Quote from: TheFlame52What part(s) of a general's personality dictate(s) their actions/effectiveness?
I haven't spent much time with this so it's very placeholdery. The civ leader's personality comes up more than the general's, since the civ leader decides where to attack and when. For that, it compares the army strengths, ethical mismatches, past disputes and other historical events to confidence, ambition, propensity to anger, excitement-seeking and recklessness in a few different passes. A general's actual effectiveness in a given battle is just a function of the tactics, leadership and organization skills they pick up in world gen as they go. Since there isn't much data in world gen in terms of position/strategy/tactics/logistics/etc. etc. etc., there's not much to work with so I only went that far.
Well, that sort of did it. They still prefer to pillage, but now they're even more hostile than before. They even fight other humans, something I've never seen before. Anyone know how to make armies conquer instead of pillage?Not sure, but changing their ethics might help, and adding natural_skills might help... or not. I really have no idea.
- The Ardent Realm hasn't conquered anyone because they're faggots.
FantasticDorf, would you mind posting the raws of your conquered site noble?
[POSITION:FORCED_ADMINISTRATOR]
[NAME:administrator:administrators]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[COLOR:5:0:0]
[MANDATE_MAX:2]
[DEMAND_MAX:3]
[PRECEDENCE:65]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]
[POSITION:ENFORCED_GOVERNOR]
[NAME:enforced governor:enforced governors]
EDIT - I admit i've never really delved much deeper than that and its run smoothly enough to not be touched. I might even spare having a go at trying to integrate more conquered site nobles. (I wonder how a militia/law enforcement would fare in enforcing slavery?)
But goblins and humans already have generated site administrators. Why do I need to put in my own? Also, making them playable, this is supposed to be a worldgen experiment.
As for what to make conquerors, I prefer humans. Occasionally the random values spit out someone who is perfect for conquest. Also, humans do better in battle because they're bigger than other races. I did some science a bit ago on who 'wins' in worldgen, and it's usually humans.
No, in game, being at peace with wildlife means you civ automatically knows how to domestically anything in their home biome. If you embark as elfs, and check the z->Animals menu, you'll get several pages of animals domesticated.
This is all for fort mode, though. Anyone can be a conqueror in fort mode. I'm talking about worldgen. Also, I have not seen a site get razed since like 0.34, with the exception of kobold caves.
I think to make them conquer vs pillage, try driving up their slave ethic which should get them to conquer the site.Humans already have it at acceptable, I'm going to push it up to required.