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Certain dialogs are locked or unlocked based on personality type. One example would be the famous "Cannonball Plains" one. To start that, the character that starts it must have the "Dumb" personality type.
I'll post a full conversation that includes several personality triggers as another example. Very minor spoilers about Mongrel. For simplicity each character will have a number as their name, 1, 2, and 3. Personality type will be listed after that.
1 (Smart): The fog islands of Mongrel
1 (Smart): Only the most desperate ever come here
1 (Smart): Refugees from the Holy Nation, hoping to lose their pursuers to the Fogmen...
2 (Fearful): Wait, Fogmen? What are Fogmen!?
3 (Brave): What, you scared? Hah hah!
2 (Fearful) I ain't scared! Shut up!
This example requires a Smart character to trigger at all. Then there is an interjection by a Fearful one if you have one. There's also an alternate one there for a Crazy one. After the Fearful one goes a Brave character can interject. Or alternatively a Hiver can, providing some background on the Fogmen.
Hope this helps you, and others, understand the personalities a bit better! :)
But whats with the charakters from game start you chose, or 700 c recruits / recruited slaves or prisoners. Someone knows how this work? Become these different personality too?
For instance, the doctor recruits will pretty much always be smart. While bandits can't be honorable, and only rarely smart.