Now we are digging into the cobwebbed portion of my MTW memory, but here goes:
Just to clarify, there are 2 flavors of "loyalty". One is the loyalty of your generals, this affects their bribe costs as well as their involvement in civil war plots. The other is province loyalty (happiness), below 100% can lead to local uprisings, below 120% leaves the province vulnerable to faction reemergences. A civil war (revolt of generals) is different than a province rebellion/uprising.Originally Posted by Gaiseric
The following actions affect faction leader influence (I think this is the entire list):
- Losing two provinces, -1 influence
- Capturing two provinces, +1 influence
- Losing a crusade/jihad, -2 influence
- Successful crusade/jihad, +1 influence
- Relieving the siege on an ally, +1 influence
- Attacking an ally, -1 influence
Buildings do not affect acumen or loyalty of new generals, just the VnVs that get triggered from building them. When a unit is recruited, the general's attributes are a function of the faction leader's stats. A high influence tends to attract better generals. This is another reason why the leader's influence is so important, a low influence (3 or less?) can cripple an empire. Turtling can lead to low influence, since provinces are not being conquered.Originally Posted by Gaiseric
In the end-turn phase, when all the VnV triggers are computed only the commander of an army stack is eligible for a VnV. So either the guy with the most command stars or the king. If you don't want someone to get a vice, stick him in a stack with a higher star general (of course, he won't get any virtues either...). If things are going well for a faction, I imagine tons of single unit stacks would create plenty of VnVs.Originally Posted by Gaiseric
There is no need to keep a governor in "his" province, it doesn't affect how his stats influence the provincial loyalty or income. Supposedly, not moving a general for a while can lead to bad vices as well.
Edit->beaten by Caravel!
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