Immersive Traits Overhaul

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Author: wbwillis

Last revision: 18 Oct, 2018 at 01:50 UTC

File size: 1.97 MB

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Description:

***A ROLE PLAYERS PARADISE***
Works with Medieval Kingdoms 1212! (The Legendary heirlooms and special traits will not activate, but all other traits will) My plan is to make an expanded version of this with more Medieval themed traits, as well as perhaps integrate heirlooms and special traits. So stay tuned!

(This is designed for Radious Total War. I also play with Greq7’s difficultymod, as well as others. The rest of the mods we use are in my co-op collection.)

***MAJOR UPDATE *** 8/30/2018
DESERT KINGDOMS ADDED to Legendary Heirlooms & Special Traits & Merged with this mod!!!!

*The merger with Legendary Traits and Heirlooms requires a new game for those new traits to load correctly.*

Garamantia – Aksum -Himyar – Tanuhkids – Lakhmids
AKSUM:
The Crown of Sheba Imrpoved Influence & Public Order (Which get stronger everytime you start a turn with 8000+ gold.)
The Ark of The Convenant (Start weak, just a Judean Ark your scholars are researching, as you win battles you will proudly announce it is the Ark of The Covenant and it will provide amazing bonuses as it fills your army with religious fervor. However it will inspire Jews wherever you travel, while also generating unrest in any enemy territory you enter!
HIMYAR:
rebuild the Jewish nation with triats such as "The Chosen People", the "Ring of Solomon", & the "Eternal Flame".
TANUHKIDS
King has a line of Stallions that will improve in speed and -% fatigue as he wins battles, and with many heroic victories rise up to earn the "Crown of Mavia".
LAHKMIDS:
The defenders of peace in Arabia, with new bonuses to diplomacy and defense!
GARAMANTIA:
Royal Ritual Scar and Tattooing speaks of your heroic victories, improving you Kings leadership on and off the battlefield.

In Skidvar/Prometheuses version of the mod the special traits all have numbers letting you know how much you have leveled them up. I am removing these in the name of emersion, instead the names of the traits themselves change as the trait grows.

COMPATABILITY
RADIOUS
Greq7’s Submods (Difficulty, Garrisons)
**Compatible with Legendary Leaders as well as Legendary Generals & Armies.

NOT-COMPATIBLE
Legendary Herilooms and Special traits. I have added those special traits to this mod, and then some.
Note: I did this without anyones permission because I created this mod just for my for personal use.**

Legendary Traits and Heirlooms is an excellent mod created by Skidvar and Prometheus. Check out the link below:
https://steamcommunity.com/sharedfiles/filedetails/?id=563269175

They have also created a Better Ancillaries mod which I use. Over time I will get to combining that with this mod, so that there aren’t contradictions.

Features ___________________________________________________________________________

More Immersive Traits:
Designed to make characters have unique back stories and develop a personality to enhance your Role Playing.

Conundrums for the player:
You may have a rival or family member that you just need to assasinate. A Enuch candidate might be good to marry into the family for his powerful influence and excellent backstabbery, but do you really want one of your daughters to never produce offspring?

Improved (many) Descriptions for Grammar & Immersion:
Many of the descriptions for traits have been corrected for grammar, and/or modified to have more immersive descriptions. The descriptions are usually longer, not as long as with trait mods for many early total war game mods, but just enough to give a sense of a story for the character. Hopefully, this helps a real personality emerge.

Mixed Positive and Negatives:
Many traits have both positive and negative aspects. A general may have -5 Morale with his troops due to his instability, but his lust for destruction gives him benefits when he assaults a city. Some positive traits as they become stronger also develop some negatives.

For example stupidity increases loyalty. Blindness may slow down a character on the battlefield and campaign map, but enhances political skills and enhances their command in night battles. Eunuchs may not be able to have children and lack some authority among other men, but they and their wives develop enhanced influence and subterfuge, as they have time to focus on other things.

Entire pool of triats available at start:
Each character recieves 4-8 traits at the start of a campaign. (In co-op Player2 wait for your turn for traits to be assigned). Traits recieved are from the entire possible pool of traits. So characters could be weak withfew benefits, or powerful tyrants, or blind philosphers, most likely a combination. My suggestion is to spend time reading each player, and building a story around them to better understand who they are with their particular unusual traits.

Evolving Traits:
Some negative traits develop into positive traits, and many have some positive benefit.

For example when a character is poor the people appreicate that they understand their plight, but as he becomes very wealthy he will lose touch with the people and so some cause some unrest when governor. For wealthy characters as they accumulate wealth some workers take advantage of the characters impressive access to funds and gouge them on building costs. But other benefits remain, such as the personal contributions of a very rich man reduce the maintence of buildings and upkeep costs for troops. An the "Wealth" trait is still positive, it’s just once they become very rich that things take a turn.

Retainers:
Some triats are no longer of your character but describe a particular retainer attached to their bodyguard. So one might have a Cartographer, or Personal Armourer attached to them which will give them certain benefits.

On-Going Project:
Vanilla traits adjusted/modified; and I am currently trying to balance anti-triats, and soon add additional bonus trats so that there is more variety with those traits. Because as W.Rome I had two blind generals, which was interesting, but it would be nice if that was as infrequent as possible.

I have tried to adjust the "anti-traits" so that you don’t get too many immersion breaking traits, like an insane character that also has a friendly trait. I tried to adjust many of these, but some may still pop up, so let me know if any inconrugities occur.

New Bonus Traits:
There are also some completely new traits, such as Soothsayer; a man who can predict weather patterns enhancing agriculture and aiding sailors. However, this person may also cause Paganism to spread wherever they are, which may be a benefit or a negative depending on your faction. Another new trait is Metalworker, which may progress to Trained Blacksmith and final to Master Metalurgist. This is a trait that starts mostly negative, the character prefers to work in the filth and din of the smithy to his education and so while his management skill suffer he creates improved armour for himself and his bodygaurds. Over time, if he is a good man, the negatives might fade away as he hones his skills, and he eventually becomes a Master Metalugist, reducing cost of industrial buildings and improving the armament of all his troops. He will develop some negatives later in life, as his dedication to the outfitting of his troops and frequent inspection of them while on campaign may cause a slight reduction in campaign movement.

So all in all this should make things more interesting. Please tell me if anything pops up that does not make sense. Or traits effects not clearly explained by the trait description.

Enjoy!

CREDITS:
This is based on the work of TheZuma
TheZuma’s Trail Overhaul can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=653518411&searchtext=trait+overhaul