Quote Originally Posted by unseen11
Just one question:

You said that for Trader, the lower or equal to building requirements are steep to get Good Trader virtue so maybe the amount of buildings you have to build to get Good Trader are bugged and need to be edited?
I think tai4ji2x answered this pretty well here so i won't go over it again:

Quote Originally Posted by tai4ji2x
just another note - there are three building triggers for goodtrader: road, port, and trade. so you could easily have 3 points added in one turn from the building triggers alone. plus, there is also a trigger if your governor stays where there's a trading temple - and that alone is a big 12 point jump

Quote Originally Posted by sinner
Regarding the Farmer/Trader traits, I've been reading the triggers as follows...

Trigger governing5
WhenToTest GovernorBuildingCompleted

Condition SettlementBuildingFinished >= farms

Affects GoodFarmer 1 Chance 100

To me that says when a building is completed and it's any level of farm then you have a 100% chance of getting 1 point towards GoodFarmer. This sounds logical to me, your governor oversees the building/improvement of his settlement's farmland and his agricultural skills improve.

You are right that the game reads the default triggers in that manner. And that is precisely why they are broken. Let me explain.

How many farms can you build that are greater than the first level of farms? Answer = 4.

Now, what is the threshold for receiving the first level in GoodFarmer? It is 6.

Therefore, you can see that with the default settings your governor will never receive the first level of GoodFarmer which is "Grower." Because you cannot break the threshold.

This is why in default patch 1.2 you never see your Governor getting any GoodFarmer traits.

I believe the corrections i posted fix this problem. Where if you prioritized farms, and then built 7 more buildings of equal or lesser value you would then meet the threshold and receive first level of the GoodFarmer trait.

Quote Originally Posted by sinner
Trigger governing6
WhenToTest GovernorBuildingCompleted

Condition not SettlementBuildingFinished >= farms

Affects BadFarmer 1 Chance 8

While this says that when a building is completed and it's not a farm then you have a 8% chance of getting 1 point towards BadFarmer. Again it sounds logical to me, by effectively ignoring farming your governor's agricultural skills perhaps atrophy and he maybe becomes a bad farmer.

There is what I consider a bug with the latter since that trigger occurs even if you've already built the farm for that level of settlement and so have no farm available to build. Perhaps that's why CA set the chance of acquiring GoodFarmer to 100% and BadFarmer to just 8%, even with the BadFarmer trigger occuring more frequently your governor should hopefully gain more GoodFarmer points and thus force the opposing BadFarmer trait to be ignored.
Again, you are right about the game reading it that way, and again that is why it is bugged and you yourself take note that something is amiss. However, you did not account for the factor of thresholds. Lets look at it:

The Threshold for BadFarmer is only 1 compared to the 6 for GoodFarmer. This means with the way you are reading (which is the way the game was handling it), that EVERY TIME you build a building that is NOT a farm, you get tested for BadFarmer. Since the threshold is only 1, that means you have an 8% chance of becoming a BadFarmer every time you complete a building.

This is why in default 1.2 the governors are picking up BadFarmer traits very quickly. The buildings early on only take a couple turns to complete, so your governor is being tested every turn or every other turn for the trait.

Again, the correction i suggested fixes this problem. And i explained how it does so in that post.


Quote Originally Posted by Jambo
I'm in agreement with Sinner here.

Reason being "trader", "roads", "port" and "farms" are only the lowest building in the corresponding upgrade tree. Respectively, the upgrade trees are "market", "hinterland_roads", "port_buildings" and "hinterland_farms".

Therefore, I'm not sure how this factors into the calculations and reasoning here? For instance, what happens when the "> ______" no longer becomes relevant, e.g. for "> trader" and the trader becomes a market, forum, great_forum or curia?
I'm not sure I understand your question, but I'll try to stab at it anyway. You can tell me if you were talking about something else.

As I said, it is my belief that the "SettlementBuildingFinished", the "trader", "roads, "port", and "farms" used in the triggers refer to any level of that respective building. e.g. "farms" can mean "land clearance", "communal farming", "crop rotation", "irrigation", and "latifundia."

Have you had a chance to try the corrections yet?

Also, I replied to your thread over at TWcenter.