How to make Character VnVs (traits) by .Spartan
I have invested a lot of time studying the VnV and trait system to further advance our community's collective modification capability. In addition, I have successfully implement a few new ones based on what I have learned.
Overall, I must say I was impressed with the shear number of possibilities available; if one has a creative mind and a need to address. Anyway, what follows is a quick and dirty overview. I hope it makes for an informative read.
It is possible to exclude cultures "ExcludeCultures". Create diametrically opposed traits "AntiTraits" as well as assign multiple ones to boot! You can also compose epithets and assign a can't get rid of feature "NoGoingBackLevel".
The applicable known groups are:
characters spy
characters diplomat
characters family
characters assassin
characters admiral
I have organized into three (3) general groups, the variable that can be affected on a +/- ( The highest I have seen was +60) scale. They are:
==Combat==
Command
Attack
Defence
Ambush
TroopMorale
SiegeAttack
SiegeDefence
LineOfSight
SiegeEngineering
NightBattle
NavalCommand
HitPoints
InfantryCommand
CavalryCommand
Combat_V_[Plural Name of Culture] (except "Cathaginians" has to be mispelled for it to work)
Looting
MovementPoints
==Civil==
Law
Management
Construction
PublicSecurity
Trading
TrainingAgents
Unrest
Farming
Mining
Squalor
TaxCollection
==Social==
Influence
BribeResistance
PersonalSecurity
Subterfuge
Negotiation
BribeResistance
Bribery
Fertility
SenateStanding
PopularStanding
Electability
In addition there are defined culture group. They are:
Roman, Barbarian, Greek, Eastern, Egyptian, Carthaginian, Slaves
As far as triggers go, there are many as well. The when to test (WhenToTest)options are:
PostBattle
PreBattleWithdrawal
OfferedForAdoption
OfferedForMarriage
CharacterTurnEnd
CharacterComesOfAge
CharacterMarries
CharacterBecomesAFather
SettlementTurnEnd
GovernorBuildingCompleted
BattleGeneralRouted
BecomesFactionLeader
BecomesFactionHeir
BecomeAedile
BecomeCensor
BecomeConsul
BecomePontifexMaximus
BecomePraetor
BecomeQuaestor
CeasedAedile
CeasedCensor
CeasedConsul
CeasedPontifexMaximus
CeasedPraetor
CeasedQuaestor
IsUnderSiege
GeneralCaptureSettlement
GeneralCaptureWonder
LeaderDestroyedFaction
CharacterDamagedByDisaster
BrotherAdopted
LostLegionaryEagle
CapturedLegionaryEagle
RecapturedLegionaryEagle
SenateExposure
QuaestorInvestigationMinor
QuaestorInvestigation
QuaestorInvestigationMajor
SpyMission
AgentCreated
LeaderOrderedSpyingMission
AssassinationMission
LeaderOrderedAssassination
SufferAssassinationAttempt
SabotageMission
LeaderOrderedSabotage
BriberyMission
LeaderOrderedBribery
AcceptBribe
RefuseBribe
Insurrection
DiplomacyMission
LeaderOrderedDiplomacy
LeaderSenateMissionSuccess
GovernorBuildingDestroyed
GovernorUnitTrained
GovernorBuildingCompleted
GovernorCityRiots
GovernorCityRebels
EnslavePopulation
ExterminatePopulation
GeneralDevastatesTile
LesserGeneralOfferedForAdoption
You can also have self perpetuating triggers!
How to add a custom VnV:
1. First open "export_VnVs.txt" and add something like this:
Code:
¬---------------------
{Cerean} Cerean
{Cerean_desc}
James Bond has nothing on this man!
{Cerean_effects_desc}
Subterfuge +8 (This man is the slickest of all)
{Cerean_lose_desc}
This man is now a loser!
{Cerean_gain_desc}
This man has made a name for himself with the Gods!
{Cerean_epithet_desc} The Spy Lord
¬--------------------
2. Then open "export_descr_VnVs_enums.txt" and add something like this:
Code:
Cerean
Cerean_desc
Cerean_gain_desc
Cerean_lose_desc
Cerean_epithet_desc
3. After that open "export_descr_character_traits.txt" and add something like this:
Code:
;------------------------------------------
Trait Cerean
Characters spy
Level Cerean
Description Cerean_desc
EffectsDescription Cerean_effects_desc
GainMessage Cerean_gain_desc
Threshold 1
Effect Subterfuge 8
;------------------------------------------
Finally add a trigger or modify one something like this:
Code:
;------------------------------------------
Trigger agents4
WhenToTest SpyMission
Condition MissionSuccessLevel = highly_successful
Affects GoodSpy 1 Chance 100
Affects GoodConspirator 1 Chance 50
Affects Cerean 1 Chance 100
;------------------------------------------
Then save and you are on your way!
Note: the first number is for the
threshold of the trait and the second is the
percentage of chance.
You can also assign your trait to a character in the "descr_strat.txt" if you wish to start with it.
Note if you make changes to the "export_descr_VnVs_enums.txt"
AFTER you have the game started you
MUST restart completely for them to take effect. This tip cost me over two (2) hours to figure out :cry
Spartan suggested to add this by crop.
AI Configuration Recommendations
After many, many hours of testing the AI in order to glean knowledge from and gain insight into the cryptic configuration options in an effort to establish some sort of coherent operational matrix that is easy for all to understand. I came to the following conclusions regarding the variables and their functional effects.
-------------------------------------------------------------
Economic Variables (option 1)
-------------------------------------------------------------
Finance Group
Trader = Economic (external revenue - surplus generation)
Balanced = Economic (situation based spending) [dynamic]
Comfortable = Economic (internal revenue - savings generation)
Civil Group
Bureaucrat = Law, education and subterfuge
Religion = Happiness
Military Group
Fortified = Militaristic (offense & defense land)
Sailor = Militaristic (offense & defense navel)
-------------------------------------------------------------
-------------------------------------------------------------
Political Variables (option 2)
-------------------------------------------------------------
Foreign Policy Group (aggressive)
Napoleon (marginal)
Caesar (moderate)
Genghis (Extreme)
Domestic Policy Group (aggressive/passive)
Stalin (moderate)
Mao (extreme)
Economic Policy Group (passive)
Henry (moderate)
Smith (extreme)
-------------------------------------------------------------
Based on the above information, below are my recommendations for AI variable settings. These are based on general strategic disposition, tactical capabilities and economic resources.
Set version 2
Julii -------------- fortified ------------ caesar
Brutii ------------- bureaucrat ----------- napoleon
Scipii ------------- religious ------------ mao
Senate ------------- comfortable ---------- henry
Macedon ------------ balanced ------------- genghis
Egypt -------------- balanced ------------- stalin
Seleucid ----------- comfortable ---------- genghis
Carthage ----------- balanced ------------- napoleon
Parthia ------------ bureaucrat ----------- henry
Pontus ------------- trader --------------- napoleon
Gauls -------------- fortified ------------ napoleon
Germans ------------ religious ------------ stalin
Britons ------------ trader --------------- smith
Armenia ------------ bureaucrat ----------- caesar
Greek Cities ------- fortified ------------ mao
Dacia --------------- trader -------------- genghis
Numidia ------------ religious ------------ smith
Scythia ------------ comfortable ---------- napoleon
Spain -------------- comfortable ---------- stalin
Thrace ------------- bureaucrat ----------- mao
Slaves ------------- Fortified ------------ caesar
Please note: I have not recommended any "sailor" settings because I have been unable to conclude with any degree of certanty that it does in fact work correctly under the assumption that it is a naval power focus. The "balanced" setting seems to put more resources into navel development based on my experiences.
I would like to thank all who have helped in this effort, espically Spino, for his most execellent definitions contribution. I hope this information will make your gaming experience more rewarding.
10/18/2004 - Edit
I have attached an edited RTR 2.2 "descr_strat" file which had the afore suggested AI recommendations incorporated into it PLUS the following changes:
1. Removed 35% of slave resources and replaced with others.
2. Scipii - set denari to 5,000
3. Senate - set denari to 15,000
Added 9 units of triarii and removed 1 bireme
4. Set denari to 7,000 for the following factions:
Macedon, Seleucid, Parthia, Pontus, Gauls, Germans,
Britons, Armenia, Dacia, Numidia, Scythia, Spain, Thrace
5. Greek Cities - set denari to 9,000
6. Slave - set denari to 150,000
Factions with no changes from default RTR 2.2 are:
Julii, Brutii, Egypt, and Carthage.
In addition I have included an edited RTR 2.2 "export_descr_unit" file with the naval unit cost changes (discussed later in this thread).
The combination of all of these changes used with the RTR 2.2 package have worked out really well for me during my tests. I hope you find them a valuable contribution to your gaming experience.
NOTE:
You need the RTR 2.2 installed for these to work correctly.
FYI
For those following this thread, as some of you may know I started to work on the more transparent but equally important elements of the game when it was first released. However due to the shear volume of data and mechanical knowledge involved as well as the time needed to do it correctly I decided to publicly work on other things. Nonetheless, I keep working on those things little by little ever so quietly. From time to time I have posted some updates and started a thread or two that mainly went unnoticed. Luckily for me (and you) two of the few that noticed the information were highly interested and we decided to team up. In the next day we will release a mod with over 100 fixes to the game mechanics, data files and a couple officially recognized bugs. This mod is 100% useable for a standard install and nearly all installs with mods. If you are interested in more information please go to the following thread:
The Trivium
-Spartan