Originally Posted by
Sir Alucard - GhostKnight 17
It is konny. ;-)
*Remove Authority from traits that are not faction leader and hier specific.
For the start you should comment out (with a: ";") all instances of Authority effects. You can later decide which to return.
*Add a royal family trait for all decendants that gives them 1 authority
*Add another Prince trait for the sons of a king that give them 2 authority
*Add one more RoyalHighness trait that gives 1 more authority making a son of your choosing become the next faction heir by some scripting or something.
Use the Trait-Editor from my sig, it makes trating rather uncomplicated; but you need to have an idea of how the trait file works in general. Your friend in this task is the condition FatherTrait
Code:
Condition FatherTrait Royal_Family > 0
Affects Royal_Family 1 Chance 100
Condition FatherTrait factionleader > 0
Affects Royal_Family 1 Chance 100
Condition FatherTrait factionleader > 0
Affects Prince 1 Chance 100
Something similar to
Das Heilige Römische Reich when you make archbishops and clicking show me how ect.
When this is only for your own use, you don't need to write something so elaborate like a show_me script. Simply add trait Next_Heir to EDCT and give it via console to your chosen character:
*Add Factionleader specific traits that take effect when a genral becomes faction leader. I'll try explain - take the fatherslegacy trait for example, i have removed the authority bonus from it, but characters can still gain the trait, but when they become faction leader the lose this trait and gain the faction leader version which has the authority bonus, so it wont affect the heirs selection.
I would use something more simpler: Check for the attributes (Command, Piety, Chivalry, Dread, Loyalty) of the character because these would be the result of the sum of his traits.
Let's say that 4, 5, and 6 in an attribute would be normal, 0, 1, 2, and 3 would be low, and 7, 8, 9, and 10 would be high.
Now you can make traits for these instances, for example the trait LowPiety_FL, what gives -2 Authority and would be acquired by the FL when he has less than 4 Piety. A trait HighPiety_FL would be fired when he has more than 6 Piety and would give +2 Authority. For the negative effect of low Chivaly and Dread you need to always check for both otherwise they would always fire:
Code:
Condition Attribute Chivalry < 4
and Attribute Dread < 4
Affects LowChivalry_FL 1 Chance 100
You can also merge that into two GoodLeader / BadLeader (anti-)traits.
*Similary i hope that when the hier becomes a faction leader i can remove the Prince and royal highness trait from him.
Code:
WhenToTest BecomesFactionLeader
Condition Trait Royal_Family > 0
Affects Royal_Family -1 Chance 100
His sons would get this trait nevertheless because he is the factionleader.
*Make faction type differences. Emirs and Sultans instead of prince traits.
The default titles for leader and heir are to be found (and can be changed) in expanded.txt (folder text). When you want to make faction specific traits you can use the condition CharFactionType. For example, CharFactionType england
*Factions such as the holy roman empire and venice for example dont use traditional monachy, HRE is electoral and Venice a republic. I want to make them different. I dont know how to make them work. I think the royal family trait should stay with them but not the prince or royalhighness trait. They will also use the normal trait system in which they can still gain or lose authority from some traits. Because of this I think it could simulate a voting system with the main family getting more of a chance of getting elected for the next faction heir.
For the HRE, when it is displayed by a single faction, you can stick to the normal Royal_Family stuff. Dynasties played a vital role in the election, and in many occasions the son of the emperor was elected heir during the lifetime of his father. So, playing that as a true monarchy as long as the emperor has a natural heir, would not be incorrect.
For Venice I would recommend for the start to use the LowPiety etc. for all family members plus the Royal_Family traits. That way family members in Venice can become leaders by a combination of abilities and family connections.