Originally Posted by
Shoebopp
As for how governors work in general, there are some tidbits of information that I can share
Low taxes not only encourage Lenient, but also may permanently turn a character into a Humanitarian, which is pretty great. Maintain low taxes to acquire Satisfied Humanitarian. Careful though, taking any future cruel actions such as cranking up taxes or sacking or enslaving settlements will give you Uncomfortable Humanitarian, the worst malus of which is a hefty loyalty drop!
Having a character stay in a settlement for a while makes him gain Governor in Training. It gives +1 to law, but its primary purpose is to warn you that this character is "going down the route of governor". Have him stay even longer and he'll acquire Supervisor, a permanent trait which gives great public order benefits but also burdens said governor with new trait triggers. A Supervisor with low natural ability will prefer governing smaller settlements. One with high natural ability will spend his energies governing larger settlements. Fail to station the right governor in the right settlement and he'll gain Uncomfortable Supervisor, which again induces some unrest but also smacks you with a loyalty drop. Succeed though, and he'll gain Satisfied Supervisor. His happiness reflects in the public order bonuses and loyalty increase.
Schools are ESSENTIAL in the long-term cultivation of good governors. Between the ages of 18 and 28, a governor may advance in the Schooling trait line. It goes like thus
Pragmatic
Unschooled
<BASELINE>
Cultured
Erudite
Scholastic
Pedantic
If your character is of low intelligence or spends too much time away from a settlement with education infrastructure, he'll advance into Unschooled. It's a minor -1 Influence malus. If he continues to stay away from schools whether through constant military service or a lack of proper infrastructure, he'll eventually become Pragmatic, which actually has the same bonuses as Erudite. Speaking of which, Cultured gives you +1 influence and Erudite gives you a trade and tax bonus. So it's good to have your governors spend time in schools in their youth. Spend too long though, and if the governor has low charisma, he'll advance even further and become Scholastic, which saddles him with -1 Influence and -1 Hitpoints. Now he has a further chance of developing into Pedantic, which cranks up the Influence malus to -2. Seems bad? Well, the Schooling trait line has indirect benefits. A TON of other trait lines depend on it. For example, the higher your schooling, the higher the chance of becoming developing the Philosopher trait line, or Orator, or even Forced Marching Expert (Sharp but Languorous characters will appreciate this!). Even better is that they'll gain useful ancillaries, some of whom themselves encourage good traits. Those historical figures tagging alongside your family members? They can egg them into becoming philosophers, loyal stalwarts, or boring speakers.
Don't leave your governors in your capital if the faction leader is not present there. They'll slowly lose loyalty, or gain loyalty if he's holding court there.
Non-hellenistic factions can advance in Philhellene by governing a settlement with at least Yellow Face public order. The Philhellene trait itself gives a small +1 Influence, but it then triggers Happy People to Extremely Happy People, which grants from -1 Unrest to -3 Unrest. Careful not to let public order dip below Yellow Face! He'll gain Mishellene, which gives the opposite happiness effects.
Ethnicity doesn't actually increase the *likelihood* of gaining traits, but rather the *starting set* of traits a character exhibits upon asking your women for marriage or coming of age. So pay attention to the ethnicity of suitors beyond their initial traits: do you want future governors or generals?
There are complex scripts and trait descriptions that can dramatically boost their abilities. Celtic characters can Train to Become Kingetos, enter Druidic Training (needs intelligent, charismatic, and unselfish for maximum success), or Mercenary Adventures (needs high vigor for maximum success), Balkan Hellenistic characters can participate in the Agoge, the KH in particular have a whole "rite of citizenship" trait line, Roman and Carthaginian characters can hold a myriad of offices, and Getic characters can progress in the journey to become a Living God (IIRC, it gives an absurd +5 to Troop Morale among other godlike benefits). Be careful though! Each of these can go wrong if you don't pay attention to the requirements.
Temples can encourage traits related to the god worshipped there. The best for generals IMO are Temples of Fertility, which improves Vitality and Fertility, and the best for governors are (obviously) Temples of Governor while the worst are Temples of Fun, which encourages various vices.
Finally, back to the basics, take careful consideration into a character's Selfishness and Charisma for Hellenic factions. Hellenic characters can acquire an entire HOST of bad traits if they're Selfish or Uncharismatic. If you don't want a 0-Influence governor, then choose suitors with Unselfish and Charismatic above all else. They're usually more loyal anyways