traits like honor/deviousness and merciful/cruel seems flexible enough that you can earn both
but then you have something like generosity/tightfisted...
this is the only lines i can find that alter generosity
if its a daily check, that also means you have to starve your party for 50 days nonstop to become closefisted as fast as possible, and thats assuming the check succeeds every day, before you go from 0 to -1000. even if you actively tried to become closefisted, its very nonsensical what you have to go through. all troops will long have deserted you, you risk snailing around alone on the map, so only realistic option is to wait in a town. none of this translates to being closefisted. its just a weird hunger strike. and if you happen to 'treat party well' afterwards, you have to negate that with more hunger strikes. again, the traits feel like an unfinished placeholder like a lot of other mechanics in the game
feeding your party only grain and being able to lower troop payments in exchange for morale hit would be more sensible for closefisted playthrough. as a trader, you could have the option to disallow consumption of food types
you could turn it around and give better pay for generosity points, increasing exp gain of troops, better morale, and having random troop types show up and ask if they can join you, knowing you are generous. takes a bigger hit on your purse, but it will make rebuilding a party after defeat much faster, so you have to worry less about contributing such sacrifices. or you can use it to empower the parties and settlements around you with easy troop donations - further adding to the aura of you being generous (also forgot to add, it will make maintaining your own parties easier too)
would also be nice if the npcs showed any signs of following their own traits beyond how they greet you. what does a generous vassal really mean to me, in practice? what if they tried to donate troops to me, like the player would? why does a merciful vassal raid villages.
i am pretty sure releasing vassals boosts some trait, whether thats merciful or valor, i dont remember. i dont see it listed on the personality wiki. but again, no vassals would show up in a dungeon they own that i am in and let me go. maybe they should consider it, if it fits their trait. i am fine if it forcibly boosts my relation with them, and i am even more fine with it if clans can take advantage of good relations with player and other clans. give reason for their generous actions
edit: i think i figured out that releasing lords and getting them to join your faction increases calculation. however, there is no way to decrease it. you cannot naturally become impulsive
i think decreasing calculation into impulsivity is a bit of a headscratcher, on how that is achieved. would engaging with a party on the map that is actively chasing you count as impulsivity? it could also be interpreted as valor. maybe chasing a party or meeting a party for a fight only to lose it should count as impulsivity. maybe some actions that grant dishonor should instead give impulsivity. failing a quest that puts you and your party at risk or in a loss seems more impulsive than dishonest. it feels like there needs to be more interactions available for this trait to make sense and be fun to roleplay
on that note, having someone chase you for long enough that they give up, even though you are both close to evenly matched, could decrease valor. in that way, cowardice can also be seen as a useful trait if npcs follow those tendencies. you could be fooled into thinking the party you are chasing is afraid of you because they are outnumbered in strength, but in fact they just lack confidence and are capable of beating you. fleeing from an ongoing fight where you can still extract some kills could also decrease valor. maybe it already does, but it isnt listed anywhere online then. the valorous action is to make sure your sacrifices pay off to the last drop of blood, where fleeing is only acceptable when your last troops are overrun or half of your last troops are already fleeing. valorous heroes are great commanders because they had to learn it the hard way how to overcome difficult obstacles, while cowardly commanders play it safe and put little to no pressure on the enemy. they are bad at striking uniformly on the battlefield. they will order their troops to step back a bit in a charge and leave others troops fending first. two cowardly commanders will lose troops to archers for hesitating a charge together. a cowardly commander will do best ordering archers in an offense, or commanding infantry in a defense. they do fine if they are asked to command a few cavalry or horse archers, keeping them safe, but will hesitate to do devastating charges despite having large numbers to pressure with
in an army, maybe losing too many of your commanded troops in ratio to other formations and in ratio to kills inflicted back can decrease calculation. that sounds like an act of impulse. keeping your troops safe while inflicting kills could increase calculation. impulsive vassals may rely too much on pushing and charging, while calculating vassals are good at reading the battlefield. at the very least, the impulsive vassal will gain some brownie points for keeping pressure on the enemy. they might fare well against a coward on the offense who is fearful of their charge and tries to back up instead of fight back, but will fare worse against a coward on the defense, though they may be lucky to score enough kills that the coward calls it a day and orders everyone to flee. a calculating commander will only read the battlefield, not the minds of their opponents
all these traits mean that the main commander will struggle to make generals of formations follow their command, as their traits will read opportunities and risks differently. this is where the honest general 'shines', as they will always follow in line, only straying if absolute necessary, if their other traits override in a dire situation. and a dishonest one, well, its like they dont listen at all. if the player is the main commander, they will see messages pop up of the generals changing their mind to your commands, and a dishonest one will steal your command over their formation entirely
but then you have something like generosity/tightfisted...
- Party Starving Generosity Penalty = has a chance every day of giving - 20 generosity
- Party Treated Well Generosity Bonus = has a chance every day of giving + 20 generosity
this is the only lines i can find that alter generosity
if its a daily check, that also means you have to starve your party for 50 days nonstop to become closefisted as fast as possible, and thats assuming the check succeeds every day, before you go from 0 to -1000. even if you actively tried to become closefisted, its very nonsensical what you have to go through. all troops will long have deserted you, you risk snailing around alone on the map, so only realistic option is to wait in a town. none of this translates to being closefisted. its just a weird hunger strike. and if you happen to 'treat party well' afterwards, you have to negate that with more hunger strikes. again, the traits feel like an unfinished placeholder like a lot of other mechanics in the game
feeding your party only grain and being able to lower troop payments in exchange for morale hit would be more sensible for closefisted playthrough. as a trader, you could have the option to disallow consumption of food types
you could turn it around and give better pay for generosity points, increasing exp gain of troops, better morale, and having random troop types show up and ask if they can join you, knowing you are generous. takes a bigger hit on your purse, but it will make rebuilding a party after defeat much faster, so you have to worry less about contributing such sacrifices. or you can use it to empower the parties and settlements around you with easy troop donations - further adding to the aura of you being generous (also forgot to add, it will make maintaining your own parties easier too)
would also be nice if the npcs showed any signs of following their own traits beyond how they greet you. what does a generous vassal really mean to me, in practice? what if they tried to donate troops to me, like the player would? why does a merciful vassal raid villages.
i am pretty sure releasing vassals boosts some trait, whether thats merciful or valor, i dont remember. i dont see it listed on the personality wiki. but again, no vassals would show up in a dungeon they own that i am in and let me go. maybe they should consider it, if it fits their trait. i am fine if it forcibly boosts my relation with them, and i am even more fine with it if clans can take advantage of good relations with player and other clans. give reason for their generous actions
edit: i think i figured out that releasing lords and getting them to join your faction increases calculation. however, there is no way to decrease it. you cannot naturally become impulsive
i think decreasing calculation into impulsivity is a bit of a headscratcher, on how that is achieved. would engaging with a party on the map that is actively chasing you count as impulsivity? it could also be interpreted as valor. maybe chasing a party or meeting a party for a fight only to lose it should count as impulsivity. maybe some actions that grant dishonor should instead give impulsivity. failing a quest that puts you and your party at risk or in a loss seems more impulsive than dishonest. it feels like there needs to be more interactions available for this trait to make sense and be fun to roleplay
on that note, having someone chase you for long enough that they give up, even though you are both close to evenly matched, could decrease valor. in that way, cowardice can also be seen as a useful trait if npcs follow those tendencies. you could be fooled into thinking the party you are chasing is afraid of you because they are outnumbered in strength, but in fact they just lack confidence and are capable of beating you. fleeing from an ongoing fight where you can still extract some kills could also decrease valor. maybe it already does, but it isnt listed anywhere online then. the valorous action is to make sure your sacrifices pay off to the last drop of blood, where fleeing is only acceptable when your last troops are overrun or half of your last troops are already fleeing. valorous heroes are great commanders because they had to learn it the hard way how to overcome difficult obstacles, while cowardly commanders play it safe and put little to no pressure on the enemy. they are bad at striking uniformly on the battlefield. they will order their troops to step back a bit in a charge and leave others troops fending first. two cowardly commanders will lose troops to archers for hesitating a charge together. a cowardly commander will do best ordering archers in an offense, or commanding infantry in a defense. they do fine if they are asked to command a few cavalry or horse archers, keeping them safe, but will hesitate to do devastating charges despite having large numbers to pressure with
in an army, maybe losing too many of your commanded troops in ratio to other formations and in ratio to kills inflicted back can decrease calculation. that sounds like an act of impulse. keeping your troops safe while inflicting kills could increase calculation. impulsive vassals may rely too much on pushing and charging, while calculating vassals are good at reading the battlefield. at the very least, the impulsive vassal will gain some brownie points for keeping pressure on the enemy. they might fare well against a coward on the offense who is fearful of their charge and tries to back up instead of fight back, but will fare worse against a coward on the defense, though they may be lucky to score enough kills that the coward calls it a day and orders everyone to flee. a calculating commander will only read the battlefield, not the minds of their opponents
all these traits mean that the main commander will struggle to make generals of formations follow their command, as their traits will read opportunities and risks differently. this is where the honest general 'shines', as they will always follow in line, only straying if absolute necessary, if their other traits override in a dire situation. and a dishonest one, well, its like they dont listen at all. if the player is the main commander, they will see messages pop up of the generals changing their mind to your commands, and a dishonest one will steal your command over their formation entirely
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