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Tilarium

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Apr 26, 2007
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So just now I was sitting down writing up some new possible traits that I'd like to see. I started to think, some traits that represent agents. For instance, things like bodyguards, or grizzald veterens. What do people think?
 
I'd be careful with modding 'coming of age' occupations. Currently removing or even possibly altering some of those traits will cause CTD's.

The main offenders are:

- Skilled Tactician
- Brilliant Strategist
- Scholarly Theologian
- Mastermind Theologian

I'm currently trying to figure out why this is.
 
What do people think?

That you played too much medieval total war :)

More seriously, you can do it by trait, by effect or by flag. The question would be to know what they are good for, if they are attached to the character or could "leave" him.
I would make those modifiers and not trait as trait are too much random and can't be controlled correctly : every random created character could end up with one of those.
 
I would make those modifiers and not trait as trait are too much random and can't be controlled correctly : every random created character could end up with one of those.

I agree. Modifiers can be temporary and it would make sense to have an event, for instance, were a character suffers an attempted murder and would then (in case he survives, of course!) gain the "trusted bodyguards" for a few years or something - giving a boost in intrigue maybe?
 
I hadn't thought about how the game gives random traits to new characters. Good thinking! Here's the list I've come up with...

Traits:
Proven Commander \ Martial +1
Sober \ Piety +.25, Learning +1, sterwardship +1
Gambler \ tax modifier -.1
Generous \ tax modifier .1
Fertile \ fertility .3
Infertile \ fertility -.4
Divorced \ church opinion -5, piety -.10
Well spoken \ Diplomacy +1
Healthy \ Health .05, fertility .05
Righteous \ piety .25
Purifier \ piety .10

Agents:
Bodyguard \ Intrigue +1
Drillmaster \ Martial +1
Veteran Knight \ Martial +1, vassal opinion +5
Master Assassin \ Intrigue +1, vassal opinion -5, piety -.25
Monk \ Piety .25
Translator \ Diplomacy +1
Veteran Warrior \ ai honor 5, Martial +1, vassal opinion +5
 
By changing the 'pulses' (when the game checks to assign characters new traits) it is possible to set up a trait system that only gives or removes traits through events...

At least in theory.
 
If those agents are triggered by events and you have the chance to decline them, you should probably add something that causes negative effects if you have too many of them at a time.
Too large a retinue lets you appear pompous, is expensive and maybe lowers intrigue or something like that.
 
Fertile \ fertility .3
Infertile \ fertility -.4

I guess it's before the %... so +30% and -40%. Well, it's a lot in both case. A basic character has 50% fertility.
doint +30% would put him at 80% (which is a +60% increase in fact). And -40% will put him to 10%... nearly game killer for the player.

Healthy \ Health .05, fertility .05

The fertility bonus seems right, the health one is too low. Base health is 5. Adding 0.05 is ridiculuse, maybe more 0.5.


Appart from that, I think that the agent should be modifiers and traits, trait :)
Also, I have hard time figuring why a veteran warrior moving with the ruler would grant him better vassal opinion... To be true I would see that as a trait saying that the character is a veteran warrior but not as an agent following the character.
 
Appart from that, I think that the agent should be modifiers and traits, trait :)
Also, I have hard time figuring why a veteran warrior moving with the ruler would grant him better vassal opinion... To be true I would see that as a trait saying that the character is a veteran warrior but not as an agent following the character.

True.

Besides, I don't get the Generous effects (a positive instead of a negative?) - and isn't it too close to Charitable?
 
To my knowledge their is no random assigning of traits. Everything is event driven.
 
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Traits are ONLY randomly assigned when you receive courtiers and this is meant to represent a life lived prior to coming to the court... I haven't tested this yet but they may only possibly be able to get traits that they would be able to get through events... For example is they need to be = Muslim to get the trait I don't know if a Catholic courtier would show up with it... I suspect not, however I have a few theories as to how to get around this even if it still randomly assigns new courtiers traits:

- Theory 1: Instead of assigning the trait the 'personality' tag leave it blank. I know that tags can be added that are only regarded as 'health' and these are not major tags so I can only assume that traits might be stored and not used unless called by an event if not tagged.

- Theory 2: Nuke the traits. Simply = Courtier [use the feast event as a base seeing as it successfully deals with all courtiers through modifiers] and = traits 1 [which represents one or more] fires an event with a mean-time of 1 day which removes all traits and adds a silent modifier which presents further traits from being nuked from that point on. Add the silent modifier to all starting characters and ta-da! Trait free courtiers while also maintaining all the starting courtiers traits... Of course you could tailor this process to any amount of traits that you wanted so that it only nuked certain traits instead of all of them. I'm pretty confident that although this method might take awhile to successfully implement that it would work.