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  1. #1
    Foederatus
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    Default Problem with Generals

    I like to use two or three generals as govenors and train them with the better tax traits and stuff. Thing is each one gets a negative trait when staying in a city as a governor. I'm 50 turns into a parthian campaign and all 3 of my govenors have wary of strangers which eventually will lead to a -tarrif income on trade. Is there a way to get rid of these traits before they get worse. I moved all the govenors out of the city. Or am I just better off only using the diplomats as govenors?

  2. #2
    Ygraine's Avatar Campidoctor
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    Default Re: Problem with Generals

    The traits are very wonky for generals acting as governors and I believe it was reported to Dresden quite some time ago.

    There's also other strange stuff like getting "no temple"-negative trait when he's been in a town with a temple for 10+ turns.
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  3. #3

    Default Re: Problem with Generals

    Quote Originally Posted by DruNinja View Post
    Is there a way to get rid of these traits before they get worse.
    Luckily yes there is, its called "HFCA" or "heroic frontal cavalry assault!
    Samir
    the gods are good, only the priests are evil
    <Voltaire>

  4. #4

    Default Re: Problem with Generals

    I am torn between hating the idle traits but not wanting to remove all negative traits. There should be trade offs, not just all positives in a game. But, those trade offs should make sense and that is where the issue comes in. In 1.1, we added some extra conditions to these traits but perhaps we can do more.

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  5. #5

    Default Re: Problem with Generals

    Quote Originally Posted by Dresden View Post
    I am torn between hating the idle traits but not wanting to remove all negative traits. There should be trade offs, not just all positives in a game. But, those trade offs should make sense and that is where the issue comes in. In 1.1, we added some extra conditions to these traits but perhaps we can do more.
    If I may get my two cents into the matter: I get the idea of some traits being positive, some negative, but as you said, getting the programming right for the triggers isn't easily done and (mainly) tested. So maybe a different design venue might be asked for. One idea would be having all idle traits be a mix of positives and negatives, applied within reason and where it makes sense. Let's take for instance, the 'wary of strangers' trait. While you could argue that it's better to change the triggers so if you are in the heart of a cosmopolitan empire it won't happen often (which is reasonable), I'd say that for implementation's sake it might be better to instead change the way the trait works (or even better, do both, as the reliability to get the traits increase). So, given the example, it would reflect a xenophobic character, but this kind of trait stems from a mix of lacking intercultural contact AND belief of superiority, which implies heavy sense of nationalism. So, a translation of this could be a bonus to cultural spread, at the cost of PO malus from different cultures and a bit of trade tariff. A similar logic could be applied to most traits: generals held up too much time in governing positions don't have the loyalty from his men as a veteran commander who has campaigned with them for years, and the last can't get the same economical and administrative results as the first, even if the people love him as a war hero, etc. I could go on, but I guess I've made my point. I'm assuming a lot on the difficulty of implementing/refining features in the game, so take all this with a grain of salt.

  6. #6
    Foederatus
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    Default Re: Problem with Generals

    Well those 3 govenor generals that spent their whole lives being tax efficient govenors getting those -trade income traits just died heroic battles against the selecuid dogs. Their loyalty and devotion to the Arsacid Empire was so great they each lead their charge head-on into spear units. Their sons made great combat generals <.<

  7. #7
    Centenarius
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    Default Re: Problem with Generals

    Where could we fiddle with these negative traits in v1.1 using the PFM?

  8. #8

    Default Re: Problem with Generals

    the export_triggers lua under the lua scripts will determine what triggers traits.

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  9. #9
    Centenarius
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    Default Re: Problem with Generals

    Thank you Dresden, I'll take a look around in there.

  10. #10

    Default Re: Problem with Generals

    I suppose it's suitable thread to post this.
    In my recent Cantabri campaign my faction leader is getting wounded by political action in a persistent manner. He only have a little breather for 1-2 turns before another attempt and it goes like that about 40 turns already. This is getting ridiculous and I already gave up on him.
    I don't remember this happening in my other campaigns as various greeks, Arverni and Macedon, so any idea what's causing this?
    I remember this was the issue in earlier patches of the game, but it was long since I encountered it last time.

  11. #11

    Default Re: Problem with Generals

    Adding both bonus and malus to the general traits is actually a pretty good idea.

  12. #12

    Default Re: Problem with Generals

    Thats how our custom traits are setup, we just haven't edited the vanilla ones much at all.

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  13. #13

    Default Re: Problem with Generals

    That's what I meant though. We could do the same thing to vanilla traits that we did with the custom traits.

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