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Thread: Family members and traits

  1. #1

    Default Family members and traits

    Read the topics in the colloseum forum, liked it and investigated it further. Couldnt post a reply to it there so I am posting it here instead ;)

    Been doing some research into why family members gain traits, both because I was curious and because I wanted to know what I could do to try and increase the odds that my generals get a good trait and not a bad one.

    First off, there has been other threads about this topic. The most informative I have found are these.

    https://forums.totalwar.org/vb/showthread.php?t=37834
    http://www.twcenter.net/forums/inde...showtopic=11620

    Terms:
    Each property of the character, like "Trusting" has a number and thresholds. The number you have in one property is the rank of it.Some triggers increase it, others decrease it. At a set treshold, like 2 or 4 a new trait is gained.


    But even though they give you a good understanding of how the trait system works it doesnt give you a "help" list off how to govern your empire. So this evening I made alot off coffe and went through all the traits, marked witch are bad and witch are good, identified their triggers and made a list off what you can do to increase the chanses off a good trait.

    Thing though is that there are many triggers that may go both ways, i.e. giving you a bad or good trait. So if the chanses of the trigger leading to a good trait is much better then to a bad trait I consider it as a trigger I want to "trigger". If the affects are equal...can go both ways I dont consider it in this topic. Many traits have good affect for managemant/influence and bad for command and vica versa.
    Here I consider building good governours, so if a trait increase influence/managemant but decrease command/morale etc I consider it a good one.

    There are alot of triggers though that we cant affect, witch is a good thing, othervice I know I would have been tempted to do to much micro management, so now even though alot is known about the triggers things will still be random.

    The main events that often alters a character are the following.

    1) Characters come of age ( the traits of the 16 year old boy is determined here)
    2) Marrige (Marrige may give a character new traits, both good and bad, some depend on the current ranks.)
    3) Character becomes a father ( as in 2)
    4) New brother/adoption (mostly bad traits, seems that the larger your family becomes the more bad traits your characters will get)
    5) Your characters will inherit some of his fathers traits. Read the above link for closer info.
    6) some of the different properties that at a given threshold gives you a new trait will increase over time. So if you have one rank in a property like drink, there is a certain chanse you will get one more the next turn.

    But over to the things we can influence. This will be a simple list, wont go into details about how and why. If there are any questions we can just sort it out later

    1) Dont let your generals idle in a settlement with a temple of fun or love.
    2) Temples of law, justice and governors will have a good affect on your characters. Try and have one of these temples in your main city, escpesially in your capital where all your new characters will idle.
    3) Build a temple of forge if possible in cities with mines.
    4) Dont have an idle construction quee in a settlement with a governor if you have cash -> Bad trait
    5) Always finish the farm, road, trade and mine construction before upgrading to the new governor building.
    6) Tax lvls of high or higher may give good traits. Low tax lvls may give bad traits.
    7) If your character ends its turn in a settlement, and have 100% movementpoint there is a good chanse bad traits may evolve. Didnt like figuring this one out. No chanse I am going to be arsed into micromanage every character...i.e. moving him in and out of the town. Still, posting it here because it has a bad affect, your choise.
    8) If your governor is in a city that is under siege they may get good traits. Ship your new family members to the frontlines
    9) If you are roman and your city riots or rebels you actually get good traits.
    10) Try not to have more then 50k in your treassury at the end of the turn. Having more then 50k, 100k and 150k increases the chanses for bad traits bigtime.

    For a list of the different temples and what class they are look here :
    https://forums.totalwar.org/vb/showthread.php?t=37949

    For those of you who wish to develop combat skill keep the following in mind.

    1) If you have more then 1.5 times as many troops as your enemy you wont get a new command trait.
    2) Having more then 80% of one unit time. i.e infantry will increase your command of that type.
    3) Let your general fight. If he looses HP he may gain good traits.
    4) Dont idle in enemy territory -> Bad trait
    5) Dont idle in settlements.

  2. #2
    Member Member Sleepy's Avatar
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    Default Re: Family members and traits

    Excellant and for me timely post as after a period of 15 years of peace all my generals have turned into drunken thieving tubs of lard. Out of 30 I've got two with command stars and three with a positive management rating. Bodes well for the civil war I'm about to start

    Oh and I've had well over 150,000d in the bank

  3. #3
    Just another genius Member aw89's Avatar
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    Default Re: Family members and traits

    i got the to much money "problem" too, im using like mad but it doesn't help! (i wouldn't want it too either, EARLY preparation on taking rome you see)


  4. #4

    Default Re: Family members and traits

    Quote Originally Posted by Sleepy
    Excellant and for me timely post as after a period of 15 years of peace all my generals have turned into drunken thieving tubs of lard.
    Heh. Pax Romana must stink.
    You take a chance getting up in the morning, crossing the street, or sticking your face in the fan.

  5. #5

    Default Re: Family members and traits

    Excellent post thanks, found the link between forge type god and temple interesting! I've tended to go for whatever gives most happiness as a default temple with occasional bonus types for weapon making etc without much thought ..will change my ways and get to knocking down a few religious institutions!

    Salut

  6. #6

    Default Re: Family members and traits

    Thought id follow up with the other types of temples and what kinf off affect they will have on your governours if you let them idle in a city with that spesific type of temple. Will mostly be with once are good and witch once are bad, will not go into every single trait they may evolve. For those that affect good traits ill divide them into governing and combat traits. Meaning some evolve good traits for your governors, while some evolve good traits for your combat generals

    BAD TEMPLES
    temple_of_fun : Only bad traits may evolve
    temple_of_love : affects one bad trait only

    GOOD GOVERNING TEMPLES
    temple_of_law : Many good traits may evolve (governing)
    temple_of_farming : evolves the good farmer trait
    temple_of_forge : Good for settlements with mines
    temple_of_governors : Evolves governing traits
    temple_of_justice : evolves good governing traits
    temple_of_one_god : evolves good governing traits.

    temple_of_fertility : makes your governor fertile

    GOOD COMBAT TEMPLES
    temple_of_battle : Good traits may evolve (combat)
    temple_of_battleforge : Affects one good trait (combat)
    temple_of_victory : evolves good combat traits.

    50/50 CHANSE TEMPLES
    temple_of_healing : 50/50 chanse that good or bad traits may evolve, affect your governors HP
    temple_of_horse : 50/50 chanse for good or bad trait. Will evolve good cavalery commander trait, but bad infantry commander trait
    temple_of_hunting : 50/50 chanse for good or bad traits : Makes governor a good ambusher but bad siege defender.
    temple_of_leadership : evolves your governor to a trusting general with strategy skills. Trusting traits start out good but evolve to bad later on.
    temple_of_trade : May evolve good and bad traits. Mostly traits affecting management skills. ABout 50/50 chanse.
    temple_of_violence : evolves mostly good combat traits but some bad once aswell.

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