We have at least some verified information on the functions of these attributes.
ArtilleryCommand/InfantryCommand/CavalryCommand |
Range: unknown
Named Character Functions: 1) all of these attributes increase the Command attribute level based on the percentage of the army with the 'siege'/'infantry'/'cavalry' categories in EDU respectively, for example: a general with +10 ArtilleryCommand and +4 InfantryCommand has an army that is 20% units with the siege category and 50% units with the infantry category, then he gets (10*0.2)+(4*0.5) == +7 Command from these attributes
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Authority |
Range: unknown
Named Character Functions: 1) the authority level of the faction leader makes the faction's generals less likely to revolt as per the parameters in descr_campaign_db. 2) authority is used to rank named characters for selecting the next faction heir, if the faction is teutonic and the leader and heir are killed simultaneously, the named character with the highest authority becomes the new leader
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
BodyguardSize |
Range: unknown
Named Character Functions: 1) 1:1 change in size of bodyguard unit (on small unit size multiplier), See thread.
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions:none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
BodyguardValour |
Range: 0 to max possible unit experience
Named Character Functions: 1) 1:1 change in experience level of bodyguard unit
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions:none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Charm |
Range: unknown
Named Character Functions: unknown
Spy Functions: unknown
Assassin Functions: unknown
Diplomat Functions: unknown
Admiral Functions: unknown
Princess Functions: 1) makes princess more likely to succeed in marriage mission
Merchant Functions: unknown
Priest Functions: unknown
Heretic Functions: unknown
Witch Functions: unknown
Inquisitor Functions: unknown
|
Command |
Range: unknown
Named Character Functions: 1) as general, each increment increases morale of units within 50 meters on the battlefield by +1 and increases morale of units beyond 50 meters by +0.5 (note: this information comes from this thread on the original MTW and is probably not accurate anymore, according to Jojo and Serious Potato, Command only affects auto-resolve outcomes)
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions:none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Construction |
Range: 0-100
Named Character Functions: 1) as governor, each increment represents ∓1% construction cost
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions:none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Farming |
Range: 0-100
Named Character Functions: 1) as governor, each increment corresponds to 1 farming point with income determined by the multiplier SIF_FARMS in descr_settlement_mechanics (1.0 == 80 gold)
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions:none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Finance |
Range: unknown
Named Character Functions: unknown
Spy Functions: unknown
Assassin Functions: unknown
Diplomat Functions: unknown
Admiral Functions:unknown
Princess Functions: unknown
Merchant Functions: 1) increases merchant revenue when trading resources
Priest Functions: unknown
Heretic Functions: unknown
Witch Functions: unknown
Inquisitor Functions: unknown
|
GunpowderCommand |
Range: unknown
Named Character Functions: 1) works the same way as ArtilleryCommand/InfantryCommand/CavalryCommand but using the gunpowder_unit attribute instead of the unit category in EDU, this attribute effect is cumulative with those category-specific effects
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
HitPoints |
Range: 0-10
Named Character Functions: as a general, HitPoints makes the character harder to kill on the battle map (presumably, critical hits subtract -1 until the character reaches 0 and dies), HitPoints correspond 1:1 to stat_health in EDU, the range of stat_health values in EDU is 0-15 for units and mounts, infantry and horses and camels use the first value while the second value is used only for auto-resolve calculations, elephants use the second value in battle and for auto-resolve calculations, the general's HitPoints value is added to that of the unit he's in giving a maximum theoretical range of 0-25, the general's HitPoints value is not used in auto-resolve calculations
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Law |
Range: unknown, public order max is determined by SOF_BUILDINGS_LAW in descr_settlement_mechanics
Named Character Functions: 1) as governor, each increment corresponds to ±5% public order
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Level |
Range: 0-10
This effect has the same functions for all agent types.
Functions: 1) set strategy map model in descr_character, 2) set rollover (tooltip) text in expanded.txt, 3) causes the trait to be removed when the agent is converted between factions
Notes: For example, let's say an admiral agent belonging to the russia faction has two traits A and B. Trait A has Effect Level 4 and trait B has Effect Level -1. Then the admiral with these traits will have Level 3. If the descr_character entry for russia's admirals looks like what is shown below, then this admiral will use the green-highlighted, third entry. The level 0 entry will be used for all admirals who do not have any traits/ancillaries with Level effects, i.e. all agents start with default level 0.
Code:
faction russia
dictionary 15
strat_model julii_admiral ;level 0 <-- this is the default
strat_model macedon_admiral ;level 1
strat_model julii_admiral ;level 2
strat_model brutii_admiral ;level 3
strat_model julii_admiral ;level 4
strat_model julii_admiral ;level 5
Likewise, this admiral will use the level 3 entry for his tooltip/rollover text in expanded.txt:
Code:
{EMT_RUSSIA_ADMIRAL}Russian Fleet
{EMT_RUSSIA_ADMIRAL_1}First Fleet
{EMT_RUSSIA_ADMIRAL_2}Second Fleet
{EMT_RUSSIA_ADMIRAL_3}Third Fleet
{EMT_RUSSIA_ADMIRAL_4}Fourth Fleet
{EMT_RUSSIA_ADMIRAL_5}Fifth Fleet
As with all other attributes, an agent's level number is not restricted on the range 0-10; however, the agent may only use the 0-10 entries in descr_character and expanded. E.g. if the agent has a trait with Effect Level -3, their level number will be -3 but they will use the 0th entry in descr_character and expanded. If they are then given a trait with Effect Level 4, they will now use the 1st entry in descr_character and expanded, indicating that their true level number was formerly -3. Likewise, if their level number is higher than 10, they will be capped at using the 10th entry in descr_character and expanded.
The Level effect is unique in that it causes the trait to be removed when the agent is converted between factions (by bribery or give_everything_to_faction). If the agent has an ancillary with a Level effect, the ancillary will not be removed upon conversion of the agent, but the Level effect of the ancillary will be nullified. All other effects of the ancillary will remain unchanged. Once the agent has been converted, they may be given traits and ancillaries with Level effects which will work as normal.
|
LineOfSight |
Range: 2-10
This attribute has the same function for all agent types: 1) each increment of LineOfSight changes the line of sight of the agent by 1 tile on the campaign map. Adding a negative LineOfSight effect that exceeds the agent's LOS results in an increase in LOS. The base LineOfSight which is hard coded for all characters, which they will use if they do not have any traits or ancillaries, is as follows:
Named Character: 6
Spy: 11 (is assigned but the game code limits the effective value to 10)
Assassin: 3
Diplomat: 3
Admiral: 7
Princess: 3
Merchant: 3
Priest: 3
Heretic: 3
Witch: 3
Inquisitor: 3
|
LocalPopularity |
Range: unknown, maximum practical value set by SOF_GOVERNORS_INFLUENCE in descr_settlement_mechanics
Named Character Functions: 1) as governor, each increment corresponds to ±5% in public order
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions:none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Looting |
Range: 0-10
Named Character Functions: 1) each increment increases revenue from sacking a settlemnt by 5% or occupying a settlement by 1%
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Loyalty |
Range: unknown
Named Character Functions: 1) each increment decreases the change of the character revolting (converting to slave_faction) by an unknown amount, the loyalty attribute of generals is multiplied by the authority attribute of the faction leader to calculate (precise formula unknown) the chance of revolts, if the faction leader has 0 authority, then all characters will essentially have 0 loyalty and revolts will be based entirely on the base chance in descr_campaign_db
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Mining |
Range: unknown
Named Character Functions: 1) as governor, each increment increases/decreases revenue from mining by 1%
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
MovementPoints |
Range: -19 to +20
This effect has the same function for all agent types.
Function: each increment increases/decreases movement points by 1 tile on the strat map
Note: Movement bonuses from roads are applied after the movement points from everything else (base, traits, ancillaries). This means it is not possible to reduce an agent's movement points to 0 on a road with a movement bonus.
|
PersonalSecurity |
Range: unknown
Named Character Functions: 1) each increment increases/decreases the bodyguard unit size by 1 on small unit scale
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Piety |
Range: 0-10
Named Character Functions: 1) as a governor, each increment corresponds to 1% increase/decrease "admin" revenue, 2) makes named character less likely to be denounced by an inquisitor, 3) as governor, decreases religious unrest when the settlement religion is predominantly the faction's religion and conversely increases religious unrest when the settlement religion is predominantly foreign, this is how it works normally in Kingdoms, but it is possible to invert these effects
Spy Functions: unknown
Assassin Functions: unknown
Diplomat Functions: unknown
Admiral Functions:unknown
Princess Functions: unknown
Merchant Functions: unknown
Priest Functions: 1) each increment corresponds to 1% increase/decrease in region conversion rate, 2) makes priest less likely to be denounced by an inquisitor, 3) makes priest more likely to denounce a heretic, 4) above the threshold value min_cardinal_piety in descr_campaign_db, the priest's piety allows them to join the College of Cardinals and potentially be elected pope
Heretic Functions: unknown
Witch Functions: unknown
Inquisitor Functions: 1) increases chance of success for denouncement mission, % depends on min parameter in descr_campaign_db as well as target piety
|
SiegeEngineering |
Range: unknown
Named Character Functions: 1) as general when sieging a settlement, each increment corresponds to 1 built point for siege equipemnt (allowing equipment to be built faster/slower)
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Squalor |
Range: ±5, set by SPF_SQUALOUR and SOF_SQUALOUR in descr_settlement_mechanics
Named Character Functions: as a governor, each increment corresponds to 1 pip for squalor, each pip for squalor contributes to growth and public order
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
TaxCollection |
Range: unknown
Named Character Functions: 1) as governor, each increment corresponds to a 1% increase in revenue from taxes for the settlement
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Trading |
Range: unknown
Named Character Functions: 1) as governor, each increment corresponds to a 1% increase/decrease in revenue from settlement trade
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
TrainingAgents |
Range: ±10
Named Character Functions: 1) as governor, each increment corresponds to a 5% decrease/increase in agent training cost
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
TrainingUnits |
Range: ±10
Named Character Functions: 1) as governor, each increment corresponds to a 5% decrease/increase in unit training cost
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
|
Unrest |
Range: unknown, practical limit set by SOF_TURMOIL in descr_settlement_mechanics
Named Character Functions: 1) as governor, each increment corresponds to a 5% decrease/increase in settlement public order
Spy Functions: none
Assassin Functions: none
Diplomat Functions: none
Admiral Functions: none
Princess Functions: none
Merchant Functions: none
Priest Functions: none
Heretic Functions: none
Witch Functions: none
Inquisitor Functions: none
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