What are the triggers that causes rank increases for this trait? I've read the EDA file but still unsure. I think the highest I've ever gotten was Tourmarches and than he died of old age.![]()
Why the? Afaik the career link boosts byzantium as other factions don't have it so even the lowest level is a plus. That said I believe heroic and major victories play an important role.
There you go: http://www.twcenter.net/forums/showthread.php?t=366939
I also mentioned the idea of creating some faction-specific military ranks, and guess I'll make them once I get into the traits and ancillaries project. However, I'm not sure what should be the equivalent of these 'Military Career in Byzantium' traits for the other factions.
Some ideas perhaps?![]()
Thanks bane.
And the reason for the thumps down was because my guy died. I love the military career traits! Awesome idea! It would be cool to see other factions get their 'own' too since it does help boost this faction, already being a superpower and very rich who knows if they 'need' it. I know adding it to other factions would take forever but still would be cool nonetheless.
Here you go:
Edit:Code:; BYZANTINE CAREER TRIGGERS Trigger Career_start WhenToTest CharacterTurnEnd Condition EndedInSettlement and SettlementName Constantinople and IsGeneral and FactionType byzantium and not IsFactionLeader and Trait Military_Career_In_Byzantium = 0 Affects Military_Career_In_Byzantium 1 Chance 100 ;---------------------------------------------------- Trigger Comes_to_Hiliarches WhenToTest CharacterTurnStart Condition IsGeneral and not IsFactionLeader and FactionType byzantium and Trait Military_Career_In_Byzantium = 1 Affects Military_Career_In_Byzantium 1 Chance 100 ;---------------------------------------------------- Trigger Hiliarches_to_Taxiarches WhenToTest CharacterTurnStart Condition IsGeneral and not IsFactionLeader and FactionType byzantium and Trait Military_Career_In_Byzantium = 2 Affects Military_Career_In_Byzantium 1 Chance 100 ;---------------------------------------------------- Trigger Taxiarches_to_Droungarios WhenToTest CharacterTurnStart Condition IsGeneral and not IsFactionLeader and FactionType byzantium and Trait Military_Career_In_Byzantium = 3 Affects Military_Career_In_Byzantium 1 Chance 100 ;---------------------------------------------------- Trigger Droungarios_to_Merarches WhenToTest CharacterTurnStart Condition IsGeneral and not IsFactionLeader and FactionType byzantium and Trait Military_Career_In_Byzantium = 4 and Trait GoodCommander >= 1 Affects Military_Career_In_Byzantium 1 Chance 100 ;---------------------------------------------------- Trigger Merarches_to_Tourmarches WhenToTest CharacterTurnStart Condition IsGeneral and not IsFactionLeader and FactionType byzantium and Trait Military_Career_In_Byzantium = 5 and Trait GoodCommander >= 2 Affects Military_Career_In_Byzantium 1 Chance 100 ;---------------------------------------------------- Trigger Tourmarches_to_Strategos WhenToTest CharacterTurnStart Condition IsGeneral and not IsFactionLeader and FactionType byzantium and Trait Military_Career_In_Byzantium = 6 and Trait GoodCommander >= 3 Affects Military_Career_In_Byzantium 1 Chance 100 ;---------------------------------------------------- Trigger Strategos_to_Sevastos WhenToTest CharacterTurnStart Condition IsGeneral and not IsFactionLeader and FactionType byzantium and Trait Military_Career_In_Byzantium = 7 and Trait GoodCommander >= 4 Affects Military_Career_In_Byzantium 1 Chance 100 ;---------------------------------------------------- Trigger Sevastos_to_Magistrus WhenToTest CharacterTurnStart Condition IsGeneral and not IsFactionLeader and FactionType byzantium and Trait Military_Career_In_Byzantium = 8 and Trait GoodCommander >= 5 Affects Military_Career_In_Byzantium 1 Chance 100 ;---------------------------------------------------- ;Trigger Career_Get ;WhenToTest CharacterTurnEnd ; ;Condition IsGeneral ;and FactionType byzantium ;and Trait Military_Career_In_Byzantium >= 1 ;and not IsFactionLeader ; ;Affects Military_Career_In_Byzantium 1 Chance 100 ;--------------------------------------------------- Trigger Heir_Become_Emperor_Remove_Rank WhenToTest CharacterTurnStart Condition IsFactionLeader and FactionType byzantium and AgentType = family and Trait Military_Career_In_Byzantium <= 8 and Trait Military_Career_In_Byzantium > 0 Affects Military_Career_In_Byzantium -68 Chance 100 ;------------------------------------------
So in 3 turns, a Byzantine general will be a Droungarios, and increases after that depends on how good a general he is.
Last edited by Meneth; August 22, 2010 at 03:34 PM.
So.. whats left is the question what triggers
GoodCommander
and Trait Military_Career_In_Byzantium = 8
and Trait GoodCommander >= 5
Here you go, as I said, loads of triggers:
BadCommander included, as it's an anti-trait of GoodCommander.Code:;============= MILITARISTIC TRIGGERS ============ ;------------------------------------------ Trigger StandardBattle_AnyVictory_MilitaryInclination WhenToTest PostBattle Condition IsGeneral and WonBattle and BattleOdds < 2.1 and Trait MilitaryInclination = 1 Affects GoodCommander 1 Chance 40 ;------------------------------------------ Trigger StandardBattle_AnyVictory_NotMilitaryInclination WhenToTest PostBattle Condition IsGeneral and WonBattle and BattleOdds < 2.1 and not Trait MilitaryInclination = 1 Affects GoodCommander 1 Chance 20 ;------------------------------------------ Trigger StandardBattle_ClearVictory WhenToTest PostBattle Condition IsGeneral and WonBattle and BattleSuccess = clear and I_ConflictType Normal and BattleOdds < 1.75 Affects GoodCommander 1 Chance 50 Affects Military_Edu 1 Chance 5 ;------------------------------------------ Trigger StandardBattle_CrushingVictory WhenToTest PostBattle Condition IsGeneral and WonBattle and BattleSuccess = crushing and I_ConflictType Normal and BattleOdds < 1.51 Affects GoodCommander 1 Chance 85 Affects Military_Edu 1 Chance 15 ;------------------------------------------ Trigger Battle_HeroicBattleCommander WhenToTest PostBattle Condition IsGeneral and WonBattle and PercentageEnemyKilled > 25 and BattleOdds < 0.51 Affects GoodCommander 1 Chance 100 Affects GoodCommander 1 Chance 75 Affects Military_Edu 1 Chance 20 ;------------------------------------------ Trigger Battle_Ambush WhenToTest PostBattle Condition IsGeneral and WonBattle and I_ConflictType SuccessfulAmbush and BattleOdds < 1.51 Affects GoodCommander 1 Chance 25 Affects Military_Edu 1 Chance 50 ;------------------------------------------ ;------------------------------------------ Trigger Battle_BrilliantTacticalCommander WhenToTest PostBattle Condition IsGeneral and WonBattle and BattleSuccess > close and BattleOdds < 0.70 and PercentageOfArmyKilled < 20 Affects Military_Edu 1 Chance 80 Affects GoodCommander 1 Chance 60 ;------------------------------------------ Trigger Battle_Siege_Won_MilitaryInclination WhenToTest PostBattle Condition IsGeneral and WonBattle and BattleSuccess > average and I_ConflictType Siege and BattleOdds < 1.75 and Trait MilitaryInclination = 1 Affects GoodCommander 1 Chance 40 ;------------------------------------------ Trigger Battle_Siege_Won_NotMilitaryInclination WhenToTest PostBattle Condition IsGeneral and WonBattle and BattleSuccess > average and I_ConflictType Siege and BattleOdds < 1.75 and not Trait MilitaryInclination = 1 Affects GoodCommander 1 Chance 20 ;------------------------------------------ Trigger Building_MilitaryInclination_City WhenToTest GovernorBuildingCompleted Condition SettlementBuildingFinished > city_watch Affects GoodCommander 1 Chance 25 Affects Military_Edu 1 Chance 10 ;------------------------------------------ Trigger Building_MilitaryInclination_Castle_Barracks WhenToTest GovernorBuildingCompleted Condition SettlementBuildingFinished > mustering_hall and Trait MilitaryInclination = 1 Affects GoodCommander 1 Chance 33 Affects Military_Edu 1 Chance 10 ;------------------------------------------ Trigger Building_MilitaryInclination_Castle_Archery WhenToTest GovernorBuildingCompleted Condition SettlementBuildingFinished > bowyer and Trait MilitaryInclination = 1 Affects GoodCommander 1 Chance 20 Affects Military_Edu 1 Chance 8 ;------------------------------------------ Trigger Building_MilitaryInclination_Castle_Archery WhenToTest GovernorBuildingCompleted Condition SettlementBuildingFinished > stables and Trait MilitaryInclination = 1 Affects GoodCommander 1 Chance 20 Affects Military_Edu 1 Chance 8 ;------------------------------------------ ;------------------------------------------ Trigger StandardBattle_AnyLoss_Trigger WhenToTest PostBattle Condition IsGeneral and not WonBattle and BattleOdds > 1.0 Affects BadCommander 1 Chance 33 ;------------------------------------------ Trigger CrappyBattleCommander WhenToTest PostBattle Condition IsGeneral and not WonBattle and PercentageOfArmyKilled < 50 and BattleOdds > 2.0 Affects BadCommander 2 Chance 75 ;------------------------------------------ Trigger Battle_Siege_Lost WhenToTest PostBattle Condition IsGeneral and not WonBattle and BattleSuccess > average and I_ConflictType Siege and BattleOdds > 0.8 Affects BadCommander 1 Chance 85 ;------------------------------------------ Trigger Withdraws WhenToTest PreBattleWithdrawal Condition WasAttacker Affects BadCommander 1 Chance 85 ;------------------------------------------ Trigger V0190_Withdraw_Before_Battle_Even_Odds_VnV_Trigger WhenToTest PreBattleWithdrawal Condition IsGeneral and I_WithdrawsBeforeBattle and BattleOdds > 0.5 and BattleOdds < 1.75 Affects BadCommander 1 Chance 33 ;-------------------------------------------- ;------------------------------------------ ;********* OFFERED FOR ADOPTION ********* ;------------------------------------------ Trigger Worthy_Of_Adoption_Military_Trigger1 WhenToTest OfferedForAdoption Condition Trait MilitaryInclination = 1 Affects NaturalMilitarySkill 1 Chance 8 Affects GoodCommander 1 Chance 50 Affects GoodCommander 1 Chance 25 Affects Brave 3 Chance 17 Affects Disciplinarian 2 Chance 17 ;------------------------------------------ ;********* OFFERED FOR MARRIAGE ********* ;cultural traits for marriage + inclination ;------------------------------------------ Trigger Worthy_Of_Marriage_General_Military WhenToTest OfferedForMarriage Condition Trait MilitaryInclination = 1 Affects NaturalMilitarySkill 1 Chance 8 Affects GoodCommander 3 Chance 33 Affects Brave 1 Chance 17 Affects NightBattleCapable 1 Chance 10 Affects BattleScarred 1 Chance 17 Affects BattleChivalry 1 Chance 33 ;------------------------------------------ Trigger Worthy_Of_Marriage_General_Governor WhenToTest OfferedForMarriage Condition Trait GovernorInclination = 1 Affects GoodCommander 1 Chance 33 Affects GoodAdministrator 6 Chance 17 Affects Loyal 1 Chance 33 ;------------------------------------------ ;********* MAN OF THE HOUR ADOPTION TRIGGERS ********* ;------------------------------------------ Trigger Lesser_General_Adoption_1_VnV_Trigger WhenToTest LesserGeneralOfferedForAdoption Affects NaturalMilitarySkill 1 Chance 8 Affects GoodCommander 1 Chance 85 Affects Brave 3 Chance 17 Affects Loyal 3 Chance 17 ;------------------------------------------ ;------------------------------------------ Trigger Lesser_General_Adoption_3_VnV_Trigger WhenToTest LesserGeneralOfferedForAdoption Affects BattleScarred 1 Chance 17 Affects Intelligent 1 Chance 8 Affects GoodCommander 1 Chance 40 Affects GoodCommander 1 Chance 33 ;------------------------------------------ ;------------------------------------------ Trigger governor_building_castle_command WhenToTest GovernorBuildingCompleted Condition SettlementBuildingFinished >= castle Affects GoodCommander 1 Chance 20 ;------------------------------------------ Trigger governor_building_smith WhenToTest GovernorBuildingCompleted Condition SettlementBuildingFinished >= armourer Affects GoodCommander 1 Chance 5 ;------------------------------------------ Trigger governor_building_castlesmith WhenToTest GovernorBuildingCompleted Condition SettlementBuildingFinished >= c_armourer Affects GoodCommander 1 Chance 10 ;------------------------------------------ Trigger random_birth14 WhenToTest CharacterComesOfAge Affects GoodCommander 1 Chance 2 Affects BadCommander 1 Chance 2 Affects LogisticalSkill 1 Chance 6 Affects MathematicsSkill 1 Chance 2 ;------------------------------------------ Trigger random_birth26 WhenToTest CharacterComesOfAge Affects BadTaxman 1 Chance 2 Affects GoodCommander 1 Chance 4 Affects Xenophobia 1 Chance 2 ;------------------------------------------ Trigger random_AI_birth1 WhenToTest CharacterComesOfAge Condition IsGeneral and IsFactionAIControlled Affects GoodCommander 1 Chance 50
So aside from a number of birth related or building increases: fight and win heroic battles, get goodcommander trait increases and then advance in the military ranks.
Lets start with that one.
Imho revising a system for the TO might be the easiest starting point. I doubt the ranking systems of other factions are that easily to find. I remember you mentioned making a general one but the TO and the CS merit their own specialised one in my eyes.
Jw, is there a limit on how many labeled generals can exist? IE. General, Conquistador, etc.
This system could be implemented, but the capitains/marshals etc. could have some sort of traits that when recruited put their moral boost under a general and above a captain. Then through anc's they could be promoted, (But for much higher commanders a new general with a new label would be needed).
Opinions?
Actually we are starting smaller - I don't think the Byzantium characters are labeled and thats something that can be done after the traits are found and named.
I think we should keep the anc and trait system seperate. Problem is finding rank names that actually had widespread use. Brigadier generals didn't run around in the early medieval times after all. Something that looks promising after putting the idea of pure military ranks aside:This system could be implemented, but the capitains/marshals etc. could have some sort of traits that when recruited put their moral boost under a general and above a captain. Then through anc's they could be promoted, (But for much higher commanders a new general with a new label would be needed).
Opinions?
http://en.wikipedia.org/wiki/Royal_a...ween_languages
Last edited by bɑne; August 22, 2010 at 05:46 PM.
Well, I guess a simple, ordinary military rank system could work for all factions, with the following ranks for example:
Lieutenant (initial rank, it would be pointless to go below it)
Captain
Major
Colonel
General (top rank)
The promotion could be based on command, loyalty and authority.
...or these ranks sound too futuristic?![]()
I'm not happy with the "modern" touch. Stolen from elsewhere and losely connected to my wikipedia link:
And another from wikiSo the King would lead the "national" army. Under him, the Dukes led the individual tribal "Battles" (divisions), which contained the contingents under the Counts from his Duchy.
So for example, at the Battle of the Unstrut (1075), Henry IV led the entire royal army and also personally commanded the division of Franconians (the King held that Duchy at the time); the Dukes of Swabia, Lotharingia, & Bavaria each commanded a "tribal" division from their Duchy, in which served the Counts from each Duchy.
As far as actual "ranks" go, I'm not sure there were formal ranks, at least in the Early Middle Ages, except for Constable, Marshal, etc. Even "Sergeant" wasn't exactly a "rank" as it is now.
High command in medieval armies
The king’s army was placed under the command of the High Constable as commander-in-chief. The High Constable had authority over the local constables, commanders of the garrisons of major castles. The High Constable had the help of the Field Marshal, an officer that set up the army’s camp. (Marshals acted as chiefs of logistics and were also employed by royal and noble courts.) The High Constable derived his authority over the army from his role of head of the Cavalry.
Last edited by bɑne; August 22, 2010 at 06:29 PM.
The problem is that currently the count, duke and constable ranks (titles) are allocated through ancillaries, and ancillaries have no effect on traits. Moreover, unlike the military ranks, those royal and noble titles (earl, margrave, duke, etc.) weren't awarded on merit, and weren't even used in most of the countries (muslim ones, for example).
So, I guess they should only be implemented as hereditary titles (ancillaries), not military ranks (traits).
What do you think?
Why not, use the lower titles then, such as Ridder (Knight.) As a trait which is recivable for the catholic fedual system, in the eailer ages ? So they too can also increase their military career.
So you would have a Knight leading your army, instead of a Duke, or General. It's just a thought from the top of my head, I do not know if it can be implemented... Or as stated above if the titles are already used for ancillaries.