View Full Version : Traits and Ancillaries Frequently Asked Questions
Malrubius
12-27-2005, 11:43
FREQUENTLY ASKED QUESTIONS (AND THEIR ANSWERS) FOR EUROPA BARBARORUM TRAITS AND ANCILLARIES
These are questions that have come up in testing and in discussions about our system. Feel free to post your own questions about the system here. For bug reports, use the bug subforum (https://forums.totalwar.org/vb/forumdisplay.php?f=127).
Q. What's this about Intelligence, Charisma, and/or Energy? And Temperament, Loyalty, and Selflessness?
A. These are the general's "Primary Traits". Together or singly, they determine how he develops. The traits and ancillaries system for Europa Barbarorum attempts to add to the historical immersion for the player, to make him feel like he is really there and playing the rulers of his faction. To accomplish this, a new system was developed, where each general has a set of 3 Ability stats and 3 Personality stats, similar to what you might find in a role-playing game. These stats are: (Ability Traits) - Intelligence, Charisma, and Vitality; (Personality Traits) - Selflessness, Temperament, and Loyalty. These 6 primary traits are the backbone of the EB system, and they affect the acquisition of many of the other traits and even ancillaries.
Q. How should a player approach this new system of traits and ancillaries?
A. For best results, you should play your generals as if they were real people making their own decisions. Try to have them play to their strengths. Don't have a Selfless general impose high taxes and exterminate cities, or he may become disatisfied with your leadership. Vigorous generals will enjoy force marches more than Languorous generals. Intelligent generals will benefit more from studying in an academy than Stupid generals.
Q. My general gets bored from sitting in town. What happens next? How can I stop or reverse this?
A. Energetic generals are most likely to have this problem. They want to be doing something, not just sitting around twiddling their thumbs. If you're not keeping them busy, at least occasionally, they'll find diversions to pass the time, like drinking, womanizing, or gambling. It doesn't take much to keep them occupied; a tour of the province or stepping out of town for some fresh air might be sufficient. A battle is a great means of alleviating boredom, as well.
It's best to take corrective action immediately once you detect he's become bored. Once he's taken up a vice or two, it may be too late to correct his behavior!
Command Stars, Combat, and Morale
-----------------------
Q. I've been having a little trouble amassing command stars for my generals. Have the good commander traits been done away with in lieu of the newer traits, or is there a genuine problem with attaining them?
A. The GoodCommander trait has been replaced with GoodLeader and GoodTactician, to represent the differing skillsets needed to make a great general. Charisma limits advancement in GoodLeader, while Intelligence limits GoodTactician. The way to rapidly rise in either trait is to fight battles where the odds are against your general. Winning is good, but even losing can provide valuable experience and insight. Also, the general may not gain the star immediately after the battle, but months or even years later, depending on his Energy trait. High Energy generals are more ambitious, tenacious, and are just better at improving themselves than a lazy genius. Generals inferior in Intelligence, Charisma, and Energy will find it almost impossible to get beyond a certain point.
Q. My general's troops have low morale. What causes this? How can I change it?
A. EB has a somewhat complicated system for morale of the soldiers commanded by a general. It starts with a type of base or equilibrium morale, which depends on the general's skill and command experience, and on the situation the men are in. Certain events may provide a transient boost above this equilibrium, or provide a temporary minus.
Ways to raise your men's morale:
- Win a battle (gain bonuses)
- be in or near your home territory (gain bonus)
- be besieged and be commanded by a charismatic general
Ways to lower your men's morale:
- lose a battle (gain negatives)
- general loitering in town may let discipline get sloppy (lose bonuses)
- lay siege to a settlement (lose bonuses)
- be besieged
- be away from home (gain negatives)
- be force marching
- be outside a town when winter arrives
Influence
----------------
Q. I was thinking about this as I played the game. Shouldn't all family members start with a minimum of say 2 or 3 influence just because they are part of your family? Back then being the part of a royal family, be it the son of a king or some distant cousin, earned you influence. Even now, you have the billion dollar families who can sway opinions and whatnot by just being who they are, or get access to things more easily.
I just think that all family members should start with 2 or 3 influence because of being from that family, and from there it can go up or down depending on traits. It just got old having family members who had no influence, for no reason, and struggled to control a province.
A. Since Influence is a measure of not only how much a man can bend the populace to his will, but also his pull with the nobility and even the other members of the ruling family, it seems some men should be better at this than others, and therefore Influence will vary.
Faction Leader/Heirs
-----------------------
Q. What's this "Victory Conditions" trait that my Faction Leader has? It looks like a laundry list of settlements
A. It's more like a to-do list :) This general (or one of his successors) must accomplish these things to be named "winner" of the game. By "Raid", it means you have to have conquered (or bribed) the place, but you didn't have to hold it for more than a turn. "Own" means just that: you must have the place in your possession to win the game. Destroy or Outlast is like in the original RTW: that faction must no longer exist for you to win. You can kill them, or somebody else can, either way.
Q. Why does my Faction Leader/Heir have Basileus/Shophet/Princep/etc., for a trait instead of Faction Leader/Faction Heir? Will all my faction leaders/heirs have this trait?
A. Yes, they will. It is there to provide a more immersive and historical-feeling gameplay experience. Nobody was called "Faction Leader" in reality, but people were called "Basileus". Plus, different Faction Leaders get different bonuses.
Faction/Culture-Specific Traits
---------------------------------
Q. I've noticed there are quite a few faction and culture-specific traits. I usually have characters with these traits, but a lot of times they go sour (for example: Proxenos to Proxenos Under Suspicion). Is there any way to keep these traits from becoming negative?
A. That Proxenos one has a good chance of going bad because it can happen when your faction is on a war footing. What I'd like to do, eventually, is have the Proxenos trait apply to a particular faction, and only turn sour when/if you go to war with them.
A lot of them, like Emporiarches, require certain primary traits to turn out good, and if the general is stupid or corrupt, they'll turn sour.
Family Tree: Births/Adoptees/Men of the Hour/Bribed Enemy Generals
------------------------------
Q. Is there anyway to increase the random traits that a suitor has? I swear 9 out of 10 suitors have no traits, 1 command star, or have been in wars. That's all I ever get. I need to wait 20 years per daughter before I can get a guy with 1 scroll of management.
A. We are including many more triggers for suitors and adoptees, so they will be more than just drunken veterans. There will be as much variety among them as among the born family members.
Q. Whenever I bribe some family members of another faction, they shows up as children of one of my own family members in the family tree.
This usually stops them from having children of their own which isn't historically accurate I think. Isn't there a way to prevent this?
A. The family tree is the way RTW represents all your generals. Everyone but the guy at the top must have a father. And a general can only have 4 children. I don't like to say this, but this is a hard-coded representation and isn't something that can be modded.
Also, births and offers of adoption and marriage are determined based on how many provinces you have compared to how many generals. If the ratio is too low, you'll have more births and offers. Bribing generals tends to shut down births as a result.
Q. Is it possible to have a lot more generals than provinces?
A. Well, you can have a bunch of generals to provinces in several different ways:
1. If you have it that way at the start (1 province and 4 generals, for example)
2. If you lose a lot of provinces, without losing any generals
3. If you bribe a lot of generals to join you
The game is not going to be giving you many children, adoptions or suitors if you have what it deems to be enough generals (around 1 general for every 2 or 3 provinces).
"Missions" for Generals
----------------------
Q. I hear that EB has missions for its generals to accomplish. What's up with that?
A. There are several different types of missions. Have a Seleukid or Makedonian general capture Alexandreia and you'll get one of the missions. The Roman generals have their Triumphs, by defeating a lot of Gauls, Makedonians, Britons, Carthaginians, or Germans. A Seleukid general who fights Parthians, Baktrians, or Hayasdan may decide he wants some cataphracts for his army. Or have a general belonging to a Hellenistic faction sit in town during Spring in 272, 268, 264, 260 BC, or any year that fits that pattern. There's some little thing they had in Greece every 4 summers that he might be able to take part in, especially if he has high Energy.
Q. What are the steps for my Roman general obtain a triumph?
A. The first step on the road back to Rome in triumph is the "Vanquisher of Carthaginians" trait, obtained by winning a battle or two. Next, after more conquest, you'll get "Conqueror of Carthago" (It wouldn't be much of a spoiler to tell you that conquering Kart-hadast itself will get you closer to a triumph than conquering Lilibeo). (similar traits and criteria exist for most of Rome's immediate neighbors).
That settles those requirements that can be easily obtained by your general. Next his men must name him "Imperator" (commander). Preferably, after a numerically important and difficult battle, won decisively. In history, there were instances of a general paying his men to get the title, but we're not going to let you off that easy. ~;)
Exact criteria for Imperator trait:
Number of enemies on the battlefield:
Small unit size: more than 250
Normal size: more than 500
Large size: more than 1000
Huge size: more than 1500
More than 30% of the enemy killed (you want a clear or heroic victory)
Even odds or worse
Attacker or defender, doesn't matter
Finally, after being named "Imperator" by his men, the general must be awarded a triumph by the Senate. In history, they sometimes made men wait or refused to award it, so having some pull (i.e., Influence) helps here (more than 4 is preferable, and 8+ is great!).
Good luck!
Fighting rebels won't get you a triumph, but a Corono Ovalis is possible there, by winning a difficult battle decisively.
Olympics for Hellenistic Generals
-------------------------------------
Q. What does a player need to do to have his general compete in the Olympics?
A. Have a family member of a Hellenic faction who isn't busy fighting or doing something else, who is also fairly young and athletic, when spring of 272, or 268, or 264 BC, etc., rolls around. Then he might become an Olympic competitor (this is more likely for Makedonians and the Koinon Hellenon, least likely for Baktrians). So, not much has to be done, except to keep the guy inactive during spring of Olympic years, so he is able to "travel" to Korinthos.
Agents (Assassins, Diplomats, and Spies)
------------------------------------------
Q. Can assassins be stacked so they have increased chance of success?
A. No, they can't be stacked so that their talents can be combined on a mission. Also remember, that the assassin agent, like the spy and diplomat, isn't just one guy. It's actually an abstraction that represents spy networks and teams of agents. I explored the possibility and discovered that I could *not* provide a boost to one agent just because someone else was nearby.
Q. What's this about a spy network?
A. A spy who spends several consecutive turns (at least 2 years) in a larger settlement (one with at least a forum-level trade building) may develop enough contacts and information-gathering capability that he becomes better at passing information back to his superiors, and better at surviving undetected. If he leaves the settlement for a turn, though, his network will collapse without his leadership.
Ancillaries/Retinues
---------------------
Q. When I click on my new generals for the first time they seem to get an ancillary each - such as Tutor and Spear Carrier. What's going on?
A. We're trying to have more realistic and historical traits and ancillaries. We can restrict who gets what trait based on their ability and talent, but ancillaries can be transferred at will (by the player, anyway, the AI doesn't transfer).
Ancillary transfer is historical, but it upsets the careful balance we're trying to achieve if a general just gets 10 stars or wreaths by having a bunch of ancillaries. There is only so much that an assistant can do; the rest must come from the general/governor himself. So we must come up with some way to have our cake and eat it, too.
Hence this imperfect solution:
The plan is to use that "Tutor" ancillary to block off ancillary transfers so that the most powerful boosting ancillaries (that give influence, command, and management boosts) are not all dumped on the high-capability generals by the crafty player.
The major hard-coded limitation that has been discovered in the VnVs area comes in here; since only 3 ancillaries can be listed as excluded ancillaries for any one ancillary, we have to have a generic ancillary "Tutor" that we'll use to block off the good boosting ancillaries. Getting the Tutor will boost traits, though, because he'll teach the general as if the general were in a settlement with an academy. So the general is not losing out too bad.
Also, I've put something in to have ancillary acquisition tied into Charisma. More Charismatic generals can acquire more ancillaries. They can hand those out to the less-qualified generals, but eventually people will stop wanting to work for the guy if he just sends them away with a dunce.
Q. Will barbarians be able to get more ancillaries in Europa Barbarorum than they did in the original game?
A. Originally, some ancillaries were outright unavailable to the barbarian culture. But why couldn't a 'barbarian' recognize the usefulness of an architect, if he wanted to order the construction of a building?
We've also worked around some bugs from the vanilla files, so that now generals can get ancillaries after coming of age or getting married. So that's almost as good as adding a few new ancillaries.
However, ancillaries will be a little bit rarer in EB than they were in the original game. Some historical ancillaries might only be available in one settlement, like Athenai, Alexandreia, or Roma, making these cities prime real estate for generals who want to increase their entourage.
Generals vs. Captains
-------------------------
Q. What is the difference between a general and a captain?
A. A general is a member of your family tree (through birth, marriage, or adoption) and he can get traits. Captains can lead armies, and can be promoted to general after a battle or at the start of your turn, but they cannot get traits unless they are adopted into your family.
Q. So, if captains can't get traits, does this mean they'll be better than generals sometimes? Like during the winter? Especially if you're making command stars hard to get?
A. Generals will be better than captains, in general. ;) They can move farther, and make better commanders and governors, through their Command stars, Influence wreaths, Management scrolls, and other abilities. Some will be incompetent in certain areas, or maybe even utterly incompetent in all areas, but most of the time you'd rather have a general (even if only as a heavy cav unit).
We don't want to punish you for having generals; we just want to make them more interesting, and use them to increase the immersive experience. The abilities of your general may fluctuate, however, depending on the situation.
Q. Can you make it so that you can promote captains to generals?
A. No. BI may include a feature like this, so this is not the last word. As of this writing, it appears the number of generals you can have is a function of how many provinces you control. The more provinces, the more generals. The game will fill any perceived gaps with adoptions, marriages, or births. The 'ideal' ratio is something around 2-3 provinces per general, and may vary depending on the faction.
Q. Where can I go for more detailed information on the traits and ancillaries system?
A. The EB website has a page (https://www.europabarbarorum.com/features_traits.html) that lists the major features, as well as links to download a short slideshow displaying the primary traits, as well as a detailed set of html documentation listing nearly every trait, trigger, and ancillary in the game.
Big_John
12-27-2005, 11:51
when will the bug subforum be open for beta testers? just curious.
As soon as Tosa or whoever else gets to it.
I don't know if this is the right thread or not but it's related.
When a general extreminate a settlement they get the "bad sleeper"(or something like that) trait.
It is a cool trait but would it be possible that only a certain type of general wouldn't or would get this trait if he exteriminates the settlement ??
Malrubius
12-30-2005, 18:02
It should be that only selfless generals get pangs of conscience for exterminating populations (Restless Sleeper trait). It should take at least 3 exterminations before this occurs.
There are also 3 levels of selflessness (which are hidden from the player--you don't know exactly how smart or charismatic or loyal your general is naturally, but you have a general idea, and can discern more by watching his performance over time), and the chances are different for each level.
Teleklos Archelaou
12-30-2005, 18:22
It should be that only selfless generals get pangs of conscience for exterminating populations (Restless Sleeper trait). It should take at least 3 exterminations before this occurs.
There are also 3 levels of selflessness (which are hidden from the player--you don't know exactly how smart or charismatic or loyal your general is naturally, but you have a general idea, and can discern more by watching his performance over time), and the chances are different for each level.
I hardly ever exterminate populations, but the damt Aitolians deserved it :grin: . My Mak general got the trait from that one time though (I'm sure it was just one time). He is unselfish/optimistic/loyal though.
Malrubius
12-30-2005, 18:54
Ok, I see what happened. My documentation lists a threshold of 3, but the real threshold is 1, so it can happen after 1 extermination (makes sense). Your general may have the "Selfish" label, but he's not totally evil, just out for himself. Even someone like that might have trouble rationalizing away thousands of deaths. He probably had a 50% chance to get the trait. I may do some tweaking to the threshold and triggers to get more varied results.
Malrubius
01-01-2006, 12:22
FAQ update:
1. Added more detail to the spy network question (requires forum or better)
2. question about bored
3. question about morale
Q. My general gets bored from sitting in town. What happens next? How can I stop or reverse this?
A. Energetic generals are most likely to have this problem. They want to be doing something, not just sitting around twiddling their thumbs. If you're not keeping them busy, at least occasionally, they'll find diversions to pass the time, like drinking, womanizing, or gambling. It doesn't take much to keep them occupied; a tour of the province or stepping out of town for some fresh air might be sufficient. A battle is a great means of alleviating boredom, as well.
It's best to take corrective action immediately once you detect he's become bored. Once he's taken up a vice or two, it may be too late to correct his behavior!
Q. My general's troops have low morale. What causes this? How can I change it?
A. EB has a somewhat complicated system for morale of the soldiers commanded by a general. It starts with a type of base or equilibrium morale, which depends on the general's skill and command experience, and on the situation the men are in. Certain events may provide a transient boost above this equilibrium, or provide a temporary minus.
Ways to raise your men's morale:
- Win a battle (gain bonuses)
- be in or near your home territory (gain bonus)
- be besieged and be commanded by a charismatic general
Ways to lower your men's morale:
- lose a battle (gain negatives)
- general loitering in town may let discipline get sloppy (lose bonuses)
- lay siege to a settlement (lose bonuses)
- be besieged
- be away from home (gain negatives)
- be force marching
- be outside a town when winter arrives
Malrubius
01-03-2006, 19:44
Q. What are the steps for my Roman general obtain a triumph?
A. The first step on the road back to Rome in triumph is the "Vanquisher of Carthaginians" trait, obtained by winning a battle or two. Next, after more conquest, you'll get "Conqueror of Carthago" (It wouldn't be much of a spoiler to tell you that conquering Kart-hadast itself will get you closer to a triumph than conquering Lilibeo). (similar traits and criteria exist for most of Rome's immediate neighbors).
That settles those requirements that can be easily obtained by your general. Next his men must name him "Imperator" (commander). Preferably, after a numerically important and difficult battle, won decisively. In history, there were instances of a general paying his men to get the title, but we're not going to let you off that easy. ~;)
Exact criteria for Imperator trait:
Number of enemies on the battlefield:
Small unit size: more than 250
Normal size: more than 500
Large size: more than 1000
Huge size: more than 1500
More than 30% of the enemy killed (you want a clear or heroic victory)
Even odds or worse
Attacker or defender, doesn't matter
Finally, after being named "Imperator" by his men, the general must be awarded a triumph by the Senate. In history, they sometimes made men wait or refused to award it, so having some pull (i.e., Influence) helps here (more than 4 is preferable, and 8+ is great!).
Good luck!
Fighting rebels won't get you a triumph, but a Corono Ovalis is possible there, by winning a difficult battle decisively.
Malrubius
01-08-2006, 11:56
Working around or eliminating certain traits from showing up, for testing purposes
If you would like to eliminate certain traits from showing up, it's simply a matter of commenting out a few triggers. The file you'll need to edit will be in your Data folder, and is called export_descr_character_traits.txt.
To remove winter and summer campaigning movement restrictions:
Search for the following code:
;------------------------------------------
Trigger winter_has_arrived_and_may_shut_down_campaigning
WhenToTest CharacterTurnEnd
Condition Trait Season = 4
and Trait HasWinterCampaigning < 1
Affects WinterEffects 1 Chance 100
;------------------------------------------
Trigger summer_has_arrived_and_may_shut_down_campaigning
WhenToTest CharacterTurnEnd
Condition Trait Season = 2
and Trait NoSummerCampaigning > 0
Affects SummerEffects 1 Chance 100
and comment it out, like so:
;------------------------------------------
;Trigger winter_has_arrived_and_may_shut_down_campaigning
; WhenToTest CharacterTurnEnd
;
; Condition Trait Season = 4
; and Trait HasWinterCampaigning < 1
;
; Affects WinterEffects 1 Chance 100
;
;------------------------------------------
;Trigger summer_has_arrived_and_may_shut_down_campaigning
; WhenToTest CharacterTurnEnd
;
; Condition Trait Season = 2
; and Trait NoSummerCampaigning > 0
;
; Affects SummerEffects 1 Chance 100
To stop the forced marching trait from showing up:
Comment out this section (put ';' in front of every line):
;------------------------------------------
Trigger forced_marching_flag_set
WhenToTest CharacterTurnEnd
Condition CharacterIsLocal
and RemainingMPPercentage < 10
and Trait ForcedMarching < 1
Affects ForcedMarching 1 Chance 100
To fix the Desert Warrior bug, find this section:
;------------------------------------------
; Desert Warrior
;------------------------------------------
Trigger General_in_Arid_Region_becomes_Desert_Warrior
WhenToTest CharacterTurnEnd
Condition AridRegion > 0
Everywhere you see Condition AridRegion or and AridRegion, replace them with Condition Trait AridRegion or and Trait AridRegion. In fact, you can do a global find-and-replace for these two phrases.
Find: Condition AridRegion
Replace with: Condition Trait AridRegion
Find: and AridRegion
Replace with: and Trait AridRegion
Malrubius
01-08-2006, 11:58
"Young" Diplomats, Spies, etc.
If your diplomat has been around for 10 years, he shouldn't be young anymore. Anybody have a case of this happening? Since I can't tell how old a character is, there's no way to get the right age when he's recruited. :wall: I may need to change the description to reflect the reality, if we're getting new diplomats recruited who are 50 years old.
If you've had a diplomat for 10 years and he's still young, we have a bug. :oops:
Please let me know if you've had a diplomat, spy, or agent for more than 10 years, and he's still listed as "Young".
Malrubius
01-08-2006, 12:00
What do Command stars do?
Nobody's really sure what it does. I believe it gives a morale boost to the men close to the general (close being determined by the number of stars). It might make these men attack better, but investigation hasn't seemed to show this. It probably helps in autocalc battles.
Details here:
https://forums.totalwar.org/vb/showthread.php?t=44549
It doesn't make AI generals fight smarter, it doesn't make your men obey their commands better.
In EB, higher command translates generally to higher morale (depending on the situation, of course). It's a major factor in the traits "Confident Troops", "Very Confident Troops", etc.
SwordsMaster
01-09-2006, 21:35
what has happened is that my generals get recruited when they are 16-17 and they are already "man grown"....
Another question: is it possibleto get the "vanquisher of the Getai"/or Germanicus or something trait at all? Cause I've been warring with the Getai for some 7 years with the same general and didn't get anything while I only won 1 battle against Carthage (ok, 2 battles and Alalia:shame: ) and got the Vanquisher of Carthaginians trait....
Are some factions more discriminated than others in terms of Triumphs?
Malrubius
01-09-2006, 21:44
what has happened is that my generals get recruited when they are 16-17 and they are already "man grown"....
Another question: is it possibleto get the "vanquisher of the Getai"/or Germanicus or something trait at all? Cause I've been warring with the Getai for some 7 years with the same general and didn't get anything while I only won 1 battle against Carthage (ok, 2 battles and Alalia:shame: ) and got the Vanquisher of Carthaginians trait....
Are some factions more discriminated than others in terms of Triumphs?
I can't detect the age of suitors and adoptees, so I just choose an adult age. Born generals are 16 when they become generals, so it's more accurate for them. Obviously, a man who's 16 and able to integrate himself into the upper echelons of society or who is commanding general on a battlefield is more mature than your typical American teenager. ~;)
I didn't do a Dacian triumph. Germanicus should be possible though. Conquering Alalia would be enough to get you started towards the "Africanus" title. Conquering Swebolandum is a bit harder, though...
Oh, and there's a slight problem with the 'Vanquisher of...' trait too. One of my current generals got the 'Vanquisher of the Carthagineans' trait from capturing a rebel Carthage, and yet another one got the 'Vanquisher of the Macedonians' trait from conquering Chalchis (sp?) from the Epirotes. Somehow, that doesn't seem right.
Malrubius
01-10-2006, 10:33
Likes Easy Battles
Q. What's the story about this "Likes Easy Battles" trait? My generals are always getting it! It seems to be bugged!
A. If RTW thinks the odds are heavily in his favor, he gets a hidden trait denoting that his battle difficulty was low. We use that hidden trait, along with another hidden trait denoting degree of success, to calculate a number of BattlePoints. The more BattlePoints, the greater the chance of getting a command star. The traits you see (Likes Easy Battles, Crushes his Enemies, etc) are just visible versions of these traits, acquired over time. The way I adjust them over time may not be accurate or may be bugged. Also, due to a bug in 1.2, there's a problem with a general fighting more than 1 battle a season.
If you want to help me figure out if there's a bug with this trait, start keeping detailed records like so:
Example:
271, Spring - Attacker - 1:1 Odds - Heroic Victory - Even Odds - Crushes His Enemies
271, Autumn - Attacker - 3:2 Odds - Narrow Defeat - Likes Easy Battles - Barely Victorious
This lists the year, season, whether you were attacker or defender, the battle odds on the scroll before the battle.
Hover your mouse on the bar between the two generals--In this picture, the odds are 3:1
https://img423.imageshack.us/img423/6107/19assault8dw.th.jpg (https://img423.imageshack.us/my.php?image=19assault8dw.jpg)
Then tell me the outcome (heroic victory, close victory, etc)
Then tell me what traits your general had after the battle (Likes Easy Battles, Normally Victorious, etc) and if he got a command star from tactics or leadership or something else.
This would be a tremendous help in testing. As you can imagine, I haven't fought a lot of battles out over the course of a campaign myself, in testing.
Please format it like the example above for easy analysis, and post your results in this thread (https://forums.totalwar.org/vb/showthread.php?t=59430)
Thanks!
Teleklos Archelaou
01-10-2006, 16:20
Re: Bribing cities
Just wanted to make sure you saw this suggestion:
https://forums.totalwar.org/vb/showpost.php?p=1031442&postcount=40
Can we do temporary boosts for any general or diplomat in a city with a type1 govt? Even a type2 may get a smaller boost. We could go so far as to give a small penalty to type4 generals/diplomats. Or at least make sure we don't give them influence boosts (to type4 client rulers).
Malrubius
01-11-2006, 00:59
Re: Bribing cities
Just wanted to make sure you saw this suggestion:
https://forums.totalwar.org/vb/showpost.php?p=1031442&postcount=40
Can we do temporary boosts for any general or diplomat in a city with a type1 govt? Even a type2 may get a smaller boost. We could go so far as to give a small penalty to type4 generals/diplomats. Or at least make sure we don't give them influence boosts (to type4 client rulers).
Yeah, Mike and I discussed this yesterday. I believe it's in my current files, so might make the patch. :yes:
Fertility
Q.
I am well...ermm...having problems having babies playing as the romans. I know, I know...I gave all of my generals the birds and the bees lecture. I even went so far as to have them stay in town a bit longer...maybe to blow wind over the low "love embers" in hope of starting a blaze.
I have built nice governmental buildings for some potential "alone time".
Alas...no babies and therefore no true Romans!
I am in year 250 and the only new officials I get are adoptions and man of the hours'....which are most times not as good as a good baby which comes of age.
Anyone else having this problem?
P.S. When I played Pontus (until the 243 crash), my generals had babies like rabbits.
A. I'm suprised to see it working so well! In testing, Romans could always squeak out a baby or two.
We actually have 3 categories at this time:
- No babies: Rome, Koinon Hellenon, Qarthadast, Aedui, Arverni
- Some babies: Sweboz, Iberia, Casse
- Normal fertility: Dacia, Makedonia, Epeiros, Ptolemaioi, Pontus, Steppe culture (Yuezhi, Pahlava, Sauromatae), Eastern Greeks (Baktria, Arche Seleukeia, Hayasdan)
P.S. I love this humourous question, that's why I quoted it! :laugh4:
Malrubius
01-12-2006, 11:43
Oh, and there's a slight problem with the 'Vanquisher of...' trait too. One of my current generals got the 'Vanquisher of the Carthagineans' trait from capturing a rebel Carthage, and yet another one got the 'Vanquisher of the Macedonians' trait from conquering Chalchis (sp?) from the Epirotes. Somehow, that doesn't seem right.
I thought I replied to this one. Hmm.
Anyway, I think I might be able to clear this up. (I was originally giving "triumph points" for different settlements, but I think I know how to prevent this from happening).
Magnificant me
01-13-2006, 23:33
so why do the romans not get to have babies? that seems to be a little wrong or is there some thing that you know that i don't?
It is not that they don't have kids, it is that their kids don't automatically become powerful and inherit the power of their parents.
Malrubius
01-14-2006, 00:02
Right. Republican Rome wasn't ruled by a dynasty. The best men were supposed to rise to the top, perhaps helped by their ancestry, but not solely because of it. Contrast this with the Ptolemaic dynasty.
Therefore, we're not saying they don't have children, but we are using RTW's adoption system to simulate these men being picked for their merit.
Right. Republican Rome wasn't ruled by a dynasty. The best men were supposed to rise to the top, perhaps helped by their ancestry, but not soley because of it. Contrast this with the Ptolemaic dynasty.
Therefore, we're not saying they don't have children, but we are using RTW's adoption system to simulate these men being picked for their merit.
You might be overestimating the level of meritocracy the Romans had... Plebeians without rich parents had an almost impossible time getting anywhere in Roman politics, while family of rich and powerful patricians had it way easier to at least get into the Senate - no matter how dumb they were. Cicero being able to pull off what he did in Roman politics (playing the Senate like a bunch of puppets, mostly) seems to be a good example of that. Therefore, 'the Romans squeezing out a baby or two' still seems fairly realistic to me.
*EDIT* Also, since adoption candidates in the game are usually pretty crappy (for Rome at least), any meritocracy isn't really reflected in that system.
SwordsMaster
01-14-2006, 03:27
What he means is, the "plebeius" trait comes up way too often in adoptees. Even if elected by their merits they would still be mostly patricians. The composition of the Senate: 300 ish patricians +2 plebs tribuni is fairly illuminating.
Malrubius
01-14-2006, 08:53
You might be overestimating the level of meritocracy the Romans had... Plebeians without rich parents had an almost impossible time getting anywhere in Roman politics, while family of rich and powerful patricians had it way easier to at least get into the Senate - no matter how dumb they were. Cicero being able to pull off what he did in Roman politics (playing the Senate like a bunch of puppets, mostly) seems to be a good example of that. Therefore, 'the Romans squeezing out a baby or two' still seems fairly realistic to me.
*EDIT* Also, since adoption candidates in the game are usually pretty crappy (for Rome at least), any meritocracy isn't really reflected in that system.
We're not depicting the entire Senate, just the main powers of each faction, as family members. Sure, some of them aren't too great, but that's compared to other family members.
The Plebeian disadvantage is reflected in their -3 Influence penalty (it's very difficult for them to gain office or be appointed faction heir as a result).
A baby or two here or there isn't a problem for me, either, the next patch will actually make babies more common among the Patricians at first, and fix another issue with suitors that was preventing Pats from marrying your daughters.
What he means is, the "plebeius" trait comes up way too often in adoptees. Even if elected by their merits they would still be mostly patricians. The composition of the Senate: 300 ish patricians +2 plebs tribuni is fairly illuminating.
At this time, there were more than just plebeian tribunes representing plebeians in the Senate. The Aedile, Consul and Censor positions were split between plebs and patricians.
Malrubius. could you be doing somethign with temperament?
Famboyant/calm/push-over to influence their commandstars when attacking?
Is there any way to influence what sort of wife your characters get, or whether they get married at all? Not getting married, or getting a bad wife, can really screw up a character for you, not to mention the worth of that character's progeny, and I don't know of any way to help that. Is there something I don't know, or, if it really is chance, could it be changed so that being in a nice town could help out or something?
O'ETAIPOS
01-15-2006, 13:32
My generals seem to lose abilieties during reloading. I had a general wih 2 command stars (1 from the start and other just gained by talented leader or sth similar). game was saved and after loading he was 1 star again (the trait was still in place). Many others seem to loose management also.
Malrubius
01-15-2006, 16:17
Malrubius. could you be doing somethign with temperament?
Famboyant/calm/push-over to influence their commandstars when attacking?
Hmm, there are a lot of triggers where Temperament is important, it's one of the main traits in the EB system, and affects the outcome of a hundred triggers or more. The humours BloodHumour and BlackBileHumour are almost directly tied to temperament, and they influence troopmorale (which is more important than Command stars, really) positively and negatively. Besides that, it affects how a general handles many other situations, like being besieged, being a member of a bankrupt or nearly bankrupt faction, or being targeted for assassination. It influences their outlook on foreigners and security. Of course, we can do more...
Is there any way to influence what sort of wife your characters get, or whether they get married at all? Not getting married, or getting a bad wife, can really screw up a character for you, not to mention the worth of that character's progeny, and I don't know of any way to help that. Is there something I don't know, or, if it really is chance, could it be changed so that being in a nice town could help out or something?
I have read that they're more likely to get married in town, but I don't know. I've also heard more influential or handsome generals get married easier than ugly ones, but again, I don't know.
I've done some more tweaks, based on your suggestion, to have handsome, wealthy, or influential generals have a shot at getting more healthy wives. Also, the settlement buildings might have an effect (sewers and baths are good! :2thumbsup: ). I'm in the middle of reworking the wifely traits a bit, a consolidation so you don't have 4-5 traits describing the wife, just 1. Don't know if it will make the first patch, though.
Any other ideas?
My generals seem to lose abilieties during reloading. I had a general wih 2 command stars (1 from the start and other just gained by talented leader or sth similar). game was saved and after loading he was 1 star again (the trait was still in place). Many others seem to loose management also.
Hmm, weird. That's not something I'm doing. I wonder if your saves are corrupted? Did you reload after a CTD? Also, playing one game, and reloading while still playing the game might do some weird things with scripts, but I don't know of anything there that would change the effects of traits. Especially if you still have all the same traits, and didn't lose any! :dizzy2:
O'ETAIPOS
01-15-2006, 17:11
It looks like he lost his starting star and the one left was the trait one.
I was loading a save just after launching a game.
SwordsMaster
01-15-2006, 17:29
It looks like he lost his starting star and the one left was the trait one.
I was loading a save just after launching a game.
Did you start the script?
O'ETAIPOS
01-15-2006, 17:31
Yes
Malrubius
01-15-2006, 17:32
It looks like he lost his starting star and the one left was the trait one.
I was loading a save just after launching a game.
Starting star? What, the one in descr_strat.txt? Who was it? Everybody should start with no stars, and get them solely through traits and ancillaries.
Our scripts don't just hand out Command stars, AFAIK. And I should definitely know if they are! LOL
O'ETAIPOS
01-15-2006, 19:02
Its Antigonos Gonatas's son Demetrios - when he graduated he had 1 star (maybe because he had Takes after his father trait - maybe he had some other trait though, that I hadn't noticed)
Malrubius
01-15-2006, 19:08
Its Antigonos Gonatas's son Demetrios - when he graduated he had 1 star (maybe because he had Takes after his father trait - maybe he had some other trait though, that I hadn't noticed)
Takes after his Father won't give him any stars directly. If his dad had stars from something, he might have started with one from having that trait. If you have a savegame you reloaded, and maybe one from a turn or two before, could you compare and see if all the traits are the same?
O'ETAIPOS
01-15-2006, 19:17
Antigonos had 4-5 stars, I'll check the traits.
Teleklos Archelaou
01-15-2006, 19:27
I got the Numismatist trait twice as Armenia (two different generals). I think that it was restricted to baktria - or at least the description makes it sound like it should. Can you make sure it's limited to just that one faction? Was reading this thread and thought I'd drop it in here since I know you'll see it. :grin:
Malrubius
01-15-2006, 19:57
I got the Numismatist trait twice as Armenia (two different generals). I think that it was restricted to baktria - or at least the description makes it sound like it should. Can you make sure it's limited to just that one faction? Was reading this thread and thought I'd drop it in here since I know you'll see it. :grin:
Here's your culprit:
;------------------------------------------
Trigger Nomismatikos_GoodTaxman
WhenToTest CharacterTurnEnd
Condition Trait GoodTaxman > 0
and EndedInSettlement
and Trait BaktrianNomismatikos < 1
Affects BaktrianNomismatikos 1 Chance 25
needed to include FactionType romans_brutii as a condition.
Malrubius
02-03-2006, 11:05
Q. What changes will be in the patch? Will it be savegame compatible?
A. Bug fixes and refinements will both be included. It will not be savegame compatible.
Here's some of the major changes that have been made:
Major Bug fixes:
- DesertWarrior fix
- Olympic Victor can now be obtained without a CTD
- Triumphs should work properly now
- wrong settlement names fixed for Sweboz "uniter" trait
- no more 'young' diplomats, but they will get age traits when they get older (it's just impossible to tell how old a character is, unless he has Come of Age) -- descriptions for generals' ages have been adjusted to reflect more health and mindset than physical age, and their initial acquisition is also tied to their Vigorous/Langorous trait.
- Disabled "Likes Easy Battles" trait.
- message for Qarthadast/Koinon Hellenon capturing Syrakousai fixed.
Major Refinements:
- Bribery changes: Ambassador trait for diplomats in settlement to lower bribery possibilities; give diplomats HardToBribe trait to make bribing them cost more, too; increased bribe resistance for Loyal trait for generals; a general in a settlement with a Type I government will be harder to bribe and will catch assassins and spies easier.
- more traits for agents; when initially recruited, they can benefit from training in the field or in a settlement (diplomats go to the academy, spies/assassins practice their skills in the marketplace)
- large battles will count a bit more towards getting command stars
- removed almost all epithets, to make EB's new epithets like "Germanicus" not be replaced by "Victor" or "the Gloomy", etc.
- halved ancillary acquisition chances (due to having 4 turns per year)
- tweaks to the Bored and Forced Marching traits to make them less annoying
- Romans can get triumphs over Syria, Dacia, and Parthia
- major additions for religion/priests/temples
- addition of logistics system (well supplied, poorly supplied, rationing, starving -- affects morale, affected by leaving home, being sieged, being in the field, devastating, and conquest)
- made several traits antitraits to each other
- more triggers to tie settlement buildings to resident general's traits
- new traits for Celts, Ptolemaioi,
- consolidation of "wife" traits; acquisition also tied into settlement
mediobogdum
02-03-2006, 22:21
Sweeeet. At the risk of getting flamed........any ballpark figure when well be seeing this?
Warlord 11
02-16-2006, 03:37
In my Karthadast game, an enemy (Ptolmatic) general got the Pious and the Hates the Gods trait at the same time. I don't think that this should happen...:dizzy2:
Teleklos Archelaou
02-16-2006, 04:21
Hmm. That actually leads to an interesting situation though. You have to believe pretty strongly first of all before you can actually hate them I would suspect. So maybe "hates the gods" could trigger "pious" to turn to "formerly pious" or something. :grin:
Or alternately, you could have a really pious general who is also selfish and very successful start thinking he's a god. Give him the title "Theos" or a trait about believing he is a god. You could have some fun bonuses with that sucker. How's that for formerly pious? Even a following trait along the lines of "defiler of temples" or something.
Malrubius
02-16-2006, 08:31
In my Karthadast game, an enemy (Ptolmatic) general got the Pious and the Hates the Gods trait at the same time. I don't think that this should happen...:dizzy2:
Hmm, somebody else reported this same thing (Jebus, maybe?) Pious and PublicAtheism are antitraits, so I don't understand how you can have both. It should be impossible to have both. I know that making changes to the traits file and reloading a saved game can cause all sorts of weird things to happen. It's also possible that the save file got corrupted. A final possibility is that RTW can't properly handle such large traits files. :dizzy2:
Do you have a save from before this showed up, and one from after? Or a couple of before/after screenshots?
Sweeeet. At the risk of getting flamed........any ballpark figure when well be seeing this?
I don't know and I couldn't even give a ballpark date. If I had my way, a small traits-only hotfix would have been released a month ago.
Malrubius
03-05-2006, 14:52
Q. I really want to dive into the traits and ancillaries and learn everything I can about them. What should I do?
A. The best way is to directly consult the relevant files: In your Data folder, they are export_descr_character_traits.txt and export_descr_ancillaries.txt. In the Data\text folder, they are export_VnVs.txt and export_ancillaries.txt.
If you'd like to take a bit easier approach, the compiled HTML documentation will be more user-friendly. Just download and extract one of the following files:
EB VnVs Docs (1.1MB Rar Archive) (https://europabarbarorum.com/p/EB_VnVs_Docs.rar)
EB VnVs Docs (1.5 MB Zipped) (https://europabarbarorum.com/p/EB_VnVs_Docs.zip)
Notes about HTML Documentation:
This documentation lists almost every trait, ancillary, and trigger, and is for someone who wants to dive deeply into the system, for purposes of understanding exactly what is going on, or for the purposes of modding. It consists of several sections, which are self-explanatory, for the most part.
- The Ancillaries page lists each ancillary and the effects for having that man, woman, or animal in your retinue.
- The Effects page lists the various attributes that can be affected by traits and ancillaries, and contains a description of their game effects, and links pointing to research on these attributes.
- The Cultures and Factions pages categorize and list the EB factions and what RTW engine names are used for these factions in the files.
- The Trait Relationships page is very useful. Each trait has two sections, "Condition" and "Affected". Under "Condition" is a list of triggers that have that trait as a condition somehow. Under "Affected" is a list of triggers that add points to that trait. You can click on the trigger name and will be taken to documentation on that trigger.
- The Traits page lists each trait and its effects.
- The Triggers page lists the details of the trigger, such as what level of trait is required in any conditions, and what the chance of affecting a trait is, and how many points towards next level will be awarded.
Avicenna
03-05-2006, 15:06
Hm.. weren't the ancient Olympic Games at Olympia and occur every five years instead of the current four?
Teleklos Archelaou
03-05-2006, 17:26
Every four years - and they are at Olympia in the game. Look in the province of Peloponnesos and you'll find a unique building - Olympias - with a description.
PseRamesses
03-24-2006, 11:31
What happened to the traits that added a title/ name to a generals name, like "the conqueror"/ "victor" etc? I´ve asked on numerous occasions in other threads but no response.
Are there any other "titles" like theese (except the Roman ones) that I can accuire? If so what are the conditions?
Malrubius
03-24-2006, 13:15
We tossed out the original epithets in favor of our own special ones. I didn't specifically have a problem with them, but a general who earns the cognomen "Germanicus" shouldn't suddenly lose that to some epithet like "the Philosopher". Any new ones your general gets replace his old one, so it's easiest to just remove the ones we don't want.
Ah I see, well, what are these new title traits called then? I've never got one.
HURRAY!!!:balloon2: :balloon2: :balloon2: :balloon2:
The Progress-O-Meter is over 50%. I can't belive my eyes :dizzy2:
Great work Tom.
Nice system, I really like the bound character traits, intelligence etc...
I've been playing around with it, and it seems like I cant mod some of the stuff in game with the console? I cant think of the name of the traits of of my head, but I tried using "IntelligenceRating" and "NaturalIntelligence" I think.
I also tried to modify the energy stat, which showed no affect in game. Are the traits partially hidden? Would the trait change and just not show up on screen? Even after reload I see no changes. I also tried the give_trait with some of the new traits that seems to go through but I could see no change on the character card. While some old ones, for instance "Fertile" seem to work just fine.
Really awesome system though, really makes me stoked when I get a sharp/charismatic/vigorous general, it helps to know where to put them, and its fun to develop them.
I had one who was selfish/pess/disloyal, at about 30 he was so crooked I ended up sending him into slave controled east europe to "Take care" of the rebels. I sent him by himself.
:balloon2:
Malrubius
03-30-2006, 04:19
Ah I see, well, what are these new title traits called then? I've never got one.
The Celtic factions have a few, the Romans (for the triumphs), and one for Hellenes. Here's a list:
Celts
oi Aurveritaea (Brave Champion)
oi Orrotedrix (Kingly Warrior)
oi Neamha (Berserker)
oi Ogmiotae (Speaker)
Romans
Gallicus, Africanus, Germanicus, Brittanicus, Macedonicus, Dacicus, Asiaticus, Parthicus, Imperator
Hellenics
Episkopos Alexandrou (for bringing Alexander's body back to Pella)
Nice system, I really like the bound character traits, intelligence etc...
I've been playing around with it, and it seems like I cant mod some of the stuff in game with the console? I cant think of the name of the traits of of my head, but I tried using "IntelligenceRating" and "NaturalIntelligence" I think.
I also tried to modify the energy stat, which showed no affect in game. Are the traits partially hidden? Would the trait change and just not show up on screen? Even after reload I see no changes. I also tried the give_trait with some of the new traits that seems to go through but I could see no change on the character card. While some old ones, for instance "Fertile" seem to work just fine.
Really awesome system though, really makes me stoked when I get a sharp/charismatic/vigorous general, it helps to know where to put them, and its fun to develop them.
I had one who was selfish/pess/disloyal, at about 30 he was so crooked I ended up sending him into slave controled east europe to "Take care" of the rebels. I sent him by himself.
:balloon2:
Yeah, we have a lot of hidden traits, and some of the visible ones are calculated once based on those, so you wouldn't see the effects. If you're looking to delve deeper into the traits and see the whole list, I recommend you download the html documentation. (https://europabarbarorum.com/p/EB_VnVs_Docs.rar) It's in a RAR archive, so you'll need winrar to extract it, or you can download the zipped version. (https://www.europabarbarorum.com/p/EB_VnVs_Docs.zip)
The bottom of this page explains how these files are organized. (https://europabarbarorum.com/features_traits.html)
Glad you're enjoying the system!
Thanks for the info Malrubus! And I've become a real member!
Balloons for everyone! :balloon2: :balloon2: :balloon2: :balloon2: :balloon2: :balloon2: :balloon2: :balloon2: :balloon2: :balloon2: :balloon2: :balloon2:
SwordsMaster
03-30-2006, 08:52
I was thinking yesterday about the "supply" system. So far, I only managed to get -3 morale when campaigning far from my own territory. I thought, why not after the -3 to the morale, units start losing-say 15% of the ir strength per turn. After all you can't fight if you haven't eaten in a month...
Malrubius
03-30-2006, 14:44
Not possible.
Couldn't you add a few more Hellenic traits, eg Soter, Megas, Theos, Euergetes, Poliorketes, etc. Though I guess something like that is harder to trigger. Rats.
Malrubius
03-30-2006, 17:58
Yeah, I'm just way behind right now on the already proposed Hellenic traits. :sweatdrop: If somebody could write up a description and what the general has to do to get them, I can have Teleklos go over them. If he likes them, I'll add them to my ever-growing to-do list. :grin:
I'll start with some quick descriptions, as I don't really know what sorta triggers you could use.
Soter, Historically, rulers might be acclaimed with the title of Soter, or Savior, after rescuing those under his authority from a grave danger, such as the Galatian invasion, or for regaining a key city or region that had been lost.
Possible triggers: Defeating several enemy armies in your territory in quick succession, regaining a home territory that had been lost
Megas, This name was generally only bestowed on the greatest of rulers, and since Alexandros is known as Megas, any ruler who is also given this title is thereby identified with Alexandros himself.
Triggers: hmm...gain control of all type 2 areas for your faction? Get 6+ command stars? Conquer a certain number of provinces? Or if you could do different ones for each faction; Seleukids conquering beyond the Indus, Ptolemies or Baktrians taking Babylon; Makedons and Epirotes ?
I'll try Theos, Euergetes, Poliorketes later. Let me know if I'm on the right track with these. Should I include more specific examples of which rulers got these names?
PseRamesses
03-31-2006, 13:01
Malrubius,
Haven´t got the time to read through the traits-file, sorry. Have you completely taken away traits like "butcher", "handsome", "coward" etc?
What I personally like is for my characters to gain "names" according to their pesonality. If my general runs from a battle he should be called "xxxx the coward", or something, and he should be able to regain his bravery with a couple of battles where he stands his ground. A general that leads from the front and are very active should gain a "the brave" epiphet and "the tactician" if he uses/ deploys his armies smartly. "Butcher" when massacring pop after pop. "Slavetrader" after enslaving continously. A govenor that builds schools/ libraries could be called "the thinker" or "philosopher". If he constructs roads and mines he could be called "the engineer", ports and trade buildings he could be called "the merchant" etc etc. So more traits that reflects the characters personality is appreciated.
Thx for an othervise great traits system... I actually read through all my c´s traits nowdays, he he! I´ve also found that "rotating" your gov´s through your settlements are the best way to go in EB. With vanilla I mostly gave traits from one C to another. Also the school or learning facilities that is usually found in every factions capitol makes "rotating" gov-ships more effective.
I kind of like not having them in there. There is some, I have a general named "The Crippled" he has a trait called "Born Lame". Anyway, I do like being able to see the persons name, espesially in the late game when I have a ton of family members, helps me remember who's who.
Crac des Chevaliers
04-13-2006, 09:06
My problem is that it seems, I can never get the good infantry leader trait any more. That is despite the fact that as the romans, I have won several clear and heroic victories with armies overwhelmingly consisting of infantry, (at least 90%) and with the same general. I have also tried it with different generals, who all had the appropriate traits as intelligent/energetic/charismatic and so on, but I never once succeeded in getting the good infantry commander trait. Maybe the triggers need a little tweaking?
Avicenna
04-19-2006, 09:07
Starting star? What, the one in descr_strat.txt? Who was it? Everybody should start with no stars, and get them solely through traits and ancillaries.
Our scripts don't just hand out Command stars, AFAIK. And I should definitely know if they are! LOL
There are also some generals (not in my faction ever though) in my campaigns which have command stars even though none of their traits add command. Is this intentional to help the AI?
Generals used to get Qonqueror, Vanguisher titles to their name. I have playd many heroic battles and there havent been any kind of those title names.
Have you people removed them?
Btw will u get any trait if you destroy some faction?
edyzmedieval
04-24-2006, 08:20
It gets you a special trait when you vanquish a faction, I think. :book:
Generals used to get Qonqueror, Vanguisher titles to their name. I have playd many heroic battles and there havent been any kind of those title names.
Have you people removed them?
Yes.
Btw will u get any trait if you destroy some faction?
The Romans get traits like Gallicus, Africanus, Germanicus, etc. for generals who conquer certain cities. Though one needs not to destroy the Gauls to become Gallicus.
Avicenna
04-24-2006, 18:34
The older ones have been destroyed because you'd probably be quite unhappy if you play a long time, fighting the [enter faction name here] to be awarded a triumph by the senate, and given a prestigious cognomen (surname) only to have it replaced by something like "the Ugly" or "Scarface", wouldn't you?
Wurzelgnom
05-07-2006, 21:27
AAAAAAAAAARRRRRRRRRRRRGGGGGGGGGGGGGHHHHHHHHHHHHHHH!!!!!!!!!!!!!!
I'm currently playing as Romani and I am desperately trying to get one general being namen "Imperator". This General has already got the cognomen "Africanus"(fighting Carthage). I recently defeated one army in a heroic victory with even odds and then another one with the odds against me(8:9 or so). Again a heroic victory...In every single battle there were more than 1500 enemies on the battlefield(unitsize: huge) and only some of them managed to escape...
So my question: What the hell am I supposed to do? :wall: I defeated enemies with th exact criteria for the triumph, the general has got command:5, management:8, influence:10, is my faction leader and has many positive traits like "warmonger", "bloody" and so on...Not to mention the numerous other Carthaginian armies he crushed(but below 1500men each). He even took Carthago itself and enslaved the inhabitants!:help:
Avicenna
05-10-2006, 16:15
Fight on equal or worse odds (for yourself). Triumphing against a superior force is the key.
Wurzelgnom
05-11-2006, 21:58
Well, I just attacked Kirtan with about 500 men and owned 2700 and again no Imperator title... In my opinion that should have granted me the title..but somhow it didn't. How long can it take to be named imperator? I didN#t end the turn but saved and left. Does the army need one turn or more to grant the title or should it "spawn" at once after the victory?
edyzmedieval
07-01-2006, 22:17
How are the Traits and Ancillaries for RTW 1.5? :grin:
I hope they are working better than in 1.2
Teleklos Archelaou
07-01-2006, 22:34
We need help with them definitely. THere may be an announcement on it soon.
What happened to Malrubius? Haven't seen him around for a while..
edyzmedieval
07-02-2006, 09:18
We need help with them definitely. THere may be an announcement on it soon.
I don't like this. :no:
I'm worried.
Publio Cornelio Escipión Africano Mayor
08-11-2006, 00:03
Malrubius is my personal heroe. Why don´t you work directly for CA??? Man you would get lots of money with your knowledge.
Darkarbiter
08-18-2006, 12:02
How many different ethnithicities are there for the avernii or can you have all factions get all. If i want to breed my generals to be one ethnecity what steps should i take?
How many different ethnithicities are there for the avernii or can you have all factions get all. If i want to breed my generals to be one ethnecity what steps should i take?
The celts get their own ethnicities shared between the aedui, casse and arverni. To breed your generals remember that fathers pass their ethnicity to their sons, but not to their daughters, so the best way to make sure you only allow marriages, adoptions, etc with a certain ethnicity.
Foot
Trithemius
08-18-2006, 12:54
How many different ethnithicities are there for the avernii or can you have all factions get all. If i want to breed my generals to be one ethnecity what steps should i take?
Frequent suicide charges.
-Praetor-
08-19-2006, 00:03
Ethnicities shouldn`t be one`s focus, genetic superiority should (in form of intelligent, charismatic or physically fit FMs, not blonder or taller, off course :inquisitive: ).
That`s the best way to achieve a decent ruling family...
Besides, different ethnicities in your family means greater flexibility for your tasks, unless you want all of your FMs to be excellent managers and administrators, superb politicians, and very (very, very, very) crappy generals.
But it`s your universe... :sweatdrop:
My 2 pesos. :2thumbsup:
Darkarbiter
08-19-2006, 11:55
That is not allways true what about the baktrians? their generals are basicly all the same according to their ethnicity they just work bettter in certain town types.
One of my Macedonian generals had be cracking up, he was 60 and had an "exceedingly beautiful prostitute" as an ancillary "excessive adulterer" and the guy who oversees the female gynasium as traits. He was quite the pimp i must say so myself! :laugh4:
The traits and Ancillaries help make this game, so many good ones. :2thumbsup:
The Kataphract
09-01-2006, 02:23
I hardly ever exterminate populations, but the damt Aitolians deserved it :grin: . My Mak general got the trait from that one time though (I'm sure it was just one time). He is unselfish/optimistic/loyal though.
My conquering german armies raid and massacre the surronding Roman cites every ten years or so, and yet my generals never develop 'Restless Sleeper' traits. I'm going to assume that this has something to do with their race/culture?
therother
09-01-2006, 03:24
I guess you just happen to have a bunch of generals who are either: egotistical and selfish, paranoid xenophobic drunks, or they are a bit on the slothful side.
Hello Everyones;
What are the title of Ashkâniân(Pahlavian) Faction leaders?
I hope you have been chosen "Knig of Kings" (Shāhanshāh) for them ,Because as you know "Mithridates II" had the title of "Great King" ,But soon it changed to "King of Kings".And as far as I know ,All Ashkâniân kings called like this.
Thank you
-Kambiz
Teleklos Archelaou
09-01-2006, 17:46
I don't even know the answer, but I can say that something like that gives us trouble. Because whatever is the term used in 272 is the one that should be in the game to start, and later developments may or may not have occurred if history takes a different path. Our trait team is a little taxed - I don't know if it would be possible to set a type of minireform in traits for that or what would trigger it or what, but whatever the result is, please understand that we are constrained by the system itself as well as decisions about whether or not we want to "force" a change that occured after our start date. We can do it sometimes, but it's not something to automatically assume is the best way or necessary.
Hi Teleklos Archelaou;
I don't know if it would be possible to set a type of minireform in traits for that or what would trigger it or what
There's no need to such a reform and I don't expect you to do this mate.~:)
whatever is the term used in 272 is the one that should be in the game to start
Let me to disagree with you mate ,I think you should chose the title which has used more As you do it with romans.Have you used "Faction leader" title for romans or "Caeser" or Emperor or somthing for romans while there were not yet an empire when your mod begins?
As I said ,"Mithridates II" changed the title from "Great King" to "King of Kings" OR "Shāhanshāh".As you see it had been used in 3/4 of Ashkâniân reign.And in addition ,"Shāhanshāh" was the common title of all ancient persian dynasties form "Hakha-manishiya" to "Sassanian" and also some other dynasties like the last one.So I don't see any necessity in using exactly the same title used at 250 BC which in not common.
Cheers
-Kambiz
Teleklos Archelaou
09-01-2006, 23:09
We certainly don't use caesar or emperor or anything like that. Those would be extremely anachronistic. Princeps is about as strong as we get for faction leader, and even that we don't feel that well about - but given the dynamics of the system that's what we have to go with we think.
In the future, maybe not in 0.8, the pahalva faction will become more complicated, possibly starting as a nomadic faction, with some reforms that make them more like the other eastern ones. We don't have it worked out yet though - but we will work on it more in the future.
Looking at the game, the faction leader for the Pahlava is the Shahrdar.
Krusader
09-06-2006, 11:53
The Pahlava faction in EB is represented as a nomad state that grows into a more sedentiary state.
As I recall there should be or is plans to make the Faction Leader get the Shāhanshāh title as trait when certain specific provinces are conquered, probably Media, Elymais, Persis, Adiabene and the Mesopotamic provinces.
BozosLiveHere
09-08-2006, 01:11
The Shāhanshāh triumph is already in .74. Click the spoiler box for exact requirements.
You need to conquer and hold Seleukeia, Susa, Ekbatana and Persepolis.
There isn't a Shāhanshāh trait yet though.
Zaknafien
09-14-2006, 00:09
It seems to me that it is too difficult for Roman generals to be accalimed Imperator and recieve Triumphs. I understand the winning against even or worse odds theory, yet this was not the case in Roman history--Consuls in paticular were often awarded Triumphs for victories over many lesser peoples, especially in Rome's early days. It seems that elder statesmen and very influencial commanders in paticular should be more apt to be awarded a Triumph.
Os Caçador
09-14-2006, 17:36
This new general system is interesting, kudos to the team that made this mod.:2thumbsup:
fallen851
09-17-2006, 05:39
Is there a trash talking trait? And if not can there be one?
Avicenna
09-26-2006, 14:01
I don't know about that, but there is a KH trait: 'Lalos'. Can't remember exactly what it says, but it's something on the lines of this man talks too much. -1 influence I think.
Teleklos Archelaou
09-26-2006, 15:28
It's one where you have stages too - there is lalos, then a comparative form, then a superlative form, with different bonuses/maluses and descriptions with each. Not exactly the same as trash talker, but it is a guy who talks too much and about anything. What is an example of trash talking in warfare that would have much application in the RTW system?
Laundreu
10-19-2006, 01:58
What is an example of trash talking in warfare that would have much application in the RTW system?
The Celts had a tradition of mocking their enemies in their pre-battle shoutiness, didn't they? Perhaps there could be a trait for being really, really good at it, raising your troop's morale and lowering the enemy's.
Can you get rid of lover of beauty trait, or atleast make it hard for military generals to get. Those command stars are few and precious, but are too easy to lose from this trait.
Can you get rid of lover of beauty trait, or atleast make it hard for military generals to get. Those command stars are few and precious, but are too easy to lose from this trait.
Their few, but their not precious. They only boost morale in a small radius around the general, much better to get traits that boost the morale of all units. Seriously, command stars look special but they arent.
Foot
vizigothe
10-24-2006, 18:07
I would rather have traits like this:
https://img61.imageshack.us/img61/4545/couragejd6.jpg
In conjunction with very confident troops....my troops pretty much never rout. Which is really helpful sinc it gives me time to bring assistance to them.
Edit: Whooops for those that dont know it is +3 to moral, I kinda cut that off :(
MarcusAureliusAntoninus
10-24-2006, 20:21
Command stars are good for autocalc though.
vizigothe
10-25-2006, 02:08
The last thing I want to do on VH is Auto Calc though.
Well for me, the command stars are just mainly for the image, denoting my good generals and my bad ones.
Watchman
11-02-2006, 20:27
And it is kind of imposing to attack a stack and find out the enemy general has a pile of stars higher than his stratmap model... :sweatdrop:
Does a General have to be a certain distance away from a unit for his traits to affect them or is this just for his command stars?
CountArach
11-07-2006, 10:14
His traits will affect the entire battlefield, however him being nearby (Distance is determined by the number of stars) will add to the unit's morale.
Nein, his influence affects the area of his command bonus.
just a thought for traits
I know that with your current system whenever two religious buildings are created the family member receives "worshipper of ..." trait without fail. It seems to me that outside of religion, its pretty much random for the acquisition of traits such as merchant or scholar. Ive had a family member build three levels of market and not receive the merchant trait, while a campaigning general who fights armies in the field has it appear from nowhere even though he's not enslaving anyone <--- slave idea was the only thing I could come up with as to why he'd become a merchant while slaughtering people.
As money becomes easier to acquire as the game goes on, I find the scholar trait more frustrating. I tend to build a library and its upgrades in every settlement rather than just upgrading my capital so I dont need to waste time having multiple family members in one settlement while others arent governed. Once again the same problem arises: I'll build a library and perhaps its upgrade, but, at times, apart from picking up a few more men in his retinue my kin won't receive the scholarly trait. I just thought it would follow suit for the frequency of these traits to be closer to that of the religious rate, since the men governing are the ones who "choose" what is built.
Can anyone tell me how to prevent receiving the lover of beauty trait and how to reverse it. Strangly going around slaughtering towns doesn't reverse the trait and it still leaves a general liable to get it.
kalkwerk
01-09-2007, 19:09
The last thing I want to do on VH is Auto Calc though.
I didnt know that VH influences Auto Calc. Are you sure about that?
swhunter
01-10-2007, 01:52
A question
My spys are seeing alot of gauls in the roman units
in the west. Why is that so?
Iam playing as Greeks old GCS
and i see alot of gauls in the west in the roman army. Did that happen
historicaly? Or the A1 doesnt like romans?
Iam playing at easy/easy since iam very new to this!
And still the price of units are very high!!
What should the game be set on to have a good chance for my greeks to grow !
So far i have all Mace. and going into Asia.
But i did some modding on the price list for units !
thanks for the help!
:yes:
CountArach
01-12-2007, 06:21
I didnt know that VH influences Auto Calc. Are you sure about that?
It does. it means it is far harder to win.
Cadwalader
01-16-2007, 22:48
Does the trait that says the gods have a plan for the general really mean anything? Except reducing influence. I have a general that was "returned by zamoxhes (or whatever the gods name). Horrible trait, but he also had the "divine plan" trait. Coincidence?
BozosLiveHere
01-17-2007, 05:48
Coincidence. Pawn of the Gods is the first level of the TouchedBytheGods trait; Returned by Zalmoxis is a getai specific trait.
Puupertti Ruma
01-17-2007, 13:11
It gets near impossible to check what kind of man my character is, when he has aged a little and gained more than 20 traits. Well for me anyway. So, could it be anyway possible to have a trait that summarizes what positive and negative modifiers the character has? I'm imagining a trait called "Summary" or something like that, which just shows on the pop-up all the various modifiers that character has. For example if he has a trait that gives him +2 law and +1 unrest and another trait that gives him +3 law and -2 unrest, the summary-trait would tell that the character has +5 law and -1 to unrest. Of course the summary shouldn't give these abilities, but only tell of their existance.
I understand this could be really hard or even impossible, but also I can imagine that it might be even quite easy to add.
BozosLiveHere
01-17-2007, 16:41
That would be practically impossible to make, given the size of EB's trait files.
Cadwalader
01-18-2007, 15:09
Returned by Zalmoxis must be the worst trait I have ever had. It gives -9 influence and -4 morale for his troops on the battlefield I think. Are there any worse traits?
whats the deal with the "uncomfortable supervisor" trait? My Arverni faction leader got it while governing Massalia, so I thought maybe he didnt enjoy the culture different. Sent him up to my capital, still uncomfortable. I continued to get the trait every single turn on my stat sheet no matter where he is.
BozosLiveHere
01-20-2007, 04:49
You need to keep him in at least a level 3 city. If you already did it, just wait a while and it should go away.
1.) Relating to above: My Saba king got the uncomfortable supervisor while govening Maryab. Is he trying to tell me something? Should that trait kick in in the faction capital?
2.) Are there any positive effects for having a family member accompany a general leading the army, ie. as the leader of cavalry. All my young family members that I send to learn the basics and get some experience, return with a drinking problem and suicidal thoughts ("morose" trait) and because they are not in command in battles they will still have the "green" trait. I'd like them to actually learn something about command and tactics, not simply gain "Heroic saviour" ancillaries. Sometimes they even get morale penalties.
Sorry if there's an answer to these already, but my time is precious (actually no, I'm just a little lazy). Thank you and my apologies.
Eduorius
01-22-2007, 02:40
Does a trait for Spolia opima exists? It would be cool that if your general kills the other general he can have the Spolia Opima trait.
BozosLiveHere
01-22-2007, 03:59
1.) Relating to above: My Saba king got the uncomfortable supervisor while govening Maryab. Is he trying to tell me something? Should that trait kick in in the faction capital?
Yes. He's trying to tell you he needs to govern bigger cities.
2.) Are there any positive effects for having a family member accompany a general leading the army, ie. as the leader of cavalry. All my young family members that I send to learn the basics and get some experience, return with a drinking problem and suicidal thoughts ("morose" trait) and because they are not in command in battles they will still have the "green" trait. I'd like them to actually learn something about command and tactics, not simply gain "Heroic saviour" ancillaries. Sometimes they even get morale penalties.
Not really. There are no particular negative effects either, i.e., your experience was just a fluke.
Does a trait for Spolia opima exists? It would be cool that if your general kills the other general he can have the Spolia Opima trait.
I don't know of any way of tracking if the enemy general is killed, which makes this trait kinda hard to implement.
Do the markers for Command, Management and Influence correctly show the effects of the trait and ancillary modifiers? It seems like family members get lots of traits and ancillaries but not much changes on the 'gauges.' (for lack of a better word)
BozosLiveHere
01-28-2007, 15:47
They do.
Do the markers for Command, Management and Influence correctly show the effects of the trait and ancillary modifiers? It seems like family members get lots of traits and ancillaries but not much changes on the 'gauges.' (for lack of a better word)
That's mostly because a lot of modifiers affect unrest, law and tax/trade, which are not shown in the markers. I like the challenge of getting really high bar stats (and I have a few, as well).
Tombstone
01-31-2007, 01:15
Okay, so I get how to give a General traits using the give_trait command in RomeShell, and how to remove traits also. I understand too, how to give a General an ancillary using the give_ancillary command.
Now what I'd really like to know is... How do you REMOVE an ancillary from a General?
:wall:
I've googled my fingers to the bone trying to figure out how to do this, and have found no clues. So someone please explain to me how this is done? And please don't say that it isn't possible, because that would just... well, ridiculous.
MarcusAureliusAntoninus
01-31-2007, 02:22
Okay, so I get how to give a General traits using the give_trait command in RomeShell, and how to remove traits also. I understand too, how to give a General an ancillary using the give_ancillary command.
Now what I'd really like to know is... How do you REMOVE an ancillary from a General?
:wall:
I've googled my fingers to the bone trying to figure out how to do this, and have found no clues. So someone please explain to me how this is done? And please don't say that it isn't possible, because that would just... well, ridiculous.
You find a crappy general without 8 ancillaries and you dump the bad ancillaries on him. :sweatdrop:
If you do figure it out I would be interesting in knowing too...
BozosLiveHere
01-31-2007, 02:26
I've googled my fingers to the bone trying to figure out how to do this, and have found no clues. So someone please explain to me how this is done? And please don't say that it isn't possible, because that would just... well, ridiculous.
It isn't possible and yes, it is ridiculous. Most you can do is transfer them.
Tombstone
01-31-2007, 22:33
Considering how long this game has been out, I'm surprised no one has written a good full-function savegame editor.
...have they?
How does the Barcid/ anti-Barcid trait work? I mean how does a general acquire it? And i dont know if it´s on purpous but in me Carthage campain Hamalcar didn´t have the bracid trait, which looks strange to me.
If they are Barcid, they want to go tramping round europe, and if they are anti-barcid, they see africa as natural lebensraum for the carthies.
I think you trigger either one by campaigning on the appropriate continent, or possibly just by being on one or the other long enough...
I know what they stand for, but i want to know, how they are trigered, and why in my campain Hamalcar dosen't have the barcid trait (if its a bug i my game or is it right).
BozosLiveHere
02-09-2007, 20:08
Without spoiling the whole thing, just follow Kugutsu's advice and all will be well. We don't force our historical characters to follow any predetermined path, that's why Hamalcar will only be a Barcid if you actually use him in campaings in Europe.
So to get Barcid / anti-Barcid trait your general has to campain in europe/africa. thats what i wanted to know. thx
Boyar Son
02-15-2007, 00:44
http://0000.tga
Crap crap crap crap
still learning...
Boyar Son
02-15-2007, 01:15
http://0002.tga
still....
MarcusAureliusAntoninus
03-01-2007, 00:33
I have a suggestion/complaint about a trait.
In the Imperial Era, your faction heir gets the trait "Caesar" as well as that title/name/cognomen. I think it would be best if the faction heir trait didn't change his name. First off, Caesar is a possible name. I happen to have a family of Caesars in Sicily. Secondly, RTW 'randomly' (obviously it has its system) selects your faction heir. If you let some random guy have faction heir, then you will have a bunch of guys with the name 'Caesar'. Also in my current game, the firstborn son of my emporer is 10, so he can't be heir yet. I gave the heir job to the brother of the emporer, but will transfer it when the emporers son comes of age.
Maybe give the title of Caesar to the 'first born' trait, since he is the guy who will probably be emporer anyways.
Shifty_GMH
03-02-2007, 16:23
Some time ago I read in a forum somewhere that in vanilla RTW family members received negative traits for having like $40000 or $50000 in your faction's treasury. Is this correct? If it is, has EB fixed that?
They would likely become proxenos under suspicion for trading so much in favour of foreign currency :clown:. More seriously, I haven't seen any such traits in RTW, but I haven't been looking much for them either. I remember in MTW all my guys became corrupt bastards whenever the empire became big and the money overflowed though.
Shifty_GMH
03-02-2007, 18:59
I found the the forum page that mentions negative family traits with large sums of money....
It states: "The Big 50k
As your treasury hits a certain preset limit you will find your family members becoming more corrupt. That limit is 50, 000 denarii. It’s a good idea to try and keep below this figure to limit the vices, unless you have a real passion for seeing your might empire run by a family of gambling addicts, embezzlers, collectors of expensive vases, and dirty old men who spend entire fortunes on dancing girls. Every night. For the rest of their lives."
It can be found here: https://forums.totalwar.org/vb/showthread.php?t=38382
Written by frogbeastegg. It is in their "Guide to Rome: Total War and the Barbarian Invasion." It is mention in section VI - "Gold, beautiful gold! Running your economy."
Does EB's new trait system eliminate that or is it something that cannot be changed?
Right you are, there is a chance of your governors to become corrupt swine from having a huge treasury, also in EB. It is impossible for someone who is sufficiently unselfish and/or loyal to get this though. Unless you're playing romans; then one of the vices is unaffected by loyalty. Still countered by unselfishness though.
If you want to check it out or change it on your installation, search for Treasury in EB/data/export_descr_character_traits.txt.
So it's 188 BC. My Roman faction leader, Germanicus, just got the 'reformator' trait. Now what? As far as I know the Marian reforms will not kick in before 172 BC, so what's the story with this trait?
tnx/EoE
(Who hates the Sweboz faction with a vengeance :skull:)
BozosLiveHere
03-20-2007, 01:38
I left out the turn requirement in the hope of raising the chances of the player having a Reformator by 172. Just keep the guy alive till 172 and the reforms will trigger as intended.
I left out the turn requirement in the hope of raising the chances of the player having a Reformator by 172. Just keep the guy alive till 172 and the reforms will trigger as intended.
Could we name the reformater trait "potential reformater" before 172 and then have it upgrade to "reformater" after 172?
Foot
BozosLiveHere
03-20-2007, 01:44
Well....yeah.
I left out the turn requirement in the hope of raising the chances of the player having a Reformator by 172. Just keep the guy alive till 172 and the reforms will trigger as intended.
Ah, I see. Thanks.
Mind giving me a hint? What's the best way to keep him alive? Obviously fighting Germans in knee deep snow year after year should take it's toll. But I'm also afraid that moving him to the soft life in Rome might kill him - or maybe make him lose the trait?
cheers/EoE
BozosLiveHere
03-20-2007, 18:05
Ah, I see. Thanks.
Mind giving me a hint? What's the best way to keep him alive? Obviously fighting Germans in knee deep snow year after year should take it's toll. But I'm also afraid that moving him to the soft life in Rome might kill him - or maybe make him lose the trait?
cheers/EoE
He won't lose the trait no matter what he does. You can keep him safely in a settlement if you don't want to take any risks. We can't affect his life expectancy via traits (despite how much I would enjoy to be able to do so).
He won't lose the trait no matter what he does. You can keep him safely in a settlement if you don't want to take any risks. We can't affect his life expectancy via traits (despite how much I would enjoy to be able to do so).
Thank you very much. He still needs to earn his triumph though, so I guess I'll risk killing a few more barbarians. :smash:
I thought you could affect life expectancy with sickness? My former faction leader got the "under the weather" trait or so, and I had to rush him from the front to the nearest hospital for some much needed r'n'r.
rgds/EoE
cyberVIP
03-21-2007, 10:39
Hi all
Is there any additional bonuses in EB for listening comlete General`s battle speach?
tnx
MoROmeTe
04-13-2007, 16:49
There's the "fun" bonus that makes all the "funny" looking units in your army get a morale bonus... joking.
No benefit that I am aware of...
atheotes
04-16-2007, 20:06
Is there anyway to tell the effective base morale bonus given by a general without having to calculate it manually? Dont think it it possible... Just asking to make sure... thanks
Mart2Play
05-13-2007, 21:37
The Roman generals have their Triumphs, by defeating a lot of Gauls, Makedonians, Britons, Carthaginians, or Germans.
Dammm....i sent my general to invade the whole of Carthage...he sacked every single town and did not achieve the truimph. Only now did i read he needed to achieve a herioc victory on top of that to be named emperotar by his men...oh well, now i know.
Triumphs are kind of broken right now there was a thread about it not so long ago.
Mart2Play
05-13-2007, 21:48
Triumphs are kind of broken right now there was a thread about it not so long ago.
Yeah? Well...lets hope they fix it some time. Anyways my general did not live long after finisihing off Carhage...he probably would have died before he received it in any case.
Triumphs are kind of broken right now there was a thread about it not so long ago.
Any way to manually fix it?
-Praetor-
05-14-2007, 00:59
Any way to manually fix it?
Yeah...
But I`m not going to tell you. :grin:
Use the give_trait command to give your man the following traits:
-Imperator
-Triumphator
Experiment until you get your general to be triumphator. Be advised, this is cheating!
Well I was thinking more like fixing whatever requirements for imperator that seem to be bugged.
See the unofficial mods section.
See the unofficial mods section.
There doesn't seem to be any fix worked out according to the thread I found there, although it does seem kind of dated (most of the posts made in march). Didn't know the triumph related traits were unofficial anyway. :laugh4:
Maybe the modified triumph isn't completed yet, I only saw there was some work done on it... The triumph traits are definitely not unofficial, but changes to the way you acquire them are.
Just a question
Can you add your own Traits (maybe with Critia for gaining them) and/or can you force a General to have a certain name or trait. This is more for Role-Play purposes by the way?
Many Thanks
Matt
Yes. No. Yes.
The file you need to modify is EB/Data/export_descr_character_traits.txt, and you can give your guys a trait with the give_trait console command.
so what would i type ^_^ sorry i'm sorta new
Check out this overview of cheats (http://www.gamespot.com/pc/strategy/rometotalwar/show_msgs.php?topic_id=m-1-28477661&pid=589390&page=0).
it works but when i check the characters sheet the trait hasn't been added
am i missing something
Then how would you know that it worked? If you have the information scroll up when using the cheat, you likely need to close it and open it again to see the new trait.
i did do no error message nothing i even waited a turn :( but nothing....hmmm
Perhaps there's another general with the same name? You could try another cheat, the move_character one, and see which general is teleported. Also you might be giving a hidden trait, which there are loads and loads of in EB.
Forgive me for yet another question but what does that mean if it's "Hidden" because it was the Good Commander Trait that i tried just for a test :P
Hidden traits are those that don't show up on your general. Good Commander is not one of those, just trying to think of possible causes using what little info I have.
atheotes
06-04-2007, 18:35
Triumphs are kind of broken right now there was a thread about it not so long ago.
:wall: I have been trying very hard for 2 of my generals to get named 'imperator'...:furious3:
the priest of ares (dunno his proper name) for macedonia is broken i think, I have him and it says he grants +1 command but my generals still dont have the extra +1 command, and when starting battle it doesnt display either, just to make sure it wasnt an +1 attacking or defending.
MarcusAureliusAntoninus
06-06-2007, 22:06
Maybe he has a trait that gives -1 command, so the priest makes him actually have 0 command...
nope, I've checked, and transferred him over to several different generals, the command bonus doesnt work, ill try to get a SS of the priest and my general's traits tonight
P.S. This isnt the first campaign that this has happened, i had another macedonian campaign on .80 and same thing, The thing is, i dont rly know whats wrong with it, b/c ive checked the ancillaries file and it has the +1 command there.... hmm.
alright here's the screenshots
https://i167.photobucket.com/albums/u136/MastaSpoofa/RomeTW-BI2007-06-0618-15-35-57.jpg
https://i167.photobucket.com/albums/u136/MastaSpoofa/RomeTW-BI2007-06-0618-15-27-26.jpg
BozosLiveHere
06-07-2007, 17:37
Priest ancillaries are mostly broken in .8x. They have been all rewritten by now.
Shifty_GMH
06-21-2007, 15:18
Is there a Conquerer of Iberia trait? If not, will one be added at a later date?
EDIT: Will wait to see if it is part of the changes to the Triumph system that I have seen hinted at.
swhunter
08-02-2007, 05:40
Question on the faction GCS or Kron.
playing at med med and i lost two battles.
Plus out of money and going to lose athans.
Mace is killing me. What can i do? I need more money!
:help:
Swhunter, that belongs in the gameplay guide subforum (or in a new thread in the general one), not in the traits FAQ.
Horst Nordfink
08-11-2007, 09:40
One of my generals somehow aquired the name Corpulentus! What does that mean, and how did he get it?
MarcusAureliusAntoninus
08-11-2007, 09:51
He's gotten lazy and fat from not doing anything.
Basically, it means he's a big fat sack of crap.
Lol, that sort of made my night right there. :2thumbsup:
2.) Are there any positive effects for having a family member accompany a general leading the army, ie. as the leader of cavalry. All my young family members that I send to learn the basics and get some experience, return with a drinking problem and suicidal thoughts ("morose" trait) and because they are not in command in battles they will still have the "green" trait. I'd like them to actually learn something about command and tactics, not simply gain "Heroic saviour" ancillaries. Sometimes they even get morale penalties.
Was it possible to get the "Heroic Saviour" for non-commanding FMs in battles in 0.8? I can't rember, but I think I had it only once at all. I don't think that it is possible now because the ancillery asks for a trait that includes the "WasGeneral" line.
Does anyone know what the requirements in 0.8 were? I think it could be made possible to give non-commanding FMs battle experince by using these requirements, at least for the FMs that had been involved in combat.
great to see thread got stickied finally.:beam:
I of the Storm
01-10-2008, 20:56
Why are AS generals so inclined to some unpleasant vices? I just started a new campaign, it's round 15, I'm poor, I'm powerful only in potentia and yet I already have 2 guys who mint coins for themselves and another two who think they're divine (one of them got that trait the turn after he appeared by adoption).
Could someone please explain to me what are the triggers for these traits? Thank you.
I of the Storm
01-11-2008, 22:29
Anyone? Please!?
MarcusAureliusAntoninus
01-11-2008, 22:45
:shrug:
It is mostly random, but many things contribute to traits and it is hard to say what is causing that. Make sure that your governors are educated and not to wealthy and they should avoid some things like this.
I of the Storm
01-11-2008, 23:00
Hm, well, that's what I meant: I'm NOT wealthy, I end my turns with 5 cents and a carrot in my pocket...
:inquisitive:
Maybe it's because I'm poor that they start to mint their own money (understandable) or turn into some sort of guru.
;------------------------------------------
Trigger Satrap_Mints_Coins
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and FactionType romans_julii
and Attribute Electability > 10
and Trait MintsCoins < 1
Affects MintsCoins 1 Chance 3
;------------------------------------------
Trigger Satrap_Mints_Coins_Disloyal
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and FactionType romans_julii
and Attribute Electability > 10
and Trait MintsCoins < 1
and Trait Loyalty < 3
Affects MintsCoins 1 Chance 20
Perhaps the chance is a bit high for semi-loyal satraps. I don't know how much they tended to do that in history, but this leaves only 30% chance of them not minting after 10 years of governing. I'll ask in EBH.
"Unusual" characters who are also dull tend to get high on godly power fairly quickly.
Perhaps you'd like to take a look at EDCT yourself if you get other questions of the sort, the file isn't very hard to read for some traits, like these with only two triggers affecting them. Could be educational :beam:.
I of the Storm
01-16-2008, 12:21
...
Could be educational :beam:.
:shame:
Will do. Thanks bovi.
Theodotos I
01-23-2008, 20:03
Okay, here’s a thought I had the other day while playing through my Getai campaign. First, a big thank-you to everyone who invested their time and energy in the EB trait system. It’s fantastic and adds a whole new dimension to the gameplay. I continue to be amazed and often baffled by its complexity.
However, when it comes to assassins and their effects, I think that perhaps another layer could be added without much extra trouble(of course, not being a modder myself, I have no idea what constitutes extra “trouble”). So, if this is impractical, just say so and I’ll shut up.
Usually, following a failed assassination, the target receives traits such as “Light Sleeper”, “Watchful”, and numerous others that make him harder to assassinate in the future. Which makes sense, given that a man who had been targeted in the past would be more careful with regards to his future security. However, this does not take into account the emotional effects that result from being targeted.
The original Medieval: Total War had two distinct lines of traits to represent this, one of which would increase security and the other would cause paranoia, lowering the management skills and health of the target to represent his growing obsession with protecting himself. That way, a lot of negative traits could be induced merely through a succession of failed assassination attempts. Which seems pretty real-life to me. Perhaps this could be implemented with regards to the sets of Personality traits already in the game, for example, an Optimistic man would merely become Watchful, while a Pessimist would become Paranoid.
Like I say, this may all be too much work, but I’d be interested in knowing what you think of the idea and whether it could be implemented in a future build of EB. Keep up the great work, team.:2thumbsup:
Darth Stalin
01-23-2008, 20:37
Well, I really like the trait system in EB, however I have a question (in fact, two questions) about the Triumph system:
1. what is the trait sequence (in codes from trait file) to get Triumph?
2. what should I change (I suppose the numbers of "BattlePoints"?) to get Triumph more easily?
Well, each year I can read about Roman consuls celebrating their triumphs over one peole or another... but it's 239 BC and I haven't reached any triumph.
Currently I have a guy that with 1180 men defeated a 3200 men strog carthaginian army defending a bridge, so he won heroic victory and is now Imperator (as well as Vanquisher of Carthaginians IIRC) - what should he do to get Triumph? He's over 50 now, so I worry whether he can survive until his triumph is granted... and If the only solution is to change the "numbers" I think that such a change is save game compatible.
My other guy is now titled "Macedonicus" - he also won Heroic victory over 3 combined Macedonian armies, is both Vanquisher of Carthaginians and Macedonians (at age of 38), Subjugator of Athenae, Conqueror of Peloponessos (he took both Korinthos and Athenae) and something other like that... and I wonder, if capturing these cities counts towards his abilities to be awarded with Triumph? (in the description of Subjugator of Athenae there's something like "Now you are a true Imperator" or sth similar).
I'm asking 'cause I really like the system and I wish I ever have any Triumph... and don't want to wait until EB 1.1 is released - if there can be something done now, please help me - what code lines and in which files should I change? (of course to maintain save game compatibility).
Darth Stalin
01-23-2008, 21:00
BTW: console command "give_trait" doesn't work - I always receive the communicate "error?caharacter not found".
IIRC the proper way the character's name should be written is:
give_trait Lvcivsavrelivs_Cotta Imperator
Is that right way?
If so, that doesn't work at all...
Aurelius Cotta is not part of his name but a trait. His internal name will be something like "LucuisK_Romanus"
However, this does not take into account the emotional effects that result from being targeted.
You mean, like these? Already part of the code :2thumbsup:.
Trigger agents9
WhenToTest SufferAssassinationAttempt
Condition Trait Celtic < 1
Affects Paranoia 1 Chance 50
Affects HighPersonalSecurity 1 Chance 100
Affects Gambling 1 Chance 20
Affects Girls 1 Chance 20
Affects Drink 1 Chance 20
;------------------------------------------
Trigger agents9_Celtic
WhenToTest SufferAssassinationAttempt
Condition Trait Celtic = 1
Affects Paranoia 1 Chance 50
Affects HighPersonalSecurity 1 Chance 100
Affects Gambling 1 Chance 20
Affects Girls 1 Chance 20
Affects CelticDrink 1 Chance 20
Affects CelticDrugs 1 Chance 10
;------------------------------------------
Trigger acquire_foodtaster
WhenToTest SufferAssassinationAttempt
Condition Trait Paranoia > 0
and AgentType = family
and Trait NoMoreAncillaries < 1
and Trait FoodtasterAcquired < 1
Affects AcquireFoodtaster 1 Chance 20
;------------------------------------------
Trigger angry_at_assassination_attempt
WhenToTest SufferAssassinationAttempt
Condition Trait Temperament > 3
Affects RighteousAnger 1 Chance 75
;------------------------------------------
Trigger Hellenic_Deisidaimon_AssassinationAttempt
WhenToTest SufferAssassinationAttempt
Condition Trait Hellenic = 1
and Trait NaturalIntelligence < 3
Affects Deisidaimon 1 Chance 15
Darth Stalin
01-23-2008, 23:19
Hey, Konny - where can I find (or how can I know?) the internal names of Roman Characters that are recognisable by the game engine?
And how are the Roman three-partial names made in EB? (are there "traits"?)
MarcusAureliusAntoninus
01-24-2008, 01:21
Roman names are made with their 'ethnicity' traits.
If their first name is "Gaivs", internally it could be anything from "Gaivs", "GaivsA", "GaivsB", to "GaivsK". Their last name will always be Romanvs. There really isn't any way of finding out what their name is except trial and error. I would try using the character_reset command to test what the guy's name is before randomly giving traits to everyone named Gaivs.
Darth Stalin
01-24-2008, 16:49
What is the "character_reset" command? How is it to be applied and how does it work?
MarcusAureliusAntoninus
01-25-2008, 05:01
"character_reset" restores all of a character's movement points. Since giving traits to the wrong character can be annoying, I test names I'm unsure of with the "character_reset" cheat. I'll use up half of their movement points then use:
character_reset "GaivsA Romanvs"
...et cetera, until the guy I want gets his movement points restored to full. Then I'll know his internal name so I can give him cheats or move him around the strat map.
I also use that cheat for 'role-playing cheating', like moving a guy twice as fast as normal to get him to the town I want him to govern (my justification = one guy should be able to move much faster than an entire army).
Darth Stalin
01-25-2008, 18:38
When typing character name, should I use quotation marks or not?
I suppose I shouldn't, but...?
MarcusAureliusAntoninus
01-25-2008, 22:34
If his name is more than one word (ie first and last names), then you have to use quotes. A space outside of quotes means you are going to the next set of info. Like you you write "give_trait GaivsA Romanvs GoodLeader 1", the code will try to give a guy named "GaivsA" the trait "Romanvs" and say trait doesn't exist.
Darth Stalin
01-26-2008, 11:36
So the proper console command should be:
give_trait "GaivsA Romanvs" GoodLeader 1
Is that right?
MarcusAureliusAntoninus
01-27-2008, 05:41
Yes.
Theodotos I
01-28-2008, 16:31
All right, Bovi. I confess, I have no modding skills whatsoever. If that's in the code, then I salute you and the team. While I would still like to see a more overt system in place, I guess it's good enough as it is. Thanks for answering.
I think perhaps the reason why you don't see much of it is because assassins seem to be a lot less common in EB than in vanilla. I believe this is because the necessary market building costs a lot more to build than in vanilla. But now you know it's there :beam:.
Darth Stalin
01-29-2008, 17:59
OK, I found the trait file section responsible for giving traits and modified the numbers needed to be awarded with Imperator trait (now it's more common) and Prospect Triumphator/Triumphator - let's see, how much shall my leaders have to fight to get these traits.
So far (it's 233 BC) I have 1 FM that is to be awarded with Triumph - he's Lucius Aurelius Cotta "Macedonicus" - Conqueror of Macedonians, Subjugator Athenarum, Victor Peloponnesi, Vanquisher of Cartaginians, who captured Demetrias, Pella, Korinthos, Athenae and Utica, (during some ~15 years of combat, as he's now some 33 years old) after which he was awarded with Triumphus. Now he's sailed to Roma and as the turn ends I expect him to celebrate the Triumph.
So I have the following 2 questions:
1. As I've never seen any Triumph, is it possible to connect the gain of Triumph trait with some "event screen"? Like marriage celebrations - when a character gets married, there's characteristis screen, sound etc. Could be done? (of course if it isn't already done so far, which I could have missed).
2. Why there are only some factions described in traits file that give the title of "Conqueror"? I haven't seen any for Lusotannan (for example with title of Viictor Iberii after capture of Oxtraca or so), I doubt if there's one for Ptolemaioi ("Victor Africae" after taking Alexandria perhaps?), and certainly there's no for Epeiros ("Crusher of Pyrrhos" would be adequate, I think). There should also be some conqueror titles for taking Pontos or Armenia, or whatever ("Ruler of two rivers" or "Conqueror of Mesopotamia" after taking both Seleukeia and Babylon?) - well, if the player is good enough he can reach even as far as Alexander the Great has reached, with caligae of his iron legions... so why don't give him a chance to earn such titles?
Theodotos I
02-01-2008, 17:03
I think perhaps the reason why you don't see much of it is because assassins seem to be a lot less common in EB than in vanilla. I believe this is because the necessary market building costs a lot more to build than in vanilla. But now you know it's there :beam:.
Yeah, but I use assassins a lot and I don't see too many negative effects when they fail. But, hey, it's a great game. Who wants to split hairs?
Okay, I've seen plenty of people on here that seem to, but I don't.
Just a quick question. I’m in my second Roman campaign and there are two traits that continue to effect my new FM’s; Atheism and alcoholism. They’re not all essentially atheists, yet some are as good as with the traits ‘Hates the God’s…’ etc. What effects the chances of them getting these traits and how can I avoid them if possible?
I haven’t got an issue with some of my FM’s turning into drunks are being atheists, its just there appears to be rather a lot of them developing these sorts of negative traits.
You may be seeing results of education.
;------------------------------------------
Trigger scholastic_learner
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= academy
and Trait Scholarly = 3
and Trait Celtic < 1
Affects MathematicsSkill 1 Chance 5
Affects NaturalPhilosophySkill 1 Chance 5
Affects PublicAtheism 1 Chance 5
About drunkenness, there may be a bug. The "tavern" building for romans is Avgvrvm Aedes (Residence of the Augures), and yet that promotes drinking:
;------------------------------------------
Trigger Settlement_has_tavern_non_Celt
WhenToTest CharacterTurnEnd
Condition AgentType = family
and Trait Celtic < 1
and not FactionType macedon
and SettlementBuildingExists >= tavern
Affects Drink 1 Chance 2
;------------------------------------------
Trigger Governor_builds_tavern_non_Celt_Drink
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= tavern
and Trait Celtic < 1
and not FactionType macedon
Affects Drink 1 Chance 25
Quite possibly this should also exclude romans.
Thanks for the response Bovi.
I guess I will have to live with the few atheists I get, but one more quick question on this matter. Will FM’s being athesist effect their chances of becoming Popularis? Only I pack all my young patricians into Rome for their first few years and all my young plebs into Capua, where I have a temple to Ceres. So far I’ve noticed that the plebs who initially get the ‘worshipper of Ceres trait’ become Popularis. Is the worshipper of Ceres trait a pre-condition for Popularis or does it just make the Popularis trait more likely to occur?
More likely. Actually, it's staying with the temple and not the worshipping that's making it more likely, but that's splitting hairs :beam:.
You may be seeing results of education.
;------------------------------------------
Trigger scholastic_learner
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= academy
and Trait Scholarly = 3
and Trait Celtic < 1
Affects MathematicsSkill 1 Chance 5
Affects NaturalPhilosophySkill 1 Chance 5
Affects PublicAtheism 1 Chance 5
"5" seems to be to much. I have about 1/3 to 1/2 of all characters that spent some time in Rome ending up with the "Hates the Gods" trait. I don't know how much atheism was spread in the Hellenic world, but the Republican Romans were a quite religious folk, in particular the ruling class in public. The chance should be either "1" or the trigger should ask for a temple of the same size.
I would like to ask what would happen if I tried to edit the descr strattxt file and tried to add ethnicity traits to starting rebel characters? Meaning for example that celtic general in Euboranum would have the boii trait, celtic rebel general in Tylis would have Aegosage ethnicity, the greek rebel general in Krete would have the Kres trait and so on. Would this mess things up, could this have some negative effect on script in the case that I would manage to do it properly without any mistakes?
fahrenheit
02-05-2008, 01:10
"5" seems to be to much. I have about 1/3 to 1/2 of all characters that spent some time in Rome ending up with the "Hates the Gods" trait.
Well there could be a few things, having a scriptorium can lead to atheism. If they are more philosophical they can start to develop atheistic traits.
"5" seems to be to much. I have about 1/3 to 1/2 of all characters that spent some time in Rome ending up with the "Hates the Gods" trait. I don't know how much atheism was spread in the Hellenic world, but the Republican Romans were a quite religious folk, in particular the ruling class in public. The chance should be either "1" or the trigger should ask for a temple of the same size.
That sounds really odd. A really small minority of your guys should be so scholarly, as only intelligent, lazy and uncharismatic people should have it, and out of those only 19% who are staying at an academy for the first two turns of their in-game lives, unless they turn out to be pedantic instead. I think.
That sounds really odd. A really small minority of your guys should be so scholarly, as only intelligent, lazy and uncharismatic people should have it, and out of those only 19% who are staying at an academy for the first two turns of their in-game lives, unless they turn out to be pedantic instead. I think.
The chance seems to be quite higher. I don't know if there are other triggers that affect it too, but from gameplay experince I can say that there are way to many athesits "breeded". All my characters spend their first four in-game years in Rome and some return for shorter or longer periods. To call a halt to it I
have now torn down the academy in Rome and sent the youngbloods to the school in Capua.
That sounds really odd. A really small minority of your guys should be so scholarly, as only intelligent, lazy and uncharismatic people should have it, and out of those only 19% who are staying at an academy for the first two turns of their in-game lives, unless they turn out to be pedantic instead. I think.
I have checked it: Of the characters that are hating the gods is only one that "Sharp/Uncharismatic/Languorous". The other five have any ICE rating, including three the exact opposite: "Dull/Charismatic/Vital". Example:
https://img131.imageshack.us/img131/5258/1sacottawq0.th.jpg (https://img131.imageshack.us/my.php?image=1sacottawq0.jpg)
They all have in common that they had spent several years in Rome when I had the academy there, they are all of the same generation. And it is more than 1/2 of this generation affected.
There's also assassination attempts, unlikely here. If their father was an atheist, they stand a noticeable chance of being that themselves. And a fair chance of "being born" with lack of faith (choosing for themselves), of course. Also a number of ancillaries that you may pick up in academies (such as philosophers) encourage atheist views, very effectively.
The following trigger doesn't require such a degree of scholarly behaviour, so along with ancillaries I believe this is the cause. If a character gains atheism points from the father (20% chance for 2 points) and character initialization too (chance varies for ethnicity/family, for 1 or 2 points, let's say 1 here), it leaves 33% chance of increasing to hating the gods by studying at a scriptorium for 5 years.
Trigger scriptorium
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= scriptorium
and Trait SpartanTraining < 1
and Trait Scholarly > 1
Affects NaturalPhilosophySkill 2 Chance 1
Affects ArchitectSkill 2 Chance 1
Affects GoodEngineer 2 Chance 1
Affects GoodAdministrator 2 Chance 1
Affects PublicAtheism 2 Chance 1
There's also assassination attempts, unlikely here. If their father was an atheist, they stand a noticeable chance of being that themselves. And a fair chance of "being born" with lack of faith (choosing for themselves), of course. Also a number of ancillaries that you may pick up in academies (such as philosophers) encourage atheist views, very effectively.
The following trigger doesn't require such a degree of scholarly behaviour, so along with ancillaries I believe this is the cause. If a character gains atheism points from the father (20% chance for 2 points) and character initialization too (chance varies for ethnicity/family, for 1 or 2 points, let's say 1 here), it leaves 33% chance of increasing to hating the gods by studying at a scriptorium for 5 years.
I think I can exclude the fathers because all atheists are of the same generation (the 3rd in game). The ancillaries are more or less the same for all characters who stay in a town with a school or higher. So it must have been the academy; there also so far no more atheists of the 4th generation, but that might again increase when the sons of these five come of age.
Let's say the Greek philosophers had taken over the academy in Rome which was therefore closed by the Pontifex Maximus for unreligious behaviour.
Trigger scriptorium
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= scriptorium
and Trait SpartanTraining < 1
and Trait Scholarly > 1
Affects NaturalPhilosophySkill 2 Chance 1
Affects ArchitectSkill 2 Chance 1
Affects GoodEngineer 2 Chance 1
Affects GoodAdministrator 2 Chance 1
Affects PublicAtheism 2 Chance 1
:inquisitive:
Before the next campaign with a civilized faction I will exclude these effects for towns with a temple of the same size.
Hmm, that is odd. I think those numbers should be switched around, thanks for pointing.
Fixed in the internal version, along with a number of other similar cases. Thanks again :2thumbsup:.
Edit: That is, the 1% chance of gaining multiple points, not the temple cancels atheism thing. This is because there are other triggers that give public faith from staying with a temple of the god they worship.
d'Arthez
02-07-2008, 23:40
I don't know if it has been reported, but I have a "Basileus" of the Arche Seleukia who has the traut "Mints Coins for Himself" (with the +3 Unrest and -30% bribe penalties). A Basileus would indeed mint coins of himself, and should not be penalised for it. It seems he got the trait after becoming Basileus which strikes me as odd.
Something similar holds for the trait of "Royal Friend" for the Basileus or Basileus in waiting. If he is already the Basileus, it should be impossible to get that trait.
Oh, fine!
When you have the time, please take a look at the two traits that affect siege command. They seem to be triggered by buildings (the wall supposingly) but do not exclude each other - or better the anti-traits do not exclude the other's pro-trait. I had a character that had +3 siege from the one trait and -3 siege from the other trait at the same time, without fighting more than two siege battles (both won) in his life. I would suggest merging them as one trait with more levels and several triggers.
That is if you are in the mood for merging traits, what I would warmly suggest in the case of some personality traits. Example: I had stumbled on the law enforcement traits, like "authorian; +2 unrest +4 law" and "strict governor; +2 unrest +4 law" (may be the leves are named differently). Because characters that gain the one trait also usually gain the other trait, and because both do say basically the same of the person for roleplaying reasons, they might as well be one trait with more levels and several triggers. Another thing of this kind would be the hughe number of different management and influence traits that are not culture-specific.
Trait GoodSiegeAttacker
Characters family
NoGoingBackLevel 4
AntiTraits BadSiegeAttacker, BadEngineer
Trait BadSiegeAttacker
Characters family
NoGoingBackLevel 3
AntiTraits GoodSiegeAttacker, GoodEngineer
Trait GoodSiegeDefender
Characters family
NoGoingBackLevel 4
AntiTraits BadSiegeDefender
Trait BadSiegeDefender
Characters family
NoGoingBackLevel 3
AntiTraits GoodSiegeDefender
What's the problem with these you say? As far as I can see the antitraits are fine?
Trait GoodSiegeAttacker
Characters family
NoGoingBackLevel 4
AntiTraits BadSiegeAttacker, BadEngineer
Trait BadSiegeAttacker
Characters family
NoGoingBackLevel 3
AntiTraits GoodSiegeAttacker, GoodEngineer
Trait GoodSiegeDefender
Characters family
NoGoingBackLevel 4
AntiTraits BadSiegeDefender
Trait BadSiegeDefender
Characters family
NoGoingBackLevel 3
AntiTraits GoodSiegeDefender
What's the problem with these you say? As far as I can see the antitraits are fine?
hmmm. Unfortuantly the character has died allready, so I can't post a screen of it. The negatvive trait was "apalling engineer" but he also had a +3 siege from another trait, of what I am not sure what it was.
He could be a GoodSiegeDefender and yet an appalling engineer. Doesn't know anything about making defences, but knows how to use what he's got. I guess.
I Am Herenow
02-08-2008, 19:02
Maybe both GoodSiegeDefender and BadEngineer should at least decrease the chance of the character getting the other trait?
What does defending a seige (at least in RTW) have to do with building seige engines, they aren't related, so being good/bad at defending seiges had no relation to building seige equipement. Also as bovi pointed out, you can be good at using seige equipement without having any clue on how to build it, or no clue how to use seige equipement but be effective at building it, so even the good/bad seigeattacker traits really shouldn't be linked to the engineering traits.
I'm not sure, but I think these traits are left as they were in vanilla actually. At least I don't know the rationale behind them, just thinking out loud.
SaberHRE
02-20-2008, 17:07
In Scipio Asina's biography, its written that his nickname Asina was due to his stubborness. Wasn't the nickname given to him as to mock his shameful loss in a sea battle against the Carthaginians, where Asina would mean She-ass, which is considered to be afraid of water.
In Scipio Asina's biography, its written that his nickname Asina was due to his stubborness. Wasn't the nickname given to him as to mock his shameful loss in a sea battle against the Carthaginians, where Asina would mean She-ass, which is considered to be afraid of water.There is no way to know exactly how he acquired the agnomen "Asina", however:
Agnomina appear to be more common in families like the Cornelii Scipiones who used a very limited number of praenomina. All of the males in this family appear to have been named Cnaeus, Lucius, or Publius. This was also the case for the Fabius Maximus family, which gave the praenomen Quintus to almost all of its sons. It seems reasonable that these families used the agnomen to distinguish among their members. For this reason, they were probably acquired quite early in life.
You mention an explanation of how Cn. Cornelius Scipio Asina might have acquired his agnomen: this is found only in Macrobius' Saturnalia, written in the early 5th C AD, 650+ years later. This doen't mean the story is false, but it sheds considerable doubt upon it. The fact that "Asina" means "she-ass" isn't very enlightening either. Many cognomina and agnomina spring from less than complementary words: Ahala means "armpit" and Brutus - the cognomen of the founder of the Republic - means "stupid".
LorDBulA
02-23-2008, 10:26
and Brutus - the cognomen of the founder of the Republic - means "stupid".
Whow this is great :laugh4:
Ymarsakar
03-01-2008, 16:25
PublicAtheism is also self-perpetuating I believe.
The problem isn't so much that the PublicAtheism is getting all that many points from buildings and ancillaries (even though it does), the problem is that the reverse of PublicAtheism is only acquired by building temples, which aren't all that common after building it once or twice. And that once or twice only gives you less than 100% of acquiring one point of anti atheism.
So it is much easier to have publicatheism advance than to have its opposite. Which is how come many FMs come to get the Hatred of the Gods trait, max level atheism.
My solution was to lessen the chances for ancillaries to give publicatheism and to provide it from academies. As I have noticed, my FMs rarely get max level PublicFaith even now.
It's not only when building a temple, it's also when staying in a settlement with a temple that matches his choice of deity. Therefore, when people of different choices convene in one city to study, some of them will have no temple to offset their scholarly view on religion.
Ymarsakar
03-04-2008, 03:47
it's also when staying in a settlement with a temple that matches his choice of deity.
The thing with that is that the percentage chance for becoming a worshipper is too low on each turn. Family members can go for many years without triggering, which only leaves the only reliable way of becoming a worshipper of a certain deity through building temples to that deity.
So first it has to trigger the trait to worship the temple in the city. Then it has to trigger, at a very low percentage value, the trait that is opposite of atheism.
Usually by the time all this has happened, the numerous atheism percentages from universities and ancillaries has already put the character at level 2 of atheism.
Instead of trying to micromanage characters and make them build temples just so they can avoid becoming an atheist, I set the chance to become a worshipper at 25% if they are eligible. This should have a good chance to convert a family member in a year.
I cannot remember exactly what the eligibility lines affect this balance, but it would definitely be a bad thing if having a level 1 atheism makes someone ineligible to become a worshipper.
i was trying to make the roman provincial governor ancillaries easier to acquire so i removed the movement penalty from the code so instead of:
Trigger acquire_Governor_of_Sicily_Syrakousai
WhenToTest CharacterTurnEnd
Condition FactionType seleucid
and EndedInSettlement
and RemainingMPPercentage = 100
and IsGeneral
and SettlementName Syrakousai
and I_SettlementOwner Messana = seleucid
and I_SettlementOwner Lilibeo = seleucid
and SettlementBuildingExists > gov4
and SettlementBuildingExists < govparthian
and Attribute Electability < 11
and not FactionwideAncillaryExists Governor_of_Sicily
AcquireAncillary Governor_of_Sicily Chance 100
Affects NumAncillariesAcquired 1 Chance 100
now i have this
Trigger acquire_Governor_of_Sicily_Syrakousai
WhenToTest CharacterTurnEnd
Condition FactionType seleucid
and EndedInSettlement
and IsGeneral
and SettlementName Syrakousai
and I_SettlementOwner Messana = seleucid
and I_SettlementOwner Lilibeo = seleucid
and SettlementBuildingExists > gov4
and SettlementBuildingExists < govparthian
and Attribute Electability < 11
and not FactionwideAncillaryExists Governor_of_Sicily
AcquireAncillary Governor_of_Sicily Chance 100
Affects NumAncillariesAcquired 1 Chance 100
now for some reason i am still unable to get some of the ancillaries i can get these right away:
Governor of Sicily
Governor of Corsica and Sardinia
Governor of Africa Vetus
Governor of Hispania Citerior
Governor of Hispania Ulterior
Governor of Gallia Narbonensis
Governor of Macedonia
Governor of Gallia Cisalpina
but i can't seem to acquire the following:
Governor of Achaea
Governor of Asia
Governor of Bithynia
Governor of Africa Nova
Governor of Syria
Governor of Judaea
Governor of Gallia Comata
Governor of Cyrenacia
i was able to get the governor of achaea and asia once maybe but not with the same ease as the others. does anyone have any suggestions as in why some of those governor ancillaries are easier to acquire than others?
thanks
May be, your governors had allready eight ancillaries?
May be, your governors had allready eight ancillaries?
nope, i just can't seem to get them no matter how long i keep my governors in there, is there other constraints on acquiring these ancillaries? maybe age, senate office, etc.?
No, even Military Tribunes of 20 years can get the ancillaries.
Disciple of Tacitus
03-12-2008, 07:58
There must be some trigger some where or is there some kind of randomness to it? I'm jumping in the middle of the conversation, so please excuse me. My own current gameplay experince is strange. One FM has been the only FM in Corsica Sardinia for 4 yrs now - nothing. One FM was in Macedonia for not even a yr and got Provincial Governor at age 16! One FM has been in Gallia Citerior/Narbonesis for yrs and yrs and nothing. I just moved a highly qualifed FM into Sicilia and will await the result. There is room on the ancillaries on all the FMs.
Anyone have ideas? Is there anything we could track, that may help things out? I don't mind keeping better records on these stationary guys - if it would help out.
Ymarsakar
03-13-2008, 09:53
The only thing that I don't know what it is doing is the Electability requirement. All the others in the code seems pretty straight forward as to the requirements in getting an ancillary.
Theodotos I
03-17-2008, 18:14
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.
There must be some trigger some where or is there some kind of randomness to it? I'm jumping in the middle of the conversation, so please excuse me. My own current gameplay experince is strange. One FM has been the only FM in Corsica Sardinia for 4 yrs now - nothing. One FM was in Macedonia for not even a yr and got Provincial Governor at age 16! One FM has been in Gallia Citerior/Narbonesis for yrs and yrs and nothing. I just moved a highly qualifed FM into Sicilia and will await the result. There is room on the ancillaries on all the FMs.
Anyone have ideas? Is there anything we could track, that may help things out? I don't mind keeping better records on these stationary guys - if it would help out.
unfortunately there are no other triggers, however there are a few things that you need to take into account. first, make sure you have 7 ancillaries or less. second, movement points some characters have movement points penalties, which sometimes makes acquiring the ancillaries impossible since they need 100% movement points (i've deleted this requirement from the triggers) third, make sure that you have a government level II or III in the province to acquire the ancillaries.
getting the ancillaries for africa, Corsica Sardinia, Gallia Citerior, Macedonia,
Sicilia, Gallia Ulterior, the two supanish provinces are usually very easy if you make sure that you avoid the above pitfalls. but the others seem to take a much longer time to acquire for some unknown reason.
Revenant
03-22-2008, 01:16
That sounds really odd. A really small minority of your guys should be so scholarly, as only intelligent, lazy and uncharismatic people should have it, and out of those only 19% who are staying at an academy for the first two turns of their in-game lives, unless they turn out to be pedantic instead. I think.
For me, almost all FM who stay at academy will eventualy become scholastic and pedantic. For example, one FM, who I planned to be "Marian" reformator - Sharp/Charismatic/Vigorous Plebeius became Pedantic after two or so turns in academy in Capua. To make things worse, I loaded savegame just before he get it, He was only Erudite and I moved him out of the city. He still get Scholastic at the beginning of next turn and Pedantic shortly after.
He had ancillary Natural Philosopher and he was natural philosopher himself, is this the reason?
Revenant
03-22-2008, 10:17
I posted this question in another topic, but this is the right place for it, I think:
Why Romani cannot get any priest ancillaries? All romani priest ancillaries are disabled in datafiles. The data are present, but all have ";" at the start of the line.
It bothered me I never got any of them.
MarcusAureliusAntoninus
03-24-2008, 20:35
The Priest ancillaries were entirely reworked before the v1.0 release. It may be that the Romani priests were not yet finished...
tfarr007
03-25-2008, 03:37
as much as i resent cheating i need to know how to give one of my characters the popularis trait for marian reforms (out tons of generals who meet the 2 inf and command none have it).
give_trait Nvmerivs Africanvs Popularis
doesnt seem to work. probably a silly question but any hints?
MarcusAureliusAntoninus
03-25-2008, 05:11
as much as i resent cheating i need to know how to give one of my characters the popularis trait for marian reforms (out tons of generals who meet the 2 inf and command none have it).
give_trait Nvmerivs Africanvs Popularis
doesnt seem to work. probably a silly question but any hints?
You need to know the exact internal name of the guy and it isn't always what you see in game. Search the forum for some of the old threads about traits and cheats...
atheotes
04-09-2008, 20:22
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.
I believe you get the trait when the you chose not to assaul the settlement you were sieging inspite of having the means to do so.... like when you decide to wait out the siege
Poggleit
04-09-2008, 21:47
I believe you get the trait when the you chose not to assaul the settlement you were sieging inspite of having the means to do so.... like when you decide to wait out the siege
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.
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