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  1. #1

    Default School-type buildings.

    Are they even working right now? Even with the fully upgraded versions, academies seem to have no noticeable effect on my generals. In EB1 their effect was very clear, as they gained high values of Management in just a few short years and several retinues/traits, but aside from the Unschooled/Cultured trait based on having an education or not, I see little impact. You guys notice the same, any feedback?

  2. #2

    Default Re: School-type buildings.

    I haven't been able to accurately say. Sometimes my generals develop traits which i suspect are the result of it but they may have obtained regardless. If they are working then their effects are negligible. I personally haven't spent money on them after my first campaign. The Unschooled trait seems to disappear in settlements without the school meaning they simply have to be in a city. I will check the traits file to see what conditions need to be met.

  3. #3

    Default Re: School-type buildings.

    There's quite a lot going on in the whole "school system" in EB2. I've been writing some sort of a guide about this subject(mainly for myself) but haven't had the time to polish it much(I think I'll try finishing it once the next patch comes out, unless somebody beats me to it).

    Anyways, the chances of getting new traits/ancillaries are quite low. You need the scholarly trait line to learn anything. The higher level scholarly trait you got, the faster you learn. The higher your intelligence is, the faster you learn.

  4. #4

    Default Re: School-type buildings.

    Scholarly trait line? Never seen that. What are the name variations of the Scholarly trait?

  5. #5

    Default Re: School-type buildings.

    Scholarly trait line is Cultured, Erudite, Scholastic, Pedantic.

    Unschooled trait line is Unschooled, Practical.

  6. #6

    Default Re: School-type buildings.

    I've only ever seen Unschooled or Cultured. So how does this work? You get Unschooled if the character has never stayed in a settlement with a school? Is it a random trait, like Charismatic/Sharp/Vigorous, and thus only certain characters should stay in such a settlement? You get Cultured and such the more they stay in a settlement with such facilities? I'd really like to see the drafts of this guide of yours, if not a further explanation. I really want to know if there's any benefit for leaving all my guys in a settlement with an academy.

  7. #7

    Default Re: School-type buildings.

    Basically, you get scholarly by staying in academies, but you need high intelligence to advance in this trait line. Unschooled is just random(so if you won't stay in an academy, and thus get points in scholarly, you will probably pick this up at some point). Also once you turn 28, you stop advancing in both these trait lines. I will see if I can get my notes together and post something up tomorrow.

  8. #8

    Default Re: School-type buildings.

    I've started to suspect it's the interaction of school and temple that has the most impact on trait/ancillary development.

  9. #9
    Dago Red's Avatar Primicerius
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    Default Re: School-type buildings.

    Interesting. But whatever it is, it's not quite working 100%. Complex systems are fine, but this one appears overly so, to the point of self-destruction. There need to be clearer reasons and advantages to spending all the time+money to build a school in the first place too (It seems to do absolutely nothing. Would be great to see them reverse certain bad traits for all regardless of intelligence, etc, with the 2nd tier academy being more exclusive, where fewer characters truly benefit).

    As it is, in every campaign I've played I have a collection of characters who start with less than 4 loyalty and continue to lose it as time goes on, never have more than 2 influence (and many are in negative influence points), and very few with any real management skills. There are very useful ancillaries but I've gotten surgeon-type ones in the most remote backwaters with no school or infrastructure to speak of, while characters in the most major city on earth never seem to meet one.

    Also does anyone know why are none of the ancillaries transferable between characters? Is this a bug?

  10. #10
    Cohors_Evocata's Avatar Centenarius
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    Default Re: School-type buildings.

    Quote Originally Posted by Dago Red View Post
    Interesting. But whatever it is, it's not quite working 100%. Complex systems are fine, but this one appears overly so, to the point of self-destruction. There need to be clearer reasons and advantages to spending all the time+money to build a school in the first place too (It seems to do absolutely nothing. Would be great to see them reverse certain bad traits for all regardless of intelligence, etc, with the 2nd tier academy being more exclusive, where fewer characters truly benefit).

    As it is, in every campaign I've played I have a collection of characters who start with less than 4 loyalty and continue to lose it as time goes on, never have more than 2 influence (and many are in negative influence points), and very few with any real management skills. There are very useful ancillaries but I've gotten surgeon-type ones in the most remote backwaters with no school or infrastructure to speak of, while characters in the most major city on earth never seem to meet one.

    Also does anyone know why are none of the ancillaries transferable between characters? Is this a bug?
    During my last campaign as Rome some of my characters easily began reaching almost divine levels of influence, so much so that I've even thought of removing some of the influence boni of the Roman offices, as things went way too fast in my opinion. At least my FL and FH quickly maxed out on influence, although that may also be due to the (imo) OP-ness of the Roman office system. (somewhat off-topic, but since we're talking about influence here . I also don't mean to brag or anything). What faction were you playing as?

    As to the non-transferable ancillaries: I seem to recall one of the devs stating that was a feature or way to avoid players exploiting transferable ancillaries by dumping the unwanted ones on a 'bad' character before killing them off.
    Last edited by Cohors_Evocata; November 16, 2014 at 12:23 PM.
    I tend to edit my posts once or several times after writing and uploading them. Please keep this in mind when reading a recent post of mine. Also, should someone, for some unimaginable reason, wish to rep me, please add your username in the process, so I can at least know whom to be grateful towards.

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  11. #11

    Default Re: School-type buildings.

    Quote Originally Posted by Dago Red View Post
    Also does anyone know why are none of the ancillaries transferable between characters? Is this a bug?
    It's a "feature" insofar as it was by design, not accident.

  12. #12

    Default Re: School-type buildings.

    Yeah, the only reason Romans get maximum Influence all the time is because of offices, but then it makes its sense...

  13. #13

  14. #14
    Dago Red's Avatar Primicerius
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    Default Re: School-type buildings.

    Quote Originally Posted by Poppis View Post
    Nice work, I'm read that with enthusiasm.

    Does anyone have experience modding ancillaries or know a good guide? Specifically for making them (some) transferable.

    I have never had to do this because I've never played a mod where no ancillaries are transferable, but this greatly takes away from the strategic and social aspect of the game. I need characters meeting up in cities to plot and arrange all manner of activities, including the swapping of some experts and advisers.

  15. #15
    Moon's Avatar Centenarius
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    Default Re: School-type buildings.

    Its pretty simple if I remember correctly, just change whichever ancillary you want from Transferable 0 to Transferable 1 and that should do it.

    Ancillary doctor
    Type Health
    Transferable 1
    Image civil_master.tga
    ExcludeCultures mesoamerican
    Description doctor_desc
    EffectsDescription doctor_effects_desc
    Effect Fertility 1
    Effect BattleSurgery 10

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