Greetings all,
First, some background....
I recently started an Apache campaign with this mod, and about 60 turns in, I noticed that all my generals kept getting points in the BadTrader trait, even though I made sure to build traders tipis in all of my settlements before building walls. I did some searching on the internet to find a solution to my problem, and I turned up one thread here on TWC (this one, if you're curious: http://www.twcenter.net/forums/showt...ight=badtrader) where one user pointed out some problems in export_descr_character_trait.txt script. Apparently, when CA wrote this script for the Americas expansion, they only allowed for the European factions to gain points in the GoodTrader trait. Furthermore, they didn't allow Native American factions to prevent themselves from gaining points in the BadTrader trait! You might argue that this might have been intentional, but I'm inclined to believe it was a glitch or an oversight on the devs part.
The problem is the trigger:
Code:
;------------------------------------------
Trigger not_building_trade
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingExists >= wooden_wall
and not SettlementBuildingExists >= corn_exchange
Affects BadTrader 1 Chance 100
"Corn_exchange" is the internal name of the first level of the European trade building. It's listed as Grain Exchange in the construction menu of the settlement. But the obvious problem is that Native American factions don't have access to the Grain Exchange. So the second they build wooden walls, their generals immediately get hit with BadTrader 1, aka "Fiscally Challenged." The solution? Adding this one line of code does the trick:
Code:
;------------------------------------------
Trigger not_building_trade
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingExists >= wooden_wall
and not SettlementBuildingExists >= corn_exchange
and not CultureType mesoamerican
Affects BadTrader 1 Chance 100
Adding "and not CultureType mesoamerican" ensures that this trigger will not run for the Apache, Aztecs, Mayans, and Incans. Of course, this still won't allow them to gain points in GoodTrader, and that got me thinking about all the other character traits your generals are supposed to get from constructing various buildings, which led to this modification of the original script.
And now for the download link....
https://www.dropbox.com/s/j27nrsxqwr...raits.txt?dl=0
To apply the patch, simply navigate to your installation directory for Falcom Total War, open the data folder, drag and drop the file into the data folder, and choose to overwrite the existing file when you are prompted.
NOTE: Unfortunately, making even the slightest changes to any of the scripts seems to make the game incompatible with previous saves. Meaning that once you apply the patch, you'll have to start a new campaign.
A complete changelog....
A note for future changes....
I mentioned above that I made this modification with the assumption that CA made an oversight when writing the original script, and did not intentionally handicap the Native American factions with the inability to gain positive traits from constructing the same buildings as their European and Middle Eastern counterparts. I welcome any discussion with regards to maintaining balance between all the factions available in Falcom's mod.
Additionally, for many of the non-European factions, the Native American ones especially, there are multiple religious buildings, but not all of them give the same conversion bonus, and not all of them allow you to recruit priests. I only added triggers on the buildings that enabled the recruitment of priests. This is another balancing question that could be debated. I thought about adding a trigger on all the religious buildings to give your generals more positive traits, but opted against it. This is another one of those balancing questions that could be debated. I, unfortunately, don't believe that I am experienced enough in Total War games in general to make such a decision on my own, so I open up the topic to anyone else reading who has a firm grasp on the grand strategy of Total War.
Lastly, of course, if anyone finds that the triggers are not working as you would expect, or has found that I neglected to add a fix for a different trigger that's broken for the new factions, please leave me a reply detailing what you did in the game, and what you expected to happen that didn't.