Hello guys.
I was playing an Empire Legendary campaign and I got a problem.
As you may know, in legendary mode, public order is a **** so you have to be specially carefull with all the buildings you create because you need to stabilize your provinces.
The problem is that I created taberns to be sure that all my provinces had +2 or +1 public order but in fact i got -6 and the game hud stated that I was because of characters.
First I thought it was because of enemy agents, but it was because my generals had traits that made my public order -3 ( tyrant I think it's called).
My question are:
Why did I got this trait? (Thank you Total War Warhammer, for being so clear in how the traits work, at least with Bretonia you did it great)
How can I remove it?
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0 · Disagree AgreeSo, I really can't remove it? Well CA you should revisit this mechanic because in legendary mode is almost impossible not being in a province with a horrible public order.
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0 · Disagree AgreeI don't want to be like a little boy crying, but it angers me a bit that a strategy game doesn't explain to the player how it works. I imagine this is because they don't want to overwhelm new players with a lot of options, but holy ****, if I'm playing in legendary it's supposed that I won't be overwhelm by a lot of explanations and mechanics.
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0 · Disagree AgreeAlso, yeah, legendary is called that because you've got a lot of curveballs thrown your way, low PO is one of them.
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2 · Disagree AgreeThere is a mod on the workshop that tries to update them though and another one that removes them alltogether.
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2 · Disagree AgreeI also linked to a .loc file that can let you browse in advance to figure out the negative traits and how you can avoid them. Link found in the subreddit here: https://www.reddit.com/r/totalwar/comments/6ioxvh/mod_release_trait_descriptions_know_how_you_earn/
As for removing bad traits. I need to look into how that system work for Bretonnia some more before I could make a mod for it.
It's likely to be in the realms of LUA scripting which gets complicated fast
Rifts & Ruins cause corruption: http://steamcommunity.com/sharedfiles/filedetails/?id=796161746
Early Gyrocopters: http://steamcommunity.com/sharedfiles/filedetails/?id=792356211
Chivalry Ain't Easy: http://steamcommunity.com/sharedfiles/filedetails/?id=876869222
Outposts for All: http://steamcommunity.com/sharedfiles/filedetails/?id=907418812
Trait Descriptions: http://steamcommunity.com/sharedfiles/filedetails/?id=952084679
Summon the Elector Counts: http://steamcommunity.com/sharedfiles/filedetails/?id=1131334648
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4 · Disagree AgreeYour constant snitty remarks are really beginning to annoy me. I'm sorry if you weren't hugged enough as a child, but quite frankly it's not the concern of the rest of us.
If you can't answer a question civilly, do us all a favour and belt up.
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0 · Disagree AgreeThe unjust trait is triggered by executing prisoners after a battle. Every time to do so has 10% chance to proc the unjust trait. Each level requires 2/4/6 procs. The trait is irreversible once it reaches level 2.
There is a counterpart for the replenishment option called harsh/punitive/torturer that also gives a -1/-2/-3 GLOBAL public order decrease.
There is also a counterpart called "kind" that procs by releasing captives that gives +1/2/3 global public order.
I already made a trait stating these traits should never have global effects. The effects are completely disproportionate to the effects of other traits. It means the REAL post battle choice is suddenly if you want +6 or -6 global public order in your campaign after 100 turns or so.
I will see if I can mod it to be local next week or so.
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0 · Disagree AgreeI've always liked TW generating traits based on actions and the player having to work at uncovering why those traits trigger, but from comments on this thread I really think the traits and their triggers need to be more faction-specific. I don't want it to be generally optimal to release captives when I'm playing Vampire Counts or Orcs, let alone Dark Elves.
It might also be helpful to have racial rivalry traits that let you ignore certain triggers - say, if you're a dwarf you get harsh and kind traits as usual, but since you hate Greenskins you don't suffer penalties for killing Greenskin captives and gain no bonuses for releasing them.
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