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Aks K
12-07-2006, 06:25
When do governors trigger well and/or poor governing? Below there is an example for Roman governor who is an a settlement where there is a Mars shine or larger.

Trigger Roman_Worshipping_Mars_governs_well
WhenToTest CharacterTurnEnd

Condition Trait WorshipsMarsRoman > 0
and EndedInSettlement
and SettlementBuildingExists >= temple_of_battle_shrine
and not SettlementBuildingExists = gov3
and not SettlementBuildingExists = gov4

Affects PeopleHappy 1 Chance 10

;------------------------------------------
Trigger Roman_Worshipping_Mars_governs_poorly
WhenToTest CharacterTurnEnd

Condition Trait WorshipsMarsRoman > 0
and EndedInSettlement
and SettlementBuildingExists >= temple_of_battle_shrine
and not SettlementBuildingExists = gov3
and not SettlementBuildingExists = gov4

Affects PeopleUnhappy 1 Chance 10It seems to me there is equal chance for happy and unhappy people unless they don't trigger at same conditions. If they both trigger at same conditions, then should the inequality sign not be somewhat different (last condition; Condition Trait WorshipsMarsRoman > 0)?
In 0.74 it seemed to be random if a character would get happy or unhappy people even if was a worshipper of the city temple.
Please enlighten me.

And again again again: Thanks for a great mod!

Aks K

BozosLiveHere
12-07-2006, 16:07
You are right, there really should be a not before the SettlementBuildingExists >= temple_of_battle_shrine conditional for the Roman_Worshipping_Mars_governs_poorly trigger.

As I said before, I will redo all of the worshipper/priest system for 0.9. It's all a big mess right now.

Aks K
12-07-2006, 18:09
You are right, there really should be a not before the SettlementBuildingExists >= temple_of_battle_shrine conditional for the Roman_Worshipping_Mars_governs_poorly trigger.

As I said before, I will redo all of the worshipper/priest system for 0.9. It's all a big mess right now.Thanks for the reply. It has really puzzled me. I will just change them by the fancy copy/paste method.

Aks K