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Thread: Effect of blue/yellow face

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  1. #1

    Default Effect of blue/yellow face

    Hello and sorry if this question has been posted before, I was unable to find it if so. Obviously red face happiness means revolts happen, but what do the blue and yellow happiness levels do? And is there a bonus from keeping settlements at a green happiness level? Thanks in advance

  2. #2

    Default Re: Effect of blue/yellow face

    There's a whole host of trait and ancillary triggers relating to the happiness of a settlement. So while they may not revolt on blue or better, your FMs may get bad traits from ruling over people who don't like them.

  3. #3

    Default Re: Effect of blue/yellow face

    Quote Originally Posted by QuintusSertorius View Post
    There's a whole host of trait and ancillary triggers relating to the happiness of a settlement. So while they may not revolt on blue or better, your FMs may get bad traits from ruling over people who don't like them.
    But having low taxes can cause the ruling FM to get bad traits too, right?

  4. #4

    Default Re: Effect of blue/yellow face

    The local population... hic... turns a man to drinkin'... hic... especially... hic... what they call women... hic...

  5. #5

    Default Re: Effect of blue/yellow face

    They translate in M2TW vanilla as this, EB2 seems to use the same names
    green face - happy
    yellow face - content
    blue face - disillusioned
    red - potential for riots

    Yellow and lower increases the chance of brigands spawning
    Red makes riots possible in the settlement (but is not guaranteed, there are other factors), and after riots happen there is a chance at settlement revolt (again not guaranteed).

  6. #6

    Default Re: Effect of blue/yellow face

    Quote Originally Posted by Hellenikon View Post
    They translate in M2TW vanilla as this, EB2 seems to use the same names
    Yellow and lower increases the chance of brigands spawning
    Red makes riots possible in the settlement (but is not guaranteed, there are other factors), and after riots happen there is a chance at settlement revolt (again not guaranteed).
    Riots happen when the public order is at 65% or lower. Red face is 75% and lower, which is why it can happen without riots. Rebellion requires three successive turns of riots, but I think that AI gets bonuses to that on higher difficulties, so they can have their towns riot longer.

  7. #7

    Default Re: Effect of blue/yellow face

    Quote Originally Posted by Sar1n View Post
    Riots happen when the public order is at 65% or lower. Red face is 75% and lower, which is why it can happen without riots. Rebellion requires three successive turns of riots, but I think that AI gets bonuses to that on higher difficulties, so they can have their towns riot longer.
    There's definitely some sort of hardcoded order bonus for the AI, though I've no idea if it's difficulty-linked.

  8. #8

    Default Re: Effect of blue/yellow face

    I thought it was the other way arounf, if taxes are high, FMs start getting traits like greedy, corrupt, etc...?

  9. #9

    Default Re: Effect of blue/yellow face

    Quote Originally Posted by Paltmull View Post
    But having low taxes can cause the ruling FM to get bad traits too, right?
    Quote Originally Posted by Colos1987 View Post
    I thought it was the other way arounf, if taxes are high, FMs start getting traits like greedy, corrupt, etc...?
    Both are true, it depends on their traits.

  10. #10
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    Default Re: Effect of blue/yellow face

    Quote Originally Posted by QuintusSertorius View Post
    Both are true, it depends on their traits.
    Given that Stainless Steel is not a competitor for the EBII I dare to advertise my guide of the traits in that mod for inspiration.
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  11. #11

    Default Re: Effect of blue/yellow face

    So would you guys rbe commend going down to blue with taxes in the early game? I often find myself going deep into th negative as nations that start with large armies and few settlements nearby (like the aedui/aruerni/Taxila)

  12. #12

    Default Re: Effect of blue/yellow face

    IIRC if we're talking about traits some bad ones that pop up to my head were..
    - bad taxman, this normally happens when you have low tax on a town/city with a green face
    - Letting riots or revolts happen will cause the governor to get strict/harsh ruler/disciplinarian traits, it may also cause the governor to get harsh justice line of traits
    - There's also a whole host of bad traits (corrupt, embezzler, gourmand) that you can get from having more than 50k on your treasury

    Mind you all of these points are from the vanilla game, the team may have changed or even removed some of these traits

    Quote Originally Posted by arythm1a View Post
    So would you guys rbe commend going down to blue with taxes in the early game? I often find myself going deep into th negative as nations that start with large armies and few settlements nearby (like the aedui/aruerni/Taxila)
    It depends on your growth rate more than the happiness rating. Because setting taxes high might do you some good early on but it will be like shooting yourself in the foot later as you miss out on gains on tax from a larger population and income from buildings.
    Personally I think single province factions you mentioned can't sustain their economy with just one town no matter how much they get through taxes, so your best bet early on would be to expand to at least 3-5 provinces

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