Originally Posted by
Zenith_Zenith
some more suggestions:
1. "Military Minded" is described as "able to learn more from military education" (as I remember). However, this does not work at all for the Cumans and Mongols (perhaps others as well) because they learnt war by experience only. So "Military Minded" should be for them something like chance to gain more command skills and perhaps some starting command. 'Military Minded' means the affected characters are able to gain more trait points from anything military related, including both education and battles. There's no reason to touch this trait.
2. Cumans and Mongols were relying on experience, so perhaps allow them to gain more command (and perhaps dread as well) than the rest of the factions. Perhaps this would make the cumans stronger than how they are now (currently, if you play with Poland, Hungary, or the Roman Empire, the Cumans are the weakest target - and their spread out territory and poor settlements and pagan religion are the main causes). Also, if it is possible, some traits with -upkeep for units in the army, if it is possible. You know, raiders and bandits didn't actually need too much money to fight in a war (upkeep). They will certainly have high Dread, but I don't intend to give them Command bonus based on their nationality, as there were weak generals among them as well. As for the upkeeps, I don't plan to deal with them in this mod.
3. "leader pays no attention" trait is very annoying. I don't know in what circumstances it happens, but it happens very often. Anyway, I don't think the hordes cared much about the leader's attention. (and yes, the cumans I play with currently have a Khan that pays no attention to his generals - all generals receive this trait). For other factions, perhaps you do something so that it would not happen THAT often and perhaps tell me what to do to prevent it! I'll have a look at the trigger.
4.
new traits suggestions:
-Hates rebels and traitors - loyalty is this man's top priority: both for himself (if he is not the king) and for his subjects. Therefore, butchery is a mild treatment to such people: + 3/4 dread, + 3 loyalty, + 3/4 authority, + command when fighting rebels/brigands (if possible). Possible, but the effects you wrote are quite exaggerated.
- brutal leader - he gives very harsh punishments, even for slighter mistakes and wrongdoings. (I don't refer to justice here, only to what the leader considers wrong and bad) +dread, +public order, -public health Unnecessary, as there're already enough similar traits around - in fact, I plan to cut them down a bit.
- intimidator - he uses terrible ways to frighten the opponents in the battlefield, besides of the fact that he tortures his prisoners afterwards. (inspired by: Timur, as I remember, burnt camels so they were running desperately towards the enemy, who had elephants. the elephants panicked and killed a lot of their own (Khwarezmian/Persian) troops; Vlad the Impaler was using terrible methods to frighten the turks, like impaling them). Maybe.
- freethinker - he believes that it is best to think for himself, no matter what others say or believe. He will never believe some things just because the others believe them, even if they were about religion: + knowledge/thinking skills, -piety, -unrest (he knows how to deal with public problems because he THINKS and he doesn't fall to anything his advisors say). Pointless, as there's already the NonAuthoritarian trait.
- Pillager (especially for mongols and cumans, probably others fit this description as well) - he loves a lot to take by force goods from settlements, and this is the main reason he goes to battle. +money when loot, + command, + building points Already included.
- Raider/horde warrior (or something - I don't know if I found the right word) - only for factions like cumans and mongols, it's about attacking chaotically any enemy faction, the thirst for war and conquest, the pleasure to fight alongside many like them, attacking as a horde, putting fear in the enemy, etc. + more command, + dread, able to get more command traits, + movement points. Sounds like a default Cuman/Mongol attribute, so I don't think it would make sense to create it.
- barbarian - (perhaps only pagans and few other factions) he hasn't any kind of sense of chivalry, culture, moral teachings, etc. He cares only for his basic needs and loves battle a lot. + command, + hitpoints + dread. Possible.
- hates the christians (for muslim factions only) - "Thou shalt find that the people most hostile to the believers to be the Jews and the polytheists." and "They do blaspheme who say: Allah is one of three in a Trinity: for there is no god except One Allah" is what the Holy Words say. And this is surely what this man has found, and therefore, he hates any blasphemer who claims that there exists any other besides the One Allah. (i.e. both the jews and the muslims regard christians as polytheists). Already included.
- hates the muslims (for the crusader states; crusading generals of any catholic - perhaps after they fight muslims; the roman empire) - this man has come to the conclusion that the muslims are not only blasphemers who deny Christ by their faith, but also that they are uncivilized barbarians! Already included.
- hates the heretics (for catholic factions) - this man hates any man or religion who has separated from the Mother Catholic Church and continues in its heretical ways, apart from It (i.e. the Catholic Church). + command when attacking an Orthodox faction (they are considered by the catholics to have separated themselves from the Catholic Church, if I remember well, and were regarded as heretics by the 4th crusaders). Already included (HatesOrthodox trait).
perhaps hates the pagans for the teutons. Already included.
(perhaps hate X religion should be also triggered if the faction is at war with a faction with that religion, though I'm not very sure of this) I think it has been already realized as well.
- loyal to the horde (for cumans & mongols, and perhaps timurids - were timurids a horder?) - he does not have any thoughts of leaving the horde for other factions or to follow his own interests separated from it. + loyalty. It's pointless to make another Loyal trait only for them.
- hates corruption - this man may accept many things, but theft, bribery and unjust money are not of them. Instead, he sees these vices so powerful and severe/grave, that is he uses even the most harsh methods to punish the unjust, so he would put fear in any of his subjects if they think about doing such things. The governors and his family members actually fear him! +authority, +population growth, + law (perhaps global if possible), reduces the corruption traits of generals, if possible, and perhaps erases some. (this trait should be rare). Sounds like a mix of the Prim and Austere traits, therefore I don't really see the point of making this.
- ignorant to corruption - this man considers loyalty of his subjects important, but what other things and methods they use is not of interest to him. He actually believes that leaving governors do what they want with their subjects (e.g. peasants) is the best thing if you want them to like you. -authority, -population growth, - law, increases the corruption traits of generals, if possible, and perhaps creates some new ones (this trait should be rare). Same as above, only with the Upright and NonAuthoritarian traits this time.
(perhaps the corruption should be more relevant to civilized factions rather than pagans or hordes).
- Glorious Khan (for cumans, mongols, and if any others are like them, for Khans, of course) - he has brought many new territories to the horde (i.e. under his rule many territories have been conquered), which makes its subject see him as highly valuable
for the growth in number, in power and of the territory, even for the future, of the horde. Same as the VictorVirtue trait.
(perhaps also "Great Emperor", "Great Sultan", etc.)
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by the way, the gallows and other buildings... if you think about the pagans, whom did not treat christians very well, can you adapt them in such a way to place persecutions there, and therefore, to increase the conversion rate for such settlements? that would help a bit the pagans (whom are really in minority amidst christian bishops and cardinals and, for cumans, even muslims). Thinking that they were barbarians, I believe that they could have dealt more effectively with the religious 'problems'.
and... you know, about the "interested in" I was talking about some time ago... you can have interested in arts/beautifications/religion/warfare/agriculture/science/architecture/etc. but there can be more at once (e.g. if one is interested in arts, he might also be interested in religion). Let's clear things up: the main goal of this project is to create more meaningful traits for the characters and eliminating the useless ones - that's why I'm generally picky with your suggestions. In my opinion, these "interested in ..." traits would also require a lot of effort to create, but would add very little to the gameplay. That said, I clearly don't support the idea of having nice, but insignificant traits.
by the way... in game, the "heretics" do not appear only from apostate priests, right? I mean, they also appear without such cause, right? I'm not sure, but I think they might spawn randomly on the map as well.
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QUESTION: is it possible for a trait to be able to cause rebellion in settlements? perhaps such addition to corruption and other worthy disloyal traits would work fine. (but this unrest should be high enough for settlements to turn rebel). Such things happened to the Roman Empire if I remember well. Yep, some unrest penalty can be added.