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Thread: [WIP] Middle Earth Strategikon ~60% Complete

  1. #1
    Incomitatus's Avatar Ducenarius
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    Icon2 [WIP] Middle Earth Strategikon ~60% Complete

    Ab Initio
    -
    Introduction/Foreword

    I have been playing Total War games for a decade now. Careers, relationships, and homes have come and gone since I began, but Total War is still here. I've moved to another continent and back again, moved across the United States, made money and lost it, and gained my first grey hairs. It's practically the only video game franchise I still play at 30 and I suspect I'll be playing it for many years to come.

    Long ago, I wrote some guides for some of the factions in Medieval Total War: Viking Invasion. I don't remember where they were posted, and I only have one left in a .txt file on my computer (it's for Mercia, my favourite faction back in those days). I have not written any 'guides' since then, partly because I tend to really dig into the details and many people don't appreciate that, partly because I've been too busy to play and write and I'd rather play (
    ), partly because my style of play tends to be slower and more methodical than the 'rushing' that seems most popular, but mostly because I haven't known the later games as well as Viking Invasion. This last is not because I haven't played them a lot, but because, starting with Rome Total War, the Total War games began becoming progressively more and more complex and I've felt it to be impossible to know them completely like I felt I knew Viking Invasion.

    Nevertheless, from time to time I've written long posts about tactics (links to some of which you can find in my signature) and economics. I've been present for most of, and participated in some of, the controversial arguments over how the engine works and how to mod it - especially for unit balancing and behaviour. I've done my share of empirical testing and modding for my own personal enjoyment.


    I've realised recently, in other words, that I know this engine better than the majority of players. At the very least, I know it from a
    player's perspective who also knows enough about modding to understand things deeper than their surface level. I don't know everything, far from it, but I'm now thinking that it's time to share a decade's worth of experience. I also want to discuss other viewpoints and solicit help in filling the gaps in my knowledge.

    There are other good guides out there, and I don't mean this project to be in any way suggesting that they aren't good enough. Many of them have been indispensable to helping me learn this game, both playing guides and modding guides to the files. There are far too many to list or give credit to right here, but I will try to link to them in the relevant sections as this guide gets built.

    I'm doing this for TATW because it is the only mod of M2:TW I'm still playing. I have every intention of trying Stainless Steel sometime (like after I write a best-selling novel, or win the lottery, or marry a wealthy heiress... ), but for now, TATW fills my free time. When Spring returns to the mountains I live in, I'll be disappearing onto the hiking trails, so this is a Winter project for me. I'm also starting my own business, and since I like to eat and pay rent and keep internet service, that will take priority if and when it needs to. At the moment, though, I can't do much but sit here because my flatmate very helpfully gave me the flu. So I might as well get started on this, fever notwithstanding.

    I will also assume that readers understand the basics. If not, the links I will try to include to other guides will be useful for those who need to start at the very beginning. This Guide will be more like the Intermediate/Advanced Course. It will not be short. It will be text-heavy, long, detailed, and presented as a number of essays.

    My hope is that when I'm done, readers of this thread/guide will be able to confidently plan a campaign from beginning to end and then conduct it, adapting for changing circumstances, without the need for frustration, confusion, or serious deviations from the chosen course for any faction and at any difficulty level. Perhaps that is aiming too high. If readers walk away with a better understanding of how to get more out of their economy, their armies, and their generals/governors it will be enough.

    Is there anything that people particularly want to see/understand, other than specific faction guides? (Bearing in mind, I don't know everything, but I can find out if it's something I don't know).


    Table of Contents

    Parts I and II, Introduction to Strategic Thinking and Diplomacy
    Containing:
    PART I: INTRODUCTION TO THINKING STRATEGICALLY
    What is strategy?
    Okay, but do I need a strategy?
    Yeah, Yeah, but so far this is just a bunch of words!
    Practical Example of How to Start Building a Strategy for Dale

    PART II: DIPLOMACY
    Understanding Diplomatic Modifiers
    Practical Guide to Using Diplomacy

    Part III, Character Development in Two Parts
    Containing:
    Part A:
    Links to other Character Development guides and resources
    Ways TATW 3.2 differs from M2:TW
    Governors vs Generals
    Discussion of Character Attributes

    Part B:
    Getting the Most Out of Your Generals and Family Members
    Generals: Traits and Ancillaries
    Types of Governors and Their Traits and Ancillaries
    A Brief Note on Removing Ancillaries


    Obligatory Disclaimers of Bias

    Spoiler Alert, click show to read: 
    1. I play with FRoGS, before that I played with FRoME. I won't be discussing faction specific strategies in detail, though I may use examples, so the differences in FRoGS shouldn't matter to the usefulness of what I'm saying.

    2. I've also heavily modified my installation. I've taken unbalanced units out, rebalanced some units, nerfed some factions (Vale of Anduin, I'm looking at you... ), and begun a major overhaul of the traits system.

    About the traits:
    Spoiler Alert, click show to read: 
    I remember years ago, if memory serves, a representative from CA admitting that they forgot to put in some triggers to give GoodMiner, GoodTrader, and GoodFarmer traits to governors of settlements with those building lines already built to a sufficient level. It was said it would be fixed in a patch... and then it never was. I've added those triggers for myself, which obviously has an effect on my game... but it's not as important in TATW as in, say, the Kingdoms campaigns, since TATW is 4tpy and characters live to be so old. Training up a GoodFarmer, for example, in TATW gives you a GoodFarmer for the whole course of the game, unlike vanilla M2TW where you only get him for a couple dozen turns once he's trained up. Still I strongly suggest applying this 'fix' to your installations... but I will write the guides with the assumption that all is working as it does in vanilla TATW.

    The other issue with traits and ancillaries we should mention here is squalor reduction. TATW made a design decision to eliminate the squalor reduction ability of traits and ancillaries that used to do that, but they didn't remove the squalor reduction from the tooltip displays for those traits and ancillaries. So, for example, in TATW architects only reduce construction costs. They do not reduce squalor. I've re-enabled that effect in my installation, with the obvious consequences.


    3. I have a natural bias toward being an infantry commander. I have no intention of hiding this fact, and I will address my reasons why later. However, I have beaten RTR Platinum as both Numidia and as the Sarmatians as well as both MTW: Viking Invasion and M2TW:Britannia as the Welsh. I am no stranger to reliance upon cavalry or archers (or cavalry archers!) as the core of an army.

    4. I am a 'slow' player, which is to say, I don't 'rush' the enemy (rebels are a different story, of course). Most of what wisdom I have to share has to do with playing the long game. The deep game.

    5. Most importantly, I pretty much only play 'good' factions in TATW. I feel that, having fought against the evil factions so much, I have a good idea of their basic strengths and weaknesses, but if there is one area where the input of other players would be appreciated, this is it.

    If I think of any other 'biases' I have that may be relevant, I'll add them here. Or if they are pointed out to me.

    Last edited by Incomitatus; October 28, 2012 at 02:41 PM.
    Homo sum: humani nihil a me alienum puto. - Terence

    My M2:TW 4TPY Script, Adapted to Work With Hotseat.


    Guides and Useful Posts of Mine
    Middle Earth Strategikon (M2:TW: TATW 3.2)(WIP: ~60% Complete)
    Advice on Playing as Gondor - Part I - Part II (M2:TW: TATW 3.2)
    Dirty Secret to Killing Trolls Fast and Easy (M2:TW: TATW)
    The Basics of Naval Engagements Part I - Part II (EMPIRE: DMUC)
    Roman Army Composition and Use (RTW: RTR Platinum)

  2. #2
    Incomitatus's Avatar Ducenarius
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    Default Re: [WIP] Strategy Guide: Economics, Character Development, Tactics, General Strategic Planning

    PART I: INTRODUCTION TO THINKING STRATEGICALLY
    (Part II: Diplomacy also included)

    What is strategy?


    The Merriam-Webster dictionary defines strategy as (among other things) :
    1. the science and art of employing the political, economic, psychological, and military forces of a nation or group of nations to afford the maximum support to adopted policies in peace or war

    2. the science and art of military command exercised to meet the enemy in combat under advantageous conditions

    The italic emphasis is mine. I don't know about you, but I always like to meet the enemy under advantageous conditions. It's certainly better than meeting him under disadvantageous conditions!



    Okay, but do I need a strategy?

    Truthfully, in TATW, probably not. None of the factions are so difficult that a reasonably tactically skilled player can't just sort of muddle through and win eventually. But where is the fun in that? It makes the game harder than it has to be, and not in a fun way.

    How many threads have you seen that are all about how hard it is to make money in TATW?

    How many threads about how hard it is to afford a decent army?

    How many threads about how impossible it is to win without cheating?

    How many threads about how x faction is too weak and needs to be made better? (my personal favourite)

    How many times have you seen (or given) advice on making money that depends on exploiting the diplomatic AI of your allies?

    Are you tired of exploiting the AI to take advantage of the AI money cheats?

    Do you want to learn how to make money, afford great armies, and how to do it without exploiting your allies?

    YOU NEED A STRATEGY!
    Yeah, yeah, okay, but so far this is just a bunch of words!

    So let's get started. Basically a strategy is the combination of goals and a plan to achieve those goals.

    First step, then... set goals. Some goals are unrealistic. Some goals are easy. How do you tell the difference? You assess the potential of your faction and compare that potential against your most likely enemies. Ask yourself a series of questions. Seriously, even with all the years of playing I have behind me, I find it beneficial to actually ask myself, and answer, these questions, as a way of focusing my thoughts:

    1. What are the strengths of my faction? What are my weaknesses?
    2. What are the strengths of my most likely enemies? What are their weaknesses?
    3. What does the surrounding territory offer that I can take quickly?
    4. What do I have to do/seize to be sure I can be secure from my enemies?
    5. Do I benefit more by expansion or development at this time?
    6. Can my current situation allow me to grow stronger faster than my enemies?
    7. Do I have potentially useful allies, and if so, do I need to help them? Can I?

    Let's use a stripped down example from FRoGS (so it won't be exactly the same as vanilla TATW, but the principles/process are the same).


    DALE
    Spoiler Alert, click show to read: 

    Starting Territories
    Spoiler Alert, click show to read: 


    You have the ability (other than the Barracks Events restrictions) to get most of your units, once you build the infrastructure in Esgaroth and Buhr Marlinge. At the moment, however, you have no ability to train Longbowmen, no ability to train cavalry, and in fact, only Dale can build anything other than Hearth Watchmen (one of the weakest units in the game, but I love them... why is for another post, though).

    So, your strengths:
    1. Great archers
    2. Two great generals (Bard and Bain, more on generals in the next major section)
    3. A large city and a castle to start with.
    4. Flexible unit roster providing the option of many different battle tactics
    5. Allies on two sides

    Your weaknesses:
    1. Poor cavalry and poor (early-mid game) infantry
    2. Generals are unlikely to survive lost battles, due to being on foot
    3. Poorly developed settlements
    4. Relatively poor lands (better than average, actually, but poor compared to Rhun's which is what matters)
    5. Poor unit availability - Londath and Casherd can't train anything for a long time, and Grasgard can only train Hearth Watchmen

    You know that Rhun is going to be your principle enemy - you'll fight Mordor, too, but much later on, so we'll ignore that for now. If you've read guides on Rhun (which you should have, check FC Groningen's work in progress here) and guides on Dale (which is also a good idea) you will know that you must rely on your achers to defeat Rhun's very flexible roster. You will also know that you can't compete with Rhun's economy without serious expansion.

    Rhun's Strengths
    1. Powerful cavalry, powerful infantry, competent skirmishers and archers, mounted archers - all around strong military
    2. Very wealthy settlements
    3. Allies on two sides, edge of map on one - other than Invasions, they are only coming for you (and maybe the Dwarves)

    Rhun's Weaknesses
    1. ??? (just kidding! )
    2. Expensive units
    3. Despite heavy armour, units are still vulnerable to Dale archery
    4. Need to expand to have the economy to support their strongest military units in large numbers

    This isn't a Dale Guide, just an example of how to start planning, but let's take a quick look at some of the surrounding territory with notations on what to consider... (bear in mind, this is FRoGS, so it will vary from vanilla a bit)

    To the South...
    Spoiler Alert, click show to read: 


    To the East...
    Spoiler Alert, click show to read: 


    What needs to be done to be secure (one option)

    If you expand to the East, which is probably a good idea, you will have to fight Rhun, as they will seize Kugavod on the first turn. You will need to take enough men to fight a good Rhun army in the field, conduct a siege, and survive a potential counter-attack. You will then need a pretty constant stream of men moving to the fords to keep them guarded. The income and security is probably worth the hassle and expense, though.

    You need good defensible points, like river crossings, because it will be a long time before you can get good troops, and an even longer time before they become widely available to you.

    However, it does mean there's a trade-off. Investing all that manpower and money into the east means you can't afford to do much more than take Araw in the south for awhile. Fortunately, it regularly takes the AI 40-50 turns to capture Uldonovan... especially if you take Kugavod as Rhun will spend a lot of men and money trying to take it back.

    This should be enough of an example of how to answer the strategy questions, without my needing to answer every one of them for you.

    Good goals for Dale, then, might be to take Kugavod and Szrel Kain (if you can get it before the Dwarves) and defend the river crossings, then taking Araw, Dorwinion and Riavod while developing the economy and troop production capabilities in the starting provinces. After consolidating those gains and getting access to better troops, move south to take the Rhovanion provinces.

    That's just an example. Other approaches, like striking to the South first, are also possible.


    A quick note here on using faction-specific guides,
    Spoiler Alert, click show to read: 
    You may be wondering why you need to build a strategy if there are such good faction-specific guides that I recommend checking out.
    First, most guides only cover the first few turns in detail.
    Second, even the best ones are rarely fully optimized.
    Third, they can't cover all possible eventualities as the AI factions make their own decisions (not to mention that outcomes of battles between AI factions, spy missions, diplomatic missions, and assassinations are, to greater and lesser extents, randomized).
    Fourth, isn't it boring to just follow someone else's step-by-step guide or to do the same thing every game?
    Nevertheless, faction guides are useful because they introduce you to the strengths and weaknesses of your faction, likely enemy factions, and give you at least one set of starting options to consider.


    Strategy is combining military and economic and diplomatic planning to most efficiently leverage all three areas into victory. When we looked at Dale above, we were mostly considering security needs and security goals. This is because there isn't any point in developing longer term goals if you aren't secure. Security comes first, but eventually you want to begin working economic planning and diplomacy into your goal-setting and strategic thinking.

    Military planning includes the type of security planning we sampled with Dale, but it also includes deciding what units you need, in what quantity, when you need them by (and when you can actually have them by!), and how to organize reinforcement so you always have a fresh supply at the front. It also includes identifying the best places to defend, like the noted ford in the East of Dale screenshot. It includes identifying the tactics and army compositions that best suit your terrain, your enemies' vulnerabilities, and your command style and abilities. The need for expensive and time consuming construction to increase your access to units means that military planning can often conflict with ...

    Economic planning is identifying how to increase your revenue to most efficiently meet your needs and how best to grow your settlements (and which to grow first/fastest). This isn't just development: sometimes identifying rich or potentially rich provinces to capture can fall into being both a part of military and economic planning. Deciding that a substantial part of your revenue will come from raiding, such as Gondor should inflict on the Harad coast for example, is also as much economic planning as it is military. But for the most part, economic planning will consist of deciding which province developments to build, where, and in what order. It also includes the training and maintenance of good governors. In most cases, it is perfectly reasonable to expect to at least double your income within 100 turns, even without substantial conquest. More is very possible if you are also adding territories.

    Diplomatic planning is concerned with how to get allies, get them all working together, and how to keep them in the fight when they come under pressure. It's also about minimizing the chances that you will be back-stabbed and sometimes about generating some incidental revenue from selling maps or services and establishing trade rights. Which means Diplomacy is like a glue that helps bond both your military and economic planning together.

    ---We can talk about the three areas separately, and we will, but it is essential to remember that strategy is all about blending all three components together so they have a synergy moving toward the same overall goals.---

    Military and Economic planning will be discussed thoroughly in later installments. Right now, though, I want to close this installment with a discussion of Diplomacy, as it is the simplest of the three.




    Total War games are infamous for having... odd... diplomacy. Allies backstab with alarming regularity. TATW makes this less likely by requiring alliances be cancelled before attacks can happen, but it doesn't completely solve the problem.

    Like most things in Total War, diplomatic decisions by the AI seem to have a random element, affected by various modifiers. If you understand the modifiers, you can have less frustrating diplomatic interactions with the AI, but there will always be a slight random element. As such, advice on diplomacy is about increasing probabilities, not creating certainties. Please bear that in mind.

    First, the basic workings of diplomacy and relations are rational. However, unlike diplomacy in the real world, the AI has no concept of norms and customs. It calculates entirely on self-interest. This is modified, somewhat, by the relations standing between two factions, and by factions' reputations.

    So, without further ado, a run-down of the modifiers on Diplomacy - I'm sorry I can't quantify the relative impact of each.
    1. Reputation - the better your reputation, the easier diplomacy is. The worse, the harder. (Link to a good guide)
    Short summary of effects on Reputation
    Spoiler Alert, click show to read: 
    -Alliances improve your reputation. Wars decrease it.
    -Sacking settlements decreases reputation slightly, exterminating decreases a lot, occupying raises reputation
    -Executing prisoners decreases reputation, releasing them raises it, ransoming does nothing.
    -Refusing to pay a ransom that you can afford, however, decreases your reputation.
    -Bribing settlements decreases your reputation.
    -Fulfilling promises to attack a faction raises reputation.
    -Breaking alliances, military access treaties, or trade agreements decreases reputation even if you have no choice, such as when two allies go to war.
    -Trespassing on land you don't have military access to decreases reputation (when you get the "Transgression" warning).
    -Relieving a siege on an allied settlement or coming to the aid of an ally in battle raises reputation.
    -Giving away a settlement, then taking it back (by any means) lowers reputation.
    -Maintaining treaties with the enemies of your allies lowers reputation - Controversy: there is a very ambiguous entry in the relevant file. Based on observation, I feel it does this; some people disagree. It is not clear.
    -NOTE: Reputation normalizes over time, on Easy, it normalizes upward. On Hard/Very Hard it normalizes downward. On Medium, it normalizes toward the middle.
    2. Relations standing - the more a faction likes you, the more likely they are to agree to diplomatic proposals. There are so many ways to improve your standing that I won't list them all, most of them are pretty obvious (giving them things, having trade rights or an alliance with them, attacking their enemies, helping them in battles, etc, etc.)

    3. Culture/Religion - There is a penalty to relations standing, and hence diplomacy, between factions with different cultures/religions. You can do nothing about this. This is unavoidable in relations between the 'good' factions: the 'evil' factions don't have this problem.

    4. Strength - What really matters here is relative strength: if you are stronger than the faction you are negotiating with, they will be more inclined to co-operate; if they are stronger, they will be less inclined.
    Alliances and effects on calculations of strength
    Spoiler Alert, click show to read: 
    It is important to note that the game calculates alliances as contributing to strength: a weak faction may still negotiate like a powerful one if it has many or powerful allies. This, more than anything, is what accounts for some of the 'weird' diplomacy outcomes in Total War games: when defeated factions with one settlement left just won't accept peace, for example.

    I don't know how to quantify the effect. I do not know if the game adds a fraction of allies' strength to its estimate or if it adds the total sum. Nevertheless, it is clearly a substantial effect.

    To sum up: the more alliances you already have, the easier diplomacy is to conduct; the more the target faction has, the harder it is to conduct. If you want to negotiate easily with a weak faction that has powerful allies, you must weaken the allies, too. Frustrating, sometimes.
    5. Goals- you aren't the only one with goals. The AI has goals, too. Sometimes if your diplomat is good enough, the diplomacy screen will give you a clue to what they are under "Desires".
    Desires
    Spoiler Alert, click show to read: 
    -If the AI wants "Trade" agreements, it is very easy to get them to agree to one. You can even charge them money for it.
    -If they want "Peace" it means they want an alliance.
    -If they want "Military" it means they want either military access or help against a faction.
    -If they want "War", it's time to get ready to be attacked.

    Why the AI attacks...
    Spoiler Alert, click show to read: 
    If the AI has decided that its goals are best achieved by going to war with you, then getting any sort of agreement with them is very hard, even if the war hasn't started yet. They may decide to attack you if they perceive you as the weakest neighbouring faction (remember strength includes alliances - the more allies you have, the less likely you are to be attacked), if they really don't like you, if you have a bad reputation and they have a good one (or vice versa), or if you own settlements they need for their victory conditions.

    The AI is most likely to back-stab you, even if they like you and are allied, if you are the weakest neighbouring faction and they are not already at war with another neighbour and they are going broke. The AI's preferred solution to financial difficulty is conquest. Don't let your neighbours go broke! This is actually why small repeating tributes, like 100 gold/turn for 100 turns, to your allies can make them much more loyal... not only does it help them with their finances a tiny amount, it also influences their perception of the financial cost of betraying you. If you can afford it, always be giving your neighbouring allies small tributes.

    Or it can be totally random, but if they like you, you have a good reputation, you don't own any of their victory condition provinces, and you are at least equal to them in strength, the odds they will attack you are very small.
    6. Money - Every possible diplomatic offer has a value assigned to it by the AI; this value is modified by all the above points. There is always a quantity of money you can add to an offer to make the AI accept... however, many times this quantity will greatly exceed your ability to pay. The AI prefers lump sums, but they will consider tribute/turn offers. There does seem to be a reduced perception of value the longer the duration you offer. A great diplomat can reduce this balancing sum, but the effect isn't that impressive.
    That's a basic overview of how diplomacy works, but how do you use it?

    Well, the first thing you should bear in mind is how very, very, helpful it is to keep a good reputation. That, combined with getting as many alliances as possible with the other factions on your 'side', makes your game much easier because it reduces the chance of being back-stabbed and makes diplomatic initiatives cheaper and easier - even with enemies, if you so desire.

    Offering to attack rebels as a gift and then attacking them is a great and easy way to improve relations and reputation quite dramatically, without having to give away money or land.

    ---An alliance that also shares military access is very unlikely to be broken and much more likely to actively help you.---

    Easy ways to get the AI to agree to Military Access:
    Spoiler Alert, click show to read: 
    If rebels are actually in an ally's territory that borders your own and your relations are decent and your reputation isn't bad, offering to attack rebels can often be traded for military access (sometimes you have to pay a little bit, but it's worth it - but DO NOT offer military access in exchange, it will usually be refused at this point). Then you gift military access to your lands to that ally, and you now have an alliance that is VERY unlikely to be broken - because the AI values military access so highly.

    If your ally is at war with an enemy that you do not share a border with and must march across their lands to attack, they will almost always give you military access in exchange for a promise to attack that enemy.

    If you also have a border with that enemy, your ally will be much less likely to agree to give you access, unless one of their settlements that borders you is under siege.
    Don't give a settlement to an ally unless you have military access, otherwise the garrison you had in the settlement must either be disbanded or it will trespass if you try to move it.

    Some players suggest giving settlements between you and your enemies to distant allies. I never do this, as I believe it is cheap and 'gamey'. Also, to the best of my knowledge there is no expiration on the Reputation penalty for taking back a settlement you gave away. If you owned it, gave it away, and it ends up back in your possession, you suffer a very substantial penalty to your reputation. I do not believe that it matters if a third party conquers it first.

    The AI will almost always honour promises they make to you to attack a faction, however getting them to make such a promise in the first place can be... challenging. Give them something they really want and probably quite a lot of money.

    The AI is often inclined to make peace after suffering major defeats - whether this is due to 'shock' or just due to the reduction in relative strength, I do not know. The AI is also more inclined to make peace if they end up in more than one war. This can be very useful for some factions, such as Dale. Once Rhun joins an Invasion against Gondor, they are at war with Dale and Gondor, and possibly the Dwarves. Destroy a stack or two of theirs, then offer them peace terms... they may be willing to negotiate. Dale can almost always benefit from some time at peace.

    The AI will also usually (but I have seen it be stubborn sometimes) make peace if they don't share a border with you and don't absolutely detest you. Sometimes, also, when you are playing a "Good" faction and have an Invasion called on you, an AI you were at peace with will join the Invasion, making them be at war with you. When the Invasion is over, they may very well be willing to accept a Ceasefire. Regardless of the reasons, when the AI really wants to make peace with you it is often possible to extract quite a bit of money from them, either in a lump sum or especially in a per turn tribute. Do note: if the Tribute is so high that it causes the AI to begin to run low on funds, it may start a war with you just to end the Tribute! In this case, it is often willing to negotiate a Ceasefire again soon.

    Diplomats aren't worth wasting too much time trying to improve, since the effect of their skill level is minimal, but if you want to know how to do it...
    Spoiler Alert, click show to read: 
    -Higher levels of Town Hall buildings make better diplomats more likely when trained.
    -When possible, train diplomats in regions that have the least amount of your culture. Low levels of your culture give them a chance of positive traits when trained. High levels give them a high chance of bad traits when trained.
    -After they are trained, send them far away from your lands, preferably to another culture. Older diplomats who've already gained the traits they can get from being far away can be moved back closer then.
    -Make successful deals, even giving gifts. This will improve their traits (as well as increase your King's Authority)
    -Successful bribery will help them become better, too. Remember, bribing settlements hurts your reputation. Bribing armies does not, and is cheaper!
    Finally, good reputation, good relations, plentiful alliances, and a good diplomat can all make a real difference to the cost of buying settlements. Sometimes your allies will take land you want. Buying it from them, while expensive, is a better option than attacking them. The more careful you've been with your diplomacy up to that point, the less it should cost you - though it still won't be cheap.

    Final Thoughts

    Diplomacy should form a key part of your strategy. You should work to keep your allies alive, keep them happy with you, and keep them at war with your enemies. Securing trade rights with neighbouring factions (or factions that you have 'sea' access to) will help both of you in staying in funds. This is especially important as a cash-strapped AI is a more aggressive AI and thus more likely to randomly backstab someone, possibly you or another one of your allies.

    Contrary to popular belief the AI does not have 'unlimited' money. The Money Script only gives them enough that they don't go broke, but starting in the mid-game it really isn't enough money to build much; so anything you can do to keep your allies in coin is worth doing, so long as it doesn't set you back too much. Not only will it keep them happy, it will make them better able to assist you against your enemies (who, hopefully, you can find ways to make go broke ).

    In the next installment we will explore economic planning and strategy as well as dig into understanding character development for both governors and generals! Meanwhile, suggestions, feedback, and questions are appreciated. This section is tentatively 'done', but I'm open to adding more if people want it, clearing up unclear points, and generally just revising it from time to time.
    Last edited by Incomitatus; October 28, 2014 at 04:59 AM. Reason: Spelling and grammar correction, format changes.
    Homo sum: humani nihil a me alienum puto. - Terence

    My M2:TW 4TPY Script, Adapted to Work With Hotseat.


    Guides and Useful Posts of Mine
    Middle Earth Strategikon (M2:TW: TATW 3.2)(WIP: ~60% Complete)
    Advice on Playing as Gondor - Part I - Part II (M2:TW: TATW 3.2)
    Dirty Secret to Killing Trolls Fast and Easy (M2:TW: TATW)
    The Basics of Naval Engagements Part I - Part II (EMPIRE: DMUC)
    Roman Army Composition and Use (RTW: RTR Platinum)

  3. #3
    Incomitatus's Avatar Ducenarius
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    Default Re: [WIP] Strategy Guide: Economics, Character Development, Tactics, General Strategic Planning

    PART III: CHARACTER DEVELOPMENT



    I was going to have PART III be Economics and have Character Development as PART IV, but the more I thought about it, the more I felt that the Economics are easier to talk about if this part is already well-understood. Regardless the two PARTS are intricately related there will be a lot of cross referencing to concepts in the other part. That will make this a rather complicated entry, I'm afraid, but there's not much I can do about it: this game is not simple, and this guide is for people who appreciate the complexity. I'll be as clear as I can, but I suspect this is going to end up being something that needs to be read more than once to be fully understood.



    So, without further ado...


    Note: There are some things Kobal2fr neglects to mention...
    Spoiler Alert, click show to read: 
    First, and most important, Chivalry adds to population growth. It's very odd that he missed this in his guide since in vanilla M2:TW each pip of Chivalry a governor had added 0.5% to population growth (and the total value could exceed the ten pips in the character info screen, so you could actually have more than 10 Chivalry with all the relevant bonuses).

    Perhaps it wasn't as important in vanilla M2:TW because growth was so easy, but with a bonus with every pip, I always felt it made a huge difference. In TATW it is very important, because growth is so hard. Yet, in this mod a governor has to have 7 Chivalry to get a 0.5% bonus, and the bonus is capped at 0.5% - which means 14 Chivalry (it is possible) won't bump the bonus up to 1%. Nevertheless, any bonus to growth in TATW is of inestimable worth and getting a governor up to 7 Chivalry is not that hard if you know what you are doing. Fortunately, you will know what you are doing after reading this guide!

    Second
    , and almost as important as the Chivalry thing, he totally neglects to talk about Law. Traits and ancillaries that add to Law are among the most valuable. Not only does Law increase public order, it also reduces corruption, which means a governor with good Law bonuses can save you a lot of money you would otherwise lose to corruption in a province distant from your capitol. We'll talk about Law in more detail later.

    Third, he totally neglects Authority. This one is more forgiveable since it doesn't really fit into training governors or generals and only applies to your King/Leader (and in choosing the next Heir when a succession takes place), but it is very important as the Leader's Authority directly influences other character's Loyalty and how likely Captains are to turn rebel. We'll explore Authority later.

    As long as you bear these points in mind, Kobal2fr's guides are an essential starting point to understanding the basics of governors and generals.
    I don't want to repeat all of what is in those guides here, so I will focus on four things:

    1. The ways in which TATW is different from vanilla M2TW for character development and what those differences mean.
    2. A discussion of the value of Governors vs. Generals since this is a point of disagreement among players.
    3. A discussion of the best traits (in my opinion), why they are the best, and how to get them.
    4. An introduction to the export_descr_character_traits.txt (EDCT) and the export_descr_ancillaries.txt (EDA) - because giving a man a fish is fine, but teaching him to fish, etc etc.


    But first to clear up some confusion
    before it happens:
    Spoiler Alert, click show to read: 
    when you look at your character's traits in-game, what you see is the name of the particular level of the trait that he possesses at that moment. Most traits have more than one level, each level has a name as does the trait itself. Sometimes one of the levels will have the same name as the trait, but not always, and obviously other levels don't have the same name. I will be mentioning the names of traits throughout this section, obviously. Most of the time I will use the trait name. I will indicate if I'm talking about a level name.

    If you want a good resource to see the traits and their levels together, The Royal Military Academy will serve you well. Or you can use my preferred method, which is look in the actual game files:
    ...mods\Third_Age_3\data\export_descr_character_traits.txt <--- for traits

    ...mods\Third_Age_3\data\export_descr_ancillaries.txt <--- for ancillaries
    These files contain the traits/ancillaries, their levels, how many points in a trait you need for each level, what the antitraits are, and all the triggers. In other words, everything you need to know to completely understand traits and ancillaries (and to modify them).

    How to read the EDCT and EDA:
    Spoiler Alert, click show to read: 
    First, they should be opened in Notepad, or some other simple text editor. Under no circumstances should you open them in Word, for example, as the hidden formatting that Word adds to documents will corrupt the files.

    Second, the top half of each file/document lists the traits/ancillaries and their effects. Like so:
    Spoiler Alert, click show to read: 
    Code:
    ;------------------------------------------
    Trait Drink
        Characters family
        ExcludeCultures greek
        NoGoingBackLevel  5 
        AntiTraits Sobriety
    
        Level Social_Drinker
            Description Social_Drinker_desc
            EffectsDescription Social_Drinker_effects_desc
            LoseMessage Social_Drinker_lose_desc
            Threshold  1 
    
            Effect Command  1 
            Effect LocalPopularity  1 
    
        Level Gets_Merry
            Description Gets_Merry_desc
            EffectsDescription Gets_Merry_effects_desc
            Threshold  2 
    
            Effect LocalPopularity  1 
    
        Level Steady_Drinker
            Description Steady_Drinker_desc
            EffectsDescription Steady_Drinker_effects_desc
            Threshold  4 
    
            Effect Command -1 
            Effect LocalPopularity  1 
    
        Level Drunken_Heathen
            Description Drunken_Heathen_desc
            EffectsDescription Drunken_Heathen_effects_desc
            Threshold  8 
    
            Effect Command -2 
            Effect Authority -1 
            Effect TaxCollection -2 
    
        Level Alcoholic
            Description Alcoholic_desc
            EffectsDescription Alcoholic_effects_desc
            Threshold  16 
    
            Effect Command -3 
            Effect Authority -3 
            Effect TaxCollection -5 
    
        Level Paralytic
            Description Paralytic_desc
            EffectsDescription Paralytic_effects_desc
            GainMessage Paralytic_gain_desc
            Epithet Paralytic_epithet_desc
            Threshold  32 
    
            Effect Command -5 
            Effect Authority -5 
            Effect TaxCollection -10



    • Note how Drink is forbidden to Greek culture - that means the Elves.
    • NoGoingBackLevel means that once the trait reaches that level, it can never become less.
    • Antitraits lists traits that, if you gain a point in them, they will reduce the points you have in this trait, or vice versa... but they cannot overcome the NoGoingBackLevel.
    • Threshold specifies how many points in the trait are required to gain that level.
    The bottom half of each file lists the triggers:
    Spoiler Alert, click show to read: 
    Code:
    ;------------------------------------------
    Trigger sitting_around_town_with_taverns
        WhenToTest CharacterTurnEnd
    
        Condition EndedInSettlement
              and RemainingMPPercentage = 100
              and SettlementBuildingExists >= brothel
              and not Trait Aragorn > 0
              and not Trait Gandalf > 0
              and not Trait Ents > 0
              and not Trait Aragorn2 > 0
              and not Trait Elessar > 0
              and not Trait Boromir > 0
              and not Trait Faramir > 0
              and not Trait Theoden > 0
              and not Trait Ecthelion > 0
              and not Trait Witchking > 0
              and not Trait Nazgul > 0
              and not Trait Saruman > 0
              and not Trait Ugluk > 0
              and not Trait IAmPope > 0
              and not Trait Sauron > 0
    
        Affects Drink  1  Chance  2 
        Affects Gambling  1  Chance  1 
        Affects Girls  1  Chance  2


    • WhenToTest is... when to test.
    • Conditions lists the things that have to be true for the trigger to fire, there can be one condition or many. This example has many, but most are and not conditions - those cannot be true for the trigger to fire.
    • Affects lists the trait, the points that will be awarded, and the chance they will be awarded if the trigger fires.
    • Note that many different triggers may give chances for a trait, it's not one trait = one trigger. Also, obviously, one trigger may give chances for more than one trait.
    These files are really quite easy to read once you get used to them. Use the search function in your text editor to find what you are looking for quickly. One other thing to remember, any line that begins with a semicolon ';' is 'commented out' - it will be ignored by the program. The contents of these two files (the EDCT and the EDA) are what is used by the program. Different files contain the text for the in-game tooltips and those files have no bearing on how the program actually works. When needing to understand a trait or ancillary the EDCT and the EDA are the final word - take all other sources of information with a grain of salt.




    Important Ways TATW Differs From M2:TW (Vanilla)
    (for character development)


    The most important is the nerfing of Chivalry. I explained this up above, but it's worth repeating:
    ---7 Chivalry is required for a governor to get a bonus to growth, and the bonus is capped at 0.5%.---
    On the one hand, this makes Governors less useful as most of the time you have to invest considerable planning and time into getting them up to where they can help growth and they can't help that much. On the other hand, growth in general is so slow in TATW that any help at all is extremely valuable and worth investing in - for some factions, some of the time. We'll cover that in more detail under Economics.

    The second most important is that Characters, except for those who are 60ish or older at the beginning, live for the entire length of the game! There is much, much more time for character development to repay itself in TATW than there is in vanilla M2:TW. In vanilla, after training up a Governor, for example, you may only have a dozen or two dozen turns to profit from the investment. In TATW, after fully training a Governor out of a General you start with, you may have up to 350 turns! to recover the costs of your investment and make profit. You will definitely get your money back, many times over, even if you beat the game before the time runs out. This actually makes paying attention and planning how to develop your Governors much more important and much more profitable in TATW than in M2:TW. Your people are going to be with you for a long time: you should get to know them and treat them well.

    The third most important difference are the choices made by the team for which buildings would be responsible for cultural conversion. Their choices, for the most part, were very sensible and add some uniqueness to the different races, however, some problems also occur as a result. The construction of and presence of these buildings are used as trait (and ancillary) triggers as can the absence of these building types, and it is the absence that makes for some problems. For a more detailed explanation/discussion, click the spoiler.
    Spoiler Alert, click show to read: 
    Northmen factions use academic buildings for their cultural buildings (yes, all the tombs and things count as academic buildings), this makes it very easy for their governors to become Sane Genius Mathematicians and avoid being Insane, Deranged, Hypochondriac, Bloodthirsty, and Ignorant. However, they can't be TouchedByTheGods and they can't build any churches so it is impossible for them to train Obedience (Piety, Management).

    Dunedain
    factions look like they use academic buildings for their cultural buildings, but the mod created 'new' internal names for these buildings and didn't adjust things like the EDCT with the new tags (the EDA is adjusted). The traits and ancillaries you may be used to getting from academic buildings you will not get from the cultural spread buildings of Gondor or Arnor.

    Elves
    use the art buildings for their cultural buildings. They easily get a whole host of traits that help trade income and public order (Aesthetic, Epicurean, Cultured), which unfortunately have the side-effects of decreasing the cost to bribe their generals (Epicurean) and decrease their Command skill (Aesthetic). They also end up unable to be Cheapskates (unless you carefully plan and get lucky) which sounds good, but it is actually useful to have a Cheapskate around because they reduce construction costs. They also don't have churches, so no training Obedience,and they don't get academic buildings, so no Sane Genius Mathematicians. One thing that I notice in my EDCT is that a lot of the worst traits have been made much harder for the Elves to get, but not impossible. For example, Elves can sit around towns with Brothels and not get Drink, Gambling, Girls, or Corrupt. I don't know if this is a TATW thing or FRoGS It's a TATW thing... it is quite nice.

    Dwarves
    use buildings called Pubs and Feast Halls but they are really Muslim Masjids as far as the game is concerned. You can train up Obedience and get all the normal good traits by building them (Upright, ReligiousActivity, StrategyChivalry, GoodBuilder). The effects of sitting around in town with them have been changed, however. Sitting around in town with the Dwarven cultural conversion buildings gives you chances to get Drink and RabbleRouser. RabbleRouser is actually not bad (it increases Unrest, but also LocalPopularity for a net +2 to public order and it increases Authority), but Drink is one of the worst traits to get. They cannot build the academic buildings, so no Sane Genius Mathematicians for them, either.

    Followers of Melkor
    use Catholic Churches (obviously named differently in the game). Building them gets the same benefits as in M2:TW (Upright, ReligiousActivity, StrategyChivalry, GoodBuilder) and, most importantly so does sitting around in towns with them already built (Prim (only Harad and Rhun), Upright, PublicFaith). This lets them easily train up their Obedience (with ReligiousActivity from building them and PublicFaith for having them). They also don't get academic buildings, so (repeat after me...) no Sane Genius Mathematicians.

    Those cultures that don't have churches, ie. Elves, Northmen, Dunedain, can experience the triggers for PublicAtheism which is very bad. Now, the trait is excluded from MiddleEastern cultures, so Eriador, High Elves, and Silvan Elves are safe (Turks, Egypt, Mongols, respectively) but I do not know about Gondor, Arnor, Dale, or Rohan (Sicily, Byzantium, Scotland, Milan). I have not noticed my governors from those factions becoming atheists, so the culture those factions belong to may have been adjusted, but I do not know for sure. If anyone does know, please let me know and I'll update accordingly. Note, I also don't know about Lorien, Ered Luin, or Dunland in FRoGS. Figured it out, ignore this whole paragraph.
    Fourth, the system for gaining BattleChivalry or BattleDread receives a major overhaul (StrategyChivalry/Dread and CaptorChivalry/Dread still work the same). I'll post the whole relevant section of the EDCT below, but to summarize:
    To gain BattleDread:
    Spoiler Alert, click show to read: 
    - Orc Generals (OoTMM, Gundabad) who fight will gain BattleDread.
    - Orc Generals (OoTMM, Gundabad) who personally fight in battle and personally kill/capture many enemies have a decent chance of gaining BattleDread.
    - "Good" Generals who fight enemies other than Followers of Melkor have a very good chance of gaining BattleDread.
    - "Good" Generals who fight other Good armies that are weaker gain BattleDread, especially if they get a Heroic Victory, in addition to what they get just for fighting other Good.

    NOTE: In vanilla M2:TW, if your General had BattleChivalry, he was immune to most ways of gaining BattleDread. This protection has been removed in TATW for the situations listed above. This means that a chivalrous General could see his BattleChivalry reduced or even eliminated under these conditions!

    To gain BattleChivalry: (is harder!)
    Spoiler Alert, click show to read: 
    - "Good" Generals who fight Followers of Melkor and personally fight in battle and personally kill/capture many enemies have a decent chance of gaining BattleChivalry.
    - "Good" Generals from Eriador, High Elves, Silvan Elves, or Dwarves and who personally fight in battle and personally kill/capture many enemies have a decent chance of gaining BattleChivalry.
    - Winning difficult (odds less than 7:10) and very difficult (odds less than or equal to 1:2) battles will give your General BattleChivalry but only if the General personally fights in combat.
    - The always-impossible "general_not_chasing_routers" remains in the game and will give you BattleChivalry, but the odds of ever being able to meet its conditions remain so unlikely that I won't bother explaining it. You can see it for yourself in the EDCT excerpt below.

    NOTE: In vanilla M2:TW, if your General had BattleDread, he was immune to most ways of gaining BattleChivalry. This protection has been removed in TATW for the situations listed above. This means that a dreadful General could see his BattleDread reduced or even eliminated under these conditions!

    So as you can see, this is very different from vanilla M2:TW. If you are playing an Orc faction, your Generals are almost certainly going to be dreadful. If you are playing a "Good" faction, and aren't betraying other "Good" factions, your Generals are going to be chivalrous. It takes some planning to work around these trends. There is one glaring oversight (at least I assume it is an oversight): "Good" Generals who attack Rebels are very likely to get BattleDread (as Rebels are Heretics and not Followers of Melkor) and having BattleChivalry already does not protect them. "Good" players plan accordingly: attack rebels with Generals you want to have BattleDread or with Captains (you can still have your chivalrous General present, though: attack with a Captain and have the General be a reinforcing army, he won't get any traits, good or bad, but you'll have his Bodyguard for the battle).

    As promised, here is the relevant section of the TATW EDCT so you can check out the details for yourself:
    Spoiler Alert, click show to read: 
    Please note, the names of the triggers don't always reflect how the trigger actually works, especially in the BattleChivalry section. I do not know if this is a bug, a leftover artefact from a previous working idea, or if the devs just felt like being confusing!
    Code:
    ;########################################################################
      ;############# Battle Dread #############################################
    ;########################################################################
    
    ;------------------------------------------
    Trigger battle2_Dread_Orcs_fighting
        WhenToTest GeneralAssaultsGeneral
    
        Condition CultureType eastern_european
    
        Affects BattleDread  1  Chance  5 
        Affects Bloodthirsty  1  Chance  2
    
    ;------------------------------------------
    Trigger battle2_Dread_Orc_General_fighting
        WhenToTest PostBattle
    
        Condition GeneralNumKillsInBattle > 15
          and CultureType eastern_european
    
        Affects BattleDread  1  Chance  30 
        Affects Bloodthirsty  1  Chance  5
    
    ;------------------------------------------
    Trigger battle2_Dread_Orcs_PickingOnWeak
        WhenToTest PostBattle
    
        Condition WasAttacker
              and WonBattle
              and BattleOdds > 1.3
              and PercentageEnemyKilled > 50
    ;          and not Trait BattleChivalry > 0
          and CultureType eastern_european
    
        Affects BattleDread  1  Chance  70
    
    ;------------------------------------------
    Trigger battle2_Dread_Orcs_TotalAnnihilation
        WhenToTest PostBattle
    
        Condition WonBattle
              and BattleSuccess >= crushing
              and PercentageEnemyKilled > 70
              and GeneralFoughtInCombat
              and IsGeneral
              and BattleOdds < 0.95
    ;          and not Trait BattleChivalry > 0
          and CultureType eastern_european
    
        Affects BattleDread  2  Chance  100 
    
    ;------------------------------------------
    Trigger battle3_Dread_Gondor_fighting_Good
        WhenToTest GeneralAssaultsGeneral
    
        Condition CharacterReligion numenorian
              and not TargetReligion catholic
    
        Affects BattleDread  1  Chance  10 
        Affects Bloodthirsty  1  Chance  5
    
    ;------------------------------------------
    Trigger battle3_Dread_Elves_fighting_Good
        WhenToTest GeneralAssaultsGeneral
    
        Condition CharacterReligion orthodox
              and not TargetReligion catholic
    
        Affects BattleDread  1  Chance  10 
        Affects Bloodthirsty  1  Chance  5
    
    ;------------------------------------------
    Trigger battle3_Dread_Dwarves_fighting_Good
        WhenToTest GeneralAssaultsGeneral
    
        Condition CharacterReligion islam
              and not TargetReligion catholic
    
        Affects BattleDread  1  Chance  10 
        Affects Bloodthirsty  1  Chance  5
    
    ;------------------------------------------
    Trigger battle3_Dread_Northmen_fighting_Good
        WhenToTest GeneralAssaultsGeneral
    
        Condition CharacterReligion northmen
              and not TargetReligion catholic
    
        Affects BattleDread  1  Chance  10 
        Affects Bloodthirsty  1  Chance  5
    
    ;------------------------------------------
    Trigger battle3Dread_Humans_PickingOnWeak_Humans
        WhenToTest PostBattle
    
        Condition WasAttacker
              and WonBattle
              and BattleOdds > 1.3
              and PercentageEnemyKilled > 50
          and not CharacterReligion catholic
              and not GeneralFoughtFaction england
              and not GeneralFoughtFaction france
              and not GeneralFoughtFaction hre
              and not GeneralFoughtFaction portugal
              and not GeneralFoughtFaction spain
              and not GeneralFoughtFaction venice
    
        Affects BattleDread  1  Chance  70
    
    ;------------------------------------------
    Trigger battle3Dread_Humans_TotalAnnihilation_of_Humans
        WhenToTest PostBattle
    
        Condition WonBattle
              and BattleSuccess >= crushing
              and PercentageEnemyKilled > 70
              and GeneralFoughtInCombat
              and IsGeneral
              and BattleOdds < 0.95
          and not CharacterReligion catholic
              and not GeneralFoughtFaction england
              and not GeneralFoughtFaction france
              and not GeneralFoughtFaction hre
              and not GeneralFoughtFaction portugal
              and not GeneralFoughtFaction spain
              and not GeneralFoughtFaction venice
    
        Affects BattleDread  2  Chance  100 
    
    ;########################################################################
    ;############# Battle Chivalry ##########################################
    ;########################################################################
    
    ;------------------------------------------
    Trigger Chivalry_Human_General_fighting_Evil
        WhenToTest PostBattle
    
        Condition GeneralNumKillsInBattle > 15
          and not CharacterReligion catholic
              and not GeneralFoughtFaction sicily
              and not GeneralFoughtFaction milan
              and not GeneralFoughtFaction moors
              and not GeneralFoughtFaction scotland
              and not GeneralFoughtFaction turks
              and not GeneralFoughtFaction egypt
              and not GeneralFoughtFaction mongols
    
        Affects BattleChivalry  1  Chance  20
    
    ;------------------------------------------
    Trigger Chivalry_Evil_Men_General_fighting_Good
        WhenToTest PostBattle
    
        Condition GeneralNumKillsInBattle > 15
          and CultureType middle_eastern
              and not GeneralFoughtFaction sicily
              and not GeneralFoughtFaction milan
              and not GeneralFoughtFaction moors
              and not GeneralFoughtFaction scotland
              and not GeneralFoughtFaction turks
              and not GeneralFoughtFaction egypt
              and not GeneralFoughtFaction mongols
    
        Affects BattleChivalry  1  Chance  20
    
    ;------------------------------------------
    Trigger general_wins_hard_battle
        WhenToTest PostBattle
    
        Condition IsGeneral
              and WonBattle
              and BattleOdds <= 0.7
              and GeneralFoughtInCombat
    
        Affects BattleChivalry  1  Chance  25
    
    ;------------------------------------------
    Trigger general_wins_very_hard_battle
        WhenToTest PostBattle
    
        Condition IsGeneral
              and WonBattle
              and BattleOdds <= 0.5
              and GeneralFoughtInCombat
    
        Affects BattleChivalry  1  Chance  66
    
    ;------------------------------------------
    Trigger general_not_chasing_routers
        WhenToTest PostBattle
    
        Condition WonBattle
              and BattleSuccess >= average
              and PercentageEnemyKilled < 66
              and IsGeneral
              and BattleOdds < 0.95
    
        Affects BattleChivalry  1  Chance  33
    Fifth, disasters have been removed from the game, so you would think that the traits that depend upon disasters to trigger them wouldn't happen, right? Wrong. I've argued about this point (and been told I'm crazy) and I won't have that argument again. I will say this once, this is the only thing not open for discussion in these guides: disasters still happen and trigger traits. They don't have effects on the campaign map, they don't kill characters or units, they are completely invisible to the player... until you notice characters becoming Superstitious or gaining ForcedReligious. There are only two ways to become Superstitious in the TATW EDCT: gain it when Coming of Age or gain it from a disaster. So when your 40-year-old General suddenly gains Silly Beliefs (the first level of Superstitious), you know the disaster trigger had to fire. There are also only two ways to gain ForcedReligious: survive a disaster or suffer a denunciation by an Inquisitor. More to the point, the trigger for becoming Superstitious from a disaster has a two-part random number roll: it has to pass a 4% chance to happen before re-rolling at 15%. So even with disasters it should be rare. Nevertheless, I am constantly using the console to remove Superstitious from my characters (since it's not supposed to be a possible trait to gain if not 'born' with it in TATW). The game thinks disasters are happening all the time, everywhere. Something is deeply buggy about this, but it hasn't been taken seriously nor fixed from 2.6 to 3.2.

    Some people consider using the console to edit traits to be cheating, in this particular case I clearly do not. For instructions on removing Superstitious from your generals and governors, click the spoiler.
    Spoiler Alert, click show to read: 
    Press the '~' key. Type remove_trait general's_name Superstitious . Press 'Enter'. It won't work if you have more than one character with the same name. In that case you have to select the character (remove him from a settlement if you have to) and type the above, replacing his name with this. So it becomes remove_trait this Superstitious .

    You can also use this same command to remove ForcedReligious, if you want to be fair. I don't, because it's one of the few things that makes up for not being able to train Obedience for the Northmen, Dunedain, and Elves.

    Sixth and finally, the "Hero" units (Gandalf, Sarumon, Aragorn, etc.) are unable or extremely unlikely to acquire the worst of the bad traits, especially the ones that are gained from sitting around in towns or foreign lands. No more drunk Legolas.



    Governors vs. Generals, or "I don't need no stinkin' governors, do I?"


    Let's just get one thing out in the open right away: Generals/Governors/Family Members ARE EXPENSIVE!

    Not only do you have to pay upkeep on their bodyguard troops, they also add to your Wages expense - 250 gold/turn/character. So a General/Governor with a bodyguard costing 250/turn in upkeep costs 500/turn! Obviously, then, you want to get your money's worth. How best to do that?

    There are different opinions, but I think everyone can agree that it depends on the faction you are playing. I think we can all also agree that every army should have a General in command. I trust I don't have to list the reasons why. Most of us can probably agree that major cities, like Minas Tirith, should have Governors. The question then is, "What do I do with the extras?"

    There are three options: use them in the armies, use them to govern, or kill them. Let's look at each option:
    Killing Them:
    Spoiler Alert, click show to read: 
    It does save quite a bit of money. Sending Generals off on suicide missions is a time-honoured way to get rid of troublesome sorts. Even if you like to use Governors, sometimes a kid will come of age who is so utterly useless - perhaps he's a Lazy, Deranged, Superstitious, Drunk, Cowardly Gambler right from the age of 16 - that he obviously has no useful future as a Governor or a General. You could send him out to build watchtowers, but after that's done... well, maybe a glorious death at least sounds good in the newspapers.

    But usually when someone is talking about killing off their Generals to save money it is because they are playing a faction with infantry or archer generals: everyone seems to like more heavy cavalry. The argument goes that melee infantry Generals (Mordor's Uruk Generals, OotMM, Gundabad, Isengard, Dwarves) just aren't that good as military units. Yes, their Bodyguards are usually amazing troops, but the Generals themselves have a nasty tendency to get killed even if you don't want them to (although, that said, I've tried sometimes to get Dwarven Generals killed and they very stubbornly refuse to die ). So maybe it's a good idea to get rid of them and replace them with normal (cheaper) troops.

    However, I would argue that a General has to be very bad before he cannot make a decent Governor andif you want to keep him in the army instead, it's not that hard to get ancillaries that improve hitpoints, making it less likely for him to get killed. Careful use on the battlefield can also get very good service out of infantry General units with minimal risk (we'll cover that in Tactics). Even our Lazy, Deranged, Superstitious, Drunk, Cowardly Gambler infantry General can make a good local flanker.

    Archer Generals are fantastic. I don't ever see many people disagreeing with this when it comes to the Silvan Elves, but I see a lot of people complaining about Dale's Bardian Marksmen Bodyguards. Everyone does realise that they use the elven_arrow attribute, right? Right? No? Well okay, basically they are incredibly accurate and long-ranged. To the best of my knowledge there are only four human units that are as accurate as Elves (though they still have less Attack value, of course) and those are: Bardian Marksmen Bodyguards, Bardian Marksmen, Athala Rangers, and Dunedain Rangers. So if you're using them in melee, you're not using them to their strengths, and if they are somehow getting killed despite using them as archers... you really should skip ahead to the Tactics section (once I write it!).

    (Dale is actually the faction I personally have the hardest time deciding whether to have my 'extra' Generals in the army or as Governors because they are such great archers and it takes some time before you can recruit Longbowmen, not to mention Athala Rangers or Bardian Marksmen.)

    The only faction that I ever kill off starting Generals with is Ered Luin in FRoGS, because there are just too darn many of them and you go broke really quickly, even with expansion, if you don't kill off at least one. Every other faction I've ever played (all the "Good" ones, in other words) I've never felt the need to send a General to get killed. I have sent some into battles where I didn't care what happened to them, but that's not quite the same.

    Conclusion
    : As far as I am concerned, killing off Generals to save money is not very efficient in most circumstances, there are rare exceptions. Take my word for it at the moment, but keep reading about the other options and I'll hopefully convince you.

    Sending them to the Front! (using them in the armies)
    :
    Spoiler Alert, click show to read: 
    The option that seems to be most popular with most players, even most experienced players, is to use extra characters in the armies. This is especially tempting for Gondor, Rohan, Eriador, the High Elves, Rhun, and Harad since the Bodyguards are heavy cavalry. No one can deny the usefulness of heavy cavalry that regenerates losses between battles!

    Nevertheless, Bodyguard sizes are small, and small units of cavalry are at a serious disadvantage in prolonged melees, especially in battle with other cavalry (which they may not be able to disengage from without being chased, often by units that are faster). There are exceptions, of course: Thengel, Denethor, and Imrahil all have quite large Bodyguards, the first two because they are faction leaders and Imrahil presumably because he's the Prince of Dol Amroth.

    Of course, there's always something that doesn't fit any generalizations. The High Elven Bodyguard units are... spectacular. There's no other word for it. They are small, smaller even than the human cavalry bodyguards, but if other bodyguard units are like cannonballs, these guys are like nuclear artillery shells. (And if you play FRoGS, it just gets better. Elrohir and Ellodan get foot units for bodyguards that are as close to invincible killing machines as infantry can get and Glorfindel gets an even smaller cavalry Bodyguard, but it is... well, if you know your Tolkien, the name says it all: "Reincarnates of the House of the Golden Flower"... and if you don't know your Tolkien, it just has to be seen in action to be believed.)

    And then, of course, there are Mordor's Nazgul
    . They should be used in the field. I won't even try to contest that. They are awesome Generals and the only cavalry Mordor gets.

    Your typical Bodyguard unit of heavy cavalry, however, has a glass jaw. They can hit like a cannonball, but due to their small numbers they cannot take a punch. Even a bad mediocre Governor will improve a settlement's income some to help offset their cost, in the army a General is 'costing' the full upkeep+wage every turn (I was obviously going to say a 'bad Governor' but the truth is a bad Governor can actually end up decreasing settlement income... that's when a General does become a candidate for Option One, above ). And, of course, there's still the infantry and archer Bodyguards.

    So the first point against using Bodyguards in the army is their fragility despite their offensive power.

    The second point against is that they aren't directly paying for themselves while in the army. Yes, by providing heavy cavalry to the army they have some worth, but only if you need them. If you don't actually need them, then they are just taking up space and costing more than they need to.

    The third point against is that while they are with the army they aren't being governors, aren't being trained as governors and aren't being trained as Generals either! Yes, it's true! Most of the traits that a General can get for being a General require that he be the commanding General. Generals attached to an army but not commanding it are stuck in limbo, they aren't getting better at anything.

    What I will say is this:
    sometimes, for some factions, it makes sense to have your Generals in the field with the army, but not for every faction and not for any faction all the time. I'll outline my thoughts by faction after I'm done outlining the three options. (Actually, no, I changed my mind. I won't outline my thoughts on each faction. If I ever do faction-specific guides, I'll share there, but for now, you should be able to make your own, informed, decisions without me pointing the way. )

    My intention is to arm readers with the knowledge to make their own decisions and not to absolutely dictate how to play the game, but I will tell you that most of the time, my Generals are not with the army, other than the commanders, of course. I do try to send a second General along when I go on a longer offensive campaign, so that I don't end up general-less if my commanding General gets killed. Even for me, though, this is a very flexible point. As I mentioned up above awhile back, I like to use my Dale Generals in the army, at least in the first part of the game, and for some other factions it's almost essential.

    Let me conclude by leaving you with another annotated image that shows how, when defending territory, it isn't always an either/or situation. This is a picture of southern Gondor from FRoGS. The map is different than in vanilla TATW and you can't do this in that location in the un-sub-modded game, but the principle can be applied many places on the map. (And please forgive the couple spelling errors, I'm not editing the image again, I already had to do it twice... )
    Spoiler Alert, click show to read: 

    Warriors get the glory, but bureaucrats make the shiny coins multiply so prettily...
    Spoiler Alert, click show to read: 
    Let me put this out there: a good governor who has been well-trained and placed in a properly developed city can be worth 1000-2000 income per turn. Suppose he's only worth 1000 per turn. That's 500 more than it costs to have him. That pays for the upkeep of any unit in, for example, Gondor's roster. Even a unit of Swan Knights only costs 420/turn. I'm going to suggest that, as useful as General's Bodyguards are in an army, a full-sized unit of Swan Knights is better.

    Granted, if you tend to lose cavalry easily, maybe the regeneration of the Bodyguard outweighs that, but you shouldn't discount the value of Governors just because you still have much to learn about field command. (this is where a link to my tactical guide will go when I write it)

    Suppose that your Governor isn't that great (yet) or the settlement he's in isn't that well developed or wealthy and he's only breaking even: he raises income equal to his upkeep+wage cost. This is much more common, especially in the early (first 100 turns) game. In this situation having him in the settlement is still saving you money compared to having him with the army (but not compared to killing him off), which means you could train a more useful unit or two for the army and not be paying any more than you would if your Governor were in the field.

    Even if your Governor isn't good enough to cover his own costs it is still true that:
    Code:
    (upkeep+wage) - (upkeep+wage - revenue_added_to_settlement) = saved income vs. having Governor with the army
    In most cases, even fairly unskilled Governors in small settlements will be worth 200-300 income/turn. 300/turn is enough to pay upkeep on any of Gondor's non-elite units. There are situations where, for example, having another unit of swordsmen or archers with the army is more important than a small unit of heavy cavalry.
    An example of just a mediocre Governor in a mediocre province:
    Spoiler Alert, click show to read: 
    At turn 74 of my current Lorien (FRoGS) game Lord Celeborn's presence in Caras Galadhon is worth 0.5% growth and 571 income/turn. He's adding to growth and paying for himself (and a bit) and he has both an Architect ancillary and the first level of the GoodBuilder trait - giving him a 15% reduction in construction costs, very useful as Caras Galadhon just upgraded to a City!

    I'm calling it a mediocre province because it just doesn't have much trade income (yet, Paved Roads will fix that soon) and it still borders one enemy province (so no trade income from there, also soon to be fixed ).

    I'm calling Lord Celeborn a mediocre Governor because most of his bonuses at the moment are to Trade and only at a low level, I've only gotten him the first two levels of GoodFarmer, and I haven't been able to get him any levels in GoodTaxman (very frustrating). If he had the third GoodFarming level and all three GoodTaxman levels, he'd be worth 400/turn more in Caras Galadhon at its current size and development. Once the Paved Roads and a Merchant's Wharf are built the bonuses to Trade he has will help a lot more, of course.
    Other benefits of having Governors include:

    • If far from the front, he can work with the garrison to deal with rebels: having some heavy cavalry is very useful when fighting rebels.
    • A Governor with the Chivalry + traits/ancillaries to raise public order can enable a settlement to have Very High taxes with only himself and the free garrison, when it wouldn't be possible to do so without him. Most of the time you should keep taxes on Low, but raising them to pay for a build-up to expansion, pay for an expensive building you need, or raise funds for an emergency (like fighting off an Invasion) can all be justified. Governors make this easier to do - in some cases they make it possible - and of course, in addition, if your Governor is a GoodTaxman, then you get more benefit from him the higher the taxes are raised.
    • A Governor with 7 Chivalry adds 0.5% to population growth and growth is worth any cost in TATW.
    • A Governor with the right traits and ancillaries can reduce construction costs up to 40% - this can save you incredible amounts of money when you tally it up. These Governors are actually best used not so much governing, as moving from settlement to settlement purchasing buildings to fill up the construction queue and then moving on to the next settlement - the savings can be massive.
    • The squalor reduction of the higher levels of the GoodBuilder trait has not been disabled (but that of the first level has), so a Governor with the second and third levels of that trait can reduce squalor, helping growth (when not being a travelling building purchaser).
    • A Governor with traits and ancillaries that give Law bonuses reduces corruption, placed in settlements far from the capitol, that alone can be worth hundreds in income per turn (while not being useful at all in the capitol, of course).
    • A Governor is still a small unit of great soldiers. He is held in reserve and can be returned to the army should the need arise. Killing him off instead eliminates that possibility.

    I believe that it is obvious, after considering these points, that any time a General is not absolutely needed with the army, it is better to have him be a Governor unless he has traits that make him completely incompetent at governing.

    There are times when Generals are needed with the army, of course. The best example is Eriador's early game: until the FPoE can build the necessary infrastructure and afford to train Merchants, the Generals' Bodyguards are the only cavalry they have and they need to expand aggressively right from the beginning and end up at war with the Orcs of Gundabad, the Orcs of the Misty Mountains, or Isengard (or any combination thereof) very soon thereafter most of the time. A good governor should be put in Bree, and if trying to reform Arnor a great governor needs to go to Annunimas, but the rest of the Bodyguards should probably be fighting for a good long while.

    Nevertheless
    , on the whole, I firmly believe that Governors are better than extra Generals being attached to the army in most situations. You may disagree, of course, and strong arguments can be made to keep them in the fight - for some factions, like the High Elves, it could come down to a coin toss (Governors with a lot of Law bonuses can be extremely profitable for the High Elves, but their Bodyguards are so good it can be hard to take them away from the army). Still, I hope most readers will agree with me that Governors are much more valuable than many players seem to realize. They need to be properly trained, of course, and that will be the subject of the next section.


    Attributes: Do you REALLY know them as well as you think?



    Authority
    Spoiler Alert, click show to read: 
    Every General-character has an Authority attribute, but the only character that displays Authority on their information panel is the King/Leader. The higher the King's Authority the more loyal Generals and Captains will be and the less likely it is that Rebels will appear in your territory. Obviously, gaining high Authority for the King is important.

    Authority for Generals other than the King decide who the next Heir will be when the King dies. The Family Member with the highest Authority when the current Heir becomes King will become the next Heir.

    Note that many (but not all) of the traits that add to Authority only do so at higher levels. More than a few of them are untrainable, you need them from birth, or they are very difficult or very dangerous to train. Training Authority is really only useful for the King in TATW 3.2. Since characters live so long, even Heirs don't matter unless you lose the King in battle most of the time.

    In the list, some traits will be 'deleted'. These traits exist in TATW 3.2's EDCT, but there are no triggers to gain them. If you don't have a character who starts the game with them you will never see them (unless you cheat). Also note, almost every bad trait in the game decreases Authority!

    Traits that increase Authority:Disciplinarian, Brave, Energetic,RhetoricSkill (only first two levels, third level decreases Authority!), PoliticsSkill, RabbleRouser, VictorVirtue, Liar (first level only, higher levels decrease Authority), DeceiverVirtue, Authoritarian, BattleScarred, Handsome, Pragmatic, Anger, Prim, Factionleader and Factionheir, BattleDread, BattleChivalry, StrategyDread, StrategyChivalry, FactionKiller, GoodDiplomacy, FathersLegacy, TourneyKnight, HorseRacer, Cultured.

    Loyalty
    Spoiler Alert, click show to read: 
    Loyalty is important for every General other than the King/Leader. The King is obviously Loyal, unless he has severe personal issues! The higher Loyalty is, the less likely a General is to rebel and the more it costs for him to be bribed. Loyalty is not as important for a Governor as Governors cannot rebel in M2:TW (and mods). They can still be bribed, though.

    More than just traits affect Loyalty. The King's Authority level is the most important influence. Other important considerations are that the more chivalrous the King, the less loyal dreadful Generals will be and vice versa. In addition, a Dread/Chivalry mismatch between the Leader and a General makes the General more likely to also get traits that decrease Loyalty. If you find yourself with a low Authority King, pay very close attention to the Dread/Chivalry relationships with your Generals and watch Loyalty like a hawk.

    Disloyal Generals can be made into Governors where they won't cause any problems. True, they can be bribed easier, but the cost of bribing a Governor + a settlement + the garrison will usually exceed even the AI's ability to pay, especially since the Money Script in TATW not only gives money to poor AI factions, it also takes money away from rich ones (no one ever seems to complain about that part ). If the Governor has some traits or ancillaries that make him easier to bribe, things can get more difficult. Still, in all my years of playing M2:TW, I can only recall having a Governor/settlement combo bribed away from me once (in the Kingdoms: Crusades campaign by the Turks).

    Also note, the easiest way to 'train' Loyalty is let a General be Governor of a settlement the AI is trying to bribe. Every time he refuses because the AI doesn't have enough money, he gains points for traits that make him more Loyal and cost more to bribe! Enemy diplomats are your friends.

    Traits that increase Loyalty:Stoic, Austere, Upright, Loyal, Fearsslave, Hatesslave, ContentGeneral, LoyaltyStarter (every General in the game should have LoyaltyStarter, but there is at least one bug with a Dale General who doesn't at the beginning of the game, otherwise this is a hidden trait you will never see but every General has it for +5 Loyalty).

    Obedience/Piety/Management(TATW/M2:TW/Crusades:Britannia):
    Spoiler Alert, click show to read: 
    Obedience is the trickiest attribute in TATW. For some factions (Northmen, Dunedain, Elves) it is impossible to train. For others (Followers of Melkor, Dwarves) it is fairly easy, though not as easy as in vanilla M2:TW. The reason is that Obedience = Piety. It has been renamed and given a different display pip, just like Management in the Crusades: Britannia campaign.

    The normal ways of training Piety were to build churches, go on Crusades/Jihads, sit around in towns or castles that had churches already built, and train priests (you could also survive denunciation attempts from Inquisitors, but that was beyond your control). In TATW 3.2 only the Dwarves and Followers of Melkor have buildings that count as churches and no one can train priests. Still Followers of Melkor and Dwarves can build 'churches' and sit around in towns that contain them (although, in the case of the Dwarves, doing so increases the chance of Governors becoming drunks, so it's a risk for them). Followers of Melkor can also join Invasions (Crusades).

    Note that if you place more than one General in a settlement, the one with the highest Obedience will be chosen by the game as the Governor.

    Low Obedience Governors will increase cultural unrest in provinces that have very high levels of your culture. High Obedience Governors will increase cultural unrest in provinces that have low levels of your culture. In neither case is the effect large enough to be a problem the vast majority of the time and you can probably safely ignore worrying about it.

    More importantly, Governor's Obedience adds to settlement income. The amount is equal to settlement income + 1% per Governor's Obedience level. A settlement making 500/turn (before admin) with a 3 Obedience Governor will make 515/turn (give or take about 1 due to how the game rounds). High Obedience Governors should be placed in high income settlements whenever possible to maximize the benefit of their Obedience.

    Supposedly the Obedience of the King/Leader increases the Admin income of all Governors in the realm by a very small amount. I've spent a lot of time with a calculator looking for this effect and the only conclusion I can come to is this: if it exists, it is way too small to worry about. If your King is a Governor, and you are playing a faction that can train Obedience, you should be training his Obedience anyway. If you are using your King as a General, you aren't missing enough from this alleged feature to let it bother you.

    Traits that increase Obedience: PublicFaith, TouchedByTheGods, ForcedReligious, CrusaderHistory, JihadHistory, AdoredByPope, ReligiousActivity, ReligionStarter (like LoyaltyStarter, every General should have this trait, but it is hidden, worth +3 Obedience)


    Chivalry/Dread (Respect/Fear):
    Spoiler Alert, click show to read: 
    First thing's first... Chivalry = Respect; Dread = Fear. I'm going to use the M2:TW terms because nothing about their basic effects has changed, their display pip hasn't changed, and because most players are likely to be familiar with the original terms. Also, Chivalry is the term used in the EDCT and keeping in mind that Dread is negative Chivalry is hard enough sometimes without changing the names around.

    I am going to discuss Chivalry and Dread together because they are the same thing. I can imagine some of you going, "What?" Yes, there actually is no such thing as 'Dread' in the game. Again, Dread is negative Chivalry. Both Chivalry and Dread are opposite ends of the same scale. If you familiarize yourself with the EDCT (highly advised) you will come to understand this better, but even new players quickly learn that you can't have both Chivalry and Dread. A General can have traits that add Chivalry and traits that add Dread, but they cancel out and he only ends up with whatever the net balance is.

    This isn't just academic, it has some bearing on the game. If you have a General/Governor who already has Chivalry, you should probably keep developing his Chivalry. If you have one that already has Dread you should probably keep developing his Dread. There is no useful benefit to having low values of either score, so you don't want competing traits cancelling each other out. Besides which, there are triggers that will make Chivalrous Generals gain loyalty reducing traits if you make them do Dreadful things, like exterminations and executions - meaning a Chivalrous General you have do Dreadful things can quickly end up with no benefit from either Chivalry or Dread and be disloyal. That's a real winner, there.

    So what does each extreme get you? Well, both Chivalry and Dread will add to Public Order in a governed settlement. Both the principle Chivalry and Dread traits tend to give Authority at higher levels.

    Chivalry of 7+ adds 0.5% population growth to governed settlements. Chivalry of 8+ adds guild points for the History Guild or Dance Guild to governed settlements of the High Elves or Silvan Elves, respectively. Chivalry for a General improves the morale of his troops in battle.

    Dread of 5+ adds guild points for Assassins' and Thieves' Guilds to a governed settlement. Dread in a General reduces the morale of enemy troops near him.

    Governors should be Chivalrous, unless you are trying to get an Assassins' or Thieves' Guild. Even then, there are many easy ways to accumulate points towards those guilds, and Chivalrous Governors don't hurt your chances. 7+ Chivalry helps Growth, but even if you don't have that much Chivalry yet you will gain Chivalry by keeping taxes on Low, which you should most of the time. So putting a Dreadful Governor into a settlement will reduce his Dread unless you keep your taxes on Normal or above - hurting your Growth.

    Generals benefit from both Chivalry and Dread; however, there's no shortage of traits and ancillaries that improve troop morale, so Dread Generals don't really give anything up by not having the morale bonus from Chivalry, while they gain the ability to make enemies rout easier, sometimes much easier. A high-Dread General defending a river crossing is impressive to watch.

    So it sounds like Generals should be Dreadful, right? Well, there are some problems. For one, building a high-Dread General requires you to do things that hurt your Reputation (you remember how important a good Reputation is from the Diplomacy section, right?). Second, Occupying settlements will give you Chivalry... and given how hard it is to grow population in TATW, you probably don't want to be Exterminating or even Sacking very often (there are exceptions for Sacking, of course, but Sacking doesn't affect Chivalry or Dread). Third, it is not uncommon for Generals to accumulate some traits which add to Law and ancillaries that add to Chivalry (there are some ancillaries that add to Dread that you can get from winning battles, but in my experience ones which add to Chivalry are more common). And, of course, "Good" Generals who fight Followers of Melkor gain Chivalry, so keeping a "Good" Dreadlord (there's an oxymoron) Dreadful can be challenging.

    Law is a Governing trait, which means that Generals who have gained Law traits and Chivalry from Occupying and Releasing prisoners and from ancillaries make very good Governors later in their career. Let the young bucks Coming of Age take over the warmongering, and let Generals who have been lucky enough to develop Law and Chivalry retire to Governing. Sounds great, right? Weellllllll...

    For most factions something like the running your own simple cursus honorum does work quite well, but remember that the Orc factions' Generals gain Dread just from fighting anyone who isn't a Follower of Melkor. Their Generals will most likely never be able to transition into good Governors, so you should plan according and develop them into the most dreadful, meanest SOBs that ever walked Middle Earth.

    (And don't let their Governors fight.)

    Finally, using Spies and Assassins and using Diplomats to Bribe can give your King/Leader SpyMaster, AssassinMaster, and StrategyDread turning a Chivalrous King into a Dreadlord very quickly... which is great if that's what you want do. If you don't want to, then it can be a rude shock.

    Traits that increase Chivalry: CounterSpy, AssassinCatcher, Loyal, Just, LenientJustice, KindRuler, JihadHistory,BattleChivalry, CaptorChivalry, RansomChivalry, StrategyChivalry, ChivalryLegacy, TourneyKnight, ReligiousActivity.

    Traits that increase Dread: Feck, Girls, Berserker, SpyMaster, AssassinMaster, Disloyal, Unjust, HarshRuler, Bloodthirsty, Anger, Genocide, PopesEnforcer, BattleDread, CaptorDread, RansomDread, StrategyDread, EasternWarlord, JaguarWarlord, DreadLegacy.

    Command:
    Spoiler Alert, click show to read: 
    I've saved the Attribute that appears first on the character information sheet for last, both because it's the simplest and most confusing. The issue arises out of how high Command levels seem to be vital to getting the best auto-calc performance, but don't seem to do much on the 3d battlefield.

    What is known is that:

    • Command gives a morale bonus for troops near the General.
    • Higher Command also increases the radius the bonus covers.

    That appears to be the end of certainty, and to be safe, you should assume that is all there is to the story. However, we don't want to be safe here...

    What is not known:

    • Whether the Command bonus radius also limits the range of the morale bonus from the General's Chivalry, or if the Chivalry bonus covers the whole army regardless. It is known that the Dread morale penalty to the enemy is limited in range, but there appears to be no consensus on the Chivalry bonus or how Command factors in, if it even does. My advice: it is known that Command itself has a morale bonus of limited range, so to get the best use out of the morale boosting effects of any general, he should be close to where the benefit is most needed.
    • Whether Command has any other benefits. In Rome: Total War higher Command for the General increased the lethality and attack speed of his troops and decreased the time they took to recover from being staggered. To the best of my knowledge, no one has ever done a detailed investigation into M2:TW to see if Command still has any of these less tangible benefits or others. In general, I find it useful to assume that things haven't changed from R:TW (it's the same engine, after all, with only minor changes) unless it is proven they have changed. Nevertheless, it is safest to plan your strategy on the basis of what you know and not what you merely suspect. So, my advice: more Command is better than less Command, even if all it does is the morale bonus and helps with auto-calc (when you need that). If there are other bonuses, great! And if not? You still want more Command.
    In conclusion, Command is good. However, unless you are needing to rely on auto-calc, it is not worth stressing yourself out about training. Even low-Command Generals will do just fine if you are commanding the army yourself (especially after reading my Tactics section, which still isn't actually written) and the simplest way to gain Command is just to win battles.

    Note, many of the traits that increase Command are conditional on fighting certain types of battles, and are usually also gained by fighting those types of battles. Your Generals will get best at what they actually do, such as ambushes or using lots of cavalry, etc.

    Traits that increase Command: GoodCommander, GoodAttacker,GoodDefender, Drink (only the first level, higher levels are very bad!),Feck (first two levels only, then no bonus or penalty), Sobriety, Disciplinarian, GoodSiegeAttacker, GoodSiegeDefender, GoodRiskyAttacker, GoodRiskyDefender, Berserker (helps when attacking, hurts when defending), StrategicSkill, TacticalSkill, MathematicsSkill, GoodInfantryGeneral, GoodCavalryGeneral, Ugly, Bloodthirsty (first two levels only), Anger, Intelligent, NaturalMilitarySkill, Factionleader and Factionheir, GoodArtilleryCommander, GoodGunpowderCommander, EasternWarlord, JaguarWarlord, TourneyKnight, HorseRacer, AcademyTrained, Palantir_Will_Strength (not reflected in tooltip in-game, but EDCT is what counts)

    The next post continues with the actual nuts and bolts of Character Development. This was originally intended to be one post... actually half of one post... but I eventually ran up against the character limit. I've tried to be as concise as I could, and simply underestimated how much there was to write. Read on, and consider the next post as a continuation of this one. I sincerely apologize about the length!

    Last edited by Incomitatus; October 29, 2012 at 01:38 PM.
    Homo sum: humani nihil a me alienum puto. - Terence

    My M2:TW 4TPY Script, Adapted to Work With Hotseat.


    Guides and Useful Posts of Mine
    Middle Earth Strategikon (M2:TW: TATW 3.2)(WIP: ~60% Complete)
    Advice on Playing as Gondor - Part I - Part II (M2:TW: TATW 3.2)
    Dirty Secret to Killing Trolls Fast and Easy (M2:TW: TATW)
    The Basics of Naval Engagements Part I - Part II (EMPIRE: DMUC)
    Roman Army Composition and Use (RTW: RTR Platinum)

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    Default Re: [WIP] Strategy Guide: Economics, Character Development, Tactics, General Strategic Planning

    PART III: Character Development (cont.)

    Getting the Most Out of Your Generals and Family Members


    ---THIS is where we start actually talking about real character development, finally!---

    Now that we have covered the Attributes, it's time to discuss traits as they apply to character development. We've done that a bit before this, with examples and tips, but here it will be brought together. We will start with the best traits for Generals and how to get them as training Generals is simpler than Governors.

    ---This still isn't a replacement for this or this or the EDCT itself.---

    I am the very picture of a modern major general...



    The first thing to realise is that there are many useful traits (and ancillaries) for Generals, but they fall into three broad categories:

    Traits that improve Command:

    The long version:
    Spoiler Alert, click show to read: 
    All traits that improve Command are already listed under the Command Attribute section. So rather than do that again, let's talk about the best and the worst of them.

    The traits you don't want even though they can improve Command are Drink, Feck, and Bloodthirsty.
    Spoiler Alert, click show to read: 
    Drink will destroy your General's ability to be a General or a Governor. It is also the most common negative trait for all Generals and Governors and is very nasty. It self-advances from the first level until your General is comatose: -5 Command, -5 Authority, -10% Tax Collection at the highest level. A Governor can make up for that penalty if he's really great at everything else. A General can, too, if he's a naturally great commander, but that's a serious penalty.
    You can get Drink by:
    Spoiler Alert, click show to read: 


    • Sitting around in towns with brothels+. Don't have these buildings in governed settlements unless the Governor (and any visiting Generals) has Sobriety (and Prim, Upright, and Honest - Drink isn't the only nasty thing brothels/inns/taverns/etc can give a General).
    • A Pleasure Palace gives another chance (but not for Elves)
    • Sitting around in any town with full movement points can also give you Drink (and other nasty things) but it's rare to get it that way (double roll, 10% chance followed by 1% - so roughly figure you have a 1% chance every ten turns, on average over time). (But not for Elves).
    • Sitting around a town with the Dwarven cultural buildings (only build them in territories you have to convert, once converted, tear them down!)
    • Sitting around on a ship: always land your armies at the end of every turn if there's a General on board and reload them next turn if you have to. Drink isn't the only nasty trait you can get on-board ships.
    • Getting married: A general who already has Drink has a good chance of having his level reduced or even gaining Sobriety when he gets married. A General who doesn't have any Drink yet has a small chance of gaining it.
    • Having a kid: same as marriage.
    • It can be inherited if the father is a drunk, but growing up with Sobriety is much more likely.
    • Every character Coming of Age has a chance to have Drink.
    • Isengard, Orcs of the Misty Mountains, Orcs of Gundabad, and the Dwarves are extra likely to have Drink when their Generals Come of Age.
    • Suffering an assassination attempt.
    • As mentioned before, it's self-perpetuating, if your General Drinks a little today, he'll Drink a lot eventually. Unless he gets married or has a kid.

    The chances that happen per turn can stack. For a General sitting around in a Dwarven town with a Pleasure Palace and cultural building who already has some Drink and who survives an assassination attempt, he has 5 chances with varying odds of advancing the trait.

    Elves are obviously much less likely to get the trait or advance it, but it can happen.

    Once a character gets the 5th Level of Drink - Alcoholic, he can never be less than Alcoholic. A character with Sobriety has no such protection, he can fall into drunkenness over time.

    The best way to avoid Drink for your Generals is to keep them outside of the settlements, on the move, and off ships.
    Feck is actually okay for Dread Generals. The problem is that it makes Generals completely unfit to be Governors. It gives Dread and increase troop morale, but at the higher levels lowers Loyalty (-2), Obedience (-6), and Authority (-2) and the Command bonus disappears after Level 2. Troop morale is rarely a problem, so the penalties outweigh the benefits at the higher levels, but it's not the worst thing for a General to get, as long as you never intend him to govern anything.
    You get Feck by:
    Spoiler Alert, click show to read: 


    • Standing around outside a settlement without moving (but not Elves).
    • Coming of Age with a Prim father.
    • Coming of Age and being from Isengard, Mordor, Orcs of the Misty Mountains, or Orcs of Gundabad.
    • Possessing the One Ring.

    Feck is self-perpetuating and can't be lost once a General has the second level - Foul Mouthed. Elves are much less likely to get this trait, but it can happen.

    Avoid Feck by not standing around outside of town with full movement points. If you do get it, you might be able to get rid of it by getting married, sitting around in a settlement with a cultural spread building (Followers of Melkor only) or sitting around in a settlement with a City Hall or better. Move quick though, once it gets to the second level you can't get rid of it.
    Bloodthirsty reduces Command (-1), Chivalry (-3), and troop morale (-3) at its highest level. You don't want it. Even a Dread General who is good enough to afford the -1 Command doesn't want it because of the morale penalty. Orc Generals especially don't want it because of the morale penalty, though you'd think it'd be natural for them. Wait, it is natural for them: they have a small chance of getting it every time they fight a battle.
    Try to avoid Bloodthirsty by not Exterminating settlements, if you're "Good" don't fight other "Good" factions, and just pray that no one Comes of Age with it. If you are an Orc Faction, you'll probably have to live with it in your Generals, even though it's really bad news for you. You can also avoid Bloodthirsty if your General is Sane, but Sane is a hidden trait - there is no way to see if you have it. You'll mostly get Sane from doing normal things - getting married, having kids (Governors get it from doing normal Governor things, as well) - so there's no point trying to train it, especially since you can't tell if you've succeeded.
    The best traits to improve Command are gained so easily there's not much to say about them. Just fight battles. Heroic Victories will help you gain them faster, but victories will slowly increase your Command both in general and for specific situations.

    Meanwhile, MathematicsSkill, StrategicSkill, Intelligent, and TacticalSkill are all great traits. All can be trained by Northmen factions:
    Spoiler Alert, click show to read: 
    build the culture spread buildings and then sit around in settlements that contain them. You can only get Intelligent if the General is the Governor when the building is completed, but the others can be gained by sitting around. Sitting around in a castle is less likely to give bad traits than sitting around in a town/city, so have your Generals stay in Castles with cultural buildings when not on campaign. Having cultural buildings built in your faction also makes it more likely that characters Coming of Age will have these traits.

    Other factions just have to rely on the luck of the birth/adoption lottery, other than TacticalSkill. You can train TacticalSkill by springing successful ambushes or winning difficult battles with Heroic Victories. It's worth aiming for because all of these traits also prevent other bad ones, like being Ignorant.

    The short version:
    To get the best chance of high Command Generals without bad traits keep them out of towns/cities, off ships, moving, and fighting. Don't Exterminate, don't fight other "Good" factions if you are "Good", and if you are lucky enough to be Northmannish have your Generals hang out in castles with culture spread buildings when they have some free time.

    Traits that improve movement distance:
    Spoiler Alert, click show to read: 
    If you own the Shire and give them Autonomy, your Generals will periodically receive a movement bonus trait, but for the purposes of this guide, I am going to focus on the more 'normal' traits. Other than the HobbitSupplies (level name, not trait), there are only four traits that add to movement: Disciplinarian, Energetic, LogisticalSkill, and HorseRacer. A General with the maximum level of each of these traits, gets +75% to movement. Add in an ancillary or two that increase movement and you can double an army's range. The benefits are obvious, not least it lets you move siege equipment at a decent pace!

    So much for the good news. The bad news is that it is far from easy to max out all four traits:

    • Only Harad can build the Racing Track which is required for the HorseRacer trait (sit around in a settlement that has one).
    • Energetic has to be acquired at birth, though it can be trained to higher levels by moving around a lot. It is also self-perpetuating.
    • Disciplinarian doesn't have to be acquired at birth, but training from scratch is hard and dangerous: be Governor of a settlement that Riots or Rebels - which can get your Governor killed!
    • LogisticalSkill can be easily trained, though it takes a long time: keep your General moving. Every turn he ends outside of a settlement with less than 5% of his movement points remaining, he gets a 5% chance of gaining a point. He needs 4 points to gain the highest level. The good news is that if he is lucky enough to also be Energetic, it trains up the same way, so he can work on both at once. NOTE: he needs less than 5% of his movement points left - an army with infantry or artillery in will run out of movement points before the General does. So keep your General moving by himself - such as going watchtower building.

    Traits that improve troop morale:
    Spoiler Alert, click show to read: 

    Way too many to discuss all. Some have already been mentioned: LogisticalSkill is particularly useful and Feck can be in limited circumstances. Any trait that adds Chivalry obviously helps troop morale. Dread Generals will have a tendency to become Berserkers which makes the troops happy. Generals who personally fight a lot have a chance of becoming Brave which inspires the men.

    Worrying about morale is never really a problem for Chivalrous Generals: it's a Dread General issue. However, it's not usually worth worrying about training. Just keep an eye on your General's traits to make sure he hasn't somehow collected a bunch of penalties.


    Then there are the ways to increase Chivalry or Dread. Remember, "Evil" factions will tend to Dread Generals in TATW and "Good" factions will tend toward Chivalrous Generals provided they aren't fighting other "Good" factions or Rebels. TATW 3.2 has both BattleDread and BattleChivalry locked down such that the only ways to gain them are the ways outlined back when we were looking at the ways TATW is different from M2:TW. So for easily training Dread or Chivalry when not fulfilling those conditions, you'll need to rely on the other easy ways: how you treat prisoners and captured settlements.

    You can also use the list of traits that influence Chivalry or Dread listed when we examined Chivarly/Dread and look up the more incidental ones at the Royal Military Academy or in your EDCT to see which ones would be easy for you to train and which aren't worth it.

    There are far too many good Ancillaries for Generals to talk about all of them. Some add movement points, some add command, some add hitpoints, some add Chivalry, some add Dread, etc. Many are gained by winning battles and some are gained by Governors of settlements. The latter kind you will need to transfer to your General.

    The best, in my opinion, are the armours. You can gain armours by winning battles (and shields, too). Each faction has their own type of armour that you can gain by winning a battle against that faction. Some are better than others. Many are worth +1 Hitpoints; some are worth two or three. If you win a Crushing Victory against the Dwarves you can gain Mithril armour: +4 Hitpoints.

    There are two other types of armours: Custom Armour (+3 Hitpoints) and Ornate Armour (+1 Hitpoint, +1 Authority). Gain the former by having 4+ Command and completing an Armourer+; gain the latter by having less than 4 Command and doing the same. You can also get Custom Armour by having 4+ Command and sitting around in a settlement with an Armourer+. If your Heir takes over as Faction Leader and has low Command, he has a good chance of gaining Ornate Armour.

    The armours are a great way to improve your infantry Generals. So go get them!

    The final thought I'll leave you with before we move on to Governors is this: even a General with a less than ideal trait can sometimes be perfect for some use or another. Consider a Dread General with Feck and BadDisciplinarian both maxed: he can't move very far, but he has a lot of Dread and +7 troop morale. Sounds like the perfect general to plant on a river crossing you have to defend! With that much extra morale and the Dread from the General a half-stack of mediocre troops can crush about anything at a crossing. Not only that, but a General who doesn't have Feck and BadDisciplinarian who is put at a river crossing and left there for a while is very likely to develop those traits.



    "The Lack of Money is the Root of All Evil." -Mark Twain
    "So get a good Governor already!"-Incomitatus



    In vanilla M2:TW it was acceptable to develop Generals and ignore Governors because Generals will get better by just doing what they are going to be doing anyway: fighting. Governors, on the other hand, can govern for a long time and barely improve if you don't take care to do things right. Even then, it takes many turns to train a Governor to his full potential: easily 50-60 turns if you are lucky. From Coming of Age to a likely death in M2:TW was only 88ish turns: not much time to enjoy the fruits of your effort.

    In TATW 3.2 starting Governors under the age of 50 will live the entire game (as long as they aren't killed in combat or assassinated). Once fully developed a starting Governor has over 300 potential turns to benefit you. You aren't likely to win in 90 turns so you will be able to benefit more than a M2:TW player from developing your Governors.

    Just like Generals are divisible into Dread and Chivalry Generals, Governors also come in more than one flavour: there are Farmers, and Miners, and Lawgivers, and Tax Collectors, and Trade Barons, and Architects, and the ones I'll call Rabbit Breeders. These are the good and useful types; there are bad types too, but there's no need to talk about those Corrupt Deranged Unjust Gamblers.

    Unlike Generals most of the different types of Governors are not mutually exclusive. A Governor is more than capable of being a Farming, Mining, Trading, Lawgiving, Tax Collector and when possible such combinations should be a goal for their development. Therefore, these types can all be lumped together as the Financial Governors.

    Building a good Rabbit Breeder, however, can involve developing traits that make them unsuited to generating revenue. These men are for growing settlements, not making money. Growing settlements does make money in the long run, but once the settlement is the size you need, these Governors should move on and a good Financial Governor should move in.

    Now let's take a closer look at the Financial Governor types, bearing in mind that combinations are possible (and essential):

    Farmers:
    Spoiler Alert, click show to read: 
    GoodFarmer is the relevant trait here. Three levels require 3/6/12 points, respectively. Sometimes characters are born with a level or two, but the only way to train the trait is to be the Governor of a settlement when a farm is completed. This gives 2 points, 100% chance. Pretty straightforward, right?

    Here's the complicated parts: TATW 3.2 has the same Base Farming Level for every province in the game. The GoodFarmer trait adds to Farming Level (farms also add to Farming Level and to population growth, GoodFarmer and Farming Level bonuses from ancillaries do not add to growth, only income). Each Farming Level adds a linear bonus to income (ie. level one adds x bonus, level 3 adds 3x bonus). The monetary size of this bonus can vary based on a region's Base Farming Level, but since TATW 3.2 has a standardized Base Farming Level, there is no variation from one settlement to another in the size of the bonus. Each Farming Level is worth (roughly) 60/turn in income in every settlement. I say 'roughly' because it varies per turn; it does not vary by anything else.

    The three levels of GoodFarmer add 60/120/180 per turn to income, respectively. Gaining the third level is as hard as gaining the second level (harder than that, even, since you're probably out of 'cheap' farms to build at this point) for only a 50% increase in the income bonus. Therefore it is more efficient to train up two Farmers at level two than to train one at level three. The same number of farms have to be built, but you get 60/turn more income out of them. So your Farmers should stop working at becoming better when they become Rural Experts and let some other Governor get the points.

    There's really no reason why every Financial Governor in the early-mid game shouldn't be a Rural Expert. Late game it can theoretically be hard to find farms to build, but in practice it's still usually possible.

    (Remember, if the game worked the way CA intended it to, there would be a chance per turn to gain points in GoodFarmer just by sitting around in a settlement with big enough farms, but they never implemented the trigger. I've fixed their oversight in my installation, but if you haven't, then follow the advice above. Even if you follow my example, though, I would recommend stopping training at Rural Expert and just let the chance/turn in places with big farms handle the rest in most cases. )

    Ancillaries:

    • Sitting around in a settlement with level 2 farms or better provides the Overseer who adds +1 Farming (60/turn income) among other bonuses.
    • For Gondor, sitting around in settlements with culture spread buildings or alchemy labs provides the Brilliant Inventor who adds +1 Farming among other bonuses.
    • For "Good" factions, sitting around in a settlement with level 2 farms or better provides the Elven Friend who provides +1 Farming.
    • For "Evil" factions, winning a battle with a General who has 4 or more Authority gives a chance at the Snaga Slave who provides +1 Farming.

    All of the above except the Elven Friend are transferable.

    Miners:
    Spoiler Alert, click show to read: 
    These guys are moneymakers. The relevant trait is GoodMiner, three levels: 1/3/5 points to gain them. Build a mine, get a point. Sometimes characters are born with one or even two levels. Each level adds a 10% bonus to mining income.

    +30% to an Iron mine isn't that impressive. +30% to a Gold or, in Moria, a Mithril mine... that's different. It can be almost 1000/turn different in Moria! Also realise that the more icons for a resource are in a region, the more of that resource is there: iron isn't worth much, but if you have three instances of it like the Dwarves do in the Iron Hills...
    Spoiler Alert, click show to read: 
    A Mine Complex in the Iron Hills makes 1155/turn and a Geologist (level 3 GoodMiner) there would pull in an extra 346/turn. Granted, you have to get the Castle up to a Fortress, but it can be done eventually - less than 150 turns with a good Rabbit Breeder and if he's also a Mining Expert he can bring in an extra 165/turn in the meantime.

    However, you should only be trying this if you aren't going to take Moria: you'll probably only be able to get one full Geologist trained, and he should go to Moria if you own it, otherwise you are throwing money away!
    Training Miners takes more planning than Farmers. Regions that can have mines are fairly rare and mines, like farms, can't be destroyed and built again. A Governor has to build one mine to get the first level of GoodMiner, three mines for the second level, and five mines for the third level. There's no difference in efficiency, then, between training a 1st level up to a 2nd level or a 2nd level up to 3rd level.

    There can be an efficiency difference between training a 1st level up to 2nd level or getting two more 1st levels if you have enough mines for all of them to govern and they are of equal valued resources: 3 Miners getting +10% each vs 1 Miner getting +20%.

    If you have mining regions with different resources, say one gold mine and two regions with iron mines, then you probably want to get the Miner who will govern the gold mine up to the highest level you can and then get the iron Miners each to level 1, if possible.

    What should be becoming obvious is that your Miner strategy should be planned in full, on the very first turn. Figure out what mining resources you have, which ones you are likely to seize in a reasonable time, and then pick the characters that are going to govern those regions and get started with their training. If you are lucky enough to later have a character Come of Age with GoodMiner, consider it a bonus (if he has the second level, it is acceptable to jump around a bit and celebrate ).

    This is complicated, so let's have an example of planning:
    Spoiler Alert, click show to read: 
    Gondor has two provinces with mining, both are iron. Gondor can only build two levels of mines and neither province has any mines built at the start of the game. None of the regions Gondor is likely to take quickly have mining resources in them* and so Gondor only has the ability to train 4 points in GoodMiner. That's enough for one Mining Expert (level 2) and one Governor with Mining Knowledge (level 1). But who?

    I like to keep Denethor in Minas Tirith, for Lore reasons and because despite his flaws he can be a decent Financial Governor. Most of his flaws lead to reductions in Law (unimportant in the Capitol) or increases in Unrest (which makes it easier to get him the GoodTaxman trait, more on that later). Minas Tirith has mines. Clearly he should get trained. But should he be trained to level one or level two?

    Dol Amroth has the other iron mining resource. Imrahil, who starts there, can be a great Financial Governor, but his Bodyguard of full-strength auto-replenishing Swan Knights is phenomenally useful on the battlefied, and he can be a great General, as well (the +4 hit points he starts with help a lot). So ideally, Imrahil goes to the front against Harad and someone else is brought in to govern Dol Amroth (and it should have a Governor: mines, good trade, coastal province, good population level). Naerion or Angbor are the best choices but none of Gondor's starting Generals are really good or bad choices.

    It is best if Denethor stays in Minas Tirith, so we don't want to have him build two mines and travel to Dol Amroth to get his third point. Therefore, the Governor of Dol Amroth should be the one who gets the second level of GoodMiner. Whomever you chose should travel right away to Minas Tirith which should build a mine as the second buiding - the first should be the Grain Exchange so neither Denethor or your Dol Amroth Governor becomes a BadTrader. Denethor should go do something else just before the mine completes (maybe hop over to W. Osgiliath and get a point in GoodFarmer from a farm being completed, for instance). Then build the second level mine in Minas Tirith so Denethor can get the first level (or hold off on that awhile and build the next level of Barracks, because there is a war on) while the Governor you've chosen for Dol Amroth goes to his new home and builds both mine levels, getting his second level in GoodMiner.

    As soon as all four mine levels are built, you will be getting an extra 81/turn income from the traits and 631/turn total. "That's all!?" you say? Well, they are only iron mines, but you're going to be building them anyway, right? So you might as well get as much extra as you can. The mines (with the Miner Governors) pay for themselves in about 25 turns, which is a decent RoI in TATW's economy.

    (*Rhun has good mining provinces and so do Mordor and Harad, but unless you are planning a full-on rush on them, you aren't likely to capture them before their mining potential is fully built. You could choose to help Rohan defeat Isengard right away and take and keep Isengard, which has two Iron mines or you could plan on doing something really off-the-wall like rushing up and taking Moria. Good luck, but this example is not for you )
    The only times it makes sense to train a Miner all the way to being a Geologist are when:

    • You own Moria.
    • You will own Moria.
    • You are the Dwarves (either you own the Iron Hills or you will own Moria )
    Otherwise it's just not worth it and/or not possible.

    (GoodMiner like GoodFarmer is another of the traits that CA failed to implement as they intended, then never fixed. If you 'fix' this problem by letting Governors have a chance to get points in GoodMiner just from governing settlements with Mines, you should probably not bother to train Governors to the third level, ever. But since there are only limited circumstances where you'd be doing that anyway, it won't normally change your planning.)

    Ancillaries:

    • Sitting around in a settlement with the second level of farms or better provides the Overseer. As well as helping Farming, he also gives +1% to Mining income. Try not to be too excited.
    • Playing Gondor and sitting around in a settlement with the culture spread buildings provides the Brilliant Inventor - +20% Mining. You don't feel so bad about building those iron mines now, do you?
    • Playing Gondor, FPoE, Arnor, Rohan, or Dale and sitting around with Mines+ provides a Dwarven Friend - +1% Mining (given how the tooltip is written, it seems to me that whoever made this ancillary didn't realise how the 'mining' effect works and this is probably meant to be a +10% bonus, but it isn't).
    • Playing Dwarves and sitting around in a settlement with mines+ provides a Mattock of the Iron Hills - +1% Mining (this seems to me like it is supposed to be +10%, but it isn't).
    • Playing High Elves or Silvan Elves and sitting around in Eregion/Ost-in-Edhil provides a Ringsmith Hollin - +1% Mining (also seems like it meant to be +10%, but isn't, not to mention the missing 'of' in the name).
    • Sitting around in Moria provides the Book of Marzabul, if no one else has it - +15% Mining.

    Every Ancillary listed above is transferable, except the Dwarven Friend.

    Trade Barons:
    Spoiler Alert, click show to read: 
    Two things should be mentioned here: first, Trade is hard to make lucrative until later in the game, so there is no hurry to train Trade Barons; second, this lack of hurry is good, because it takes a long time to train an impressive Trade Baron: you will probably only ever have one or two examples.

    The first thing you need to decide is whether you want to bother making a truly epic Trade Baron. If you say, "Of course I do!" then you can skip the spoiler and read on. If you'd like to read a discussion of the drawbacks and challenges and then think about it properly... click the spoiler:
    Spoiler Alert, click show to read: 
    First, Trade income bonuses are percentage-based, so if you don't posses a great trading region then the hassle and financial sacrifices to make a great Trade Baron are probably not worth it. In that case you can just pick up a few bonuses to trade here and there on your other Governors and call it good enough.

    Then again, you are going to go conquering eventually so you will probably own a great trading settlement eventually. Being prepared for that day by having a Trade Baron waiting in the wings is useful. Then again, by the time you go on the warpath you will already have a great economy from other means and will have money coming in from conquest and can probably live just fine without a Trade Baron.

    Second, many of the triggers for the traits that give Trade bonuses rely on being Governor when a particular building completes. No surprise there, right? The problem is that many of the buildings in question also provide chances at points toward the GoodBuilder trait, which is what your Architects want. This puts training a Trade Baron and training an Architect at odds. Oh, and if you are trying to train a Rabbit Breeder, they need the GoodBuilder trait, too.
    "Okay, why not multitask and train an Architect/Trade Baron?" you may ask. Well, a Trade Baron has to sit in a great trading settlement to get his full benefit... and you want his full benefit because of the cost and time involved in creating him. An Architect needs to be constantly on the move to get his full benefit... and you want his full benefit because it is a massive benefit.

    "What about a Trade Baron/Rabbit Breeder then?" This is a little better, but your Trade Baron should generally be in a city while your Rabbit Breeder(s) should be in the settlements you really need to grow, which are usually (but not always) towns and castles. The Rabbit Breeder also has trouble collecting many Law bonuses, so they only really work in Trading cities near the capitol.
    In conclusion, training and having a full-fleged Trade Baron can be profitable and fun, but it's entirely reasonable to decide that it's not worth the expense, hassle, and opportunity cost (since it hampers training other types). You should still read how to do it, because it's easier to build minor versions, and they are worthwhile, too.
    You want to proceed? Very well. First, it isn't necessary to pick a Trade Baron from your starting characters. There's no reason you can't, of course, but since Trade isn't normally that great an investment until later in the game, you aren't going to be doing the things you need to train properly for some time. Also, there's a fairly good chance that you'll be able to Adopt or Marry-In someone who already has some of the traits you want. Characters Coming of Age will also have one or two of the traits with some regularity.

    You can afford to be patient... unless your best Trading city also has Mines. I know this is the case with Dwarves (Erebor, Moria if you take it), Gondor (Dol Amroth is actually second-best on Trade, but you want its Governor to be a decent Trade Baron so he can go govern Umbar when you capture it), and Harad (Umbar). In that case you know who your best candidate for being a Trade Baron has to be from the first turn - it's your Miner.

    Unlike GoodFarmer or GoodMiner, Trade bonuses come from more than one trait. There are SIX traits that can increase Trade. If you are lucky enough to max them all you get +85% Trading! There are Ancillaries, too, so a fully developed Trade Baron can double trade income. By the mid-game, there are a handful of cities where that could amount to over 1,000 bonus income per turn; by the late-game you may be able to double or triple that bonus. You're starting to rethink all those disadvantages we went over now, aren't you?

    Don't get too excited. Some of the traits have serious drawbacks, either in their effects or what you have to do to get them. Some are hard to get. Some are almost impossible for some factions. A cumulative +50% Trading should be your expectation of maximum development and if you happen to be able to do better, count yourself lucky. Let's look now at the traits. Since there's so many of them, they'll be spoiler-ed. I'm also going to go into a fair bit more detail here, because building a Trade Baron is a major decision that can have a significant impact on a campaign and you should fully understand what you are getting into:
    Intelligent:
    Spoiler Alert, click show to read: 
    Three levels at 1/2/4 points. Maxed out it provides: +10% Trading, +10% Tax Collection, +3 Command.The tooltip description for the second level is humorously messed up, but the effects are what they should be.

    Unfortunately most factions' Governors can only get this trait if they are born with it. Silvan Elves have the best chances. Governors who marry into the faction or who are adopted have a chance for it as well. For these factions there is no way to train the trait. If a character has the first level, he will always have just the first level, etc.

    There are three factions that can train this trait: Rohan, Dale, Eriador (but not Arnor, so train it before restoring). Being the Governor in a settlement when their cultural buildings (Standing Stones, Tomb, Hero's Shrine) are completed gives a 33% chance to gain a point. As if that's not unfair enough (to everyone else), as long as these factions have some of these buildings built, they are much more like to have characters Come of Age with this trait and with higher levels of it.

    There is a catch: only a maximum of two points can be gained by building the first two levels of the building line. Governors have to build the Hero's Shrine to get only a 33% chance at points #3 and #4.

    In other words, it's really expensive and time consuming to train a Governor up to being a Genius. The statistical average requirement to train someone with no points up to being a Genius requires building five Standing Stones, one Tomb, and then six Hero's Shrines. I'm not going to bother tallying that up because it's obviously not even remotely close to being worth it. Ever.

    However, if you do have a Governor who is more Intelligent than the other ladies at court (reference to the messed up tooltip ) and you are going to build some Hero's Shrines and they aren't too far away from where he is, and you're trying to build a Trade Baron, then you should definitely have him be there when they are completed and hope you get lucky.

    Mostly, though, just try to train your Governors up to the second level (Intelligent) and be happy with the +5% Trade, +5% Tax Collection, +2 Command it gives. Remember, the tooltip for Intelligent is messed up, but the level does work like it should.
    MathematicsSkill:
    Spoiler Alert, click show to read: 
    Three levels at 1/2/4. Maxed out it provides +15% Trading, +30 Build Points for sieges, +2 Siege Attack.

    Like Intelligent, most factions can only get this from birth. Dwarves, Eriador, and Harad have the best chances. For those factions that can only get this from birth, there is no way to train it. A Governor with the first level will always have the first level, etc.

    There are three factions that can train this trait. Unsurprisingly, they are Rohan, Dale, and Eriador (but only before restoring Arnor). Just like with Intelligent they are also more likely to have characters Come of Age with this trait if they have the cultural buildings built.

    Unlike Intelligent, MathematicsSkill is not trained by building the cultural buildings, but rather by just sitting around in settlements that contain them! Since your Trading city will almost certainly have at least Standing Stones, this makes MathematicsSkill easy to train. Actually, that's not even training, as you don't have to do anything or sacrifice anything. Just give thanks to Iluvatar that you're playing a Northmen faction and work on the other traits.

    Everyone else, it's okay to secretly hate the Northmen.

    Epicurean:
    Spoiler Alert, click show to read: 
    Three levels at 1/2/4. Maxed out it provides +10% Trading, -30% Cost to Bribe.

    Despite what it looks like, there's really no downside to Epicurean for the Governor of a Trading city. Remember the discussion on Loyalty? To bribe a Governor who is in his settlement, one also has to pay for the settlement and the garrison. The free upkeep slots should all be full, and the city should be, well, a city. As long as he doesn't have several other traits or ancillaries that reduce the Cost to Bribe, this trait is fairly safe.

    Characters can be born with this trait, especially if their father was also an Epicurean.

    Elves can get this trait from sitting around in settlements with their cultural buildings (Artist Studio, Artist Gallery, Great Artist Gallery). They are much more likely to develop it in settlements with an Artist Gallery or better.

    Anyone can gain Epicurean by sitting around in settlements containing Theatres+, Public Baths, Pleasure Palaces, or Merchants' Quarters. You should never have a Pleasure Palace in a governed settlement - it gives way too many bad traits. Not every faction can build Theatres+ or Public Baths, but if you capture a settlement that has these structures in it, you can benefit from the Epicurean triggers related to them.

    The bad news is that the buildings that trigger Epicurean, other than the Elves' cultural buildings, will also give your Governor ExpensiveTastes which makes buildings cost more and when maxed out gives -30% Tax Collection. BUT it also gives -2 Squalor which helps offset Miserly if you have it (which we'll talk about next) and it is possible to make up for a 30% reduction in taxes and actually still come out ahead on them. Don't forget either that the -2 Squalor will help Growth, which increases Tax and Trade Income over time.

    Elves can obviously start triggering Epicurean very early in the game, as they can (and should) build Artist Studios in towns. Others have to wait until a Large City for the Theatre (Gondor, Arnor, Northmen factions) or Huge City for the Public Baths (Harad) or Merchants' Quarter (Dwarves, Rhun).

    Orcs of the Misty Mountains, Orcs of Gundabad, Mordor, and Isengard are stuck with building the Pleasure Palace in a Huge City, which means they should really go find someone else who has built one of the other buildings and go take it.

    Miserly:
    Spoiler Alert, click show to read: 
    Three levels at 1/2/4. Maxed out it provides +5% Trading, +10% Tax Collection, +3 Squalor.

    Miserly is a judgement call. On the one hand, Squalor is evil. Growth is so slow in TATW 3.2 that purposefully slowing it down feels very wrong. Slower growth also hurts Trade and it hurts Tax Income over time as both are population-dependant. So Miserly isn't worth trying to get, right?

    Well, not exactly.

    • For one thing there is a very good chance that training up your Trade Baron will eventually give him the second level of GoodBuilder which comes with -1 Squalor.
    • Second, for those factions that can build it, the Theatre gives +0.5% to growth at the Large City level.
    • Each faction also has buildings now that improve growth, albeit sometimes in restricted terrain, that are maxed out at the City level for +1.5% Growth.
    • Farms can also be maxed out in the City.
    • Elves can also safely build the higher Brothel/Inn/Tavern/etc buildings which begin providing Growth bonuses with the Tavern (other factions get too many bad traits from them). They're not entirely immune to problems from these buildings, but they are much less likely to suffer them.
    • It is also true that most of the worst problems with Growth occur in castles and towns. Once the population gets large enough to be a City, things tend to move along at a better pace.
    • Finally, your Trade Baron is almost certainly going to acquire and eventually max out ExpensiveTastes which isn't really a good trait, but it does give -2 Squalor.

    So, in short, losing 1.5% Growth to Squalor doesn't hurt that much, provided the settlement is at least a City. This is reinforced by the fact that we're talking about putting an epic Trade Baron in a great Trading city here. Trade is going to be the principle source of income in this one settlement, and while Trade is influenced by the population of the Trading city, it is much more influenced by the populations of the places it is trading with. So a little slowdown in Growth in the Trading city itself isn't that big a deal.

    There's (always) a catch. Training the Miserly trait is challenging. Other than being born with it, there are only two ways to get it:

    • Your Governor has a 20% chance of gaining a point every turn he is under siege. Your Great Trading Citytm probably shouldn't be under siege. This means that to train this trait this way you have to have your would-be Trade Baron spend some time on the front, in a tempting target for being besieged. It can be done, but it is a hassle. It's still much better than option #2.
    • Your Governor has a 4% chance of gaining a point in Miserly every turn that ends with your Treasury being in the negative. He also gets a 4% chance of gaining a point in Cheapskate and a 3% chance to gain a point in Stoic. This is a disaster. Cheapskate is self-perpetuating and when maxed out also gives +2 to Squalor and prevents you from getting ExpensiveTastes - a bad trait, but useful compliment to Miserly with good planning. Stoic prevents you from gaining Epicurean. Like I said, a disaster. But wait, it gets worse: you don't get to pick which Generals and Governors have these odds when the Treasury is in the red: every General/Governor in your faction has to face these odds, every turn you are in the red. DON'T RUN OUT OF MONEY!

    Basically, Miserly can be useful to have, but it's hard to get. The bonus to Trade is okay, the bonus to TaxCollection can be part of countering ExpensiveTastes (which itself helps counter the Squalor from Miserly). An argument can be made that goes like this: other than for the Elves, acquiring Epicurean means also acquiring ExpensiveTastes and Miserly really helps offset the costs of that trait. If you get all three, your Governor will have +15% Trading, -20% Tax Collection, +1 Squalor, and +15% Construction Cost. The alternative (ie. without Miserly) is +10% Trading, -30% Tax Collection, -2 Squalor, and +15% Construction Cost. Is the trouble of acquiring Miserly worth the difference? Remember that Squalor isn't as big an issue in the size of settlements we're talking about, so we're mostly talking about the difference in Trade and Tax Collection and we'll have an Architect to deal with the Construction Cost issue, besides which our Trade Baron is likely to have a trait and an ancillary that will offset it, too.

    In my opinion, the hassle of trying to acquire Miserly probably outweighs its usefulness, but if you end up with a General who gets the trait from being besieged it is self-perpetuating. You only need the first level to most likely eventually get it maxed out without having to undergo more sieges. So if that General doesn't have any traits that would disqualify him, consider moving him from the front and starting his education in Trade. Otherwise, skip this trait unless you really want it.

    GoodAdministrator:
    Spoiler Alert, click show to read: 
    Three levels at 1/6/12. Maxed out it provides +10 Trading, +3 Law.

    GoodAdministrator is one of the SuperTraits. Every Governor should easily acquire at least the first level. The second level is also useful and recommended. Third level can be a challenge, but for your Trade Baron and any Governor operating far from the Capitol, it is essential.

    The good news is this is an activity-based trait: Governors of every faction can get it equally easily and no buildings have to be built. Actually, most likely buildings will have to be built, but it doesn't matter which ones they are! The other good news is that it is very common for Offers of Marriage or Adoption to come in with guys who already have the second level of this trait. Every 6th offer or so should be a Skilled Bureaucrat. Don't consider a Marriage or Adoption unless the candidate has the second level of GoodAdministrator.

    The bad news is that if you have to start training someone who doesn't already have the second level, it can take quite awhile, slow Growth, and generally be a pain. There are several triggers for this trait, all are for 1 point:

    • Finish a building with taxes set to Very High and Public Order at 75 or 80 - 5%
    • Finish a building with taxes set to Very High - 7%
    • Train a unit with taxes set to Very High - 3%
    • Be Governor of a settlement for four turns or more and then End Turn with taxes set to Very High and Public Order 105 or higher - 7%

    The first and last trigger are mutually exclusive because of the different Public Order requirements, but otherwise these triggers can stack. Larger settlements can train more than one unit per turn and the trigger will check for each unit trained. So the chances of any given trigger succeeding aren't that great, but you can get several per turn. The best trigger is the first one listed as it is also the trigger for GoodTaxman.

    The only problem is that taxes have to be on Very High for every one of the triggers. Growth is curtailed while training this trait, but since taxes should be set on High or Very High whenever a building completes (to avoid bad traits) it's not so bad. Just make sure you do your unit recruitment when buildings are being completed, if you can.

    GoodTrader:
    Spoiler Alert, click show to read: 
    Three levels at 12/24/48. Maxed out it gives +30% Trading.

    Well, here it is: the core trait for a Trade Baron and one of the hardest traits to fully acquire in the game. If you don't have some substantial cash to invest in training, give up now.

    The problem is that GoodTrader is another broken trait that CA never fixed. They meant to make one of the market buildings give a chance/turn to give a point to a Governor, just like with Farms and Mines, but they never implemented it. The only existing triggers are for building trade buildings and Merchants, and Merchants aren't in TATW (the Merchant agent, not the Eriador cavalry unit). The point totals required are so high that this means a lot of building, destroying, rebuilding. If you feel that's exploiting the game, give up now and train some other type of Governor or console your conscience with the realization that it is expensive and time consuming!

    So, let's get started and list the triggers, other than being born (first level in Coming of Age characters isn't that uncommon, which helps a lot) :

    • Build any market building (Grain Exchange+) for 2 points, 100% chance.
    • Build a Port, Shipwright, or Dockyard for 3 points, 100% chance.
    • Build any type of Road for 1 point, 100% chance.
    • Build a Merchant Bank or Merchant Vault for 3 points, 100% chance.
    • Build a Merchant's Wharf, Warehouse, or Docklands for 1 point, 80% chance.
    • Rhun and Harad can build a Caravan Stop, Trading Post, or Caravanersary for 3 points, 100% chance.

    There is a crucial difference between M2:TW and TATW 3.2 that makes things easier: in M2:TW being in a settlement without a Grain Exchange when a building completed gave a point to BadTrader even if that building was a Grain Exchange, meaning tearing down and rebuilding Grain Exchanges only made 1 point per cycle; in TATW 3.2 this only happens in Large Towns or the Cities, so in a Town it is possible to get the full 2 points every time you build a Grain Exchange.

    Therefore, the fastest (and cheapest) way to train up to Master Trader (level three) is to find a Town and build a Grain Exchange there 24 times. This takes 48 turns and costs the Treasury 9440 coin (7200 for the first 12 Grain Exchanges, then you get the first level of the ActiveBuilder trait, 6840 for the last 12, but you also have destroyed 23 for 200/each which recovers 4600: (7200+6840) - 4600 = 9440). You'll get the second level of ActiveBuilder upon completing the last Grain Exchange, and you've probably gone a long ways to fully training up GoodAdministrator and possibly GoodTaxman. It costs a little less than 200/turn when all is said and done.

    All in all, training GoodTrader (and GoodAdministrator and GoodBuilder and GoodTaxman) this way is a pretty good investment. You can get up to +40% Trading, +30% Tax Collection, +3 Law, -1 Squalor, -10% Building Cost out of it, though it's possible you may not totally max out GoodAdministrator (but you'd probably be close). Of course if you want to be very efficient, figure out how many points you can gain by building the available trade infrastructure in the Trading City you are going to send your Trade Baron to and subtract that many points from what you need to train with the Grain Exchanges. This will probably only save you money if you have also trained a good Architect who can purchase all the trade infrastructure buildings for the Trade Baron. Otherwise you are going to want that second level in ActiveBuilder before ordering up those very expensive trade buildings, especially the sea trade ones.
    What can we make of all that? Well the first thing to pull out is that Northmen make the best Trade Barons since they can train both Intelligent and MathematicsSkill.

    The Elves are close behind, though, because they can train Epicurean early and without needing to expose their Governors to getting ExpensiveTastes: with the benefits of Epicurean and not losing the tax revenue that ExpensiveTastes costs, they can do just fine without Miser or building the Merchants' Quarter.

    Other factions should seriously consider if it is worth training up a full Trade Baron or if they should just try to get the first level of GoodTrader and max out GoodAdministrator and call it 'good enough' while they focus on other things.

    In the early game, building a Trade Baron is a sufficient drain on the Treasury that it can be felt. Again, waiting until the first batch of children are Coming of Age or until there are some good Marriages or Adoptions offered can make it easier. Given how long it takes to train a Trade Baron and how long it takes for populations to grow enough for Trade to really get lucrative and how much money it can cost for training, waiting 40-50 turns before starting is advisable unless you have a great candidate at the beginning or a great Trading City (Umbar, Pelargir, Dol Amroth, Erebor, Esgaroth, Dorwinion, and Mithlond are examples of prime candidates).

    Finally, we shouldn't forget Ancillaries:

    • Northmen can get the Academic Advisor for +5% Trading, +5% Tax Collection by being the Governor who completes a cultural building in a town/city with a 33% chance. Completing a Hero's Shrine gives a second 33% chance.
    • Northmen, Gondor, and Arnor Governors can get a Brilliant Fool for +5% Trading by completing construction on a Castle, Fortress, or Citadel and possessing 5+ Command with a 33% chance if the Governor doesn't already have a Foodtaster or Master of Assassins.
    • Children from Gondor, Arnor, the Northmen factions, the Elves, Dwarves, Harad, and Rhun who Come of Age without being Ignorant have a 33% chance of getting a Tutor for +1 Obedience, +5% Trading.
    • Gondor and Arnor Governors can get a Mathematician for +5 Trading, +5 Tax Collection, +1 Artillery Command by spending time in a city with a University if they don't already have a Tutor.
    • Gondor, Arnor, Northmen, Elves, Dwarves, Harad, and Rhun Governors can get a Money Counter for +5% Trading, +10% Tax Collection by staying in a city with a Fairground or better and ending the turn with over 50,000 in the Treasury. 8% chance per turn. Note: having over 50,000 in the Treasury at the end of a turn will give bad traits - don't try to get this Ancillary.
    • Gondor and Arnor Governors who stay in a town with a Town Hall+ and a School+ can pick up a Scribe for +10% Trading, +1 Authority.
    • Followers of Melkor Governors who complete any building and have 4+ Fear/Dread have a 10% chance to get a Slaver worth +15% Trading.
    • Anyone can get a Treasurer for +5% Trading, +5% Tax Collection by staying in a city with a Great Market or better.
    • Dale Governors who spend a turn in Esgaroth will get the Lord of Esgaroth for +1 Authority, +5% Trading if no one else has the title. Lord Bain starts the game with this title.
    • The King of the Silvan Elves will get the Emeralds of Girion for +5% Trading, +1 Popularity the turn after becoming King.

    Only the Emeralds of Giron are non-transferable, everything else can be moved around.

    Lawgivers
    Spoiler Alert, click show to read: 
    Every Governor should be trained in at least two traits that add to Law, but Lawgivers are special. Law reduces Corruption; Corruption is based on how far from the Capitol a settlement is. Lawgivers govern distant rich Cities. Theoretically a Lawgiver can provide a maximum of +30 Law from traits and another +7 Law from Ancillaries. In practice, it is highly unlikely that a Governor could, or should, be trained that high, but attaining +20 Law can be done. It's not terribly difficult either.

    So what can +20 Law do for you? A picture says more than 1,000 words so I started up a High Elven game and used the Console to give Cirdan traits adding up to +20 Law and...
    Spoiler Alert, click show to read: 

    Just to be clear, Cirdan isn't actually a good candidate for a Lawgiver due to his starting traits, although it is possible (and a good idea) to try to get him some Law traits. Eventually getting him to between +6 and +12 Law is not that difficult and will save you quite a lot of money.

    Corruption, you see, doesn't take a fixed amount of money. It takes a percentage of revenue. As distant cities grow wealthier, you lose more money. Investing in economic development in distant provinces is inefficient, because a percentage of the new revenue is lost each turn to Corruption. Law reduces the percentage lost to Corruption, not a fixed amount. The wealthier the settlement, the more financial benefit from Law. Law can also come from Barracks and Town Halls but we'll stay focused on the Character-based Law for now.

    Law also has a positive effect on Public Order: each level of Law adds +5% Public Order. Granted, some of the Law-giving traits also cause Unrest, so they can be neutral to Public Order, but they still reduce Corruption and therefore increase income.

    There are nine traits that add Law, so they will be spoiler-ed.

    Disciplinarian:
    Spoiler Alert, click show to read: 
    We've seen Disciplinarian before, when talking about Generals. It's a nice trait, but it only helps Law at the highest level and only gives a +1 Law bonus. It is not worth training, since it requires your Governor to be in settlement that Riots or Rebels, which can kill him. However, if you do end up with the third level of the trait, and you don't have any bad traits for Lawgiver, then it is pretty clear which course of training you want to start that General/Governor down.

    GoodAdministrator:
    Spoiler Alert, click show to read: 
    We've seen GoodAdministrator when discussing Trade Barons. As mentioned there, every Financial Governor should try to train this trait. At the highest level it gives +3 Law. Keep taxes on Very High when finishing a building or training a unit, even better if you can have the Public Order be 75 or 80. If you must, keep taxes on Very High constantly with Public Order at 105 or higher until you max out this trait - but I only recommend doing so in cities that are developed enough to still have some Growth at that tax rate.

    InspiringSpeaker:
    Spoiler Alert, click show to read: 
    Remember long ago when I said Generals tend to collect traits that add to Law? This is one of them. Three levels at 1/2/4 for +2 Law at the highest level.

    If your General is not Ignorant and wins a battle with close to even or worse odds he has a chance to gain points in this trait. He has a 75% chance per battle for the first point, and 10% per battle for further points. As long as you are a confident tactician who doesn't mind fighting 'even' battles, InspiringSpeaker is a very easy trait to train.

    Upright:
    Spoiler Alert, click show to read: 
    Three levels at 1/2/4 for +3 Loyalty, +30% Cost to Bribe, +6 Law at the third level.

    Upright is a very nice trait to have. Not only does it have direct benefits, but also makes your Governor immune or resistant to developing a lot of very nasty traits. Once a Governor has the second level he cannot ever drop below that level, either.

    The catch? Other than being born with it, many factions cannot train Upright themselves and it is not self-perpetuating. Can't train them themselves? What does that mean? Well, remember in the section about Loyalty where I said resisting Bribes gives your Governors good traits? This is one of them: 50% chance for a point in Upright with every bribery attempt resisted.

    Otherwise, the Dwarves can train this trait by building their culture buildings and the Followers of Melkor can train it by building their cultural buildings and by sitting around in settlements that contain their cultural buildings.

    Prim:
    Spoiler Alert, click show to read: 
    Three levels 1/3/5 for -1 Command, +2 Authority, +20% Cost to Bribe, -1 Squalor, +3 Unrest, +3 Law at the third level.

    The Squalor reduction and the Law are the main selling points. Because Squalor also reduces Public Order, you do get a net +5 Public Order from Prim, even with the Unrest. -1 Command is not a big problem, especially for a Governor. Prim also prevents several nasty traits such as Girls, Arse, Perverted, Lewd, and Feck. It cannot be lost after the second level and self-perpetuates. On the whole, this a trait your Governors want, especially your Lawgivers.

    Characters acquire Prim by being born with it or by getting married. Getting married is much more like to make a General/Governor Prim if he already has some of the nasty traits it counters. Note: Orcs of the Misty Mountains, Orcs of Gundabad, Mordor, and Isengard are excluded from acquiring Prim.

    Rhun and Harad can also train Prim by sitting around in settlements with their cultural buildings.

    HarshRuler:
    Spoiler Alert, click show to read: 
    Three levels at 1/3/6 provides +3 Dread/Fear, +2 Squalor, +3 Law at the third level.

    HarshRuler is another mixed bag. The +2 Squalor and +3 Dread aren't good news for Governors as both inhibit Growth: the Squalor directly and the Dread by reducing Chivalry. On the other hand, Lawgivers are meant to be sent to distant Cities and as we've talked about before, Cities usually have less problems with Growth than Castles or the Towns.

    There are three ways to get HarshRuler: children can Come of Age with it, Generals/Governors can get it when you Adopt someone else into their family, and you can train it.

    First, a word about Adoptions: they are often bad news because they can give a bunch of bad traits to the Generals/Governors who are forced to accept a new brother. HarshRuler is far from the worst of the potential consequences, but even this trait, while useful for Lawgivers, can really ruin a Rabbit Breeder you are trying to build and can hinder other types from being as efficient as they can. Think long and hard, and study the would-be brothers, before accepting an Adoption.

    Warning given, how can one train HarshRuler? If a Governor has been in a settlement for 4+ turns you can set taxes to Very High, and if the Public Order is below 105, keep Ending Turn with over 10,000 in the Treasury for an 8% Chance/turn (also gives a 33% chance for StrategyDread, but that can be trained away later, if need be). It's actually rather easy to accidentally do from the mid-game on, so keep an eye on these conditions if you don't want this trait.

    HarshRuler is self-perpetuating: once you have the first level, if you aren't in a hurry, you can stop training and you'll probably get the third level eventually.

    Authoritarian:
    Spoiler Alert, click show to read: 
    Three levels at 1/3/8 for +2 Authority, +3 Unrest, +6 Law at the third level.

    Authoritarian is a great trait for every type of Governor but a Rabbit Breeder (it prevents KindRuler, which RabbitBreeders really want). It is self-perpetuating so you only need the first level to eventually grow into the third which is good because Authoritarian isn't very easy to train without exposing your Governor to danger.

    There is a 50% chance to get a point in Authoritarian if a settlement Rebels. This carries the risk that your Governor may be killed, but with the odds so good it's up to you if you want to train this way. You would also get a 20% chance for RabbleRouser and 10% chances for both HarshJustice and Disciplinarian. None of these are bad traits for a Lawgiver, though you probably want Just instead of HarshJustice in most cases. You don't want to train Authoritarian this way for other types of Governors.

    Authoritarian is also possible from a Rioting city, as are all of the other traits listed above, but at smaller chances (Disciplinarian is still 10%).
    Please note, Rioting or Rebelling settlements that have their taxes set higher than Low will give you points in BadAdministrator (50% for Rioting, 100% for Rebelling), but if you must you can train a Governor out of that with GoodAdministrator and if he is already a Superb Administrator (level 3), he is immune to BadAdministrator.
    Fortunately, there are other ways to get Authoritarian that don't carry as much risk. You can get it with a small chance from Exterminating a settlement, but you'll also pick up many unsavoury traits as well as destroying tax revenue from the settlement and crippling your Reputation. I don't recommend this approach.

    Finally, building the Town Hall line of buildings gives a 3% chance if you don't have any StrategyChivalry or StrategyDread and a 5% chance if you do have points in either. Remember that you only need the first point, if you don't mind being patient. You will probably be building a few Town Halls anyway to get other traits (and because you should just build them to have them) so this is a decent way to get Authoritarian. But if, for some reason, you are in a hurry and have a high tolerance for risk, the most efficient way is Rioting/Rebelling cities.

    The Justice Traits:
    Spoiler Alert, click show to read: 
    There are four traits (two good, two bad) that are all part of the same 'family', so we will discuss all four of them here. They are Just, HarshJustice, LenientJustice, and Unjust.

    Just and LenientJustice can not occur together nor in combination with either of the others.

    HarshJustice and Unjust can occur together.

    Unjust is the absolute worst of the lot: -3 Chivalry, +3 Unrest at the highest level, can't be lost after the second level, self-perpetuating. Your Governor can get it as a side-effect of Adoptions, from spending time in Large Towns and larger that don't have a Town Hall building, and from destroying buildings when you have over 15,000 in the Treasury. You can also get it by using the Palantiri or possessing the One Ring. It will destroy a Lawgiver or any other Governor. Don't get this trait.

    LenientJustice is only slightly better. It improves Chivalry, a little bit, but costs -3 Law at the third level. Your characters can be born with it, but otherwise the only way to get it is by Occupying a settlement when you have any StrategyChivalry - 20% chance. But aren't we supposed to Occupy settlements? Yes. So, if you can afford the time, make sure your Generals are Just or have HarshJustice before you go conquering. This isn't always possible, so go about your business and if your General picks up a level or two of LenientJustice, stop conquering with that General and immediately get him into training for the anti-traits. LenientJustice becomes permanent if it gets to the third level and it does self-perpetuate, so waste no time training it out of anyone who has it.

    Just and HarshJustice are the Chivalry and Dread versions of the same idea, respectively. The basic way of getting them is the same: build Town Hall buildings. If your Governor has StrategyChivalry he will advance Just; if he has StrategyDread he will advance HarshJustice; if he has neither, he gets an equal chance for either Just or HarshJustice. As previous mentioned, he can also get HarshJustice from Rioting or Rebelling cities. Both traits are self-perpetuating. So which is better?

    For most Governors, Just should be regarded as an essential trait: +3 Chivalry, +3 Law. Not only does it add to Law, the Chivalry bonus is one of the easiest trainable components to getting a Governor to the 7 Chivalry needed for the Growth bonus. Every Governor who possibly can should aim for that 7 Chivalry, and Just helps immensely.

    That said, a truly specialized Lawgiver or Trade Baron may not be able to attain the 7 Chivalry. If that's the case, then both can benefit from HarshJustice: +1 Dread, +3 Unrest, +6 Law. Granted, he'll need StrategyDread to get HarshJustice easily, but after getting the trait trained, the StrategyDread can be trained away (all Governors should have StrategyChivalry as high as possible for trait trigger reasons, public order, and the chance to hit +7).


    Once you know you are going to need a Lawgiver (you will probably need quite a few of them by the end) the next choice is deciding whether you want him to be a Just or HarshJustice type. If the City you are sending him to doesn't need to grow, HarshJustice is obviously better from a financial standpoint, since it provides twice the Law.

    Finally, every Financial Governor should be a Lawgiver to some extent. If nothing else, try to max out Just, GoodAdministrator,and InspiringSpeaker. If you can train Prim and Upright, do so.

    Governors who are going to be sent to take over big, rich, distant Cities should receive special intense training in the combination of these traits that you feel is most cost- and time-effective so that they have as much Law as possible. Remember the Cirdan example? Suppose he did start with that +20 Law and remained in Mithlond the whole game. To make it easy, let's assume Mithlond's income will stay constant (it wouldn't really)... over the 400 turns of the game, that +20 Law adds 234,800 to the Treasury that wouldn't have been there.

    In a real game, Cities grow and their income explodes: holding Corruption down in a place like Mithlond could easily be worth 1,000,000 coin over the course of the game. Also remember that all the other financial benefits of a Governor - Farm Income Bonuses, Mining Bonuses, Admin Income, Tax Collection bonuses, Trade bonuses - are reduced by Corruption. Law lets you get the most out of your Governor's other skills. Train every Governor in as much Law as you can!

    Ancillaries:

    • Be a "Good" Governor and stay in Rhosgobel/Lowest-Anduin-Vale and gain a Guardian of the Carrock for +1 Command, +1 Law. Only one is allowed per faction.
    • Characters from Dale can stay in Dale (the city) for a turn to get the Chain of the Mayor of Dale for +1 Popularity, +1 Law, +5% Tax Collection. The King of Dale is excluded from gaining this Ancillary (though it can be given to him by whoever does get it) and there can only be one in existence at any time. Also, this Ancillary trigger is bugged: all characters can get it (such as Spies, Assassins, and Diplomats) but it is useless to them.
    • Elves, Dwarves, Dunedain, Northmen, Rhun, and Harad Governors can gain a Crooked Judge (20% chance) by being in a settlement that Riots if they don't have any levels of StrategyChivalry or Just.
    • Anyone can get a Torturer for +3 Dread, +1 Authority, +1 Unrest, +3 Law by having 2+ levels of StrategyDread and Exterminating a settlement - 8% chance.
    • Followers of Melkor can get their Governors a lovely new Chopping Block which adds +1 Law by winning a battle and killing 90% or more of the enemy - 5% chance.
    • The Orcs prefer fire. Generals from Mordor, Isengard, OotMM, and Gundabad can gain a Burning Post for +1 Law by winning a battle and killing 90% or more of their enemy -5% chance.


    Tax Collectors:
    Spoiler Alert, click show to read: 
    Every Financial Governor should be a Tax Collector. The most relevant trait - GoodTaxman - is very easy to get - complete a building while taxes are Very High and Public Order is 75/80 for a 75% chance for one point, only three points to get the highest level for +2 Unrest, +30% Tax Collection. Sometimes one has get creative to keep Public Order on Very High taxes in the right range long enough to get all three levels of the trait, but it's not usually that hard. Pay attention to the Public Order effects of the buildings you build, use larger or smaller numbers of troops for the garrison, and remember that level 2 of GoodTaxman gives a +1 Unrest.

    Of the other Tax Collection improving traits, we've already discussed Miserly and Intelligent. See the Trade Baron section. If your faction can train Intelligent, do so. If you are building a Trade Baron and will have ExpensiveTastes, consider training Miserly, otherwise avoid it, despite the Tax Collection benefits.

    If you are fortunate enough that your Governor is Austere (+10% Tax Collection at level 3), you can build a Tax Collector/Trade Baron without having to worry about ExpensiveTastes. Austere is self-perpetuating, so if your Governor is born with it, be glad. If you have to train it... you have to hang around in regions you don't own, for a mere 2% chance per turn. Easy, but probably not worth the time, especially since you have a 1% chance per turn of picking up Stoic: it prevents them from being Epicureans. Not the worst thing in the world for a Tax Collector, but if you want him to also be a Trade Baron, it's crippling.

    The last trait for tax collection is Cheapskate. More detail under the section on Architects; suffice to say that you don't really want it for someone who will be a Financial Governor, but if you end up with it, it's not the end of the world.

    Most of your Governors will only be able to be Cruelly Exacting Taxmen, but that's still +30% to your tax revenue. Not bad. If you are lucky enough to end up with a Genius Severely Austere Cruelly Exacting Taxman you will get +50% to Taxes. Very good. Especially since Taxes will represent the single largest source of income in most settlements. By 50 turns into the game, provided your Cities have been growing, a Cruelly Exacting Taxman will usually be able to fully pay for himself from GoodTaxman alone.

    All but two Ancillaries were covered under Trade Baron, the two that weren't are:

    • Have a Governor who is a BadTaxman complete a building for an 8% chance of gaining the Tax Farmer for -1 Popularity, +10% Tax Collection. He can only go to a Governor who doesn't have a Treasurer and, frankly, you should never have a BadTaxman. The only chance you should ever have to get this Ancillary is if a BadTaxman Comes of Age, and you just happen to pick up the Tax Farmer while training your Governor out of his bad habits.
    • If playing as Eriador and the General who has the Mayor of Bree (+5% Tax Collection) Ancillary is killed, it will be given to whoever is Governor of Bree on the next turn.


    Still reading? Just imagine how long that all took to write, and we still have two more types to talk about! First, let's pause here and do a quick summary/review of the Financial Governors.

    As a general rule, every Governor you are going to have in a settlement with the intention of generating revenue should be a Farmer and the best Tax Collector he can be. He should max out the Just and GoodAdministrator traits, giving him +6 Law. Generals who are going to retire into being Governors should try to stay in the field until they pick up the last level of InspiringSpeaker for another +2 Law.

    A Governor who Serves Justice and is a Superb Administrator, Rural Expert, Cruelly Exacting Taxman, and a Saintly Ruler (for the Chivalry, keep taxes on Low and wait) will give you +6 Law, +2 Farming Level, +10% Trading, +30% Tax Collection, +2 Unrest, and 8 Chivalry for +0.5% bonus Growth (with one Chivalry to spare!). Ancillaries are likely to add more to his revenue, particularly Farming Levels for the "Good" factions. This is the stripped down basic model of a Financial Governor. Think of him as the default Governor of TATW. Placed in a rich Large Town or just about any City, he shouldn't have any problem paying for his own upkeep/wage, at the very least.

    Each culture has a modified form of the default. If he is from:

    • The Dwarves, he will also have at least a level or two of ReligiousActivity (+Obedience) and Upright (+Law) from building their cultural buildings.
    • Rhun, Harad, Mordor, Isengard, OotMM, or Gundabad, he will have at least a level or two of ReligiousActivity from building their cultural buildings as well as maxed out Upright, Prim (only Rhun and Harad), and PublicFaith from sitting around in a settlement with those bulidings.
    • The Northmen, he will be Intelligent from building their cultural buildings. If lucky, from the second generation Geniuses become quite possible for them. He will also be a Mathematician from sitting around with the cultural buildings.
    • The Elves, he will have Exotic Tastes, Epicurean, and be an Aesthete (-2 Squalor) from sitting around with their cultural buildings.
    • Gondor or Arnor, he will gain the Inventor Ancillary from sitting around with their cultural buildings.

    To these default traits you may become lucky and be able to add the genetic traits that help, or the rare ones to acquire, such as Austere. Finally, there is all the specialised training covered in the sections above that gets layered on top of the basic build to fit a specialized role. With the exception of Miners who have to specialize right away, you should focus on getting a Governor built up to the basic model before focusing his training.

    Remember, Trade Barons are such a long-term project, expensive, and hassle to train that it's okay to not bother with them. They can be one-man army financiers, but by the time they grow into their own, you probably won't be having a money shortage any more. That said, Governors who are going to be in good Trading settlements should probably try to aim to become a Lite version, with their Trade bonus beefed up at least a little bit.

    Feeling overwhelmed yet? It's really not that complicated once you get used to thinking about it systematically.

    Now let's look at the last two types. The Architect and the Rabbit Breeder aren't Financial Governors, though they should be able to pay for their own Upkeep/Wages once they are trained up, and the Architect will save you tens of thousands of coin over time!

    Architect:
    Spoiler Alert, click show to read: 
    Architects are a very essential type to having an efficient economy. Every faction should have at least one, and training should start immediately. Fortunately, they aren't very complicated. The job of an Architect is to order the construction of buildings. Once the Architect is fully trained, someone else can be around when the buildings are completed: that's not his job. See, if you add buildings to the Construction Queue with an Architect and then he goes away, the buildings maintain the savings from their purchase as long as they stay in the queue.

    A typical Architect will reduce Construction Costs by 26%. A few other factions can do a better: High Elves, Silvan Elves, and Eriador can do 27%. Dale and Dwarves can achieve 36%: Dale easily, the Dwarves with great difficulty. If you are lucky enough to have a General/Governor with the Cheapskate trait maxed out, you can add another 15% savings. That means the maximum effect of an Architect can be achieved by Dale or the Dwarves for a considerable -51% Construction Cost.
    (Actually, that's a lie. They can get -52%, but only by seizing one of the Elven Rings or the Ring of Barahir, which is unlikely in most cases.)
    With Architects running around, you should be keeping your Construction Queues full, but this can pose a drain on your economy, right? Yes, but there's a neat little trick to get around that...

    Spoiler Alert, click show to read: 

    This lets you fine tune when buildings get done. Very useful trick. You can order up a bunch of buildings, get them all down to one turn to complete, and then move a Governor in who needs bonuses from constructing them but who normally governs another City, and he can sit there and get them, one right after the other, instead of having to wait a long time between each. This is vital for training Architects - every building that does not need to be completed by another Governor for trait triggers should be completed by your Architect, until he has GoodBuilder completely trained.

    Aternatively, you can stop a queue from draining money by putting a building you can't afford into the first slot. The savings for the other buildings will remain as long as they aren't removed from the queue.

    Architects
    depend upon two traits and two ancillaries to reach their realistic full potential:

    GoodBuilder:
    Spoiler Alert, click show to read: 
    Three levels at 12/24/36. Third level provides -15% Construction Cost, -2 Squalor.

    The first thing is that the tooltip in the game is wrong. It says that the levels of this trait provide -1/-2/-3 Squalor. TATW 3.2 reduces the actual effect of each level by 1. The second thing to realise is that it doesn't take as long to train this trait as it seems.

    Every building a Governor completes gives 1 point toward GoodBuilder. If you go about things without planning them out, it seems like it would take over 100 turns to max out this trait (72, if you just repeatedly build and demolish and rebuild a 2-turn building). This is not true, if you plan:

    • First, some buildings have a chance at extra points: Ports, Roads, Stone Walls, etc. Don't actually worry about this, just make sure your Architect is present to complete every building that isn't going to give a trait trigger to another Governor (so no Farms or Mines, for example) and you'll inevitable pick up some extra points along the way.
    • Second, if you have several settlements to work with and are clever about manipulating the queue as shown in the example above, it is entirely possible to set things up so an Architect is completing a building almost every turn.

    In short, you can fully train GoodBuilder in 50 turns, many times in 40. Of course, you don't need it fully trained to start getting some benefits, 12 points allows your Architect to get -5% Construction Cost and he's probably picked up the Architect Ancillary by then for an extra 10% off.

    It is not at all uncommon for a child to Come of Age with the first level of GoodBuilder, especially if his father was a GoodBuilder. The second level is possible, too, but not so likely. Unfortunately, they can also end up being BadBuilders. The good news is that BadBuilder is easier to train away than GoodBuilder is to train (complete two buildings to get rid of the first level).

    Remember, too, that your Trade Barons are going to end up with the second level of GoodBuilder from training their GoodTrader levels, most likely. Rabbit Breeders are also going to want to train this trait for the Squalor reduction.

    Cheapskate
    :
    Spoiler Alert, click show to read: 
    Three levels at 1/3/5 for -15% Construction Cost, +10% Tax Collection, +2 Squalor.

    The in-game description is wrong. TATW reduced the +Squalor effect by 1 for all levels, but didn't update the tooltip. The real effect is 0/+1/+2, exactly the opposite of GoodBuilder - they cancel out.

    Any character with Cheapskate should become an Architect unless you already have as many as you need. I say it that way because you can't train this trait. Well, you can, but only by having the Treasury in the red, and we've already established that you never do that. So the only safe way to get the trait is to be born with it.

    Cheapskate
    is self-perpetuating, though, so any character who Comes of Age with it will continue to develop it. Be glad, you now have a Super-Architect.


    Architects spend the early game sitting around finishing buildings. It doesn't matter who buys the buildings until they get the first level of GoodBuilder. Because of this, they should definitely pick up all three levels of GoodTaxman and probably the first level of GoodAdministrator. This makes them okay Governors while they are sitting around, but once they are fully trained they should stay constantly on the move, buying things.

    There is one essential Ancillary and a few less important ones:

    • The Architect is obvious. He gives -10% Construction Cost and can be acquired by completing any building for a 3% chance. The tooltip description says he also reduces Squalor but he does not: the effect has been disabled in TATW 3.2. There's a pretty good chance that some other Governor will acquire your first one, but he is transferable. Send your Architect to collect him, or use some General as a courier.
    • Dale has the Staua of Dale Ancillary for -10% Construction Cost. Hawin begins the game with this Ancillary, but if it gets lost it will respawn on the King. Transferable. Combine this with an Architect on a fully-trained Architect with Cheapskate and watch the coins stay in your Treasury.
    • The Overseer, who we've met before, gives a -1% Construction Cost as well as the Farming and Mining bonuses. Hang around with Level 2+ Farms. 1% doesn't sound like a lot, but it adds up, especially on those higher-tier buildings. He is transferable, so when some Farmer gets one, give it to your Architect and then just wait to get another one.
    • Narya, Nenya, Vilya, and the Ring of Barahir all give -1% Construction Cost among many other useful things. If the character who carries any of these Rings is going to be an Architect that's great, otherwise, don't worry about them. Their other effects fully justify not giving them to your Architect. Note that the Rings are transferable, but you cannot combine any of these Rings on the same character.
    • Finally, Dwarves can get a Master Mason for -10% Construction Cost, but they have to build a Masons' Guild and they only get a 33% chance when the Guild is purchased. The Guild is somewhat hard to get and has very little benefit (reductions to the cost of stone buildings, ie. City and Castle Walls and Ballista Towers, only). I wouldn't bother, but if the Guild is offered to you, it's only 1000 coin to try your chances, if you get the Ancillary great! Demolish the Guild and keep trying for the much more valuable Merchants' Guild. If you don't get the Ancillary... oh darn. Demolish and forget about it.


    Rabbit Breeder:
    Spoiler Alert, click show to read: 
    The purpose of a Rabbit Breeder should be obvious to anyone who knows anything about rabbits. For the rest of you, dear readers, suffice it to say that rabbits breed like... rabbits. Which is to say, frequently. Start with two rabbits and pretty soon you will have more rabbits than you know what to do with.

    Rabbit Breeders grow settlements. Even with the bonus from Chivalry capped at +0.5% Growth it is still possible to create a Governor who is better at getting settlements upgraded than others. This is possible because of Squalor reducing traits. Rabbit Breeders do not make you money. If you aren't careful with their development they can end up costing you money every turn they are in a settlement... but because they make the settlement grow, it will make more money for the next Governor than it would otherwise. If you are careful, Rabbit Breeders can end up being more-or-less revenue-neutral (other than the increased taxes and trade over time).

    Many of your Governors are likely to end up with traits that reduce Squalor and most, if not all, should eventually get the +7 Chivalry required for the Growth bonus. They will, therefore, end up with some Rabbit Breeder characteristics, but they aren't truly specialized. Rabbit Breeders cannot be fully trained: they have to be born.

    The key traits they need are GoodBuilder, Prim, KindRuler, Aesthetic, and ExpensiveTastes. You will need the third level of GoodTaxman, too, to offset ExpensiveTastes' Tax Collection penalty. On the good side, you will pick up Epicurean while training Aesthetic (if you are able to train Aesthetic). You also need some combination of traits to get that bonus to Growth from Chivalry. Very few factions can create a full version. We've already discussed how to get all of these traits except Aesthetic and KindRuler.

    Aesthetic:
    Spoiler Alert, click show to read: 
    Three levels at 2/4/8 for -3 Command, -10% Cost to Bribe, -2 Squalor at the third level.

    Aesthetic is acquired the same way ExpensiveTastes is: from Merchants' Quarters, Public Baths, Theatres, and Pleasure Palaces. It is also acquired from the Elves' cultural buildings. Everyone else is unlikely to get this trait until late in the game, and only if they have a Large (Gondor/Arnor) or Huge City and Osgiliath is the only Huge City that can be built. Minas Tirith, Erebor, Moria, and Umbar begin the game as Huge Cities, so clearly not all factions are likely to be able to acquire this trait (children may still Come of Age with it).

    To make matters worse, no General/Governor from Mordor, Isengard, OotMM, or OoG can ever have any points in Aesthetic (they can't have Prim, either... they really can't do Rabbit Breeders).

    Obviously, no one you intend to use as a General should be a Rabbit Breeder thanks to this trait's -3 Command. Given that Elves pick this trait up easily from their culture buildings, Elven Generals should not spend time in settlements if you have cultural conversion buildings there.

    KindRuler:
    Spoiler Alert, click show to read: 
    Three levels at 1/3/7 for +3 Chivalry, -2 Squalor at the third level. In-game description shows one more Squalor reduction at each level than actually exists.

    Training KindRuler should never be done. It requires spending time in a settlement with taxes on Low while the Treasury is in the negative. As we've already established, more than once, having the Treasury in the negative should never be allowed to happen.

    That means you must wait until a character is born with this trait. It's not uncommon. Every child of an Authoritarian has a decent chance to be a KindRuler. Otherwise, the trait is self-perpetuating. Not only is it self-perpetuating, it will also perpetuate (and can be gained) if your Governor is Trusting or NonAuthoritarian, but both of those traits also need to be born. Still, it gives you three chances to be 'born' with KindRuler so it is not uncommon.

    Some factions even have KindRulers to start: Aragorn, Elrond, Thengel, Cirdan, and Thranduil are all KindRulers. These factions, especially the High Elves, have a real advantage for early Growth, if they use these characters well.

    Given that both Elven factions start with KindRulers and they can train Aesthetic easily, and they barely suffer the ill effects of the Brothel+ line (which gives bonuses to Growth starting with the Tavern) they have a great advantage in Growth... which seems rather counter-Lore. Eriador and Rohan can also do well. Everyone else is left waiting on the birth lottery, especially since Prim also needs to be in-born for everyone other than Harad and Rhun. Remember also that, under normal circumstances, only Gondor, Dwarves, Harad, and Orcs of the Misty Mountains have Huge Cities to train ExpensiveTastes... many factions would have to go conquer one.

    Getting a good Rabbit Breeder is hard, but if you can manage it, they get a huge -9 Squalor if fully developed! Don't miss that opportunity if it comes along.

    Ancillaries:

    • There are no useful Ancillaries for Growth or reducing Squalor. Both the Architect and the Artist have in-game descriptions that say they reduce Squalor, but the effect has been disabled in TATW 3.2. That is actually a word of caution for many of the Squalor reducing traits, as well... they still work, but not at the levels they did before. If the in-game description disagrees with what I've written here, believe what is written here: I've pulled this data straight from the EDCT.


    We've now run through the types of Governors. Hopefully readers now have a better idea of the potential of Governors in TATW and now to draw that potential out into reality. Not every faction needs every type of Governor, some can't have every type, but Architects, Farmers, Tax Collectors, and Lawgivers are very basic types that everyone should become familiar with and know how to train and deploy.

    Finally, a note on Ancillaries:
    Spoiler Alert, click show to read: 
    It has always seemed odd to me that it is not possible in the normal course of the game to get rid of Ancillaries. Traits, that makes sense as they are meant to be inherent to the character, but Ancillaries? Why can't the Dwarven General I'm trying to train up chivalrously just drop that Orc Head (+2 Fear) by the wayside? I personally do not consider it to be cheating to use the console to remove Ancillaries (but it clearly is cheating if you add them), but your ethics may differ. The context is the same as for Traits, save that Ancillary names are always lower-case, and should be typed in between single quotes: remove_ancillary Character_name 'orc_head'.

    Ancillary names are often rather confusing, so be sure to become familiar with the EDA.


    In the next Part, we will examine the Economy as a whole including putting Character Development into a wider context of Economic Strategy and how to design a military that fits your budget as well as your needs!
    Last edited by Incomitatus; October 28, 2012 at 12:28 PM.
    Homo sum: humani nihil a me alienum puto. - Terence

    My M2:TW 4TPY Script, Adapted to Work With Hotseat.


    Guides and Useful Posts of Mine
    Middle Earth Strategikon (M2:TW: TATW 3.2)(WIP: ~60% Complete)
    Advice on Playing as Gondor - Part I - Part II (M2:TW: TATW 3.2)
    Dirty Secret to Killing Trolls Fast and Easy (M2:TW: TATW)
    The Basics of Naval Engagements Part I - Part II (EMPIRE: DMUC)
    Roman Army Composition and Use (RTW: RTR Platinum)

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    Default Re: [WIP] Strategy Guide: Economics, Character Development, Tactics, General Strategic Planning

    PART IV: ECONOMIC DEVELOPMENT AND STRATEGY



    On Turn One the AI is Already Winning

    Let me begin by pointing out that the AI cheats. Or perhaps it would be better to say that the AI has several built in economic advantages. What are they? Well, let's take a survey:
    Spoiler Alert, click show to read: 


    • First, and least, is the money script. 5000 in the Treasury every time an AI goes -1000 in debt. It also takes 5000 away when the AI has over 50,000 gold.
    • Second, some AI controlled factions, but not all, get a larger King's Purse.
    • Third, AI factions get extra Generals and armies at the beginning.
    • Fourth, AI factions have the ambush armies removed from their territories and nearby rebel garrisons weakened.
    • Fifth, AI factions get extra troops and an increased Kings Purse if they start to lose.
    • Sixth, the Garrison Script provides troops to some AI-controlled settlements if they come under siege.
    • Seventh, the AI gets extra Law, extra Tax Income, extra Trade Income, and 50% off all construction in their settlements.
    • Eighth, AI troops get extra morale - awarded when trained in their settlements, not including the extra morale from H or VH battle difficulty levels.
    • Ninth, the AI gets Growth bonuses from some buildings that the human player doesn't.
    • Tenth, the AI is sometimes allowed to recruit units from a lower level of building than the human player, or, with the Shire, can recruit Hobbit units directly.


    These bonuses are, for the most part, not meant to make the AI unfairly advantaged. Rather they are to compensate for the AI's inability to wisely manage its economy and train its Governors. However, because they kick in from the very beginning of the game and don't require the investment of time and effort that a player needs to make to get the economy running well, the AI does have a substantial economic advantage throughout the early game. It takes time for a human player to close the gap.

    There are two strategies that can address this imbalance: a very aggressive opening to seize territory and cripple the AI enemy or a defensive opening (though some territory, especially rebel-held, will usually still be quickly taken) with a serious investment into Growth and other areas of the economy to build up a mid-game dominance.

    • The aggressive approach seeks to fix the relative weakness in the player economy by gaining more sources of income - regions - and by depriving the AI enemy of sources of income, often the principle troop production centers.
    • The defensive approach seeks to fix the relative weakness in the player economy by dramatically increasing the productivity of existing territory with investment and leveraging the power of properly trained Governors combined with the advantages of defensive fighting.

    Every player must decide for themselves, on the basis of their starting situation and temperament, which opening strategy they wish to employ. My bias is usually toward the defensive approach, but some factions need an aggressive start. Even if they don't attack their principle enemies, both Eriador and Dale need to move aggressively to snap up a lot of rebel territory. Both the Orcs of the Misty Mountains and the Orcs of Gundabad need to be aggressive from the beginning and not let up until their enemies are weakened. Isengard needs to either be aggressive or do some diplomatic chicanery.

    Regardless, I believe every player should, at some point in the campaign, take the time to develop their economy. More money is very useful to the aggressive player; it is absolutely essential to the defensive player. With that in mind, this Part of the Middle Earth Strategikon is devoted to discussing the economics of TATW 3.2. It will also touch on military matters insofar as military expenditure is an economic concern.



    Military Economics

    Army upkeep will form the largest constant drain on the Treasury. Deciding how to structure one's military is an economic decision as much as a military one. Leaving aside what can actually be afforded, a military unit is only worth having if the cost of maintaining it is less than its value. As I said in my Introduction, I have a bias towards infantry. Let me hand off the lesson to Publius Flavius Vegetius Renatus for an explanation why:
    Quote Originally Posted by Vegetius
    The cavalry are designed for plains. Fleets are employed for the protection of seas and rivers. The infantry are proper for the defense of eminences, for the garrisons of cities and are equally serviceable in plain and in uneven ground. The latter, therefore, from their facility of acting everywhere, are certainly the most useful and necessary troops to a state exclusively of the consideration of their being maintained at a less expense.
    --Vegetius, Book II, de re Militari
    The italics and underlining are my own, to emphasize the key point: infantry is cheaper and more versatile. A Navy can be useful, and you should certainly have some cavalry, but even when playing as Rohan, the core of a cost-effective military is infantry. Archers are included in the infantry category.

    Medieval armies in Europe, for all the glory of the knight in the stories, were still composed mostly of infantry: 50-80%. Amongst the infantry 10-20% would be archers or crossbowmen on the Continent and up to 80% in Britain.

    The lessons of Terra apply well in Arda as well: infantry, including archers, is better able to be effective on all terrain, is much cheaper to maintain, and is vastly more effective at defending settlements. The only way to build a cost-effective cavalry-based force is to rely upon cavalry archers as the core, like the Parthians or Mongols.

    A smart player will still deploy some cavalry. Used correctly, cavalry is a force-multiplier, and the only way to ensure the complete destruction of enemy armies. Destroying enemy armies forces the enemy to invest their money in recruitment and not economic development, making it easier to close the starting gap. Nevertheless, so long as one is watching the Treasury and trying to build the economy, the principle military arm must be the infantry. Later, when the economy is humming along and money is overflowing the vaults, you may invest in as many shiny knights as you like.

    A more complete discussion of how to organize a cost-effective fighting force and how to use it on the battlefield will be in the Middle Earth Tactica, when it's written.


    Implications of Army Composition on Building Priorities
    Once one has decided what the Army composition will be, it is essential to ensure that there are enough training centers to supply the needed numbers of men and that these centers are near the front. Building Barracks and such incurs both direct and indirect costs: direct in the actual cost of the buildings themselves, and indirect in that that money and time is not going into building economic buildings. However, it is worth nothing that the Law bonus provided by the Barracks line of buildings reduces Corruption. In regions far from the Capitol, Barracks will pay for themselves, and often in a decent timeframe.

    It is often a good idea to specialize settlements, at least to start with. Recruit archers from one place, cavalry from another. Most losses will probably be sustained by melee infantry, so Barracks buildings should probably be built at all recruitment and front-line settlements, both for retraining and for useful free garrisoning. Regardless, though, military construction will slow economic development on and near the front line. This is inevitable and is one of the many costs of pointless war.
    Finally, a neat trick:
    Spoiler Alert, click show to read: 
    Units which are disbanded while in a settlement are added to that settlement's recruit_pool on the following turn. Therefore, it is possible, and often a good idea, to recruit units behind the front and move them to the front line settlements and then disband them. Doing this can make the recruit_pool go over its maximum, ensuring a large supply of men for (re-)training on the front when needed.

    This isn't necessary economically efficient, since it costs money to recruit and maintain units while they move to the front, but having a large stock of replacements on the front line when needed can be invaluable. This is especially useful when you find your front line is in terrain unsuited to your culture.

    Understanding the Economic Interface



    Let's take a look at some more annotated screenshots to get familiar with the in-game tools that let the player keep track of his economy. The notes in the images should be sufficient explanation for how to use these screens and what their disadvantages are, so I don't think there's much for me to say. Let's just take a look:

    First, the Financial Overview screen:
    Spoiler Alert, click show to read: 

    And the Settlement Details Screen:
    Spoiler Alert, click show to read: 

    As you can see in the pictures above, adding buildings to the construction queue and then looking at the Settlement Details screen allows you to calculate the Return on Investment, both by seeing the estimated increase in revenue and, where applicable, the change in Corruption. Remember that you have to subtract the change in Corruption from the change in Revenue to get the real estimated benefit. A farm far from the Capitol won't actually add 60/turn income, as a percentage of that will be lost to Corruption. However, as long as you don't mind doing some maths, the Settlement Details screen will let you calculate how much you will gain and how much will be lost.

    Remember that Trade income is dependent on population, both in the settlement under consideration and its trading partners. The RoI you calculate from building a trade building will, at best, be slightly lower than you can actually expect in the short-mid term. At worst, in the case of sea-trade-lane increasing buildings, it will be much lower than the actual RoI. This also means that buildings that promote Growth, like Farms, will increase Trade income over time and that is not reflected in the estimates of the Settlement Mechanics screen (they will also increase Tax Income over time, also not reflected).

    So to conclude: the Financial Overview screen gives you a snapshot estimate of your expected profit or loss for the next turn and the Settlement Mechanics screen can be used to estimate the future effects of building purchases (but in almost every case, it's estimate will be low). Settlement Mechanics also shows you effects on Growth and Public Order. Neither screen estimates the effect that changes to Governor's traits may have: that you have to figure out for yourself. They will reflect the effects of existing traits.


    Sources of Income or How U 2 Can Get Rich Fa$t


    There are many different ways to make money in TATW 3.2 and a smart King will leverage as many as possible. There is one method, however, that I'm not going to discuss at length: diplomatic agreements. If you are able to convince an enemy to pay you a lump sum or tribute for something - perhaps a ceasefire - that is well and good, but a lot of players try to milk their allies for money, thinking that they can take advantage of the Money Script. I'm on record back in the Diplomacy section as to the reasons why I think this is a bad idea and so I don't have anything more to say about it. Yes, you can do it, but it's likely to end up stabbing you in the back, literally.

    Ransoming captives and sacking enemy settlements can grant your Treasury quite a boost, but it's best to think of that as bonus income. Ransom funds are especially unreliable. The AI will only accept if it can afford to pay the ransom, and that is pretty rare... and still no guarantee that it won't refuse. Sacking can be more dependable, but it is best to think of that money as a means to fund expensive Construction rather than committing it to paying for long-term recurring expenses, such as Army Upkeep. If you are engaged in a sacking campaign - such as Gondor harassing the Harad coast - you should keep a very close eye on your Financial Overview and make sure your fixed expenses don't exceed your fixed income, or when you are done sacking you may find yourself losing money.

    Setting aside Diplomacy, Ransom, and Sacking, we come to the real meat of the Economy. Farming, Mining, Trade, and Taxes are the sources of income that flow into the Treasury turn after turn. Combined with Growth, which is the source of Taxes and very important to Trade, these are the things that a ruler should be focused on increasing. Let's look at each:




    (NOTE: Had most of this written up in a draft, then decided I didn't like it and I'd start fresh... just about the time my free time disappeared. I'm putting things up in little snippets. Many apologies! -Incomitatus)





    WATCH THIS SPACE

    (and now, an appropriate message from the US Forest Service, shamelessly appropriated by moi)
    Last edited by Incomitatus; November 05, 2012 at 03:44 PM.
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    Guides and Useful Posts of Mine
    Middle Earth Strategikon (M2:TW: TATW 3.2)(WIP: ~60% Complete)
    Advice on Playing as Gondor - Part I - Part II (M2:TW: TATW 3.2)
    Dirty Secret to Killing Trolls Fast and Easy (M2:TW: TATW)
    The Basics of Naval Engagements Part I - Part II (EMPIRE: DMUC)
    Roman Army Composition and Use (RTW: RTR Platinum)

  6. #6
    Ultra123's Avatar Senator
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    Default Re: [WIP] Strategy Guide: Economics, Character Development, Tactics, General Strategic Planning

    following this thread like a hawk, it wont be closed in my firefox browser for a v long time!


    keep up the good work, im watching eagerly!

  7. #7
    Incomitatus's Avatar Ducenarius
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    Default Re: [WIP] Strategy Guide: Economics, Character Development, Tactics, General Strategic Planning

    Part I and Part II are finished, in second post.
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    Guides and Useful Posts of Mine
    Middle Earth Strategikon (M2:TW: TATW 3.2)(WIP: ~60% Complete)
    Advice on Playing as Gondor - Part I - Part II (M2:TW: TATW 3.2)
    Dirty Secret to Killing Trolls Fast and Easy (M2:TW: TATW)
    The Basics of Naval Engagements Part I - Part II (EMPIRE: DMUC)
    Roman Army Composition and Use (RTW: RTR Platinum)

  8. #8
    Libertus
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    Default Re: [WIP] Strategy Guide: Economics (pending), Character Development (pending), Tactics (pending), General Strategic Planning (done!), and Diplomacy (done!)

    Please give us more! . And perhaps this should be stickied as they say?

  9. #9
    Bowmaster's Avatar Biarchus
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    Default Re: [WIP] Strategy Guide: Economics (pending), Character Development (pending), Tactics (pending), General Strategic Planning (done!), and Diplomacy (done!)

    Sticky this!
    (yeah, yeah, I'm fin player of TATW 3.2...

    In Memoriam: Blackomur89

    Save MERP and TATW!

  10. #10
    Incomitatus's Avatar Ducenarius
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    Default Re: [WIP] Strategy Guide: Economics (pending), Character Development (pending), Tactics (pending), General Strategic Planning (done!), and Diplomacy (done!)

    Don't worry uddhava, there will be more, much more. However, what's there already took almost 24 hours of non-stop writing and editing, and it was the easiest, simplest part. Contrary to popular belief, I do have a life. At the very least, I do need to eat and sleep, for I am but a mortal Man. As we say where I come from, hold yer horses, now.

    At least the first part of the next part should be up tonight, though. EDIT: Make that tomorrow, I'm working on it, and bits may start to appear soon, but it's taking longer.

    As far as this being sticky... I would greatly appreciate it when it's done (if it's ever done, perhaps I should say when all the sections have a draft written and posted). Before that, I'm not sure it would be appropriate to add it to the sticky collection.

    EDIT: Added the following to "Why the AI Attacks" section of Part II: Diplomacy :
    The AI is most likely to backstab you, even if they like you and are allied, if you are the weakest neighbouring faction and they are not already at war with another neighbour and they are going broke. The AI's preferred solution to financial difficulty is conquest. Don't let your neighbours go broke! This is actually why small repeating tributes, like 100 gold/turn for 100 turns, to your allies can make them much more loyal... not only does it help them with their finances a tiny amount, it also influences their perception of the financial cost of betraying you. If you can afford it, always be giving your neighbouring allies small tributes.
    Last edited by Incomitatus; October 20, 2012 at 07:50 PM.
    Homo sum: humani nihil a me alienum puto. - Terence

    My M2:TW 4TPY Script, Adapted to Work With Hotseat.


    Guides and Useful Posts of Mine
    Middle Earth Strategikon (M2:TW: TATW 3.2)(WIP: ~60% Complete)
    Advice on Playing as Gondor - Part I - Part II (M2:TW: TATW 3.2)
    Dirty Secret to Killing Trolls Fast and Easy (M2:TW: TATW)
    The Basics of Naval Engagements Part I - Part II (EMPIRE: DMUC)
    Roman Army Composition and Use (RTW: RTR Platinum)

  11. #11
    Libertus
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    Default Re: [WIP] Strategy Guide: Economics (pending), Character Development (pending), Tactics (pending), General Strategic Planning (done!), and Diplomacy (done!)

    Quote Originally Posted by Incomitatus View Post
    Don't worry uddhava, there will be more, much more. However, what's there already took almost 24 hours of non-stop writing and editing, and it was the easiest, simplest part. Contrary to popular belief, I do have a life. At the very least, I do need to eat and sleep, for I am but a mortal Man. As we say where I come from, hold yer horses, now. :
    I know, that's why I've never been a very active forum member

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    Default Re: [WIP] Strategy Guide: Economics (pending), Character Development (pending), Tactics (pending), General Strategic Planning (done!), and Diplomacy (done!)

    Quote Originally Posted by uddhava View Post
    I know, that's why I've never been a very active forum member
    Yeah. I tend to be a binge forum member. I'll be very active for awhile and then disappear for months. I'm hoping this guide qualifies as a magnum opus... not that I'll necessarily permanently fade away when it's done, but I would feel like I've given back enough to do so without guilt.
    Homo sum: humani nihil a me alienum puto. - Terence

    My M2:TW 4TPY Script, Adapted to Work With Hotseat.


    Guides and Useful Posts of Mine
    Middle Earth Strategikon (M2:TW: TATW 3.2)(WIP: ~60% Complete)
    Advice on Playing as Gondor - Part I - Part II (M2:TW: TATW 3.2)
    Dirty Secret to Killing Trolls Fast and Easy (M2:TW: TATW)
    The Basics of Naval Engagements Part I - Part II (EMPIRE: DMUC)
    Roman Army Composition and Use (RTW: RTR Platinum)

  13. #13
    FC Groningen's Avatar Senator
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    Default Re: [WIP] Strategy Guide: Economics (pending), Character Development (pending), Tactics (pending), General Strategic Planning (done!), and Diplomacy (done!)

    Looks really great! Thanks for including me in it somewhat!

  14. #14
    Incomitatus's Avatar Ducenarius
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    Default Re: [WIP] Strategy Guide: Economics (pending), Character Development (pending), Tactics (pending), General Strategic Planning (done!), and Diplomacy (done!)

    Quote Originally Posted by FC Groningen View Post
    Looks really great! Thanks for including me in it somewhat!
    You're more than welcome. There's a serious lack of good guides for the Evil factions, so I was very glad to see you were starting one, and it looks like it will be a very good one when complete! I look forward to following your work on it.

    EDITED TO ADD FOR EVERYONE: AAAAARGH! I forgot what is probably the most obvious difference for character development between TATW and M2:TW

    Corrected now. If you've already read that section, it's worth going back to, both to learn more and so you can marvel at my stupidity. The new entry is now the second point.
    Last edited by Incomitatus; October 21, 2012 at 05:57 AM.
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    My M2:TW 4TPY Script, Adapted to Work With Hotseat.


    Guides and Useful Posts of Mine
    Middle Earth Strategikon (M2:TW: TATW 3.2)(WIP: ~60% Complete)
    Advice on Playing as Gondor - Part I - Part II (M2:TW: TATW 3.2)
    Dirty Secret to Killing Trolls Fast and Easy (M2:TW: TATW)
    The Basics of Naval Engagements Part I - Part II (EMPIRE: DMUC)
    Roman Army Composition and Use (RTW: RTR Platinum)

  15. #15
    Libertus
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    Default Re: [WIP] Strategy Guide: Economics (pending), Character Development (in progress now!), Tactics (pending), General Strategic Planning (done!), and Diplomacy (done!)

    Excellent + rep (if I'm allowed again, have to spread the love some more ). Well written and indepth. I'll eagerly await your next installment.

  16. #16
    Libertus
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    Default Re: [WIP] Strategy Guide: Economics (pending), Character Development (in progress now!), Tactics (pending), General Strategic Planning (done!), and Diplomacy (done!)

    Incomitatus,

    I tried the remove_trait thingy and it only worked for one trait. In most cases it cant 'find the trait in the database'. I'm assuming this is because the trait has a shall we say 'mothername' for which the console searches in the database. So Winning First would fall under battledread or something like that. Oh well I was gonna aks if you know of any list where to find trait descriptions and their corresponding 'mothernames' but here it is:

    http://totalwar.honga.net/traits.php...2=silvan_elves

    Might as well share for others.

  17. #17
    Incomitatus's Avatar Ducenarius
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    Default Re: [WIP] Strategy Guide: Economics (pending), Character Development (in progress now!), Tactics (pending), General Strategic Planning (done!), and Diplomacy (done!)

    Quote Originally Posted by uddhava View Post
    Incomitatus,

    I tried the remove_trait thingy and it only worked for one trait. In most cases it cant 'find the trait in the database'. I'm assuming this is because the trait has a shall we say 'mothername' for which the console searches in the database. So Winning First would fall under battledread or something like that. Oh well I was gonna aks if you know of any list where to find trait descriptions and their corresponding 'mothernames' but here it is:

    http://totalwar.honga.net/traits.php...2=silvan_elves

    Might as well share for others.
    Actually, I've been intending to include that information from the beginning! I just haven't gotten around to writing that part yet

    But yes, traits have family names and level names. For example, as you pointed out, Winning First is the first level of the BattleDread trait. When using the console to remove (or add) traits, you have to type the master name. If you are adding the trait (bad cheater you! ) you also have to specify the level you want to add. For example, add_trait Imrahil BattleChivalry 2 would give Imrahil the level Noble in Battle.

    It is also possible to add points in a trait with the console (levels often take multiple points to advance), but I've never seen the need when you can add full levels and I don't have the command syntax committed to memory.

    Note, you can get some really weird and buggy outcomes if you try adding levels of a trait to a character who already posses an anti-trait to the one you are trying to add. If you are going to go adding traits, always make sure you remove any anti-traits first!

    +rep for the providing the link, if I don't remember to put it in the Guide (I'm actually planning on teaching people how to look things up for themselves in the actual game files, it's quite easy) please remind me!

    EDITED TO ADD: The next instalment (or part of an instalment) will be as soon as I'm done writing it. I'm not stopping for rest until I get at least the Character Development section done, and I've got a long ways to go with that still! Keep watching here, stuff's going up in small chunks...

    EDITED AGAIN TO ADD: On second thought, I may fall asleep over my keyboard before finishing what I want to... no promises.
    Last edited by Incomitatus; October 21, 2012 at 10:18 AM.
    Homo sum: humani nihil a me alienum puto. - Terence

    My M2:TW 4TPY Script, Adapted to Work With Hotseat.


    Guides and Useful Posts of Mine
    Middle Earth Strategikon (M2:TW: TATW 3.2)(WIP: ~60% Complete)
    Advice on Playing as Gondor - Part I - Part II (M2:TW: TATW 3.2)
    Dirty Secret to Killing Trolls Fast and Easy (M2:TW: TATW)
    The Basics of Naval Engagements Part I - Part II (EMPIRE: DMUC)
    Roman Army Composition and Use (RTW: RTR Platinum)

  18. #18

    Default Re: [WIP] Strategy Guide: Economics (pending), Character Development (in progress now - 50%), Tactics (pending), General Strategic Planning (done!), and Diplomacy (done!)

    Good job! I will add this to the Guides Compilation.

    Regarding the economy and character development. You should take a look at Jän`s guide where he included most of the economy and CD tips, however there were some stuff he forgot and if you take a look in the files you can see that there are a lot of ways you can earn a great deal of money.

    +rep!

  19. #19
    Incomitatus's Avatar Ducenarius
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    Default Re: [WIP] Strategy Guide: Economics (pending), Character Development (in progress now - 50%), Tactics (pending), General Strategic Planning (done!), and Diplomacy (done!)

    Quote Originally Posted by The Norseman View Post
    Good job! I will add this to the Guides Compilation.

    Regarding the economy and character development. You should take a look at Jän`s guide where he included most of the economy and CD tips, however there were some stuff he forgot and if you take a look in the files you can see that there are a lot of ways you can earn a great deal of money.

    +rep!
    Thank you, Norseman!

    Look in the files? Man, I've spent so much time buried in the files over the years I have dreams about them. I wish I were kidding.

    Jän`s guide... how can I put this politely? I have a great deal of respect for anyone who puts a guide together: as I'm sure you would agree, it is a lot of work and I don't think any writer can write without feeling they are putting their ego at risk. So kudos to him!

    That said, there are likely to be many issues where his guide and mine do not agree. My advice to you, naturally, if you were a betting man, is put your money on mine. But of course, I'm rather biased.

    AND FOR EVERYONE: I'm terribly sorry, but I must get some sleep before I continue writing the guide. Didn't get as much done as I wanted, but 20 hours of staring at it is enough! More tonight.
    Last edited by Incomitatus; October 21, 2012 at 01:33 PM.
    Homo sum: humani nihil a me alienum puto. - Terence

    My M2:TW 4TPY Script, Adapted to Work With Hotseat.


    Guides and Useful Posts of Mine
    Middle Earth Strategikon (M2:TW: TATW 3.2)(WIP: ~60% Complete)
    Advice on Playing as Gondor - Part I - Part II (M2:TW: TATW 3.2)
    Dirty Secret to Killing Trolls Fast and Easy (M2:TW: TATW)
    The Basics of Naval Engagements Part I - Part II (EMPIRE: DMUC)
    Roman Army Composition and Use (RTW: RTR Platinum)

  20. #20

    Default Re: [WIP] Strategy Guide: Economics (pending), Character Development (in progress now - 50%), Tactics (pending), General Strategic Planning (done!), and Diplomacy (done!)

    Jän`s guide was written back in 2009 so it is likely parts of his guide are outdated. I just hope everyone looks at when these guides were made and to which patches they are made for!

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