Quote Originally Posted by tai4ji2x
seems like your sentence got cut off?
Yes, because vB 3 is moronically paranoid about less-than signs. The paragraph now reads "gregab25 therefore thought that the = operator was bugged, so he changed it to NOT >. Unfortunately, this made every non-farm building increase his traits, tricking him into thinking that his interpretation of EDCT.txt was right."
Quote Originally Posted by Kraxis
Simetrical what did you do? And what was the effect?
I just modded the basic EDCT.txt to have a threshold of 1 for GoodFarmer, then I built a farm building and a non-farm building with different governors. The governor who built a farm building got a point of GoodFarmer, and the one who didn't didn't. This proved that the intuitive reading of SettlementBuildingFinished (that it returned the name of the building constructed) was the correct one. If gregab25 had been right, and SettlementBuildingFinished had just returned the level number of the building constructed, the non-farm building should have given my general a point of GoodFarmer (since its level was equal to the level of farms in the settlement).
Quote Originally Posted by gregab25
Okay, after Simetrical's good, albiet immature, post . . .
Okay, I may have been a bit on the gloating side.
Quote Originally Posted by gregab25
However, in the default setting if you desire to become a good farmer or trader you will want to build all other buildings before the farm or trade buildings.
No. In the default settings, building any farm would give you +1 GoodFarmer, and building any other building might give you +1 BadFarmer. The GoodFarmer trigger doesn't care about which non-farm buildings you've built, and the BadFarmer trigger doesn't care about which farm buildings you've built.
Quote Originally Posted by gregab25
Would someone please look into or explain why reversing the > = to a < = sign in the triggers does not reverse the results in game?
Depends on which sign you're thinking of. If you change "SettlementBuildingFinished >= farms" to "SettlementBuildingFinished = farms", then you'll see no difference at the level "farms" (Land Clearance), since both settings trigger off "= farms". The latter shouldn't trigger on any higher levels of farm, however. Did you observe differently in your tests?
Quote Originally Posted by gregab25
Easiest way is to see it for yourself. It will take less than 5 minutes. Simply set the thresholds for farming to 1, 2, and 3. Then go into the game and build various buildings and look at the results.

This is what i just did with the default triggers, and I was receiving the traits by building all the non farm and trade buildings first.
I suspect your EDCT.txt may have some lingering changes from your earlier modding which are throwing off the results. What's your full trigger for GoodFarmer?
Quote Originally Posted by Jambo
I guess what this saying then is that as long as you have the basic farms in place, it will award you GoodFarmer each time you build another building?
No. I'm not sure that's implementable, actually. You'd have to compare the level of the finished structure to the level of existing farms, and I'm not sure that's possible.
Quote Originally Posted by frogbeastegg
I saw someone say 'good farmer' has a 100% chance if you build [something, a farm most likely].
Close, but one important mistake. If you build a farm, you have a 100% chance of getting one point in GoodFarmer. The threshold for "Grower" is six, so your governor has to finish six farms to get it that way. In other words, it's exceedingly unlikely that you got any GoodFarmer trait from building farms. You probably got them from temples of farming (Ceres, Freyja and the like).
Quote Originally Posted by frogbeastegg
Bad farmer I get on almost every single governor within 10 turns of their appointment.
Another problem with the thresholds. You have an 8% chance of getting BadFarmer every time you build a non-farm building—but the threshold of BadFarmer is only one, as opposed to GoodFarmer's six. The thresholds need to be modded to something reasonable, preferably symmetrical.
Quote Originally Posted by gregab25
Without knowing more about all of the information that is returned from the "SettlementBuildingFinished" and "Farms" queries, I dont think any of us can get it working as CA intended.
I'm pretty sure we understand those queries. "SettlementBuildingFinished" returns the name of the building that was just finished, and "farms" is just a building name. The comparison sign checks the relationship between the finished building and the named building: if they're in the same build tree, their level is compared, and the condition returns true iff the relation is true; if they're not in the same build tree, the condition returns false. I think we have ample evidence to support this interpretation, and nothing seems to contradict it.

-Simetrical