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  1. #1
    EB Traiter Member Malrubius's Avatar
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    Default Re: Agents traits and retinues

    Most of the vanilla retinue triggers for agents involved being in a settlement with a certain building or something like that. It looks like the Catamite and Pet Monkey are most common, at least in my games.

    I wrote here that EB's traits and ancillaries are about 25% complete. Agent traits and ancillaries would fall into that 75% incomplete area. I'm definitely open to any suggestions for traits and ancillaries that would be:

    1. Historically justifiable
    2. Different from what already exists (agents only have 4 stats that can be affected by traits/ancillaries: Movement, Subterfuge/Negotiation, Line of Sight, and Personal Security).

    There is a bit I've done in this area, but it's very minor and nothing compared to what I've done for generals/governors.

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

  2. #2

    Default Re: Agents traits and retinues

    What about a trait "Knows the right people" which would allow him ot move faster and increase his subderfuge rating as he would be well connected?

    For the glory of Rome

  3. #3
    Member Member soibean's Avatar
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    Default Re: Agents traits and retinues

    That's what I was going to suggest

    you could have something along the lines of accomplice
    I dont know what you could call it but it could start at something minor and eventually work its way up to noble accomplice...
    I feel that that wasn't explained enough so I'll try to say it in a story form. Imagine the family member you want dead is in a city. The assassin could know the inn keeper of the inn that the family member is at, or the guard outside his door, and they could help them get to the target. This way it increases subterfuge.

    In response to Teleklos's post: I never had a bad agent... I had an assassin who had 1 subterfuge, he had no chance at killing anything around him, so I sent him after some guy who he had a 12% chance at killing so he'd die and I wouldn't need to bother with him anymore. I tried time after time for 10 turns, my assassin never got any never got a single negative trait. All that happened was the guy gained a personal security trait and the chance went from 12% to 6%. I didn't bother anymore after 10 turns.

  4. #4
    EB Traiter Member Malrubius's Avatar
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    Default Re: Agents traits and retinues

    A "Well-Connected" trait seems to fit with what I'd eventually like to do with agents (a system similar to what we have with generals, but simplified).

    I like the accomplice ancillary. My GAFHMod had a "Disgruntled Insider", which sounds very similar. Most everything that was in the GAFHMod is going to be in EB, only better.

    I'd also like to have more variety in the traits for agents, so they're not just measured by what level they are.

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

  5. #5
    Pretentious Title Member ENSAIS's Avatar
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    Default Re: Agents traits and retinues

    I'm happy to hear that an improved version of your GAFH mod will be part of EB!

    Trying to help a bit by adding my 2cents....

    What would you think of the following lines of development:

    for a spy that is moving often and rarely has MPs left from 1 turn to the next:
    develop a positive line of traits/ancillaries for "evasiveness" or something similar. Also have a possibility of a negative line of traits/ancillaries "fearful"... basically either he develops to be good at covering his tracks (with help from a network of ancillaries or just by his frequent travel and blending in)
    OR he is so afraid of getting caught that he loses his nerve and moves on rather than completing a task...

    For a spy that always stays in one place:
    develop a positive line of traits/ancillaries "insider"/"adapted to local customs"/"blends in with foreign civilization x" that decreases his chances of being caught
    OR a negative line of traits/ancillaries "sympathizerf"/"assimilated" etc.. where he would be MUCH easier to bribe due to identifying too much with the culture he is at

    I really like GAFH...
    I hope you can do even more with the aging of family members so that their life experiences and age are considerable factors when deciding who to place where. Changing the way family members "work" by having many more of them available, but having wider differences among them, and a life cycle for them, could add lots of new intrigue to the game for me.\

    Thanks for the hard work!
    ENSAIS

  6. #6
    EB Traiter Member Malrubius's Avatar
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    Default Re: Agents traits and retinues

    Good suggestions here, thanks!

    Off the top of my head, I don't remember if spies/assassins can be bribed. I know diplomats can. Anybody know for sure?

    Agents have really been untouched, as far as traits go. This is a wide-open area, and I hope to add some details and more options for them.

    Quote Originally Posted by ENSAIS
    Thanks for the hard work!
    I appreciate that. The traits and ancillaries have consumed a lot of my free time, as well as that of many of the other team members. But I think the finished product will be worth it!

    Ah! the Generals! they are numerous, but not good for much (especially if they're Languorous)!
    -- Aristophanes, if he played EB

  7. #7
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Agents traits and retinues

    Spies and Assassins cannot be bribed. I assume its because you are not exactly going to let people know what the hell you are doing, unlike a diplomat.

    Foot
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  8. #8

    Default Re: Agents traits and retinues

    Quote Originally Posted by Malrubius
    But I think the finished product will be worth it!
    I'm constantly amazed at the things you are doing with the traits, and I know I've even helped out with a lot of them for the Hellenic and Roman factions. I was getting trait messages last night that I had no idea we could even do. I really do think that this is one of the best sets of wholesale changes that have been made to the mod. But keep adding more!! And get us some good ancillaries in there too!

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