^
again, i think the julii temple (ceres) is a fertility temple, giving fertility bonuses. it is not a farming temple.
^
again, i think the julii temple (ceres) is a fertility temple, giving fertility bonuses. it is not a farming temple.
Sinner, you are a saint...![]()
That would work beautifully for my Badfarmer and Badtrader idea...
The following would test when a settlment is upgraded to see if the govern had bothered to upgrade the farms first, if not he is a bad farmer. The fact that this only occurs rarely (up to 4 times in the life of a settlement) ties in well with the low threshold settings in the default trait. If you have left the triggers for GoodFarmer as default it is also pretty easy to recover from getting BadFarmer points simply by building farms. Thus to become an unredemably bad farmer (Loathes_Farmers) your general would have to been the govern during the upgrading of a settlement 3 times without having any farms built...
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Trigger governing5
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished = governors_villa
and not SettlementBuildingExists = farms
Affects BadFarmer 1 Chance 100
--------------------------------------
Trigger governing5a
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished = governors_palace
and not SettlementBuildingExists = farms+1
Affects BadFarmer 1 Chance 100
And so on....
Using the same idea with Badtrader is slightly more complex because of the combination of buildings; trade, road and ports. Although, the only action to gain BadTrader points by default is not building trade buildings. So using the same triggers as for BadFarmer but checking for trading buildings not being built/upgraded instead. The slightly higher thresholds in BadTrader mean that to get the worst you would have to govern the growth of at least two settlements without building or upgrading the trade buildings...
The fact that there are three times as many opportunities to gain GoodTrader points is of set by the huge threshold levels...
Good idea Bob!
I'd only give BadTrader for the trader line of buildings (trader, market, forum, etc) as it does now, without worrying about ports & roads, the other ways to gain GoodTrader. It'll simplify the trigger and keep closer to the vanilla intention.
EDIT: Perhaps the second trigger should be like this, changing the '=' for the farm condition to a '< =' ...
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished = governors_palace
and not SettlementBuildingExists < = farms+1
Affects BadFarmer 1 Chance 100
That way you'll also get BadFarmer if you haven't built farms or farms instead of the just the latter.
Last edited by Sinner; 02-23-2005 at 23:32.
Surely that would make it too hard to get the BadFarmer trait as you would have to never build any farms to get BadFarmer points, and if you built even the lowest level of farms you never have to worry about getting the BadFarmer points...Originally Posted by Sinner
Using = means that you have to keep upgrading your farms to avoid he BadFarmer traits, nad even if you do gain badfarmer points you can negate them by building the farmer later (which gets you a GoodFarmer point)... You would really have to make an effort to not keep you farms updated to gain the BadFarmer trait...
I guess this is down to personal opinion. Just how bad a farmer do you have to be to get the vice??? (same logic applies to BadTrader)
Yup, my bad.
Another trait I would like to discuss is Smoothtalker:
Trait SmoothTalker
Characters family
AntiTraits Feck
Level Plausible
Description Plausible_desc
EffectsDescription Plausible_effects_desc
Threshold 2
Effect Bribery 10
Level Slick
Description Slick_desc
EffectsDescription Slick_effects_desc
Threshold 4
Effect Bribery 20
Level Smooth_Talker
Description Smooth_Talker_desc
EffectsDescription Smooth_Talker_effects_desc
Threshold 6
Effect Bribery 30
;------------------------------------------
You can see that while this trait improves the chances of bribing someone (Effect BribeResistance is for preventing someone beeing bribed) and it can be gained through bribary missions. Yet it is own available to family members and not to diplomates... Surely this can not be right??
As I recall family members can counter-bribe when a diplomat contacts them, they just can't initiate a bribe themselves. So Smoothtalker would help in these circumstances.
Tai, think about the word cereal for a minuteOriginally Posted by tai4ji2x
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"Let us wrestle with the ineffable and see if we may not, in fact, eff it after all." -Dirk Gently, character of the late great Douglas Adams.
Correct me if I'm wrong, it happens a lot, but when a dip opens talks with your general, if you counteroffer and they reject that outright, doesn't the full diplomacy menu, including bribe, come up if you try to make a new offer? Is that the situation that smoothtalker was meant for? Defensive bribing of a diplomat that has approached your general?
"Let us wrestle with the ineffable and see if we may not, in fact, eff it after all." -Dirk Gently, character of the late great Douglas Adams.
Good point, so the trait is having a positive effect as it is, cool...Originally Posted by Pode
Do you think it would be reasonable to mod this trait to make it applicable to diplomats as well as family members? Or could make the diplomats overpowered? Considering how much more expensive bribing is in 1.2 I don't think applying this to diplomats would be unbalancing...
yes, but in the game it acts as a temple of fertility. look inside EDB.txtOriginally Posted by Pode
only dacia, carthage, and macedon have farming temples.
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Well, at least I did just say that I was wrong a lot, now we have proof. Mea Culpa
"Let us wrestle with the ineffable and see if we may not, in fact, eff it after all." -Dirk Gently, character of the late great Douglas Adams.
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