Richiesta info per ancillari

auc162
00venerdì 7 maggio 2010 09:47
Ciao a tutti, stavo creando dei nuovi ancillari, ed avevo bisogno di capire quali sono gli effetti della modifica di questi fattori (ad esempio, cosa succede nel gioco se si aumenta il valore di autorità):
- autorità
- lealtà
- cavalleria
- terrore

Esiste magari una lista di tutti questi fattori?
Grazie mille.
The Housekeeper
00venerdì 7 maggio 2010 09:56
autorità = influenza la lealtà che hanno i generali rispetto al capofazione

lealtà = misura la probabilità che hanno i generali di ribellarsi al capofazione

cavalleria = migliora l'ordine pubblico (felicità) e il morale delle truppe

terrore = migliora l'ordine pubblico (legge) e abbassa il morale dei nemici
The Housekeeper
00venerdì 7 maggio 2010 10:00
Ecco la lista completa



Effect Subterfuge: This increases angent skill-Relative

Effect Trading: This increases money gained by trade of city the general is garrisoned is in. If he is not in one it is not used-Number is a % increase

Effect TaxCollection: Same as trading except for tax-Number is a % Increase

Effect LocalPopularity: Same as above 2 except for happyness-1 localpop=5% happyness increase

Effect Chivalry: This increases chivarly on the general-1 Effect chiv=1 Chivalry for the general

Effect Piety: This increases piety on the general-1 Effect piety=1 Piety for the general

Effect TroopMorale: This increases troops morale on the battlefield(Higher max morale so that means troops will take more to rout)-1=1 morale

Effect Fertility: Increases the chance of a general having children. Concidering that you the number of children you get is based on the number of provinces. This means this will only make it more likely that this general will be chosen to have a child when more are needed-Relative

Effect Hitpoints: This allows the general to stay alive longer by giving him an extra number of times he can lose on the attack/defence roll(he survives longer in combat)-1=1 extra hp

Effect GunpowderCommand: Unsure. It has to do with having gunpowder troops under command though. It's either gunpowder troops get extra morale... or all troops get extra morale depending on how many gunpowder troops are in the stack (could be 1 needed or a %)

Effect Construction: This makes building buildings cheaper for the city the General is garrisoned in. If he is not garrisoned this has no effect-Number is a % decrease

Effect Squalor: This increases the Squalor in the settlement the General is garrisoned in. This will cause unhappyness and a loss of growth.-1 squalor=-0.5% growth and -5% happyness

Effect Authority: This increases the Kings Authority. In theory making his generals less likely to rebel. In vanilla this doesn't do much however-Relative

Effect BribeResistance: This makes it cost more for the general to be bribed by another faction-Relative

Effect Assasination: This increases an assassins skill while he is assassinating someone-Relative

Effect Command: This increases a generals command. Command increases morale for your troops on the battlefield and is well valued in autoresolve despite the fact that morale really isn't-1 Command=+1 Morale

Effect PersonalSecurity: This decreases the chance that a character will be successfully assassinated-Relative

Effect MovePoints: This increases the speed the agent or if it's a general, him and his stack can move. This also affects admirals similar to generals-Number is a % increase (Pretty sure it's in lots of 5%)

Effect SiegeEngineering: This increases the amount of siege build points per turn your general and his tack get while besieging someone-Number refers to build points... it's the same as is written

Effect Farming: This increases farming, increasing the money gained from farming and making your settlement grow faster-1 farming=0.5% extra growth and the monitery increase is an unknown percentage probably 5% though

Effect Mining: This increases the money of a city gained by mining while the general is garrisoned in it-Number is % increase

Effect LineOfSight: This increases the line of sight of a character-Actual amount unknown but probably by 1 square

Effect Charm: This increases the Princesses charm-Relative

Effect Unorthodoxy: In theory this makes a priest more likely to do different things... in Vanilla it doesn't do much.

Effect Purity: Same as Unorthadoxy

Effect Violence: Same as above too... might cause the pope to be more willing to call crusades though.

Effect Finance: This increases the money merchants earn and their resistance to being taken over. Higher finance merchants are also harder to assasinate-Relative

Effect Unrest: This causes unrest which is basicly negative happyness-1=5% unrest

Effect Law: This is similar to happyness-1=5% law

Effect Magic: This is like piety but for witches-Relative

Effect BattleSurgery: This causes men to be recovered that were wounded after a fight. This is great for keeping high experience troops alive or simply just saving losses-1=1 Troop loss recovered

Effect TrainingPoints: This makes soldiers cheaper to recruit while the general is stationed in a city-Number is a % decrease

Effect Sabotage: This Increases the Assasins skill while doing sabotage missions-Relative

Effect Influence: Influence hasn't been in since RTW BI... probably not used

Effect TrainingAgents: This makes agents cheaper to recruit while the general is stationed in a city-The Number is a % decrease

Effect CavlryCommand: Unsure. It has to do with having cavlry troops under command though. It's either cavlry troops get extra morale... or all troops get extra morale depending on how many Cavlry troops are in the stack (could be 1 needed or a %)

Effect ArtilleryCommand: Unsure. It has to do with having Artillery troops under command though. It's either Artillery troops get extra morale... or all troops get extra morale depending on how many Artillery troops are in the stack (could be 1 needed or a %)

Effect Looting: This increases the money gained from looting whenever you capture an enemy settlement(This also affects money gained from looting while you capture it as a horde)-% increase

Effect SiegeAttack: Increases your generals command while attacking in a siege (unsure whether rallying is counted as attacking... or whether being rallied against is counted as defending)-1 Command=1 extra max morale

Effect NavalCommand: This is Admiral specefic and only affects fleets-Command only used for autoresolve

Effect InfantryCommand: Unsure. It has to do with having Infantry troops under command though. It's either Infantry troops get extra morale... or all troops get extra morale depending on how many Infantry troops are in the stack (could be 1 needed or a %)

Effect SiegeDefence: Increases your generals command while defending in a siege (unsure whether rallying is counted as attacking... or whether being rallied against is counted as defending)-1 Command=1 extra max morale

Effect Combat_V_Faction_xxx: Increases command for the general while fighting faction xxx-1 Command=1 Max extra troop morale

Combat_V_Religion_xxx: Increases command for the general while fighting a faction of religion xxx-1 Command=1 Max extra troop morale
auc162
00venerdì 7 maggio 2010 10:51
Housekeeper sei fantastico! Non vedo l'ora di poter condividere con voi il lavoro che sto facendo...
The Housekeeper
00venerdì 7 maggio 2010 11:06
ottimo
buon lavoro allora!
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