PDA

View Full Version : The secret to making florins:



ScrapTower
12-06-2006, 23:00
Sack settlements! This is not some namby pamby social service game! (Quote from SomebodyElse) As a Catholic faction, sacking and resacking the Holy Land will provide more money then you know what to do with. Sell them back and sack them again! This always puts me well over the 100k mark before turn 50. It pays my troops, builds my buildings, and lines my coffers. Take full advantage of the heathen hordes!

Shahed
12-06-2006, 23:12
When playing Catholic, how much do you get for the first sack on:

-Jerusalem
-Antioch
-Acre
-Constantinople

?

ScrapTower
12-06-2006, 23:17
It depends on the population... usually sacking Jerusalem will bring in 15-30k repeatidly.

Shahed
12-06-2006, 23:25
It's the same then as for anyone else, I think. Just wanted to see if the figure is higher if you are Crusading.

ScrapTower
12-06-2006, 23:29
Yes this works for any faction. Pick a faction (preferably one with big cities) sack them, rinse, repeat...

Musashi
12-07-2006, 00:45
Meh. I prefer to hold things I take.

Bob the Insane
12-07-2006, 00:47
Note that every time you sack a settlment you get a global relationship hit (drop), but not as bad as an exterminate...

But yeah, at some point in my campaign as the Spainish it is the only time I can afford the big upgrades...

Occupying gets you a global boost to faction standings...

TinCow
12-07-2006, 00:48
When playing Catholic, how much do you get for the first sack on:

-Jerusalem
-Antioch
-Acre
-Constantinople

?

In my Venice game, I took Jerusalem on Crusade about 100 turns in. It had never been taken before and I received 44k from the sack.

ScrapTower
12-07-2006, 00:50
Note that every time you sack a settlment you get a global relationship hit (drop)...

But yeah, at some point in my campaign as the Spainish it is the only time I can afford the big upgrades...

Really? I didnt know that... how do you know?

Bob the Insane
12-07-2006, 00:51
Really? I didnt know that... how do you know?

From the unpacked files that that where released ( see the mod forum)...

Specifically the descr_faction_standing.txt file...

ScrapTower
12-07-2006, 00:58
Meh. I prefer to hold things I take.

I think we all do. Nobody said you cant hold the settlement after sacking it a couple times...

Musashi
12-07-2006, 01:09
I've only rarely rarely sacked a settlement... I prefer to keep the population...

I only sack a settlement when I'm really annoyed with the former owners, and I never exterminate.

I'm a builder ;)

ScrapTower
12-07-2006, 01:21
Yeah I had to adjust my playstyle to take advantage of this. Its just too good to pass up. I like to carve out a small kingdom and then out tech everyone. It is quite expensive to keep stacks of elite troops unless you put them to work tho.

Musashi
12-07-2006, 01:24
I've found it's pretty simple, I'm always drawing several thousand florins per turn in merchant trade within 20-50 turns. I do the merchant zerg ;)

Aenlic
12-07-2006, 01:33
I propose we rename the merchant zerg in honor of its best practiioner! I follow the Musashi Method™ to get rich. Merchants baby. As many as possible, as soon as possible and send them off to Timbuktu and the nearby Arguin resources. I also send along as many priests as I can scrounge up. Converting the heathens around Timbuktu makes the Pope my best buddy, gives me enough cardinals to dominate the preferati and has the added bonus that by the time I get around to taking Arguin province, it's cheerfully Catholic and ready for my rule.

ScrapTower
12-07-2006, 01:36
Eye, merchants are surely another secret to making florins. Gold and silk are the first things I go for, but I find it rather tedious to go crazy with merchants... A merchant here and there and sack here and there... who says more money more problems?

ScrapTower
12-07-2006, 01:46
Can one of you post a link to the Merchant Zerg/Musashi Method™?
There is certainly more then one way to get rich in this game...

Aenlic
12-07-2006, 01:48
Looking for the thread, ScrapTower. I'll edit in the link when I've found it.

Found it. It's the Merchants and frustrations thread. Musashi gives a detailed account of his experiences with his merchants in the Timbuktu area.

https://forums.totalwar.org/vb/showthread.php?t=73471

I give Musashi the credit, but some also goes to Sinan and Therother, and there's some good info in the Tips and FAQ sticky with links to a couple of other threads of interest for merchants. Just scroll down the first post. Econ21 keeps it updated.

Ice
12-07-2006, 02:06
So where are the best places to put merchants? I know their are silk deposits by Constantinople and Gold/Ivory near Timbuktu, but where else is good, besides the new world.

Forward Observer
12-07-2006, 02:21
Sacking is definitely the way to go--big returns and just a little hit on population and building damage. I just wish I had discovered it earlier.

Also if you issue 20 year municipal bonds for rebuilding the damaged structures for full value--you and the governor can pocket the difference, not to mention the kickbacks on building contract awards.~D

ScrapTower
12-07-2006, 02:30
Ok yes I remember that thread. Good read, thank you.

I like to draw a line on the map and call it my home land. This is where I tech up and take care of my people… trade, and train my elite armies. Any other conquered territories shall bleed for the good of the empire! If I took the territories from a catholic faction (I play catholic) I will usually occupy, ransom and trade it back for peace. If it’s any other faction I will sack it. I am wondering how bad of a diplomacy hit do you take for sacking settlements. Going to read the extracted files…

Shahed
12-07-2006, 02:39
Ice Have a look in the thead quoted above.

I'm not meaning to sound high up there or something, but 40K is what the current average is over the past 4 turns, in expenditure/turn.

So this one sack of Jerusalem would take me through one turn. The current turn expenditure is 67K !

I hold only from Damascus, Baghdad to Constantinople (Turks). I'm sacking the Hungarians after they ruthlessly attacked me without reason. Actually I was paying them 500 florins/turn for 20 turns (500 each for 20 for Egy and Venezia as well) when they attacked. Money doesn't always talk, apparently.

I intend to give back all of Hungary once sacked, and make peace, focus on Egy, and hopefully some Crusades. The current expenditure is high because I was at war from like turn 4 when the Barneys attacked so my development is slightly behind, trying to catch up. Fielding 4 full armies, all cavalry, and max free units in every city. 3 cities above 30K population, 14-15 (male) family members and some 10 kids. So midway I'd say.

Anyway, I like to sack as well for the cash but it does give you global negative standing. It's 0.2/sack.


Trigger 0101_sack_settlement_decrease_global
WhenToTest SackSettlement

FactionStanding global -0.02


Here's some other triggers for standing regarding battle which may be of interest:


;------------------------------------------
Trigger 0099_prisoners_released_increase_global
WhenToTest FactionLeaderPrisonersRansomedCaptor

Condition RansomType release
and NumCapturedSoldiers > 80

FactionStanding global 0.02

;------------------------------------------
Trigger 0100_prisoners_executed_decrease_global
WhenToTest FactionLeaderPrisonersRansomedCaptor

Condition RansomType execute
and NumCapturedSoldiers > 80

FactionStanding global -0.02

;------------------------------------------
Trigger 0102_extermination_decrease_global
WhenToTest ExterminatePopulation

FactionStanding global -0.05

;------------------------------------------
Trigger 0103_occupy_settlement_increase_global
WhenToTest OccupySettlement

FactionStanding global 0.02

Regarding "Transgression":


;------------------------------------------
Trigger 0075_DT_Stole_Back_Settlement
WhenToTest Transgression

Condition TransgressionName = TC_STOLE_BACK_SETTLEMENT

FactionStanding global -1.0

;------------------------------------------
Trigger 0076_DT_Bribed_Away_Settlement
WhenToTest Transgression

Condition TransgressionName = TC_BRIBED_AWAY_SETTLEMENT

FactionStanding global -0.15

;------------------------------------------
Trigger 0077_DT_Nullified_Alliance
WhenToTest Transgression

Condition TransgressionName = TC_NULLIFIED_ALLIANCE

FactionStanding global -0.1

;------------------------------------------
Trigger 0078_DT_BROKE_TREATY_TERMS
WhenToTest Transgression

Condition TransgressionName = TC_BROKE_TREATY_TERMS

FactionStanding global -0.15

;------------------------------------------
Trigger 0078b_DT_Break_Alliance_War
WhenToTest Transgression

Condition TransgressionName = TC_BROKE_ALLIANCE
and DiplomaticStanceFactions = AtWar

FactionStanding global -0.5

;------------------------------------------
Trigger 0078c_DT_Break_Alliance_Neutral
WhenToTest Transgression

Condition TransgressionName = TC_BROKE_ALLIANCE
and DiplomaticStanceFactions = Neutral

FactionStanding global -0.1

;------------------------------------------
Trigger 0078d_DT_Invasion
WhenToTest Transgression

Condition TransgressionName = TC_INVASION
and DiplomaticStanceFactions = Allied

FactionStanding target_faction -0.01

Zanshin
12-07-2006, 02:39
I wonder how bad is the diplomacy hit for exteminating the whole population and filling the corpses with straw so they seem alive from a distance. It's not like there were UN watchers to check if you actually slaughtered them all.

Do stuffed citizens count towards squalor?

Shahed
12-07-2006, 02:45
Salted and stuffed, no.

ScrapTower
12-07-2006, 02:46
Good stuff Sinan. I wonder if you can counter this by releasing prisoners or the occasional occupation. Do you get a global diplomacy bonus for that stuff?

Shahed
12-07-2006, 02:51
I'm looking at it now.. have'nt been through the whole thing.. there seems to be a lot more negatives than positives as usual... actually wait here it is... so everyone can see:


; faction standing parameters
; ===========================

; initialisation parameters

min_faction_standing -1.0
max_faction_standing 1.0

relations_improved_thresholds
{
-0.1
0.5
0.9
}

relations_worsened_thresholds
{
-0.9
-0.5
0.1
}

; trigger information
; faction_standing updated with the command:
; FactionStanding [AFFECTED_HANDLE] [affected_handle_parameters] opt:[MODIFER_HANDLE] opt:[modifier_handle_parameter_1] opt:[modifier_handle_parameter_1]
;
; Available AFFECTED_HANDLE's and their parameters are as follows:
;
; factions { [faction_label_1] [faction_label_2] [etc] } --> A list of factions to be affected, (own faction automatically excluded)
; target_faction --> the target_faction attached to the event, (own faction automatically excluded)
; religion [religion_label] --> all factions of the specified religion, (own faction automatically excluded)
; own_religion --> all factions of the same religion as the faction of the event, (own faction automatically excluded)
; target_religion --> all factions of the same religion as the target faction of the event, (own faction automatically excluded)
; global --> the faction of the event (i.e. own faction)
; exclude_factions { [faction_label_1] [faction_label_2] [etc] } --> A list of factions not to be affected, (own faction automatically excluded)
; allies --> all factions allied with the faction attached to the trigger
; enemies --> all factions at war with the faction attached to the trigger
; target_allies --> all factions allied with the target faction attached to the trigger
; target_enemies --> all factions at war with the target_faction attached to the trigger
;
; Available MODIFIER_HANDLE's and their corresponding parameters
;
; [value] --> add this 'value' to the affected faction standings
; amount [divisor] [value] --> for every 'divisor' unit of the event amount, add 'value' to the affected faction standings
; income [divisor] [value] --> for every 'divisor' unit of the event factions income, add 'value' to the affected faction standings
; normalise [target_core_attitude] [divisor] --> for each affected faction standing, add (target_faction_standing - faction_standing)/divisor
; per_unit [value] --> for each unit in the events army, add 'value' to the affected faction standings


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; BUILD RELIGIOUS STRUCTURE ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;------------------------------------------
Trigger 0001_P_Build_Small_Church
WhenToTest BuildingCompleted

Condition SettlementBuildingFinished = small_church

FactionStanding factions { papal_states } 0.02

;------------------------------------------
Trigger 0002_P_Build_Church
WhenToTest BuildingCompleted

Condition SettlementBuildingFinished = church

FactionStanding factions { papal_states } 0.04

;------------------------------------------
Trigger 0003_P_Build_Abbey
WhenToTest BuildingCompleted

Condition SettlementBuildingFinished = abbey

FactionStanding factions { papal_states } 0.06

;------------------------------------------
Trigger 0004_P_Build_Cathedral
WhenToTest BuildingCompleted

Condition SettlementBuildingFinished = cathedral

FactionStanding factions { papal_states } 0.16

;------------------------------------------
Trigger 0005_P_Build_Huge_Cathedral
WhenToTest BuildingCompleted

Condition SettlementBuildingFinished = huge_cathedral

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0006_P_Build_Small_Chapel
WhenToTest BuildingCompleted

Condition SettlementBuildingFinished = small_chapel

FactionStanding factions { papal_states } 0.02

;------------------------------------------
Trigger 0007_P_Build_Chapel
WhenToTest BuildingCompleted

Condition SettlementBuildingFinished = chapel

FactionStanding factions { papal_states } 0.04

;------------------------------------------
Trigger 0008_P_Built_First_Small_Church_Faction
WhenToTest BuildingCompleted

Condition NumBuildingsCompletedFaction small_church = 1

FactionStanding factions { papal_states } 0.04

;------------------------------------------
Trigger 0009_P_Built_First_Church_Faction
WhenToTest BuildingCompleted

Condition NumBuildingsCompletedFaction church = 1

FactionStanding factions { papal_states } 0.08

;------------------------------------------
Trigger 0010_P_Built_First_Abbey_Faction
WhenToTest BuildingCompleted

Condition NumBuildingsCompletedFaction abbey = 1

FactionStanding factions { papal_states } 0.12

;------------------------------------------
Trigger 0011_P_Built_First_Cathedral_Faction
WhenToTest BuildingCompleted

Condition NumBuildingsCompletedFaction cathedral = 1

FactionStanding factions { papal_states } 0.16

;------------------------------------------
Trigger 0012_P_Built_First_Huge_Cathedral_Faction
WhenToTest BuildingCompleted

Condition NumBuildingsCompletedFaction huge_cathedral = 1

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0013_P_Built_First_Small_Chapel_Faction
WhenToTest BuildingCompleted

Condition NumBuildingsCompletedFaction small_chapel = 1

FactionStanding factions { papal_states } 0.04

;------------------------------------------
Trigger 0014_P_Built_First_Chapel_Faction
WhenToTest BuildingCompleted

Condition NumBuildingsCompletedFaction chapel = 1

FactionStanding factions { papal_states } 0.08

;------------------------------------------
Trigger 0015_P_Built_First_Cathedral_World
WhenToTest BuildingCompleted

Condition NumBuildingsCompleted cathedral = 1

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0016_P_Built_First_Huge_Cathedral_World
WhenToTest BuildingCompleted

Condition NumBuildingsCompleted huge_cathedral = 1

FactionStanding factions { papal_states } 0.2



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; DESTROY RELIGIOUS STRUCTURE ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;------------------------------------------
Trigger 0017_P_Destroy_Small_Church
WhenToTest BuildingDestroyed

Condition BuildingName = small_church

FactionStanding factions { papal_states } -0.1

;------------------------------------------
Trigger 0018_P_Destroy_Church
WhenToTest BuildingDestroyed

Condition BuildingName = church

FactionStanding factions { papal_states } -0.2

;------------------------------------------
Trigger 0019_P_Destroy_Abbey
WhenToTest BuildingDestroyed

Condition BuildingName = abbey

FactionStanding factions { papal_states } -0.4

;------------------------------------------
Trigger 0020_P_Destroy_Cathedral
WhenToTest BuildingDestroyed

Condition BuildingName = cathedral

FactionStanding factions { papal_states } -0.6

;------------------------------------------
Trigger 0021_P_Destroy_Huge_Cathedral
WhenToTest BuildingDestroyed

Condition BuildingName = huge_cathedral

FactionStanding factions { papal_states } -1.0

;------------------------------------------
Trigger 0022_P_Destroy_Small_Chapel
WhenToTest BuildingDestroyed

Condition BuildingName = small_chapel

FactionStanding factions { papal_states } -0.1

;------------------------------------------
Trigger 0023_P_Destroy_Chapel
WhenToTest BuildingDestroyed

Condition BuildingName = chapel

FactionStanding factions { papal_states } -0.2

;
;;;; TBD buildings destroyed in battle


;;;;;;;;;;;;;;
;; CRUSADES ;;
;;;;;;;;;;;;;;

;------------------------------------------
Trigger 0050_P_General_Arrives_Grusade_Target
WhenToTest GeneralArrivesCrusadeTargetRegion

Condition IsCrusade

FactionStanding factions { papal_states } 0.02
FactionStanding factions { papal_states } per_unit 0.002

;------------------------------------------
Trigger 0051_P_Heir_Arrives_Grusade_Target
WhenToTest GeneralArrivesCrusadeTargetRegion

Condition IsCrusade
and IsFactionHeir

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0052_P_King_Arrives_Grusade_Target
WhenToTest GeneralArrivesCrusadeTargetRegion

Condition IsCrusade
and IsFactionLeader

FactionStanding factions { papal_states } 0.6

;------------------------------------------
Trigger 0053_P_General_Takes_Grusade_Target
WhenToTest GeneralTakesCrusadeTarget

Condition IsCrusade

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0054_P_Heir_Takes_Grusade_Target
WhenToTest GeneralTakesCrusadeTarget

Condition IsCrusade
and IsFactionHeir

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0055_P_King_Takes_Grusade_Target
WhenToTest GeneralTakesCrusadeTarget

Condition IsCrusade
and IsFactionLeader

FactionStanding factions { papal_states } 0.6

;------------------------------------------
Trigger 0056_P_Army_Takes_Grusade_Target
WhenToTest ArmyTakesCrusadeTarget

Condition IsCrusade

FactionStanding factions { papal_states } per_unit 0.002

;------------------------------------------
Trigger 0057_P_Character_Attacks_Crusading_General
WhenToTest CharacterAttacksCrusadingGeneral

Condition IsTargetOnCrusade

FactionStanding factions { papal_states } -0.4

;------------------------------------------
Trigger 0058_P_Crusade_Attacks_Orthodox_General
WhenToTest GeneralAssaultsGeneral

Condition IsOnCrusade
and TargetFactionReligion orthodox

FactionStanding factions { papal_states } -0.4

;------------------------------------------
;Trigger 0059_P_Crusade_Attacks_Orthodox_Residence
; WhenToTest GeneralAssaultsResidence
;
; Condition IsOnCrusade
; and TargetFactionReligion Orthodox
;
; FactionStanding factions { papal_states } -0.4


;;;;;;;;;;;;;;;;
;; CHARACTERS ;;
;;;;;;;;;;;;;;;;

;------------------------------------------
Trigger 0030_P_Recruit_Priest_Papal
WhenToTest AgentCreated

Condition TrainedAgentType = priest

FactionStanding factions { papal_states } 0.02

;------------------------------------------
Trigger 0031_P_Faction_Excommunicated
WhenToTest FactionExcommunicated

FactionStanding factions { papal_states } -1.0



;;;;;;;;;;;;;;
;; MISSIONS ;;
;;;;;;;;;;;;;;

;------------------------------------------
Trigger 0100_Success_Pope_Min_Reward_Only
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_min_reward_only

FactionStanding factions { papal_states } 0.1

;------------------------------------------
Trigger 0101_Success_Pope_Min_Penalty_Min_Reward
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_min_penalty_min_reward

FactionStanding factions { papal_states } 0.1

;------------------------------------------
Trigger 0102_Success_Pope_Mod_Penalty_Min_Reward
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_mod_penalty_min_reward

FactionStanding factions { papal_states } 0.1

;------------------------------------------
Trigger 0103_Success_Pope_Rome_Min_Penalty_Min_Reward
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_rome_min_penalty_min_reward

FactionStanding factions { papal_states } 0.1

;------------------------------------------
Trigger 0104_Success_Pope_Cardinal_Mod_Penalty_Min_Reward
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_cardinal_mod_penalty_min_reward

FactionStanding factions { papal_states } 0.1

;------------------------------------------
Trigger 0104_Success_Pope_Cardinal_Min_Penalty_Min_Reward
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_cardinal_min_penalty_min_reward

FactionStanding factions { papal_states } 0.1

;------------------------------------------
Trigger 0105_Success_Pope_Mod_Reward_Only
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_mod_reward_only

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0106_Success_Pope_Min_Penalty_Mod_Reward
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_min_penalty_mod_reward

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0107_Success_Pope_Rome_Min_Penalty_Mod_Reward
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_rome_min_penalty_mod_reward

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0108_Success_Pope_Cardinal_Min_Penalty_Mod_Reward
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_cardinal_min_penalty_mod_reward

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0109_Success_Pope_Cardinal_Mod_Reward_Only
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_cardinal_mod_reward_only

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0110_Success_Pope_Major_Reward_Only
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_major_reward_only

FactionStanding factions { papal_states } 0.4

;------------------------------------------
Trigger 0111_Success_Pope_Rome_Min_Penalty_Major_Reward
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_rome_min_penalty_major_reward

FactionStanding factions { papal_states } 0.4

;------------------------------------------
Trigger 0112_Success_Pope_Cardinal_Major_Reward_Only
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_cardinal_major_reward_only

FactionStanding factions { papal_states } 0.4

;------------------------------------------
Trigger 0113_Success_Pope_Cardinal_Min_Penalty_Major_Reward
WhenToTest LeaderMissionSuccess

Condition PaybackID pope_cardinal_min_penalty_major_reward

FactionStanding factions { papal_states } 0.4

;------------------------------------------
Trigger 0120_Fail_Pope_Min_Penalty_Only
WhenToTest LeaderMissionFailed

Condition PaybackID pope_min_penalty_only

FactionStanding factions { papal_states } -0.05

;------------------------------------------
Trigger 0121_Fail_Pope_Min_Penalty_Min_Reward
WhenToTest LeaderMissionFailed

Condition PaybackID pope_min_penalty_min_reward

FactionStanding factions { papal_states } -0.05

;------------------------------------------
Trigger 0122_Fail_Pope_Min_Penalty_Mod_Reward
WhenToTest LeaderMissionFailed

Condition PaybackID pope_min_penalty_mod_reward

FactionStanding factions { papal_states } -0.05

;------------------------------------------
Trigger 0123_Fail_Pope_Rome_Min_Penalty_Only
WhenToTest LeaderMissionFailed

Condition PaybackID pope_rome_min_penalty_only

FactionStanding factions { papal_states } -0.05

;------------------------------------------
Trigger 0124_Fail_Pope_Rome_Min_Penalty_Min_Reward
WhenToTest LeaderMissionFailed

Condition PaybackID pope_rome_min_penalty_min_reward

FactionStanding factions { papal_states } -0.05

;------------------------------------------
Trigger 0125_Fail_Pope_Rome_Min_Penalty_Mod_Reward
WhenToTest LeaderMissionFailed

Condition PaybackID pope_rome_min_penalty_mod_reward

FactionStanding factions { papal_states } -0.05

;------------------------------------------
Trigger 0126_Fail_Pope_Rome_Min_Penalty_Major_Reward
WhenToTest LeaderMissionFailed

Condition PaybackID pope_rome_min_penalty_major_reward

FactionStanding factions { papal_states } -0.05

;------------------------------------------
Trigger 0127_Fail_Pope_Cardinal_Min_Penalty_Min_Reward
WhenToTest LeaderMissionFailed

Condition PaybackID pope_cardinal_min_penalty_min_reward

FactionStanding factions { papal_states } -0.05

;------------------------------------------
Trigger 0128_Fail_Pope_Cardinal_Min_Penalty_Only
WhenToTest LeaderMissionFailed

Condition PaybackID pope_cardinal_min_penalty_only

FactionStanding factions { papal_states } -0.05

;------------------------------------------
Trigger 0129_Fail_Pope_Cardinal_Min_Penalty_Mod_Reward
WhenToTest LeaderMissionFailed

Condition PaybackID pope_cardinal_min_penalty_mod_reward

FactionStanding factions { papal_states } -0.05

;------------------------------------------
Trigger 0130_Fail_Pope_Cardinal_Min_Penalty_Major_Reward
WhenToTest LeaderMissionFailed

Condition PaybackID pope_cardinal_min_penalty_major_reward

FactionStanding factions { papal_states } -0.05

;------------------------------------------
Trigger 0131_Fail_Pope_Mod_Penalty_Only
WhenToTest LeaderMissionFailed

Condition PaybackID pope_mod_penalty_only

FactionStanding factions { papal_states } -0.1

;------------------------------------------
Trigger 0132_Fail_Pope_Mod_Penalty_Min_Reward
WhenToTest LeaderMissionFailed

Condition PaybackID pope_mod_penalty_min_reward

FactionStanding factions { papal_states } -0.1

;------------------------------------------
Trigger 0133_Fail_Pope_Rome_Mod_Penalty_Only
WhenToTest LeaderMissionFailed

Condition PaybackID pope_rome_mod_penalty_only

FactionStanding factions { papal_states } -0.1

;------------------------------------------
Trigger 0134_Fail_Pope_Cardinal_Mod_Penalty_Only
WhenToTest LeaderMissionFailed

Condition PaybackID pope_cardinal_mod_penalty_only

FactionStanding factions { papal_states } -0.1

;------------------------------------------
Trigger 0135_Fail_Pope_Cardinal_Mod_Penalty_Min_Reward
WhenToTest LeaderMissionFailed

Condition PaybackID pope_cardinal_mod_penalty_min_reward

FactionStanding factions { papal_states } -0.1

;------------------------------------------
Trigger 0136_Fail_Pope_Major_Penalty_Only
WhenToTest LeaderMissionFailed

Condition PaybackID pope_major_penalty_only

FactionStanding factions { papal_states } -0.2

;------------------------------------------
Trigger 0137_Fail_Pope_Rome_Major_Penalty_Only
WhenToTest LeaderMissionFailed

Condition PaybackID pope_rome_major_penalty_only

FactionStanding factions { papal_states } -0.2



;;;;;;;;;;;;;;;
;; DIPLOMACY ;;
;;;;;;;;;;;;;;;


;------------------------------------------
Trigger 0033_P_Give_Money
WhenToTest GiveMoney

Condition TargetFactionType papal_states
and DiplomaticStanceFromFaction papal_states < AtWar

FactionStanding factions { papal_states } amount 50 0.002


;------------------------------------------
Trigger 0034_P_Give_Settlement
WhenToTest GiveSettlement

Condition TargetFactionType papal_states
and DiplomaticStanceFromFaction papal_states < AtWar

FactionStanding factions { papal_states } income 1000 0.06


;------------------------------------------
Trigger 0035_P_Give_Rome
WhenToTest GiveSettlement

Condition TargetFactionType papal_states
and SettlementName Rome
and DiplomaticStanceFromFaction papal_states < AtWar

FactionStanding factions { papal_states } 0.6


;------------------------------------------
Trigger 0036_P_Alliance_Declared
WhenToTest FactionAllianceDeclared

Condition TargetFactionType papal_states

FactionStanding factions { papal_states } 0.4


;------------------------------------------
Trigger 0037_P_Break_Alliance
WhenToTest FactionBreakAlliance

Condition TargetFactionType papal_states

FactionStanding factions { papal_states } -0.6


;------------------------------------------
Trigger 0038_P_Successful_Diplomacy
WhenToTest DiplomacyMission

Condition MissionSucceeded
and TargetFactionType papal_states

FactionStanding factions { papal_states } 0.06

;------------------------------------------
Trigger 0039_P_War_Declared
WhenToTest FactionWarDeclared

Condition TargetFactionType papal_states

FactionStanding factions { papal_states } -0.3


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; CARDINALS AND ELECTIONS ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;------------------------------------------
Trigger 0040_P_Cardinal_Promoted
WhenToTest CardinalPromoted

FactionStanding factions { papal_states } 0.1

;------------------------------------------
Trigger 0041_P_Cardinal_Removed
WhenToTest CardinalRemoved

FactionStanding factions { papal_states } -0.1

;------------------------------------------
Trigger 0042_P_Own_Pope_Elected
WhenToTest PopeElected

Condition FactionEqualsTarget

FactionStanding factions { papal_states } 0.8

;------------------------------------------
Trigger 0043_P_Allied_Pope_Elected
WhenToTest PopeElected

Condition DiplomaticStanceWithNewPope = Allied
and not FactionEqualsTarget

FactionStanding factions { papal_states } 0.4

;------------------------------------------
Trigger 0044_P_At_War_Pope_Elected
WhenToTest PopeElected

Condition DiplomaticStanceWithNewPope = AtWar
and not FactionEqualsTarget

FactionStanding factions { papal_states } -0.6

;------------------------------------------
Trigger 0045_P_Voted_For_Pope
WhenToTest VotedForPope

FactionStanding factions { papal_states } 0.2


;;;;;;;;;;
;; MISC ;;
;;;;;;;;;;


;------------------------------------------
Trigger 0046_P_Normalise
WhenToTest FactionTurnStart

FactionStanding factions { papal_states } normalise 0 50

;------------------------------------------
Trigger 0047_P_Inquisitor_Appointed
WhenToTest InquisitorAppointed

FactionStanding factions { papal_states } -0.2

;------------------------------------------
Trigger 0048_P_Assassin_Caught_Attacking_Pope
WhenToTest AssassinCaughtAttackingPope

FactionStanding factions { papal_states } -1.0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; TRANSGRESSIONS AGAINST CATHOLICS ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;------------------------------------------
Trigger 0100_T_Invaded_Settlement
WhenToTest Transgression

Condition TransgressionName = TC_INVADED_SETTLEMENT
and TargetFactionReligion catholic
and not TargetFactionExcommunicated

FactionStanding factions { papal_states } -0.08

;------------------------------------------
Trigger 0101_T_Invaded_Fort
WhenToTest Transgression

Condition TransgressionName = TC_INVADED_FORT
and TargetFactionReligion catholic
and not TargetFactionExcommunicated

FactionStanding factions { papal_states } -0.03

;------------------------------------------
Trigger 0102_T_Invaded_Watchtower
WhenToTest Transgression

Condition TransgressionName = TC_INVADED_WATCHTOWER
and TargetFactionReligion catholic
and not TargetFactionExcommunicated

FactionStanding factions { papal_states } -0.03

;------------------------------------------
Trigger 0103_T_Declared_War
WhenToTest Transgression

Condition TransgressionName = TC_DECLARED_WAR
and TargetFactionReligion catholic
and not TargetFactionExcommunicated

FactionStanding factions { papal_states } -0.08

;------------------------------------------
Trigger 0104_T_Instigate_Siege
WhenToTest Transgression

Condition TransgressionName = TC_INSTIGATE_SIEGE
and TargetFactionReligion catholic
and not TargetFactionExcommunicated

FactionStanding factions { papal_states } -0.02

;------------------------------------------
Trigger 0105_T_Threaten_War
WhenToTest Transgression

Condition TransgressionName = TC_THREATEN_WAR
and TargetFactionReligion catholic
and not TargetFactionExcommunicated

FactionStanding factions { papal_states } -0.02

;------------------------------------------
Trigger 0106_T_Undeclared_Attack
WhenToTest Transgression

Condition TransgressionName = TC_UNDECLARED_ATTACK
and TargetFactionReligion catholic
and not TargetFactionExcommunicated

FactionStanding factions { papal_states } -0.05

;------------------------------------------
Trigger 0107_T_INSTIGATE_ASSAULT
WhenToTest Transgression

Condition TransgressionName = TC_INSTIGATE_ASSAULT
and TargetFactionReligion catholic
and not TargetFactionExcommunicated

FactionStanding factions { papal_states } -0.01

;------------------------------------------
Trigger 0108_T_BLOCKADE
WhenToTest Transgression

Condition TransgressionName = TC_BLOCKADE
and TargetFactionReligion catholic
and not TargetFactionExcommunicated

FactionStanding factions { papal_states } -0.03



;;;;;;;;;;;;;;;;;;;;
;; TRANSGRESSIONS ;;
;;;;;;;;;;;;;;;;;;;;

;------------------------------------------
Trigger 0049_T_Attacking_Crusading_General
WhenToTest Transgression

Condition TransgressionName = TC_ATTACKING_CRUSADING_GENERAL

FactionStanding target_religion -0.1

;------------------------------------------
Trigger 0050_T_Invaded_Fort
WhenToTest Transgression

Condition TransgressionName = TC_INVADED_FORT

FactionStanding target_faction -0.4

;------------------------------------------
Trigger 0051_T_Stole_Back_Settlement
WhenToTest Transgression

Condition TransgressionName = TC_STOLE_BACK_SETTLEMENT

FactionStanding target_faction -1.5

;------------------------------------------
Trigger 0052_T_Invaded_Settlement
WhenToTest Transgression

Condition TransgressionName = TC_INVADED_SETTLEMENT

FactionStanding target_faction -1.0

;------------------------------------------
Trigger 0053_T_Invaded_Watchtower
WhenToTest Transgression

Condition TransgressionName = TC_INVADED_WATCHTOWER

FactionStanding target_faction -0.4

;------------------------------------------
Trigger 0055_T_Invasion_Neutral
WhenToTest Transgression

Condition TransgressionName = TC_INVASION
and not DiplomaticStanceFactions = Allied

FactionStanding target_faction -0.04

;------------------------------------------
Trigger 0055a_T_Invasion
WhenToTest Transgression

Condition TransgressionName = TC_INVASION
and DiplomaticStanceFactions = Allied

FactionStanding target_faction -0.02

;------------------------------------------
Trigger 0055b_T_Invasion_Flee
WhenToTest Transgression

Condition TransgressionName = TC_FLEE_INVASION

FactionStanding target_faction -0.01

;------------------------------------------
Trigger 0055c_T_Invasion_Crusade
WhenToTest Transgression

Condition TransgressionName = TC_CRUSADE_INVASION
and FactionReligion catholic
and not TargetFactionReligion catholic
and not TargetFactionReligion orthodox

FactionStanding target_faction -0.04

;------------------------------------------
Trigger 0055d_T_Invasion_Jihad
WhenToTest Transgression

Condition TransgressionName = TC_CRUSADE_INVASION
and FactionReligion islam
and not TargetFactionReligion islam

FactionStanding target_faction -0.04

;------------------------------------------
Trigger 0056_T_Nullified_Alliance
WhenToTest Transgression

Condition TransgressionName = TC_NULLIFIED_ALLIANCE

FactionStanding target_faction -0.3

;------------------------------------------
Trigger 0057_T_Broke_Treaty_terms
WhenToTest Transgression

Condition TransgressionName = TC_BROKE_TREATY_TERMS

FactionStanding target_faction -0.2

;------------------------------------------
;Trigger 0058_T_Diplomatic_Insult ; fired for every 1000 gold diplomacy proposal under balanced - 1
; WhenToTest Transgression
;
; Condition TransgressionName = TC_DIPLOMATIC_INSULT
;
; FactionStanding target_faction -0.07

;------------------------------------------
Trigger 0059_T_Dishonour
WhenToTest Transgression

Condition TransgressionName = TC_DISHONOUR

FactionStanding target_faction -0.13

;------------------------------------------
Trigger 0060_T_Declared_War
WhenToTest Transgression

Condition TransgressionName = TC_DECLARED_WAR

FactionStanding target_faction -0.4

;------------------------------------------
Trigger 0061_T_Major_Assassination_Attempt
WhenToTest Transgression

Condition TransgressionName = TC_MAJOR_ASSASSINATION_ATTEMPT

FactionStanding target_faction -0.5

;------------------------------------------
Trigger 0062_T_Minor_Assassination_Attempt
WhenToTest Transgression

Condition TransgressionName = TC_MINOR_ASSASSINATION_ATTEMPT

FactionStanding target_faction -0.11

;------------------------------------------
Trigger 0063_T_Sabotage
WhenToTest Transgression

Condition TransgressionName = TC_SABOTAGE

FactionStanding target_faction -0.8

;------------------------------------------
Trigger 0064_T_Bribed_Away_Army
WhenToTest Transgression

Condition TransgressionName = TC_BRIBED_AWAY_ARMY

FactionStanding target_faction -0.12

;------------------------------------------
Trigger 0065_T_Bribed_Away_Character
WhenToTest Transgression

Condition TransgressionName = TC_BRIBED_AWAY_CHARACTER

FactionStanding target_faction -0.8

;------------------------------------------
Trigger 0066_T_Bribed_Away_Settlement
WhenToTest Transgression

Condition TransgressionName = TC_BRIBED_AWAY_SETTLEMENT

FactionStanding target_faction -0.22

;------------------------------------------
Trigger 0067_T_Bribed_Away_Fort
WhenToTest Transgression

Condition TransgressionName = TC_BRIBED_AWAY_FORT

FactionStanding target_faction -0.14

;------------------------------------------
Trigger 0068_T_Battle_Engagement
WhenToTest Transgression

Condition TransgressionName = TC_BATTLE_ENGAGEMENT

FactionStanding target_faction -0.1

;------------------------------------------
Trigger 0069_T_Instigate_Siege
WhenToTest Transgression

Condition TransgressionName = TC_INSTIGATE_SIEGE

FactionStanding target_faction -0.4

;------------------------------------------
Trigger 0070_T_Spying
WhenToTest Transgression

Condition TransgressionName = TC_SPYING

FactionStanding target_faction -0.06

;------------------------------------------
Trigger 0071_T_Threaten_War
WhenToTest Transgression

Condition TransgressionName = TC_THREATEN_WAR

FactionStanding target_faction -0.19

;------------------------------------------
Trigger 0072_T_Undeclared_Attack
WhenToTest Transgression

Condition TransgressionName = TC_UNDECLARED_ATTACK

FactionStanding target_faction -0.8

;------------------------------------------
Trigger 0072_T_Undeclared_Attack_Withdraw
WhenToTest Transgression

Condition TransgressionName = TC_UNDECLARED_ATTACK_WITHDRAW

FactionStanding target_faction -0.4

;------------------------------------------
Trigger 0073_T_INSTIGATE_ASSAULT
WhenToTest Transgression

Condition TransgressionName = TC_INSTIGATE_ASSAULT

FactionStanding target_faction -0.9

;------------------------------------------
Trigger 0074_T_BLOCKADE
WhenToTest Transgression

Condition TransgressionName = TC_BLOCKADE

FactionStanding target_faction -0.4



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; DISHONEST TRANSGRESSIONS ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;------------------------------------------
Trigger 0075_DT_Stole_Back_Settlement
WhenToTest Transgression

Condition TransgressionName = TC_STOLE_BACK_SETTLEMENT

FactionStanding global -1.0

;------------------------------------------
Trigger 0076_DT_Bribed_Away_Settlement
WhenToTest Transgression

Condition TransgressionName = TC_BRIBED_AWAY_SETTLEMENT

FactionStanding global -0.15

;------------------------------------------
Trigger 0077_DT_Nullified_Alliance
WhenToTest Transgression

Condition TransgressionName = TC_NULLIFIED_ALLIANCE

FactionStanding global -0.1

;------------------------------------------
Trigger 0078_DT_BROKE_TREATY_TERMS
WhenToTest Transgression

Condition TransgressionName = TC_BROKE_TREATY_TERMS

FactionStanding global -0.15

;------------------------------------------
Trigger 0078b_DT_Break_Alliance_War
WhenToTest Transgression

Condition TransgressionName = TC_BROKE_ALLIANCE
and DiplomaticStanceFactions = AtWar

FactionStanding global -0.5

;------------------------------------------
Trigger 0078c_DT_Break_Alliance_Neutral
WhenToTest Transgression

Condition TransgressionName = TC_BROKE_ALLIANCE
and DiplomaticStanceFactions = Neutral

FactionStanding global -0.1

;------------------------------------------
Trigger 0078d_DT_Invasion
WhenToTest Transgression

Condition TransgressionName = TC_INVASION
and DiplomaticStanceFactions = Allied

FactionStanding target_faction -0.01



;;;;;;;;;;;;;;;;;
;; FORGIVENESS ;;
;;;;;;;;;;;;;;;;;

;------------------------------------------
Trigger 0079_F_Trade_Treaty
WhenToTest Forgiveness

Condition ForgivenessName = FC_TRADE_TREATY

FactionStanding target_faction 0.07

;------------------------------------------
Trigger 0080_F_Military_Assistance
WhenToTest Forgiveness

Condition ForgivenessName = FC_MILITARY_ASSISTANCE

FactionStanding target_faction 0.12

;------------------------------------------
Trigger 0081_F_Obvious_Bribe ; fired for every 100 gold given as gift
WhenToTest Forgiveness

Condition ForgivenessName = FC_OBVIOUS_BRIBE

FactionStanding target_faction 0.14

;------------------------------------------
;Trigger 0082_F_Update_Attitude
; WhenToTest UpdateAttitude
;
; Condition FactionStanding > 0.0
;
; FactionStanding target_faction 0.01


;;;;;;;;;;;;;;;
;; DEMEANOUR ;;
;;;;;;;;;;;;;;;

;------------------------------------------
Trigger 0083_Demeanour
WhenToTest Demeanour

FactionStanding target_faction amount 1.0 0.001



;;;;;;;;;;;;;;;;;;;;;;
;; AI Relationships ;;
;;;;;;;;;;;;;;;;;;;;;;


; Make other Catholic factions like the pope a bit more
;------------------------------------------
Trigger 0084_Update_Papal
WhenToTest FactionTurnStart

Condition FactionType Papal_States

FactionStanding own_religion normalise 1.0 50


; Make other factions like factions of the same religion a bit more
;------------------------------------------
Trigger 0085_Update_Religion
WhenToTest FactionTurnStart

FactionStanding own_religion normalise 1.0 100


; Make factions get a case of the 'tall poppy' syndrome. get narky about the larger factions
;------------------------------------------
Trigger 0086_Update_Tall_Poppy1
WhenToTest FactionTurnStart

Condition FactionHasRank
and FactionScorePercent overall > 90
and FactionScoreRank overall <= 1

FactionStanding own_religion normalise -1.0 90

;------------------------------------------
Trigger 0087_Update_Tall_Poppy2
WhenToTest FactionTurnStart

Condition FactionHasRank
and FactionScorePercent overall > 80
and FactionScoreRank overall <= 3

FactionStanding exclude_factions { } normalise -1.0 135

;------------------------------------------
Trigger 0088_Update_Tall_Poppy3
WhenToTest FactionTurnStart

Condition FactionHasRank
and FactionScorePercent overall > 70
and FactionScoreRank overall <= 5

FactionStanding exclude_factions { } normalise -1.0 180


; Make factions try and band up with smaller factions
;------------------------------------------
Trigger 0089_Update_Band_Together1
WhenToTest FactionTurnStart

Condition FactionHasRank
and FactionScorePercent overall < 30
and FactionScoreRank overall > 3

FactionStanding exclude_factions { } normalise 1.0 60

;------------------------------------------
Trigger 0090_Update_Band_Together2
WhenToTest FactionTurnStart

Condition FactionHasRank
and FactionScorePercent overall < 20
and FactionScoreRank overall > 4

FactionStanding exclude_factions { } normalise 1.0 45

;------------------------------------------
Trigger 0091_Update_BandTogether3
WhenToTest FactionTurnStart

Condition FactionHasRank
and FactionScorePercent overall < 10
and FactionScoreRank overall > 5

FactionStanding exclude_factions { } normalise 1.0 30


; Adjust the AI relationships towards each faction based on difficulty level (AI factions have normal difficulty)
;------------------------------------------
Trigger 0092_Update_Easy_Difficulty
WhenToTest FactionTurnStart

Condition CampaignDifficulty = easy

FactionStanding exclude_factions { } normalise 1.0 50

;------------------------------------------
Trigger 0093_Update_Normal_Difficulty
WhenToTest FactionTurnStart

Condition CampaignDifficulty = medium

FactionStanding exclude_factions { } normalise 0.0 50

;------------------------------------------
Trigger 0094_Update_Hard_Difficulty
WhenToTest FactionTurnStart

Condition CampaignDifficulty = hard

FactionStanding exclude_factions { } normalise -0.5 50

;------------------------------------------
Trigger 0095_Update_Very_Hard_Difficulty
WhenToTest FactionTurnStart

Condition CampaignDifficulty = very_hard

FactionStanding exclude_factions { } normalise -1.0 40

;------------------------------------------
Trigger 0096_Increase_Global_Standing_New_Turn
WhenToTest FactionTurnStart

FactionStanding global normalise 0.0 200

;------------------------------------------
Trigger 0097_Increase_Global_Standing_When_Allied
WhenToTest UpdateAttitude

Condition DiplomaticStanceFactions = Allied

FactionStanding global normalise 1.0 400

;------------------------------------------
Trigger 0098_Decrease_Global_Standing_When_War
WhenToTest UpdateAttitude

Condition DiplomaticStanceFactions = AtWar
and not TargetFactionType slave

FactionStanding global normalise -1.0 800



;------------------------------------------
Trigger 0099_prisoners_released_increase_global
WhenToTest FactionLeaderPrisonersRansomedCaptor

Condition RansomType release
and NumCapturedSoldiers > 80

FactionStanding global 0.02

;------------------------------------------
Trigger 0100_prisoners_executed_decrease_global
WhenToTest FactionLeaderPrisonersRansomedCaptor

Condition RansomType execute
and NumCapturedSoldiers > 80

FactionStanding global -0.02

;------------------------------------------
Trigger 0101_sack_settlement_decrease_global
WhenToTest SackSettlement

FactionStanding global -0.02

;------------------------------------------
Trigger 0102_extermination_decrease_global
WhenToTest ExterminatePopulation

FactionStanding global -0.05

;------------------------------------------
Trigger 0103_occupy_settlement_increase_global
WhenToTest OccupySettlement

FactionStanding global 0.02

I don't understand all of it actually, like the percentages ...where are they ? the probability of occurence... so would be good if someone could chip in.

ScrapTower
12-07-2006, 02:58
Here is a few that seem to up your diplomacy score:

;------------------------------------------
Trigger 0096_Increase_Global_Standing_New_Turn
WhenToTest FactionTurnStart

FactionStanding global normalise 0.0 200
;------------------------------------------

;------------------------------------------
Trigger 0097_Increase_Global_Standing_When_Allied
WhenToTest UpdateAttitude

Condition DiplomaticStanceFactions = Allied

FactionStanding global normalise 1.0 400
;------------------------------------------

;------------------------------------------
Trigger 0099_prisoners_released_increase_global
WhenToTest FactionLeaderPrisonersRansomedCaptor

Condition RansomType release
and NumCapturedSoldiers > 80

FactionStanding global 0.02
;------------------------------------------

Shahed
12-07-2006, 03:02
I don't get the normalisation trigger when allied.

It tests when the attitude is update (and when is that ?), it tests for allied factions, it will normalise 100% if these conditions are met, and what is 400 ?

Also I should say I typo-ed earlier, I wrote sack gives -0.2 it's -0.02. Which is a lot better and you can cancel that by releasing more than 80 prisoners.

ScrapTower
12-07-2006, 03:16
Yes I think you also get +0.02 for occupation so you can couter sacking penalties.

ScrapTower
12-07-2006, 03:27
The "when to test" bit is probably game events the get fired. When and why is the question.

Bob the Insane
12-07-2006, 04:31
I don't get the normalisation trigger when allied.

It tests when the attitude is update (and when is that ?), it tests for allied factions, it will normalise 100% if these conditions are met, and what is 400 ?
.


GHow I understand it (from reading the header of the document) is there in Normalisation you find the different between your present factionstand (with a particular faction) and the target vale (1.0 in this case) and divid tha number buy 400 (again in this case) and modify the faction standing bytha amoun recalculated each turn.

So the normalisation trigger when allied will very slowly move you faction standing with an allied faction towards Perfect over time. But the rate of this change is totally overwhelmed by the golbal negative on positive relationship generated by difficulty level; Very Hard, hard and even Medium. So in those cases being allied will simply slow the rate at which your relateionship deteriorates (of course at Medium it will bottom out at neutral.

Oh and I was mistaken about Hard difficulty, it is not normalized at Abysmal, it is Very Poor I think... If that makes any difference... :laugh4:

Kraxis
12-07-2006, 13:43
It is actually interesting that ransoming prisoners can hurt you, as if they don't pay you end up executing them. And you also get the Dread associated with Execute. So basically Ransom is just Execute with a chance to make money.

Here I thought it was a sort of neutral stance...

Daveybaby
12-07-2006, 17:18
Over time it would average out as neutral, assuming they payed up half the time. Unfortunately they dont seem to pay up very often.

Fisherking
12-07-2006, 19:04
You know I sack every settlement I take and I am always at reliable to highly reliable... I don't see any big hits here. You just can't back stab. Let them attack you first or attack excommunicated factions.

Aenlic
12-07-2006, 20:36
So where are the best places to put merchants? I know their are silk deposits by Constantinople and Gold/Ivory near Timbuktu, but where else is good, besides the new world.

The best places I've found so far:

Timbuktu (and the far southeastern portion of Arguin next to Timbuktu):

2 gold and 2 ivory
2 ivory and 1 gold (technically in Arguin province)

The advantage of this are is its remote locale. you only have to worry about enemy merchants if you aren't the Moors and the Moors take Timbuktu; in which case they will try to take out your merchants by acquisition.

Baghdad has two silk right next to the city. Constantinople and Nicaea also have silk spots. The drawback here is that every faction with a high level merchant will try to take these spots from you.

In the area between Vilnius, Riga and Novgorod are a bunch of amber sources. Several of these are high value amber and several are lower value. Just like with the silk near Constantinople, you can expect competition for these sites.

Another good resource seems to be iron, and there appears to be a value increase if you have a castle in that province; because the castles need iron for producing weapons, I suppose.

There are several "protected" resources which you can use if you have a problem with aggressive enmy merchants. There is an ore site in Ireland which keeps most merchants away since the AI rarely uses ships to transport merchants. There is another ore spot in the forest southwest of Stockholm, as well as some amber as I recall. You can protect this resource from enemy merchants by planting a useless general on Stockholm side of the landbridge to Denmark. This will keep enemy merchants out.

Wine and textiles can also be moderately lucrative, but you'll have problems with enemy merchants trying acquisitions. There's a good textile spot next to Antwerp and wine all over France.

For merchants, nothing really compares to the 3 gold and 4 ivory near Timbuktu, though. It's relatively safe from enemy merchants and concentrated in one area with the two highest value resources all together. The big drawback is replacing deceased merchants. This can be mitigated by taking Timbuktu and building a market . Then you can easily replace merchants when they die with a new one right next door. And if you take Timbuktu and Arguin, you can also build mines which vastly improves your take from the gold. :wink:

ScrapTower
12-08-2006, 10:46
bump.