I had the same misunderstandings with those triggers, only after browsing a good deal on these forums, did I find helpful insights here and there, which i'm happy to share.
Exactly what i had in mind: since most of my governors are not going to get enough points to get into the positive zone, i might just as well prevent them going into the negative.This strategy will, however, provide enough 'credit' to prevent you reaching the 'no going back' levels of the bad traits.
True. The number of buildings i advise to build will get you the correct level to prevent the negative level on average, and trader is indeed a bit of an exception compared to farmer and miner.Exception: bear in mind that 'Good Trader' points cannot be guaranteed - you have only a 50-80% chance of getting them when completing 'trader', 'road' or 'port'-type buildings.
To further complicate matters, sometimes governors have already acquired some + or - points in trader/miner/farmer when they come of age. Luckily, in the case of trader and farmer, you'll immediately notice this, since they already show up as negative traits at -1 point level. However, if your character doesnt pick up Good Miner after building 2 mines, build 2 more!
Oh, i misread the initial question, he asked about adoptees. As far as those are concerned, the only tip i have is the one i gave: Fight with your captains against the odds.Temples of Fertility won't increase your chance of acquiring adoptees, only of acquiring children. I have yet to discover how adoptees are assigned. It's a small nitpick, and I feel churlish correcting someone who has done me such a great service - hat off to you, sunsmountain!
Thanks, and thank you for sharing this guide for good governing. May all our Governors become Jedi's (well..)![]()
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