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  1. #1
    TeutonicKnight's Avatar Miles
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    Default Towns and Leaders

    I've got the hang of how to gain (and lose!) chivalry on the battlefield. What I want to know is why am I losing chivalry when I park a high-chivalry leader in a town to build it's population faster?

    I've tried using "administratively minded" leaders in towns, and "militarily minded" leaders in castles, but they still move from chivalrous to dreadful.

    Is this a result of my tax settings? Should I not keep leaders in towns at all? This is puzzling me, and getting to be rather frustrating to the extreme. I must be doing something wrong, but I'm not sure what.

    No, I have not paid attention to new vice&virtue stats. I know I should. I just get wrapped up in the game and click through it too fast. There's a town to be sacked, after all!

    I play Stainless Steel v.6.1
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  2. #2
    eggthief's Avatar Praepositus
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    Default Re: Towns and Leaders

    Well a thing that helps is, to build as many buildings as possible that impove law bonus and avoid the spy/assasin recruiting buildings (inns).

  3. #3

    Default Re: Towns and Leaders

    Most likely it is your taxes, I think that is the biggest contributor to dread/chivalry. But as eggthief suggested, it is probably the effect of some of your buildings aswell. Check to see what you have constructed before moving a goody goody governor in.

    In my experience, if you set taxes to low or normal you will get chivalric traits, if you set them to high I haven't seen this affect dread or chivalry but very high will give you dread and traits like 'mean leader'.

    If you really want to keep your general chivalrous then send him on a crusade every so often, the chivalry you get from a successful crusade will more than make up for the one or two points of dread that you accumulate.

  4. #4

    Default Re: Towns and Leaders

    Quote Originally Posted by eggthief View Post
    Well a thing that helps is, to build as many buildings as possible that impove law bonus and avoid the spy/assasin recruiting buildings (inns).
    Quote Originally Posted by Conquistatore View Post
    Most likely it is your taxes, I think that is the biggest contributor to dread/chivalry. But as eggthief suggested, it is probably the effect of some of your buildings aswell. Check to see what you have constructed before moving a goody goody governor in.

    In my experience, if you set taxes to low or normal you will get chivalric traits, if you set them to high I haven't seen this affect dread or chivalry but very high will give you dread and traits like 'mean leader'.

    If you really want to keep your general chivalrous then send him on a crusade every so often, the chivalry you get from a successful crusade will more than make up for the one or two points of dread that you accumulate.
    Good comments here taxes when set on Very high or high in the long run gives your Gouverners Dread traits
    TIME TO DIE!!!! Proud Son of Viking Prince

  5. #5

    Default Re: Towns and Leaders

    There's more to it than that.

    While you can get Dread for being Governor with Very High Taxes, there are other conditions: 1) must be in region >3 turns 2) Have >10k in treasury at turnend. So, if you're moving your generals around, pay no attention to tax level, and if you end every turn broke, same thing.

    You can get +Dread (really, -Chiv) if governor when a Spy or Assassin is created in that town, or when Ballista/Cannon towers are completed there. So, if you don't want to lose your Chivalry, don't be in town when these are completed (or, be in town if you want Dread).

    For your Faction Leader, he can gain lots of Dread when you order spy and assassination missions, regardless of where he is or what he's doing. Really no point in going for Chivalry with Faction Leader or Heir, they're going to end up with lots of Dread if your using your agents at all.

    There are also some traits that have no effect on chiv/dread at lower levels but self-perpetuate (eg. 4% at turnend to increase trait level if you have at least lvl 1 of the trait) and at high levels give -Chiv. If your General likes Girls or Curses a lot, it may actually give bonuses at the low levels of the trait but over time it gets worse.

  6. #6
    TeutonicKnight's Avatar Miles
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    Default Re: Towns and Leaders

    Ok, after playing around a bit with what everyone has said, I found I can bump a neutral (no chiv, no dread) leader up to one or two chivalry by parking him in a town on low tax for a bit.

    On top of that, I spent a few turns with my entire civilization set to low tax, and everyone started gaining stars. The best part, after a few turns my King had six chivalry, from one or two when I started.

    I'm glad you told me about the cash reserve and tax combination, I never realised that. I kind of knew that if you had too much cash, you could get bad governing traits, but I didn't realize it worked in combination with individual tax levels as well. That's probably a good part of my problem.

    Also, the structure factor was completely unknown to me. I had no idea that ballista and cannon towers increased dread on occasion. Wow.

    Good info! Thanks!
    "Artillery lends dignity to what might otherwise be a vulgar brawl."

    ~Frederick the Great

  7. #7

    Default Re: Towns and Leaders

    Alos building Inns, Taverns will give your governer bad traits
    TIME TO DIE!!!! Proud Son of Viking Prince

  8. #8
    Lysimachus's Avatar Spirit Cleric
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    Default Re: Towns and Leaders

    Though you can get some good ones, otherwise you'd never build them.

  9. #9
    Yojimbo's Avatar Pig tail Sock
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    Default Re: Towns and Leaders

    high taxes increases dread. soem buildings like brothels might increase it too.
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