I think tai4ji2x answered this pretty well here so i won't go over it again:Originally Posted by unseen11
Originally Posted by tai4ji2x
Originally Posted by sinner
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.
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:Originally Posted by sinner
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.
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.Originally Posted by Jambo
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.![]()
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