View Full Version : Ignorant trait
ergothead
06-18-2007, 01:09
Howdy.
I was wondering what actually causes the ignorant trait in family members, and what means can be taken to prevent it. It's annoying to spend the time and cash to train great governors only to have this trait develop... kinda odd having a chivalric, great builder who is ignorant. I remember where was a thread long ago about all the traits, ancillaries and their triggers, but I've lost the shortcut, and my searching has yet to find it. Thanks for all your help!
Kobal2fr
06-18-2007, 01:17
As of 1.2, Ignorant has a low chance of happening anywhere, anytime.
The only thing that will keep your generals safe from it are it's antitraits (that is : every skill trait like maths or rethoric) and sitting in towns with either a city hall, an academic building, or a castle academia. Oddly enough, Intelligence and Ignorance can coexist, even though they have exactly opposite effects.
Since those buildings also give out said skill traits, you can basically send your generals in those high culture places to get "vaccined", then roam around, enlightened by the lights of the Renaissance. Or something.
You could also get LogisticSkill by having your generals spend all of their movement points all the time I suppose, but since Ignorant only affects governing stuff, I'd go for academies.
Logistics Skill? What's that do for you?
Logistics Skill? What's that do for you?
Without being certain about it, it probably provides more income or allows greater troop movement or something.
Hello there.
IIRC logistics give a morale boost and a movement bonus to the general's army but nothing that directly affects governing. Not 100% sure though.
-- Guru
HoreTore
06-18-2007, 09:32
Oddly enough, Intelligence and Ignorance can coexist, even though they have exactly opposite effects.
Well, you can be an extremely intelligent guy, and still not care about anything outside your house... Ignorant doesn't mean dumb, you know ~;)
Anyway, a small guide to avoid ignorance:
First off, you can avoid it by meeting conditions that will not trigger the trait in the first place. As kobal said, you'll need to build either a city hall, academy or castle library(danes, poles and hungarians).
The second way, is to earn antitraits. Fortunately, ignorance has a whole bunch of antitraits: RhetoricSkill, StrategicSkill, TacticalSkill, MathematicsSkill and LogisticalSkill.
And this is how you get them:
RhetoricSkill:
;------------------------------------------
Trigger sitting_around_town_with_academia
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= alchemists_lab
Affects Intelligent 1 Chance 10
Affects RhetoricSkill 1 Chance 5
;------------------------------------------
Trigger sitting_around_town_with_townhall_major
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= city_hall
Affects RhetoricSkill 1 Chance 10
;------------------------------------------
Trigger birth_with_castle_academia
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = library
Affects Intelligent 1 Chance 5
Affects RhetoricSkill 1 Chance 5
;------------------------------------------
Trigger birth_with_castle_academia2
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = academy
Affects Intelligent 1 Chance 10
Affects MathematicsSkill 1 Chance 10
Affects RhetoricSkill 1 Chance 5
The code is in the spoiler. Anyway, you get this trait with either a city hall, a castle library or an academy(in addition to random chance at birth). Not terribly useful, as those buildings guard against ignorance anyway. However, there is one thing to note, if you have a library in your empire, you have a chance at the skill at birth. So, building a castle library as soon as you get a citadel is well worth it, even if you don't intend to have a general there.
StrategicSkill:
;------------------------------------------
Trigger V0150_Standard_Risky_Battle_Attacker_Crushing_Victory_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds <= 0.16
Affects GoodRiskyAttacker 2 Chance 100
Affects StrategicSkill 1 Chance 25
;------------------------------------------
Trigger V0170_Standard_Risky_Battle_Defender_Crushing_Victory_VnV_Trigger
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds <= 0.16
Affects GoodRiskyDefender 2 Chance 100
Affects StrategicSkill 1 Chance 25
;------------------------------------------
Trigger sitting_around_town_with_castle_barracks
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= drill_square
Affects StrategicSkill 1 Chance 4
;------------------------------------------
Trigger sitting_around_town_with_city_barracks
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= library(BUGGED! change to militia_drill_square)
Affects StrategicSkill 1 Chance 4
This one is a lot easier. The first one is to have a 3rd level barracks in the castle(4h in the city), which you'll probably want anyway. The city level required is large city, and then you can just build a city hall instead. However, the castle level required is just a castle, so it's an early guard against ignorance for your castle governors. Second, you have the "impossible odds heroic victory" triggers. They seem impossible at first, but they are quite possible. The first ways I see, are incredibly large sieges against your troops in a citadel, where you can defeat a much larger army. The second is where you attack a city with a small garrison but huge reinforcements with a small force of your own. You have a good chance of killing the defenders and hold the square for 3 minutes before the reinforcements get there.
TacticalSkill:
;------------------------------------------
Trigger V0010_Standard_Battle_Attacker_Crushing_Victory_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects GoodAttacker 2 Chance 100
Affects TacticalSkill 1 Chance 10
;------------------------------------------
Trigger V0030_Standard_Battle_Defender_Crushing_Victory_VnV_Trigger
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects GoodDefender 2 Chance 100
Affects TacticalSkill 1 Chance 10
;------------------------------------------
Trigger battle_ambush_success
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess >= clear
and I_ConflictType SuccessfulAmbush
and BattleOdds <= 2.0
Affects GoodAmbusher 1 Chance 100
Affects TacticalSkill 1 Chance 10
;------------------------------------------
Trigger sitting_around_town_with_militaryacademy
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= military_academy
Affects AcademyTrained 1 Chance 10
Affects TacticalSkill 1 Chance 5
This one is quite simple: either win a heroic victory, or a successful ambush. You can also get it from a military academy, but you'll probably have the city hall by then. At least you should.
MathematicsSkill:
;------------------------------------------
Trigger sitting_around_town_with_university
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists = university
Affects MathematicsSkill 1 Chance 10
Affects Cultured 1 Chance 3
;------------------------------------------
Trigger sitting_around_town_with_castle_academia
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= library
Affects MathematicsSkill 1 Chance 5
;------------------------------------------
Trigger birth_with_university
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = university
Affects Intelligent 1 Chance 10
Affects MathematicsSkill 1 Chance 10
;------------------------------------------
Trigger birth_with_castle_academia2
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = academy
Affects Intelligent 1 Chance 10
Affects MathematicsSkill 1 Chance 10
This one isn't terribly useful as a guard against ignorance, as it requires buildings you'll definitely get after the city hall. However, danes, muslims and byzantines have a good chance to get the trait at birth.
LogisticalSkill:
;------------------------------------------
Trigger harsh_lifestyle3
WhenToTest CharacterTurnEnd
Condition not EndedInSettlement
and RemainingMPPercentage < 5
Affects LogisticalSkill 1 Chance 5
Only one trigger, and it's simple enough, just march around and you'll get it. Oh, and it gives a bonus to movement and morale.
ergothead
06-18-2007, 15:00
Thanks for the help guys, it's appreciated. I'm not sure how rare the ignorant trait is, since it's seemed to happen to about 20% of my governors in the last 4 English campaigns.
Kobal2fr
06-18-2007, 15:12
IIRC it's 4% per turn. But considering that your average general will be with you for 50-100 turns, and that you have a dozen generals weeell... do the proverbial math.
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