
Originally Posted by
QuintusSertorius
I've been killing off my generals who aren't up to snuff (they have to be Sharp and have at least one other of Charismatic or Vigorous), I'm expanding slowly enough that I don't need the extra mouths to feed, and they'd only be idle going corrupt and producing useless offspring. It's really hard to do, though, I've been using the tried and true tactic from EB1, of getting them to besiege a rebel settlement alone, but I can't guarantee that they die when trying to get them to charge through the gates. Some of them have an annoying habit of surviving, even when the rest of their bodyguard get killed.
On the main topic, I do agree that traits are presently too heavily weighted to the negative. Apparently all a school does, for example, is reduce the chances of getting unschooled-related traits, it doesn't make them better administrators. If you've gone to the expense and trouble of building one, it should have a meaningful impact to the positive, I think.
On a related topic: ancillaries. I know you can't swap them around, I can understand the arguments about it being game-y/exploitative; I just find it annoying that I can't turn a particular FM into a governor or general by moving them about. At times in EB1 the only reason to keep an otherwise useless FM around was that you could use them to find and move ancillaries around. It would be nice at least to be able to dismiss them, even if you can't move them, to open up a slot again, though at present my FMs don't seem to even be maxing out their rosters.
That aside, there's one ancillary that I found in EB1 was the most important one for generals: a doctor/physician/chirurgeon/herbalist. How do you get them? There's no convenient building I've seen that does this like the Sanctuary of Asklepios from EB1.