You gotta love this: CA implemented traits for regions! There are some in vanilla that you can use for testing purposes, like R_Infected_Cholera. To test it, you can use this (put it into triggers or the campaign script, somebody needs to write a traits tutorial):
Now why is this great? Easy: Add a trait effect to the region trait, for example happy_industrialisation_lower, and you can now change region stats like you would with buildings. So... we can for example create scripted traits that change what happens when the player conquers a region - for example the resistance effect could be vastly increased, taxes could be lowered, recruitment disabled, anything goes! I'm very excited about this featureCode:events.RegionTurnStart[#events.RegionTurnStart+1] = function (context) effect.trait("R_Infected_Cholera","region",1,100,context) end
They even show up in the UI as a small pip, not sure yet how to change their appearance or give them a tooltip but I hope that's possible.






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