Results 1 to 4 of 4

Thread: Ancillary/Trait Effect limits.

  1. #1

    Default Ancillary/Trait Effect limits.

    NB - I posted this in Kingdoms Q+A, and I just reliased I had the wrong section, so here is a repost of it. Thanks in advance for any help.

    Hi, I'm in the middle of creating a mod, and would like to know how far, and to what extent the limits of Ancillary and Trait effects go to.

    I found the following effects in the descr_ files, and I was wondering if there is;
    a) any other way to either increase the list of effects,
    b) I have the right use of the effect,
    b) any I've missed out, and
    c) the denominations (i.e is it Percentage, or a particular value).
    Influence
    This is obviously Diplomats. Increases his ability to pull off a successful diplomacy deal. Is there any real noticeable effect though?
    Chivalry
    This is for Generals and Family Members, opposite of dread. I believe it effects their authority when acting as Governer in addition to having an in battle effect when he is the armies General - higher Chivalry results in higher friendly troop morale (does this effect only his particular army, or any other's in an alliance?)
    Piety
    For Priests - increases Conversion rate, resistance to Inquisition, resistance to Heresy, and ability to denounce blasphemers.
    Command
    Higher Command means that your troops have a higher morale in battle. Again, does this effect only the Generals particular army, or those under a different general?
    Loyalty
    How Resistant a character is to Bribery. Has no effect on Faction Leaders and Faction Heirs.
    Authority
    For Generals, how good they are at being a governer. A Higher Authority reduces the Squalor and Increases Public Order of any settlements they govern.
    Subterfuge
    For Spies and Assassins. Spies increases his ability at infiltrating a castle, and staying undetected, in addition to increase the chance of a gate opening during a siege. For Assassins, increases success rate of Sabotage and Asassinations.
    Finance
    For Merchants. Increases the amount of money he is able to milk from a particular resource, and increases the success rate of your Merchant Successfully acquiring an opponents business.
    Charm
    For Princesses - increases Diplomacy rating like Influence, and also increases chance of marrying your daughter to an enemy general.
    Magic
    I'm unsure of this. I have no idea.
    Management
    I believe this is for Generals, as it increases Public Order, or decreases reasons for Population "de-growth".
    TroopMorale
    Simply for generals, increases all troops morale under them. Again, does it only work for units under the general, or for all friendly armies involved in the battle.
    Attack
    Unsure. I think this may be bonus command points given when you are the attacker. Alternatively, is it anything to do with how strong the General and his Bodyguard actually is in combat?
    Defence
    Similar to before, but command points given when being the defender. Alternatively, does this increase the General and his bodyguards defence value?
    SiegeAttack
    Bonus Command Points given when the General is attacking a town, having laid siege to it. Doesn't require walls, only that the general has attacked a city or a castle. Does this include when defending against a Sally?
    SiegeDefence
    Bonus Command Points given when the General is defending a city or castle to which a siege has been laid. Does include when sallying out?
    Ambush
    Bonus Command Points given when the General is Ambushing. Or does it apply even when the General is defending against an ambush?
    NightBattle
    Enables the general to choose to fight a night battle if he attacked. Should the battle be fought (regardless of attacker) at night, the General will recieve an additional command star.
    NavalCommand
    For admirals. Increases the effectiveness of ships.
    SiegeEngineering
    Increases the Build Points of any army commanded by a general with this by the set amount.
    MovementPoints
    Increases the models Movement Speed. Does this apply to all other units in the army?
    LineOfSight
    Increases the models vision into Fog of War.
    PublicSecurity
    Unsure of difference between this and PersonalSecurity.
    PersonalSecurity
    Unsure of difference between this and PublicSecurity.
    Construction
    Discounted Construction Costs, for Governers.
    Trading
    For governers, increasing the value of trade imports. Does it apply to exports as well?
    LocalPopularity
    Higher values decreases Unrest.
    Bribery
    Increases costs required to Bribe.
    BribeResistance
    Increases resistance to character being bribed.
    TrainingUnits
    Decreases training costs of units in a town or castle he is governing.
    TrainingAgents
    Same as above, but works only for agents.
    Farming
    Generals - Increases the amount of money gained from farming if Governer.
    Mining
    Same as above - but for mining, rather than farming.
    TaxCollection
    Same as above - but for Taxes.
    Fertility
    Increases chance of having children. Unsure if it increases the chance of certain traits passing over generations.
    CavalryCommand
    Grants a Command Bonus while commanding Cavalry.
    InfantryCommand
    Same as above - but for Infantry
    Sabotage
    Increases Assassins success rate for sabotaging.
    Assassination
    Same as above - but for Assassinations.
    Level
    Unsure.
    Eligibility
    Unsure. Something to do with the Princesses marriage success chances?
    Unorthodoxy
    Unsure what it actually does, having never played an Orthodox faction.
    Purity
    Unsure what bonuses it confers.
    Violence
    Unsure what it does. Pope is more likely to accept targets for crusades, and issue targets for them as well.
    Combat_V_Religion_faction
    Grants a Command Bonus while fighting a particular faction?
    Health
    For Generals, grants Public Order and Population Growth Bonus if governer.
    Squalor
    For Generals, reduces Public Order and Population Growth if Governer.
    Unrest
    For Generals, reduces Public Order if Governer.
    Law
    For Generals, increases Public Order if Governer.
    Looting
    Unsure. Never had it personally. I assume for the Governor, reduces the amount of money brought in, or reduces public order.
    HitPoints
    Increases the Generals Hit Points. Unsure if it applies to generals bodyguards.
    TrainingAnimalUnits
    Unsure. Never had it. I assume works similar to Training Units/Agents, but for those who use animals, e.g Elephants?
    BattleSurgery
    For Generals, increases the amount of casualties healed after a battle.
    HeresyImmunity
    I assume for Priests, can denounce Heretics without the chance to become a Heretic.
    GunpowderCommand
    Works similar to other commands, but when commanding Gunpowder.
    ArtilleryCommand
    Three guesses.
    What I'd like to know are there any which have a direct battle effect - i.e increases specific units combat stats - i.e Attack bonuses, or modifying weapons etc.

  2. #2
    konny's Avatar Artifex
    Join Date
    Jul 2007
    Location
    Germania Inferior
    Posts
    3,631

    Default Re: Ancillary/Trait Effect limits.

    Quote Originally Posted by Vaz View Post
    Influence
    This is obviously Diplomats. Increases his ability to pull off a successful diplomacy deal. Is there any real noticeable effect though?
    No.

    Chivalry
    does this effect only his particular army, or any other's in an alliance?)
    Moral effects are not measurable. so, no answer possible.

    Piety
    For Priests - increases Conversion rate, resistance to Inquisition, resistance to Heresy, and ability to denounce blasphemers.
    Piety also works like Management in RTW for governors: Adds to settlement income.

    Command
    Higher Command means that your troops have a higher morale in battle. Again, does this effect only the Generals particular army, or those under a different general?
    It is said to have a range around the general, but again: not measurable.

    Loyalty
    How Resistant a character is to Bribery. Has no effect on Faction Leaders and Faction Heirs.
    Also (plus FL's Authority) how likely the character will rebel or accept a marriage by a foreign princess.

    Authority
    For Generals, how good they are at being a governer. A Higher Authority reduces the Squalor and Increases Public Order of any settlements they govern.
    No: Authority for FL might prevent characters from rebelling (not tested). For other FMs it sets the chance of becoming next FH (tested), but has no effect on the abilities as a governor (tested) and most likely also no effect on the battlefield (untestable)

    Management
    I believe this is for Generals, as it increases Public Order, or decreases reasons for Population "de-growth".
    Is this still part of the engine? I thought it was replaced with piety. At least piety now has the same effect as Management in RTW (see above).

    Attack
    Unsure. I think this may be bonus command points given when you are the attacker. Alternatively, is it anything to do with how strong the General and his Bodyguard actually is in combat?
    Defence
    Similar to before, but command points given when being the defender. Alternatively, does this increase the General and his bodyguards defence value?
    SiegeAttack
    Bonus Command Points given when the General is attacking a town, having laid siege to it. Doesn't require walls, only that the general has attacked a city or a castle. Does this include when defending against a Sally?
    SiegeDefence
    Bonus Command Points given when the General is defending a city or castle to which a siege has been laid. Does include when sallying out?
    Ambush
    Bonus Command Points given when the General is Ambushing. Or does it apply even when the General is defending against an ambush?

    CavalryCommand
    Grants a Command Bonus while commanding Cavalry.
    InfantryCommand
    Same as above - but for Infantry
    Combat_V_Religion_faction
    Grants a Command Bonus while fighting a particular faction?


    All these add "command stars" conditionaly, save for Command that gives stars without any requirements. On the effects, see above (untestable)
    PublicSecurity
    Unsure of difference between this and PersonalSecurity.
    PersonalSecurity
    Unsure of difference between this and PublicSecurity.
    Public = Changes of detecting a spy entering the settlement (must be governor?)
    Personal = Changes of preventing from being assassinated.

    Trading
    For governers, increasing the value of trade imports. Does it apply to exports as well?
    I think this related to overall trade-income and doesn't make a difference between export and import (in particular because ex/im is not measured with land trade).

    Fertility
    Increases chance of having children. Unsure if it increases the chance of certain traits passing over generations.
    It seems to not have any real effect: The number of births seemes to be defined by the general-to-settlement ratio and nothing else.

    Level
    Unsure.
    Defines the characer's strat model (for example Priest -> Bishop)

    Eligibility
    Unsure. Something to do with the Princesses marriage success chances?
    This is for priests. Exact effect?

    Unorthodoxy
    Unsure what it actually does, having never played an Orthodox faction.
    This is for all priests. I think it defines becoming a heretic.

    Purity
    Unsure what bonuses it confers.
    Same as above

    Violence
    Unsure what it does. Pope is more likely to accept targets for crusades, and issue targets for them as well.
    I think it has to do with denounciation. Accepting Crusades seems to be defined by the Papal standing only.

    Law
    For Generals, increases Public Order if Governer.
    Also reduce corruption

    Looting
    Unsure. Never had it personally. I assume for the Governor, reduces the amount of money brought in, or reduces public order.
    No: it raises the money you get from plundering a conquered settlement.

    HitPoints
    Increases the Generals Hit Points. Unsure if it applies to generals bodyguards.
    No, it only applies to the general

    What I'd like to know are there any which have a direct battle effect - i.e increases specific units combat stats - i.e Attack bonuses, or modifying weapons etc.
    None. Traits are said to affect moral of units, but this cannot be tested and even captains without any traits seem to add insane ammounts of moral. It is proofen and tested that command boni do not change the combat ability of the units.

    Team member of: Das Heilige Römische Reich, Europa Barbarorum, Europa Barbarorum II, East of Rome
    Modding help by Konny: Excel Traitgenerator, Setting Heirs to your preference
    dHRR 0.8 beta released! get it here
    New: Native America! A mini-mod for Kingdoms America

  3. #3
    UndrState's Avatar Centenarius
    Join Date
    Nov 2009
    Location
    Montreal, QC, Canada
    Posts
    848

    Default Re: Ancillary/Trait Effect limits.

    Hi folks,

    Apologies for the necromancy - wondering if anyone knows of a way to definitively know the actual effects of the attributes the OP has listed, particularly those more mysterious ones that people have evidently pondered over for many years now, i.e. : the priest attributes, how Law-Popularity-Unrest interact, etc.

    Is this something modders can"see" ?

    Thanks!

  4. #4
    Titus le Chmakus's Avatar Biarchus
    Join Date
    Aug 2014
    Location
    Skiing on the Spine of the World or hunting in Lurkwood
    Posts
    648

    Default Re: Ancillary/Trait Effect limits.

    Up, I was interested particularly in the Attack and Defend effects.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •