In addition to few things already mentioned, I've changed the value of ReligionStarter trait.

Carl's fix enabled the trait to appear for all appropriate characters, but its value - 3 points of Piety does not improve game-play all that much.

The reason for it is the broken religious unrest in the settlements (cities especially, as castles have lowered unrest values, just as they have lower distance to the capitol penalty plus few other Public Order factors).

In patched game (1.1) without the Carls fix (which fixes the trait description), the Piety of the governor has a somewhat strange relation to religious unrest:

- governor with 0 Piety causes no unrest;
- 1 point of Piety = 5% religious unrest;
- each subsequent point is another 5%, up to Piety value of 5, where the religious unrest reaches 25%;
- governor with 6 Piety points once more causes no unrest.

So ReligionStarter with effect of 3 points of Piety guarantees some religious unrest in every city with the governor, unless said governor has acquired another 3 points of Piety in some way ... which unfortunately is not that easy (governor would need to recruit 8 priests for instance or join in 3 crusades).

Therefore I have changed the effect of this trait to 5 points of Piety. Acquiring one additional point requires little effort. There also is a good chance the governor will have it from the start.

Fending off the Inquisitors became somewhat easier, too.


I also think about remodelling some other traits that have to do with governing a city and general family member behavior.

For instance there are plenty opportunities for a character to acquire Gambling trait, but none to loose it - I am thinking of making an anti-trait for it, like Upright or Prim type of trait, or maybe adding conditions to some triggers (that have to do with inn type of building - a Prim general will not visit a Brothel so why should he acquire Gambling when the building is present in the city).