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Thread: Faction Leader Authority

  1. #1

    Default Faction Leader Authority

    Noob question, how do you raise a faction leaders authority, or get a faction heir to end up with good authority? Thanks.

    On a side note, when fighting a battle with the Pope in the enemy army, does he look like the pope on the field?

  2. #2

    Default Re: Faction Leader Authority

    I'm not entirely sure but ... the things I've found that help my Faction Leaders / Fam members are.

    1 - release prisoners, and occupy (Rather than ransom/execute, or sack/exterminate) - becuase this increases the chivalry, makes your faction more reliable, and generally being 'good guys' yields many positive attributes.

    2- building the town hall lines of buildings - increasing law and order

    3- Use Kings/Faction heirs in battles, esp in crusades, and also to rid the land of brigands and rebels.

    4- Do not use the brothel line of buildings , or assasins etc .


    IdK I might be totally wrong, but i tend to notice a correlation between Chivalry , Command, and Authority

  3. #3
    kevindrosario's Avatar Ordinarius
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    Default Re: Faction Leader Authority

    Edit: TL;DR included at bottom.

    I'm also interested to know the specifics of exactly what gives authority, so I'll make a detailed list. A lot of these traits have triggers where you have a chance of getting them at birth, at adoption, or at marriage. I'm not going to include those for each and every one since you can't do much about those anyway. Also, I'm only including the traits that give out authority at their highest level. There are a couple traits that give authority at lower levels, but then give either negative or no authority at higher levels. I'm not including those traits.

    Also, being a faction leader gives you 2 extra authority. Being a faction heir gives you 1 extra authority.

    Disciplinarian gives up to 1 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger governing13
    WhenToTest GovernorCityRiots


    Affects Disciplinarian 1 Chance 10
    Affects HarshJustice 1 Chance 5
    Affects Rabblerouser 1 Chance 10
    Affects Authoritarian 1 Chance 20

    ;------------------------------------------
    Trigger governing14
    WhenToTest GovernorCityRebels


    Affects Disciplinarian 1 Chance 15
    Affects HarshJustice 1 Chance 10
    Affects Rabblerouser 1 Chance 20
    Affects Authoritarian 1 Chance 50

    So it appears a FM can get it if a settlement they are governing riots or rebels.

    Brave gives up to 2 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger Battle_General_Took_Hits
    WhenToTest PostBattle

    Condition GeneralHPLostRatioinBattle > 0.3

    Affects BattleScarred 1 Chance 30
    Affects Brave 1 Chance 20
    ;------------------------------------------
    Trigger battle2
    WhenToTest PostBattle

    Condition GeneralNumKillsInBattle > 6
    and GeneralHPLostRatioinBattle > 0.5

    Affects Brave 1 Chance 60
    ;------------------------------------------
    Trigger dads_coward
    WhenToTest CharacterComesOfAge

    Condition FatherTrait Coward >= 1

    Affects Brave 1 Chance 20

    So your FM can get it if he loses a bunch of health in battle, gets a bunch of kills in battle, or if his father has the coward trait.

    Energetic gives up to 2 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger dads_energetic
    WhenToTest CharacterComesOfAge

    Condition FatherTrait Energetic >= 1

    Affects Energetic 1 Chance 20
    Affects Slothful 1 Chance 10
    ;------------------------------------------
    Trigger dads_Slothful
    WhenToTest CharacterComesOfAge

    Condition FatherTrait Slothful >= 1

    Affects Slothful 1 Chance 20
    Affects Energetic 1 Chance 10
    ;------------------------------------------
    Trigger selfperpetuating14
    WhenToTest CharacterTurnEnd

    Condition Trait Energetic >= 1
    and RemainingMPPercentage < 10

    Affects Energetic 1 Chance 4

    Your FM can get it if his father is either slothful or energetic, though it could go either way so you can't really rely on that. If he already has the energetic trait and has less than 10% action points remaining at the end of a turn, he has a chance to gain more energetic points. So basically you just kind of have to hope that the FM gets it at birth/adoption.

    PoliticsSkill gives up to 2 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger agents20
    WhenToTest LeaderOrderedBribery


    Affects PoliticsSkill 5 Chance 50
    Affects DeceiverVirtue 1 Chance 10
    Affects StrategyDread 1 Chance 25
    ;------------------------------------------
    Trigger agents29
    WhenToTest LeaderOrderedDiplomacy


    Affects PoliticsSkill 1 Chance 20

    Anytime you do diplomacy or bribery it gives the chance of your FL getting it.

    Rabblerouser gives up to 2 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger governing13
    WhenToTest GovernorCityRiots


    Affects Disciplinarian 1 Chance 10
    Affects HarshJustice 1 Chance 5
    Affects Rabblerouser 1 Chance 10
    Affects Authoritarian 1 Chance 20

    ;------------------------------------------
    Trigger governing14
    WhenToTest GovernorCityRebels


    Affects Disciplinarian 1 Chance 15
    Affects HarshJustice 1 Chance 10
    Affects Rabblerouser 1 Chance 20
    Affects Authoritarian 1 Chance 50

    So a FM can get it when a city he is governing rebels or riots.

    VictorVirtue gives up to 3 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger battle2_siege_win
    WhenToTest PostBattle

    Condition IsGeneral
    and WonBattle
    and BattleSuccess >= clear
    and I_ConflictType Siege
    and GeneralNumKillsInBattle > 6
    and BattleOdds <= 1.0

    Affects VictorVirtue 1 Chance 100

    A FM can get it after winning a siege battle with a clear victory, he got at least 6 kills, and the odds of the battle were not in your favor.

    DeceiverVirtue gives up to 3 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger dads_politics_skilled
    WhenToTest CharacterComesOfAge

    Condition FatherTrait PoliticsSkill >= 2

    Affects PoliticsSkill 5 Chance 20
    Affects DeceiverVirtue 1 Chance 5
    ;------------------------------------------
    Trigger agents5
    WhenToTest LeaderOrderedSpyingMission

    Condition MissionSucceeded

    Affects SpyMaster 1 Chance 100
    Affects DeceiverVirtue 1 Chance 2
    Affects StrategyDread 1 Chance 5
    ;------------------------------------------
    Trigger agents8
    WhenToTest LeaderOrderedAssassination

    Condition MissionSucceeded

    Affects AssassinMaster 1 Chance 100
    Affects DeceiverVirtue 1 Chance 5
    Affects StrategyDread 1 Chance 50
    ;------------------------------------------
    Trigger agents8a
    WhenToTest LeaderOrderedAssassination

    Condition not MissionSucceeded

    Affects AssassinMaster 1 Chance 10
    Affects DeceiverVirtue 1 Chance 10
    Affects StrategyDread 1 Chance 25
    ;------------------------------------------
    Trigger agents17
    WhenToTest LeaderOrderedSabotage


    Affects Despoiler 1 Chance 100
    Affects DeceiverVirtue 1 Chance 5
    ;------------------------------------------
    Trigger agents20
    WhenToTest LeaderOrderedBribery


    Affects PoliticsSkill 5 Chance 50
    Affects DeceiverVirtue 1 Chance 10
    Affects StrategyDread 1 Chance 25

    A father with the Politics Skill trait can give this to their son. Also, ordering an assassination, spy mission, bribery, or sabotage has a chance of giving this to your FL.

    Authoritarian gives up to 2 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger governing13
    WhenToTest GovernorCityRiots


    Affects Disciplinarian 1 Chance 10
    Affects HarshJustice 1 Chance 5
    Affects Rabblerouser 1 Chance 10
    Affects Authoritarian 1 Chance 20

    ;------------------------------------------
    Trigger governing14
    WhenToTest GovernorCityRebels


    Affects Disciplinarian 1 Chance 15
    Affects HarshJustice 1 Chance 10
    Affects Rabblerouser 1 Chance 20
    Affects Authoritarian 1 Chance 50
    ;------------------------------------------
    Trigger building_townhall
    WhenToTest GovernorBuildingCompleted

    Condition Trait StrategyDread < 1
    and Trait StrategyChivalry < 1
    and SettlementBuildingFinished >= town_hall

    Affects Just 1 Chance 50
    Affects GoodBuilder 1 Chance 25
    Affects Authoritarian 1 Chance 7
    ;------------------------------------------
    Trigger building_townhall_chivalrous
    WhenToTest GovernorBuildingCompleted

    Condition Trait StrategyChivalry >= 1
    and SettlementBuildingFinished >= town_hall

    Affects Just 1 Chance 100
    Affects GoodBuilder 1 Chance 25
    Affects Authoritarian 1 Chance 5
    ;------------------------------------------
    Trigger building_townhall_dread
    WhenToTest GovernorBuildingCompleted

    Condition Trait StrategyDread >= 1
    and SettlementBuildingFinished >= town_hall

    Affects HarshJustice 1 Chance 100
    Affects GoodBuilder 1 Chance 25
    Affects Authoritarian 1 Chance 10
    ;------------------------------------------
    Trigger extermination2
    WhenToTest ExterminatePopulation


    Affects Genocide 1 Chance 100
    Affects Bloodthirsty 1 Chance 10
    Affects StrategyDread 1 Chance 100
    Affects HarshJustice 1 Chance 20
    Affects Authoritarian 1 Chance 3
    ;------------------------------------------
    Trigger selfperpetuating6
    WhenToTest CharacterTurnEnd

    Condition Trait Authoritarian >= 1

    Affects Authoritarian 1 Chance 4

    A FM can get it when a settlement he is governing riots or rebels. He can get it when one of the buildings in the town hall line is completed when he is in the settlement. He can also get it for exterinating a population after conquering a settlement.

    BattleScarred gives up to 2 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger Battle_General_Took_Hits
    WhenToTest PostBattle

    Condition GeneralHPLostRatioinBattle > 0.3

    Affects BattleScarred 1 Chance 30
    Affects Brave 1 Chance 20

    A FM can get it if he loses enough health in a battle.

    Handsome gives up to 1 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger dads_handsome
    WhenToTest CharacterComesOfAge

    Condition FatherTrait Handsome >= 1

    Affects Handsome 1 Chance 50
    Affects Handsome 1 Chance 25

    ;------------------------------------------
    Trigger dads_handsome2
    WhenToTest CharacterComesOfAge

    Condition FatherTrait Handsome >= 2

    Affects Handsome 1 Chance 50
    Affects Handsome 1 Chance 25

    ;------------------------------------------
    Trigger dads_handsome3
    WhenToTest CharacterComesOfAge

    Condition FatherTrait Handsome >= 3

    Affects Handsome 1 Chance 50
    Affects Handsome 1 Chance 25

    A FM is more likely to get it if he has a handsome dad.

    Pragmatic gives up to 3 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger dads_Pragmatic
    WhenToTest CharacterComesOfAge

    Condition FatherTrait Pragmatic >= 1

    Affects Pragmatic 1 Chance 20
    ;------------------------------------------
    Trigger harsh_lifestyle2
    WhenToTest CharacterTurnEnd

    Condition not EndedInSettlement
    and InEnemyLands

    Affects Austere 1 Chance 2
    Affects Ignorance 1 Chance 5
    Affects Pragmatic 1 Chance 2
    Affects Stoic 1 Chance 1

    A FM can get it if his father is pragmatic. He can also get it if he ends his turn in enemy lands outside of a settlement.

    Prim gives up to 2 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger sitting_around_town_with_orthodoxchurch
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= church_o

    Affects PublicFaith 1 Chance 15
    Affects Upright 1 Chance 5
    Affects Prim 1 Chance 4
    ;------------------------------------------
    Trigger sitting_around_town_with_catholicchurch
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= church

    Affects PublicFaith 1 Chance 15
    Affects Upright 1 Chance 5
    Affects Prim 1 Chance 4
    ;------------------------------------------
    Trigger sitting_around_town_with_islammosque
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= masjid

    Affects PublicFaith 1 Chance 15
    Affects Upright 1 Chance 5
    Affects Prim 1 Chance 4
    Trigger dads_a_bit_bi_it_seems
    WhenToTest CharacterComesOfAge

    Condition FatherTrait Arse = 1

    Affects Prim 1 Chance 20
    ;------------------------------------------
    Trigger dads_definitely_gay
    WhenToTest CharacterComesOfAge

    Condition FatherTrait Arse > 1

    Affects Prim 1 Chance 20
    Affects Girls 1 Chance 35
    Affects Insane 1 Chance 5
    ;------------------------------------------
    Trigger dads_cuckold
    WhenToTest CharacterComesOfAge

    Condition FatherTrait Cuckold >= 1

    Affects Prim 1 Chance 20
    ;------------------------------------------
    Trigger dad_likes_girls
    WhenToTest CharacterComesOfAge

    Condition FatherTrait Girls >= 1

    Affects Girls 1 Chance 20
    Affects Prim 1 Chance 10
    ;------------------------------------------
    Trigger dads_Prim
    WhenToTest CharacterComesOfAge

    Condition FatherTrait Prim >= 1

    Affects Prim 1 Chance 20
    ;------------------------------------------
    Trigger family4
    WhenToTest CharacterMarries

    Condition Trait Girls >= 1

    Affects Prim 1 Chance 40

    ;------------------------------------------
    Trigger family5
    WhenToTest CharacterMarries

    Condition Trait Girls >= 2

    Affects Prim 3 Chance 60

    ;------------------------------------------
    Trigger family6
    WhenToTest CharacterMarries

    Condition Trait Girls >= 3

    Affects Prim 6 Chance 40

    ;------------------------------------------
    Trigger family7
    WhenToTest CharacterMarries

    Condition Trait Girls >= 4

    Affects Prim 12 Chance 20
    ;------------------------------------------
    Trigger family15
    WhenToTest CharacterMarries


    Affects Sobriety 1 Chance 5
    Affects Prim 1 Chance 5
    Affects Drink 1 Chance 5
    Affects Girls 1 Chance 2
    Affects Sane 1 Chance 10
    ;------------------------------------------
    Trigger family16
    WhenToTest CharacterBecomesAFather

    Condition Trait Girls >= 1

    Affects Prim 1 Chance 40

    ;------------------------------------------
    Trigger family17
    WhenToTest CharacterBecomesAFather

    Condition Trait Girls >= 2

    Affects Prim 3 Chance 60

    ;------------------------------------------
    Trigger family18
    WhenToTest CharacterBecomesAFather

    Condition Trait Girls >= 3

    Affects Prim 6 Chance 40

    ;------------------------------------------
    Trigger family19
    WhenToTest CharacterBecomesAFather

    Condition Trait Girls >= 4

    Affects Prim 12 Chance 20
    ;------------------------------------------
    Trigger family24
    WhenToTest CharacterBecomesAFather


    Affects Sobriety 1 Chance 5
    Affects Prim 1 Chance 5
    Affects Drink 1 Chance 5
    Affects Girls 1 Chance 5
    Affects Sane 1 Chance 10
    ;------------------------------------------
    Trigger selfperpetuating45
    WhenToTest CharacterTurnEnd

    Condition Trait Prim >= 1

    Affects Prim 1 Chance 4

    A FM can get it if he ends his turn in a town with a religious building, if his dad has either the gay or likes girls traits, if his dad has the cuckold trait, or if his dad has the prim trait. A FM also has a chance of getting Prim at marriage or when they have a child.

    BattleDread gives up to 2 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger battle3_Dread_fighting
    WhenToTest PostBattle

    Condition GeneralNumKillsInBattle > 8
    and not Trait BattleChivalry > 0

    Affects BattleDread 1 Chance 50
    Affects Bloodthirsty 1 Chance 10
    ;------------------------------------------
    Trigger battle3Dread_PickingOnWeak
    WhenToTest PostBattle

    Condition WasAttacker
    and WonBattle
    and BattleOdds > 1.5
    and PercentageEnemyKilled > 50
    and not Trait BattleChivalry > 0

    Affects BattleDread 1 Chance 100
    ;------------------------------------------
    Trigger battle3Dread_TotalAnnihilation
    WhenToTest PostBattle

    Condition WonBattle
    and BattleSuccess >= crushing
    and PercentageEnemyKilled > 70
    and GeneralFoughtInCombat
    and IsGeneral
    and BattleOdds < 0.95
    and not Trait BattleChivalry > 0

    Affects BattleDread 2 Chance 100

    If your FM gets a bunch of kills and he doesn't have battle chivarly, he has a chance of getting battle dread. Also, winning battles against weaker foes where you kill most of them (as opposed to letting them rout) gives a chance for battle dread. Also, winning a crushing victory with slightly lower odds with more than 70% of your enemies killed gives a chance for battle dread.

    BattleChivalry gives up to 2 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger battle3_Chivalry_fighting
    WhenToTest PostBattle

    Condition GeneralNumKillsInBattle > 8
    and not Trait BattleDread > 0

    Affects BattleChivalry 1 Chance 50

    ;------------------------------------------
    Trigger battle3Chivalry1_defensivewin
    WhenToTest PostBattle

    Condition not WasAttacker
    and IsGeneral
    and BattleOdds < 0.8
    and GeneralFoughtInCombat
    and not Trait BattleDread > 0

    Affects BattleChivalry 1 Chance 100

    ;------------------------------------------
    Trigger battle3Chivalry_hardoddswin
    WhenToTest PostBattle

    Condition IsGeneral
    and WonBattle
    and BattleOdds <= 0.5
    and not Trait BattleDread > 0
    and GeneralFoughtInCombat

    Affects BattleChivalry 1 Chance 66

    ;------------------------------------------
    Trigger battle3Chivalry_religioncatholic
    WhenToTest GeneralAssaultsGeneral

    Condition CharacterReligion catholic
    and TargetReligion islam
    and not Trait BattleDread > 0

    Affects BattleChivalry 1 Chance 33

    ;------------------------------------------
    Trigger battle3Chivalry_religionorthodox
    WhenToTest GeneralAssaultsGeneral

    Condition CharacterReligion orthodox
    and TargetReligion islam
    and not Trait BattleDread > 0

    Affects BattleChivalry 1 Chance 33

    ;------------------------------------------
    Trigger battle3Chivalry_religionislam
    WhenToTest GeneralAssaultsGeneral

    Condition CharacterReligion islam
    and TargetReligion catholic
    and not Trait BattleDread > 0

    Affects BattleChivalry 1 Chance 66

    ;------------------------------------------
    Trigger battle3Chivalry1_notchaserouters
    WhenToTest PostBattle

    Condition WonBattle
    and BattleSuccess >= average
    and PercentageEnemyKilled < 20
    and IsGeneral
    and BattleOdds < 0.95
    and not Trait BattleDread > 0

    Affects BattleChivalry 1 Chance 33

    If your FM wins a battle and gets a bunch of kills and doesn't have battle dread, he can get battle chivalry. If he wins a battle with low odds he can get it. A Catholic or Orthodox general assaulting a Muslim general can give battle chivalry. A Muslim general assaulting a Catholic general can give battle chivalry. Killing very few of your enemies while letting most of them rout can also give battle chivalry.

    StrategyDread gives up to 3 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger agents5
    WhenToTest LeaderOrderedSpyingMission

    Condition MissionSucceeded

    Affects SpyMaster 1 Chance 100
    Affects DeceiverVirtue 1 Chance 2
    Affects StrategyDread 1 Chance 5
    ;------------------------------------------
    Trigger agents8
    WhenToTest LeaderOrderedAssassination

    Condition MissionSucceeded

    Affects AssassinMaster 1 Chance 100
    Affects DeceiverVirtue 1 Chance 5
    Affects StrategyDread 1 Chance 50

    ;------------------------------------------
    Trigger agents8a
    WhenToTest LeaderOrderedAssassination

    Condition not MissionSucceeded

    Affects AssassinMaster 1 Chance 10
    Affects DeceiverVirtue 1 Chance 10
    Affects StrategyDread 1 Chance 25
    ;------------------------------------------
    Trigger agents20
    WhenToTest LeaderOrderedBribery


    Affects PoliticsSkill 5 Chance 50
    Affects DeceiverVirtue 1 Chance 10
    Affects StrategyDread 1 Chance 25
    ;------------------------------------------
    Trigger agents22
    WhenToTest AcceptBribe

    Condition Trait StrategyChivalry > 0

    Affects StrategyDread 4 Chance 100
    ;------------------------------------------
    Trigger governing8
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and GovernorTaxLevel = tax_extortionate
    and GovernorLoyaltyLevel < loyalty_happy
    and Treasury > 10000
    and TimeInRegion > 3

    Affects StrategyDread 1 Chance 33
    Affects HarshRuler 1 Chance 8

    ;------------------------------------------
    Trigger governing9
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and Treasury > 50000
    and Trait StrategyChivalry > 0

    Affects StrategyDread 1 Chance 33

    ;------------------------------------------
    Trigger governing10
    WhenToTest GovernorAgentCreated

    Condition AgentType = assassin

    Affects StrategyDread 1 Chance 100

    ;------------------------------------------
    Trigger governing11
    WhenToTest GovernorAgentCreated

    Condition AgentType = spy

    Affects StrategyDread 1 Chance 33
    ;------------------------------------------
    Trigger extermination2
    WhenToTest ExterminatePopulation


    Affects Genocide 1 Chance 100
    Affects Bloodthirsty 1 Chance 10
    Affects StrategyDread 1 Chance 100
    Affects HarshJustice 1 Chance 20
    Affects Authoritarian 1 Chance 3

    A spy mission, assassination, or bribery can give this trait to your FL. A FM can get this trait by accepting a bribe. A FM in a settlement with high taxes, low happiness, and a treasury greater than 10000 can get this trait. When your treasury grows to more than 50000, any general without strategy chivalry can get stratey dread. The governor of a settlement that creates a spy or assassin can also get this trait. Finally, exterminating a population after conquering a settlement can grant this trait.

    StrategyChivalry gives up to 3 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger agents24
    WhenToTest RefuseBribe

    Condition Trait StrategyChivalry > 0

    Affects StrategyChivalry 1 Chance 100
    ;------------------------------------------
    Trigger governing6
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and GovernorTaxLevel = tax_low
    and GovernorLoyaltyLevel = loyalty_happy
    and TimeInRegion > 3

    Affects StrategyChivalry 1 Chance 25
    ;------------------------------------------
    Trigger governing7
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and GovernorTaxLevel = tax_low
    and GovernorLoyaltyLevel > loyalty_disillusioned
    and Treasury < 0
    and TimeInRegion > 3

    Affects StrategyChivalry 1 Chance 33
    Affects KindRuler 1 Chance 8

    Refusing a bribe can give this trait to a FM. A FM can get this if he's in a settlement with low taxes and high happiness. Having a negative treasury increases these chances since only a chivalrous governor will set low taxes when he has no money.

    FactionKiller gives up to 4 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger achievement_destroyed_faction
    WhenToTest LeaderDestroyedFaction


    Affects FactionKiller 1 Chance 100

    Your FL can get this if he delivers the killing blow to a faction.

    GoodDiplomacy gives up to 4 authority. There doesn't seem to be any triggers for this though. Only way to get this trait is through console command cheats.

    FathersLegacy gives up to 3 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger dads_proudlegacy
    WhenToTest CharacterComesOfAge

    Condition FatherTrait FactionKiller >= 1

    Affects FathersLegacy 1 Chance 100

    ;------------------------------------------
    Trigger dads_proudlegacy2
    WhenToTest CharacterComesOfAge

    Condition FatherTrait FactionKiller >= 2

    Affects FathersLegacy 1 Chance 100

    ;------------------------------------------
    Trigger dads_proudlegacy3
    WhenToTest CharacterComesOfAge

    Condition FatherTrait FactionKiller >= 3

    Affects FathersLegacy 1 Chance 100

    A FL's son can get this if the FL has the faction killer trait.

    TourneyKnight gives up to 2 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger sitting_around_town_with_jousting
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= jousting_lists

    Affects TourneyKnight 1 Chance 10
    ;------------------------------------------
    Trigger dad_tourneyknight
    WhenToTest CharacterComesOfAge

    Condition FatherTrait TourneyKnight >= 1

    Affects TourneyKnight 1 Chance 20

    A FM can get this if he ends his turn with 100% action points remaining in a settlement with a jousting building. He can also get it if his father has the tourney knight trait.

    HorseRacer gives up to 1 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger sitting_around_town_with_racing
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= racing_track

    Affects HorseRacer 1 Chance 10

    A FM can get this if they end turn in a settlement with a racing track and with 100% action points remaining.

    Cultured gives up to 1 authority.
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger sitting_around_town_with_iconart
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= ikoner_studio

    Affects Cultured 1 Chance 3
    Affects Aesthetic 1 Chance 3
    ;------------------------------------------
    Trigger sitting_around_town_with_paper
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= printing_press

    Affects Cultured 1 Chance 5
    ;------------------------------------------
    Trigger sitting_around_town_with_university
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists = university

    Affects MathematicsSkill 1 Chance 10
    Affects Cultured 1 Chance 3
    ;------------------------------------------
    Trigger dads_Cultured
    WhenToTest CharacterComesOfAge

    Condition FatherTrait Cultured >= 1

    Affects Cultured 1 Chance 20
    ;------------------------------------------
    Trigger luxurious_lifestyle_theatres
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= theatre

    Affects Aesthetic 1 Chance 3
    Affects Epicurean 1 Chance 5
    Affects ExpensiveTastes 1 Chance 5
    Affects Cultured 1 Chance 10
    ;------------------------------------------
    Trigger luxurious_lifestyle6
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= artist_studio

    Affects Aesthetic 1 Chance 5
    Affects Epicurean 1 Chance 5
    Affects ExpensiveTastes 1 Chance 5
    Affects Gambling 1 Chance 3
    Affects Cultured 1 Chance 5
    ;------------------------------------------
    Trigger building_art
    WhenToTest GovernorBuildingCompleted

    Condition SettlementBuildingFinished >= artist_studio

    Affects Cultured 1 Chance 100
    Affects Aesthetic 1 Chance 20
    ;------------------------------------------
    Trigger building_music
    WhenToTest GovernorBuildingCompleted

    Condition SettlementBuildingFinished >= theatre

    Affects Cultured 1 Chance 100

    A FM can get this if they end turn with 100% action points remaining in a settlement with an Ikoner's Studio, Printing Press, University, or Artist's Studio. They can also get it if they are in a settlement when it completes building a theater or artist's studio. A FM also has a chance to get the cultured trait if their father has it.

    TL;DR Family Members can get Authority by generally taking actions that give them either very high dread or very high chivalry. Being neutral is no good. Governing a settlement when it rebels or riots can give them good authority traits. Taking part in a battle, losing some health, and racking up some kills can get them some authority. Being in a settlement when an artsy type building, town hall, racing track, or jousting arena is completed can give authority traits. Attacking a Muslim faction as a Christian or attacking a Catholic faction as a Muslim can give authority as well. Those are most of the basics.

    Quote Originally Posted by PrestigeX View Post
    I'm not entirely sure but ... the things I've found that help my Faction Leaders / Fam members are.

    1 - release prisoners, and occupy (Rather than ransom/execute, or sack/exterminate) - becuase this increases the chivalry, makes your faction more reliable, and generally being 'good guys' yields many positive attributes.

    2- building the town hall lines of buildings - increasing law and order

    3- Use Kings/Faction heirs in battles, esp in crusades, and also to rid the land of brigands and rebels.

    4- Do not use the brothel line of buildings , or assasins etc .


    IdK I might be totally wrong, but i tend to notice a correlation between Chivalry , Command, and Authority
    You definitely seem to be right about 2. Number 3 applies to all family members. Not just FL and FH. Make sure you actually use them to get some kills and not just sit on the sidelines though. Number 4 and 1 aren't really true. You can get high authority with high dread or high chivalry. You don't need to go with high chivalry.
    Last edited by kevindrosario; November 07, 2011 at 03:27 AM.

  4. #4
    fredtrotter's Avatar Centenarius
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    Default Re: Faction Leader Authority

    That is very detailed +rep
    Last edited by Ishan; November 10, 2011 at 02:41 PM. Reason: quote removed
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    Default Re: Faction Leader Authority

    Thank you for the excellent response.

  6. #6

    Default Re: Faction Leader Authority

    That's a great list from kevindrosario.

    I do find the dread path the easiest way to gain authority, even though I aim to have my factions as Trustworthy. Consequently most of my rulers are Tyrants, while my faction is liked and trusted.

    In short, what the traits mean you should do with your FH and FL is fight, use agents, and move every turn. Avoid witches and brothels.

    To expand on what you need to do practically:

    Fight with your FH and FL to get the Scarred and Brave virtues. Make them a general and melee with them. If they don't fight in a battle when they are the general they can get the Disgusted by Blood traits that lower authority.

    Battle Dread/Chivalry are bonus pick ups from using the FH/FL in battle.

    Use assassins, spies and diplomats These all give authority raising traits - Strategy Dread/Mean Leader and Deceiving/Convincing.

    Get those diplomats working. Gifting attacks and 100 Gp's to your allies and enemies is an easy diplomatic win.

    Assassins are best for Strategy Dread They give Strategy Dread (Mean Leader) gains like no others. If the FH has low authority traits then I might sit him in the town where assassins are produced. This moves the Strategy Dread along swiftly.

    A faction leader gains a point of StrategyDread with 5% probability when they
    order a successful spying mission, with 50% probability when they order a
    successful assassin mission
    , with 25% probability when they order a failed
    assassination mission or a bribery.

    A governor who creates an assassin gains a point of StrategyDread. A
    governor who creates a spy gains a point with 33% probability.


    Once he's the FL then ordering assassination missions will rapidly increase his scores. Not only will he become a Tyrannical Leader, he'll get Master of Assassins ancillary and the trait, which lowers costs, and you should get the guild.

    Picture your FL in a city with a Master Assassin's Guild, training a superior assassin at 25% discount every few turns. Every turn the assassins team are cutting down rebel captains, junior enemy captains, enemy diplomats etc. while waiting for decent targets to come along. Your FL's authority will soar.

    Risk of lowered authority from brothel/shisha buildings
    There is an increased risk of authority lowering traits from ending the turn in a settlement with a brothel or better. This can be countered by using up movement points.

    At the end of any turn, if the general is in a settlement with 100% of his
    movement points, the game takes a random percent- if that percent is greater
    than 90, the general has a 1% chance to gain a point in Drink, Gambling,
    Arse, or Girls. If a general is in a settlement with a brothel or better, he
    gains a point with 2% probability. If he is in a settlement with a coaching
    house, with 3% probability. If a pleasure palace, 5% probability.
    If the
    settlement has a merchant's quarter or better, with 2% probability. If an
    artist's studio or better, with 3% probability.

    Drink and Arse (Uninhibited) reduce authority as they evolve. Girls (Red-Blooded) reduces popularity.

    Feck (Strong language) is also to be avoided.

    Additionally, Pleasure Palaces contribute to Corrupt and Perverted, which lowers authority. (Also Epicurean and Expensive Tastes, which might be good things)

    Always move your FL and FH to avoid authority lowering traits Move them every turn, so they have less than 100% of their movement points.

    Avoid witches. Run away from them. The Warts and Cursed traits they give from proximity lower authority.

    City halls do give authority raising Rhetoric Skill/Stylish Debater trait
    At the end of any turn, if a general has 100% of his movement points remaining and ends his turn in a settlement with an alchemist's lab or better, he gains a point of RhetoricSkill with 5% probability. If he ends
    his turn with 100% movement points in a town with a city hall or better, he gains a point with 10% probability.

    Not having the city hall gives the authoritarian lowering vice of Ignorance:
    At the end of any turn, a general who has one or more levels of Ignorance gains a point with 4% probability.
    At the end of any turn, a general who ends his turn with 100% movement points in a settlement without a library or better, alchemists lab or better, or city hall or better gains a point with 4% probability. If the general ends his turn in enemy lands, he gains a point with 5% probability.
    Last edited by FootSoldier; November 07, 2011 at 07:45 PM.
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