Quote Originally Posted by gregab25
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.
You can quite easily break the threshold, simply move your governor to another settlement. Remember he only needs to be present the turn that the farm is completed so if you stagger the building times correctly you could have a governor circling around a group of cities arriving just before a farm is completed, thus gaining a point towards GoodFarmer every turn.

Personally I don't like the logic of changing the trigger conditions to give GoodFarmer points on buildings other than farms. It might make acquiring the trait easier, but it's not for me.

Quote Originally Posted by gregab25
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.
The problem with the triggers lies in two areas: the most important being that the condition doesn't allow for the possibility that the appropriate building has already been built for that level for settlement, it's only then that the effects of the unbalanced thresholds become a problem. If you correct the first problem then the thresholds don't matter so much. Conveniently enough, there's already an official example shown in the handling of the BadMiner vice - simply add the condition that the Advisor is recommending a farm/trader is built, although like the BadMiner triggers this will probably require one trigger for every level of building.


Quote Originally Posted by gregab25
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."
I think you're wrong here... the label of farms simply refers to the first level of farming building, the label for all levels is hinterland_farms. Following your reasoning the label mines should mean all level of mines, however the two BadMiner triggers refer to the labels mines and mines+1, but why bother with mines+1 - the second level of mining buildings - if mines covers all levels?

The use of the greater than & less than signs together with the equals in the conditions is how you refer to multiple buildings:
- If you want all levels of farms, you can use '...>= farms'
- If you wanted all but the first level of farms you could use either '...> farms' or '...>= farms+1'
- If you wanted all but the highest level of farms you could use either '...< farms+4' or '...< = farms+3'.

Examples of this occur with the triggers for temples which read '... and SettlementBuildingExists >= temple_of_fun_temple', ie. you only get the trigger on temples or greater, not on shrines.