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Good and Bad ruler personalities
For the purpose of easier event scripting, the game has some scripted triggers (see
I think it might be useful to show this division in the page to make it easier to find a specific trait and to help with writing pages for events that use those triggers (right now every time you find one of those triggers you have to list all of the personalities for the trigger, while if the categorization was done here you could just link to a specific section of this page).
I was thinking of maybe dividing the personalities into two tables, each having its own section ("Positive personalities" and "Negative personalities") and then adding to each table a column showing the category (adm, dip, mil). Any objection/other presentation ideas? --Tre3qwerty (talk) 10:59, 22 October 2016 (CEST)
What is Modifiers? And what 1 means there? Please describe, it's unclear, especially when Modifiers duplicate Requirements like this:
At least 3 Administrative skill Modifiers 1x At least 6 Administrative skill
- Modifiers provide a, well, modifier to the chance to get any particular personality each time the virtual dice are rolled (at age 15, and after ruling for 10 and 25 years). Modifiers do not duplicate requirements; in the example given, it shows that in order to have a chance of getting the personality the ruler must have at least 3 administrative skill, but they have an additional chance (I believe a factor of 1× works out to a double chance, but I could be wrong here) to get the personality if their administrative skill is 6. Quite a few personalities work this way, requiring a minimum skill of 3 in a particular category and having a higher chance of being assigned with a skill of 6 in that category. Factors of 0.5× for bad personalities usually mean that if a ruler has one bad personality, the chance of them getting another one is halved, though it is by no means impossible. (I've had rulers with two bad personalities before!) Philadelphus (talk) 22:29, 8 May 2017 (CEST)