Aigyptou
This man has been given the title of Archon of Egypt. His task is to protect the rich lands along the Neilos River and make sure the local Hellenes & Aigyptioi alike know Seleukid rule is preferable than that of incestuous freaks.
+3 Influence +1 Morale +1 Management
Can only be one of this ancillary in game.
Has to stay in Alexandreia or Mephis for 1 turns.
If FM has minimum 5 Influence there is a Uncommon chance to gain ancillary.
Common Chance to gain for a FM with Loyal personality.
Very good chance to gain for a FM with 'Royal Friend' trait.
--------------------------------------------------
Archon tes Makedonias
This man has been granted a truly prestigious title, that of Archon of Makedonia. It's his duty to administer the true homelands of the Seleukid Kings and their many followers and to make sure no one threatens the western holdings of the Basileos kai Basileon.
+3 Influence +1 Morale +1 Management
Can only be one of this ancillary in game.
Has to stay in Pella for 1 turns.
If FM has minimum 5 Influence there is a Uncommon chance to gain ancillary.
Common Chance to gain for a FM with Loyal personality.
Very good chance to gain for a FM with 'Royal Friend' trait.
Connacht
06-15-2008, 12:32
Heya, I really like the great enhancement you gave with the new traits system for characters, but I also want to give some advices if you let me bother you. :D
I found sometimes Roman characters with both "plebeius" and "noble" traits in the list, which doesn't make sense... imho it should be reworked in the belonging to wealthy, rich plebs (equites) instead of poor, common plebs.
Besides, the patricians were an elite class whose families descended from the original founders of Rome. So, there should be a trigger that hinders the "plebeius" trait to be given by the game to a member of a gens like, in example, the Cornelia. ;)
I found sometimes Roman characters with both "plebeius" and "noble" traits in the list, which doesn't make sense...The traits are "Plebeius" and "Nobile". A Roman was considered a Nobile if one of his direct ancestors had served as consul. The first consulship served by a plebeian was that of Lucius Sextius in 367 BC, so there were many, many plebeian nobiles by 272 BC.
there should be a trigger that hinders the "plebeius" trait to be given by the game to a member of a gens like, in example, the Cornelia.A character born into gens Cornelia can only become become a plebeian by adoption. However, some gens had both plebeian and patrician branches, e.g. gens Claudia.
Sir Edward
06-24-2008, 11:40
Is the avenger/father avenged system working? I have been playing this game since .72 and have never seen a character mine or AI get one of these traits. I really like this idea for roleplaying pruposes gives some depth to what motivates certain charcters.
Swordmaster
06-26-2008, 22:17
How do I get the "hesitant attacker" trait?
Condition EndedInEnemyZOC
and RemainingMPPercentage > 10
What does that mean in game terms? Is the zone of control the red parts of the movement area? How does it then work with the remaining movement points?
Puupertti Ruma
06-27-2008, 11:59
How do I get the "hesitant attacker" trait?
Condition EndedInEnemyZOC
and RemainingMPPercentage > 10
What does that mean in game terms? Is the zone of control the red parts of the movement area? How does it then work with the remaining movement points?
First you have to be in the red parts yes, then if you have more movement points left than 10% the conditions are met. The movement point condition is there most likely to prevent the unwanted situation where you have moved your army from far away to attack and just run out of MP's to actually attack the enemy, but still are in the enemy zone of control.
So to get hesitant attacker, you have to park next to a enemy army and press end turn while being able to move (more than 10% of your total MP).
Swordmaster
06-27-2008, 12:06
First you have to be in the red parts yes, then if you have more movement points left than 10% the conditions are met. The movement point condition is there most likely to prevent the unwanted situation where you have moved your army from far away to attack and just run out of MP's to actually attack the enemy, but still are in the enemy zone of control.
So to get hesitant attacker, you have to park next to a enemy army and press end turn while being able to move (more than 10% of your total MP).
Okay, thanks. I'll have to watch out for that then, in the future. I hate that trait.
Lysimachos
07-30-2008, 15:58
I have a question regarding what term to use for the "give_trait" console command.
Assumed i have a family member who has a trait from the "Drink" group (Occasional Drinker, Likes a drink, etc.) and i want to increase this by one level. What exactly do i have to use? I have tried with drink as well as the respective levels like drunkard, drunken_lout, sot and it didn't work for me.:shrug:
I think i have used the command only once before, to remove a trait, which worked instantly (had asked here for how to do it), so i have little insight in how it works.
Look the trait up in EDCT. It will say something like Trait <name> and have the levels that you can see in the game. That is, they are mapped from the internal level name to the display name in export_vnvs.txt.
Lysimachos
07-30-2008, 20:31
Look the trait up in EDCT. It will say something like Trait <name> and have the levels that you can see in the game. That is, they are mapped from the internal level name to the display name in export_vnvs.txt.
I had looked it up, but it didn't work for me, so i thought i must be using the wrong term. Now i tried again and it seems if there is a difference if lower or upper case is used :wall:
"drink" doesn't work, but "Drink" does...
Anyway, thank you for your help :yes:
Thorakites
08-07-2008, 18:23
Hi everyone!
For my first post after some weeks of just reading and playing EB I have a question concerning ancillaries.
In the descr. files and somewhere in this forum I read about the possibility of generals being taught certain traits by their ancillaries. According to the descr. file a galloper can have the effect of quote:
Scout 1CH75 and Tactics 1CH90
in addition to his obvious Attack+1 bonus.
My questions are:
Does the line 1CH75 have something to do with the chance of teaching the aforementioned trait? If so, what exactly? And is this teaching of traits possible during the entire time, a general keeps the galloper by his side? And last but not least: When the galloper is transferred to another general will he be able to teach him the same traits?
Thanks for replies in advance.
EB is a great game - I appreciate the forum and the game very much.
CU
Thorakites
Trigger galloper_has_been_acquired
WhenToTest CharacterTurnStart
Condition Trait AcquireGalloper > 0
Affects GalloperAcquired 2 Chance 100
Affects NumAncillariesAcquired 1 Chance 100
Affects Scout 1 Chance 75
Affects TacticalSkill 1 Chance 90
"Chance" has to do with chance, yes. As you can see, it affects only the one who acquired the ancillary, and one time only. The attack factor is the only thing transferred when the ancillary is.
Thorakites
08-08-2008, 17:26
Thanks for the prompt answer. :egypt:
Thorakites
Thorakites
08-09-2008, 10:57
One more question...
Does the ethnicity of a general affect his character traits only when he comes of age or marries one of the family´s daughters? Or is there a higher/lower chance of developing a certain set of character traits during his career?
Thorakites
In the first instance, they affect only his starting characteristics. However, those can cause development of other related traits.
KhaziOfKalabara
08-11-2008, 11:49
Is the avenger/father avenged system working? I have been playing this game since .72 and have never seen a character mine or AI get one of these traits. I really like this idea for roleplaying pruposes gives some depth to what motivates certain charcters.
Bovi? Foot? Anyone? Any response to this, pretty please?
I forgot about that one. The traits and triggers are there, but I haven't actually seen them take effect, no.
Thorakites
08-11-2008, 20:59
Thank you for your previous reply.
In the descr_ files I found the following:
Trait: Renown
; o Renowned_General (4): <Law> 1, <Influence> 1
; o Famous_General (12): <Law> 2, <Influence> 2
Trait Renown
Characters family
ExcludeCultures barbarian
NoGoingBackLevel 3
AntiTraits BadCommander
Level Renowned_General
Description Renowned_General_desc
EffectsDescription Renowned_General_effects_desc
Threshold 4
Effect Law 1
Effect Influence 1
I want to understand the trait system of EB better. I assume that the threshold is the number in brackets, right?
But what effect has the threshold on the trait system.
Furthermore I conclude that "Characters family" means that the trait is only available for FMs.
And last but not least: What does NoGoingBackLevel X mean?
Thank you for your support.
Thorakites
BozosLiveHere
08-12-2008, 00:59
Threshold is the number of trait points (what is awarded by Affects lines in the triggers) that are needed before the character acquires a certain trait level.
You are right about the Characters line.
NoGoingBackLevel means that once that trait level has been reached it will not be lost, even if the character acquires points in AntiTraits.
Thorakites
08-12-2008, 17:13
Thanks again.
You have made me curious: Is the number of trait points fixed? Can this be concluded from the descr_files? Are trait points dished out for every round? How does it actually work?
I know, I ask many questions - but the more answers I get, the more I want to know about it...
Cheers
Thorakites
Trait points are awarded in triggers. It is dynamic and follows the paths we program for them. For further info, read more of the EDCT. It's not all that difficult to read, promise.
Thorakites
08-24-2008, 22:45
Hi again,
I had a look in the descr. files as you proposed. In particular the file export_descr_character_traits is a real compendium.
One Question: For the Romani I found a pretty generalized list of the traits a young member of a particular gens is going to develop. For the other factions it seems that it is much more complex and totally depends on the individual youngster and his natural traits like Optimism which can not be fully seen in the game.
It did not take much time to copy the Roman list. But for the other factions it would be a great deal of work to develop a guide how to select family members better. Is there somewhere a general list of the specific tendencies for each ethnicity available?
Thanks for your support.
Thorakites
No, I don't think we have that kind of documentation. It's pretty easy to read out of EDCT though, as this example shows.
Trigger Basic_Ethnicity_Mods_Born_GensValeria
WhenToTest CharacterComesOfAge
Condition FactionType seleucid
and Trait GensValeria > 1
Affects Moderatus 1 Chance 50
Affects Just 1 Chance 60
Affects BadTaxman 1 Chance 60
Affects BadFarmer 1 Chance 50
;------------------------------------------
Trigger Basic_Ethnicity_Mods_Born_GensIvnia
WhenToTest CharacterComesOfAge
Condition FactionType seleucid
and Trait GensIvnia > 1
Affects Securus 1 Chance 50
Affects Crudelis 1 Chance 60
Affects PlainRomanVirtue 1 Chance 60
Affects Constans 1 Chance 50
Affects HarshJustice 1 Chance 40
Affects Optimate 1 Chance 90
TheStranger
12-10-2008, 00:58
I was looking for this in the whole thread but didn't find anything. So where can I see the traits descriptions? I mean those funny little stories which describes every trait you can read ingame?
EB/Data/text/export_VnVs.txt.
everyone
12-10-2008, 13:40
what exactly triggers the Royaleye trait effect to change? playing as hayasdan, the Royal eye trait description do not show any bonuses given. It seems in EDCT, it gives a +2 law or unrest; though I'm not exactly sure how those changes are acquired.
TheStranger
12-10-2008, 14:49
Thx alot bovi. :2thumbsup:
Hmm I looked in the data folder but maybe it was too late, so I didn't see that there is a text folder.:dizzy2:
RoyalEye either increases law (increased public order and reduced corruption) or decreases unrest (increased public order, but only if there originally is unrest present), depending on level. Level depends on government type.
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