Family tree (Rome: Total War)
Does anyone know what criteria are used to select candidates for adoption?A couple of times it happened that my captains were accepted as family members "for military merit." I wonder if it is possible to pump the captains so specially?
Bribed generals immediately join your clan, once such a traitor was adopted by the leader of the faction, who had no heirs, and this "adopted" soon became king!
An interesting system ...
Who else has some interesting family tricks - write here.
Reasonable, very reasonable. I have observed these phenomena. This is the trick!
2Casper
I noticed this pattern. Sometimes a bunch of my generals would finish off the adversaries in a couple of moves, but in subsequent moves, it seems that the clever randomizer described above was set off, a huge number of those wishing to be taken into the family appeared, and thus the number of generals was sharply restored to the acceptable size of the family tree. Then the flow of applicants is greatly reduced.
Casper wrote: Someone wrote above that he even had a banal save load
He wrote this, there was a case ...
Casper wrote: without changing the final positions of the units, everything worked out.
Exactly.
Casper wrote: Most likely, everything is much simpler - there is a random number generator that makes certain triggers work. And this generator can be tied to anything.
I suppose the same.
Casper wrote: Ie moved any unit one "cell" made a move transition - did not like it, loaded, moved one more "cell", etc.
I doubt that it is so: I have never noticed that the movement of a simple detachment, not a member of the family, changed something. But in principle I agree.
There is a very illustrative example. Once, before a new member of the family came of age, at the end of the turn I forgot to lay a ship for him - the next move the whole family sailed to fight Carthage, and his people were really needed there.
With a new move number one, he got quite decent skills and managed to find a bride for himself. But - his people were still needed, so I went back to the end of the previous turn and laid the ship.
With a new move number two, and then three, four, then everywhere he received such sour initial skills that even the bride ran away. Moreover, the skills are exactly the same from time to time ...
I don’t remember how I got him to get at least acceptable skills (after all, move number one skills were much better) and sailed with reinforcements to my father. Most likely, he built something for which there was enough money. But I remember exactly - the movement of simple units from city to city did not affect anything.
Antonio! Do you think that the construction of a new ship was “condemned†by the game, or was the chest easier to open? ;-)
A good idea about the random number generator.
What is the random number generator tied to? Maybe for the TOTAL for the move.
How to determine the TOTAL and what will the RTW game include? The TOTAL is determined by the simple sum of the final points for each ASPECT that the player can influence (see my articles above).
Let's take a look at the “construction†aspect as an example. For assessment and calculation, we will conditionally accept a ten-point scale.
Option 1. They did not build anything, +3 points. Why not 0? Because they saved money. For the second year we are not already +2. Why? Because the city needs to be developed.
Option 2. In the city, in which there is nothing besides the building of the head of the administration, construction began NOT from the roads, not from the farm, not from the merchant. - 4 points.
Option 3. Priority construction of "land cleaning" or other agricultural facility. + 8 points.
Option 4. Priority construction of the temple (shrine). + 4 points.
(Naturally, in REALITY, the estimate is given by the computer, but here is an approximate estimate.)
And so on for each city. Then we add up the obtained values ​​from the whole empire.
It turned out, for example, 38 points. Although they could have typed more.
We add the final scores on other aspects (tax level, movement by the army, agents, etc.), and we get the TOTAL, for example, 215 points.
It happens comp. gives "compensation": if the leader of the faction died, then adds 100 points, if the general was killed 50 points.
And then the computer. this amount of points gives us a "notification of the faction".
For example, a SON is worth 120 points (that is, a computer will no longer give two sons), a DAUGHTER 100 points, a young 16-year-old groom 160 points, if he is 20 years old - already 140 points, a son's "growing up" 80 points, a candidate for adoption 130 points, etc.
Points are also spent on SWEET and PROPERTIES. For example, "excellent commander" 50 points, blacksmith 60 points, bard or philosopher 40 points, etc.
It turns out that a 16-year-old groom with combat experience will "eat" 210 points.
Those. like going to a cafe with 215 rubles. You can take this and this, or you can take this and this.
You can use up EVERYTHING, or maybe even change to stay. Or you may not order anything at all.
So comp. sometimes does. He did everything right - but he “bangâ€, and did not betray anything, neither his retinue, nor new relatives. According to my observations, even the number of game reloads per turn affects the result.
But if YOU played well and scored not 215 but 360 points, then you will have more CHOICE.
I agree with Provocateur that the movement of a simple squad is unlikely to change anything.
Regarding the ship: it had the same story, most likely, several bad factors influenced it.
According to my observations, the game DOES NOT LIKE:
- when in the same city both recruitment and reorganization of units is going on AT THE SAME TIME, and although the game "eats" it, it can chop off points;
- when they reboot (for the first time at the end of the move, the computer often gives the BEST result, based on the points you scored);
- when the army does not move around the map or moves LITTLE (considers it lazy)
- when the armies begin to make maximum transitions in a mass mode (all generals, garrisons, etc.). The other extreme. In general, the game does not like extremes, here you have to look for a "golden mean".
2All I also saw an increase in the number of generals with a small number of them or with the growth of the empire. I also observed that the more money in the state treasury, the worse the perks and retinue of generals. If at the beginning of the game all my generals do not poke gifted agricultural intellectuals into anyone, then by the end of the game (the money code is a fig) everyone is, if not a drunkard, then the embezzler and at the same time a cock. On the face of the triggering of triggers.
Another example: playing for the Seleucids I had a general with the "rooster" perk, I did not like it very much and, being afraid that he might "infect" others, I sent him across the empire to set up towers and after a while he settled in the forte, where I have safely forgotten about him. Remembering about him after a rather long period of in-game time laughed at his perks: "hermit", "crazy" and "fagot" :) I think I even have a screen (current at home) next time I'll bring it. Again, triggers are evident.
2 Antonio
Antonio> What is the random number generator tied to? Maybe for the TOTAL for the move.
Yeah. And the TOTAL is called the control number. Toka thinks to me that there are several of them - some are responsible for some triggers (for example, death-birth of new family members), others for others (getting another perk or a new servant-retinue).
Antonio> Add the final points-points on other aspects (tax level, movement by the army, agents, etc.), and we get the TOTAL, for example, 215 points.
Here I disagree - again, what does the movement of my troops and the standard of living of my subjects (taxes, games, etc.) have to do with the chance of a general having a child?
I think so:
It is necessary to consider each specific general separately under the influence of the general state of affairs in the state. Let me explain:
Beginning of the game. Considering a member of our family. Let's say the base chance of having a child in his family = 0.3. Next, we look at his perks and retinue: in his team there is any healer who increases the chance of a child spawning by 0.1 -> 0.3 + 0.1 = 0.4. Then he has a perk like "active" (or something like that) ->
0.4 + 0.1 = 0.5. He is young. 0.5 + 0.1 = 0.6. This means, in theory, on the next turn he has a 60/40 chance of having a child. But here the influence of the general position of the state is manifested. For example, there are much more cities than generals and there is a shortage of them, and then this general is given additional chances -> 0.6 + 0.2 = 0.8.
80% !!! This is very, very significant. Then the randomizer comes into play, the trigger fires or not and we are given the result. If it did not work, and the general state of affairs in the country has not changed, then another increase is given 0.8 + 0.1 = 0.9, etc.
Conditions that reduce the appearance of children can also be assumed: "rooster", "frail", old age, already existing children, few cities for a large number of generals.
And there is no 100% triggering, so there is no 0%.
There may be such an option - let's say everything is in balance - there are approximately the same number of generals and provinces. In this case, the chance of having a son or daughter increases - a kind of reserve for the future, because mortals tend to die. And if, as a result of a quick war, the empire has grown, and the sons still grow and grow before they grow up, then the chance of triggering the "Man of the Hour" is increased, or some groom will woo the already not young bride.
Of course, all this is very rough, but I think the general idea is clear ...
PS All IMHO.
When I started playing, I also thought that the probability of having children depends on the personality of the generals. But if you complete the same move several times, and at the same time receive messages about the birth of a child every time from ANOTHER MARRIED general, then you begin to understand that the PERSONALITY of the general has nothing to do with it. Although, logically, the personality should have determined the chance of having children. BUT NO.
Why married? Only a married couple can have children in the game. And if there is either a wedding OR the birth of a daughter, I will choose the general's WEDDING.
After all, as a comp. can assess your actions during the turn and what it can AFFECT? Almost no matter what. Launched construction - will be built, ordered the recruitment of a detachment - please get it.
Does it affect the rebels? Yes. But WHAT is a pathetic band of robbers for real strategists? Dust. Big gang, yes with the general? Temporary difficulties.
Affects the retinue, the properties of generals. For example: +2 to command in attack. But the PLAYER himself leads the army into battle. What else can the computer affect?
That's right: the FAMILY TREE. After all, you can smash enemies and not have a normal heir.
In the last game, Medieval: Total War, it was so: at the age of 54, the king was dying, and if there is no heir, you lost.
In Rome: Total War, it's almost impossible to be without an heir. They will propose a "man of the hour", or a candidate for adoption. After all, many play in this way - not paying attention to the development of the family tree. So WHO is there to whom it is wooing?
Or you can turn your attention. How many provinces have you conquered? Thirty!!! Great.
How many generals do you have? Fifteen! TOTAL 15, why not 30? Or do you care?
Remember how 1 (ONE!) Detachment of the general's cavalry tore the enemy to shreds. And if there are two generals?
HOW MANY armies can be made up of fifteen units of the general's cavalry?
Moreover, losses in them will be renewed FREE for the treasury and WITHOUT entering the city.
How many generals can you have? Theoretically unlimited. Practically limited only to family members - sons, sons-in-law and their descendants.
Information about the number of CONQUERED provinces (exactly captured, NATIVE provinces do not count) can be found on the faction's page, the number of your GENERALS, not family members, is also indicated there (unsuccessfully formulated).
If the number of CONQUERED provinces is greater than the number of GENERALS, then it becomes possible to obtain additional generals in the form of a "man of the hour", or a candidate for adoption, but not more than the number of captured provinces. This opportunity appears if one of the victorious battles is carried out under the command of the captain. The "MAN OF THE HOUR" can be obtained during the course, and if it is received, it does not reduce the total points by much. CANDIDATE FOR ADOPTION - the same "man of the hour", only proposed by the computer at the end of the move, and the "candidate" spends a lot of points on his person. So - choose, or ONE candidate for adoption or childbirth and wedding. I choose a wedding and a child (while the number of generals and provinces does not change), and I get the "man of the hour" in battles.
Regarding the characteristics of "cockerel" among the generals.
First. The very fact of marriage greatly reduces the likelihood of this characteristic appearing. Yes, MARRY, and the sooner the better.
Second, it is NOT NECESSARY to keep several generals in one city. Not a single move. All the more young. One of them, of course, is the governor, but what are the others doing there? A? Where to send them? To the front line.
Third. If a general sits as a governor in a city, then he must disperse the robbers, set up watchtowers, etc. In general, do not sit idle.
Fourth. From Casper's story it follows: do not keep generals in forts on a permanent basis.
- How many CHILDREN can one married couple have?
No more than FOUR.
- What is the maximum childbearing age?
The general is 50 years old, his wife is 46 years old (a son was born). But I think this is not the limit.
2 Antonio
It's a pity, but in Rome: Total War the family tree has almost no meaning and meaning, no matter how much you look there and no matter how much you want to change something - nothing can be changed there, except for the appointment of a new heir. In MTW, even without a family tree, it was much more interesting in this regard - for example, a successful wedding gave the rights to inheritance.
And regarding Antonio's remark that no one pays attention to the fact that there are 15 and not 30 children in a family - there is nothing you can do about it, because in Rome: Total War there is no way to change the family tree, only a computer can. Although, of course, it is possible that the course of the game somehow affects this, such as the accrual of points, but nobody knows for sure. The correct way is written only in the code.
TT, imagine that your army will meet with an enemy army consisting of 10 (ten) generals with the support of infantry? Will it be easy for you to handle? Now think about what could be YOUR additional army. Will she have many serious rivals? Think yourself.
There are many tips here, but have you TRIED to do something, to somehow change the situation?
Make a printout? Analyze? Try different options?
Trying this way is basically useless. Your own observations may not always be correct. In order to check how it exactly works, you have to try trillions of combinations, i.e. it is impossible to trace everything without knowing the real algorithm.
I have one wish for modders (I myself am not strong in this science), which are under development. Well, if someone, then here is my humble wish
So this: 1) I would have made one family tree for all Roman factions (although it can hardly be called a family tree, it is more family-political, but still interesting).
2) You can also add something like a dictator of the entire Roman Empire to whom, in turn, the leaders of 3 Roman factions are subordinate. The dictator can be the leader of any Roman faction (leader of the brutis / scypiev / julian). You can arrange for the election of a dictator once a year or as anyone likes, in which only the leaders of the factions will participate. The election takes into account such indicators as influence and command stars.
The winner of the election moves to Rome and becomes a dictator. And now the trick: (probably, this is impossible to do, but still it would be very nice)
3) the dictator can give orders similar to the Senate to other factions, it is nice to command someone. If he goes too far in his powers - impeachment ...
You can further dream up ...
Yes, you can fantasize ...
Yes, only from all of the above, the maximum is the unification of all three factions into one family, and you can even leave Juliev, Brutus and Scipions, but as brothers for example =)))) And also rename the post of the Supreme Pontiff as a dictator.
Why reinvent the wheel? Elections to the Senate leadership are held regularly, and my generals are constantly elected there. Of course, it would be more interesting if the head of the Senate, the Great Pontiff, could influence the decisions of the Senate, as well as offer his own options for tasks for other factions of the Romans.
A common family tree is too much, to bring your own to mind. But being able to view the status of the Family Trees of other factions would be interesting. After all, spies, diplomats would get such information. So, how many generals do they have there?
In general, what I want to say is that the posts in the Senate are almost non-functional. Those. what the position gives: 1) virtual bonuses (in management, etc.)
2) sometimes the position can save from the sanctions of the Senate and that's all ....
I do not feel any pleasure from the position.
And so to lead all the Romans and in addition to command other factions is very nice.
If we are already talking about how I would like to see the Family Tree in the game, I will repeat my thought expressed in another similar thread six months ago.
1. I would like to see a single family tree for the nations of the whole world. No more, no less. In one window (window system), family trees of all nations are displayed (nations, by the way, should be 3 times more). Thus, each nation has access to infa about the availability of "free" brides / grooms in another nation. So, matchmaking and m / n marriages are possible in order to strengthen relationships and unions, moreover, targeting a specific bride. Consent or refusal is limited by the age difference, the similarity of cultures and religions, the economic and financial state of states, yes, you never know, these are details. But the main thing is that such marriages should strongly influence diplomacy. Stronger than any alliance. Up to the point that states can unite under a common leadership, if the family becomes the leader, where the spouses of different nations.
2. I would like to see competition within the family. Civil wars, treason, betrayal. How it really was. So that every member of the family, especially the elderly, has an impact with influence. Children are likely to support their fathers. So the dissatisfaction of one, for example, of three elder brothers, should threaten the family with a serious split. It should be easier to kill a family member than to gain his loyalty if the wreath of inheritance is passed on by him. People of the hour should be appointed "under" a specific patron, and not on the basis of the convenience of placement in the tree.
Otherwise, the meaning of having a family tree is lost. Now you can forget about the heels of other members for a couple of years. Who died there?!?!?! ... Ah-ah-ah, this one .... Well, it doesn't matter, he was already a drunkard. Here, just a pity, it seems that he had a retinue there, a "messenger", I forgot to tell you. Well, nothing, we will survive. We still have them ...