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Thread: HOUSES, RANKS, & BONDS [RELEASED]

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  1. #1

    Default HOUSES, RANKS, & BONDS [RELEASED]







    Updated 21/09: fix as there were still some factions from the Belisarius campaign that got "imperial blood line" traits instead of "royal blood line".

    This mod adds Noble Houses (cf. Rome II) to the Ranks & Bonds Mod for every faction, also Belisarius. (Ranks&Bonds mod are included, you only need the Better traits mod I made with Prometheus, mainly to get the starting traits correctly distributed)

    Family members will get a "royal blood line" trait, other nobles get a "noble house" trait the turn after they are hired when other starting traits are distributed..

    There are 3 different noble houses with all of them their own interests as they get the bulk of their income from different sources.

    Each noble house has two different profiles, one combat-based, the other support-based.

    A character from the red house (income based on agriculture) will be assisted either by a local hero (charge bonus) or a local celebrity (replenishment bonus).

    A character from the yellow house (income based on industry) will be assisted either by a weapon smith who makes arms (weapon damage bonus) or a blacksmith (upkeep cost bonus) who makes tools for the army.

    A character from the blue house (income based on commerce) will be assisted either by a merchant who brings better supplies (fatigue rate bonus) or a negotiator who gets better deals for recruitment (recruitment bonus).

    Families can have a positive, neutral, or negative attitude and after a council/senate meeting (see ranks & bonds) all of the characters may evolve together to a neutral or positive attitude (+1 loyalty). All characters can always instantly evolve to a negative attitude, so that's not only during the council sessions.

    The negative attitude triggers (instantly) are:
    - food shortage (red agriculture-based house)
    - losing money AND treasury < 1000 (yellow industry-based house)
    - treasury < 500 (blue commerce-based house)

    The neutral attitude trigger (after a positive council session) is when treasury is between 1000 and 10000

    The positive attitude triggers (after a positive council session and starting from neutral) are:
    - treasury > 10000 and at least 6 generals or admirals (red agriculture-based house)
    - treasury > 10000 and at least have 4 armies (yellow industry-based house)
    - treasury > 10000 and at least 2 allies (blue commerce-based house)

    The evolution of a character's bond is individual, the evolution of the houses' attitude is in group. All characters of the same house will get the same attitude.
    It is easy to have the house get a negative attitude. That can be achieved in one turn. However, to get it from a negative to a neutral attitude can take 12 turns and from a negative to a positive 24 turns under the right circumstances!

    Thanks to Prometheus & Magnar for support
    Last edited by Viking1978; October 02, 2015 at 08:02 AM.

  2. #2
    Laetus
    Join Date
    May 2009
    Location
    Philippines
    Posts
    18

    Default Re: HOUSES, RANKS, & BONDS [RELEASED]

    Is this savegame compatible and should i load this right after your traits overhaul mod? thank you for making this game more fun!

  3. #3

    Default Re: HOUSES, RANKS, & BONDS [RELEASED]

    The house traits are distributed immediately the turn after you "hire" a general, so it is not save-compatible, although it won't make your game crash. I changed the "traits overhaul" mod now so that it replaces the vanilla file. This "house mod" adds files, so it does not matter which mod is loaded first.

  4. #4

    Default Re: HOUSES, RANKS, & BONDS [RELEASED]

    Updated 21/09: fix as there were still some factions from the Belisarius campaign that got "imperial blood line" traits instead of "royal blood line".

  5. #5

    Default Re: HOUSES, RANKS, & BONDS [RELEASED]

    Updated adding antitraits for the "royal bloodline" and "imperial bloodline" for when a general becomes faction leader.

  6. #6

    Default Re: HOUSES, RANKS, & BONDS [RELEASED]

    Quote Originally Posted by Viking1978 View Post
    Updated adding antitraits for the "royal bloodline" and "imperial bloodline" for when a general becomes faction leader.
    Steam is still showing the previous version.

  7. #7

    Default Re: HOUSES, RANKS, & BONDS [RELEASED]

    No, I actually forgot to update the non-steam download here. It's the last one, 24 sept.

  8. #8
    Laetus
    Join Date
    Oct 2015
    Location
    Germany
    Posts
    15

    Default Re: HOUSES, RANKS, & BONDS [RELEASED]

    I hope a german version is in development

  9. #9
    Laetus
    Join Date
    Oct 2015
    Location
    Germany
    Posts
    15

    Default Re: HOUSES, RANKS, & BONDS [RELEASED]

    So I have translated it into german.

  10. #10

    Default Re: HOUSES, RANKS, & BONDS [RELEASED]

    Commented on Steam but decided to post here in case it would be seen easier. Just a thought - it might be nice if there was a loyalty gain / loss for the noble houses based on whether or not the faction leader was from the same "house". A minus one to loyalty if not, and a plus one if so. Just a thought, I don't know if it's even possible.

  11. #11

    Default Re: HOUSES, RANKS, & BONDS [RELEASED]

    It's already present in the mod. A "royal blood line" trait gives +1, the other houses can have -1, neutral or +1 loyalty.

  12. #12

    Default Re: HOUSES, RANKS, & BONDS [RELEASED]

    This mod have a spanish translation?

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