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  1. #1
    Grimmy's Avatar Ordinarius
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    Default Gov'ners

    I assume this is hard coded but just in case I want to ask...

    Is there some way, any way, please say there's a way, to keep the game from assigning the least experienced, least capable, most harmful gov'ner to a town when there's a choice between 2 or more?

    Example: I have a king. He's a great gov'ner. He's really good at governing. As soon as some idiot newbert shows up in town the gov'ner scroll transfers immediately over to the idiot.

    I understand the issue about managing generals and whatnot and sending them off to castles to learn how to play well with others, but sometimes it's necessary to have more than one general in a city for a period of time and it is almost always the the one that's too stupid to realize that it's a good idea to lower his trousers prior to pooping that gets the job of running the town.

  2. #2
    tornnight's Avatar Forum Bot
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    Default Re: Gov'ners

    Hardcoded.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  3. #3

    Default Re: Gov'ners

    Has anyone found out yet what makes this person become a governer, I thought it was related to loyalty but that doesn't always seems the trait to become a gouverner?

  4. #4

    Default Re: Gov'ners

    It's piety, my friend! The more pious the govener, the more effective he is, and offers you extra income (and limits corruption)

  5. #5
    madscientist22's Avatar Tiro
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    Default Re: Gov'ners

    Really, I always thought it was chivalry.... Probably because all my chivalrous general/ governors are crusaders and whenever they got governorship I thought it was due to their chivalry....
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  6. #6

    Default Re: Gov'ners

    Quote Originally Posted by madscientist22 View Post
    Really, I always thought it was chivalry.... Probably because all my chivalrous general/ governors are crusaders and whenever they got governorship I thought it was due to their chivalry....
    putting these new knowledge to the test So far my findings go with the quote and not piety?

  7. #7

    Default Re: Gov'ners

    From what I undersatnd, Chvialry helps with population growth, dread helps with population order. Piety helps with "additonal income" and corruption. Many Chivalry traits have piety bonues with them, especially crusaders, so chivalry/piety normally goes hand to hand... and makes excellent goveners.

  8. #8

    Default Re: Gov'ners

    Heh, you know I never new those symbols actually affected the settlement. Has anyone figured out a way to help increase one's piety? (Besides Crusades)
    Knowledge is Power - English Proverb

  9. #9

    Default Re: Gov'ners

    Here's a quote, regarding getting piety from "Kobavelli's The Prince : a guide to breeding the perfect statesman." The entire link is here, and I highly reccommend everyone reading it when they have a chance!

    http://forums.totalwar.org/vb/showthread.php?t=86130

    E.1] Piety, a.k.a. "We'll need priests. Lots of them."

    Piety is fairly easy to come by. First of all, any and all generals start with 3/10 piety barring any bad trait like Superstitious, Feck or Public Atheism, and there are five main ways you can get more : crusading, ReligiousActivity, PublicFaith, ForcedReligious and TouchedByTheGods.

    Crusading is fairly straightforward : answer the call, ship off to whatever den of cursed heretics has earned the wrath of the man in the funny hat and hopefully conquer it will get you the Grand Crusader trait, for a whopping 3 Piety and assorted Chivalry. Muslim factions have an equivalent trait for successful Jihad leaders.

    PublicFaith has 4 levels, each giving one point in Piety. It can be gained by sitting around in a town that has a religious building (15% chance for 1 point every turn), by having a father with the trait (20% for 1 point) , by being born with a cathedral or better (or jama or better) anywhere in your empire, and lastly simply by being born (4% flat, with increased chances if you're playing as HRE, Spain, Milan or Poland, and always one point for all Muslims). This cannot really be trained, you'll have to rely on that 15% chance each turn. Expect 2 or 3 points from that over a governor's lifespan.

    ReligiousActivity also has 4 levels, and is gained through building all kinds of churches as well as training priests, one point for each. Note that you'll also get chivalry by building churches. The max level is reached with 12 points, meaning you can get there by building 4 small chapels, training the 4 priests, then upgrading all 4 to small church. You can also build a small chapel, destroy it then rebuild it on next turn but beware if you're playing a catholic faction, as the pope is not too keen on destroyed churches.

    ForcedReligious you get by getting tried for heresy and surviving. A general can also get it randomly by surviving a disaster, and a bug in the game somehow makes generals check that trigger each and every turn, albeit it's a very low chance (5% of 4% IIRC). Sadly, the same trigger can also make them Superstitious, which is bad, and can pass down to their offsprings, which is why you want the Rational trait. All in all, this trait cannot really be trained, but welcome the sight of an inquisitor in your region : in 1.2 they very, very rarely succeed their trials, so if one gets close to your governor, you can gamble on it and evict every other possible target for the inqui and hope for the best.

    Lastly, you can only get TouchedByTheGods at birth, but not only is it a very good trait (giving +2 to +4 Piety), it's also self propagating, meaning it gets better all by itself over time. The bad news is that having it means you can get neither Rational nor Sane, and you could very well wind up with a Superstitious or even mad governor.

    EDIT : pete101 has found out that the King's piety influences the income of EVERY city/castle you own. Send him on a crusade already !

  10. #10

    Default Re: Gov'ners

    see below due to server lag i double posted it
    Last edited by Rex Inanimatus; June 17, 2007 at 08:55 PM. Reason: double posting sorry

  11. #11

    Default Re: Gov'ners

    Thanks for the info, it's one of the last bits of micromanagement I couldn't control

  12. #12

    Default Re: Gov'ners

    Thanks, I was wondering why my generals keep becoming superstitious.

    Now I will have to start upgrading those churches (ouch).
    Knowledge is Power - English Proverb

  13. #13

    Default Re: Gov'ners

    Ugh. Good luck with getting rid of the superstitous thing, mate. As the post above elludes, there is a check for it each and every turn. And, sure enough, every single one of my generals have it, no matter how many churches I have. So, I said "screw it" and deleted the stupid trait. Well.. actually, I made it have "no effect". If you delete a trait mid-game, everything gets re-shuffled when you load a saved game, and you get some wack generals.

    I suggest that when 2.1 comes along, that the first thing you do is open up the files that deal with traits, vice and virtues and delete that "silly beliefs/superstious" line. THEN start a new game.

    However, I've mentioned this to Torn, so he may have it already handled by the next release.

  14. #14

    Default Re: Gov'ners

    Ya I just read that entire article, and saw that point too. Hopefully torn can make that trait happen only at birth (*hint,hint*)
    Knowledge is Power - English Proverb

  15. #15
    Grimmy's Avatar Ordinarius
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    Default Re: Gov'ners

    Thanks all y'all !

    So far my attempts at building up good(ish) gov'ners has been confined to random duhs and doh!s . Now, maybe, I can get a family tree that doesn't devolve into a gang of gibbering imbeciles by the 3rd generation.

  16. #16
    tornnight's Avatar Forum Bot
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    Default Re: Gov'ners

    I did tweak Superstitious. It should be less of a pain in the next version.
    Last edited by tornnight; June 18, 2007 at 10:31 AM.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  17. #17

    Default Re: Gov'ners

    One thing I always wondered was is it possible to add like a governor unit, in the same sense that we have the general unit who is sorta a governor, would it be possible to have just a governor you could train who would have like terrible command attributes but decent management?

  18. #18
    Lord Finga's Avatar Decanus
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    Default Re: Gov'ners

    Quote Originally Posted by Creslin View Post
    One thing I always wondered was is it possible to add like a governor unit, in the same sense that we have the general unit who is sorta a governor, would it be possible to have just a governor you could train who would have like terrible command attributes but decent management?
    i suggest looking at this.

    INVENTOR OF THE SettlementOccupiedScript v08 #4(SOS) for dlv 3.0
    INVENTOR OF THE ChangeCapital v2.04 for dlv 5.2

  19. #19

    Default Re: Gov'ners

    That looks like a spiffing little addon! A little closer to being able to manage your family a bit better! - still not choose heir but its close!

    Next thing is though, will Thorn add this, do his own version or is it compatible with TLR?

  20. #20
    tornnight's Avatar Forum Bot
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    Default Re: Gov'ners

    Sort of like a Career path type thing. Definitely doable. But why limit the characters to one or another? If you choose to try and make them both governors and warriors, why not?
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

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