View Full Version : Number of Princesses/Heading for the New World/Pagan Magicians
Indy1958
03-05-2007, 18:01
Dear All:
Good morning from Canada!! I hop this finds you and yours well.
For openers, this is for ALL THE GUYS PLAYING AS SPAIN!!! I don't want to sound like sour grapes here, but why do you Spanish guys get TWO PRINCESSES and we other poor slobs get only one? I'm playing as France (again!!), and I just married off Constance, my princess, and she's now the mother of two. Every time I play as France, or England for that matter, there seems to be two Spanish princesses wandering around.
Is this a glitch in the game?
Secondly, in one of my French games, I've built at least two-three Explorer guilds. What am I to do with these, and when do we start going to the New World? I am beginning to have explorers show up with my various governors.
Thirdly, I'm also finding that a few of my Governors are adopting Pagan Magicians into their towns. What do I do, if anything, about them? Are they to be treated like heretics? With them around, it's not doing my Piety level a whole lot of good.
Live long and prosper, take care and thank you kindly !!!!
Sincerely yours always,
Indy.
FactionHeir
03-05-2007, 18:08
1. the second probably comes of age within a few turns
2. wait about 300 or so years for that to occur. Explorer's guilds have no correlation with the new world. You can change that if you follow my sig.
3. Happens if your own religion is less than 80% in a region. Train some preachers to change that or fix your character trait text. You can remove them using "remove_trait this magician_pagan" where "this" is the character you currently have selected and must be outside town.
Regarding 1. Some factions have more princess at the start than others. Scotland has none and none that will come of age. Denmark has one, but 2 more waiting to come of age, Spain has 2 at the start but none waiting to come of age. Many factions have one with nione waiting to come of age. Princess and other agents are not distributed evenly at all.
Pagan magicians are bugged, IMO. I just commented out that block in the file. They appear anytime your religion is below 90%, rather than based on the prevalence of paganism. And we haven't (so far as I know) found the right syntax to check the percentage of paganism. It probably should be there is a chance of being "awarded" one anytime paganism is greater than 10% in a region you stop in.
Spain does get two princesses from the start, I think. At a minimum, the second comes of age virtually immediately. I've done the Spain start a few times and it seems there are always two. The starting agents vary somewhat among factions. Moslems get no princesses. :thumbsdown:
The Explorer's guild has movement bonus effects. If you park a general in a city with one, you have a good chance of getting a movement ancilliary in a few turns. There may be other ancilliaries that have a chance of appearing at coming of age, etc. Haven't really checked the files closely to see. Not sure what else that one does. Movement bonuses are very nice though.
FactionHeir
03-05-2007, 18:54
Carl:
IIRC Spain's second princess is coming of age turn 2 or so. I remember her having 0 charm is why :p
who is "we" vonsch?
Basing it on %pagan works just fine for me
FH,
Yeah? What's the syntax? I get an error when I try the one suggested in a thread somewhere. Thus, I just turned it off completely until I can find a better answer. When I was getting the silly magicians in regions with 0 (ZERO!) paganism I got a bit :furious3:
About to do that for the negative tax traits from sitting in castles too. Hate that one. I micro my cities enough that I never get it in a city anyway, so it's not like I'm losing that threat. Maybe I'll just make it so "no going back" on the tax one is a positive trait of 1.
I like developing governors some. I usually only do a small percentage of the total, but those can do the rounds of starting building, etc. They pay back the effort in savings. That's probably more critical in the early going than later, but I seem to always be stuck in the early going. (What if I tried...)
FactionHeir
03-05-2007, 20:17
This for your taxes:
Trigger governing19
WhenToTest GovernorBuildingCompleted
Condition GovernorLoyaltyLevel > loyalty_disillusioned
and GovernorTaxLevel < tax_high
and not GovernorBuildingExists >= motte_and_bailey
Affects BadTaxman 1 Chance 10
and this for your pagans:
Trigger magician_pagan_vnv_trigger
WhenToTest CharacterTurnEnd
Condition not AtSea
and IsGeneral
and PopulationOwnReligion < 80
and PopulationPagan > 5
and not Trait Superstitious > 0
AcquireAncillary magician_pagan chance 2
Percentages might be slightly off from the normal game, but I adjusted everything for my own tastes in my game.
Philippe
03-05-2007, 20:21
Perhaps a better way to approach Pagan magicians is not to be quite so literal minded about them.
I always assumed they had absolutely nothing to do with Pagan religion, but, rather, were the tinfoil hat side-effect of the birth of renaissance humanism. In other words, when you see a Pagan magician think Pico della Mirandola, rather than unreconstructed shaman. Unless, of course, Pagan can include Judaism (which it shouldn't), in which case "Pagan Magicians" could be also be thought of as early proto-Kabbalists.
Notice that the first definition of Pagan Magician would lead you to getting them in territories that had no pagans.
My only complaint about Pagan Magicians is that they show up far too early. I really wouldn't expect to see them before the 14th century, and I would only expect to see them in areas with lots of educational facilities.
Mega Dux Bob
03-05-2007, 21:32
My only complaint about Pagan Magicians is that they show up far too early. I really wouldn't expect to see them before the 14th century, and I would only expect to see them in areas with lots of educational facilities.
I suspect pagan magicians are supposed to be more like the shaman like guys with the dancing bears in pagan Russian than the Dr Dee type scholar magicians. Astrologer is more of the Dr Dee school.
Indy1958
03-05-2007, 21:40
Gentlemen:
Good afternoon from Canada!!! I hope this finds you and yours well.
Does all this file tweaking you keep telling me about also apply to adultressess? I think I might've seen my French king with one just last week.
Live long and prosper, take care and thank you kindly!!!!
Sincerely yours always,
Indy.
Adultresses are ancilliaries, so they come from that text file's workings.
My current English King is running around with one. They aren't too bad. And they are fairly uncommon, unlike the :furious3: pagan magicians, which I am about to see if FH's fix will work for. :2thumbsup:
Traits have their own file. As do buildings, units, etc.
You need to set up for modding before just changing them though. Otherwise the game may not recognise and compile in your changes.
This for your taxes:
Trigger governing19
WhenToTest GovernorBuildingCompleted
Condition GovernorLoyaltyLevel > loyalty_disillusioned
and GovernorTaxLevel < tax_high
and not GovernorBuildingExists >= motte_and_bailey
Affects BadTaxman 1 Chance 10
and this for your pagans:
Trigger magician_pagan_vnv_trigger
WhenToTest CharacterTurnEnd
Condition not AtSea
and IsGeneral
and PopulationOwnReligion < 80
and PopulationPagan > 5
and not Trait Superstitious > 0
AcquireAncillary magician_pagan chance 2
Percentages might be slightly off from the normal game, but I adjusted everything for my own tastes in my game.
I like that bad tax fix! Hadn't occurred to me to check for the castle line of buildings. Nice one.
The pagan magician fix looks like what I tried before. I got an error in my log file. I'll try it again.
Thanks.
edit: Hmm, I see I have similar badtaxman code in. I guess I should actually test it. Must have come in with another set of adjustments. The only difference is mine is <= tax_normal rather than < tax_high. Same effect.
Heh, pretty funny. So trying to test the badtaxman stuff and now I can't get the trait even in cities! Gotta up it to 100% to test, I guess. The random number generator is perverse.
And, yes, "PopulationPagan" is unrecognised according to the error log.
Okay, the badtaxman issue does seem to work. Set chance to 100% and king in London gets it, prince in Nottingham does not, when each completes a building with taxes at normal.
One for two, at least.
Nebuchadnezzar
03-06-2007, 00:56
"PopulationPagan" is to my knowledge not a valid variable to use.
Just lower PopulationOwnReligion to 20% or 30%. You will still get is occasionally.
taxes should not need to be on high or higher to avoid badtaxman traits. A better trigger would be
;------------------------------------------
Trigger governing19
WhenToTest GovernorBuildingCompleted
Condition GovernorLoyaltyLevel = loyalty_happy
and GovernorTaxLevel = tax_low
Affects BadTaxman 1 Chance 15
FuzzyBunny
03-06-2007, 01:09
How do you get princesses?
TevashSzat
03-06-2007, 01:31
You deny all of the marriage porposals to a daughter and eventually she will appear as an agent in the city or the closest city her father is in
FactionHeir
03-06-2007, 01:47
I like that bad tax fix! Hadn't occurred to me to check for the castle line of buildings. Nice one.
Yeah, I initially had it written has castle, but then realized that the castle line of buildings starts with the B&M
And, yes, "PopulationPagan" is unrecognised according to the error log.
Only reason I used PopulationPagan is because I think one of the other triggers is using it and thats a default one. Guess that other one wasn't working to begin with then.
HoreTore
03-06-2007, 02:53
You deny all of the marriage porposals to a daughter and eventually she will appear as an agent in the city or the closest city her father is in
Not exactly...
Princesses are the daughters of your king and faction heir. Any other daughters will become noblewomen(ie. they will not appear as an agent), not princesses. When they turn 16, they appear in the game. You'll have to watch the family tree carefully though, you do NOT get a notification like you do with sons coming of age.
What interests me is that the mongols get a Pagan magician as a negative trait-shouldnt they be a positive influence on a pagan people?
I had a Spanish general with pagan magician and Martin Luther.
(no idea what martin Luther gave him)
damned fine general he was too, died a hero's death in amazonian jungles.
What interests me is that the mongols get a Pagan magician as a negative trait-shouldnt they be a positive influence on a pagan people?
Well it's probably a christian magician (or priest) isnt it :D
FactionHeir
03-06-2007, 16:23
Mongols are Muslim in M2TW
Well it's probably a christian magician (or priest) isnt it :D
There's also a separate "magician" ancilliary. I think it's tied to one of the academic buildings or alchemy ones.
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