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  1. #1
    caralampio's Avatar Magnificus
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    Default Greedy Ruler

    There seems to be a new trait for kings, Greedy Ruler. It's a baaad trait; it turns all the generals in the kingdom into worthless governors. A baaad trait is fine if it happens rarely, but the problem I find is that given the trigger parameters every king that isn't very chivalrous and/or very pious is practically guaranteed to get it. Over 20 turns there's only a 19% chance that he won't get. This is worse of he has any feck or arse trait, there's only a 5% chance that he won't get it over 10 turns.

  2. #2

    Default Re: Greedy Ruler

    Quote Originally Posted by caralampio View Post
    There seems to be a new trait for kings, Greedy Ruler. It's a baaad trait; it turns all the generals in the kingdom into worthless governors. A baaad trait is fine if it happens rarely, but the problem I find is that given the trigger parameters every king that isn't very chivalrous and/or very pious is practically guaranteed to get it. Over 20 turns there's only a 19% chance that he won't get. This is worse of he has any feck or arse trait, there's only a 5% chance that he won't get it over 10 turns.
    lol i've had this trait too, it sucks major time.
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  3. #3
    Miles
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    Default Re: Greedy Ruler

    What are the triggers?

  4. #4

    Default Re: Greedy Ruler

    Here is the trigger: Trigger GreedyRuler_add_1 WhenToTest CharacterTurnEnd Condition IsFactionLeader and Trait WideTraitSet = 0 and Trait BattleChivalry < 2 and Trait CaptorChivalry < 2 and Trait RansomChivalry < 2 and Trait Feck = 0 and Trait Arse = 0 and Trait StrategyChivalry < 2 and Attribute Chivalry < 4 and Attribute Piety < 4 Affects GreedyRuler 1 Chance 8

  5. #5
    Spartan90's Avatar Campidoctor
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    Default Re: Greedy Ruler

    What are the affects?

  6. #6
    Miles
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    Default Re: Greedy Ruler

    It's really not that bad. You can use an economy boost like that to field an enormous army, and build up high-dread generals that will rout enemy armies, causing very low casualties to your own. By these means, you can take out 4 stacks with your 1 stack. Eventually, your leader will die, and the trait will go away, and then you can have chivalrous governors again. If you don't like it, just join your general as a reinforcement army to a siege, and send him in against the enemy general. He'll probably die, andyou'll also kill their general. Then you've won a nice battle and lost a cruel leader.

    In one defensive siege battle, my general's bodyguar was reduced to just the general and 1 bodyguard unit. There was a unit of 17 Trebizond archers firing on my troops - I charged my general towards them and they routed before he even got to them! 8 dread is pretty sweet.

  7. #7
    Beowulf1990's Avatar Senator
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    Default Re: Greedy Ruler

    Quote Originally Posted by Fakir View Post
    It's really not that bad. You can use an economy boost like that to field an enormous army, and build up high-dread generals that will rout enemy armies, causing very low casualties to your own. By these means, you can take out 4 stacks with your 1 stack. Eventually, your leader will die, and the trait will go away, and then you can have chivalrous governors again. If you don't like it, just join your general as a reinforcement army to a siege, and send him in against the enemy general. He'll probably die, andyou'll also kill their general. Then you've won a nice battle and lost a cruel leader.

    In one defensive siege battle, my general's bodyguar was reduced to just the general and 1 bodyguard unit. There was a unit of 17 Trebizond archers firing on my troops - I charged my general towards them and they routed before he even got to them! 8 dread is pretty sweet.
    Regerdless of any gamey ways to deal with the trait, i would say the chance of it occuring needs to be dialed down. Playing a Danish game atm and my last FOUR kings were all called the greedy.
    Personally i prefer Dread over Chivalry, but i do still want a couple of chivalrous generals which is now just alot harder.
    En Romanos, rerum dominos, gentemque togatam!

  8. #8

    Default Re: Greedy Ruler

    Is this trait only in 6.3 because i play 6.1 and have not come across it?

  9. #9
    Beowulf1990's Avatar Senator
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    Default Re: Greedy Ruler

    Quote Originally Posted by GeneralG View Post
    Is this trait only in 6.3 because i play 6.1 and have not come across it?
    Why are you playing 6.1?
    All these people playing previous versions realise that the 6.3 is still free right? If it's download speed you're worried about (in which case i can empathise) just leave it on for a night or something.
    En Romanos, rerum dominos, gentemque togatam!

  10. #10

    Default Re: Greedy Ruler

    I'll try to solve this Greedy Ruler problem in the SSTAIP mod if someone could give me an idea on how its trigger should work properly.
    Btw, I welcome suggestions on other malfunctioning traits and retinues as well!

  11. #11

    Default Re: Greedy Ruler

    The key to this is the trait "widetraitset". It is a hidden trait that is designed to make several traitlines mutually exclusive. These traits can ONLY be gained by your Faction Leader.

    These traits are: Merchantskills, StrictlyReligious, ThinksOfHisPeople, GreedyRuler and WiseAdministrator.

    Your faction leader will either start with or eventually gain ONE of these traits. Once he does, he can never get any of the others, nor can he lose the one he has.

    So, the trick to Not getting Greedy Ruler is to make sure that you do get one of the others.

    Here's the relevent triggers:

    Spoiler Alert, click show to read: 

    ;==========================================
    ;===========Exclusive traits===============
    ;------------------------------------------
    Trigger MerchantSkills_add_1
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait WideTraitSet = 0
    and Trait GoodAdministrator > 0
    and LosingMoney
    and Attribute Authority > 5
    and Attribute Piety < 5
    and Trait Epicurean < 2
    Affects MerchantSkills 1 Chance 20

    ;------------------------------------------
    Trigger MerchantSkills_add_2
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait WideTraitSet = 0
    and Attribute Piety < 4
    and Attribute Authority > 5
    and Trait GoodAdministrator > 0
    Affects MerchantSkills 1 Chance 5
    ;------------------------------------------
    Trigger MerchantSkillsWideSet_add
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait MerchantSkills = 1
    and Trait WideTraitSet = 0
    Affects WideTraitSet 1 Chance 100
    ;------------------------------------------
    Trigger MerchantSkillsBonus_add
    WhenToTest CharacterTurnEnd
    Condition AgentType = merchant
    and FactionLeaderTrait MerchantSkills = 1
    and Trait MerchantSkillsBonus = 0
    Affects MerchantSkillsBonus 1 Chance 100
    ;------------------------------------------
    Trigger MerchantSkillsBonus_remove
    WhenToTest CharacterTurnEnd
    Condition AgentType = merchant
    and FactionLeaderTrait MerchantSkills = 0
    and Trait MerchantSkillsBonus = 1
    Affects MerchantSkillsBonus -1 Chance 100

    ;==========================================
    ;------------------------------------------
    Trigger StrictlyReligious_add_1
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait WideTraitSet = 0
    and Trait PublicFaith > 1
    and Trait ReligiousActivity > 0
    and Trait Genocide = 0
    and Trait Feck = 0
    and Trait Perverted = 0
    and Attribute Piety > 4
    Affects StrictlyReligious 1 Chance 20

    ;------------------------------------------
    Trigger StrictlyReligious_add_2
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait WideTraitSet = 0
    and Attribute Piety > 4
    and Trait Genocide = 0
    and Trait Feck = 0
    and Trait Perverted = 0
    Affects StrictlyReligious 1 Chance 5
    ;------------------------------------------
    Trigger StrictlyReligiousWideSet_add
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait StrictlyReligious = 1
    and Trait WideTraitSet = 0
    Affects WideTraitSet 1 Chance 100
    ;------------------------------------------
    Trigger StrictlyReligiousPriest_add
    WhenToTest CharacterTurnEnd
    Condition AgentType = priest
    and FactionLeaderTrait StrictlyReligious = 1
    and Trait StrictlyReligiousPriest = 0
    Affects StrictlyReligiousPriest 1 Chance 100
    ;------------------------------------------
    Trigger StrictlyReligiousPriest_remove
    WhenToTest CharacterTurnEnd
    Condition AgentType = priest
    and FactionLeaderTrait StrictlyReligious = 0
    and Trait StrictlyReligiousPriest = 1
    Affects StrictlyReligiousPriest -1 Chance 100

    ;------------------------------------------
    Trigger StrictlyReligiousGeneral_add
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and not IsFactionLeader
    and FactionLeaderTrait StrictlyReligious = 1
    and Trait StrictlyReligiousGeneral = 0
    Affects StrictlyReligiousGeneral 1 Chance 100
    ;------------------------------------------
    Trigger StrictlyReligiousGeneral_remove
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and FactionLeaderTrait StrictlyReligious = 0
    and Trait StrictlyReligiousGeneral = 1
    Affects StrictlyReligiousGeneral -1 Chance 100

    ;==========================================
    ;------------------------------------------
    Trigger ThinksOfHisPeople_add_1
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait WideTraitSet = 0
    and Trait GoodAdministrator = 0
    and Trait BadAdministrator = 0
    and Trait Slothful = 0
    and Trait Arse = 0
    and Trait Feck = 0
    and Trait StrategyDread = 0
    and Trait Perverted = 0
    and Attribute Chivalry > 4
    and CharacterNumTurnsIdle > 4
    Affects ThinksOfHisPeople 1 Chance 3

    ;------------------------------------------
    Trigger ThinksOfHisPeople_add_2
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait WideTraitSet = 0
    and Trait GoodAdministrator > 0
    and Trait Slothful = 0
    and Trait Arse = 0
    and Trait Feck = 0
    and Trait StrategyDread = 0
    and Trait Perverted = 0
    and Attribute Chivalry > 5
    and CharacterNumTurnsIdle > 4
    Affects ThinksOfHisPeople 1 Chance 15
    ;------------------------------------------
    Trigger ThinksOfHisPeopleWideSet_add
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait ThinksOfHisPeople = 1
    and Trait WideTraitSet = 0
    Affects WideTraitSet 1 Chance 100

    ;==========================================
    ;------------------------------------------
    Trigger GreedyRuler_add_1
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait WideTraitSet = 0
    and Trait BattleChivalry < 2
    and Trait CaptorChivalry < 2
    and Trait RansomChivalry < 2
    and Trait Feck = 0
    and Trait Arse = 0
    and Trait StrategyChivalry < 2
    and Attribute Chivalry < 4
    and Attribute Piety < 4
    Affects GreedyRuler 1 Chance 8

    ;------------------------------------------
    Trigger GreedyRuler_add_2
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait WideTraitSet = 0
    and Trait BattleChivalry = 0
    and Trait CaptorChivalry = 0
    and Trait RansomChivalry = 0
    and Trait Feck > 0
    and Trait Arse > 0
    and Trait StrategyChivalry = 0
    and Attribute Chivalry < 2
    and Attribute Piety < 2
    Affects GreedyRuler 1 Chance 75
    ;------------------------------------------
    Trigger GreedyRulerWideSet_add
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait GreedyRuler = 1
    and Trait WideTraitSet = 0
    Affects WideTraitSet 1 Chance 100

    ;------------------------------------------
    Trigger GreedyRulerGeneral_add
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and not IsFactionLeader
    and FactionLeaderTrait GreedyRuler = 1
    and Trait GreedyRulerGeneral = 0
    Affects GreedyRulerGeneral 1 Chance 100
    ;------------------------------------------
    Trigger GreedyRulerGeneral_remove
    WhenToTest CharacterTurnEnd
    Condition IsGeneral
    and FactionLeaderTrait GreedyRuler = 0
    and Trait GreedyRulerGeneral = 1
    Affects GreedyRulerGeneral -1 Chance 100

    ;==========================================
    ;------------------------------------------
    Trigger WiseAdministrator_add_1
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait WideTraitSet = 0
    and HasAncType Academic
    and Trait GoodAdministrator >= 0
    and Trait GoodBuilder >= 0
    and Trait ExpensiveTastes = 0
    Affects WiseAdministrator 1 Chance 40
    ;------------------------------------------
    Trigger WiseAdministrator_add_2
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait WideTraitSet = 0
    and not HasAncType Academic
    and Trait GoodAdministrator >= 0
    and Trait GoodBuilder >= 0
    and Trait ExpensiveTastes = 0
    Affects WiseAdministrator 1 Chance 20
    ;------------------------------------------
    Trigger WiseAdministrator_add_3
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait WideTraitSet = 0
    and HasAncType Academic
    and Trait BadAdministrator = 0
    and Trait ExpensiveTastes = 0
    Affects WiseAdministrator 1 Chance 10
    ;------------------------------------------
    Trigger WiseAdministrator_add_4
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait WideTraitSet = 0
    and not HasAncType Academic
    and Trait BadAdministrator = 0
    and Trait ExpensiveTastes = 0
    Affects WiseAdministrator 1 Chance 3
    ;------------------------------------------
    Trigger WiseAdministratorWideSet_add
    WhenToTest CharacterTurnEnd
    Condition IsFactionLeader
    and Trait WiseAdministrator = 1
    and Trait WideTraitSet = 0
    Affects WideTraitSet 1 Chance 100

  12. #12

    Default Re: Greedy Ruler

    MerchantSkill results in a +1 Finance trait being added to all of your Merchants (lose it when your faction leader dies).

    But, what does this mean? What exactly satisfies the "LosingMoney" requirement in this trigger?

    Condition IsFactionLeader
    and Trait WideTraitSet = 0
    and Trait GoodAdministrator > 0
    and LosingMoney
    and Attribute Authority > 5
    and Attribute Piety < 5
    and Trait Epicurean < 2
    Affects MerchantSkills 1 Chance 20

    StrictlyReligious adds 1 Piety to all your priests/imams and Generals

    ThinksofhisPeople gives a pop growth bonus of 2 for all settlements but an income penalty of that varies by size and type of settlement.

    GreedyRuler results in -1 Chiv (which can be +1 Dread), +30% tax collection, -2 Popularity to all your generals. This isn't all bad, in fact I could see myself going for this, the only real downside is for a few of my generals that are going for Chiv (for pop growth in castles), most of my generals (all battle + faction leader and heir) go dread anyway. The 30% tax collection can help alot in big cities, and the -2 Popularity will usually have little/no effect.

    Wiseadministrator gives a 20% reduction to construction costs for buildings.

    Haven't gotten into these enough to breakdown the tactics to get each one, there's a lot of related traits to wade through.
    Last edited by Callawyn; September 08, 2010 at 05:21 PM.

  13. #13
    Campidoctor
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    Default Re: Greedy Ruler

    Quote Originally Posted by Beowulf1990 View Post
    Why are you playing 6.1?
    All these people playing previous versions realise that the 6.3 is still free right?
    For me, because it lags like hell in certain sieges... so unplayable
    The game development business is one of bottomless greed, pitiless cruelty, venal treachery, rampant competition, low politics and boundless personal ambition. New game series are rising, and others are starting their long slide into obscurity and defeat.

  14. #14
    SoulBlade's Avatar Vicarius
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    Default Re: Greedy Ruler

    Strange, on my Byzantine campaign, all of my emperors got the WiseAdministrator trait, always.
    Quote Originally Posted by Eastern Roman View Post
    Satan works in cunning way to keep us away of god. Sciene is the religion of Satan.
    Quote Originally Posted by Hobbes. View Post
    TWC is ruining my abilty to have an erection
    Quote Originally Posted by Point Blank View Post
    Regarding the Irish, if its between them and the Timurids:
    Irish: ran around bogs and forests munching on potatoes
    Timurids: slaughtered millions and threw empires into terror
    OK I'm not sure the Irish had potatoes in medieval times but that still doesn't tip things in their favour
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  15. #15
    Gorrrrrn's Avatar Citizen
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    Default Re: Greedy Ruler

    Strange, on my Byzantine campaign, all of my emperors got the WiseAdministrator trait, always.
    there do seem to be a lot of positive traits for byzantine generals and FM?
    has anyone spotted any specifically negative ones for them?

  16. #16

    Default Re: Greedy Ruler

    I think you just found an error, cuz wiseadmin's text says it reduces building costs by 20% but there is nothing in export_character that gives the trait anything?

  17. #17

    Default Re: Greedy Ruler

    Nothing in the trait file that has any effect, I wonder if there's a condition in the buildings.txt file for cost that is based on this faction leader trait.

  18. #18

    Default Re: Greedy Ruler

    you're right there is

    building core_building
    {
    convert_to core_castle_building
    levels wooden_pallisade wooden_wall stone_wall large_stone_wall huge_stone_wall
    {
    wooden_pallisade city requires factions { northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
    {
    convert_to 1
    capability
    {
    wall_level 0
    tower_level 1
    free_upkeep bonus 2
    happiness_bonus bonus 1 requires event_counter is_the_ai 0
    recruitment_slots 1 requires event_counter freeze_recr_pool 0
    happiness_bonus bonus 2 requires event_counter is_the_ai 1
    law_bonus bonus 2 requires event_counter is_the_ai 1
    population_growth_bonus bonus 2 requires event_counter is_the_ai 1
    trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
    religion_level bonus 2 requires event_counter is_the_ai 1
    income_bonus bonus 100 requires event_counter is_the_ai 1
    population_growth_bonus bonus 2 requires event_counter thinks_of_his_people 1
    income_bonus bonus -200 requires event_counter thinks_of_his_people 1
    construction_cost_bonus_stone bonus 20 requires event_counter wise_administrator 1
    construction_cost_bonus_wooden bonus 20 requires event_counter wise_administrator 1
    construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
    construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
    }
    material wooden
    construction 3
    cost 800
    settlement_min village
    upgrades
    {
    wooden_wall
    }
    }

  19. #19

    Default Re: Greedy Ruler

    Nice, that's a huge effect.

    What's the description say for "ThinksofHisPeople" ?

  20. #20
    Gorrrrrn's Avatar Citizen
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    Default Re: Greedy Ruler

    from the Ultimate Docudemons v4.0
    http://www.twcenter.net/forums/showthread.php?t=118578
    Identifier: LosingMoney
    Trigger requirements:

    Parameters:
    None
    Sample use: LosingMoney
    Description:
    Is the faction losing money on the end of year balance sheet?
    Battle or Strat: Strat
    Class: LOSING_MONEY
    so I presume it either means does this year's treasury amount at end of year to less than last year's end of year amount.
    or
    in the current year more is being spent than received in income.

    (which amount to the same thing?)

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