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  1. #1

    Default Question about character trait variables

    I noticed that the variables LocalPopularity and unrest are both used in the character trait file. Are they different effects? I was under the impression that unrest was just a negative of popularity, and I am wondering if one of them is a non-valid variable?

  2. #2

    Default Re: Question about character trait variables: LocalPopularity and unrest

    Both are valid ... there are good traits which give popularity to increase happiness and also bad traits which add to unrest and decrease happiness

  3. #3

    Default Re: Question about character trait variables: LocalPopularity and unrest

    Quote Originally Posted by Avelon View Post
    Both are valid ... there are good traits which give popularity to increase happiness and also bad traits which add to unrest and decrease happiness
    You're sure? Both can have both positive and negative values.

  4. #4

    Default Re: Question about character trait variables: LocalPopularity and unrest

    Spoiler Alert, click show to read: 
    Code:
    ;------------------------------------------
    Trait HarshJustice
        Characters family
        NoGoingBackLevel  1 
        AntiTraits LenientJustice, Just
    
        Level Hard_Justice
            Description Hard_Justice_desc
            EffectsDescription Hard_Justice_effects_desc
            Threshold  1 
    
            Effect Unrest  1 
            Effect Law  2 
    
        Level Harsh_Justice
            Description Harsh_Justice_desc
            EffectsDescription Harsh_Justice_effects_desc
            Threshold  3 
    
            Effect Unrest  2 
            Effect Law  4 
    
        Level Severe_Justice
            Description Severe_Justice_desc
            EffectsDescription Severe_Justice_effects_desc
            Threshold  7 
    
            Effect Chivalry -1 
            Effect Unrest  3 
            Effect Law  6


    Spoiler Alert, click show to read: 
    Code:
    ;------------------------------------------
    Trait Perverted
        Characters family
        ExcludeCultures eastern_european
        AntiTraits Prim
    
        Level Sexually_Liberated
            Description Sexually_Liberated_desc
            EffectsDescription Sexually_Liberated_effects_desc
            Threshold  1 
    
            Effect LocalPopularity  1 
    
        Level Sexually_Eccentric
            Description Sexually_Eccentric_desc
            EffectsDescription Sexually_Eccentric_effects_desc
            Threshold  2 
    
            Effect LocalPopularity -1 
    
        Level Sexually_Debauched
            Description Sexually_Debauched_desc
            EffectsDescription Sexually_Debauched_effects_desc
            Threshold  4 
    
            Effect Piety -1 
            Effect LocalPopularity -2 
    
        Level Sexually_Perverse
            Description Sexually_Perverse_desc
            EffectsDescription Sexually_Perverse_effects_desc
            Threshold  7 
    
            Effect Piety -2 
            Effect LocalPopularity -3 
    
        Level Sexually_Corrupt
            Description Sexually_Corrupt_desc
            EffectsDescription Sexually_Corrupt_effects_desc
            Threshold  10 
    
            Effect Piety -3 
            Effect Authority -1 
            Effect LocalPopularity -4 
    
        Level Diabolically_Degenerate
            Description Diabolically_Degenerate_desc
            EffectsDescription Diabolically_Degenerate_effects_desc
            Epithet Diabolically_Degenerate_epithet_desc
            Threshold  12 
    
            Effect Piety -4 
            Effect Authority -2 
            Effect LocalPopularity -5


    As you can see there is also a law effect which does the opposite of unrest .... i suppose their effects varies a bit according to cultures and religions in a settlement ...

  5. #5

    Default Re: Question about character trait variables: LocalPopularity and unrest

    Quote Originally Posted by Avelon View Post
    (...) As you can see there is also a law effect which does the opposite of unrest .... i suppose their effects varies a bit according to cultures and religions in a settlement ...
    Are you suggesting that negative popularity and unrest are in fact two different game-effects, like negative law and unrest? I assumed they where the same, but I guess I'm not so sure anymore. I'll look for this in-game to see if I can make clearer sense of it.

  6. #6
    The_Steppenwulf's Avatar Libertus
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    Default Re: Question about character trait variables: LocalPopularity and unrest

    One would have thought somewhere there is a tutorial/guide on all the known effects of the game's trait variables. I for one would like to get my head round all of them. Unfortunately I can't find anything out there, if anyone knows better and has a link they can provide, that would be great!!
    Last edited by The_Steppenwulf; June 06, 2012 at 07:56 AM.

  7. #7
    StealthFox's Avatar Consensus Achieved
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    Default Re: Question about character trait variables: LocalPopularity and unrest

    Here it is.

    http://www.gamefaqs.com/pc/931592-me...war/faqs/50116

    Be advised though that this is for vanilla M2TW and there may be discrepancies with TATW and other mods.

  8. #8
    The_Steppenwulf's Avatar Libertus
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    Default Re: Question about character trait variables: LocalPopularity and unrest

    Quote Originally Posted by StealthFox View Post
    Here it is.

    http://www.gamefaqs.com/pc/931592-me...war/faqs/50116

    Be advised though that this is for vanilla M2TW and there may be discrepancies with TATW and other mods.
    This is a very useful list for those who want a breakdown of the traits; how they are acquired or lost and how they network with other traits. To be fair this is probably exactly what the OP is looking for.

    However, there's no mention of the effect variable of those traits on the game engine or specifically how they ("Effect") affect the game mechanics. As I stated in my post I've never seen any comprehensive guide of the mechanics, although there have been singular results posted on specific attributes such as "Charm" and "PersonalSecurity", some stuff on "Piety" and the more obvious ones like "LineOfSight" and "MovementPoints" require little investigation.

    I'm specifically interested in "Attack", "Defence" "Command" "InfantryCommand" "CavalryCommand" "Authority" and "Loyalty" (But I'd love see a guide covering everything). For example, if we take the case of "Attack", I would like to know if this attribute affects the mechanics of the strat map only (auto resolve) or does it include the battle map. If the latter (which seems most reasonable) and my general has a +5 "Attack" attribute, how will that affect the performance of the units in battle? Is it a straight foward effect on the unit attack rating? If so, is the EDU attack rating upgraded by 5 points in the same way Exp points are, or is there a different ratio applied to that score? Will an adjustment only apply to the general bodyguard or does it apply to all units?

    I'm supposing the above and it probably is correct but I'd like to see someone have confirmed this through direct experiment/observation.
    Last edited by The_Steppenwulf; June 06, 2012 at 12:23 PM.

  9. #9
    StealthFox's Avatar Consensus Achieved
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    Default Re: Question about character trait variables: LocalPopularity and unrest

    Quote Originally Posted by The_Steppenwulf View Post
    I'm specifically interested in "Attack", "Defence" "Command" "InfantryCommand" "CavalryCommand" "Authority" and "Loyalty" (But I'd love see a guide covering everything). For example, if we take the case of "Attack", I would like to know if this attribute affects the mechanics of the strat map only (auto resolve) or does it include the battle map. If the latter (which seems most reasonable) and my general has a +5 "Attack" attribute, how will that affect the performance of the units in battle? Is it a straight foward effect on the unit attack rating? If so, is the EDU attack rating upgraded by 5 points in the same way Exp points are, or is there a different ratio applied to that score? Will an adjustment only apply to the general bodyguard or does it apply to all units?

    I'm supposing the above and it probably is correct but I'd like to see someone have confirmed this through direct experiment/observation.
    This is actually pretty easy. Traits and ancillaries with attack, defense or infantry and cavalry command raise or lower your general's command stars. So, a trait that gives +1 attack means that your general gets plus one command star when attacking, which is translated on the battlefield as a morale booster. It does not mean his bodyguard unit gets +1 attack stat on the battlefield. Unit attack stat increases come from experience chevrons.

    Authority and Loyalty are both related to your captains and generals rebelling. A faction leader with high authority will make your armies with captains (not generals) less likely to rebel along with your generals with low loyalty less likely to rebel.

  10. #10
    The_Steppenwulf's Avatar Libertus
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    Default Re: Question about character trait variables: LocalPopularity and unrest

    Thanks for replying Stealth Fox. These are the kind of answers I'm looking for. Still I find it odd that there is no difference in effect between Attack, Defence and Command. Logically, there seem to be zero point in CA originally progamming three different attributes.

    The second related point is that InfantryCommand, CavalryCommand, and ArtilleryCommand clearly define different types of units. Do those particular units only then benefit from a morale boost? Surely they don't offer a general morale boost and surely they aren't duplications of the same attribute Command?
    Your Authority and Loyalty explanation is sound although I would love to know what the chances are of a general rebelling if those attributes are 0 and 0 for both and then 10 and 10. Such information would allow a much rounder understanding in balancing traits - something which doesn't appear to have registered with modders wishing to write their own traits and ancillaries.

    Then we have all the rest of the attributes that I'd like to get some "under the hood" info on:
    Character Attributes

    AmbushArtillery
    Command
    Assassination
    Attack
    Authority
    BattleSurgery
    Bribery
    Bribe
    Resistance
    CavalryCommand CharmChivalry
    Combat_V_Faction_England
    Combat_V_Religion_islam
    Command
    Construction
    Defence
    Farming
    Fertility
    Finance
    Gunpowder
    Command
    Health
    Heresy
    Immunity
    HitPoints
    Infantry
    Command
    Influence
    Law
    LineOfSight
    LocalPopularity
    Looting
    Loyalty
    Magic
    Mining
    MovementPoints
    NavalCommand
    PersonalSecurity
    Piety
    Purity
    PublicSecurity
    Sabotage
    SeigeAttack
    SiegeDefense
    SeigeEngineering
    Squalor
    Subterfuge
    TaxCollection
    Trading
    TrainingAgents
    TrainingUnits
    TroopMorale
    Unorthodoxy
    Unrest
    Violence

    I'm wondering now if there's anything on the wicki about this, but somehow I suspect not. It's certainly something that individuals could amalgamate their knowledge into a community effort rsulting in an indispensable guide for traits and ancillary modders.
    Last edited by The_Steppenwulf; June 06, 2012 at 07:01 PM.

  11. #11
    StealthFox's Avatar Consensus Achieved
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    Default Re: Question about character trait variables: LocalPopularity and unrest

    Quote Originally Posted by The_Steppenwulf View Post
    Thanks for replying Stealth Fox. These are the kind of answers I'm looking for. Still I find it odd that there is no difference in effect between Attack, Defence and Command. Logically, there seem to be zero point in CA originally progamming three different attributes.
    But there is a difference. A trait with +1 attack will only trigger when you're army is attacking, likewise, you'll only get a defense trait bonus if you're army is defending.

    Quote Originally Posted by The_Steppenwulf View Post
    The second related point is that InfantryCommand, CavalryCommand, and ArtilleryCommand clearly define different types of units. Do those particular units only then benefit from a morale boost? Surely they don't offer a general morale boost and surely they aren't duplications of the same attribute Command?
    Nope, this applies to command stars. If your general is "Effective with Infantry" he will get +1 command star if he unit stack is mostly infantry. If your general is "Effective with Infantry" but has an army of nothing bu cavalry, no bonus will be applied.

    Quote Originally Posted by The_Steppenwulf View Post
    Your Authority and Loyalty explanation is sound although I would love to know what the chances are of a general rebelling if those attributes are 0 and 0 for both and then 10 and 10. Such information would allow a much rounder understanding in balancing traits - something which doesn't appear to have registered with modders wishing to write their own traits and ancillaries.
    I'm not sure about actual percentages, but if you have a faction leader with 0 authority and a general with 0 loyalty, I image there is a 100% chance your general is going to rebel.

    Quote Originally Posted by The_Steppenwulf View Post
    Then we have all the rest of the attributes that I'd like to get some "under the hood" info on:
    Character Attributes

    AmbushArtillery - If you ambush with artillery you'll get a command bonus
    Command - ???
    Assassination - Higher percentage chance of successful assassination
    Attack - Already answered
    Authority - Already answered
    BattleSurgery - Determines chance of casualties being healed after a battle
    Bribery - Determines chance of a successful bribe
    Bribe - See above. Probably one is for agent and one for general
    Resistance - Hmm, maybe determines loot for sacking or exterminating - not sure about this one
    CavalryCommand - Cavalry Command bonus
    Charm
    Chivalry - Should this be separate charm and chivalry?
    Combat_V_Faction_England - Affects battle command against a particular faction
    Combat_V_Religion_islam - Affects battle command against a particular religion
    Command - ???
    Construction - Affects price of construction
    Defense - Affects defense command star
    Farming - Affects farming output
    Fertility - Affects chance of having children
    Finance - Affects the tax income
    Gunpowder- Affects battle command with gunpowder units
    Command - ???
    Health - Determine number of hitpoints?
    Heresy - Affects level of heresy
    Immunity - Affects ability to get the plague?
    HitPoints - number of hit points
    Infantry - Affects battle command with infantry
    Command - ???
    Influence - ???
    Law - Affects settlement happiness
    LineOfSight - Affects Line of Sight
    LocalPopularity - Affects settlement happiness
    Looting - Affects amount looted when sacking or exterminating a settlement
    Loyalty - Affects loyalty stat
    Magic - Related to heresy?
    Mining - Affects income from mining
    MovementPoints - Affects movement points
    NavalCommand - Affects battle naval command
    PersonalSecurity - Affects chances for successful assassination
    Piety - Affects piety level
    Purity - Affects purity
    PublicSecurity - Affects chances of sabotage
    Sabotage - Affects chances of sabotage
    SeigeAttack - Affects attack command when besieging
    SiegeDefense - Affects defense commad when besieging
    SeigeEngineering - Affects the build points I think - to build rams, ladders, etc...
    Squalor - Affects squalor
    Subterfuge - Determines overall agent stat
    TaxCollection - Affects tax income
    Trading - Affects trading income
    TrainingAgents - Affects agent training cost
    TrainingUnits - Affects unit training cost
    TroopMorale - Affects troop morale
    Unorthodoxy - Affects piety
    Unrest - Affect settlement happiness
    Violence - Affects settlement happiness when rebelling
    See my edit above. You're over thinking this. In most cases the traits mean exactly what they say.

  12. #12

    Default Re: Question about character trait variables

    Command - Each Positive adds a star.
    Attack - When attacking, each positive adds a star. (Not sure if this stacks with Siege Attack/Affects when attacking F/C/S)
    Siege Attack - when attacking a fort, city, or settlement, adds a star. (See above)
    Defend - When defending, each positive adds a star. (Not sure if this stacks with Siege Defend/Affects when attacking F/C/S)
    Siege Defend - when defending a fort, city, or settlement, adds a star. (See above)
    Ambush - when ambushing, adds a star. (Maybe affects when defending against an ambush as well?)
    CavalryCommand - when your army contains cavalry, adds a star. (Not sure if this includes the General's Bodyguard in its calculations)

    I hope that helps.

  13. #13

    Default Re: Question about character trait variables

    By the way, what does Command stars actually do? What sort of benefit do they yield in the battle itself?


    (P.S Is it harder for High Elves to earn high Fear?)
    "He who wishes to be the best for his people, must do that which is necessary - and be willing to go to hell for it."

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  14. #14
    StealthFox's Avatar Consensus Achieved
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    Default Re: Question about character trait variables

    The way I understand it is that the more command stars you have, the broader the range of morale boost goes. So, a general with 9 stars may give a morale boost to units very far away on a flank rather than only units directly next to the general.

  15. #15
    The_Steppenwulf's Avatar Libertus
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    Default Re: Question about character trait variables

    Excellent, excellent, thanks for all the input everyone. Now what about TroopMorale?

    TroopMorale - Affects troop morale
    How does this operate differently from / or with respect to the Command stars?

  16. #16
    StealthFox's Avatar Consensus Achieved
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    Default Re: Question about character trait variables

    I don't know for sure, but I would guess it's a blanket increase for all units in the army instead of a variable distance radiating from the general.

  17. #17

    Default Re: Question about character trait variables

    Don't Command stars give their own morale increase? The more stars, the bigger the morale boost and the wider it reaches.

    Ah, nothing beats a 10 Star, 10 Dread general with 10 additional HPs.

    Well, except a 10 Star, 10 Dread general with 12 additional HPs.

  18. #18

    Default Re: Question about character trait variables

    Ye, Dread is my favourite stat as well.


    But if Command gives morale, what does Chivalry give on the battlefield then?
    "He who wishes to be the best for his people, must do that which is necessary - and be willing to go to hell for it."

    Let the Preservation, Advancement and Evolution of Mankind be our Greater Good.


    And NO, my avatar is the coat of arms from the Teutonic Knightly Order because they're awesome.

  19. #19

  20. #20

    Default Re: Question about character trait variables

    Sounds like Chivalry is only for building up settlements. Not really something you would want to drag along to the battle.

    It's a shame that Dread and Chivalry both had the potential to be great, but they messed up on the balance :o
    "He who wishes to be the best for his people, must do that which is necessary - and be willing to go to hell for it."

    Let the Preservation, Advancement and Evolution of Mankind be our Greater Good.


    And NO, my avatar is the coat of arms from the Teutonic Knightly Order because they're awesome.

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