Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread
Someone with more knowledge of the game files has to point us towards the right file, from there it's simply checking which traits have been commented out, which traits have their effects altered and which traits are left the same.
Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread
I know the silvan elves can't build ships no can the dwarves, though they can recruit mercenary ships. (in vanilla, i haven't played mos)
edit: did checking and found the following traits have had their squalor bonus nerfed
KindRuler (levels 2 and 3 reduced by 1)
GoodBuilder (levels 2 and 3 reduced by 1)
So Aesthetic, ExpensiveTastes, and Prim have not be changed.
Ancillaries:
the only two ancillaries I found in my tatw files that affect squalor were unchanged from those in my med 2 kingdoms files.
Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread
thanks to you too riuki
anyway I need help from someone who knows were to look, or I must find a way to check it ingame, but it will take an age.
If someone knows which are the useful files, good, if they can answer directly is better
It's not that I'm lazy (ok I'm indeed but this is not the point), it's just that I don't have time to check all the files (and anyway I can make mistakes, 'cause I'm not modding at all).
Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread
You can find out which factions can recruit what in export_descr_buildings. If a unit is not in the queue, you can't recruit it.
The only way to find out if a trait or ancillary actually works is by checking export_descr_character_traits and export_descr_ancillaries. Open each file and search for "squalor" - the value listed there is the actual value in-game. The descriptions are handled by different files and don't always reflect true values. This will be fixed in the upcoming MOS 1.5.
Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread
Just sieged Minas Morgul, it seems probably the hardest settlement to siege. The only way in is through the gate, so the battle takes ages and so I lost because of the time limit and lost everyone even though I had lost only 20% of my men. Anyway naturally I reloaded but does anyway know how to beat it quickly?
Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread
Originally Posted by PandaChef
Just sieged Minas Morgul, it seems probably the hardest settlement to siege. The only way in is through the gate, so the battle takes ages and so I lost because of the time limit and lost everyone even though I had lost only 20% of my men. Anyway naturally I reloaded but does anyway know how to beat it quickly?
do you have some objection to turning off the time limit?
It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.
Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread
Originally Posted by riuk881
do you have some objection to turning off the time limit?
No, I use it to safeguard against any possible bugs. I will turn it off but was just wondering anyone know of tactic to win the battle quicker? I was thinking of pulling through with a couple of units to the flank to block units in 1st tier retreating to the keep
Also whats the button to turn melee on for archers?
Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread
Can't you shoot over the wall with siege on that one? Been a while since i went though Minas Morgul, i usually go through the Black Gate or even better, round the back.
Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread
I started doing the move taxes to very high when buildings have 1 turn left, but
Do I move it up to very high even if it brings the public order down to red face? usually it's 60% but some places it had to put the garrison up to 15 militia.
It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.
Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread
Originally Posted by riuk881
I started doing the move taxes to very high when buildings have 1 turn left, but
Do I move it up to very high even if it brings the public order down to red face? usually it's 60% but some places it had to put the garrison up to 15 militia.
While having the taxes set to Very High when the building finishes can give good traits, having the taxes set to anything besides Low will avoid your character from getting Bad Tax traits. This is important in lightly garrisoned settlements, or settlements that have low culture where you can't bring the tax rate up to Very High. While having the tax rate at Very High is a good, its more important to just make sure the taxes aren't set to Low.
Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread
Originally Posted by riuk881
I started doing the move taxes to very high when buildings have 1 turn left, but
Do I move it up to very high even if it brings the public order down to red face? usually it's 60% but some places it had to put the garrison up to 15 militia.
Moving it up to very high would needlessly give you a chance on a riot. There is no benefit you can gain by putting the taxes on very high with 60% population order.
What you should do:
If it is not a turn in which a building finishes, keeping the taxes on low can give your governor a point in StrategyChivalry. Chivalry gives you 0.5% extra population growth if you have at least 7 of it.
Spoiler Alert, click show to read:
Fair in Rule (StrategyChivalry 1)- +1 Chivalry, gained after 1 point of StrategyChivalry
Noble in Rule (StrategyChivalry 2)- +2 Chivalry, upgrade after 2 points of StrategyChivalry
Chivalrous in Rule (StrategyChivalry 3)- +3 Chivalry, +1 Authority, upgrade after 4 points of StrategyChivalry
Honorable Ruler (StrategyChivalry 4)- +4 Chivalry, +2 Authority, epithet "the Honourable", upgrade after 8 points of StrategyChivalry
Saintly Ruler (StrategyChivalry 5)- +5 Chivalry, +3 Authority, epithet "the Saint", upgrade after 16 points of StrategyChivalry
StrategyChivalry has StrategyDread as an antitrait. A general with one or more levels of StrategyChivalry who refuses a bribe gains a point. A governor gains a point of StrategyChivalry when he builds a small church or better, small masjid or better, small chapel or better, or jousting lists or better. A general who occupies a settlement gains a point of StrategyChivalry. A general with less than one level of CrusaderHistory or JihadHistory who joins a crusade or jihad gains a point of StrategyChivalry. If a general takes a crusade target (but not a jihad target), he gains 2 points of StrategyChivalry. If a general abandons a crusade or jihad, they lose 2 points of StrategyChivalry. At the end of any turn, a governor who has been in a settlement more than 3 turns with a tax level of low and a loyalty of happy gains a point of StrategyChivalry with 25% probability. If the treasury is less than 0 and the loyalty is greater than disillusioned, he gains a point with 33% probability.
If it is a turn on which a building finishes, there are 2 traits which you have a high chance on getting: GoodTaxman and BadTaxman. Obviously we want the GoodTaxman if possible, and we want to avoid BadTaxman as much as possible.
Let's first talk about how to avoid getting BadTaxman. BadTaxman will trigger if the population is 75% or more (IE the population happiness icon is not a red face) and the tax rate is set to something lower than high. So putting the tax rate on high will completely allow you to avoid getting BadTaxman, this is what you should do most of the time.
However, suppose there is a city which currently has 130% public order and the tax rate is set to low. A building in this city is about to finish so you want to avoid BadTaxman if possible. You try putting the tax rate to normal, you still have 90% public order (blue face), this means that you are eligible for BadTaxman on this state. You want to avoid this, so you put the tax rate to high. Now the city has 50% public order (red face). Having a red face population opens the door to all kinds of other bad governor traits. (I will not go into detail on them right now, I will make a Wizad's Governor Guide after this Friday.) So you're going to need to make a decision: do I want to risk getting BadTaxman and put the tax rate on normal or low, or do I want to risk getting an unruly population and the bad traits that accompany this? There is a 3rd option which I would go for: move your governor out of the settlement for 1 turn to avoid getting bad governor traits at all. Because we were assuming a small town with a fluctuating public order, this might drop the public order to a very low %. You have a lose, lose or lose situation. It is best to anticipate situations like these by keeping a small garrison near the towns you want to govern so you always have a way of escaping all the bad situations.
Spoiler Alert, click show to read:
Poor with Taxes (BadTaxman 1)- -10% Tax Income, gained after 1 point of BadTaxman
Sloppy Taxman (BadTaxman 2)- -20% Tax Income, upgrade after 2 points of BadTaxman
Tax Farmer (BadTaxman 3)- -30% Tax Income, upgrade after 3 points of BadTaxman
BadTaxman has GoodTaxman as an antitrait. on coming of age, a general gains a point of BadTaxman with 4% probability. When a governor completes a building, if the tax level is less than high, the loyalty is better than disillusioned, and the settlement has a wooden wall or better (i.e. it is a city, not a castle), he gains a point of BadTaxman with 15% probability.
Now as for the GoodTaxman trait. You have a 75% chance to gain a point of GoodTaxman if all of the following conditions are met: a building is about to be completed, the tax rate is set to high or very high, the public order level is 75% or 80%. If any of these conditions aren't met, suppose you have 85% public order on high tax rate, then you are not eligible for GoodTaxman. This sucks for the really good governors in the big cities because they are so good at governing that the public order is above 85% on very high tax rate, even when there is no garrison in the city.
Spoiler Alert, click show to read:
Good with Taxes (GoodTaxman 1)- +10% Tax Income, gained after 1 point of GoodTaxman
Thorough Taxman (GoodTaxman 2)- +20% Tax Income, +1 Unrest, upgrade after 2 points of GoodTaxman
Cruelly Exacting Taxman (GoodTaxman 3)- +30% Tax Income, +2 Unrest, upgrade after 3 points of GoodTaxman
GoodTaxman has BadTaxman as an antitrait. On coming of age, a general gains a point of GoodTaxman with 4% probability. When a governor completes a building, if the tax level is greater than high and the loyalty level is disillusioned, he gains a point of GoodTaxman with 75% probability.
For governor-addicted Total War players such as myself, every completed building is a chance to get GoodTaxman. I will try to make a guide after this Friday in which I'll go into more detail and give more tips which you can use to trigger good traits. The text between the spoilers is from Salisians guide which I highly recommend, note that this was made for Medieval 2 though and not Third Age, though most things are the same. http://www.gamefaqs.com/pc/931592-me...war/faqs/50116
Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread
No because they'll riot. Cities with red faces riot 1-2 turns (I think) where civilians/some soldiers are killed and some buildings are damaged. Cities with blue faces do for 2-4 (less sure here) but there is sometimes a chance they won't. After the turns rioting, if the population still isn't happy, they will revolt and the city will become rebels with a relatively big stack (depending on your garrison I think and city size). SO avoid red faces.
(BTW, that's not fact, just what I've found. That does happen but some of the numbers might be wrong)
Spoiler Alert, click show to read:
I am me. You are not me. You are you. If I was you, I wouldn't be me.
If you were me, I'd be sad.But I wouldn't then be me because you'd be me so you wouldn't be me because I wasn't me because you were me but you couldn't be because I'd be a different me. I'd rather be any kind of bird (apart from a goose) than be you because to be you I'd have to not be me which I couldn't do unless someone else was me but then they would be you aswell so there would still be no me. They would be you because I was you so to restore balance you would have to be me and them meaning all three of us would become one continously the same. That would be very bad.
Re: Official 'Third Age 1.0 - 3.2 Question & Answer' Thread
Originally Posted by knight of meh
do it anyway as long as you get the faces green the next turn i.e lowering taxes it's fine in my experience
okay. i was worried because Delras guide said to never have a governor-in-training in a city with red face.
Also Dudewiththefood: I've never had a city with blue face riot. But thank you for the advice!
It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.