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Thread: Reworked Traits & Ancillaries - Skills & Titles

  1. #1

    Default Reworked Traits & Ancillaries - Skills & Titles

    these are some ideas i have been thinking about for a while. except D, i am not sure where i was going with that but kept it in any way...
    i am not promissing to do all, or even any, of these. but we will see what comes of it.

    Project A
    :
    Skills.
    1. i would like to give each character a primary attribute at comming of age, something to define their main skill. possibly there should be 2 sets of basic skill-traits, one for born-with and one for accuired.
    2. as an avearge rule i would like to see a characters main attribute skill level about 4-5 point, with secondary skills at 2-4.
    3. if a character reach 7-8 points for any attribute, i would like to ease-up on the restrictions. it should be easier to go from 8-10 than from 4-6 points.
    4. negative traits should be few and far between, but possibly ruining the charactes future.
    5. traits should be constructed into a tree(perhaps they already are), sacondary skills with additonal effects would require the basic skill-trait.
    the concept is to have characters with clearly defined skills, with the occational chance of having an exceptional or useless character. in a perfect system one should average ca. 2 of each during the whole campaign.
    0-4 points should be avarage for any character that has been in regular and varried use.
    5-7 points would be substantially harder to build without it being the primary skill, most characters would not exceed these levels.
    8-10 points should again be easier, signifying that the character were a natural born tallent or a genius.

    Project B:
    Epithtes.
    1. i would like most characters to accuire cool epithets based on actions and occurances. these should have no other effects than the names.
    2. if a character reach age of 30-35 without an epithet, then he should be given a random one from a more non-descript pool(ex. the Fair, the Red, the Black, the Smelly, the Norsemen, the Swede etc.).

    Project C:
    Bloodlines.
    1. i would like each faction to start out with a trait of their clan/dynasty and trace this through marriages.
    2. adopted characters should accuire the clan/dynasty trait.
    3. man-of-the-hour should be given some random clan/dynasty trait from a pool that is not used by starting factions.
    4. the clan/dynasty trait should be used to adjust faction relations and also between characters if possible.
    5. clan/dynasty traits should have no effect in it self, but loosing faction leadership to other clan/dynasty might result in loss of authority and possible wide-scale rebelions. one could loose all characters of the old clan/dynasty to rebels or other faction.
    5. there should be a "leadership lost" trait that severely reduces loyalty. if leadership is lost and the clan/dynasty rules another faction, characters should be liable to join their side.
    6. if possible the "hate/fear faction" traits could be re-placed by "hate/fear clan" traits.

    Project D:
    temporary traits.
    1. there should be unique auto-destructable buildings, representing actions taken by characters, that give region or faction wide temporary effects. for example a sacrifice to the pagan gods by a general would add happines in a region, while by leader it would give faction wide happines. after 2 turns the building auto-destructs and trait vanish. sacrifice again and it re-appears.

    Project E:
    Vassal and Title Ancillaries.
    1. there should be inheritable ancillaries representing the larger ethnic/cultural nations - Norse, Swedes, Danes, Balts, Slavs, Russ, Finns. in addition to authority and loyalty these ancillaries can give points to secondary attributes such as personal security, hitpoints etc. except the Danes none would exist at campaign start. the Franks would have an Emperor ancillary.
    i imagine the ancillaries could be triggered when wipeing out a faction of their own type. these ancillaries should only be available to their own culture group. the exception is the Franks which has an Emperor and as such can have client kings.
    2. there should be inheritable ancillaries to represent the starting status of most faction leaders - Jarl/Earl/Duke. these should have effects quite similar to the kingly ancillaries.
    i hope it will be possible to let a human player that won a battle, faction leader against leader where one factionleader dies, to acquire the others ancillary. and, if possible, give regions to winner and characters to rebels.
    the acquired ancillary might have to be a duplicate that has all the pomp but not the extra protective effects. still i can see problems with sorting out dual titles, so to keep it simple, initially the ancillaries might only have effect on status attributes such as Loyalty and Authority.
    the intention here is two-fold. it is ment to prop up the faction leader and possibly heir. but the titles are ment to accumulate as one wins over other factions, distribution of titles ment as a way to keep important characters loyal. as such the acquired ancillaries are ment to be re-distributable and inheritable.
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  2. #2

    Default Project A: Skills

    i intend to use the alternative Piety mode, which is actually seem to be the old Management attribute from RTW. this removes religious unrest in settlements by characters with high piety when there are religious differences.
    i simply presume there must be 10 levels to both command and piety, as there are 10 stars achieveable for those attributes.

    the skills has been set for two - Command and Administration.
    both will branch out at the level of no-going-back, which is main skill trait level 3. there are 5 levels to each main skill. in addition there are a set of Natural Born Skill traits, these level to 4 with a total of 9 possible at best. a character is supposed to only get one of either Natural Born Skill traits when comming of age. but any can get the Acquired Skill traits.
    Command branches out into Attack and Defence specialisation, and further into Siege Attack and Siege Defence. there is also specialisation for Infantry and Cavalry skills.
    Administration branches out into Building and Trade, main attribute effects would be reduced squalor, increased law, happines and farming bonus.
    the branch skills should not be to hard to acquire, at least the initial levels. any character can acquire any level of any branch skill traits.

    there are 4 main attributes; Command, Chivalry, Authority and Piety. Piety is supposedly a re-working of Management from RTW and Influence into Chivalry/Dread.
    i do not remember how Influence worked in RTW and not even certain of its effects in M2TW. i believe people either are scared of or loves a character and that this effects happines in a settlement where the character is. but, as said, i am uncertain of the precise effects of both Chivalry and Dread
    anyhow, my hope is to use Chivalry/Dread as a way to determine a 3rd skill-set tied inn with religion, ceremonies and culture. perhaps this also can have a set of natural Born Skills, but could co-exist with any of the other two Main Skill Traits. i imagine the effects mainly focus on Law, Local Happines and even Farming.

    MAIN SKILL TRAITS
    Main Command Skill Traits
    Code:
    Trait Commander
        Characters family
    
        Level Promising_Commander
            Threshold  1 
    
            Effect Command  1 
            Effect LineOfSight  1 
    
        Level Aspiring_Commander
            Threshold  2 
    
            Effect Command  2 
            Effect LineOfSight  2 
            Effect Ambush  1 
    
        Level Proven_Commander
            Threshold  4 
    
            Effect Command  3 
            Effect LineOfSight  3 
            Effect Ambush  2 
            Effect MovementPoints 1
    
        Level Great_Commander
            Threshold  8 
    
            Effect Command  4 
            Effect LineOfSight  4 
            Effect Ambush  3 
            Effect MovementPoints 2
    
        Level Legendary_Commander
            Threshold  16 
    
            Effect Command  5 
            Effect LineOfSight  5 
            Effect Ambush  4 
            Effect MovementPoints 3
    
    ;------------------------------------------
    Trait NaturalMilitarySkill
        Characters family
        AntiTraits NaturalAdministratorSkill
    
        Level Talent_for_Command
            Threshold  1 
    
            Effect Command  1 
            Effect TroopMorale 1
    
        Level Natural_Commander
            Threshold  2 
    
            Effect Command  2 
            Effect TroopMorale 2
    
        Level Born_to_Command
            Threshold  3 
    
            Effect Command  3 
            Effect Attack  1
            Effect Defence  1 
            Effect TroopMorale 3
            Effect HitPoints  1
            Effect MovementPoints 1
    
        Level Born_Conqueror
            Threshold  4 
    
            Effect Command  4 
            Effect Attack  2
            Effect Defence  2 
            Effect SiegeAttack  1 
            Effect TroopMorale 4
            Effect HitPoints  2
            Effect MovementPoints 2
            Effect Looting  30

    Born Command Skill Trait triggers
    Code:
    Trigger battle_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
    
        Affects NaturalMilitarySkill  1  Chance  75 
        Affects NaturalMilitarySkill  1  Chance  50 
        Affects NaturalMilitarySkill  1  Chance  25 
        Affects NaturalMilitarySkill  1  Chance  5

    victories with great slaughther should be rewarded and heroic ones even more so. so additional triggers might be added, depending on what can be used for condition. the intention is that the first 3 Command Skill Trait levels should be quite obtainable with any random general, while levels 4 and 5 progressively harder. so trait thresholds might have to be adjusted.
    there is also some subtraction chance for losing a battle and severe ones for simply withdrawing. yet the point of no-going-back has been set to trait level 3.
    Acquired Command Skill Trait triggers
    Code:
    Trigger Standard_Battle_1_Any_Victory_VnV_Trigger
        WhenToTest PostBattle
    
        Condition IsGeneral
              and WonBattle
              and BattleOdds > 2.25
    
        Affects Commander  1  Chance  100 
    
    ;------------------------------------------
    Trigger Standard_Battle_2_Any_Victory_VnV_Trigger
        WhenToTest PostBattle
    
        Condition IsGeneral
              and WonBattle
              and BattleOdds >= 1.75
              and BattleOdds < 2.25
    
        Affects Commander  1  Chance  75 
    
    ;------------------------------------------
    Trigger Standard_Battle_3_Any_Victory_VnV_Trigger
        WhenToTest PostBattle
    
        Condition IsGeneral
              and WonBattle
              and BattleOdds >= 1.50
              and BattleOdds < 1.75
    
        Affects Commander  1  Chance  25 
    
    ;------------------------------------------
    Trigger Standard_Battle_4_Any_Victory_VnV_Trigger
        WhenToTest PostBattle
    
        Condition IsGeneral
              and WonBattle
              and BattleOdds >= 1.25
              and BattleOdds < 1.50
    
        Affects Commander  1  Chance  5 
    
    ;------------------------------------------
    ;Lose or withdraw penalties
    ;------------------------------------------
    Trigger Standard_Battle_1_Any_Loss_VnV_Trigger
        WhenToTest PostBattle
    
        Condition IsGeneral
              and not WonBattle
              and BattleOdds < 1.25
    
        Affects Commander  -1  Chance  25 
    
    ;------------------------------------------
    Trigger Withdraw_Before_Battle_Bad_Odds_VnV_Trigger
        WhenToTest PreBattleWithdrawal
    
        Condition IsGeneral
              and I_WithdrawsBeforeBattle
              and BattleOdds < 0.8
    
        Affects Commander  -2  Chance  80 
    
    ;------------------------------------------
    Trigger Withdraw_Before_Battle_Even_Odds_VnV_Trigger
        WhenToTest PreBattleWithdrawal
    
        Condition IsGeneral
              and I_WithdrawsBeforeBattle
              and BattleOdds > 0.8
              and BattleOdds < 1.5
    
        Affects Commander  -2  Chance  100 
    
    ;------------------------------------------
    Trigger Withdraw_Before_Battle_Good_Odds_VnV_Trigger
        WhenToTest PreBattleWithdrawal
    
        Condition IsGeneral
              and I_WithdrawsBeforeBattle
              and BattleOdds > 3
    
        Affects Commander  -3  Chance  100

    both the adopted, in-married or man-of-the-hour triggers have a small chance to give Natural command Skill up to level 3. overall i wish these to be weaker characters, so values might be lowered ortriggers removed.
    Adopted Command Trait triggers
    Code:
    Trigger Worthy_Of_Adoption_1_VnV_Trigger
        WhenToTest OfferedForAdoption
    
        Affects Commander  1  Chance  33 
        Affects Commander  2  Chance  15
        Affects Commander  3  Chance  5
    
    ;------------------------------------------
    Trigger Worthy_Of_Adoption_2_VnV_Trigger
        WhenToTest OfferedForAdoption
    
        Affects NaturalMilitarySkill  1  Chance  15 
        Affects NaturalMilitarySkill  1  Chance  10 
        Affects NaturalMilitarySkill  1  Chance  5 
    
    ;------------------------------------------
    Trigger Lesser_General_Adoption_1_VnV_Trigger
        WhenToTest LesserGeneralOfferedForAdoption
    
        Affects Commander  1  Chance  33 
        Affects Commander  2  Chance  15
        Affects Commander  3  Chance  5
    
    ;------------------------------------------
    Trigger Lesser_General_Adoption_2_VnV_Trigger
        WhenToTest LesserGeneralOfferedForAdoption
    
        Affects NaturalMilitarySkill  1  Chance  15 
        Affects NaturalMilitarySkill  1  Chance  10 
        Affects NaturalMilitarySkill  1  Chance  5

    Marriage Command Skill Trait triggers
    Code:
    Trigger Worthy_Of_Marriage_1_VnV_Trigger
        WhenToTest OfferedForMarriage
    
        Affects Commander  1  Chance  33 
        Affects Commander  2  Chance  15
        Affects Commander  3  Chance  5
    
    ;------------------------------------------
    Trigger Worthy_Of_Marriage_2_VnV_Trigger
        WhenToTest OfferedForMarriage
    
        Affects NaturalMilitarySkill  1  Chance  15 
        Affects NaturalMilitarySkill  1  Chance  10 
        Affects NaturalMilitarySkill  1  Chance  5

    i have left some SiegeAttack effects here, they might be removed.
    Attack Command Skill Traits
    Code:
    Trait Attacker
        Characters family
    
        Level Promising_Attacker
            Threshold  1 
    
            Effect Attack  1 
    
        Level Confident_Attacker
            Threshold  2 
    
            Effect Attack  2 
            Effect SiegeAttack  1 
    
        Level Strong_Attacker
            Threshold  4 
    
            Effect Attack  3 
            Effect SiegeAttack  2 
    
        Level Excellent_Attacker
            Threshold  8 
    
            Effect Attack  4 
            Effect SiegeAttack  3 
    
        Level Heroic_Attacker
            Threshold  16 
    
            Effect Attack  5 
            Effect SiegeAttack  4

    Attack Command Skill Trait triggers
    Code:
    Trigger Standard_Battle_Attacker_Crushing_Victory_1_VnV_Trigger
        WhenToTest PostBattle
    
        Condition WasAttacker
              and IsGeneral
              and Trait Commander >= 3
              and WonBattle
              and BattleSuccess = crushing
              and I_ConflictType Normal
              and BattleOdds >= 1
              and BattleOdds < 1.5
    
        Affects Attacker  1  Chance  100 
    
    ;------------------------------------------
    Trigger Standard_Battle_Attacker_Crushing_Loss_1_VnV_Trigger
        WhenToTest PostBattle
    
        Condition WasAttacker
              and IsGeneral
              and Trait Commander >= 3
              and not WonBattle
              and BattleSuccess = crushing
              and I_ConflictType Normal
              and BattleOdds >= 1
              and BattleOdds < 1.5
    
        Affects Attacker  -1  Chance  80

    i left SiegeDefence in there, might be removed.
    Defence Command Skill Traits
    Code:
    Trait Defender
        Characters family
    
        Level Promising_Defender
            Threshold  1 
    
            Effect Defence  1 
    
        Level Confident_Defender
            Threshold  2 
    
            Effect Defence  2 
            Effect SiegeDefence  1 
    
        Level Strong_Defender
            Threshold  4 
    
            Effect Defence  3 
            Effect SiegeDefence  2 
    
        Level Excellent_Defender
            Threshold  8 
    
            Effect Defence  4 
            Effect SiegeDefence  3 
    
        Level Heroic_Defender
            Threshold  16 
    
            Effect Defence  5 
            Effect SiegeDefence  4

    Defence Command Skill Trait triggers
    Code:
    Trigger Standard_Battle_Defender_Crushing_Victory_1_VnV_Trigger
        WhenToTest PostBattle
    
        Condition not WasAttacker
              and IsGeneral
              and WonBattle
              and BattleSuccess = crushing
              and I_ConflictType Normal
              and BattleOdds >= 1
              and BattleOdds < 1.5
    
        Affects Defender  1  Chance  100 
    
    ;------------------------------------------
    Trigger Standard_Battle_Defender_Crushing_Loss_1_VnV_Trigger
        WhenToTest PostBattle
    
        Condition not WasAttacker
              and IsGeneral
              and not WonBattle
              and BattleSuccess = crushing
              and I_ConflictType Normal
              and BattleOdds >= 1
              and BattleOdds < 1.5
    
        Affects Defender  -1  Chance  80

    SiegeAttack Command Skill Traits
    Code:
    Trait SiegeAttacker
        Characters family
    
        Level Wall_Taker
            Threshold  1 
    
            Effect SiegeAttack  1 
    
        Level Siege_Expert
            Threshold  2 
    
            Effect SiegeAttack  2 
    
        Level Siege_Master
            Threshold  4 
    
            Effect SiegeAttack  3 
    
        Level Unstoppable_in_Siege
            Threshold  8 
    
            Effect SiegeAttack  4

    SiegeAttack Command Skill Trait triggers
    Code:
    Trigger Battle_Siege_Attacker_Won
        WhenToTest PostBattle
    
        Condition WasAttacker
              and IsGeneral
              and WonBattle
              and BattleSuccess >= clear
              and I_ConflictType Siege
              and BattleOdds < 2
    
        Affects SiegeAttacker  1  Chance  100 
    
    ;------------------------------------------
    Trigger Battle_Siege_Attacker_Lost
        WhenToTest PostBattle
    
        Condition WasAttacker
              and IsGeneral
              and not WonBattle
              and BattleSuccess >= clear
              and I_ConflictType Siege
              and BattleOdds >= 1.2
    
        Affects SiegeAttacker  -1  Chance  100

    SiegeDefence Command Skill Traits
    Code:
    Trait SiegeDefender
        Characters family
    
        Level Good_at_the_Walls
            Threshold  1 
    
            Effect SiegeDefence  1 
    
        Level Strong_at_the_Walls
            Threshold  2 
    
            Effect SiegeDefence  2 
    
        Level Urban_Protector
            Threshold  4 
    
            Effect SiegeDefence  3 
    
        Level Savior_of_Cities
            Threshold  8 
    
            Effect SiegeDefence  4

    SiegeDefence Command Skill Trait triggers
    Code:
    Trigger Battle_Siege_Defender_Won
        WhenToTest PostBattle
    
        Condition not WasAttacker
              and IsGeneral
              and WonBattle
              and BattleSuccess >= clear
              and I_ConflictType Siege
              and BattleOdds < 1.7
    
        Affects SiegeDefender  1  Chance  100 
    
    ;------------------------------------------
    Trigger Battle_Siege_Defender_Lost
        WhenToTest PostBattle
    
        Condition not WasAttacker
              and IsGeneral
              and not WonBattle
              and BattleSuccess >= clear
              and I_ConflictType Siege
              and BattleOdds >= 1
    
        Affects SiegeDefender  -1  Chance  100


    Main Administrator Skill Traits
    Code:
    Trait Administrator
        Characters family
        NoGoingBackLevel  3 
    
        Level Organizer
            Threshold  1 
    
            Effect Trading  1 
            Effect Squalor -1 
    
        Level Budding_Bureaucrat
            Threshold  2 
    
            Effect Trading  3 
            Effect Squalor -2 
            Effect Law  1 
    
        Level Skilled_Bureaucrat
            Threshold  6 
    
            Effect Construction  5
            Effect Trading  5 
            Effect Squalor -3 
            Effect Law  2 
    
        Level Superb_Administrator
            Threshold  12 
    
            Effect Construction  10 
            Effect Trading  10 
            Effect Piety  1 
            Effect Squalor -4 
            Effect Law  3 
            Effect TaxCollection  5 
    
        Level Urban_Planner
            Threshold  18 
    
            Effect Construction  15 
            Effect Trading  15 
            Effect Piety  2 
            Effect Squalor -5 
            Effect Law  4 
            Effect TaxCollection  10 
    
    ;------------------------------------------
    Trait NaturalAdministratorSkill
        Characters family
        AntiTraits NaturalMilitarySkill
    
        Level Fixer
            Threshold  1 
    
            Effect Piety  1 
            Effect Squalor -1 
    
        Level Planner
            Threshold  2 
    
            Effect Piety  2 
            Effect Squalor -2 
            Effect Law  1 
    
        Level Thinker
            Threshold  3 
    
            Effect Construction  5
            Effect Piety  3 
            Effect Squalor -3 
            Effect Law  2 
            Effect TaxCollection  5 
    
        Level Visionary
            Threshold  4 
    
            Effect Construction  10 
            Effect Piety  4 
            Effect Squalor -4 
            Effect Law  3 
            Effect TaxCollection  10

    Born Administrator Skill Trait triggers
    Code:
    Trigger Administrator_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
    
        Affects NaturalAdministratorSkill  1  Chance  75 
        Affects NaturalAdministratorSkill  1  Chance  50 
        Affects NaturalAdministratorSkill  1  Chance  25
        Affects NaturalAdministratorSkill  1  Chance  5

    trigger 2 is for governors keeping people happy and tax-paying when nothing left to build. chances might be set to higher values.
    Acquired Administrator Skill Trait triggers
    Code:
    Trigger Administrator1
        WhenToTest GovernorBuildingCompleted
    
        Affects Administrator  1  Chance  25 
    
    ;------------------------------------------
    Trigger Administrator2
        WhenToTest CharacterTurnEnd
    
        Condition IsGeneral
              and GovernorTaxLevel = tax_high
              and GovernorLoyaltyLevel = loyalty_happy
              and TimeInRegion > 4
    
        Affects Administrator  1  Chance  25

    Adopted Administrator Skill Trait triggers
    Code:
    Trigger Worthy_Of_Adoption_3_VnV_Trigger
        WhenToTest OfferedForAdoption
    
        Affects Administrator  1  Chance  33 
        Affects Administrator  2  Chance  15
        Affects Administrator  3  Chance  5  
    
    ;------------------------------------------
    Trigger Worthy_Of_Adoption_4_VnV_Trigger
        WhenToTest OfferedForAdoption
    
        Affects NaturalAdministratorSkill  1  Chance  15 
        Affects NaturalAdministratorSkill  1  Chance  10
        Affects NaturalAdministratorSkill  1  Chance  5

    Marriage Administrator Skill Trait triggers
    Code:
    Trigger Worthy_Of_Marriage_3_VnV_Trigger
        WhenToTest OfferedForMarriage
    
        Affects Administrator  1  Chance  33 
        Affects Administrator  2  Chance  15
        Affects Administrator  3  Chance  5  
    
    ;------------------------------------------
    Trigger Worthy_Of_Marriage_4_VnV_Trigger
        WhenToTest OfferedForMarriage
    
        Affects NaturalAdministratorSkill  1  Chance  15 
        Affects NaturalAdministratorSkill  1  Chance  10
        Affects NaturalAdministratorSkill  1  Chance  5

    Builder Administrator Skill Traits
    Code:
    Trait Builder
        Characters family
        NoGoingBackLevel  2 
    
        Level Active_Builder
            Threshold  1 
    
            Effect Construction  5 
            Effect Squalor -1 
    
        Level Urban_Builder
            Threshold  2 
    
            Effect Construction  10 
            Effect Squalor -2 
    
        Level Great_Builder
            Threshold  6 
    
            Effect Construction  15 
            Effect Squalor -3 
            Effect Piety  1

    Builder Administrator Skill Trait triggers
    Code:
    Trigger Administrator3
        WhenToTest GovernorBuildingCompleted
    
        Condition Trait Administrator >= 3
    
        Affects Builder  1  Chance  50 
    
    ;------------------------------------------
    Trigger Administrator4
        WhenToTest GovernorBuildingCompleted
    
        Condition Trait Administrator >= 4
    
        Affects Builder  1  Chance  75 
    
    ;------------------------------------------
    Trigger Administrator5
        WhenToTest GovernorBuildingCompleted
    
        Condition Trait Administrator = 5
    
        Affects Builder  1  Chance  100

    Trader Administrator Skill Traits
    Code:
    Trait Trader
        Characters family
        NoGoingBackLevel  2 
    
        Level Understands_Trade
            Threshold  5 
    
            Effect Trading  10 
    
        Level Trader
            Threshold  12 
    
            Effect Trading  20 
    
        Level Master_Trader
            Threshold  18 
    
            Effect Trading  30 
            Effect Piety  1

    constructing comercial/trade buildings or simply sitting around with great market.
    Trader Administrator Skill Trait triggers
    Code:
    Trigger Administrator6
        WhenToTest GovernorBuildingCompleted
    
        Condition SettlementBuildingFinished >= kaupang
              and Trait Administrator >= 3
    
        Affects Trader  1  Chance  50 
    
    ;------------------------------------------
    Trigger Administrator7
        WhenToTest GovernorBuildingCompleted
    
        Condition SettlementBuildingFinished >= boatbuilder
              and Trait Administrator >= 3
    
        Affects Trader  1  Chance  50 
    
    ;------------------------------------------
    Trigger Administrator8
        WhenToTest GovernorBuildingCompleted
    
        Condition SettlementBuildingFinished >= wood_worker
              and Trait Administrator >= 3
    
        Affects Trader  1  Chance  50 
    
    ;------------------------------------------
    Trigger Administrator9
        WhenToTest GovernorBuildingCompleted
    
        Condition SettlementBuildingFinished >= small_bie
              and Trait Administrator >= 3
    
        Affects Trader  1  Chance  50 
    
    ;------------------------------------------
    Trigger Administrator10
        WhenToTest CharacterTurnEnd
    
        Condition IsGeneral
              and Trait Administrator >= 3
              and SettlementBuildingExists >= great_market
              and TimeInRegion > 3
    
        Affects Trader  1  Chance  50


    PERSONALITY TRAITS

    Condition Traits
    Code:
    Trait Mad
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Mad
            Description Is_Mad_desc
            EffectsDescription Is_Mad_effects_desc
            GainMessage Is_Mad_gain_desc
            LoseMessage Is_Mad_lose_desc
            Epithet Is_Mad_epithet_desc
            Threshold  1 
    
            Effect LocalPopularity -1 
            Effect TaxCollection -5 
            Effect Construction  -15 
            Effect Squalor 5 
            Effect Piety  -5 
            Effect Chivalry  -5 
    
    ;------------------------------------------
    Trait Strong
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Strong
            Description Is_Strong_desc
            EffectsDescription Is_Strong_effects_desc
            GainMessage Is_Strong_gain_desc
            LoseMessage Is_Strong_lose_desc
            Epithet Is_Strong_epithet_desc
            Threshold  1 
    
            Effect LocalPopularity 1 
            Effect Health  5 
            Effect Fertility  5 
            Effect MovementPoints  20 
            Effect HitPoints  5 
            Effect TroopMorale  5 
    
    ;------------------------------------------
    Trait Weak
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Weak
            Description Is_Weak_desc
            EffectsDescription Is_Weak_effects_desc
            GainMessage Is_Weak_gain_desc
            LoseMessage Is_Weak_lose_desc
            Epithet Is_Weak_epithet_desc
            Threshold  1 
    
            Effect Health  -2 
            Effect Command  -2 
            Effect Fertility  -2 
            Effect MovementPoints  -20 
            Effect HitPoints  -2 
            Effect TroopMorale  -2 
    
    ;------------------------------------------
    Trait Bright
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Bright
            Description Is_Bright_desc
            EffectsDescription Is_Bright_effects_desc
            GainMessage Is_Bright_gain_desc
            LoseMessage Is_Bright_lose_desc
            Epithet Is_Bright_epithet_desc
            Threshold  1 
    
            Effect TaxCollection 10 
            Effect Trading 2 
            Effect Squalor  -2 
            Effect Construction 5 
            Effect PersonalSecurity 2 
    
    ;------------------------------------------
    Trait Dim
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Dim
            Description Is_Dim_desc
            EffectsDescription Is_Dim_effects_desc
            GainMessage Is_Dim_gain_desc
            LoseMessage Is_Dim_lose_desc
            Epithet Is_Dim_epithet_desc
            Threshold  1 
    
            Effect TaxCollection -10 
            Effect Trading -2 
            Effect Squalor  2 
            Effect Construction -5 
            Effect PersonalSecurity -2 
    
    ;------------------------------------------
    Trait Fair
        Characters family
        NoGoingBackLevel  1
    
        Level Is_Fair
            Description Is_Fair_desc
            EffectsDescription Is_Fair_effects_desc
            GainMessage Is_Fair_gain_desc
            LoseMessage Is_Fair_lose_desc
            Epithet Is_Fair_epithet_desc
            Threshold  1 
    
            Effect Chivalry 1 
            Effect Fertility 1 
            Effect LocalPopularity 1 
    
    ;------------------------------------------
    Trait Rugged
        Characters family
        NoGoingBackLevel  1
    
        Level Is_Rugged
            Description Is_Rugged_desc
            EffectsDescription Is_Rugged_effects_desc
            GainMessage Is_Rugged_gain_desc
            LoseMessage Is_Rugged_lose_desc
            Epithet Is_Rugged_epithet_desc
            Threshold  1 
    
            Effect Chivalry -1  
            Effect Fertility -1 
            Effect Law 2 
    
    ;------------------------------------------
    Trait Honest
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Honest
            Description Is_Honest_desc
            EffectsDescription Is_Honest_effects_desc
            GainMessage Is_Honest_gain_desc
            LoseMessage Is_Honest_lose_desc
            Epithet Is_Honest_epithet_desc
            Threshold  1 
    
            Effect Chivalry 1 
            Effect Trading -2  
            Effect LocalPopularity 1 
            Effect Law 1 
            Effect TaxCollection -5 
    
    ;------------------------------------------
    Trait Crooked
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Crooked
            Description Is_Crooked_desc
            EffectsDescription Is_Crooked_effects_desc
            GainMessage Is_Crooked_gain_desc
            LoseMessage Is_Crooked_lose_desc
            Epithet Is_Crooked_epithet_desc
            Threshold  1 
    
            Effect Chivalry -1  
            Effect Trading 2 
            Effect Unrest 2 
            Effect TaxCollection -10 
    
    ;------------------------------------------
    Trait Moderate
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Moderate
            Description Is_Moderate_desc
            EffectsDescription Is_Moderate_effects_desc
            GainMessage Is_Moderate_gain_desc
            LoseMessage Is_Moderate_lose_desc
            Epithet Is_Moderate_epithet_desc
            Threshold  1 
    
            Effect Chivalry 1 
            Effect Law -2 
            Effect PublicSecurity  2 
            Effect BribeResistance 30 
            Effect Loyalty  1 
            Effect TroopMorale  1 
    ;------------------------------------------
    Trait Severe
        Characters family
        NoGoingBackLevel  1
        Hidden
    
        Level Is_Severe
            Description Is_Severe_desc
            EffectsDescription Is_Severe_effects_desc
            GainMessage Is_Severe_gain_desc
            LoseMessage Is_Severe_lose_desc
            Epithet Is_Severe_epithet_desc
            Threshold  1 
    
            Effect Chivalry -1  
            Effect PersonalSecurity 2 
            Effect Unrest -2 
            Effect TaxCollection 5 
            Effect Loyalty  -1 
            Effect Command 1

    Condition Trait triggers
    Code:
    Trigger IsMad_1
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and Trait Faith >= 1
              and Trait Rational >= 1
     
        Affects Mad  1  Chance  100   
    
    ;------------------------------------------
    Trigger Strong_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Weak >= 1
    
        Affects Strong  1  Chance  10   
    
    ;------------------------------------------
    Trigger Weak_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Strong >= 1
    
        Affects Weak  1  Chance  5   
    
    ;------------------------------------------
    Trigger Bright_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Dim >= 1
    
        Affects Bright  1  Chance  10   
    
    ;------------------------------------------
    Trigger Dim_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Bright >= 1
    
        Affects Dim  1  Chance  5   
    
    ;------------------------------------------
    Trigger Fair_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Rugged >= 1
    
        Affects Fair  1  Chance  10   
    
    ;------------------------------------------
    Trigger Rugged_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Fair >= 1
    
        Affects Rugged  1  Chance  15   
    
    ;------------------------------------------
    Trigger Honest_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Rugged >= 1
    
        Affects Honest  1  Chance  10   
    
    ;------------------------------------------
    Trigger Crooked_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Honest >= 1
    
        Affects Crooked  1  Chance  10   
    
    ;------------------------------------------
    Trigger Moderate_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Severe >= 1
    
        Affects Honest  1  Chance  15   
    
    ;------------------------------------------
    Trigger Severe_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Moderate >= 1
    
        Affects Severe  1  Chance  25


    Religion Traits
    the religion traits "Christian" and "Pagan" are split in two branches, depending on wether the character has "Rational" or "Faith" trait. these traits are to act as counters, they are hidden and has effects not used by generals.
    Religion Traits
    Code:
    Trait PragmaticChristian
        Characters family
        Hidden
    
        Level Pragmatic_Christian
            Description Pragmatic_Christian_desc
            EffectsDescription Pragmatic_Christian_effects_desc
            Threshold 1
    
            Effect Unorthodoxy 1
    
        Level Pragmatic_Christian2
            Description Pragmatic_Christian_desc
            EffectsDescription Pragmatic_Christian_effects_desc
            Threshold 2
    
            Effect Unorthodoxy 2
    
        Level Pragmatic_Christian3
            Description Pragmatic_Christian_desc
            EffectsDescription Pragmatic_Christian_effects_desc
            Threshold 3
    
            Effect Unorthodoxy 3
    
        Level Pragmatic_Christian4
            Description Pragmatic_Christian_desc
            EffectsDescription Pragmatic_Christian_effects_desc
            Threshold 4
    
            Effect Unorthodoxy 4
    
        Level Pragmatic_Christian5
            Description Pragmatic_Christian_desc
            EffectsDescription Pragmatic_Christian_effects_desc
            Threshold 5
    
            Effect Unorthodoxy 5
    
    ;------------------------------------------
    Trait TrueChristian
        Characters family
        Hidden
    
        Level True_Christian
            Description True_Christian_desc
            EffectsDescription True_Christian_effects_desc
            Threshold 1
    
            Effect Purity 1
    
        Level True_Christian2
            Description True_Christian_desc
            EffectsDescription True_Christian_effects_desc
            Threshold 2
    
            Effect Purity 2
    
        Level True_Christian3
            Description True_Christian_desc
            EffectsDescription True_Christian_effects_desc
            Threshold 3
    
            Effect Purity 3
    
        Level True_Christian4
            Description True_Christian_desc
            EffectsDescription True_Christian_effects_desc
            Threshold 4
    
            Effect Purity 4
    
        Level True_Christian5
            Description True_Christian_desc
            EffectsDescription True_Christian_effects_desc
            Threshold 5
    
            Effect Purity 5
    
    ;------------------------------------------
    Trait PragmaticPagan
        Characters family
        Hidden
    
        Level Pragmatic_Pagan
            Description Pragmatic_Pagan_desc
            EffectsDescription Pragmatic_Pagan_effects_desc
            Threshold 1
    
            Effect Unorthodoxy 1
    
        Level Pragmatic_Pagan2
            Description Pragmatic_Pagan_desc
            EffectsDescription Pragmatic_Pagan_effects_desc
            Threshold 2
    
            Effect Unorthodoxy 2
    
        Level Pragmatic_Pagan3
            Description Pragmatic_Pagan_desc
            EffectsDescription Pragmatic_Pagan_effects_desc
            Threshold 3
    
            Effect Unorthodoxy 3
    
        Level Pragmatic_Pagan4
            Description Pragmatic_Pagan_desc
            EffectsDescription Pragmatic_Pagan_effects_desc
            Threshold 4
    
            Effect Unorthodoxy 4
    
        Level Pragmatic_Pagan5
            Description Pragmatic_Pagan_desc
            EffectsDescription Pragmatic_Pagan_effects_desc
            Threshold 5
    
            Effect Unorthodoxy 5
    
    ;------------------------------------------
    Trait TruePagan
        Characters family
        Hidden
    
        Level True_Pagan
            Description True_Pagan_desc
            EffectsDescription True_Pagan_effects_desc
            Threshold 1
    
            Effect Purity 1
    
        Level True_Pagan2
            Description True_Pagan_desc
            EffectsDescription True_Pagan_effects_desc
            Threshold 2
    
            Effect Purity 2
    
        Level True_Pagan3
            Description True_Pagan_desc
            EffectsDescription True_Pagan_effects_desc
            Threshold 3
    
            Effect Purity 3
    
        Level True_Pagan4
            Description True_Pagan_desc
            EffectsDescription True_Pagan_effects_desc
            Threshold 4
    
            Effect Purity 4
    
        Level True_Pagan5
            Description True_Pagan_desc
            EffectsDescription True_Pagan_effects_desc
            Threshold 5
    
            Effect Purity 5
    
    ;------------------------------------------
    Trait Christian
        Characters family
    
        Level Christian
            Description Christian_desc
            EffectsDescription Christian_effects_desc
            Threshold 1
    
            Effect Chivalry 1
    
    ;------------------------------------------
    Trait Pagan
        Characters family
    
        Level Pagan
            Description Pagan_desc
            EffectsDescription Pagan_effects_desc
            Threshold 1
    
            Effect Chivalry -1

    depending on wether the character has "Rational" or "Faith" trait, their religion trait will be either "Pragmatic" or "True". each character get one trait for each religion at birth, they get top level of their fathers trait and lowest of the other. they are also given a visible trait corresponding to the dominant counter trait.
    in addition there will be triggers and possibly scripted monitors adding and subtracting to trait levels. when a trait reach top level and the other is at lowest corresponding visible trait will be given if not already had. a script is needed to remove the religion trait that has its counter at lowest level.
    Religion Trait triggers
    Code:
    ;------------------------------------------
    Trigger Christian_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Rational >= 1
              and FatherTrait TrueChristian >= 1
    
        Affects TrueChristian  5  Chance  100   
        Affects TruePagan  1  Chance  100   
    
    ;------------------------------------------
    Trigger Christian_birth2
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Faith >= 1
              and FatherTrait TrueChristian >= 1
    
        Affects PragmaticChristian  5  Chance  100   
        Affects PragmaticPagan  1  Chance  100   
    
    ;------------------------------------------
    Trigger Christian_birth3
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Rational >= 1
              and FatherTrait PragmaticChristian >= 1
    
        Affects TrueChristian  5  Chance  100   
        Affects TruePagan  1  Chance  100   
    
    ;------------------------------------------
    Trigger Christian_birth4
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Faith >= 1
              and FatherTrait PragmaticChristian >= 1
    
        Affects PragmaticChristian  5  Chance  100   
        Affects PragmaticPagan  1  Chance  100   
    
    ;------------------------------------------
    Trigger Pagan_birth1
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Rational >= 1
              and FatherTrait TruePagan >= 1
    
        Affects TruePagan  5  Chance  100   
        Affects TrueChristian  1  Chance  100   
    
    ;------------------------------------------
    Trigger Pagan_birth2
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Faith >= 1
              and FatherTrait TruePagan >= 1
    
        Affects PragmaticPagan  5  Chance  100   
        Affects PragmaticChristian  1  Chance  100   
    
    ;------------------------------------------
    Trigger Pagan_birth3
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Rational >= 1
              and FatherTrait PragmaticPagan >= 1
    
        Affects TruePagan  5  Chance  100   
        Affects TrueChristian  1  Chance  100   
    
    ;------------------------------------------
    Trigger Pagan_birth4
        WhenToTest CharacterComesOfAge
    
        Condition IsGeneral
              and not Trait Faith >= 1
              and FatherTrait PragmaticPagan >= 1
    
        Affects PragmaticPagan  5  Chance  100   
        Affects PragmaticChristian  1  Chance  100   
    
    ;------------------------------------------
    Trigger Turn_christian1
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and Trait TruePagan <= 1
              and Trait TrueChristian >= 5
     
        Affects Christian  1  Chance  100   
    
    ;------------------------------------------
    Trigger Turn_christian2
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and Trait PragmaticPagan <= 1
              and Trait PragmaticChristian >= 5
     
        Affects Christian  1  Chance  100   
    
    ;------------------------------------------
    Trigger Turn_pagan1
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and Trait TruePagan >= 5
              and Trait TrueChristian <= 1
     
        Affects Pagan  1  Chance  100   
    
    ;------------------------------------------
    Trigger Turn_pagan2
        WhenToTest CharacterTurnStart
    
        Condition IsGeneral
              and Trait PragmaticPagan >= 5
              and Trait PragmaticChristian <= 1
     
        Affects Pagan  1  Chance  100
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  3. #3

    Default Project B: Ephithets

    there are already some for historical characters.
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  4. #4

    Default Project C: Bloodlines

    bloodlines and dynasties could be fun.
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  5. #5

    Default Project D: temporary traits

    meh, just in case...
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  6. #6

    Default Project E: Titles

    my plan is to use zero value as baseline for attribute points recieved by traits and ancillaries.
    loyalty is obviously what keeps characters from rebeling, but i am uncertain if the will rebel if loyalty attribute value is zero or above. i simply presume rebeling characters occur automatically and does not have to triggered or scripted.
    i think Authority is what determines the next faction heir, or at least plays a part. by adding Authoruty Attribute points mainly by certain Title Ancillaries, i hope one can eventually affect the determination process by adding titles to a character.
    Ancillaries are sepparated into various types, but i do not know if there is any built-in effects to them. the types can be used as condition in triggers.
    the Kingly Title Ancillaries, except the Danish one, will have to be triggered possibly by campaign script.
    all factions will start with Earl Title Ancillary, except Danes and Franks, the Franks will obviously have an Emperor Title Ancillary. the Frank leader will be the only one that can gather all other Title Ancillaries, specially the Kingly Title Ancillaries. Kingly Title holders can be able to gather any Earl Title Ancillary, but be excluded from other cultures Kingly Titles.
    one problem i see is the acumulative effects of several Ancillaries on one character, in particulary when handled by the AI which i suppose would not know how to distribute the Ancillaries.


    i included southern_european culture for all titles, as Emperor the Frank leader should be allowed to keep client kings or kingly titles for him self. the 3 Scandinavian groups can also keep each others Kingly Titles, as was later sometimes the case.
    all Title Ancillaries has been triggered to pass to heir on natural death and to winner if killed in battle against other faction leader. no meassures has yet been taken to resolve if faction leader is killed in battle against someone else that is not also faction leader. i might want to insert a simmilar trigger in case the winner is a faction heir.
    the effect of loosing ones main Ancillary is nothing else than being robbed of its beneficial effects.
    Kingly Titles
    Code:
    Ancillary noreg_konung
        Type Court
        Transferable  0 
        Image noreg_konung.tga
        ExcludeCultures middle_eastern, mesoamerican, eastern_european, greek, mesoamerican
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary svea_konung
        Type Court
        Transferable  0 
        Image svea_konung.tga
        ExcludeCultures middle_eastern, mesoamerican, eastern_european, greek, mesoamerican
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary dane_konung
        Type Court
        Transferable  0 
        Image dane_konung.tga
        ExcludeCultures middle_eastern, mesoamerican, eastern_european, greek, mesoamerican
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary balt_konung
        Type Court
        Transferable  0 
        Image balt_konung.tga
        ExcludeCultures middle_eastern, mesoamerican, northern_european, greek, mesoamerican
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2

    yet there is no triggers for titles appearing unless added to campaign start.
    Kingly Titles Inheritence triggers
    Code:
    Trigger noreg_konung_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc noreg_konung
    
        AcquireAncillary noreg_konung chance  100 
    
    ;------------------------------------------
    Trigger svea_konung_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc svea_konung
    
        AcquireAncillary svea_konung chance  100 
    
    ;------------------------------------------
    Trigger dane_konung_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc dane_konung
    
        AcquireAncillary dane_konung chance  100 
    
    ;------------------------------------------
    Trigger balt_konung_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc balt_konung
    
        AcquireAncillary balt_konung chance  100

    Kingly Ancillaries Taken triggers
    Trigger noreg_konung_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled noreg_konung

    AcquireAncillary noreg_konung chance 100

    ;------------------------------------------
    Trigger svea_konung_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled svea_konung

    AcquireAncillary svea_konung chance 100

    ;------------------------------------------
    Trigger dane_konung_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled dane_konung

    AcquireAncillary dane_konung chance 100

    ;------------------------------------------
    Trigger balt_konung_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled balt_konung

    AcquireAncillary balt_konung chance 100


    Jarls Ancillaries
    Code:
    Ancillary dane_jarl
        Type Court
        Transferable  0 
        Image dane_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary gauta_jarl
        Type Court
        Transferable  0 
        Image gauta_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary guta_jarl
        Type Court
        Transferable  0 
        Image guta_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary hame_ruthina
        Type Court
        Transferable  0 
        Image hame_ruthina.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary hologa_jarl
        Type Court
        Transferable  0 
        Image hologa_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary krivich_knyaz
        Type Court
        Transferable  0 
        Image krivich_knyaz.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary kursi_ruthina
        Type Court
        Transferable  0 
        Image kursi_ruthina.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary kven_ruthina
        Type Court
        Transferable  0 
        Image kven_ruthina.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary maere_jarl
        Type Court
        Transferable  0 
        Image maere_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary obotrite_knyaz
        Type Court
        Transferable  0 
        Image obotrite_knyaz.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary prusi_ruthina
        Type Court
        Transferable  0 
        Image prusi_ruthina.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary roga_jarl
        Type Court
        Transferable  0 
        Image roga_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary rus_knyaz
        Type Court
        Transferable  0 
        Image rus_knyaz.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary saxe_jarl
        Type Court
        Transferable  0 
        Image saxe_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary svea_jarl
        Type Court
        Transferable  0 
        Image svea_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary vend_knyaz
        Type Court
        Transferable  0 
        Image vend_knyaz.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2 
    
    ;------------------------------------------
    Ancillary vika_jarl
        Type Court
        Transferable  0 
        Image vika_jarl.tga
        Effect Piety  1 
        Effect PersonalSecurity  1 
        Effect Authority  5 
        Effect HitPoints  2

    Jarls Ancillaries Inheritance triggers
    Code:
    Trigger dane_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc dane_jarl
    
        AcquireAncillary dane_jarl chance  100 
    
    ;------------------------------------------
    Trigger gauta_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc gauta_jarl
    
        AcquireAncillary gauta_jarl chance  100 
    
    ;------------------------------------------
    Trigger guta_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc guta_jarl
    
        AcquireAncillary guta_jarl chance  100 
    
    ;------------------------------------------
    Trigger hame_ruthina_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc hame_ruthina
    
        AcquireAncillary hame_ruthina chance  100 
    
    ;------------------------------------------
    Trigger hologa_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc hologa_jarl
    
        AcquireAncillary hologa_jarl chance  100 
    
    ;------------------------------------------
    Trigger krivich_knyaz_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc krivich_knyaz
    
        AcquireAncillary krivich_knyaz chance  100 
    
    ;------------------------------------------
    Trigger kursi_ruthina_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc kursi_ruthina
    
        AcquireAncillary kursi_ruthina chance  100 
    
    ;------------------------------------------
    Trigger kven_ruthina_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc kven_ruthina
    
        AcquireAncillary kven_ruthina chance  100 
    
    ;------------------------------------------
    Trigger maere_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc maere_jarl
    
        AcquireAncillary maere_jarl chance  100 
    
    ;------------------------------------------
    Trigger obotrite_knyaz_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc obotrite_knyaz
    
        AcquireAncillary obotrite_knyaz chance  100 
    
    ;------------------------------------------
    Trigger prusi_ruthina_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc prusi_ruthina
    
        AcquireAncillary prusi_ruthina chance  100 
    
    ;------------------------------------------
    Trigger roga_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc roga_jarl
    
        AcquireAncillary roga_jarl chance  100 
    
    ;------------------------------------------
    Trigger rus_knyaz_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc rus_knyaz
    
        AcquireAncillary rus_knyaz chance  100 
    
    ;------------------------------------------
    Trigger saxe_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc saxe_jarl
    
        AcquireAncillary saxe_jarl chance  100 
    
    ;------------------------------------------
    Trigger svea_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc svea_jarl
    
        AcquireAncillary svea_jarl chance  100 
    
    ;------------------------------------------
    Trigger vend_knyaz_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc vend_knyaz
    
        AcquireAncillary vend_knyaz chance  100 
    
    ;------------------------------------------
    Trigger vika_jarl_father_anc_trigger
        WhenToTest FatherDiesNatural
        Condition Trait Factionheir >= 1
              and FatherAnc vika_jarl
    
        AcquireAncillary vika_jarl chance  100

    Jarls Ancillaries Taken triggers
    Trigger dane_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled dane_jarl

    AcquireAncillary dane_jarl chance 100

    ;------------------------------------------
    Trigger gauta_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled gauta_jarl

    AcquireAncillary gauta_jarl chance 100

    ;------------------------------------------
    Trigger guta_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled guta_jarl

    AcquireAncillary guta_jarl chance 100

    ;------------------------------------------
    Trigger hame_ruthina_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled hame_ruthina

    AcquireAncillary hame_ruthina chance 100

    ;------------------------------------------
    Trigger hologa_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled hologa_jarl

    AcquireAncillary hologa_jarl chance 100

    ;------------------------------------------
    Trigger krivich_knyaz_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled krivich_knyaz

    AcquireAncillary krivich_knyaz chance 100

    ;------------------------------------------
    Trigger kursi_ruthina_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled kursi_ruthina

    AcquireAncillary kursi_ruthina chance 100

    ;------------------------------------------
    Trigger kven_ruthina_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled kven_ruthina

    AcquireAncillary kven_ruthina chance 100

    ;------------------------------------------
    Trigger maere_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled maere_jarl

    AcquireAncillary maere_jarl chance 100

    ;------------------------------------------
    Trigger obotrite_knyaz_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled obotrite_knyaz

    AcquireAncillary obotrite_knyaz chance 100

    ;------------------------------------------
    Trigger prusi_ruthina_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled prusi_ruthina

    AcquireAncillary prusi_ruthina chance 100

    ;------------------------------------------
    Trigger roga_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled roga_jarl

    AcquireAncillary roga_jarl chance 100

    ;------------------------------------------
    Trigger rus_knyaz_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled rus_knyaz

    AcquireAncillary rus_knyaz chance 100

    ;------------------------------------------
    Trigger saxe_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled saxe_jarl

    AcquireAncillary saxe_jarl chance 100

    ;------------------------------------------
    Trigger svea_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled svea_jarl

    AcquireAncillary svea_jarl chance 100

    ;------------------------------------------
    Trigger vend_knyaz_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled vend_knyaz

    AcquireAncillary vend_knyaz chance 100

    ;------------------------------------------
    Trigger vika_jarl_general_killed_anc_trigger
    WhenToTest PostBattle
    Condition IsGeneral
    and WonBattle
    and GeneralFoughtInCombat
    and Trait Factionleader >= 1
    and GeneralWithAncKilled vika_jarl

    AcquireAncillary vika_jarl chance 100
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  7. #7

    Default Extra

    Perhaps one extra just to be sure.
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  8. #8

    Default Re: Reworked Traits & Ancillaries - Skills & Titles

    Just noticed your personality traits. I was thinking about expanding them a tad maybe. I'll look into a decent suggestion.

    Historian - all things Viking Son of absinthia

  9. #9

    Default Re: Reworked Traits & Ancillaries - Skills & Titles

    i have considered also a set of cultured - crude, with the persons interest for art, poetry etc. in mind.
    these traits are mainly thought used as handles for scripted events, how a character would react to a situation, although yet i have no particular ideas for such events other than the possibility of influence by foreign religion. as such the personality traits should perhaps not have too much effect on the main attributes - command, chivalry/dread, authority/loyalty and piety, or the attributes used by main skill traits. i preffer these to have mainly secondary attributes that is not used for other traits.
    it is supposedly possible to give generals attributes that is believed not used by their type of character. as these attributes are thought not to have any effect, thay can be used to collect points that can be used as condition in triggers and scripted monitors.

    the effects i gave these traits is sometimes negative, like Weak has lowered troop moral. but perhaps there could be set some modifying trait level to alter some effects. a Weak general that has led his men to victory many times could loose the negative effect, considering Ivar Beinlaus...

    i wonder if it is possible to use a characters trait as a condition for a bulding?
    im i correct that buildings can be scripted to auto-destruct after some turns?

    what i am thinking is for a character to be able to hold a cermon or perfor a blot, by erecting a building tied in with the religious building tree.
    the building would then increase population happines for a few turns and then be auto-destructed. but for a character to be allowed to do this he would need the religious trait.
    the main attribute "Piety" i thought used as in RTW, "Management" and "Chivalry/Dread" as "Influence/Might". that is why i set up the alternative Piety-mode, that does not cause religious unrest.
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

  10. #10

    Default Re: Reworked Traits & Ancillaries - Skills & Titles

    updated with religion traits.
    so far two sets are triggered at birth, based on fathers religion, one christian and one pagan trait. these are hidden and act like counters. there are also visible traits, that is simply ment to show their religion.
    christians get Christian counter trait at level 5 and Pagan counter trait at level 1, and vice versa.
    i suppose the change of visible traits has to be scripted as there is needed a console command. so that when one trait reach level 1 and the other level 5 religion visible trait wil be set according to the one with level 5. so the triggers for adding the other visible trait is not working either, it only give them a second religion trait.
    yet there is nothing that affect the counter traits after comming of age.
    Hr. Alf han hugg til han var mod, Han sto i femten Ridderes Blod; Så tog han alle de Kogger ni Og sejlede dermed til Norge fri. Og der kom tidende til Rostock ind, Der blegned saa mangen Rosenkind. Der græd Enker og der græd Børn, Dem hadde gjort fattig den skadelige Ørn.
    Anders Sørensen Vedel

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