Results 1 to 11 of 11

Thread: Generals being used as govenors almost guranteed to get negative traits?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Generals being used as govenors almost guranteed to get negative traits?

    I've noticed this ever since 1.04.

    When I station a general in a city to serve as a governor, they get "Wary of strangers".

    My first two generals I replaced, since I didn't have the money to give them an army to go out and try and solve the negative trait as it seems to imply as the thing to do in the flavor text.

    Their replacements also gained the trait.

    Two other ones have different negative traits that make them unfit for governing until I'm in a position to cancel out their negative traits.

    The remaining two are leading an army and a navy.

    That's four generals out of eight recruited this campaign that have gotten that, one of them has already progressed to the dislikes outsiders thing, giving me a negative 4% to trade income factionwide.
    I'm assuming if all four of them got it, that it would stack for 16% negative trade income, which at 32 turns in is absolutely ridiculous.

    Pre-1.04 I seemed to get maybe one or two of these negative effects over the course of a campaign. But the last three campaigns I've started up have had my governor generals getting this trait within 10 turns.

    Early game the options are fairly limited, throwing down 4k every 10 turns on new general, well, actually more than 4k since every general that's bought makes the next one more expensive (non-sensically might I add, it's the same unit, with only minor differences in starting traits).
    I could disband them or set them outside of the settlement as well, but then it becomes pointless to have them in the first place since I'm using them as governors.

    Was the negative traits modifier increased without notice, or is this just an unusually unlucky happenstance? If it was just one campaign I'd chalk it up to bad luck, but three campaigns in a row (150, 80, and 32 turns respectively), strikes me as ridiculous.

  2. #2
    FlashHeart07's Avatar Praepositus
    Join Date
    Nov 2013
    Location
    Copenhagen
    Posts
    5,869

    Default Re: Generals being used as govenors almost guranteed to get negative traits?

    There is being worked on this for a later version of the mod. The trait system will be completely redone

  3. #3

    Default Re: Generals being used as govenors almost guranteed to get negative traits?

    Quote Originally Posted by FlashHeart07 View Post
    There is being worked on this for a later version of the mod. The trait system will be completely redone
    Good to hear. This is exact reason why i hardly use generals as governors, even after patrol stance "fix"

  4. #4

    Default Re: Generals being used as govenors almost guranteed to get negative traits?

    I heard about that, but how did this suddenly just start happening with such frequency? At 1.0 release, up through 1.2 this was not an issue that I'd seen. And I put in about 180-200 hours of gameplay between the two versions.

    And what can be done about it in the mean time? Stacking so many trade penalties early on can be crippling for smaller nations. As Rome I can mitigate it fine, it's annoying but I'm managing with a steady income. But what about smaller nations that subsist almost entirely on trade for the early game?

  5. #5
    FlashHeart07's Avatar Praepositus
    Join Date
    Nov 2013
    Location
    Copenhagen
    Posts
    5,869

    Default Re: Generals being used as govenors almost guranteed to get negative traits?

    Quote Originally Posted by Ivan_Moscavich View Post
    I heard about that, but how did this suddenly just start happening with such frequency? At 1.0 release, up through 1.2 this was not an issue that I'd seen. And I put in about 180-200 hours of gameplay between the two versions.

    And what can be done about it in the mean time? Stacking so many trade penalties early on can be crippling for smaller nations. As Rome I can mitigate it fine, it's annoying but I'm managing with a steady income. But what about smaller nations that subsist almost entirely on trade for the early game?
    I usually never have any problems with these negative traits really harming my economy. But I suppose one could try and find the necessary tables with PFM and try and edit the frequency of these traits.

  6. #6

    Default Re: Generals being used as govenors almost guranteed to get negative traits?

    I also have a lot of the pre-triggered negative traits (generous, holed up and questioning his faith thingies).

    Atm its a bit too frequent, but its only the beginning of a balanced greatly redone trait system as Flash said

  7. #7
    Decanus
    Join Date
    Oct 2013
    Location
    Texas, USA
    Posts
    542

    Default Re: Generals being used as govenors almost guranteed to get negative traits?

    Haven't had problem with negative traits with generals, but don't use them as govenors. I do use them in patrol stance close to city sometimes and still no negative traits all he time. Probably turn 400 or something as Rome of course.

  8. #8

    Default Re: Generals being used as govenors almost guranteed to get negative traits?

    Quote Originally Posted by adambomb1 View Post
    Haven't had problem with negative traits with generals, but don't use them as govenors. I do use them in patrol stance close to city sometimes and still no negative traits all he time. Probably turn 400 or something as Rome of course.
    Yeah it only happens when their garrisoned in a city and used as governors.

    for extra fun, two of them that developed wary of strangers also got the lack of faith one.

    At least untrustworthy turns into a buff, considering the amount of cunning outweighs the negative of it.


    Does anyone know if moving the general into some other faction's territory removes the negative effect?

    I can't even figure out what to do with the questioning his faith one, since it's developed further into negatives regardless of him being in a city, away from a city, or in a city with a temple or without.

  9. #9

    Default Re: Generals being used as govenors almost guranteed to get negative traits?

    Always fun getting "Wary of Strangers" on your general the turn after capturing a settlement.

  10. #10
    Senator
    Join Date
    Mar 2009
    Location
    Tulifurdum
    Posts
    1,317

    Default Re: Generals being used as govenors almost guranteed to get negative traits?

    What does "questioning the faith" do? I got it once but could see nothing in the tooltip. BTW for me that's not a negative trait and even in the superstitious antiquity it should beside a negative also have positive aspects, with a more logical approach to things f.e.. Can a trait have positives and negatives at the same time?

  11. #11

    Default Re: Generals being used as govenors almost guranteed to get negative traits?

    Quote Originally Posted by geala View Post
    What does "questioning the faith" do? I got it once but could see nothing in the tooltip. BTW for me that's not a negative trait and even in the superstitious antiquity it should beside a negative also have positive aspects, with a more logical approach to things f.e.. Can a trait have positives and negatives at the same time?
    Questioning faith leads to a public order penalty iirc.

    The untrustworthy negative trait gives a cunning bonus, and infact at stage three you get about 6 cunning I think. The malus for that one really isn't that bad, just two negative authority.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •