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Thread: GTCS - Generals' Traits' Common Sense fix

  1. #1
    Jurand of Cracow's Avatar History and gameplay!
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    Default GTCS - Generals' Traits' Common Sense fix

    Generals' Traits' Common Sense fix

    It seems my minimod goes into direction of fixing many traits of the generals. At the beginning I just wanted to do education, then to fix taxes, then all money-making issues, but the traits are related and I'm finding more and more bugs. So my plan for now is to take one-by-one trait and fix them (when I have time). There'll be an entry in this thread describing each modification: what was wrong, what has been changes, and why I did it in such a way.


    This minimod changes traits of the generals defined in the EDCT file (export_desc_characters_trait.txt) and their descriptions in the EV file (export_vnvs.txt). Here is the list of the traits modified until now, and the links to the relevant entries:
    - Good/Bad Taxman
    - Corrupt and Embezzler
    - Tourney Knight
    - Legacies (FatherLegacy, ChivalryLegacy, DreadLegacy)
    - education traits: Education of Generals, with further refinement described here.
    - Brave and Coward traits, with part of the code included in the Crusades/Jihad issues.
    - old age traits: Senile and Beyond Battle.
    - injuries trait: Severely Wounded and BattleScarred.
    - Xenophobia and Xenophilia with part of the code included in the VictorVirtue and other entries.
    - Hates and Loves Father,
    - Sobriety (it's a quick-fix just changing small details, not much thought-out yet, and not yet documented).

    The mod also incorporates the fix for the Near / Far Loyalty, as described here. Obviously, you'd better to use the Provincial Titles fix to benefit the most.
    It also contains a fix for the Princesses traits, not described yet.


    A guide for using these modifications in-game is to be found in the next entry of this thread.

    If you play SSHIP, you may just download two attached files and put them in the relevant folders of the mod. Alternatively, you may just go to the entry with the trait you'd like to use my modifiation, copy the code from the webpage, open your EDCT/EV files and replace relevant parts. I think it's easy with the informations I provied in the entries.

    Across the changes I try to adhere to the following principles:

    • Historicity, reality, logic: reflect the middle-ages’ reality, keep it according to our best knowledge on history, be logical.
    • Interaction between traits: a trait should appear in the triggers for the other traits so that at the end a personality of a general is consistent and convincing.
    • Meaningfullness of the traits: each trait should bear an important information for the player, not to be shrugged off (for instance, if a general is Beyond Battle, it should not be only about -4HP in fight, but if he does appear at the battlefield, he should be very likely to get wounded)
    • Cycle-of-life: young and middle-aged generals get the traits fast, but in the old age and after harsh experience they're losing the traits. The oldest generals should not be the best for managing and fighting, it's rather generals of age 30-50 and governors 40-60, who are the best.
    • Simpicity: don't make player's life unnecessary difficult, if it's not needed for the other reasons. What follows:
    • Consistency: make patterns so that the player can easily get his bearings (eg. the low-level requirements for Piety or Loyalty should be consistently 3, not sometimes 2, and sometimes 4; or: if there’s in a few triggers a special condition for “The Administratively minded generals with Piety”, this “Piety” level should be the same in all triggers)
    • Keep the SS logic: the above mentioned patterns should be in line with the logic of the other traits (eg. the benefits for consequtive levels of the money-traits should be 10-20-30).
    • Minimality: change the least is needed so that the SS-core stays. I'll not introduce new traits, just modify the existing ones.
    • Efficiency: the less code-lines the better, try shooting two birds with one stone: if two things may be coded in one trigger, just do it.
    • Documentation: I'll describe in detail what I'm doing and why.


    In many triggers the “not Senile” condition is added to show that mental fragility in the old age prevents from getting congnitive traits, while "not Beyond Battle" is added to show that physical aging prevents from gaining physical traits. As a result generals will be able to develop traits even in the old age only if they do not suffer from the old age weaknesses. Both traits will depend on the events in life of a general, usually throgh Robust/Sickly trait. Specifically, in the young age most generals will be Robust, but after it harshness of life (e.g. wounds suffered, battles fought, plagues experienced, alcohol drunk) will make them losing Robust and gaining Sickly. If they do, the Senile and Beyond Battle will be much easier and earlier to acquired. All in all, this should make health of the generals much more important factor to be taken into consideration while playing the SSHIP.

    The “Coming of Age” triggers are dealt with while improving the respective traits.

    Compatibility: I think all the changes until now are compatible with the Stainless Steel 6.4. Besides, if there're are dead triggers (eg related to non-existing traits), the game just ignores them. As a matter of fact, I've spotted some unused code.

    Save-compatibility (with SSHIP 0.9.2):
    Spoiler Alert, click show to read: 
    Yes, it is save-compatible in the sense that:
    - it won't make CTDs,
    - the new triggers for the traits will fire,
    - when the new levels of traits will be gained then the new lower-level benefits will be subtracted and the new higher-level benefits will be added,
    - the new descriptions of the traits will appear immediately.

    The caveat is:
    - after application of the submod the characters will have the new descriptions of the benefits but in-game the characters will still have the old benefits.

    For instance, consider a following situation.
    I. A trait in the old version would give 2 levels:
    AverageGuy: +2 Chivalry GoodGuy: +4 Chivalry
    and this submod modifies it that the levels give:
    AverageGuy: +1 Chivalry, +1 morale GoodGuy: +1 Chivalry, + 2 Morale.
    II. Your general has the AverageGuy level.
    III. After application of the submod, he will still have effectively +2Chiv, but the description will say "+1Chiv, +1 morale"
    IV. When he gains the second level, only the difference changes, so he will have "+2Chiv, +1morale", while the description will say "+1Chiv, +2morale".

    However, I don't think it's a huge problem and I used always newer versions of the submod over my games, and this was not misleading.


    The recent version: Attachment 353188

    And old version: GTSC and EOG 19.11.zip
    Last edited by Jurand of Cracow; May 10, 2018 at 01:59 AM. Reason: Complete re-work of the entry.

  2. #2
    Jurand of Cracow's Avatar History and gameplay!
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    Default GTCS Guide

    Shepherding a Good General - a guide for GTCS

    This is a guide of dos and donts. If you want to get precise information about probabilities, see the respective entry in the thread. Also very rare situations are addressed only in the thread, not here, as it's not worthy for the player to bother with petty details.

    Across the guide the following the words will be used in the following meaning:
    Spoiler Alert, click show to read: 

    • “visiting” – general ends his move in the settlement
    • "staying"– general spends the whole turn in the settlement without moving
    • “living” – general spends more than 1 turn in the province and stays the last turn in the settlement (but can move within that province before that turn)
    • “for some time” – at least 2 turns
    • “for a long time” – at least 4 turns
    • “learning general” – younger than 22 years and born in the family (not adopted, not married into)
    • “pious”, “loyal”, "chivalrous", "dreaded" – with the relevant attribute at least 3
    • “very pious”, “very loyal”, "very chivalrous" etc. – with the relevant attribute at least 6
    • "utmost pious", "utmost loyal" - with the relevant attribute of 10
    • "minimal" - of value at least 1
    • perpetuation – if a general gets the trait, there’s every turn a chance that it will progress
    • "Crowned" - means the Faction Leader has ancillary "crown", acquired due to his faction territorial possessions (i.e. not "Iron Crown" or a similar relict).
    • "in office" - having an ancillary "provincial title" (there's one for each province).
    • "in ministerial office" - having an ancillary "ministerial office" (they're a few of them given either to the general or to the faction leader, and may be transferred from one general to another)
    • different traits appearing in-game on the general's panel: “Administratively minded” (=inclinded), “Militarily minded” (=inclined), “Senile”, "Beyond Battle"
    • sentiment in the citizens is shown on the map as colored faces: green - happy, yellow - content, blue - disillusioned, red - rioting;
    • percentages in this guide tell probabilities of getting 1 point of the trait, not the level of the trait. However, since the info about thresholds is given, you can easily get your bearing. There's also a subtle issue of multiple chances which makes the percentages in reality a bit higher, but it's negligible for the purpose of the guide.



    How to become an efficient taxman?
    To become Good Taxman a general has to live in a city for some time and squeeze out a lot of money while keeping people happy. He has to be loyal and pious, and also has at least minimal authority. A very chivalrous general cannot become good at taxes, while an Administratively minded with high Loyalty, Piety and Authority finds it easier. Obviously, the old, senile generals cannot get this trait.
    A Bad Taxmen is somebody who governs a city and either doesn’t use the full potential of a settlement to provide taxes, or provokes unrest with too high taxes. Additionally, Military inclined generals are more likely to become BadTaxmen if they are not pious enough in the first case, and too chivalrous in the second.

    A GoodTaxman (a general will be described: Good with Taxes, Thorough Taxman and Cruelly Exacting Taxman) increases tax revenues by 10, 20 and 30%, but spark also unrest in the higher levels of the trait.
    So if a general keeps very high taxes in a happy city, lives in the city for at least 2 turns, has minimum Authority (1+), is loyal (3+) and pious (3+) but not very chivalrous (6-) there’s 5% probability of getting the trait. If he has a Great Academic ancillary, there's additional 5% chance. Furthermore, if he is Administratively inclined and has high Loyalty
    (6+) and also high Piety and/or Authority, he can get the trait already with high taxes (5% for each) and has higher chances with very high (another 5%). So a very good general can get it relatively easy (25%), while a bad one cannot at all.
    A BadTaxman (a general will be described: Bad Taxman, Sloppy Taxman and Tax Farmer) lowers tax revenues by 10, 20 and 30%.
    A general is at 5% risk to become a BadTaxman if he just visits a city where taxes are low and population happy or – alternatively - taxes are high or very high while citizens are not happy. Additionally, a Military Minded general will have 5% risk to get a point if he is not Pious enough (6-) in the first situation, or is too Chivalrous (6-) in the second. But this additional risk is negated if he has an Academic or Great Academic type ancillary with him.


    When your generals get corrupted and how prevent it from happening
    Do not visit big cities with lavish buildings, and if you do, do not stay there if there’re ports and buildings of pleasure. Keep your generals very pious and very loyal as well.

    There are two “corruption traits”: Corrupt and Embezzler. Both give your generals nasty features. Corrupt takes away tax revenues and lowers Loyalty and Law. A general will be described as (Dubious: -10% Tax, -1 Law), Underhanded (-20% Tax, -2 Law, - 1 Loyalty), and finally Corrupt (-30% Tax, -3 Law, -2 Loyalty). Embezzler, analogically,
    takes away trade revenues and lowers Piety and Popularity. A general will be described as Deep Pockets (-10% Trade, -1 Popularity), Fraudulent (-20% Trade, -2 Popularity, -1 Piety), Embezzler (-30% Trade, -3 Popularity, -2 Piety). They all will be very susceptible to bribery by a foreign diplomat. The thresholds for the levels in both traits are: 1,3,5.

    If you want to avoid them, do not visit big cities with governmental (Council Chamber+) and trade (Market+) buildings, and do not stay there if there’re ports (Port+) and buildings of pleasure (Inn+). The risks grow with the size of the cities. If you get any of the traits, try to make the general very pious (6+) and very loyal (6+), so that the trait doesn’t perpetuate. Bear also in mind that the young, learning generals are less at risk than the older ones.
    The risks - assuming that the relevant buildings are present and after percentages for both traits are added together - are as follows. A general staying in a city gets them with probabilities: 2% in a Large Town, 3% in a Minor City, 6% in a Large City and 7% in a HugeCity. If he just stops at the city or he is learning, the risks are: 1% in a Minor City, 2% in a Large City, 3% in a Huge City. Perpetuation occurs at the rate between 1 and 4% - depending on Piety and Loyalty.
    There's a possibility to lose both traits: a general on a crusade/jihad has 1% chance to get a moral reflection on his sins, while old, senile generals simply forget their abilities to steal money (10%).


    How to become a Tourney Champion?
    To get the trait Tourney Knight keep your general a whole turn in a settlement with Jousting Fields+. If he is really good at fighting (Command 3+ or Great Victor with 3 heroic victories or Renown Victor) he can get it faster in a settlement with Tourney Fields. A Military Minded general gets the trait faster in the castles, while an old, wounded or ill cannot get it at all. Building the knight-related buildings helps. A general with Dread is prevented from losing Dread if you don’t let him stay in such settlement.

    A TourneyKnight has 5 levels with good bonuses on Chivalry: Tourney Entrant (Chivalry 1), Fair Jouster (Chivalry 1, Cavalry Command 1), Good Jouster (Chivalry 2, Cavalry Command 1), Knight of Renown (Chivalry 2, Cavalry Command 2, Authority 1, Tax -2%), Tourney Champion (Chivalry 3, Cavalry Command 3, Authority 2, Tax -5%). However, getting the highest levels is very difficult given that a general has to gain more and more for each level: 1, 3, 6, 12, 18. As a result, highest levels of the trait are attainable only for a Militarily Minded chivalrous general with a good record of heroic battles.

    To become a Tourney Knight any general has to take part in tournaments, so a Jousting List or a Tourney Field must be present in the settlement. He is preoccupied with the tourneys so he must spend much time (ie. whole turn) in the settlement. If he is Military Inclined, he’s got 10% chance, while if he’s Administratively inclined – only 5%. However, for a Military Minded, not-too-old (younger than 40), minimum Authority (1+) general just visiting the castle with Tourney Fields is sufficient for having 5% chance. Obviously, if such a general stays a whole turn, he gets 15% chance.
    But a really great Tourney Knight has to be famous for his deeds at the battlefields – he should be a Great Victor with three crushing victories or a Renown Victor, or at least be good at Command (3+) while younger than 40 and having minimum Authority. For him spending a turn in any settlement with Tourney Fields gives 10% chance for each of the three features. If he’s a true King (has a Crown), it’s even better: another 10%. So a your faction leader finding his destiny in the tournaments can have as much as 55% chances.
    A Tourney Knight is obviously interested in horses and soldiery. When he builds Stables, Castles or Local Recruitment he gets a point with 50%, if there’s at least Jousting Lists present in the city. So be careful what you build first! And very building of Jousting Lists and Tourney Fields gives 100% for gaining 1 point in the first case, and 2 in the second.
    A Dread general is mostly prevented from losing his Dread, but still if he spends a whole turn in a settlement, he is likely to enjoy the court life more and more, so he may lose his Dread with 5% (if they’re Administratively inclined), or 10% (Militarily Inclined). He is immune to risks from building Stables, Castles or Local Recruitment, but not from building Jousting Lists and Tourney Fields. So move your Dreaded generals around and don’t let them finish knightly buildings. Lastly, any general taking part in the tournaments has also to be physically fit to be able, so he cannot be BeyondBattle, wounded or ill. However, even with health in such decline he may gain points from finishing buildings.

    Attention: only some factions have access to Jousting Fields. For the other there's just one way of getting the trait: take a settlement with this building and then let your generals stay in this settlement.



    Great battles, brave generals (or sometimes coward)
    Your generals will get brave if you let them fight
    personally in the heat of battles, especially if the chances for victory are low. Do it the other way around, flee from the battlefield without a fight or repeatedly attack weaker forces - and they will learn cowardly behavior. Conquering new settlements, joining crusades/jihads and fighting until the final victory of these enterprises will increase their courage. Abandoning crusades, getting besieged, spending too much time in the cities, suffering attempts of enemy’s spies and assassins – all this may make your generals fearful. Remember that gaining Brave means losing Coward – so if a general has committed cowardly acts send him quickly to the battle so that he can do great things washing away his stain of cowardice.

    A Brave general raises the morale of his troops: for each of four first levels by 1 (Signs of Bravery, Brave, Inspirationally Brave, Dauntless). He also fights better: +1 hit points for Brave, and +2 for the next two levels. A Dauntless general gets also some Authority and Local Popularity. However, the highest level, the Valiant, is different for the general is crossing the line between bravery and foolishness. Soldiers don’t have so much confidence in him in battles (only +2 Morale), and he is less safe (only +1 HP). However, his peers, noble ladies, and ordinary folk love such audacity: he has got even more Authority (+3) and more popularity (+2).
    A Coward general is detrimental to the morale of troops (-1 up to -4, levels: Faltering Courage, Fainthearted, Coward, Slave to Fear), has lower Authority (-1 to -3), and he is unpopular among settlements’ dwellers (-1 and -2 Local Popularity for the two worst levels).
    You need a lot of time to get Valiant (thresholds 1,3,6,10,15), but it's easy to get Coward (thresholds 1,2,3, and the last is 15, to make it impossible to come back more than one level back).

    A general will get brave if he commands armies in battles and fights hard personally (depending on his performance: 15-60% chances), suffering loses and winning especially against stronger forces (additional 15%). If he withdraws pre-battle, especially when the odds were even, or loses the battle without a serious fight, or is routed, or doesn’t engage personally in fighting during even a won battle, he is very likely to get cowardly (1% if he doesn't kill personally at least 2 enemies, or 50% in the two latter situations). He may also get this trait if he fights weaker forces (50% if odds are more than 2-1).
    However, he may also become brave by taking part in the foreign expeditions (2%), including crusades/jihads (very high chances at different stages of the crusades: three times 30%, and 100% if he commands taking the target settlement), and by conquering settlements in normal wars (50%). Sometimes taking part in the tournaments may prove somebody brave (1% if standard requirements for Tourney Knight are fulfilled). Young generals may get brave if there’s a guild of assassins in the settlement where they’re getting education (1%). For everybody even simple staying in the wild is conducive to getting brave (1%) for there are much more dangerous situations for a general to get accustomed to. For in the old age the features of the character become more pronounced, the senile generals are likely to get even braver than they are (10% a turn, if they’re already Inspirationally Brave).
    What makes a general coward is: living in a city (1%), being under siege (20%), getting wounded (1-3%), surviving spying and assassination attempts (20%), abandoning crusade/jihad (full 100%) or just avoiding fights in the target province of such enterprise (50%). If a general gets the first level of Coward, there’s a self-perpetuation (3%, learning generals are immune).
    Of course, many generals are being born brave or a coward, as well as those married and adopted can have such traits.
    Gaining Brave means losing Coward – so if the general gets a bit cowardly, then it should be sent to the battlefield quickly so that he achieves great victories and thus loses Coward. Don't wait too long - if a Coward (ie. level 3) general makes two cowardly acts, he'll become Slave to Fear with no hope of getting better than one level back (i.e. Coward level 3).


    Wounded, but alive
    To prevent your general from severe wounds, send to battle a young, sober, healthy general with Military Inclination or at least standard military education. In the battle don’t let him fight too hard.

    A general fighting personally in battle and losing hit points risks getting Severely Wounded with significant consequences: -6 hit points and -10 movement. A general who is young and Militarily Minded or Administratively minded with Standard Military education can lose up to 40% of his bodyguards without any risks. Then the risks start at 4%, equal 12% with three-fifths of companions lost, and goes up to 25% if he loses more than four-fifths of his men. Furthermore, for a battle-inexperienced Administratively-inclined general losing only one-fifth of his companions is enough to get wounded (probability 3%, then it grows as described above). It’s even harsher for an Alcoholic (additional 10%, but he may lose a few more bodyguards) and also for a very old general (Beyond Battle, additional 50% risk if he kills even 1 enemy soldier).
    There’s also another way to get wounded: taking part in the tournaments. If a general stays in a settlement with Jousting Lists+, he’s at 1% risk.
    The wounds can be healed – in a settlement rather quickly (80% chances, for Robust generals even 90%), outside settlements not so (40%, for Robust 60%, no chance for Beyond Battle). However, there’re also longer-term consequences – losing your HaleAndHearty (75%) or getting Sickly (10% for young but not Militarily inclined generals, additional 10% for any older than 30 years, and additional 10% for any older than 50 years, what makes it up to 30% altogether in the worst case). Keep in mind that there’re related risks: wounds can make a general Beyond Battle as early as in the age of 51, and Sickly has bad consequences for the other traits.


    It's a horror to look at his face!
    Generals get scars by fighting personally in battles, getting seriously wounded and also in the tournaments. Scares give your general Authority and Hit Points, and many of them also Dread, Law and morale for troops. However, they may have adverse consequences for his health.

    Scars testify that a general fought personally in battle or took part in a tournament. A general can have Marks of War, Noble Scars, Terrible Scars or Hideous Battlescars. Since a scare means that the general gained fighting experience, they add the hit points (1 for each level, up to 4). Scares impress also troops (+1 TroopMorale for the two highest levels) and the civilians (+1 Authority from the second level up, and +1 Law for the highest level). However, people fear the terribly or brutally scarred generals (+1 or +2 Dread). Too many scars a general has show that the general is living dangerously so they are conducive to bad habits like drinking, and also relate to somehow poor health.
    A general can get scars if he loses at least one-third of his bodyguards in a battle (30%, and additional 50% if he gets severely wounded), and occasionally if he takes part in a tourney (1% if staying in a settlement with Jousting Lists+).


    How it is when you’re old?
    There’s no much you can do about aging. Just try to keep your generals in good health, don’t risk their lives after they pass 50. Keep them also content by honoring them: don't strip of offices and ensure they are Content. When you see a general got "Somewhat Senile", send him to a settlement as he's likely to age now quickly and till his last days he will be useful only for governing.

    A general in his 60ties can be considered old. He is likely to get Senile and Beyond Battle traits, which effectively make him unfit to fight and diminish his abilities to govern settlements. However, if his health is at risk, he can get them even earlier. Therefore, when after a general passed 50, he should avoid being wounded in a battle – if he does, there’s a 10% risk of becoming Beyond Battle. After he passes 54, the risks grow (another 10%), and he can also become Senile due to his wounds (5%). Also having a disease, being heavily drunk, sickly or staying in a settlement with plague is bad for a general who passed 54 (3% for both traits for each condition). Anyway, from the age of 62 everybody is at risk (3% for Senile, much more for Beyond Battle). The older a general is, the higher risk for Senile, and it’s additionally self-perpetuating (3%). Once you get Senile, the Beyond Battles can follow (15%). The first level of Senile (Somewhat Senile) has limited direct consequences (a general may still fight, he doesn't lose education etc.), but it is an important sign that he's about aging very soon: Senile perpetuates and prompts Beyond Battle, then both traits have adverse effects on the other traits. So if you see general getting this trait, chose a settlement and let him stay there because he is likely to lose his mobility soon but might
    still be useful for governing. Don't strip him of the office or title, and keep him a ContentGeneral - if he feels honored till his late days, he keeps his best features for a governor long.
    Well, and there's only death afterward, no justice.


    It’s actually not your choice if your generals love or hate strangers
    They may get such attitude at birth or later fighting battles and managing settlements. An important force from this moment on is the self-perpetuation: if they get into any direction, they’re very likely to deepen initial convictions fast, especially when young. Only upheavals in life (excommunications, crusades, assassination attempts) in early stages of the traits may change this course.

    The xenophobic attitude to foreigners (Nervous of Outsiders, Distrusts Foreigners, Total Bigot, with thresholds 2,5,9) has positive impact on public and private security (1,2,3), but negative on trade (5,10,20%, since dealing with foreigners in trade is very beneficial but it requires mutual trust) and on sight range (higher levels: -1/-2 because foreigners are very useful as guides in the land, and they should be approached positively to do it well). For xenophilic (Tolerant to Foreigners, Welcomes Outlanders, Fascinated by Foreigners) it is opposite (trading +5,10,20%, line of sight +1/2), with an additional 5/10% bonus on mining income for the higher levels, as he talks and attracts foreign specialists bringing new technologies and innovations.

    Your generals may get a positive or negative attitude towards foreigners already when they are born, especially if their fathers have particular convictions or have connections to foreign families through wife or ancestors. Later they can get xenophope due to fighting battles (5/10% or 33% if lost), sacking or exterminating settlements (20% and 50%), getting military education (5%), being under siege (5%), joining crusades (20%), suffering from excommunication of the faction (20%), experiencing spying and assassination attempts (20%), governing unhappy settlement with majority of foreign religion (5%), especially when they riot or rebel (20/33% and 50/90%).
    They can get xenophile getting the administrative education (5% with university plus 5% if the majority of the population is not of own religion) and governing happy settlements with universities (5%) or the majority of foreign religion citizens (5%). After a successful Crusade/Jihad (at least 2 points) they come home and long for times when they’re young, brave, healthy, and all those interesting people were around (5% chance of xenophilia).
    In both cases the major force is self-perpetuation: if they get a point in any of the traits, there’s 3% chance to deepen it, and for young generals it’s additional 3% because youngsters radicalize fast.
    However, various ancillaries prevent from getting convictions some adequate situations (eg. Military ancillary from getting xenophilia managing a city with a university or a Religious one from getting xenophobia during excommunication time).
    All in all – a player has very limited ways to influence the development of this trait.


    What’re your relations with your father?
    Have a good faction leader with high attributes and exceptional wife when his son comes of age. Later on, sponsor the education of this young person. Later on their relations (i.e. Loyalty of the son) depend on the Almighty, or rather if his father has high Piety and Authority, and if they both share values like chivalry, dread and attitude to foreigners.

    A Loving son (Honours His Father, Loves His Father) will have higher Loyalty (1 or 2) not only to his father, but to any faction leader. For a hating son (Scorns His Father, Hates His Father, Loyalty -1 and -2) the reverse will be true. Whether a son loves or hates his father is initially determined at coming of age moment. The biological sons are more likely to love father (20%), while his bravery (20%) and crusader/jihad history will impress all sons (50%). The bastards can hate father (20%), while being alcoholic or cowardly will make hate them all (50% and 20%). There are around thirty other chances (each 5% or 10%) related to the traits of father and mother (the worst: a manipulative mother: 30%) – so have a good faction leader and marry him well!
    The attitude to father may still change in the young age due to relations between father and son. The father will be loved if he sponsors education (3% at turn), has high main attributes (6+ Piety and Authority, and also Chivalry or Dread, if the son prefers those values), and if they both share opinions on foreigners (3% a turn in both directions).

    Note: these traits are available for sons of Faction Leader only.



    What can you pass on to your son?
    Let the future fathers max-out the attributes, let them having Dread/Chivalry at 6 or 10, let them win numerous heroic victories, and let your King have a Crown and become a faction killer. Do it before their sons come of age.

    There are three Legacies that might be passed from father to son. A very chivalrous father will pass Chivalry (1 if the father has 6+ Chivalry, 2 if 10+), a very dreaded one - Dread (1 if 6+, 2 if 10+). A general famous for his deeds and personality will pass Authority: 1 or 2, and a great king even 3. It depends on their war experience (3 or 10 Great Victories), on maxing the most important attributes (Command, Piety, Loyalty and Authority at 10), on being Crusader/Jihadist of the highest level, and for the faction leaders also on having destroyed an enemy faction while being excommunicated gives a negative impact. There's one situation when the son can get legacy later than at coming of ages - if his father wins the crown of his nation during his son's lifetime, the splendor will fall also on the son (unless this sone already has some legacy)
    .

    Note: there're many triggers for passing certain traits from father to son. This part is only about special traits - Legacies.

    Last edited by Jurand of Cracow; August 11, 2018 at 03:57 PM.

  3. #3
    Jurand of Cracow's Avatar History and gameplay!
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    Default GTCS – Good and Bad Taxman

    Good and Bad Taxman

    A GoodTaxman is somebody, who governs a city and for long time can squeeze out a lot of money without provoking people to be unhappy.
    One finds it difficult to become a Good Taxman without being loyal (if you are not loyal, you do things only half-heartedly: you simply think about yourself, and don’t care about the interests of your souverain), pious (in the Middle Ages spending time praying, thinking and reading made people attentive also to fiscal documents), and having some authority (if one doesn’t have it, people don’t obey his requests to pay the taxes). At times, much authority can make up for lack of piety. A Chivalrous general finds it difficult to become good at taxes since he just feasts paying little attention to mundane issues of money. Some generals, those Administratively minded with a particular set of skills (high Loyalty and Piety) find it easier to become GoodTaxmen. In the old age it's getting difficult to learn new things, so senile generals cannot move up in this trait.

    A BadTaxman is somebody, who governs a city and either doesn’t use the full potential of a settlement to provide taxes, or provokes unrest with too much taxes.
    Additionally, Military inclined generals are more likely to become BadTaxmen if they are not pious enough in the first case (if they are, they create such situations because of faith, obviously), and too chivalrous in the second (it means they just feast and joust, forgetting to appease people).

    Situation after the modifications

    Spoiler Alert, click show to read: 

    Trait GoodTaxman has 3 levels with the following consequences:

    • (1) Good with Taxes: Tax 10%
    • (3) Thorough Taxman: Tax 20%, Unrest +1
    • (6) Cruelly Exacting Taxman: Tax 30%, Unrest +2

    Trait BadTaxman has 3 levels with the following consequences:

    • (1) Bad Taxman: Tax -10%
    • (2) Sloppy Taxman: Tax -20%
    • (3) Tax Farmer: Tax -30%



    How to get it in-game

    To become a GoodTaxman your general needs to spend a whole turn managing a happy city and live in the province for at least 1 year. If is keeps very high taxes, he has to be Loyal and Pious (3+), has minimum Authority (1+), and be not very much Chivalrous (6 or less). If is keeps only high taxes, he has to be Administratively inclined, be highly Loyal (6+) and has high Piety (6+) and/or Authority (+6).

    If a general fulfills the basic criteria (Loyalty 3+, Piety 3+, Authority 1+, Chivalry 6-), there’s a 10% chance for a GoodTaxmen with very high taxes. If he has a Great Academic ancillary, there's additional 10% chance (so 20% altogether).
    If he fulfills additional criteria (Administrative Inclination, Loyalty 6+ and Piety 6+ and/or Authority 6+) he'll have a 10% or 20% chance to get 1 point already with high taxes, 20% or 30% chance with very high taxes, and 30% or even 40% with very high taxes and a Great Academic.
    However, remember that a general cannot be senile yet.

    To become a BadTaxman your general has a 10% risk to get 1 point a turn if he ends the turn at a city where taxes are low and population happy or – alternatively - taxes are high or very high while citizens are not happy. A Military Minded general will have additional 10% risk to get a point if he is not Pious enough (less than 6) in the first situation, or is too Chivalrous (more than 6) in the second. But this additional chance (or rather risk) is negated if he has an Academic or Great Academic type ancillary.

    Note: the BT thresholds are 1,2,3, so it's identical to say "to get 1 point" and "to move one level up in the trait". For GT it's different.
    Note: technically each chance is separate, so 30% means 3 times 10% chance.


    Comments on the gameplay

    * GT lower-level criteria are easy to get, actually most of the generals should have them (if they don't, they shouldn't get the trait in reality, after all). Only Authority may be a bit difficult, but it should prompt a player to do proper things in-game, for instance to make young generals, even those Administrtively minded, to fight so that they get a trait which gives also 1 Authority. The advantage of this solution is that it prevents learning generals (ie. staying in a city with school/university) from getting the trait (they are young and usually not running the city). The levels of Piety, Loyalty and Authority make those attributes more important in-game so that the player don't ignore them entirely.
    * GT stricter criteria are for the better generals, gifted in management and other things. They make Inclination trait more meaningful. The possibility of getting GT withouth resorting to VH-taxes make it possible for this trait to be acquired without getting Dread, which can be very valuable in many situations.
    * BT conditions should make it more difficult a player to do un-historical things. Every governor wanted to squeeze the taxes if he was able to. In-game: getting a city up a level should be more risky (set the taxes low and your Chivalrous general will get BT trait...). Also squeezing to much money with too much unrest should be punished somehow.
    * BT additional conditions just make it more historical and should prevent strange situations. They make Inclination trait more meaningful by a notch.


    Precise description of the changes
    Spoiler Alert, click show to read: 


    • Trait’s points/levels/descriptions – 1) the real effects of the BT were changed (there was discrepancy between EDCT and EV);2) thresholds for GT have been made higher so that in-game the low level of GT will appear relatively often, but the highest will be only for a general devoted to governing tasks.
    • Coming of Age triggers - this fix doesn’t deal with it as it’s an entirely different issue.
    • Current triggers:
      • GT (governing18):
        • GovernorBuildingCompleted
        • GovernorLoyaltyLevel = loyalty_disillusioned
        • GovernorTaxLevel > tax_high
        • Affects GoodTaxman 1 Chance 45

      • BT (governing19):
        • GovernorBuildingCompleted
        • GovernorLoyaltyLevel > loyalty_disillusioned
        • GovernorTaxLevel < tax_high
        • not SettlementType castle
        • Affects BadTaxman 1 Chance 2


    • Assessment of the situation: very weird conditions and chances (what is the link between finishing a building and being a good/bad taxman? Why exactly disillusioned population for a GT? Why such a difference in chances (45 vs. 2)? Why no other conditions?)


    • Reality/historicity:
      • A GoodTaxman is somebody, who manages a city and for long time can squeeze out a lot of money without provoking people to be unhappy (translates into joint conditions: CharacterTurnEndInSettlement; RemainingMPPercentage = 100; TimeInRegion > 1; >= tax_high; = loyalty_happy)
      • A BadTaxman is somebody, who manages a city and – either doesn’t use the full potential of a settlement to provide taxes, -- or provokes unrest with too much taxes (translates into two set of conditions: 1) = tax_low; = loyalty_happy; 2) > tax_low; <= loyalty_disillusioned; plus two additional for both cases: 1) CharacterTurnEndInSettlement; 2) not SettlementType castle

    • Interactions with the other traits:
      • High Chivalry prevents from becoming a GT, but it’s conducive to BT: you just feast and pay no attention the mundane issues of money.
      • Low Loyalty prevents from becoming a GT, since if you are not loyal, you do things only half-heartedly: you simply think about yourself, and don’t care about the interests of your souverain.
      • High Piety in the Middle Ages is conducive for GT: you spend time praying, meditating, thinking and reading, what makes you attentive to any documents, also the fiscal ones.
      • Authority is a condition for becoming a GT: if you don’t have it, people don’t obey your orders to pay the taxes. High Authority may compensate for lack of Piety.
      • Administrative inclination is useful in becoming a GT and preventing becoming a BT.
      • Senile prevents from getting any GT since in the old age you're rather forgetting than learning new things.

    • Interactions with ancillaries:
      • Great Academic Ancillaries make GT more likely – their counsels help.
      • Great Academic and Academic Ancillaries make BT less likely – their counsels help.

    • Interactions with buildings:
      • To be developed in future, potential ideas: Italian Banks, Guilds etc. (both for finishing the building and for presence of the building).




    The 26.10 and 15.11.2016 updates of the fix – after spotting glitches and second thoughts:

    • the thresholds in BadTaxman fixed – now are: 10, 20, 30, as described in-game.
    • additional condition “and Trait Senile < 1” to reflect that old aristocrats cannot learn anymore
    • The “strict” criteria have been relaxed (no Chivalry 4- and Authority 3+).
    • Fixed the population levels (now it’s indeed about happy, not disillusioned)
    • additional trigger for high-Authority and no Piety
    • four separate triggers for AI so that it appears also on the AI characters.
    • thresholds for GT made higher but also chances of getting a point doubled - so that the low level of GT will appear in-game relatively often, but the highest level will only be for a general devoted to governing tasks. For BT only chances have been doubled to make it appear more often.



    New code in the EDCT file
    Spoiler Alert, click show to read: 
    Code:
    ;------------------------------------------
    Trait GoodTaxman
     Characters family
     AntiTraits BadTaxman
    
     Level Good_with_Taxes
       Description Good_with_Taxes_desc
       EffectsDescription Good_with_Taxes_effects_desc
       Threshold 1 
    
       Effect TaxCollection 10 
    
     Level Thorough_Taxman
       Description Thorough_Taxman_desc
       EffectsDescription Thorough_Taxman_effects_desc
       Threshold 3 
    
       Effect TaxCollection 20 
       Effect Unrest 1 
    
     Level Cruelly_Exacting_Taxman
       Description Cruelly_Exacting_Taxman_desc
       EffectsDescription Cruelly_Exacting_Taxman_effects_desc
       Threshold 6 
    
       Effect TaxCollection 30 
       Effect Unrest 2
    Code:
    ;--------- GOOD TAXMAN and BAD TAXMAN ----
    ;----------------------------------------------
    Trigger GoodTaxman1_HighTax_LoyaltyPiety
     WhenToTest CharacterTurnEndInSettlement
     Condition GovernorTaxLevel >= tax_high
    and GovernorLoyaltyLevel = loyalty_happy
    and TimeInRegion > 1
    and RemainingMPPercentage > 99
    and Attribute Chivalry < 6
    and Attribute Loyalty > 5
    and Attribute Piety > 5
    and Attribute Authority > 0
    and Trait Senile < 1
    and Trait MilitaryInclination < 0
     Affects GoodTaxman 1 Chance 10
     
    ;----------------------------------------------
    Trigger GoodTaxman2_HighTax_LoyaltyAuthority
     WhenToTest CharacterTurnEndInSettlement
     Condition GovernorTaxLevel >= tax_high
    and GovernorLoyaltyLevel = loyalty_happy
    and TimeInRegion > 1
    and RemainingMPPercentage > 99
    and Attribute Chivalry < 6
    and Attribute Loyalty > 5
    and Attribute Authority > 5
    and Trait Senile < 1
    and Trait MilitaryInclination < 1
     Affects GoodTaxman 1 Chance 10
     
    ;------------------------------------------
    Trigger GoodTaxman3_VeryHighTax
    WhenToTest CharacterTurnEndInSettlement
     Condition GovernorTaxLevel > tax_high
    and GovernorLoyaltyLevel = loyalty_happy
    and TimeInRegion > 1
    and RemainingMPPercentage > 99
    and Attribute Chivalry < 6
    and Attribute Loyalty > 2
    and Attribute Piety > 2
    and Attribute Authority > 0
    and Trait Senile < 1
    Affects GoodTaxman 1 Chance 10
     
    ;------------------------------------------
    Trigger GoodTaxman4_GreatAcademic
    WhenToTest CharacterTurnEndInSettlement
     Condition GovernorTaxLevel > tax_high
    and GovernorLoyaltyLevel = loyalty_happy
    and TimeInRegion > 1
    and RemainingMPPercentage > 99
    and Attribute Chivalry < 6
    and Attribute Loyalty > 2
    and Attribute Piety > 2
    and Attribute Authority > 0
    and Trait Senile < 1
    and HasAncType GreatAcademic
    Affects GoodTaxman 1 Chance 10
     
    ;------------------------------------------
    Trigger GoodTaxman5_AI
     WhenToTest CharacterTurnEndInSettlement
     Condition GovernorTaxLevel >= tax_high
    and TimeInRegion > 1
    and Attribute Chivalry < 6
    and Attribute Loyalty > 2
    and Attribute Piety > 2
    and Attribute Authority > 0
    and Trait Senile < 1
    and Trait MilitaryInclination < 1
    and not FactionIsLocal
     
     Affects GoodTaxman 1 Chance 50
     
    ;------------------------------------------
    Trigger BadTaxman1_LowTax
     WhenToTest CharacterTurnEndInSettlement
     Condition GovernorTaxLevel < tax_normal
    and GovernorLoyaltyLevel = loyalty_happy
    Affects BadTaxman 1 Chance 10
     
    ;------------------------------------------
    Trigger BadTaxman2_BadTaxman_UnhappyPeople
     WhenToTest CharacterTurnEndInSettlement
     Condition GovernorTaxLevel > tax_normal
    and GovernorLoyaltyLevel <= loyalty_disillusioned
    Affects BadTaxman 1 Chance 10
     
    ;------------------------------------------
    Trigger BadTaxman3_LowTax _MilitaryNotPious
     WhenToTest CharacterTurnEndInSettlement
     Condition GovernorTaxLevel < tax_normal
    and GovernorLoyaltyLevel = loyalty_happy
    and Attribute Piety < 6
    and Trait MilitaryInclination > 0
    and not HasAncType GreatAcademic
    and not HasAncType Academic
    Affects BadTaxman 1 Chance 10
     
    ;------------------------------------------
    Trigger BadTaxman4_UnhappyPeople_MilitaryChivalrous
     WhenToTest CharacterTurnEndInSettlement
     Condition GovernorTaxLevel > tax_normal
    and GovernorLoyaltyLevel <= loyalty_disillusioned
    and Attribute Chivalry > 6
    and Trait MilitaryInclination > 0
    and not HasAncType GreatAcademic
    and not HasAncType Academic
    Affects BadTaxman 1 Chance 10
     
    ;------------------------------------------
    Trigger BadTaxman5_LowTax_AI
     
     WhenToTest CharacterTurnEndInSettlement
     Condition GovernorTaxLevel < tax_normal
    and not FactionIsLocal
    Affects BadTaxman 1 Chance 20
     
    ;------------------------------------------
    Trigger BadTaxman6_UnhappyPeople_AI
     WhenToTest CharacterTurnEndInSettlement
     Condition GovernorLoyaltyLevel < loyalty_disillusioned
    and not FactionIsLocal
    Affects BadTaxman 1 Chance 20


    Code to be replaced in the EDCT file

    Spoiler Alert, click show to read: 

    Code:
    ;------------------------------------------
    Trait GoodTaxman
     Characters family
     AntiTraits BadTaxman
    
     Level Good_with_Taxes
       Description Good_with_Taxes_desc
       EffectsDescription Good_with_Taxes_effects_desc
       Threshold 1 
    
       Effect TaxCollection 10 
    
     Level Thorough_Taxman
       Description Thorough_Taxman_desc
       EffectsDescription Thorough_Taxman_effects_desc
       Threshold 2 
    
       Effect TaxCollection 20 
       Effect Unrest 1 
    
     Level Cruelly_Exacting_Taxman
       Description Cruelly_Exacting_Taxman_desc
       EffectsDescription Cruelly_Exacting_Taxman_effects_desc
       Threshold 3 
    
       Effect TaxCollection 30 
       Effect Unrest 2
    Code:
    ;--------- Governing - Taxman Traits --------------
    ;------------------------------------------
    Trigger governing18
     WhenToTest GovernorBuildingCompleted
    
     Condition GovernorLoyaltyLevel = loyalty_disillusioned
           and GovernorTaxLevel > tax_high
    
     Affects GoodTaxman 1 Chance 45 
    
    ;------------------------------------------
    Trigger governing19
     WhenToTest GovernorBuildingCompleted
    
     Condition GovernorLoyaltyLevel > loyalty_disillusioned
           and GovernorTaxLevel < tax_high
           and not SettlementType castle
    
     Affects BadTaxman 1 Chance 2
    Last edited by Jurand of Cracow; November 29, 2016 at 05:40 AM. Reason: Updated after improvments to the fix

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    Default GMMT – Governors’ Money-Making Traits’ fix for SSHIP 0.9.2 (4)

    Good/Bad Trader

    to be developed
    Last edited by Jurand of Cracow; October 22, 2016 at 06:55 AM.

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    Default GMMT – Governors’ Money-Making Traits’ fix for SSHIP 0.9.2 (5)

    Good Farmer
    to be developed

    Who is good at farming?
    A GoodFarmer develops agricultural infrastructure and successfully oversees a thriving agricultural economy for a long time.
    This is a work to be done in cooperation with the other people on a mutually beneficial terms, so one cannot become a Good Farmer with high Dread – if you scare people, the agriculture doesn’t thrive. On the other hand, Chivalrous generals spend a lot of time feasting and hunting, so they are likely to pay some attention to agriculture. The Administratively minded generals with some Piety and access to books find it much easier to become GoodFarmers – in the Christian world they cooperate closely with the monks in monasteries, in the Muslim world they listen to the Qu’aran and Sunnah instructive texts. Also exposure to some agricultural devices, like a mill, makes it more likely.
    Last edited by Jurand of Cracow; November 04, 2016 at 07:47 AM.

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    Default GMMT – Governors’ Money-Making Traits’ fix for SSHIP 0.9.2 (6)

    Good Miner

    to be developed

    Who is good at mining?
    A GoodMiner develops mining infrastructure and successfully oversees functioning of the mines in the province for a long time.
    This is about technology, innovation and progress, so the presence of a University helps. Flow of ideas from the distant lands help, so generals with Crusades/Jihads history may benefit from their experience. Ignorance, on the other hand, prevents one from developing the skill.
    The Administratively minded generals with some Piety and access to books find it much easier to become GoodMiners – in the Christian world they cooperate closely with the monks in monasteries, in the Muslim world they listen to the Qu’aran and Sunnah instructive texts. Also presence of the related buildings, like an Alchemist Lab, makes it more likely.
    Last edited by Jurand of Cracow; November 04, 2016 at 07:48 AM.

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    Default GMMT – Governors’ Money-Making Traits’ fix for SSHIP 0.9.2 (7)

    Good/Bad Builder

    to be developed

    Who is good at building?
    A GoodBuilder develops any infrastructure, and some buildings in particular.
    This is about technology, innovation and progress, so the presence of a University helps. Flow of ideas from the distant lands help, so generals gaining from the Crusades/Jihads history may benefit from their experience. Ignorance, on the other hand, prevents one from developing the skill.
    The Administratively minded generals with some Piety find it much easier to become GoodBuilders – in the Christian world they cooperate closely with the monks in monasteries, in the Muslim world they listen to the Qu’aran and Sunnah instructive texts. Also presence of a Masons’ guild helps.

    A BadBuilder fails to build anything despite having money.
    Only high Authority prevents this trait from developing.
    Last edited by Jurand of Cracow; November 04, 2016 at 07:49 AM.

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    Default GMMT – Governors’ Money-Making Traits’ fix for SSHIP 0.9.2 (8)

    Good/Bad Administrator

    to be developed
    Last edited by Jurand of Cracow; October 22, 2016 at 06:53 AM.

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    Default GTCS – Corrupt and Embezzler

    Corruption traits' fix: Corrupt and Embezzler

    There are (at least) two “corruption traits”: Corrupt and Embezzler. Both diminish the tax revenues. According to the complaints on the webpage, they are very irritating in the current version of SSHIP, because they appear so often, get to the highest levels fast and have very adverse effects on the governors. Actually, this observation prompted me to make this submod larger than I had planned (it was meant to be about money-making traits). Indeed, I've found there’re so many triggers for getting Corrupt, and they come with so high probabilities that practically all generals are doomed to get them. Below you may find the analysis of the situation in the SSHIP 0.9.2 file (and perhaps also in the SS6.4) and precise description of the changed I made.

    Situation after modifications


    Spoiler Alert, click show to read: 

    Corrupt (threshold points, names of the levels, effects)
    (1) Dubious: Tax -10%, Law -1, BribeResistance -2
    (3) Underhanded: Tax -20%, Law -2, Loyalty -1, BribeResistance -3
    (5) Corrupt Tax -30%, Law -3, Loyalty -2, BribeResistance -4

    Embezzler (points, names of the levels, effects)
    (1) DeepPockets: Trading -10%, LocalPopularity -1, BribeResistance -2
    (3) Fraudulent: Tax -20%, LocalPopularity -2, Piety-1, BribeResistance -3
    (5) Embezzler: Tax -30%, LocalPopularity -3, Piety-2, BribeResistance -4

    Your generals get these traits if they visit (ie: end their moves) the cities with the relevant buildings, or they live (stay at least 2 turns) in the provinces with such cities.

    Corrupt is related to visiting cities with governmental buildings and living in the cities with buildings of pleasure. If a general ends his turn in a city with Council Chambers (MinorCity), City Halls (LargeCity) or Mayors Palace (HugeCity) he will have 0,5%, 1% and 1,5% probabilities to get Corrupt. If he lives in a city with Inns+ (LargeTown) or Coaching House+ (LargeCity), he gets corrupted with 1% and 2% probabilities a turn. However, if he is learning (a born-in-the-family general younger than 22), he is immune to the risks from staying.
    Furthermore, the trait is self-perpetuating for generals either not very loyal or not very pious: for each attribute less than 6 there’s 1% probability. It means that high levels of both Loyalty and Piety prevent from self-perpetuation, but if both are lower, there’s 2%.
    Eventually, if a general visits a city farther than 100 from the capital, there’s another 1% chance.

    Embezzler is related to visiting cities with trade buildings and living in the cities with ports. If a general ends his turn in a city with Fairgrounds (MinorCity), Great Markets (LargeCity) or Merchant Quarters (HugeCity) he will have 0,5%, 1% and 1,5% probabilities to get Embezzler. If he lives in a city with Port+ (LargeTown) or Dockyard+ (LargeCity), he gets embezzled with 1% and 2% probabilities a turn. However, if he is learning (a born-in-the-family general younger than 22), he is immune to the risks from staying.
    Furthermore, the trait is self-perpetuating for generals either not very loyal or not very pious: for each attribute less than 6 there’s 1% probability. It means that high levels of both Loyalty and Piety prevent from self-perpetuation, but if both are lower, there’s 2%.
    Eventually, if a general visits a city farther than 100 from the capital, there’s another 1% chance.

    There's also possibility of losing both traits: a general on a crusade/jihad may have a moral reflection (1%), while a senile general cannot steal money as efficiently as before (10%).

    Summary of the risks

    Probabilities to get 1 point for any of the traits, if the respective buildings are built.

    • A general staying longer than 1 turn in a city has the following chances: 2% in a LargeTown, 3% in a Minor City, 6% in a LargeCity and 7% in a HugeCity.
    • If he just stops at the city, the chances are: 1% in a MinorCity, 2% in a LargeCity, 3% in a HugeCity.
    • For a “learning general” (born-in-family, younger than 21 years, staying whole turn in the city) only the “stopping” triggers apply, but if a relevant guild is present, they get another 1% (Master) and 0,5% (normal) of Corrupt (Masons) and Embezzler (Merchants and Hansa).
    • Plus 1% self-perpetuation for generals not pious or not loyal enough – up to 4%.
    • Distance to capital higher than 100 – another 2% chance.
    • losing it: general on a crusade/jihad 1%, a senile general 10%.

    An example:
    Let’s assume that a general gets Dubious at Coming of Age (age 14). If he’s not very pious and loyal, he should (statistically) get another 2 points in 50 years (age 64), what makes him Underhanded. To get to the third level (Corrupt) he needs (in the course of his life) to stay in a Large City for 33 years (that 3% makes him - statistically – getting a point in 16 years). Of course, he can get other points from the other situations (a Masons’ guild present in a city or distance from capital higher than 100).
    For Embezzler the probabilities should be similar, given that although it’s less likely that the relevant ports are present in a city, it’s more likely that a guild (Merchants/Hansa) is present.

    Situation in SS/SSHIP
    Spoiler Alert, click show to read: 
    Levels, thresholds and effects:

    Trait Corrupt has 3 levels (with point-thresholds: 1,3,6), has severe consequences (Dubious: Tax -20%, Law -1, BribeResistance -2; Underhanded: Tax -30%, Law -2, Loyalty -1, BribeResistance -4; Corrupt Tax -50%, Law -3, Loyalty -2, BribeResistance -6).

    Trait Embezzler has 3 levels (with point-thresholds: 1,3,6), has standard consequences (DeepPockets: Tax -10%; Fraudulent: Tax -20%; Embezzler: Tax -30%).

    Triggers for Corrupt:

    • If a general ends his turn in a city, he’s got a point with probabilities (and they stack!):
      • 5% for >= great_market (so LargeCity up)
      • 3% for >= merchant_bank (so from LargeCity up, for some factions only)
      • 3% for >= mayors_palace (so HugeCity)
      • 2% for >= large_stone_wall (so from LargeCity up)
      • 1% for >= tavern (so from MinorCity up , this one is for somebody spending a whole turn in the settlement)

    • If a general ends his turn in a city with DistanceCapital >= 100, there’s another 1% chance.
    • The trait is self-perpetuating with 4% probability a turn.
    • Besides there’re triggers for Coming of Age (2% random, 15% for Administratively inclined if father is corrupt, 8% for Byzantium) and 5% if brother is adopted.


    • You have a scant chance to get it from the Masons’ Guilds during the Schoolage (1% for MasterGuild, 0,5% for a normal) and after the Schoolage (0,5% for a MasterGuild) [this is from my EOG submod, in the original SS and SSHIP it’s one-time at the age of 21 with 20% chance].



    Triggers for Embezzler:

    • there’s just one trigger for Coming of Age with 2%.
    • You have a scant chance to get it from the Merchants’ Guilds during the Schoolage (1% for MasterGuild, 0,5% for a normal) and after the Schoolage (0,5% for a MasterGuild), and similar for the Hansa guild but with 2% and 1% probabilities [this is from my EOG submod, in the original SS and SSHIP it’s one-time at the age of 21 with 20% and 40% chance].


    Problems

    • Corrupt: there’re a lot of triggers for getting it and they come with very high probabilities. Actually, if a general stops at a LargeCity, he’s almost certain to get the trait very fast: 9-12%, plus 4% self-perpetuation. In other situations, it’s also very likely. The proper behavior of a player should therefore be: at all costs do not stop at a Large or Huge City. And if you happen to get the trait, don’t bother anymore – nothing you can do, you’ll get it anyway. --- I think such a behavior is utterly un-historical, so for SSHIP it should be changed.
    • The problem for my EoG submod: the proper behaviour of a player in EoG (sending young generals to the universities) almost certainly leads to getting Corrupt very soon. So there’s no point in education, and the SS education mechanics doesn’t make any sense. Additionally, it’s un-historical: if you are young you don’t have so much chance to get corrupted, teachers limit your behavior, you’re still somewhat idealistic etc.
    • The effects of the Embezzler are of similar nature as Corrupt. Actually, I cannot understand why you need a second identical trait for the same thing.
    • The Embezzler has very few triggers and it’s not perpetuating. Very, very unlikely to get more than 1 level. It seems useless.

    Modifications done - description

    Spoiler Alert, click show to read: 
    Modifications’ types

    • Slightly lowered the effects of Corrupt to adjust them to the logic of the game (10,20,30, and not 20,30,50)
    • Changed and increased effects of Embezzler: it’s now about trade income (not taxes) and analogically to Corrupt there’re additional bad things (Popularity, Piety and Bribery penalties). Bribe resistance adjusted to take into account the existence of two similar traits.
    • Slightly lowered the highest thresholds – now they are (1,3,5, and not 1,3,6) so that the highest level can be achieved.
    • Changed triggers for Corrupt, especially related to the trade buildings. Added analogical triggers for Embezzler.
    • Triggers’ overhaul: lowered probabilities; added some conditions on staying longer time in the region and being a non-learning general.
    • In particular:
      • Triggers for Corrupt for generals staying longer than 1 turn in the city are related to the Governors’ buildings. Risks start in LargeTown (Council Chambers). Young generals are immune.
      • Triggers for Corrupt for generals visiting the city are related to the Pleasure buildings. Risks start in MinorCity (Tavern).
      • Triggers for Embezzler for generals staying longer than 1 turn in the city are related to the Port buildings. Risks start at LargeTown (Port). Young generals are immune.
      • Triggers for Embezzler for generals visiting in the city are related to the Market buildings. Risks start with MinorCity (GreatMarket).

    • Self-perpetuation triggers still may get up to 4% (2% for Embezzler, 2% for Corrupt), but having high attributes (6+)of Piety and Loyalty prevent self-perpetuation.
    • triggers for losing both traits on a crusade/jihad and also when senile – included in the Crusades/Jihad traits entry of this thread.
    • No changes: triggers for distance to capital, adoption, adoption of a brother, Coming of Age.


    In-game effects:

    • There’s still a significant risk of getting corruption traits. However, they should appear at reasonable frequencies and their causes should be understandable for the player.
    • The bad things associated with Corrupt are still minus- Taxation, Law and Loyalty, while Embezzler mirrors it Trade, Unrest, Piety. Both traits are symmetrical (same levels, points etc.), making it easy to remember for the player.
    • For young generals learning at school or university the risks are much lower, what makes learning process desirable for the player (even if corruption traits still may appear).
    • There’s still self-perpetuation of both traits, but at reasonable pace. Additionally, being a “good” general prevents it or slows it down.
    • There’s still likehood to get to the highest level of a trait, especially for the older generals managing the cities.


    All in all, I think the changes are reasonable, but should be checked how they work in practice. For the moment I see one possible problem: the interaction with the Upright trait, which is the anti-trait for Corrupt. If the hard-coded Anti-trait mechanism is broken, the system may not always work as intended. Furthermore, the system may be extended by adding triggers for buildings available only for some factions (eg. ItalianBanks, Caravans) and triggers for the castles (for now triggers are city-building related, only a few related to the guilds are castle related). I also I see the need to adjust adoption and CoA traits (eg. the relation between corruption and AdoptionOfBrother, more triggers for Embezzler, closer relations between corrupt father and son).

    Modifications done - details
    New levels, thresholds and effects

    Trait Corrupt has 3 levels (with point-thresholds: 1,3,5), has severe consequences (Dubious: Tax -10%, Law -1, BribeResistance -2; Underhanded: Tax -20%, Law -2, Loyalty -1, BribeResistance -3; Corrupt Tax -30%, Law -3, Loyalty -2, BribeResistance -4).

    Trait Embezzler has 3 levels (with point-thresholds: 1,3,5), has standard consequences (DeepPockets: Trading -10%, LocalPopularity -1, BribeResistance -2; Fraudulent: Tax -20%, LocalPopularity -2, Piety-1, BribeResistance -3; Embezzler: Tax -30%, LocalPopularity -3, Piety-2, BribeResistance -4).

    New triggers for Corrupt

    • Visiting a city:
      • Rationale: if a general visits a city and he drops to some barely legal facilities of pleasure, he can get corrupted by the owners of that facility. Bigger money makes it even more likely.
      • If a general ends his turn in a city, he’s got a point with probabilities (and they stack), if in the city there’re following buildings:
        • 0,5% >= council_chambers (so from MinorCity up)
        • 0,5% >= city_hall (so from LargeCity up)
        • 0,5% >= mayors_palace (so HugeCity)


    • Staying in a city:
      • Rationale: if a general stays a city, he develops links to the shady-business and gets corrupted easily on the way. Bigger money makes it even more likely.
      • If a general stays in region for more a year or more (TimeInRegion > 1), but is not learning (Wantschool < 1), he’s got a point with probabilities (and they stack), if in the city there’re following buildings:
        • 1% >= inn (so from LargeTown up)
        • 1% >= coaching_house (so from LargeCity up)


    • Furthermore, the trait is self-perpetuating for generals either not very loyal or not very pious: for each attribute less than 6 there’s 1% probability. It means that high levels of both Loyalty and Piety prevent from self-perpetuation, but if both are lower, there’s 2%.
    • (no change): If a general ends his turn in a city with DistanceCapital >= 100, there’s another 1% chance.
    • a general on a crusade/jihad: 1% a turn, a senile general - 10% a turn – included in the Crusades/Jihad traits entry of this thread.


    New triggers for Embezzler

    • Visiting a city:
      • Rationale: if a general visits a city, he get to the market, buying illegal things makes him corrupt. Bigger money makes it even more likely.
      • If a general ends his turn in a city, he’s got a point with probabilities (and they stack), if in the city there’re following buildings:
        • 0,5% >= fairground (so from MinorCity up)
        • 0,5% >= great_market (so from LargeCity up)
        • 0,5% >= merchants_quarter (so HugeCity)


    • Staying in a city:
      • Rationale: if a general stays a city, he forges bonds with the merchants who have all the interests to corrupt him. Bigger money makes it even more likely.
      • If a general stays in region for more a year or more (TimeInRegion > 1), but is not learning (Wantschool < 1), he’s got a point with probabilities (and they stack), if in the city there’re following buildings:
        • 1% >= port (so from LargeTown up)
        • 1% >= dockyard (so from LargeCity up)


    • Furthermore, the trait is self-perpetuating for generals either not very loyal or not very pious: for each attribute less than 6 there’s 1% probability. It means that high levels of both Loyalty and Piety prevent from self-perpetuation, but if both are lower, there’s 2%.
    • (no change): If a general ends his turn in a city with DistanceCapital >= 100, there’s another 1% chance.
    • a general on a crusade/jihad: 1% a turn, a senile general - 10% a turn – included in the Crusades/Jihad traits entry of this thread.


    The code in EDCT file
    Spoiler Alert, click show to read: 

    The code to be replaced

    The definition of the Corrupt trait – 1st place in the EDCT file
    Code:
    ;------------------------------------------
    Trait Corrupt
     Characters family
     NoGoingBackLevel 2 
     AntiTraits Upright
     
     Level Dubious
       Description Dubious_desc
       EffectsDescription Dubious_effects_desc
       Threshold 1 
     
       Effect BribeResistance -2 
       Effect TaxCollection -10 
       Effect Law -1 
     
     Level Underhanded
       Description Underhanded_desc
       EffectsDescription Underhanded_effects_desc
       Threshold 3 
     
       Effect Loyalty -1 
       Effect BribeResistance -4 
       Effect TaxCollection -20 
       Effect Law -2 
     
     Level Corrupt
       Description Corrupt_desc
       EffectsDescription Corrupt_effects_desc
       Threshold 5 
     
       Effect Loyalty -2 
       Effect BribeResistance -6 
       Effect TaxCollection -30 
       Effect Law -3

    The definition of the Embezzler trait – 2nd place in the EDCT file
    Code:
    ;------------------------------------------
    Trait Embezzler
     Characters family
     AntiTraits Upright
     
     Level Deep_Pockets
       Description Deep_Pockets_desc
       EffectsDescription Deep_Pockets_effects_desc
       Threshold 1 
     
       Effect TaxCollection -10 
     
     Level Fraudulent
       Description Fraudulent_desc
       EffectsDescription Fraudulent_effects_desc
       Threshold 3 
     
       Effect TaxCollection -20 
     
     Level Embezzler
       Description Embezzler_desc
       EffectsDescription Embezzler_effects_desc
       Threshold 6 
     
       Effect TaxCollection -30
    The general triggers for Corrupt – 3rd place in the EDCT file
    Code:
    ;------------------------------------------
    Trigger luxurious_banks
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and SettlementBuildingExists >= merchant_bank
     
     Affects Corrupt 1 Chance 3 
     
    ;------------------------------------------
    Trigger luxurious_markets
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and SettlementBuildingExists >= great_market
     
     Affects Corrupt 1 Chance 5
    
    ;------------------------------------------
    Trigger luxurious_banks
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and SettlementBuildingExists >= merchant_bank
     
     Affects Corrupt 1 Chance 3 
     
    ;------------------------------------------
    Trigger luxurious_markets
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and SettlementBuildingExists >= great_market
     
     Affects Corrupt 1 Chance 5 
     
    ;------------------------------------------
    Trigger luxurious_taverns
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
    and RemainingMPPercentage = 100
           and SettlementBuildingExists >= tavern
     
     Affects Corrupt 1 Chance 1 
     
    ;------------------------------------------
    Trigger luxurious_palace
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and SettlementBuildingExists >= mayors_palace
     
     Affects Corrupt 1 Chance 3 
     
    ;------------------------------------------
    Trigger luxurious_city
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and SettlementBuildingExists >= large_stone_wall
     
     Affects Corrupt 1 Chance 2 
     
    ;------------------------------------------
    Trigger luxurious_distance
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and DistanceCapital >= 100
     
     Affects Corrupt 1 Chance 1
    The perpetuation trigger for Corrupt – 4th place in the EDCT file

    Code:
    ;------------------------------------------
    Trigger selfperpetuating48
     WhenToTest CharacterTurnEnd
     
     Condition Trait Corrupt >= 1
     
     Affects Corrupt 1 Chance 4
    The new code

    The definition of the Corrupt trait
    Code:
    ;------------------------------------------
    Trait Corrupt
     Characters family
     NoGoingBackLevel 2 
     AntiTraits Upright
     
     Level Dubious
       Description Dubious_desc
       EffectsDescription Dubious_effects_desc
       Threshold 1 
     
       Effect BribeResistance -2 
       Effect TaxCollection -10 
       Effect Law -1 
     
     Level Underhanded
       Description Underhanded_desc
       EffectsDescription Underhanded_effects_desc
       Threshold 3 
     
       Effect Loyalty -1 
       Effect BribeResistance -3 
       Effect TaxCollection -20 
       Effect Law -2 
     
     Level Corrupt
       Description Corrupt_desc
       EffectsDescription Corrupt_effects_desc
       Threshold 5 
     
       Effect Loyalty -2 
       Effect BribeResistance -4 
       Effect TaxCollection -30 
       Effect Law -3
    The definition of the Embezzler trait

    Code:
    ;------------------------------------------
    Trait Embezzler
     Characters family
     AntiTraits Upright
     
     Level Deep_Pockets
       Description Deep_Pockets_desc
       EffectsDescription Deep_Pockets_effects_desc
       Threshold 1 
     
       Effect Trading -10 
       Effect LocalPopularity -1 
       Effect BribeResistance -2 
     
     Level Fraudulent
       Description Fraudulent_desc
       EffectsDescription Fraudulent_effects_desc
       Threshold 3 
     
       Effect Trading -20 
       Effect LocalPopularity -2 
       Effect Piety -1 
       Effect BribeResistance -3 
     
     Level Embezzler
       Description Embezzler_desc
       EffectsDescription Embezzler_effects_desc
       Threshold 5 
     
       Effect Trading -30 
       Effect LocalPopularity -3 
       Effect Piety -2 
       Effect BribeResistance -4
    Corruption triggers (Corrupt and Embezzler)

    Code:
    ;-- CORRUPTION TRAITS TRIGGERS: CORRUPT AND EMBEZZLER -----
    ;-----------------------------------------
    Trigger Corrupt_LargeTown_Staying
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and TimeInRegion > 1
           and Wantschool < 1
           and SettlementBuildingExists >= inn
     
     Affects Corrupt 1 Chance 1 
     
    ;------------------------------------------
    Trigger Corrupt_LargeCity_Staying
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and TimeInRegion > 1
           and Wantschool < 1
           and SettlementBuildingExists >= coaching_house
     
     Affects Corrupt 1 Chance 1 
     
    ;------------------------------------------
    Trigger Corrupt_MinorCity_Visiting
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and RandomPercent > 50
           and SettlementBuildingExists >= council_chambers
     
     Affects Corrupt 1 Chance 1 
     
    ;------------------------------------------
    Trigger Corrupt_LargeCity_Visiting
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and RandomPercent > 50
           and SettlementBuildingExists >= city_hall
     
     Affects Corrupt 1 Chance 1 
     
    ;------------------------------------------
    Trigger Corrupt_HugeCity_Visiting
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and RandomPercent > 50
           and SettlementBuildingExists >= mayors_palace
     
     Affects Corrupt 1 Chance 1 
     
    ;------------------------------------------
    Trigger Corrupt_Selfperpetuating_NotPious
     WhenToTest CharacterTurnEnd
     
     Condition Trait Corrupt >= 1
           and Attribute Piety < 6 
     
     Affects Corrupt 1 Chance 1 
     
    ;------------------------------------------
    Trigger Corrupt_Selfperpetuating_NotLoyal
     WhenToTest CharacterTurnEnd
     
     Condition Trait Corrupt >= 1
           and Attribute Loyalty < 6 
     
     Affects Corrupt 1 Chance 1 
     
    ;----------------------------------
    Trigger Embezzler_LargeTown_Staying
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and TimeInRegion > 1
           and Wantschool < 1
           and SettlementBuildingExists >= port
     
     Affects Embezzler 1 Chance 1 
     
    ;------------------------------------------
    Trigger Embezzler_LargeCity_Staying
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and TimeInRegion > 1
           and Wantschool < 1
           and SettlementBuildingExists >= dockyard
     
     Affects Embezzler 1 Chance 1 
     
    ;----------------------------------
    Trigger Embezzler_MinorCity_Visiting
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and RandomPercent > 50
           and SettlementBuildingExists >= fairground
     
     Affects Embezzler 1 Chance 1 
     
    ;----------------------------------
    Trigger Embezzler_LargeCity_Visiting
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and RandomPercent > 50
           and SettlementBuildingExists >= great_market
     
     Affects Embezzler 1 Chance 1 
     
    ;----------------------------------
    Trigger Embezzler_HugeCity_Visiting
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and RandomPercent > 50
           and SettlementBuildingExists >= merchants_quarter
     
     Affects Embezzler 1 Chance 1 
      
    ;------------------------------------------
    Trigger Embezzler_Selfperpetuating_NotPious
     WhenToTest CharacterTurnEnd
     
     Condition Trait Embezzler >= 1
           and Attribute Piety < 6 
     
     Affects Embezzler 1 Chance 1 
     
    ;------------------------------------------
    Trigger Embezzler_Selfperpetuating_NotLoyal
     WhenToTest CharacterTurnEnd
     
     Condition Trait Embezzler >= 1
           and Attribute Loyalty < 6 
     
     Affects Embezzler 1 Chance 1 
     
    ;------------------------------------------
    Trigger Corruption_Distance
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and DistanceCapital >= 100
     
     Affects Corrupt 1 Chance 1
     Affects Embezzler 1 Chance 1
     
    ;--- END OF CORRUPTION TRAITS' TRIGGERS -----------
    The new descriptions shown to the player in-game

    Concerns file “export_vnvs.txt”

    Old descriptions: Corrupt

    Code:
    {Dubious_desc}Capable of bringing himself to commit rather shameful acts.
    {Dubious_effects_desc}20% decrease in cost to bribe, 10% penalty on tax income, -1 from law (reduces public order)
    {Dubious}Dubious
     
    {Underhanded_desc}Unafraid of resorting to lowly acts to realise his ambitions.
    {Underhanded_effects_desc}-1 Loyalty, 40% decrease in cost to bribe, 20% penalty on tax income, -2 from law (reduces public order)
    {Underhanded}Underhanded
      
    {Corrupt_desc}Devoid of conscience, this man is only interested in what is possible, unconcerned about what is deemed proper.
    {Corrupt_effects_desc}-2 Loyalty, 30% penalty on tax income, 60% decrease in cost to bribe, -3 from law (reduces public order)
    {Corrupt}Corrupt
    Old descriptions: Embezzler

    Code:
    {Deep_Pockets_desc}Has made a habit of finding ways to acquire money that other people will not realise should be theirs.
    {Deep_Pockets_effects_desc}10% penalty on tax income
    {Deep_Pockets}Deep Pockets
     
    {Fraudulent_desc}This man is prepared to mask his movements and mislead others to bolster his own personal fortune.
    {Fraudulent_effects_desc}20% penalty on tax income
    {Fraudulent}Fraudulent
     
    {Embezzler_desc}Has both the raw nerve and skilful cunning to take more than his share from those he answers to.
    {Embezzler_effects_desc}30% penalty on tax income
    {Embezzler}Embezzler
    Modified descriptions: Corrupt

    Code:
    {Dubious_desc}Capable of bringing himself to commit rather shameful acts of taking the money belonging to his liege. It may get worse if he is not very Pious and Loyal, or he visits centers of power and sleaze.
    {Dubious_effects_desc}10% penalty on tax income, -1 from law (reduces public order), 20% decrease in cost to bribe
    {Dubious}Dubious
     
    {Underhanded_desc}Unafraid of lowly acts of stealing liege’s money to realize his financial ambitions. It may get even worse if he is not very Pious and Loyal, or he visits centers of power and sleaze.
    {Underhanded_effects_desc}20% penalty on tax income, -2 from law (reduces public order), -1 Loyalty, 30% decrease in cost to bribe
    {Underhanded}Underhanded
     
    {Corrupt_desc}Devoid of conscience, this man is only interested in what is possible, unconcerned about what is deemed proper. By creating his own fortune he betrays his liege and undermines the order this world is based on.
    {Corrupt_effects_desc}30% penalty on tax income, 3 from law (reduces public order), -2 Loyalty, 40% decrease in cost to bribe
    {Corrupt}Corrupt
    Modified descriptions: Embezzler

    Code:
    {Deep_Pockets_desc}Has made a habit of finding ways to acquire money from trade that other people do not realize should be theirs. It may get worse if he is not very Pious and Loyal, or he visits cities with great trade facilities.
    {Deep_Pockets_effects_desc}10% penalty on Trade income, +1 unrest (reduces public order), 20% decrease in cost to bribe
    {Deep_Pockets}Deep Pockets
     
    {Fraudulent_desc}This man is prepared to mask his movements and mislead others in the trade business to bolster his own personal fortune. It may get even worse if he is not very Pious and Loyal, or he visits cities with great trade facilities.
    {Fraudulent_effects_desc}20% penalty on Trade income, +2 unrest (reduces public order), -1 Piety, 30% decrease in cost to bribe 
    {Fraudulent}Fraudulent
     
    {Embezzler_desc}Has both the raw nerve and skillful cunning to take more than his share of trade from those he answers to. By creating his own great fortune he contradicts his faith, betrays his liege and enrage his subjects.
    {Embezzler_effects_desc}30% penalty on Trade income, +3 unrest (reduces public order), -2 Piety, 40% decrease in cost to bribe 
    {Embezzler}Embezzler
    Last edited by Jurand of Cracow; November 15, 2016 at 05:37 AM.

  10. #10
    Laetus
    Join Date
    Oct 2016
    Location
    Melbourne, Australia
    Posts
    7

    Default Re: GMMT – Governors’ Money-Making Traits’ fix for SSHIP 0.9.2

    Nice work, glad to see someone tackling the traits system in a logical way. Having most generals get negative traits didn't enhance the game play and a re-balance was overdue. I'll add it and try a late game Crusader States start.

  11. #11
    Jurand of Cracow's Avatar History and gameplay!
    Artifex

    Join Date
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    Cracovia
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    Default GMMT – TourneyKnight

    Tourney Knight

    The Tourney Kight trait in SSHIP is another trait badly needing overhaul for a player. Below you can see the situation in the SSHIP 0.9.2 file, the ideas and the precise changed I made. The issue how to practically copy in-game with the trait is to be found in the "guide" section of this thread (second entry).

    Current situation
    Spoiler Alert, click show to read: 

    • Thresholds, names, benefits:
      • (1) Tourney Entrant: Chivalry 1,
      • (3) Fair Jouster: Chivalry 1, Cavalry Command 1
      • (6) Good Jouster: Chivalry 2, Cavalry Command 1
      • (12) Knight of Renown: Chivalry 2, Cavalry Command 2, Authority 1
      • (18) Tourney Champion: Chivalry 3, Cavalry Command 3, Authority 2

    • There’re only two triggers. 1. at CoA there’s 20% chance, 2. There’s 10% chance to get it every turn spent in a settlement with Jousting List or Tourney Field.
    • Assessment: it’s a botched-up trait. On one hand the benefits are great, on the other the thresholds so high, and the probabilities of getting the points so low, that it’s not possible to get it. 1 point every 5 years of staying in a settlement makes the Knight of Renown level attainable for long-living generals sitting in the cities from Coming of Age till their death, and blessed with luck at the beginning of getting a point at CoA. Maxing it at 18 points takes 90 years. Makes any sense.


    Who can become a great Tourney Knight?
    A Tourney Knight takes part in the tournaments, so a Jousting List or a Tourney Field must be present in the settlement. He is preoccupied with the tourneys so he spends much time (i.e. whole turns) in the settlements. Especially staying in a castle is conducive for this activity (what would you do otherwise?). He is interested in fighting, so a Military Inclination is better than an Administrative one and just visiting a castle is sufficient (you do also fighting and hunting ;-). He is interested in horses and cavalry, so he builds Stables, Castles and Local Recruitment buildings. A really great TK is famous for his deeds at the battlefields – he should be a Great Victor with three crushing victories or a Renown Victor, or at least be good at Command with minimum Authority.
    Dread generals are partially prevented from losing their Dread in the castles, but if they’re in the cities, they are likely to enjoy the life more and more, so they may lose their Dread.
    Great Kings have tendency to get involved much in tourneying, if they are not waging wars.
    Any general has also to be physically fit to be able to take part in the tournaments, so he cannot be BeyondBattle. However, finishing buildings add to the founder’s glory even if they are ill/wounded/old.

    Descriptions of modifications


    Spoiler Alert, click show to read: 
    My changes: the effects
    The effects are overall ok, but there’s no negative side-effect of the higher levels of TK, as it happens in many other traits. Having seen the tournament in the Game of Thrones I’m prompted to introduce a penalty on income – you’ve to finance your tournaments somehow.

    • (1) Tourney Entrant: Chivalry 1,
    • (3) Fair Jouster: Chivalry 1, Cavalry Command 1
    • (6) Good Jouster: Chivalry 2, Cavalry Command 1
    • (12) Knight of Renown: Chivalry 2, Cavalry Command 2, Authority 1, Tax -2%
    • (18) Tourney Champion: Chivalry 3, Cavalry Command 3, Authority 2, Tax -5%


    My changes: the triggers

    • The current simple trigger of spending whole turn in a settlement with Jousting List with 10% is split into two triggers (they stack):
      • 5% for everybody
      • 5% for the MilitaryInclined

    • Additional trigger 5% for the MilitaryInclined with Authority 1+, no Dread, ending their moves at a castle with TourneyField and still interested in the tournaments (younger than 40).
    • Additional triggers for spending whole turn in a settlement with Tourney Field for great commanders, Dread generals immune, the probabilities stack:
      • 10% for good commanders (Command 3+, younger than 40, Authority 1+)
      • 10% for Great Victors with at least 3 heroic wins
      • 10% for Renown Victors
      • 10% for Faction Leaders having a Crown

    • For each trigger related to an active taking part in the tournaments, the “not BeyondBattle” and “not Diseased” and “HaleAndHearthy” and “SeverlyWounded” conditions is added.
    • Additional triggers for building buildings:
      • Jousting List: 100% for 1 point
      • Tourney Field: 100% for 2 point
      • (only if Jousting List+ is present, Dread generals immune): Stables, Castles and Local Recruitment: 50% for 1 point

    • Coming of Age: instead of one trigger with 20% for any level of father’s TK, there’re 3 triggers (they stack) with 10, 20, 30% chances for the three middle levels of father’s TK: FairJouster, GoodJouster, KnightOfRenown. Be aware that there’s another trait: ChivalryLegacy, which also make sons taking Chivalry after their chivalrous fathers.
    • Additionally, I added three triggers for the AI – for the trait to be met also among AI generals (AI doesn’t know the conditions so he would never get the higher levels of the trait).


    The in-game effects
    (probabilities of getting 1 point in the trait a turn; multiple points a turn are possible)

    • Young general getting his administrative education if Jousting List is present (usually Administratively Inclined, staying in a city): 5%
    • Young general getting his military education if Jousting List is present (usually: Military Inclined, Authority 0, staying in a castle): 10%, may add also 5% for the following trigger:
    • A young-to-middle-age no-Dread general waging wars around a castle with Tourney Fields (usually: Militarily Inclined with minimum Authority, ending his move at the castle): 5%
    • A general managing a city (usually: Administratively Inclined, city has Jousting List): 5%;
    • A general managing a castle (usually: Militarily Inclined with minimum Authority, city has Jousting Lists) – 15% if not very old, and even 25% if he’s a good general (Command 3+); but 10% after he passes 40
    • A Great, Victorious General managing a castle or a city with a Tourney Field: up to 45% a turn (it’s stacked for: everybody 5%, Military Inclined 5%, GreatVictor3: 10%, RenownVictor 10%, and if he’s still middle-aged: ending move in in a Castle 5%, 3-star general: 10%). If they’re Dreadful they’re immune. Usually it will be 35% as some of the triggers may be lacking.
    • A Great Victorious King: up to 55% if Militarily Inclined, and up to 45% if Administratively.
    • Dread generals staying a whole turn in a settlement with Jousting List risk losing their Dread (5% for Administratively Inclined, 10% for Militarily) – reasonable since they’re tamed by the pleasures of life. But it might be easily prevented simply by moving a bit.


    How fast a general gets it

    • A learning general should get to Tourney Entrant during his education (8 years)
      • Adm_Mind gets it every 10 years
      • an average Mil_Mind general staying in a castle gets it every 5 years, but is also likely to move at times, so his chances are lower

    • a general managing a city:
      • Adm_Mind accumulates 1 point in 10 years, so he should get to Fair Jouster in his life, but not more (well, if he’s a good Commander with authority he can possibly get to Good Jouster)
      • Mil_Mind in a city will be twice as fast, and in a castle three-times faster. I think he’s expected to move around in his life, so his situation is again similar to the previous one, and he should get to Good Jouster, but not more

    • a very good fighting general near a castle should get to Knight of Renown in his life: at his middle-age he occasionally doesn’t get those triggers from staying in a settlement, but can get something triggers from visiting; after some time he may settle in a castle and while he loses his trigger because of age (it’s up to 40), he gains the triggers from staying – and possibly eventually from GV3 or RV.
    • Great Generals: in the cities they have up to 45% for staying, but usually the player will use them to command the armies, so they’re likely to fulfill the requirement of staying the whole turn rarely. Also gaining 3 heroic victories takes time to achieve. As a result, they should get to Knight of Renown in their life, and some at the end of their career should be able to get also Tourney Champion. If they win those victories in their 20ties and then they devote their lives to staying in a castle they should indeed get the Tourney Champion.
    • Kings have additional bonuses, and if they’re great fighting kings they should indeed become Tourney Champions, provided they don’t move constantly.
    • Points acquired at Coming of Age give a head start. A son of a Knight of Renown may start even with Fair Jouster (well, he has dreamt about it thought the whole childhood and his father already taught him a lot).
    • Old, wounded or ill generals just managing the cities in the old age cannot get more.


    I think these triggers balance the following issues:

    • Enabling getting the higher levels of TK, but making it not very common.
    • Young generals should be able to become Tourney Entrants in the cities, but not much more. Since they’re very likely to stay in the cities (the whole education is about this) the current SSHIP trigger (10% from staying with a Jousting List) makes it easy and fast. I didn’t want to introduce a cap (eg. Wantschol <1), so I did it through condition MilitaryMinded feature. I think it’s elegant and convincing.
    • For the great victorious commanders it should be easy to get, if they have time for tourneying (not fighting much, but staying at a castle)
    • At some point some generals are likely just to sit in a city managing it (keeping unrest low, make money). The result would be that only at the older age they’d quickly develop TK, which would be un-historical. To prevent it the age-related conditions are introduced.
    • Through the health-conditions some un-reasonable developments are prevented (like a general with pneumonia becoming Knight of Renown).
    • For a Dreadful general getting this trait is a risk: it lowers Dread. The triggers lower this risk by introducing condition, but it still exists.
    • The trait is for the West European and Spanish factions given that only they have access to the Jousting Fields. However, if a settlement is taken by another faction, also it will have chances. It’s not wrong – as you’re taking other cultures settlement you are likely to get acculturated, it worked like this.
    • I considered, but I didn’t introduced conditions related to military education (it gives +Command, so it’s already included in the trigger related to +3Command), provincial titles (there’re mostly related to the management of the province, and those giving Authority might be useful also here). However, I didn’t consider other personality traits (eg. Energetic).


    In future

    • I think modification is almost finished. It to be seen in the experience of the players how it works.
    • The triggers exist for (hre, teutonic_order, france, england, portugal, spain, aragon, jerusalem, poland, hungary) since only these factions have access to jousting lists. This creates some problems. One is teutonic_order which in SSHIP is Serbia – well, it should be excluded. Second problem are Papal State and Sicily – I think it should be added. Third issue is: what about acculturation of Scotland, Denmark, Norway, Lithuania? Should we take into account their acculturation, or just leave them without jousting lists. Anyway, all three problems are to be decided by somebody modifying the buildings in SSHIP, not the traits (what is done here).
    • Triggers for building chapter houses of the military orders might be considered to be added. Maybe also for other buildings. But I don’t think they’re essential.
    • Also some conditions related to particular personality features (eg. energetic).
    • If somebody would make a general overhaul of the EDCT file in the future, the triggers for building buildings could be moved to another section and merged with the other triggers (just to be economical with the script).



    New effects in the EDCT file (only tax added):
    Spoiler Alert, click show to read: 
    Code:
    ;------------------------------------------
    Trait TourneyKnight
     Characters family
     
     Level Tourney_Entrant
       Description Tourney_Entrant_desc
       EffectsDescription Tourney_Entrant_effects_desc
       Threshold 1 
     
       Effect Chivalry 1 
     
     Level Fair_Jouster
       Description Fair_Jouster_desc
       EffectsDescription Fair_Jouster_effects_desc
       Threshold 3 
     
       Effect Chivalry 1 
       Effect CavalryCommand 1 
     
     Level Good_Jouster
       Description Good_Jouster_desc
       EffectsDescription Good_Jouster_effects_desc
       Threshold 6 
     
       Effect Chivalry 2 
       Effect CavalryCommand 1 
     
     Level Knight_of_Renown
       Description Knight_of_Renown_desc
       EffectsDescription Knight_of_Renown_effects_desc
       Threshold 12 
     
       Effect Chivalry 2 
       Effect Authority 1 
       Effect CavalryCommand 2 
       Effect TaxCollection -2 
     
     Level Tourney_Champion
       Description Tourney_Champion_desc
       EffectsDescription Tourney_Champion_effects_desc
       Threshold 18 
     
       Effect Chivalry 3 
       Effect Authority 2 
       Effect CavalryCommand 2 
       Effect TaxCollection -5

    Spoiler Alert, click show to read: 

    New triggers in the EDCT file:

    Code:
    ;=======================================================
    ;============= PERSONALITY TRIGGERS ====================
    ;=======================================================
    ;
    ;----- TOURNEY KNIGHT triggers ------------------------
    ;
    ;----- TK sitting in and visiting settlements ---------
    ;--------------------------------------------------------
    Trigger TK_Sitting_Around_with_Jousting_Lists_Everybody
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
           and EndedInSettlement
           and RemainingMPPercentage > 99
           and SettlementBuildingExists >= jousting_lists
           and Trait TooOldToFight < 1
           and Trait HaleAndHearty > 4
           and Trait Diseased < 1
           and Trait SeverelyWounded < 1
     
     Affects TourneyKnight 1 Chance 5
     
    
    ;--------------------------------------------------------
    Trigger TK_Sitting_Around_with_Jousting_Lists_Military_Minded
     WhenToTest CharacterTurnEnd
    
     Condition IsGeneral
           and EndedInSettlement
           and RemainingMPPercentage > 99
           and SettlementBuildingExists >= jousting_lists
           and Trait MilitaryInclination = 1
    and Trait TooOldToFight < 1
    and Trait HaleAndHearty > 4
    and Trait Diseased < 1
    and Trait SeverelyWounded < 1
    
     Affects TourneyKnight 1 Chance 5
    
    ;--------------------------------------------------------
    Trigger TK_Visiting_Castle_with_Tourney_Field
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
    and EndedInSettlement
    and SettlementBuildingExists > jousting_lists
    and SettlementBuildingExists >= castle
    and Trait MilitaryInclination = 1
    and Attribute Authority > 0
    and not Attribute Chivalry < 0
    and CharacterAge < 40
    and Trait HaleAndHearty > 4
    and Trait Diseased < 1
    and Trait SeverelyWounded < 1
     
     Affects TourneyKnight 1 Chance 5
     
    ;---------- TK for great commanders ---------------------
    ;--------------------------------------------------------
     Trigger TK_Sitting_Around_with_Tourney_Fields_Good_Commander
     WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
           and EndedInSettlement
           and RemainingMPPercentage > 99
           and SettlementBuildingExists > jousting_lists
           and Attribute Command > 2
           and Attribute Authority > 0
           and not Attribute Chivalry < 0
    and CharacterAge < 40
    and Trait HaleAndHearty > 4
    and Trait Diseased < 1
    and Trait SeverelyWounded < 1
     
     Affects TourneyKnight 1 Chance 10
     
    ;--------------------------------------------------------
    Trigger TK_Sitting_Around_with_Tourney_Fields_RenownVictor
     WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
           and EndedInSettlement
           and RemainingMPPercentage > 99
           and SettlementBuildingExists > jousting_lists
           and Trait VictorVirtue >= 6
           and not Attribute Chivalry < 0
    and Trait TooOldToFight < 1
    and Trait HaleAndHearty > 4
    and Trait Diseased < 1
    and Trait SeverelyWounded < 1
     
     Affects TourneyKnight 1 Chance 10
     
    ;--------------------------------------------------------
    Trigger TK_Sitting_Around_with_Tourney_Fields_GreatVictor3
     WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
           and EndedInSettlement
           and RemainingMPPercentage > 99
           and SettlementBuildingExists > jousting_lists
           and Trait MajorCount >= 3
           and not Attribute Chivalry < 0
    and Trait TooOldToFight < 1
    and Trait HaleAndHearty > 4
    and Trait Diseased < 1
    and Trait SeverelyWounded < 1
     
     Affects TourneyKnight 1 Chance 10
     
    ;--------------------------------------------------------
    Trigger TK_Sitting_Around_with_Tourney_Fields_King
     WhenToTest CharacterTurnEnd
     
    Condition IsFactionLeader
           and EndedInSettlement
           and RemainingMPPercentage > 99
           and SettlementBuildingExists > jousting_lists
    and HasAncType = crown
    and not Attribute Chivalry < 0
    and Trait TooOldToFight < 1
    and Trait HaleAndHearty > 4
    and Trait Diseased < 1
    and Trait SeverelyWounded < 1
     
     Affects TourneyKnight 1 Chance 10
     
    ;---------- TK from buildings -----------------------
    ;----------------------------------------------------
    Trigger TK_Building_City_Local_Recruitment
     WhenToTest GovernorBuildingCompleted
     
     Condition SettlementBuildingFinished >= p_large_town
           and SettlementBuildingExists >= jousting_lists
           and not Attribute Chivalry < 0
     
    Affects TourneyKnight 1 Chance 50
     
    ;--------------------------------------------------------
    Trigger TK_Building_Fortress
     WhenToTest GovernorBuildingCompleted
     
     Condition SettlementBuildingFinished > castle
           and SettlementBuildingExists >= jousting_lists
           and not Attribute Chivalry < 0
     
    Affects TourneyKnight 1 Chance 50
     
    ;--------------------------------------------------------
    Trigger TK_Building_Castle_Stables
     WhenToTest GovernorBuildingCompleted
     
     Condition SettlementBuildingFinished >= stables
           and SettlementBuildingExists >= jousting_lists
           and not Attribute Chivalry < 0
     
    Affects TourneyKnight 1 Chance 50
     
    ;--------------------------------------------------------
    Trigger TK_Building_Jousting_Lists
     WhenToTest GovernorBuildingCompleted
     
     Condition SettlementBuildingFinished >= jousting_lists
     
    Affects TourneyKnight 1 Chance 100
     
    ;--------------------------------------------------------
    Trigger TK_Building_Tourney_Fields
     WhenToTest GovernorBuildingCompleted
     
    Condition SettlementBuildingFinished > jousting_lists
     
    Affects TourneyKnight 2 Chance 100
     
    ;------- TK from having TK Father --------------------
    ;-----------------------------------------------------
    Trigger TK_Dad_FairJouster
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait TourneyKnight >= 3
     
     Affects TourneyKnight 1 Chance 10
     
    ;-------------------------------------------
    Trigger TK_Dad_GoodJouster
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait TourneyKnight >= 6
     
     Affects TourneyKnight 1 Chance 20
     
    ;-------------------------------------------
    Trigger TK_Dad_KnightOfRenown
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait TourneyKnight >= 12
     
     Affects TourneyKnight 1 Chance 30
     
    ;---------- TK for AI ---------------------
    Trigger TK_AI_Faction_Leader
    WhenToTest CharacterTurnEnd
     
    Condition IsFactionLeader
           and not FactionIsLocal
           and EndedInSettlement
           and SettlementBuildingExists > jousting_lists
           and not Attribute Chivalry < 1
     
     Affects TourneyKnight 1 Chance 30
     
    ;-------------------------------------------
    Trigger TK_AI_General
    WhenToTest CharacterTurnEnd
     
    Condition IsGeneral
           and not FactionIsLocal
           and EndedInSettlement
           and SettlementBuildingExists > jousting_lists
           and not Attribute Chivalry < 1
     
     Affects TourneyKnight 1 Chance 30
     
    ;-------------------------------------------
    Trigger TK_AI_SelfPerpetuation
    WhenToTest CharacterTurnEnd
     
    Condition Trait TourneyKnight >= 1
           and not FactionIsLocal
     
     Affects TourneyKnight 1 Chance 5
     
    ;----- END of TOURNEY KNIGHT triggers ---------------


    Triggers in the EDCT file to be deleted (in two different places):
    Code:
    ;------------------------------------------
    Trigger sitting_around_town_with_jousting
     WhenToTest CharacterTurnEnd
     
     Condition IsGeneral
    and EndedInSettlement
    and RemainingMPPercentage = 100
    and SettlementBuildingExists >= jousting_lists
     
     Affects TourneyKnight 1 Chance 10 
     
    ;------------------------------------------
    Trigger dad_tourneyknight
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait TourneyKnight >= 1
     
     Affects TourneyKnight 1 Chance 20
    Minimally modified descriptions in Export_vnvs.txt:

    Code:
    {Knight_of_Renown_desc}Now a tournament veteran, this man has become famous for his dashing skill at the lists. He also spends some money to get prepared, what pays off with morale of his troops in battle.
    {Knight_of_Renown_effects_desc}+2 Chivalry, +1 Authority, +2 Command when commanding cavalry, 2% penalty on tax income
    {Knight_of_Renown}Knight of Renown
     
    {Tourney_Champion_desc}Renowned for his proud legacy at the tourney fields, very few can now best him with a lance and in battle his cavalrymen can do wonders. This, however, comes at a price for treasury.
    {Tourney_Champion_effects_desc}+3 Chivalry, +2 Authority, +2 Command when commanding cavalry, 5% penalty on tax income
    {Tourney_Champion}Tourney Champion



    Last edited by Jurand of Cracow; November 03, 2016 at 04:33 AM.
    For those who want to play a historical mod in a medieval setting:
    try either the Stainless Steel Historical Improvement Project + minimods,
    or the Broken Crescent + Buff and Shine submod.
    ..........................................................................................................................................................................
    Reviews of the mods: SSHIP (2018), Wrath of the Norsemen (2018), Broken Crescent (2018).
    Thrones of Britannia: review, opinion on the battles, ideas for modding.
    Minimods for the SSHIP: Generals Traits, Provincial Titles, Crowns.
    Short guides for the SSHIP: population growth, forts and watchtowers.
    Pros and cons of having Merchants in an M2TW mod.
    Home rules for playing a game without exploiting the M2TW engine deficiencies.
    Dominant strategy in Attila TW and Rome 2 TW: “Sniping groups of armies”.

  12. #12
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: GMMT – Governors’ Money-Making Traits’ fix for SSHIP 0.9.2

    I'm just wondering the following: Tournaments were forbidden in France during the 13th century more or less and if I recall correctly. during that period, most of the French knights went outside of France for jousting.
    Can this be represented in game?

    Also, you can add Denmark from the beginning of the 13th century and Norway from the 2nd half of the 13th century. We definitively need to add these 2 factions to the list you mentionned.
    I guess that Scotland can be added too. Scotland had cavalry but in limited account. That's it.
    Since Sicily is represented with the Giscard dynasty which had French origin, you can add it as well. I'm not sure about Papal States but if not added, it might be quite disadvantageous for that faction (for gameplay). So I would add it too.
    Regarding Lithuania, leave it outside for now. I don't think they did it until they become Christians (which isn't represented in game for now).

    Anyway, I don't know yet who (MWY or myself) will work on the buildings. I guess that for now, just keep the faction list as it is as we won't modify the buildings before the next release anyway.
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader



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    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: GMMT – Governors’ Money-Making Traits’ fix for SSHIP 0.9.2

    Quote Originally Posted by Lifthrasir View Post
    I'm just wondering the following: Tournaments were forbidden in France during the 13th century more or less and if I recall correctly. during that period, most of the French knights went outside of France for jousting. Can this be represented in game?
    As far as technicalities are concerned - it' possible to make the French generals getting the traits in the timeframe. Additional conditions, maybe in conjuction with script. But it needs some work. Making the French knights jousting only outside France is also possible but I think it'd require much more work.
    However, I don't think we should do it. Of course, there're many intricacies for the many factions, but we should at times allow us to say: it's too detailed to be represented in game, and would be difficult for players to learn and get accustomed to. It's why I try to minimize the number fof conditions in the triggers I make (even if allowing for some a-historicaliteis) - they should be easy for any player to remember. Such a detail as you mentioned - in my opinion - should be avoided.
    I think there're much more important things to represenent or just to think about. For instance: the Muslims are immune to the Drink trait. I doubt it's correct even for today, but how it was in the Middle Ages? And accross the large swatches of land - many different nations and tribes, would they get what the Prophet said in the same way? Wasn't the Prophet condemnig wine, not all the kinds of alcohol? I think heavy drinks (vodka-like) come to Europe through Muslim doctors who considered them simply to be medicines.

    Quote Originally Posted by Lifthrasir View Post
    Also, you can add Denmark from the beginning of the 13th century and Norway from the 2nd half of the 13th century. We definitively need to add these 2 factions to the list you mentionned. I guess that Scotland can be added too. Scotland had cavalry but in limited account. That's it.
    Since Sicily is represented with the Giscard dynasty which had French origin, you can add it as well. I'm not sure about Papal States but if not added, it might be quite disadvantageous for that faction (for gameplay). So I would add it too.
    Regarding Lithuania, leave it outside for now. I don't think they did it until they become Christians (which isn't represented in game for now).
    It's close to my views, but I'm not sure if for the variety of the gameplay experience for the players we should;t leave Norway and Denmark without jousting lists. Or at least Norway.
    For those who want to play a historical mod in a medieval setting:
    try either the Stainless Steel Historical Improvement Project + minimods,
    or the Broken Crescent + Buff and Shine submod.
    ..........................................................................................................................................................................
    Reviews of the mods: SSHIP (2018), Wrath of the Norsemen (2018), Broken Crescent (2018).
    Thrones of Britannia: review, opinion on the battles, ideas for modding.
    Minimods for the SSHIP: Generals Traits, Provincial Titles, Crowns.
    Short guides for the SSHIP: population growth, forts and watchtowers.
    Pros and cons of having Merchants in an M2TW mod.
    Home rules for playing a game without exploiting the M2TW engine deficiencies.
    Dominant strategy in Attila TW and Rome 2 TW: “Sniping groups of armies”.

  14. #14
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: GMMT – Governors’ Money-Making Traits’ fix for SSHIP 0.9.2

    About the French knights and jousting, that makes sens.

    About Muslims and wine, I confirm that wine was considered as medicine and such allowed for that purpose.

    About jousting and Norway, I disagree. Actually, jousting was very popular about Norwegian knights at the end of the 13th century and later. Considering that they have (or will have) a very limited access to cavalry units, that shouldn't be a problem. Regarding Denmark, it was a mix between their viking traditions and western factions in the early times. Later, they became "fully westernized" like the other western factions. So again, I'd keep them for jousting.
    Basically, Denmark and Norway had the same evolution. The main difference is that it took much more time for Norway due to several factors (relatively weak economy, insulation, low population, landscape type of Norway, etc...) and that's why they relied longer on their "viking" traditions. From the 14th century, you can consider them as similar (for most of the points) similar to the other western factions.
    All in all, even if Norway is included in the jousting stuff, it will keep his specificity as relying mostly on infantry, more specifically on the heavy one.
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader



  15. #15
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: GMMT – Governors’ Money-Making Traits’ fix for SSHIP 0.9.2

    Quote Originally Posted by Lifthrasir View Post
    About jousting and Norway, I disagree. Actually, jousting was very popular about Norwegian knights at the end of the 13th century and later. Considering that they have (or will have) a very limited access to cavalry units, that shouldn't be a problem. Regarding Denmark, it was a mix between their viking traditions and western factions in the early times. Later, they became "fully westernized" like the other western factions. So again, I'd keep them for jousting.
    All in all, even if Norway is included in the jousting stuff, it will keep his specificity as relying mostly on infantry, more specifically on the heavy one.
    We're looking from different angles at this issue. The TourneyKnight is for me a trait important from the point of view of making cities bigger - that Chivalry benefit is much more imporant than that of +2 Cavalry Command. So for me the access to the cavalry units is irrelevant
    Anyway, it can be both ways. As I indicated, my taste would be for getting Norway a bit different from Denmark, so TK trait could be only for Denmark. But it's not crucial.

    Alcohool and the Muslims - well, for some traits it's important how we approach this issue. I think the SS-creators approach worked through a cliche that Muslims don't drink because of religion. It gueass it's presentism - today it's more true than it was a few centuries ago. It'd be interesting to find some sources how it was in reality.
    For those who want to play a historical mod in a medieval setting:
    try either the Stainless Steel Historical Improvement Project + minimods,
    or the Broken Crescent + Buff and Shine submod.
    ..........................................................................................................................................................................
    Reviews of the mods: SSHIP (2018), Wrath of the Norsemen (2018), Broken Crescent (2018).
    Thrones of Britannia: review, opinion on the battles, ideas for modding.
    Minimods for the SSHIP: Generals Traits, Provincial Titles, Crowns.
    Short guides for the SSHIP: population growth, forts and watchtowers.
    Pros and cons of having Merchants in an M2TW mod.
    Home rules for playing a game without exploiting the M2TW engine deficiencies.
    Dominant strategy in Attila TW and Rome 2 TW: “Sniping groups of armies”.

  16. #16
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: GMMT – Governors’ Money-Making Traits’ fix for SSHIP 0.9.2

    You must consider that MWY has done settlement upgrades in a way that not all of them can reach the highest level (to respect their real population size during that period or at least to be quite closed to it).
    So I think you should take care of not modifying this feature while implementing the Governor traits
    Btw, have you been in contact with MWY recently?

    Regarding Muslims and alcohol, as far as I could find so far, wine was comon, even if outside of medicinal purpose. I have to look through my archives for examples of excess but if I remember correctly, these excesses were time to time. I can't find any evidence of a alcoholic Muslim leader (but it doesn't mean that there wasn't any).
    Last edited by Lifthrasir; November 03, 2016 at 06:06 AM.
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader



  17. #17
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: GMMT – Governors’ Money-Making Traits’ fix for SSHIP 0.9.2

    Well, I do not change here any benefit concerning Chivalry - they stay as there're in SS/SSHIP. Actually, I really like the difficulties to shepherd the cities as implemented by MWY (I don't have any contact). And I hope you can see that I really care about balance in my modifications, thinking especially what the end-result would be. If anything, I'm trying to make it rather more difficult for the player than otherwise, if it's not un-historical . In the Tourney Knight the changes to the benefits I made concern penalties on taxes at the highest levels.

    Muslims and alcohol - it's exactly my feeling. So perhaps we shouln't make them totally immune to Drink (as it is now), rather make getting this trait much more difficult and practically impossible to get to higher levels.

    Norway - another argument against jousting lists I may put forward is the in-game difference with Denmark. I think the Norwegian generals should have more Dread than the Danish. The less access to the Chivalry-traits they have, the more reasonable for the player (and probable for the AI) is to seek for high-Dread features.
    For those who want to play a historical mod in a medieval setting:
    try either the Stainless Steel Historical Improvement Project + minimods,
    or the Broken Crescent + Buff and Shine submod.
    ..........................................................................................................................................................................
    Reviews of the mods: SSHIP (2018), Wrath of the Norsemen (2018), Broken Crescent (2018).
    Thrones of Britannia: review, opinion on the battles, ideas for modding.
    Minimods for the SSHIP: Generals Traits, Provincial Titles, Crowns.
    Short guides for the SSHIP: population growth, forts and watchtowers.
    Pros and cons of having Merchants in an M2TW mod.
    Home rules for playing a game without exploiting the M2TW engine deficiencies.
    Dominant strategy in Attila TW and Rome 2 TW: “Sniping groups of armies”.

  18. #18
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    I understood what you're doing No problem with that. My point was just to make you aware of what MWY has done.

    Agree about Muslims unless we've got evidence saying the contrary.

    You can keep Norway out of the jousting for now. We'll see how it works that way. I'm honestly not sure about the dread point. Why Norway should be restricted to chivalry? Actualy, if you consider their culture at that time, they weren't less chivalrous than any other western country. The main difference was probably inherent to their culture, making them having different interpretation of honor and such things.
    If you restrict Norway to chivalry, then you will have to do the same for pagan factions as well.
    Can you summarize what you have in mind?
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader



  19. #19
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Quote Originally Posted by Lifthrasir View Post
    You can keep Norway out of the jousting for now. We'll see how it works that way. I'm honestly not sure about the dread point. Why Norway should be restricted to chivalry? Actualy, if you consider their culture at that time, they weren't less chivalrous than any other western country. The main difference was probably inherent to their culture, making them having different interpretation of honor and such things.
    If you restrict Norway to chivalry, then you will have to do the same for pagan factions as well.
    Can you summarize what you have in mind?
    Actually, it's very simple: leave as it is . If you don't let Norway access to jousting fields, you restrict one of the sources of Chivalry for Norwegian generals. It makes the strategies of the player relied on Chivalry less likely, and on Dread more likely. For instance: how to keep unrest low in cities? In my Polish campaign I'm less likely to kill everybody after the battle because I don't want Dread to appear since my generals are often chivalrous after experience with Jousting Lists. But playing Norway - why not? I wouldn't have sources of Chivalry, so would go for Dread. Specialization is usually better than having the trait around 0). BTW - Polish blood has +1Dread, which makes them different from the West-european, and indeed I try to make my blood-generals really dreadful.
    Maybe I'll see this issue in another trait, but it for now I don't.

    The bottom line: when you'll adjust the EDB file, give access to jousting fields+ to Denmark, Sicily and Papal States, but not to Norway and Scotland. Let them stay "different" from the other nations.
    For those who want to play a historical mod in a medieval setting:
    try either the Stainless Steel Historical Improvement Project + minimods,
    or the Broken Crescent + Buff and Shine submod.
    ..........................................................................................................................................................................
    Reviews of the mods: SSHIP (2018), Wrath of the Norsemen (2018), Broken Crescent (2018).
    Thrones of Britannia: review, opinion on the battles, ideas for modding.
    Minimods for the SSHIP: Generals Traits, Provincial Titles, Crowns.
    Short guides for the SSHIP: population growth, forts and watchtowers.
    Pros and cons of having Merchants in an M2TW mod.
    Home rules for playing a game without exploiting the M2TW engine deficiencies.
    Dominant strategy in Attila TW and Rome 2 TW: “Sniping groups of armies”.

  20. #20
    Lifthrasir's Avatar A Clockwork Orange
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    Default Re: GTCS - Generals' Traits' Common Sense fix

    Thanks for explanation and noted for EDB
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader



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