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Thread: Anciliary Government Posts

  1. #1

    Default Anciliary Government Posts

    I was just thinking over the government sheme that EB has, where it is decided (atleast in the case of the Romani) in terms of traits. I was thinking that perhaps it could rather be done by anciliaries? In this way (as in BI's 'Dux Brittanica' etc.) the player has the oppertunity to decide who gets each specific post, so who, for example, is to be Consul and who is to be Censor. This would seem to me to provide a greater affiliation between the player and his generals and governors, and also be more historically representative; assuming that as the player you are playing as the senate. I'm sure that a game as well thought out as EB must have reasons behind what they do though, so I'm wondering why you chose to use traits to represent government offices?

    Sorry if this has come up before, but I've been looking at these forums fairly frequently for a few years now, and I've not read about it!

    Thanks.

  2. #2
    EB annoying hornet Member bovi's Avatar
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    Default Re: Anciliary Government Posts

    Ancillaries are very limited in number (for each character) and cannot be programmatically removed. Traits are better for these reasons. If you really want to move the positions around, you can use the give_trait console command to remove it from the one who has it and give it to the other.

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  3. #3
    EB II Romani Consul Suffectus Member Zaknafien's Avatar
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    Default Re: Anciliary Government Posts

    however, some work on ancillaries for asthetic purposes is currently being researched, though official effects will be linked through traits, which can be given and taken away.


    "urbani, seruate uxores: moechum caluom adducimus. / aurum in Gallia effutuisti, hic sumpsisti mutuum." --Suetonius, Life of Caesar

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