1. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Originally Posted by Varmir
Nevertheless I think that their role is overplayed, there should not be so many assassins to change the course of history.
Try bullying the team into using one of my several strokes of genius.

2. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Originally Posted by Varmir
1) Area around Venice is too narrow. Is it possible to just add a few tiles more so agents can park?
I actually don't know it: do the priests must be in the open field to convert people? Why not just stay inside the settlement?

Concerning assassins: what difficulty are you guys playing?

The AI should be slightly more powerful at higher difficulties.

Code:
;-------- assassin AI & difficulty bonuses ---
;---------------------------------------------
Trigger Assassin_Starter_Player_LevelNormal_Enemy
WhenToTest AgentCreated

Condition AgentType = assassin
and not FactionIsLocal
and I_EventCounter DifficultyLevel = 2
and I_TurnNumber < 200

Affects NaturalAssassinSkill -1 Chance 50

;---------------------------------------------
Trigger Assassin_Starter_Player_LevelNormal_Own
WhenToTest AgentCreated

Condition AgentType = assassin
and FactionIsLocal
and I_EventCounter DifficultyLevel = 2
and I_TurnNumber < 200

Affects NaturalAssassinSkill 1 Chance 50

;----------------------------------------
Trigger Assassin_Starter_AI_LevelHard
WhenToTest AgentCreated

Condition AgentType = assassin
and not FactionIsLocal
and I_EventCounter DifficultyLevel = 3

Affects NaturalAssassinSkill 1 Chance 33
Affects GoodConspirator 1 Chance 10
Affects GoodAssassin 1 Chance 10
Affects AssassinsGuildTrained 1 Chance 30
Affects AssassinsGuildMember 1 Chance 10

;----------------------------------------
Trigger Assassin_Starter_AI_LevelVeryHard
WhenToTest AgentCreated

Condition AgentType = assassin
and not FactionIsLocal
and I_EventCounter DifficultyLevel = 4

Affects NaturalAssassinSkill 1 Chance 33
Affects GoodConspirator 1 Chance 10
Affects GoodAssassin 1 Chance 10
Affects AssassinsGuildTrained 1 Chance 30
Affects AssassinsGuildMember 1 Chance 10

;----------------------------------------
Trigger Assassin_Starter_AI_LevelVeryHard_Later
WhenToTest AgentCreated

Condition AgentType = assassin
and not FactionIsLocal
and I_EventCounter DifficultyLevel = 4
and I_TurnNumber > 100

Affects NaturalAssassinSkill 1 Chance 33
Affects GoodConspirator 1 Chance 10
Affects GoodAssassin 1 Chance 10
Affects AssassinsGuildTrained 1 Chance 30
Affects AssassinsGuildMember 1 Chance 10

;----------------------------------------
Trigger Assassin_Starter_AI_LevelVeryHard_MuchLater
WhenToTest AgentCreated

Condition AgentType = assassin
and not FactionIsLocal
and I_EventCounter DifficultyLevel = 4
and I_TurnNumber > 300

Affects NaturalAssassinSkill 1 Chance 33
Affects GoodConspirator 1 Chance 10
Affects GoodAssassin 1 Chance 10
Affects AssassinsGuildTrained 1 Chance 30
Affects AssassinsGuildMember 1 Chance 10

3. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Originally Posted by Varmir
3) I keep spies in all my settlements even 2 areas behind the border. I learned it the hard way. You can also implement them to your armies! Nevertheless I think that their role is overplayed, there should not be so many assassins to change the course of history. Either that or their chance to kill a general should be VERY low. Right now you can destroy Mongols with 6-7 Master assassins who get all perks just by farming rebel captains.
I don't know. Personally, I usually find assassins to be very underwhelming, at least when I'm the one controlling them and they keep failing to kill rebel captains when their success chances are at 90%. I've lost many a well-trained blade that way. I could actually imagine the team making assassins more effective, but maybe making them have very high upkeep, to limit the player's use of them. That way, when you invest in one, you get something for your money, but it requires you to really make that investment. Plus, it seems somewhat reasonable, given that I assume there must be some heavy costs to setting up an individual with the means to infiltrate guarded places, and to keeping said individual on your payroll even though they are doing such dangerous work. Just my two cents though.

4. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

@ Kilo11: I agree. SSHIP's assassins are often more effective than the vanilla version. To limit their impact, their maintenance cost should be increased.

5. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Originally Posted by kostic
@ Kilo11: I agree. SSHIP's assassins are often more effective than the vanilla version. To limit their impact, their maintenance cost should be increased.
Increasing costs doesn't work for the AI, it has enough money.
The issue here is the balance of availability and traits/anciallaries, plus the overall parameters.
Beaware though the butterfly effect: changing one aspect to achieve one goal will also affect other issues in the game. The balance is a very delicate thing.

6. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Originally Posted by Gigantus
Try bullying the team into using one of my several strokes of genius.
Thanks for putting pressure on us to use your stuff Gig

7. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Originally Posted by Jurand of Cracow
I actually don't know it: do the priests must be in the open field to convert people? Why not just stay inside the settlement?

Concerning assassins: what difficulty are you guys playing?

The AI should be slightly more powerful at higher difficulties.

Code:
;-------- assassin AI & difficulty bonuses ---
;---------------------------------------------
Trigger Assassin_Starter_Player_LevelNormal_Enemy
WhenToTest AgentCreated

Condition AgentType = assassin
and not FactionIsLocal
and I_EventCounter DifficultyLevel = 2
and I_TurnNumber < 200

Affects NaturalAssassinSkill -1 Chance 50

;---------------------------------------------
Trigger Assassin_Starter_Player_LevelNormal_Own
WhenToTest AgentCreated

Condition AgentType = assassin
and FactionIsLocal
and I_EventCounter DifficultyLevel = 2
and I_TurnNumber < 200

Affects NaturalAssassinSkill 1 Chance 50

;----------------------------------------
Trigger Assassin_Starter_AI_LevelHard
WhenToTest AgentCreated

Condition AgentType = assassin
and not FactionIsLocal
and I_EventCounter DifficultyLevel = 3

Affects NaturalAssassinSkill 1 Chance 33
Affects GoodConspirator 1 Chance 10
Affects GoodAssassin 1 Chance 10
Affects AssassinsGuildTrained 1 Chance 30
Affects AssassinsGuildMember 1 Chance 10

;----------------------------------------
Trigger Assassin_Starter_AI_LevelVeryHard
WhenToTest AgentCreated

Condition AgentType = assassin
and not FactionIsLocal
and I_EventCounter DifficultyLevel = 4

Affects NaturalAssassinSkill 1 Chance 33
Affects GoodConspirator 1 Chance 10
Affects GoodAssassin 1 Chance 10
Affects AssassinsGuildTrained 1 Chance 30
Affects AssassinsGuildMember 1 Chance 10

;----------------------------------------
Trigger Assassin_Starter_AI_LevelVeryHard_Later
WhenToTest AgentCreated

Condition AgentType = assassin
and not FactionIsLocal
and I_EventCounter DifficultyLevel = 4
and I_TurnNumber > 100

Affects NaturalAssassinSkill 1 Chance 33
Affects GoodConspirator 1 Chance 10
Affects GoodAssassin 1 Chance 10
Affects AssassinsGuildTrained 1 Chance 30
Affects AssassinsGuildMember 1 Chance 10

;----------------------------------------
Trigger Assassin_Starter_AI_LevelVeryHard_MuchLater
WhenToTest AgentCreated

Condition AgentType = assassin
and not FactionIsLocal
and I_EventCounter DifficultyLevel = 4
and I_TurnNumber > 300

Affects NaturalAssassinSkill 1 Chance 33
Affects GoodConspirator 1 Chance 10
Affects GoodAssassin 1 Chance 10
Affects AssassinsGuildTrained 1 Chance 30
Affects AssassinsGuildMember 1 Chance 10
I play medium because I want to play minimal agent minigame.

I thought that priest should be out in the field to convert the populace. This is what I think I read in the tutorial windows that pop-up at the first rounds of the game. Now I put tham all in cities and I will see if the converted population increases orr decreases. In the cities they do not get Ill ass well.

Gigantus I will try it out in a new playthrough. Atm I want the AI to keep playing as it was. Thank you for the help ofc

8. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

I am currently coming off of a Civ6 kick and am thinking I will hop back into the TW universe. Since it's been a while since I played the medieval ages, SSHIP is my natural go-to. However, I know that since the latest release, the team has been cleaning things up and fixing stuff all over the place. In particular, I know Jurand has been overhauling the traits/ancillaries like a boss, and ironing out issues with titles, crowns, traits, and anything else he finds along the way.

Anyway, the reason I say all of this is because I was wondering if the team has an idea of what factions are *most playable* using the latest build and patches? Obviously, I know that every faction works, but I also know that some have known issues that are already fixed, some need to be fixed, and some haven't even been played enough to know what might not be working. So basically I'd just like a rough approximation of which factions are least likely to give issues if I commit to a long campaign. Any thoughts and suggestions would be most welcome!

9. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Sicily or Almoravids: Good starting positions, good incomes, good rosters. Eastern Roman Empire is not bad too but has a central position which means you may have several front lines of war. Same with HRE.

10. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Are the factions you suggested ones which have had fixes applied to them already though? My question above was not so much about start position, roster, or anything like that. Rather, I was wondering which factions have already had bugs fixed and traits sorted out, as I'd hate to get 100 turns into a campaign and then find there are still fixes being made for the faction I'm playing.

That being said, thanks for the tips you've already given

11. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Well, in that case, it's better to let JoC answering

12. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Originally Posted by Kilo11
I am currently coming off of a Civ6 kick
I've gave up Civ 6 after playing Civ5 - I find it much worse than Civ4.
IMO the pinnacle of the Civilisation historical games is the mod Realism Invictus. Incredibly historical.

Originally Posted by Kilo11
In particular, I know Jurand has been overhauling the traits/ancillaries like a boss, and ironing out issues with titles, crowns, traits, and anything else he finds along the way.

Anyway, the reason I say all of this is because I was wondering if the team has an idea of what factions are *most playable* using the latest build and patches? Obviously, I know that every faction works, but I also know that some have known issues that are already fixed, some need to be fixed, and some haven't even been played enough to know what might not be working. So basically I'd just like a rough approximation of which factions are least likely to give issues if I commit to a long campaign. Any thoughts and suggestions would be most welcome!
Well, I've given most love to Poland since I've got most experience with it. It may be seen in the page devoted to this faction, I think. However, the previous modders might have developed other factions much more so that these are better to be played.
Concerning my modding, with the next issue of the SSHIP (it'll be ready hopefuly within days) every faction will have access to a crown and the offices. The provincial titles are modded in 1/3 (67 provinces), the rest have the generic benefits but not names, descriptions, and some may be unavailable.

However, keep in mind that all factions were very well playable already in 092 so every faction can go. The list of factions is a follows:

(and in the SSHIP you may fail easily and quickly even playing a powerful faction

13. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Originally Posted by Lifthrasir
Thanks for putting pressure on us to use your stuff Gig
Have to put my qualification in marketing (with distinction, mind you!) to some good use. It's about creating demand after all...

^^ So true

15. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Is there any way to read the in-game info that pops out on set turns somewhere on the forum perhaps? Whenever I want to read something from there I just get a new game and pass 30-50 turns, so something more practical would be appreciated.

16. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Originally Posted by Thorbjorn Jagelund
Is there any way to read the in-game info that pops out on set turns somewhere on the forum perhaps? Whenever I want to read something from there I just get a new game and pass 30-50 turns, so something more practical would be appreciated.
The info is scattered in the forum, but here you've got the whole of it (some may be not for the current version, but for the version that's coming out soon)

{INFO_AGENTS_BODY} - Diplomats are usually better if recruited far away from the capital, in cities with libraries and universities, and with a religiously diverse population (no more than 60% of the dominant one). Successful missions serve them well since they increase their capabilities, including their sight range. This allows them to be used as spies in far away lands.\n- Assassins and Spies are best recruited in the cities with the relevant guild. They have a chance to be later admitted as members of the guild if end their movement in a city where the guild is present. Likewise, occasional pleasure at a Coaching House may work well for their skills. Visiting certain provinces, especially in the Middle East, will also help provide them with some pirate connections. As always, success in action is the most potent source of improvement.\n- Inquisitors may be tamed a bit if you put a pious Priest near them (5, or better 8 Piety).\n- Watch out if a heretic or a witch stands nearby a character – this may have an adverse effect on him!.\n- All agents may fall ill resulting in lower movement range and a temporary inability to acquire new traits. In such cases, time is the best doctor. Similarly, agents age as all humans do, and they lose their skills in old age.
{INFO_AGENTS_TITLE} Agents
{INFO_AGING_BODY} \n There’s a cycle in every man’s life, and the same goes for your generals. The young are more likely to be killed in battle and have few traits. However, they learn and gain traits faster. With age, they learn slower, and in their last years - or after a harsh life experience – they begin to lose some traits. In particular, lder generals will have lower movement range, will be less likely to have children, and they may become unfit for battle. Old age may mean senility for some, reducing one's ability to govern or remember their education.\n The player may limit this aging process by asking less of older generals (above, say, 50 - it's the age they may die of old age, after all) from the hardships of travelling and fighting, and by keeping them happy. In particular, they like to be or have been honoured with titles and ministerial offices.
{INFO_AGING_TITLE} Aging
{INFO_ARMY_CAMPAIGN_MORALE_BODY}[Note that this system is for the Very Hard campaign difficulty - pick another difficulty if you don't want to bother]\n\n Each general has a trait describing current state of morale of troops under his command. If they have been in the homelands for some time, they’re likely to be Ready for Action. If the general is a Good Commander, they may even be Eager To Fight. In both cases they will have good morale in battles.\n Once the army moves, it will lose morale after a few turns of marching and the troops will became Weary. It happens faster if they’re in enemy lands or at sea, or they conduct a siege, or they lead by a Bad Commander. If they do campaign for very long time, they will became Despondent, Undisciplined and even Mutinous. It will result in lower morale in battles and slower movement on the campaign map. The general will also (temporarily) lose Loyalty and Command.\n Anyway, for the troops to recover their morale, the army has to come back to the homeland. The speed of recovery depends on: initial state of morale (very low levels improve fast), faith of the province population (if own religion is above 50%, then recovery faster), sitting in a settlement. Alternatively, the army may fight stronger enemies – the victories will buoy up the spirit of every soldier!
{INFO_ARMY_CAMPAIGN_MORALE_TITLE}Army morale system
{INFO_ARMY_FINANCIAL_PREPARATION_TITLE}Preparing a military attack
{INFO_ARMY_FOG_OF_WAR_BODY} Waging war in the Middle Ages was a difficult business. Just one problem to overcome was the lack of precise information on what was going on both inside and outside the country. Every general had to lead his armies in ignorance of the whereabouts and composition of the enemy forces.\n The SSHIP takes this seriously and introduces more Fog of War into the game. This is achieved through:\n- increased costs of the watchtowers and the lack of the initial ones for any faction;\n- lowered sight range of untrained spies;\n- reduced sight range for inexperienced generals.\nThis means that sight range boni are more important now. Generals may acquire these benefits from education, certain ancillaries, offices, and various traits. Military minded generals usually fare better in this respect.\n\n The player is also encouraged not to check the composition of the enemy army before a battle, unless you have done your due diligence with spies, of course. Due to the limitations of the M2TW engine it’s not possible to disable preview of enemy forces entirely but such a house-rule should be followed by those players who would like to face a real challenge.
{INFO_ARMY_FOG_OF_WAR_TITLE} Fog of War
{INFO_ARMY_GREAT_VICTOR_BODY}\n In the SSHIP there are a few traits that record the martial performance of a general. They are mainly for role-playing purposes but some give direct bonuses for that character. They also impact on getting other traits like Disciplinarian or Tourney Knight, enable learning Military Education and make certain traits of their sons and daughters more likely.\n\n What should be born in mind is that all the traits will be acquired only if the battle is fought personally by the player. \n\n “Number of battles” counts all the battles that the general commanded the army – small and big, won and lost. The trait has no direct effect, but the battles fought had already impacted a number of other traits. \n\n “Victors Virtue” (with three levels: Renowned Victor, Famous Victor, Glorious Victor) counts the quality of the victories. It may be gained if the battle was at least average (750 own soldiers), with minimum 2-1 odds and more with at least 4-5 odds, and ended in great number of enemy loses. The better the outcome (standard, clear or crushing) the more virtuous the general can become. Also capturing any settlement counts. The trait impacts in turn on the probability of acquiring military education, recovering morale by his troops, and other traits like Disciplinarian. The sons are also more likely to have military inclination and natural military skills. \n\n “Vanquisher” counts only the biggest battles (with at least 1200 soldiers in the own army) when the enemy was crushed against the higher odds (at least 9-10) . Conquests of the greatest cities of the oikumene are also added (London, Paris, Coellen, Milano, Venice, Rome, Palermo, Corduba, Fes, Tunis, Cairo, Constantinople, Kiev, Konya, Jerusalem, Damascus, Baghdad, Isfahan and Marv). The trait gives direct benefits but also impacts on acquiring military education and other traits like Tourney Knight. \n\n Finally, conquering certain great cities will give the general a trait “Conqueror of …” that increases Authority but lowers Loyalty.
{INFO_ARMY_GREAT_VICTOR_TITLE}Who is a Great Victor?
{INFO_BLOODLINES_AND_FAMILY_TREE_BODY}\n\n At the beginning of the game each of the faction has it’s own “bloodline”. They provide quite a few benefits. They’re passed on from generation to generation – if there’re offsprings, of course. Also women pass on the bloodlines.\n One of the goals of the family tree management is to keep the bloodline of the ruling family alive. The player is able to manage his family tree by (non)accepting marriages and adoptions. It should be born in mind that each couple may produce maximum 4 children. So if you allow a character to marry, you de facto agree to a potentially 4 more members of your family. They may be with or without a bloodline – all depends on the player’s choice. If you want to keep bloodline in your game, you shouldn’t: 1. allow marriages of the generals and ladies having no bloodline, 2. adopt generals offered (they usually don’t have bloodlines), 3. recruit generals in the settlements. The goal of the family-tree-management is to keep the number of characters lower than the number of the provinces you own and to have guys with bloodlines you want to live on be able to bear children (married, proper age). Only then the children are spawn.
{INFO_BLOODLINES_AND_FAMILY_TREE_TITLE} Royal Bloodlines and family tree
{INFO_BOOKS_BODY}\nThere're a few kinds of books in the SSHIP: on military matters, collection of poems, and unique works. They are available from great libraries and, sometimes, from the castle libraries. Scholars (ie generals with trait "Scholar") may find them even in simple libraries. However, finding them requires time and happens rarely. The scholars are obviously better in this respect! Once the books are found, they may be passed to other nobles as gifts - and serve them well in their work.
{INFO_BOOKS_TITLE}Books in the SSHIP
{INFO_CROWNS_BENEFITS_BODY}\n Having a crown brings five kinds of benefits for the ruler:\n\n(1) The direct effects are: +2 Authority, +1 Law, +1 popularity and +2 sight range\n(2) The increased Authority translates into higher Loyalty of his generals and provides other advantes.\n(3) The drop of generals’ Loyalty due to the distance from capital is reduced, enabling them to fight wars far away from the center of power without risk of rebelling.\n(4) The Authority of his sons increases (+3) due to the Strong Leagacy they get from their father. This makes them more likely to become legitimate heirs.\n(5) As a result, the Usurpers are less likely to appear, so the civil wars are rarer.\n(6) Many other advantages, eg. possibility of gaining an Inspiring Teacher for his sons or more changes to heal from the wounds.\n However, bear in mind that there’re significant costs of having splendid court, financing ceremonies and wages of special officials, and also of the management the whole empire: communication, people checking loyalty of the governors, people checking loyalty of the people checking loyalty of the governors etc. For the most of the factions it’s 5000 fl. per turn (for the Northern factions and the pagans it’s 2000 fl.)\n Anyway, a good mid-game goal for the player is to acquire the crown of his faction. To achieve this goal he must embark on conquest of other territories not forgetting the build-up of the economy.
{INFO_CROWNS_BENEFITS_TITLE}Why it's good to be a crowned king
{INFO_CROWNS_BODY} In the Middle Ages a major reason for rulers failing to create big empires were their disloyal nobles. When the rich and powerful found themselves far away from the eye of their soverain, they would very often try to establish their own rule in the provinces. Proximity to their liege lord would generally prove sufficient to suppress these ambitions. In turn, the rulers needed legitimacy, preferably with some God's blessing. One method of acquiring this legitimacy was a formal coronation.\n This phenomenon is reflected in the SSHIP gameplay. A faction leader may acquire a crown and enjoy increased Authority. This crown gives both direct benefits for the king and boosts generals’ loyalty in an indirect way, as the distance to capital penalties are reduced for generals serving a crowned faction leader. Plotters and usurpers also less likely to appear in the kingdom with the crowned king. As a result, a good mid-game goal for the player may be to attain the crown of his faction.\n The map with the required provinces is shown in faction’s panel, while the other requirements are described in the Ruler's relevant trait (you’ll get notifications). There's also an easier way to get the crown for the ruler: having Strong Legacy from his father. In this case to get a crown the son doesn't need to have personal qualities or rule over all provinces. He just gets it after his after – provides he’s enough money for ceremonies costs and to cover the running costs of the court and his kingdom.
{INFO_CROWNS_CORONATION_BODY}The faction leader has been coronated in a splendid ceremony and he rules now with higher legitimacy. The ceremony was a splendind one, with nobility, ambassadors, priests and the simple folk coming from every corner of your kingdom. They were impressed with the exquisite feasts and the gifts they’d received. After all, the treasury spent 20,000 florins on organizing the event!\n\n From now on, the generals will better keep their Loyalty when they’re on far away expeditions and the King will get also other advantages. However, the having splendid court, ceremonies, special officials, and also of the management the whole empire: clerks, spies, communication systems, upkeep of the royal residences come at the cost. For the most of the factions it’s 5,000 fl. per turn while for those less-acquainted with the high culture (the Northern and pagan factions) it’s 2,000 fl.
{INFO_CROWNS_CORONATION_TITLE}Hail the King!
{INFO_CROWNS_TITLE}The crowns
{INFO_EDUCATION_MILITARY_BODY}\n Military Education provides a general with very valuable military skills. It has four levels: Soldier Training, Officer Training, General Training and Commander-in-Chief Training. The first two (and, exceptionally, the third one) can be acquired by teenagers studying in the castles. Two higher levels usually require real military experience in the battles and some further studying. Don’t forget however that the main way to get this type of education is by fighting battles!\n Any general spending a whole turn in a castle-type settlement can get the Military Education. Military Minded teenagers will be trained very efficiently, while the Administrative oriented ones may get only basic martial skills (Soldier Training, in very rare cases Officer). The higher the level of the castle, the better. The “Born to Command” or “Born Conqueror” youngsters may easily get the Officer Training here, while in rare cases even the General’s one. There are maximum levels that can be attained: if a youngster attains the Officer Training in a Wooden Castle, there’s no point to train him further unless he’s got exceptional skills (Natural Commander or better). Similarly, in Castles, Fortresses and Citadels the maximum is the General Training – except for those with good skills (Talent for Command, Natural Commander or better) in the Citadels. So once you’ve got message of a general attaining a level of training, he might be ready for fight before he reaches the age of 20.\n This means that training in a citadel with many military buildings is the most efficient. This is especially true if the guilds - and even better their master levels – are present in the castle. Father’s traits have a significant impact on education, and good natural military skills (i.e. Talent for Command, Natural Commander or better), positive cognitive traits (Smart or better), ancillaries (like Tutor or Mentor or military book) also count. On the other hand, being unfit physically or mentally may thwart education.\n Once a general matures, he should go for war and get the hands-on experience. This will give him additional Military Education but also prepares him for further studies. If he becomes an Aspiring or Proven Commander, Great or Renowned Victor, he can complement education at fortresses or citadels, spending a few turns there. However, if he’s older than 50, or unfit physically or mentally, he will not able to get this education.\n During his life any general can learn a thing or two also from other sources – reading a Military Book or living in a settlement with a guild may help, if he’s endowed with natural military skills. On the other hand, after he passes 55, he’s likely to slowly forget his training due to the old age and ensuing senility.
{INFO_EDUCATION_MILITARY_TITLE}Military Education
{INFO_EDUCATION_PAGAN_BODY}\n\n Pagan Education provides Qipchaq and Lithuanian generals with valuable military and administrative skills. It has four levels: Basic, Standard, Advanced, Master. Pagans get their education as teenagers by studying (ie spending a few whole turns) in their settlements where their shrines are built: altars, sanctuaries and temples (the bigger, the better). Alternatively, staying (ie spending a few whole turns) in the wild may help a bit. The higher levels of education are acquired easier by the administratively minded generals or those with natural military skills (ie those “Born to Command” or “Born Conqueror). Keep in mind that all generals (especially those military minded) can get the same knowledge by fighting battles!
{INFO_EDUCATION_PAGAN_TITLE}Pagan Education
{INFO_FAMILY_TREE_BODY}\n\n Management of your ruling family is one of the important parts of the game. First, and foremost, at all costs you should not allow all the members of your family to die. This means a gameover to you. You can keep your family alive by marrying off your princesses (a new general will be added to the family tree – unless this is your royal princess marrying another faction general), marrying your family members who would spawn children, adopting generals (they have to be offered by the game engine). Bear in mind that recruited generals (a unit “Bodyguard”) and Man of the Hour generals won’t show up in the family tree. They are also likely to have inferior traits than those born in the family.
{INFO_FAMILY_TREE_TITLE} The family tree
{INFO_HANDSOME_BODY} \n Being handsome helps a general on his path to success. A handsome general will be more popular with the people and have more authority among his peers. Caring too much about personal grooming will lower his authority, however.\n The physical attractiveness of a general is defined when he enters the game. It is random, but having an handsome father and charming mother will impact his chances of getting the trait. It also helps if his father is well groomed.\n While a teenager, a general may get more handsome as he matures. During this time, he may also learn basic hygiene, especially if he gets educated in a city with educational facilities. Later on he may become accustomed to grooming himself if he stays in cities with baths.\n During a general's life, his physical attractiveness will change due to life events (e.g. disease, scars) or even due to experience gained while staying inside cities with a Theatre or Artists' Studios. However, to get more handsome this way, he still needs to understand basic hygiene.
{INFO_HANDSOME_TITLE} The look of a noble
{INFO_INCOME_FARMING_BODY}\n Agricultural estates are essential to provide both population growth as well as income from landowners. These may be increased if your governor develops the trait GoodFarmer. He should be intelligent, posses standard administrative education, and should govern a small settlement (town or castle). After some time time governing, he can provide up to 280 fl. of extra income and lower settlement squalor significantly thus prompting it growth. If the settlement has a Monastery, Stables, or a Horse Breeders' Guild, the traits is likely to develop faster. Building new farms can dramatically increase the governor's abilities. You may also give him a Provincial Title or Ministerial Office providing benefits to landowners' duties. Certain ancillaries provide similar benefits as well. Keep in mind that some traits, like Cultured or Expensive Tastes, may prove detrimental in getting the GoodFarmer trait, and his other interests may prevent you from reaching the highest levels (love for city life: knightly tourney, expensive parties, culture in general).
{INFO_INCOME_FARMING_TITLE} Income from landowners' duties
{INFO_INCOME_MINING_BODY}\n Mines are expensive and take a long time to build, but they can provide a healthy income, which may be further boosted if you appoint the right governor. He should be Intelligent, Administratively Minded, and have the best possible education - these are major factors in becoming a GoodMiner. Some other traits, like openness to foreign knowledge either through personal experience (Jihad/Crusade history) or through talking to foreigners directly (high Xenophilia) also increase chances of developing the trait.\n After some time managing a settlement with mines, the governor will get the GoodMiner trait, which can provide up to 50% more mining income at its highest level. If there's a University, an Alchemist's Lab, an Explorer's or Mason's Guild in the city, the trait is likely to develop faster. Building new mines can dramatically increase the governor's abilities. You may also give him a Provincial Title or a Ministerial Office that provide benefits to mining. Certain ancillaries provide similar benefits as well. Keep in mind that some traits, like heavy drinking or being ignorant will make getting higher levels of the GoodMiner trait more difficult.
{INFO_INCOME_MINING_TITLE} Income from mines and metallurgy
{INFO_LEGACIES_BODY}\n Great leaders pass great legacies to their sons! If the faction leader has maximum Authority or Piety, wins numerous heroic battles, has a Crown or has ended another faction existence, his sons will be held in high esteem in the eyes of their subjects. As a result, they will have higher authority and will be able to get a crown without having all the faction required territories.
{INFO_LEGACIES_TITLE}What father passes on to a son
{INFO_MINISTERIAL_OFFICES_BODY}\n A Ministerial Office is an ancillary acquired by the Faction Leader and passed on (through manual swapping) to a general. Each faction has access to up to 8 offices. Only 3 are available from the beginning of the game. The rest will appear over the first 200 years. They will show up at the Faction Leader disposal if he ends his move in a settlement with the right infrastructure, eg. a Drill Square for the Marshall, a Library for the Treasurer, or Council Chambers for the Privy Seal (note that the names of offices may differ from faction to faction). For most of the other offices a University is required and sometimes also another relevant building. The Faction Leader must be in the right psychological shape, eg. not senile or mad.\n An Office provides significant and specialized direct benefits to the holder. More important, however, is the longer-term impact on acquiring certain traits, usually giving additional Loyalty, indispensable in large kingdoms. Note that just one Office is enough to provide for such an effect. The best strategy for the player is therefore to keep one office per general. It's also worth noting that the Faction Leader doesn’t gain anything from keeping an office for himself - on the contrary, he losses some authority. Lastly, holding an office will change the psychology of the general - not always into better...
{INFO_MINISTERIAL_OFFICES_TITLE} Ministerial Offices
{INFO_NUMBER_OF_GENERALS_BODY}\n An important issue in the game is how many aristocrats (generals) you can have. The Medieval 2 engine gives children and spouses and adoptions until the number of the generals, princesses and children is roughly equal to the number of provinces. This is not a fixed number, there might be deviations of +/- a few generals. If you've got far more generals than provinces, you will get neither spouses, nor children, nor adoptions. Fertility doesn't have any impact on it. You need either to take more provinces or get some of the generals killed. \n As far as marrying is concerned, the engine sometimes "fixates" on one character. It usually keeps proposing a spouse for a general/a princess/a women in the family tree for several turns, if you keep on declining. In this case, the number of generals may stay low for a longer time.
{INFO_NUMBER_OF_GENERALS_TITLE} The number of generals
{INFO_PRIESTS_BODY} Priests convert population in a province to your own religion, which lowers religious unrest in that settlement. Their Piety is crucial for the speed of convertion.\n - They are best recruited in cities with the relevant guild. They can be admitted to the guild later if they end movement in a city with such a guild (obviously, the higher the guild level the better).\n - They also benefit if recruited in a city with a cathedral, jama, sanctuary or a library. They have a small chance of improving their skills whilst visiting such cities later in their life.\n - The most important factor for improving a priest's skills (ie Piety) is if he is preaching his religion successfully: has lots of converts over a short span of time (the faster conversion, the better - this works if they stay in one province at between 3 and 6 years). They may work both in the settlements and in the countryside - both social millieus present them with both the opportunities and the risks. In the countryside they may get dangerous free ideas. This may be countered later by visiting cities with cathedrals and thus getting dogmatic.\n - Working in foreign provinces entails higher risks, but may also provide firmer convictions about the true faith.\n - The priests may also visit the holy places relevant to their religion to gain some Piety. Obviously, Jerusalem is beneficial for everybody but the pagans.\n - Standing near a witch or a heretic is dangerous, unless they’re pagan. The upheavals in life – like surviving an assassination attempt – may affect their skills too.\n- They may fall ill what results in lower movement range and lack of ability to acquire further skills. Time is the best doctor and they will recover soon, but it will happen sooner if they stay in a settlement.\n - The priests age as all humans do, losing their natural skills and gaining dogmatism in the old age. Being initially open minded may slow this process a bit.
{INFO_PRIESTS_TITLE} Hints on the priests
{INFO_PROVINCIAL_TITLES_BENEFITS_TITLE} The benefits of the Provincial Titles
{INFO_PROVINCIAL_TITLES_BODY}\n A provincial title (PT) reflects the effects of awarding a title related to a province by the faction leader to an aristocrat. The benefits come from the rights related to the title, the perception by the people, from having access to groups of people engaged in the management of the province, and from the land holdings and other money-providing entities in this province.\n There's always one title per province. It takes the form of an ancillary. It is gained when a general ends his move in the settlement of this province and doesn't have any other PT yet. Of course, it can happen only if there's no other general having that PT. A PT is transferable from one general to another. Due to this fact and due to the M2TW engine features it's technically it is possible that a general has more than one PT. However, the player should follow a house-rule: one FM - one PT. This is actually beneficial for the player: possession of a title impacts often on acquiring good traits by the generals. Many PTs on one general would be a wasted opportunity for the other generals who don't have any.\n If a general loses a PT (he starts with a PT, the player transfers it to another general and don't give any other PT in the same turn), then he gets a trait stripped of titles resulting in -2 Loyalty and lasting for 5 years. If later he gets another PT and loses is again, then the penalty is much harsher (Loyalty -2, Popularity -3, Tax -10%) and lasts till the death of the general.
{INFO_PROVINCIAL_TITLES_TITLE} Provincial Titles
{INFO_RELIGION_CULTURE_BODY}\n Religious differences play an important role in provoking unrest in the cites in the SSHIP. There three ways to increase own religion: founding a religious building, leaving a general with high Piety as governor, and sending a priest into the province. The buildings have a decreasing impact – the more own religion citizens, the smaller the impact of the temples is.\n\n The religious change is meant to be very slow in the SSHIP – as it was in history.\n\n Characters from different religions may acquire different traits and ancillaries. The game is meant, nevertheless, to be balanced across the religions.\n\n There’re also different cultures in the mod. They differ only visually, having no impact on the gameplay. When you conquer a city of a different culture, you'll get all benefits from the buildings, and they won't have any adverse impact on your situation.
{INFO_RELIGION_CULTURE_TITLE} Religion & culture
{INFO_SETTLEMENT_GROWTH_BODY} In the SSHIP very few settlements start with any growth of population. It doesn't mean they cannot grow but that you need to invest money in their infrastructure and assign a good governor.\n The sources of population growth are as follows:\n- the innate fertility of a province (usually between 0,5 and 2.5%, but there're a few breadbasket provinces giving much more);\n- farms, especially their higher levels;\n- buildings providing Health give around 0.5% growth per 1 health point (they also make plagues rarer);\n- buildings providing Growth give the expected 0.5% per 0.5% described on their cards;\n- buildings providing Happiness also give growth: 0.25% per 1 point described on the card;\n- buildings providing Law and reducing unrest do not have any impact on growth;\n- Chivalry of generals can have a very significant impact: 1 point gives 0.5% or 1% (up to 6.5% for 10 Chivalry); it's worth noting that Dread doesn't make any difference in this respect (in particular: no penalties);\n- squalor in the settlement lowers growth;\n- generals may get traits that negates some of that squalor;\n- trade with the other provinces give between 0.5 and 3% growth (you don't need to have road connections, it's enough just to have a border;\n- switching taxes in cities makes 0.5% difference per level (but watch out the impacts on the traits of the governors!);\n- plagues have extremely negative consequences - they occur occasionally in the settlements with: large populations, little health, bordering provinces afflicted by plague, visited by infected characters or armies.
{INFO_SETTLEMENT_GROWTH_TITLE}\n Settlement growth
{INFO_SETTLEMENT_PUBLIC_ORDER_GARRISON_BODY}\n\n Garrisons are the basic way to keep settlements under control - they may provide up to 60% public order. Keep in mind that each soldier provides public order, so large units are proportionally better than small units. Units composed of soldiers not fit for policing duties (peasants, local troops, and even the knights) are half as efficient in keeping order. For example, a Novgorod Home Guard unit (201 men) provides over 3 times more public order than a unit of Peasant Archers (120 peasants) - effectively: 201 vs 60. In huge cities, where you need to pack all 20 units to prevent it from rebelling, the largest militia units are thus the most efficient. Along a high Dreaded general, of course.
{INFO_SETTLEMENT_PUBLIC_ORDER_GARRISON_TITLE} Garrisons and public order
{INFO_TOURNEY_KNIGHT_BODY}\n A Tourney Knight takes part in the tournaments so a Jousting List or a Tourney Field must be present in the settlement for a general to take path of chivalrous deeds. He is preoccupied with the tourneys so he has to spend much time (i.e. whole turns) in the settlement. He is interested in fighting, so a Military Inclination is better than an Administrative one. He is interested in horses and cavalry, so he builds Stables, Castles and Local Recruitment buildings. A really great knight is famous for his deeds at the battlefields – a Vanquisher with three crushing victories or a Renown Victor, or at least at Good Commander with minimum Authority will master tourneying.\n Dreaded generals will not lose their Dread tourneying in a castle, but if they’re staying in a city, they are likely to enjoy the life more and more, so they may lose their Dread.\n Keep in mind that a general may get Wounded and Scarred while tourneying. To much tourneying may also distract them from other duties that means that they're less likely to be GoodMinders or GoodBuilders (but not GoodFarmers - carring for horses make the more interested in the animal husbandry in general).\n Tourneys are part of the western culture and besides the catholic factions only the one that historically westernised the most: Serbia can build Jousting Lists and Tourney Fields.
{INFO_TOURNEY_KNIGHT_TITLE}Who will become a Tourney Knight?
{INFO_UNIT_EXPERIENCE_BODY} \n The troops get hardened as they fight battles. Each soldier who killed or captured enemies adds to the unit’s experience. If he dies this experience is lost for the unit. What follows, to get an experienced units one needs to kill many enemies (irrespectively of their quality) without losing own (experienced) soldiers. And, you know, the best fight usually in the first line and they’re most likely to die. In the Medieval 2 engine this mechanism makes the ranged missile units (eg. archers), artillery, heavy and light cavalry more likely to get experience chevrons, as they’re likely either to die seldom or to kill or capture large numbers of enemies. \n Experience increases the attack of a unit by +1 (bronze chevrons), +2 (silver), or + 3 (golden). For the missile units, including artillery, it also increases the accuracy of shooting (not shown in the stats). \n Retraining gives the new recruits same experience as the old soldiers have – but only if you give retrain orders right before end the turn. Retraining may lead to certain exploits and some players have a home-rule not to move soldier between units – either you combine them entirely or you retrain them separately. \n In the SSHIP there’re very few building giving initial experience, and it doesn’t exceed 2 cheverons.
{INFO_UNIT_EXPERIENCE_TITLE}SSHIP: Unit experience

17. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

The campaign script is your friend: data\world\maps\campaign\imperial_campaign\campaign_script.txt

Look for a historic_event entry and then look up the label after it in data\text\historic_events.txt. Else if you know the name or a phrase of the event go straight to the historic_events file.

There could be entries in descr_events.txt as well, that file is in the same folder as the script.

18. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Thanks to both of you guys.

19. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

Originally Posted by Lurker from Codex
2. Ancillaries. Too many ancillaries.

So many cool features in this mod, so much hard work done. Province titles, offices, crowns, books - but the player can't see these features, because every generals has 8 ancillaries. Why can't we get rid of the useless ones (Biographer? +1 Authority? Even the FL doesn't need him, not to mention regular generals) and make the rest of them trigger less often (everyone and his dog has a retinue of Librarian, Treasurer, Overseer, Tax Collector and other filler they get during education). Honestly, by the time a general finishes his education, there's barely enough space to fit a province title.

My FL can't grant offices. He comes to the proper-infrastructure-city, gives away his only transferable ancillary (Treasurer), waits a turn for a Keeper of the Privy Seal to generate (his last office holder died a few turns ago), aaaand next turn he gets another Treasurer. Thanks. Can't even transfer this one because everyone has a Treasurer.

I guess there is no way to code a method of destroying ancillaries? Then can you please make them rare? And as a suggestion, why don't you make the books unique?
(and not I_WorldwideAncillaryExists)
I find it a bit irritating when my scholar finds a book he doesn't need, gives it away to someone who does, then finds the same book again next turn.

P.S.: thank your for writing the code like you did. Very user-friendly and tweakable.
I'm working on fixing this problem.

Code:
;=================================================================================== Knowledge;---------- Knowledge (Medicine, Academic, Technical etc.)-

; very low probabilities but cumulative and fire quite often (since generals stay in as governors)
; triggers for GBC library, university, alchemist lab, balistas are in the other sections

;   (A) Ancs increasing settlement growth and/or lowering casualties after battle:
; Doctor: staying with university or bimaristan (T4)
; Physician: from the battles with high casualties and healing wounds in-wilde
; Apothecary: from various educational buildings (T3/T4)
;   (B) Ancs with battle benefits
; Alchemist: staying with alchemist labs (T4)
; Astrologer: staying with university (T4), pagan sanctuaries (T4); difficult battles won;
; Siege Engineer: staying with siege buildings (C3, T3) and sieges won
;   (C) Ancs increasing income & other
; Mathematician: staying with university (T4)
; Scribe: staying with town halls (T2)
; Librarian: staying with libraries (T3)
;   (D) lowering costs of buildings
; Brilliant Inventor: staying with mines (C3,T3), alchemist lab (T4), university (T4), buildings finished (T4), and from patronage (anc Office, Crown)
; Architect: buildings finished if university exists; big buildings finished
; Master Mason: staying with masons guilds (C3), building masons guilds, patronage (anc Office)

;------------------------------------------------------------------------- ALL

;------------------------------------------ University (T4) All for Scholars 1%
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= university
and Trait Xenophobia < 1
and Trait Wantschool < 1
and Trait WantsHigherEd > 0
and RandomPercent > 80

AcquireAncillary apothecary chance 5
AcquireAncillary alchemist chance 5
AcquireAncillary librarian chance 5
AcquireAncillary mathematician chance 5
AcquireAncillary doctor chance 5
AcquireAncillary astrologer chance 5

;------------------------------------------ GreatLibrary (T5) All for All 1%
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists > library
and Trait Wantschool < 1
and Trait Xenophobia < 1
and RandomPercent > 80

AcquireAncillary apothecary chance 5
AcquireAncillary alchemist chance 5
AcquireAncillary librarian chance 5
AcquireAncillary doctor chance 5
AcquireAncillary astrologer chance 5

;------------------------------------------------------------------------- DOCTOR & APOTHECARY

;------------------------------------------ University (T4) Doctor for All 1%
Trigger Doctor_Staying_University
WhenToTest CharacterTurnEnd

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= university
and Trait Wantschool < 1
and Trait Haemophobic < 1
and RandomPercent > 80

AcquireAncillary doctor chance 5

;------------------------------------------ Bimaristan (T4 muslim) Apothecary & Doctor for All 2%
Trigger Apothecary_Staying_Bimaristan
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= bimaristan
and Trait Wantschool < 1
and Trait Haemophobic < 1
and RandomPercent > 80

AcquireAncillary apothecary chance 10
AcquireAncillary doctor chance 10

;------------------------------------------ Foundling Hospital (T3 christian) Apothecary for All 1%
Trigger Apothecary_Staying_foundling_hospital
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= foundling_hospital
and Trait Wantschool < 1
and Trait Haemophobic < 1
and RandomPercent > 80

AcquireAncillary apothecary chance 5

;------------------------------------------ Castle Monastery (C3 European) Apothecary for All 1%
Trigger Apothecary_Staying_castle_monastery
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= bimaristan
and Trait Wantschool < 1
and Trait Haemophobic < 1
and RandomPercent > 80

AcquireAncillary apothecary chance 5

;------------------------------------------ Bath House (T3) Apothecary for Hypochondriac 4%
Trigger Apothecary_Staying_Bimaristan
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= bath_house
and Trait Wantschool < 1
and Trait Haemophobic < 1
and Trait Hypochondriac > 0
and RandomPercent > 80

AcquireAncillary apothecary chance 20

;------------------------------------------------------------------------- PHYSICIAN

;------------------------------------------
Trigger Physician_PostBattle_25
WhenToTest PostBattle

Condition WonBattle
and PercentageOfArmyKilled > 25
and PercentageBodyguardKilled > 40
and NumFriendsInBattle > 500
and Trait Wantschool < 1
and Trait Haemophobic < 1

AcquireAncillary physician chance 10

;------------------------------------------
Trigger Physician_PostBattle_40
WhenToTest PostBattle

Condition WonBattle
and PercentageOfArmyKilled > 40
and PercentageBodyguardKilled > 40
and NumFriendsInBattle > 500
and Trait Wantschool < 1
and Trait Haemophobic < 1

AcquireAncillary physician chance 10

;------------------------------------------
Trigger Physician_PostBattle_Fighter
WhenToTest PostBattle

Condition PercentageBodyguardKilled > 70
and NumFriendsInBattle > 500
and Trait Wantschool < 1
and Trait Haemophobic < 1

AcquireAncillary physician chance 10

;------------------------------------------
Trigger Physician_Staying_Wounded
WhenToTest CharacterTurnEndInSettlement

Condition Trait Wounded > 0
and Trait Wantschool < 1
and RandomPercent > 80

AcquireAncillary physician chance 20

;------------------------------------------------------------------------- ASTROLOGER

;------------------------------------------ University (T4) Astrologer for All 2%
Trigger Astrologer_Staying_university
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= university
and Trait Wantschool < 1
and Trait Xenophobia < 1
and RandomPercent > 80

AcquireAncillary astrologer chance 10

;------------------------------------------ University (T4) Astrologer for Superstitious 6%
Trigger Astrologer_Staying_university_Superstitious
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= university
and Trait Wantschool < 1
and Trait Superstitious > 0
and RandomPercent > 80

AcquireAncillary astrologer chance 30

;------------------------------------------ Castle Library (C3) Astrologer for All 1%
Trigger Astrologer_Staying_castle_library
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= castle_library
and Trait Wantschool < 1
and Trait Xenophobia < 1
and RandomPercent > 80

AcquireAncillary astrologer chance 5

;------------------------------------------ PostBattle Astrologer for Superstitious General 10%
Trigger Astrologer_PostBattle_Superstitious
WhenToTest PostBattle

Condition WonBattle
and GeneralFoughtInCombat
and BattleOdds < 0.9
and Trait Wantschool < 1
and Trait Superstitious > 0
and RandomPercent > 80

AcquireAncillary astrologer chance 50

;------------------------------------------ PostBattle Astrologer for Great General 5%
Trigger Astrologer_PostBattle_VictorVirtue
WhenToTest PostBattle

Condition WonBattle
and GeneralFoughtInCombat
and BattleOdds < 0.9
and Trait Wantschool < 1
and Trait VictorVirtue > 1
and RandomPercent > 80

AcquireAncillary astrologer chance 25

;------------------------------------------ PostBattle Astrologer for Crushing Victories 4%
Trigger Astrologer_PostBattle_VictorVirtue
WhenToTest PostBattle

Condition WonBattle
and GeneralFoughtInCombat
and BattleSuccess = crushing
and BattleOdds < 0.9
and Trait Wantschool < 1
and RandomPercent > 80

AcquireAncillary astrologer chance 20

;------------------------------------------------------------------------- ASTROLOGER for pagans - should be modded for another ancillary

;------------------------------------------ Dievas (T4) Astrologer for All 4%
Trigger Astrologer_Staying_Dievas
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= dievas_sanctuary
and Trait Wantschool < 1
and RandomPercent > 80

AcquireAncillary astrologer chance 20

;------------------------------------------ perkunas Astrologer for All 4%
Trigger Astrologer_Staying_perkunas
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= perkunas_sanctuary
and Trait Wantschool < 1
and RandomPercent > 80

AcquireAncillary astrologer chance 20

;------------------------------------------ giltine Astrologer for All 4%
Trigger Astrologer_Staying_giltine
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= giltine_sanctuary
and Trait Wantschool < 1
and RandomPercent > 80

AcquireAncillary astrologer chance 20

;------------------------------------------ tengir Astrologer for All 4%
Trigger Astrologer_Staying_tengir
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= tengir_sanctuary
and Trait Wantschool < 1
and RandomPercent > 80

AcquireAncillary astrologer chance 20

;------------------------------------------------------------------------- SCRIBE

;------------------------------------------ Town Hall (T2) Scribe for All 1%
Trigger Scribe_Staying_town_hall
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= town_hall
and Trait Wantschool < 1
and Trait Intelligent > 5
and RandomPercent > 80

AcquireAncillary scribe_ancillary chance 5

;------------------------------------------ Town Hall (T2) Scribe for Scholar 1%
Trigger Scribe_Staying_town_hall_Scholar
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= town_hall
and Trait Wantschool < 1
and Trait WantsHigherEd > 0
and RandomPercent > 80

AcquireAncillary scribe_ancillary chance 5

;------------------------------------------ Town Hall (T2) Scribe for Cultured 1%
Trigger Scribe_Staying_town_hall_Cultured
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= town_hall
and Trait Wantschool < 1
and Trait Cultured > 0
and RandomPercent > 80

AcquireAncillary scribe_ancillary chance 5

;------------------------------------------------------------------------- LIBRARIAN

;------------------------------------------ Library (T4) Librarian for All 1%
Trigger Librarian_Staying_Library
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= library
and Trait Intelligent > 5
and RandomPercent > 80

AcquireAncillary librarian chance 5

;------------------------------------------Library (T4) Librarian for Introvert 1%
Trigger Librarian_Staying_Library_Introvert
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= library
and Trait Wantschool < 1
and Trait Introvert > 0
and RandomPercent > 80

AcquireAncillary scribe_ancillary chance 5

;------------------------------------------ Library (T4) Librarian for Scholars 1%
Trigger Librarian_Staying_Library_Scholar
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= library
and Trait WantsHigherEd > 0
and RandomPercent > 80

AcquireAncillary librarian chance 5

;------------------------------------------------------------------------- MATHEMATICIAN

;------------------------------------------ University (T4) Mathematician for All 1%
Trigger Mathematician_Staying_university
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= university
and Trait Wantschool < 1
and Trait Intelligent > 5
and Trait Xenophobia < 1
and RandomPercent > 80

AcquireAncillary mathematician chance 5

;------------------------------------------ Mines+Library (T3) Mathematician for All 1%
Trigger Mathematician_Staying_Mines
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= mines
and SettlementBuildingExists >= library
and Trait Wantschool < 1
and Trait Intelligent > 5
and RandomPercent > 80

AcquireAncillary mathematician chance 5
AcquireAncillary brilliant_inventor chance 5

;------------------------------------------ Academy (C4) Mathematician for All 1%
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and Trait Wantschool < 1
and Trait Intelligent > 5
and RandomPercent > 80

AcquireAncillary mathematician chance 5

;------------------------------------------ Naval Academy (T4/C4) Mathematician for All 1%
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and Trait Wantschool < 1
and Trait Intelligent > 5
and RandomPercent > 80

AcquireAncillary mathematician chance 5

;------------------------------------------------------------------------- ALCHEMIST

;------------------------------------------ Alchemy Lab Alchemist for All 2%
Trigger Alchemist_Staying_alchemists_lab_Everybody
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= alchemists_lab
and Trait Xenophobia < 1
and Trait Wantschool < 1
and RandomPercent > 80

AcquireAncillary alchemist chance 10

;------------------------------------------ Alchemy Lab Alchemist for Special 6%
Trigger Alchemist_Staying_alchemists_lab_Special
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= alchemists_lab
and Trait Wantschool < 1
and Trait Sane > 0
and Trait Xenophilia > 0
and Trait Superstitious > 0
and RandomPercent > 80

AcquireAncillary alchemist chance 30

;-------------------------------------------------------------------------  BRILLIANT INVENTOR
; some triggers in building ballistas
; some triggers below in Siege Engineer section

;------------------------------------------ Brilliant Inventor C SiegeWorks 1%
Trigger Brilliant_Inventor_Staying_CSiegeWorks
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= c_siege_works
and Trait Wantschool < 1
and Trait Energetic > 0
and Trait Xenophilia > 0
and Trait Superstitious < 1
and RandomPercent > 80

AcquireAncillary brilliant_inventor chance 5

;------------------------------------------ Brilliant Inventor C SiegeWorks Scolar 1%
Trigger Brilliant_Inventor_Staying_SiegeWorks_Scholar
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= c_siege_works
and Trait Wantschool < 1
and Trait WantsHigherEd > 0
and Trait Energetic > 0
and Trait Xenophilia > 0
and Trait Superstitious < 1
and RandomPercent > 80

AcquireAncillary brilliant_inventor chance 5

;------------------------------------------ Brilliant Inventor Gunsmith 1%
Trigger Brilliant_Inventor_Staying_Gunsmith
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= gunsmith
and Trait Wantschool < 1
and Trait Energetic > 0
and Trait Xenophilia > 0
and Trait Superstitious < 1
and RandomPercent > 80

AcquireAncillary brilliant_inventor chance 5

;------------------------------------------ Brilliant Inventor C Gunsmith 1%
Trigger Brilliant_Inventor_Staying_C_Gunsmith
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= c_gunsmith
and Trait Wantschool < 1
and Trait Energetic > 0
and Trait Xenophilia > 0
and Trait Superstitious < 1
and RandomPercent > 80

AcquireAncillary brilliant_inventor chance 5

;------------------------------------------ Brilliant Inventor Patronage 2%
Trigger Brilliant_Inventor_Staying_Royal
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and HasAncType Office
and Trait Xenophobia < 1
and Trait Superstitious < 1
and Trait Generous > 0
and RandomPercent > 80

AcquireAncillary brilliant_inventor chance 10

;------------------------------------------ Brilliant Inventor Royal Patronage 2%
Trigger Brilliant_Inventor_Staying_Royal
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and HasAncType Crown
and Trait Xenophobia < 1
and Trait Superstitious < 1
and RandomPercent > 80

AcquireAncillary brilliant_inventor chance 10

;------------------------------------------------------------------------- SIEGE ENGINEER

;------------------------------------------ Siege Works (T3) Siege_Engineer for All 1%
Trigger Siege_Engineer_Staying_City
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= siege_works
and Trait Wantschool < 1
and Trait Xenophobia < 1
and RandomPercent > 80

AcquireAncillary siege_engineer chance 5
AcquireAncillary brilliant_inventor chance 5

;------------------------------------------ C Siege Works (C3) Siege_Engineer for All 1%
Trigger Siege_Engineer_Staying_Castle
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= c_siege_works
and Trait Wantschool < 1
and Trait Xenophobia < 1
and RandomPercent > 80

AcquireAncillary siege_engineer chance 5
AcquireAncillary brilliant_inventor chance 5

;------------------------------------------ Siege Works (T3) Siege_Engineer for Xenophil 1%
Trigger Siege_Engineer_Staying_City_Xeno
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= siege_works
and Trait Wantschool < 1
and Trait Xenophilia > 0
and PopulationOwnReligion < 60
and RandomPercent > 80

AcquireAncillary siege_engineer chance 5
AcquireAncillary brilliant_inventor chance 5

;------------------------------------------ C Siege Works (C3) Siege_Engineer for Xenophil 1%
Trigger Siege_Engineer_Staying_Castle_Xeno
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= c_siege_works
and Trait Wantschool < 1
and Trait Xenophilia > 0
and PopulationOwnReligion < 60
and RandomPercent > 80

AcquireAncillary siege_engineer chance 5
AcquireAncillary brilliant_inventor chance 5

;------------------------------------------ Siege Works (T3) Siege_Engineer for MathematicalSkill 1%
Trigger Siege_Engineer_Staying_City_Maths
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= siege_works
and Trait Wantschool < 1
and Trait MathematicsSkill > 0
and RandomPercent > 80

AcquireAncillary siege_engineer chance 5

;------------------------------------------ C Siege Works (C3) Siege_Engineer for MathematicalSkill 1%
Trigger Siege_Engineer_Staying_Castle_Maths
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= c_siege_works
and Trait Wantschool < 1
and Trait MathematicsSkill > 0
and RandomPercent > 80

AcquireAncillary siege_engineer chance 5

;------------------------------------------ Siege_Engineer Captures Settlement 20%
Trigger Siege_Engineer_Captures_Settlement
WhenToTest GeneralCaptureSettlement

Condition TimeInRegion > 3      ; a crude way to ensure the siege lasted some time
and RandomPercent > 80

AcquireAncillary siege_engineer chance 100

;------------------------------------------ Siege_Engineer builds SiegeWorks 20%
Trigger GBC_SiegeWorks_City
WhenToTest GovernorBuildingCompleted

Condition SettlementBuildingFinished >= siege_works
and RandomPercent > 80

AcquireAncillary siege_engineer chance 100
AcquireAncillary military_engineer chance 5
AcquireAncillary mathematician chance 5
AcquireAncillary brilliant_inventor chance 5

;------------------------------------------ Siege_Engineer builds C_SiegeWorks 20%
Trigger GBC_SiegeWorks_Castle
WhenToTest GovernorBuildingCompleted

Condition SettlementBuildingFinished >= c_siege_works
and RandomPercent > 80

AcquireAncillary siege_engineer chance 100
AcquireAncillary military_engineer chance 5
AcquireAncillary mathematician chance 5
AcquireAncillary brilliant_inventor chance 5

;------------------------------------------------------------------------- ARCHITECT

;-------------------------------------------------------
Trigger Architect_GBC
WhenToTest GovernorBuildingCompleted

Condition FactionBuildingExists >= university

AcquireAncillary architect chance 2

;-------------------------------------------------------
Trigger Architect_GBC_cathedral
WhenToTest GovernorBuildingCompleted

Condition SettlementBuildingFinished >= cathedral

AcquireAncillary architect chance 5

;-------------------------------------------------------
Trigger Architect_GBC_cathedral_orthodox
WhenToTest GovernorBuildingCompleted

Condition SettlementBuildingFinished >= cathedral_o

AcquireAncillary architect chance 5

;-------------------------------------------------------
Trigger Architect_GBC_jama
WhenToTest GovernorBuildingCompleted

Condition SettlementBuildingFinished >= jama

AcquireAncillary architect chance 5

;-------------------------------------------------------
Trigger Architect_GBC_stone_wall
WhenToTest GovernorBuildingCompleted

Condition SettlementBuildingFinished >= stone_wall

AcquireAncillary architect chance 5

;-------------------------------------------------------
Trigger Architect_GBC_castle
WhenToTest GovernorBuildingCompleted

Condition SettlementBuildingFinished >= castle

AcquireAncillary architect chance 5

;------------------------------------------------------------------------- MASTER MASON

;-------------------------------------------------------  Masons Guild (C3) Master Mason for Aesthetic 2%
Trigger Master_Mason_Staying_MasonGuild_Aesthetic
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= masons_guild
and not BuildingQueueIdleDespiteCash
and Trait Wantschool < 1
and Trait Aesthetic > 0
and RandomPercent > 80

AcquireAncillary master_mason chance 10

;-------------------------------------------------------  Masons Guild (C3) Master Mason for Cultured 2%
Trigger Master_Mason_Staying_MasonGuild_Cultured
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= masons_guild
and not BuildingQueueIdleDespiteCash
and Trait Wantschool < 1
and Trait Cultured > 0
and RandomPercent > 80

AcquireAncillary master_mason chance 10

;-------------------------------------------------------  Master Masons Guild (C3) Master Mason for any Intelligent 1%
Trigger Master_Mason_Staying_MasterMasonGuild_Maths
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= m_masons_guild
and not BuildingQueueIdleDespiteCash
and Trait Wantschool < 1
and Trait Intelligent > 6
and RandomPercent > 80

AcquireAncillary master_mason chance 5

;-------------------------------------------------------  Master Masons Guild (C3) Master Mason for Patronage 1%
Trigger Master_Mason_Staying_MasterMasonGuild_Patronage
WhenToTest CharacterTurnEndInSettlement

Condition RemainingMPPercentage > 90
and SettlementBuildingExists >= m_masons_guild
and not BuildingQueueIdleDespiteCash
and Trait Wantschool < 1
and HasAncType Office
and RandomPercent > 80

AcquireAncillary master_mason chance 5

;-------------------------------------------------------
Trigger Master_Mason_GBC_MasonGuild
WhenToTest GovernorBuildingCompleted

Condition SettlementBuildingFinished >= masons_guild

AcquireAncillary master_mason chance 20

;-------------------------------------------------------
Trigger Master_Mason_GBC_MasterMasonGuild
WhenToTest GovernorBuildingCompleted

Condition SettlementBuildingFinished >= m_masons_guild

AcquireAncillary master_mason chance 50

20. ## Re: [Release] SSHIP v0.9.6 downloadable - 6th of December 2019

You can use this mod for having more than 8 ancillaries per character.

https://www.twcenter.net/forums/show...am-in-pictures