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  1. #1
    Vangar's Avatar Tiro
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    Default Governour's management skill / town loyalty

    I noticed that the management skill of my governours seems to be subject to mysterious changes. In one turn, my faction leader has a whooping 6 points in management, yet two turns later after I checked again he had merely 2 points left. The same seems to happen with command skill and influence. I know that there are traits like "On home ground" that influence command, yet I haven't figured out what influences "influence" and "management".

    Can anyone explain that to me?

    EDIT: Further confuses me how town loyalty is calculated. At one point my settlement is at 190% loyalty, all seems fine and suddenly, the next turn it's rebellious At first I thought that the abscence of a governour causes corrpution and unhappyness, yet a governour present seems to do almost nothing, it's completely random how much management skill or influence he has and how loyal the settlement is...
    Last edited by Vangar; January 06, 2013 at 05:12 AM.

  2. #2
    Muizer's Avatar member 3519
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    Default Re: Governour's management skill / town loyalty

    Governors give substantial bonuses to public order, but only if you have your tax at the lowest level and a garrison of a couple of units at least. If your settlement requires the extra boost this gives, you should not put it on auto-manage. Doing so will result in the tax level being raised automatically once the governor bonus kicks in, which will in turn result in the loss of the bonus the next turn, causing large fluctuations in public order.
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

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    Vangar's Avatar Tiro
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    Default Re: Governour's management skill / town loyalty

    I see So this means that I can afford to run a large settlement with quasi no militia at the cost of low taxes and only cities with armes present can be set to high tax. That makes sense and now I understand the whole system better, thank you

    Does this also influence the governous management and influence stats?

  4. #4
    Muizer's Avatar member 3519
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    Default Re: Governour's management skill / town loyalty

    Quote Originally Posted by Vangar View Post
    I see So this means that I can afford to run a large settlement with quasi no militia at the cost of low taxes and only cities with armes present can be set to high tax. That makes sense and now I understand the whole system better, thank you

    Does this also influence the governous management and influence stats?
    The governor trait affects influence, law and unrest.

    Our aim was to create a system where units and governors get tied down in a newly conquered settlements until it has been sufficiently pacified by construction of buildings, primarily the government buildings. It's one aspect of the game intended to make people think twice about blitzing. The other is that, in percentages, the return on taxes drops as the number of regions in your empire increases. Your tax gathering apparatus becomes, as it were, less efficient at extracting wealth. The overall result is that if you blitz you will find that all your governors and units are getting tied down in settlements and you don't have enough money left to reverse the situation
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

  5. #5
    Mausolos of Caria's Avatar Royal Satrap
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    Default Re: Governour's management skill / town loyalty

    The instant rebellions seemed to be a bug, though. I haven't experienced it since the patch anymore but before it also only appeared in my Carthago campaign. My Spanish settlements would have a public order of like 190 % the one turn, like Vangar described it, then suddenly rebel next turn with the public order still on 190 %. The usual destruction and deaths accompanied the riots before they disappeared again in the following turn
    "Pompeius, after having finished the war against Mithridates, when he went to call at the house of Poseidonios, the famous teacher of philosophy, forbade the lictor to knock at the door, as was the usual custom, and he, to whom both the eastern and the western world had yielded submission, ordered the fasces to be lowered before the door of science."

    Pliny the Elder, Naturalis Historia, 7, 112

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    Maurits's Avatar ЯTR
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    Default Re: Governour's management skill / town loyalty

    I think that was related to the construction of government buildings. When you'd finished constructing a new one, there would be riots during the end-turn period.

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  7. #7
    Mausolos of Caria's Avatar Royal Satrap
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    Default Re: Governour's management skill / town loyalty

    Quote Originally Posted by Maurits View Post
    I think that was related to the construction of government buildings. When you'd finished constructing a new one, there would be riots during the end-turn period.
    Ah okay. But I'm right in supposing that this issue has been fixed?
    "Pompeius, after having finished the war against Mithridates, when he went to call at the house of Poseidonios, the famous teacher of philosophy, forbade the lictor to knock at the door, as was the usual custom, and he, to whom both the eastern and the western world had yielded submission, ordered the fasces to be lowered before the door of science."

    Pliny the Elder, Naturalis Historia, 7, 112

  8. #8
    Primicerius
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    Default Re: Governour's management skill / town loyalty

    Um... In newly conquered settlements, I've seen this fluctuation happening when I have taxes on minimum level + have a substantial garrison. One turn, the governor [with an office] would have (for example) 7 influence and the settlement would be happy (green); however, at the beginning of the next turn, the settlement would turn up deep in the red and rioting and the governor is down to zero influence; come the next cycle, all is well again (and the governor's influence has recovered). I thought this was due to AI's spies entering the settlement, but that would not explain the fluctuations in the governor's influence.

  9. #9
    Maurits's Avatar ЯTR
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    Default Re: Governour's management skill / town loyalty

    This could be caused by raising taxes beyond very low. If you didn't do that, did the construction of a government building end during that end-turn-cycle? It seems like that causes inter-turn rioting, we're still not sure what to do about it.

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  10. #10
    Primicerius
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    Default Re: Governour's management skill / town loyalty

    Quote Originally Posted by Maurits View Post
    This could be caused by raising taxes beyond very low. If you didn't do that, did the construction of a government building end during that end-turn-cycle? It seems like that causes inter-turn rioting, we're still not sure what to do about it.
    Nope, the taxes were on very low. As to the government buildings: they were in the process of being constructed [the latest of example of this I remember from Bononia, btw], not completed on the turn of the riot. Also, the fluctuations went on for a while before disappearing after the 3rd government level was complete.

    Also, I do not see governors in my established cities losing influence when taxes the are at very high.
    Last edited by Slaists; January 16, 2013 at 12:16 PM.

  11. #11
    Muizer's Avatar member 3519
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    Default Re: Governour's management skill / town loyalty

    Quote Originally Posted by Slaists View Post
    Nope, the taxes were on very low. As to the government buildings: they were in the process of being constructed [the latest of example of this I remember from Bononia, btw], not completed on the turn of the riot. Also, the fluctuations went on for a while before disappearing after the 3rd government level was complete.

    Also, I do not see governors in my established cities losing influence when taxes the are at very high.
    About the garrison, depending on unit size you need about 10 (small) to 80 (huge) men for every 1000 inhabitants. If the population exceeds the required garrison size, you can also get fluctuations. Riots will cause pop. to drop below the critical level, but then when the governor trait kicks in again, population will grow and exceed the limit.....etc. etc..
    Last edited by Muizer; January 16, 2013 at 03:22 PM.
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

  12. #12
    Primicerius
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    Default Re: Governour's management skill / town loyalty

    Quote Originally Posted by Muizer View Post
    About the garrison, depending on unit size you need about 10 (small) to 80 (huge) men for every 1000 inhabitants. If the population exceeds the required garrison size, you can also get fluctuations. Riots will cause pop. to drop below the critical level, but then when the governor trait kicks in again, population will grow and exceed the limit.....etc. etc..
    The pop had been exterminated and the remainder recruited so, the ratio of pop against the garrison was not an issue.

  13. #13

    Default Re: Governour's management skill / town loyalty

    I didnt want to start a new thread so i will ask my question here. if i wanted more Aedile or questors, what do i have to edit in "export_descr_character_traits", so that i can have for example, 3 praetors when i only have 20 regions? or 3 consul's when i only have 30 regions.

    I would appreciate any help, thanks.
    "To say of what is that it is not, or of what is not that it is, is false, while to say of what is that it is, and of what is not that it is not, is true" ~ Aristotle

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