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.Originally Posted by gregab25
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.
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.Originally Posted by gregab25
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?Originally Posted by gregab25
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.
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