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View Full Version : Which Lands to Conquer faction should be my first visual thread?



Askthepizzaguy
07-22-2007, 08:23
Finally installed Lands to Conquer. Fans of my England, Egypt, and Russia (vanilla) threads know how much I love to blitz. Fortunately, lands to conquer is much harder, and I cannot really exploit the Crusade/Jihad function due to the lower pillage amount, higher unrest and religious penalties, among other concerns.

I have proven with my Russia campaign that I don't actually need such crutches to do an impressive blitz of the campaign map. So, with the LTC mod, I can now post harder blitz campaigns.

Which Lands to Conquer faction should be my first visual thread?

Scotland
England
France
Spain
Portugal
Moors
Denmark
Holy Roman Empire
Milan
Venice
Sicily
Russia
Poland
Hungary
Eastern Roman Empire (Byzantine)
Turks
Egypt

Askthepizzaguy
07-22-2007, 08:48
I've already stormed through the 100 years war as a warm-up. Difficulty: VH/VH

https://i204.photobucket.com/albums/bb78/im_thepizzaguy/1346.jpg

Year: 1346 AD.

England is fighting a bitter war on two fronts against the Scots and the French. Not willing to turn my back on the Scots, I decide to eliminate them first, using the English channel as a temporary defense against the French. I recruit a small navy to patrol the waters, and I fill Bordeaux with defensive troops such as archers and heavy spearmen to hold off and distract the French. I then charge toward Edinburgh with three full stacks of England's finest, with cannon in tow. Scotland falls before the might of England's northern army.

https://i204.photobucket.com/albums/bb78/im_thepizzaguy/1359.jpg

1359 AD: I invade France from Southwest England by ship, pushing through their relatively undefended towns and pillaging my way towards Paris.

Bordeaux survives all assaults upon it, and sends a stack Northeast into central France.

My troops in Scotland sail directly to Northern France. A total of 6 full stacks of troops annihilates northern France to meet victory conditions. I crave more French blood.

https://i204.photobucket.com/albums/bb78/im_thepizzaguy/1377.jpg

1377 AD: France is destroyed, as well as Burgundy and Pamplona. The entire map is mine, and fell easily. The hundred years war? Not quite. Not even close. Try 40 years.

http://www.sendspace.com/file/2d4q7n

Download a zipped folder with all of my saved files for this campaign (1 save/turn).
(Quick download. C'mon, a quick peek won't kill ya!)

Si GeeNa
07-23-2007, 10:01
Do Sicily in Grand Campaign. I'm getting plastered by Byzie and Moors. It's fun.

Lusted
07-23-2007, 11:46
I'd suggest Sicily, Byzantines, HRE or possibly Turks. Oh, and i hope you found LTC VH to be tougher than vanilla VH.

Askthepizzaguy
07-23-2007, 11:53
So far, yes.

What is really holding me back is the public order/religious penalty.

Were it not for that, even with the limited pillaging florins I could still steamroll the map in short order. Now, I can't simply mow through opposing religion territories and sack everything, and of course it's not very likely that enough factions would be excommunicated that a crusade could wipe most of them out.

So, it's back to Russian-style tactics, and more realistic gameplay.

Don't count me out yet. The difficulty rating isn't high enough to make blitzing impossible, like The Long Road mod.

I also tried the Long Road, and it looks like it takes substantial effort merely to expand your kingdom into the surrounding rebel territories. I kid you not, rebel York has better troops than the entire starting English faction.

Give me time, though... once I build my faction to the point where I can field about three stacks of troops, I will own this game once again.

Excellent work on the game, Lusted. You certainly have put your talent to good use here. This game is indeed tougher to chew.

Lusted
07-23-2007, 11:55
Glad you're enjoying it, i didn't do what the TLR mod does as that goes a bit too far towards hindering expansion. I want fun, not 20 turns of building up just to beat 1 rebel stack.

And yes the religious unrest is a right pain in the ass now, adds in a lovely dynamic to the Reconquista campaign.

Askthepizzaguy
07-23-2007, 12:04
Oh yes, I know you didn't do the Long Road mod. That one is enough to irritate even a moderately good player. I had to stretch myself to the limit just to start taking rebel provinces immediately. Peasants cost over 500 florins... whatever. If it puts men on the field, and I have generals to give them morale, I can still do what I want.

I just mention it in passing because I consider both mods to be very well done. Looks like the LTC mod is a lot closer to what you would expect the original game to function as, if it were functioning properly. The added campaigns are also a great addition.

I did pull off the Hundred Years War in short order, so I figure what my new strategy will be is to ally myself with the opposing religions and go after factions which share my religion.

The Pope is still easy to bribe. I recommend fixing that, because it is still exploitative. If I am blatantly ignoring his commands, my bribes should become less effective, and it should hurt my reputation.

I may even just goad some of these AI factions into war, hoping to excommunicate them, and then crusade through their lands. I look for any kind of weakness, even small ones like that could double the size of my empire relatively easily. After that, the game is over.

:knight:

Lusted
07-23-2007, 12:07
The Pope is still easy to bribe. I recommend fixing that, because it is still exploitative. If I am blatantly ignoring his commands, my bribes should become less effective, and it should hurt my reputation.

It's something i'll look into.

Lusted
07-23-2007, 12:15
Right, done a few small tweaks to the faction standing file. Copy the below into the descr_faction_standing.txt in the landstoconquer\data folder, replacing the existing text.


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

; initialisation parameters

min_faction_standing -1.0
max_faction_standing 1.0

relations_improved_thresholds
{
0.25
0.4
0.6
}

relations_worsened_thresholds
{
-0.8
-0.4
-0.25
}

; 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_faction_standing] [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_Crusade_Target
WhenToTest GeneralArrivesCrusadeTargetRegion

Condition IsCrusade

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

;------------------------------------------
Trigger 0051_P_Heir_Arrives_Crusade_Target
WhenToTest GeneralArrivesCrusadeTargetRegion

Condition IsCrusade
and IsFactionHeir

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0052_P_King_Arrives_Crusade_Target
WhenToTest GeneralArrivesCrusadeTargetRegion

Condition IsCrusade
and IsFactionLeader

FactionStanding factions { papal_states } 0.6

;------------------------------------------
Trigger 0053_P_General_Takes_Crusade_Target
WhenToTest GeneralTakesCrusadeTarget

Condition IsCrusade

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0054_P_Heir_Takes_Crusade_Target
WhenToTest GeneralTakesCrusadeTarget

Condition IsCrusade
and IsFactionHeir

FactionStanding factions { papal_states } 0.2

;------------------------------------------
Trigger 0055_P_King_Takes_Crusade_Target
WhenToTest GeneralTakesCrusadeTarget

Condition IsCrusade
and IsFactionLeader

FactionStanding factions { papal_states } 0.6

;------------------------------------------
Trigger 0056_P_Army_Takes_Crusade_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
and FactionReligion catholic

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 } -0.15

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

Condition PaybackID pope_mod_penalty_min_reward

FactionStanding factions { papal_states } -0.15

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

Condition PaybackID pope_rome_mod_penalty_only

FactionStanding factions { papal_states } -0.15

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

Condition PaybackID pope_cardinal_mod_penalty_only

FactionStanding factions { papal_states } -0.15

;------------------------------------------
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 } -0.3

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

Condition PaybackID pope_rome_major_penalty_only

FactionStanding factions { papal_states } -0.5



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


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

Condition TargetFactionType papal_states
and DiplomaticStanceFromFaction papal_states < AtWar

FactionStanding factions { papal_states } amount 250 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

; Make the papal states dislike other religions
;------------------------------------------
Trigger 0049_P_Normalise_Non_catholic
WhenToTest FactionTurnStart

Condition not FactionReligion catholic

FactionStanding factions { papal_states } normalise -1 50



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; 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 normalise -1.0 10

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

Condition TransgressionName = TC_INVADED_FORT

FactionStanding target_faction normalise -1.0 10
FactionStanding target_allies normalise -1.0 80

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

Condition TransgressionName = TC_STOLE_BACK_SETTLEMENT

FactionStanding global -1.0
FactionStanding target_faction normalise -1.0 2
FactionStanding target_allies normalise -1.0 20

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

Condition TransgressionName = TC_INVADED_SETTLEMENT

FactionStanding target_faction normalise -1.0 5
FactionStanding target_allies normalise -1.0 40

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

Condition TransgressionName = TC_INVADED_WATCHTOWER

FactionStanding target_faction normalise -1.0 20
FactionStanding target_allies normalise -1.0 80

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

Condition TransgressionName = TC_INVASION
and not DiplomaticStanceFactions = Allied

FactionStanding target_faction normalise -1.0 50

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

Condition TransgressionName = TC_INVASION
and DiplomaticStanceFactions = Allied

FactionStanding target_faction normalise -1.0 100

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

Condition TransgressionName = TC_FLEE_INVASION

FactionStanding target_faction normalise -1.0 200

;------------------------------------------
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 normalise -1.0 50
FactionStanding target_religion normalise -1.0 200

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

Condition TransgressionName = TC_CRUSADE_INVASION
and FactionReligion islam
and not TargetFactionReligion islam

FactionStanding target_faction normalise -1.0 50
FactionStanding target_religion normalise -1.0 200

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

Condition TransgressionName = TC_NULLIFIED_ALLIANCE

FactionStanding global -0.1
FactionStanding target_faction normalise -1.0 5
FactionStanding target_allies normalise -1.0 20
FactionStanding target_enemies normalise 1.0 20

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

Condition TransgressionName = TC_BROKE_TREATY_TERMS

FactionStanding global -0.15
FactionStanding target_faction normalise -1.0 5
FactionStanding target_allies normalise -1.0 40

;------------------------------------------
;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 normalise -1.0 10
FactionStanding target_allies normalise -1.0 40

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

Condition TransgressionName = TC_DECLARED_WAR

FactionStanding target_faction normalise -1.0 4
FactionStanding target_allies normalise -1.0 20
FactionStanding target_enemies normalise 1.0 20

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

Condition TransgressionName = TC_MAJOR_ASSASSINATION_ATTEMPT

FactionStanding target_faction normalise -1.0 5
FactionStanding target_allies normalise -1.0 40

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

Condition TransgressionName = TC_MINOR_ASSASSINATION_ATTEMPT

FactionStanding target_faction normalise -1.0 20
FactionStanding target_allies normalise -1.0 80

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

Condition TransgressionName = TC_SABOTAGE

FactionStanding target_faction normalise -1.0 5
FactionStanding target_allies normalise -1.0 40

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

Condition TransgressionName = TC_BRIBED_AWAY_ARMY

FactionStanding target_faction normalise -1.0 10

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

Condition TransgressionName = TC_BRIBED_AWAY_CHARACTER

FactionStanding target_faction normalise -1.0 5

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

Condition TransgressionName = TC_BRIBED_AWAY_SETTLEMENT

FactionStanding global -0.15
FactionStanding target_faction normalise -1.0 5

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

Condition TransgressionName = TC_BRIBED_AWAY_FORT

FactionStanding target_faction normalise -1.0 10

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

Condition TransgressionName = TC_BATTLE_ENGAGEMENT
and not TargetFactionType slave

FactionStanding target_faction normalise -1.0 10
FactionStanding target_allies normalise -1.0 80
FactionStanding target_enemies normalise 1.0 80

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

Condition TransgressionName = TC_INSTIGATE_SIEGE

FactionStanding target_faction normalise -1.0 5
FactionStanding target_allies normalise -1.0 40

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

Condition TransgressionName = TC_SPYING

FactionStanding target_faction normalise -1.0 20
FactionStanding target_allies normalise -1.0 80

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

Condition TransgressionName = TC_THREATEN_WAR

FactionStanding target_faction normalise -1.0 5

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

Condition TransgressionName = TC_UNDECLARED_ATTACK

FactionStanding target_faction normalise -1.0 5
FactionStanding target_allies normalise -1.0 40

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

Condition TransgressionName = TC_UNDECLARED_ATTACK_WITHDRAW

FactionStanding target_faction normalise -1.0 10
FactionStanding target_allies normalise -1.0 80

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

Condition TransgressionName = TC_INSTIGATE_ASSAULT

FactionStanding target_faction normalise -1.0 5
FactionStanding target_allies normalise -1.0 40

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

Condition TransgressionName = TC_BLOCKADE

FactionStanding target_faction normalise -1.0 5
FactionStanding target_allies normalise -1.0 40



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

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

Condition TransgressionName = TC_BROKE_ALLIANCE
and DiplomaticStanceFactions = AtWar

FactionStanding global -0.5
FactionStanding target_faction normalise -1.0 5
FactionStanding target_allies normalise -1.0 20

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

Condition TransgressionName = TC_BROKE_ALLIANCE
and DiplomaticStanceFactions = Neutral

FactionStanding global -0.1
FactionStanding target_faction normalise -1.0 10
FactionStanding target_allies normalise -1.0 40




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

;------------------------------------------
Trigger 0079_F_Trade_Agreement
WhenToTest FactionTradeAgreementMade

FactionStanding target_faction 0.07
FactionStanding target_allies normalise 1.0 50

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

Condition ForgivenessName = FC_MILITARY_ASSISTANCE

FactionStanding global 0.1
FactionStanding target_faction 0.2
FactionStanding target_allies normalise 1.0 20

;------------------------------------------
Trigger 0081_F_Obvious_Bribe ; fired for every 1000 gold given as gift
WhenToTest Forgiveness

Condition ForgivenessName = FC_OBVIOUS_BRIBE

FactionStanding target_faction normalise 1.0 50

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

; Forming an alliance increases relationships (papal states already factored in above)
;------------------------------------------
Trigger 0082b_F_Alliance_Declared
WhenToTest FactionAllianceDeclared

Condition not TargetFactionType papal_states

FactionStanding target_faction 0.2
FactionStanding target_allies normalise 1.0 50

; Inter faction marriage increases relationships
;------------------------------------------
Trigger 0082c_P_Faction_Marriage
WhenToTest InterFactionMarriage

FactionStanding target_faction 0.2



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

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

FactionStanding target_faction amount 1.0 0.005
FactionStanding target_allies amount 1.0 0.001



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


; Make allied factions like us a bit more
;------------------------------------------
Trigger 0083b_Update_Allies
WhenToTest FactionTurnStart

FactionStanding allies normalise 1.0 20


; Make enemy factions like us a bit less
;------------------------------------------
Trigger 0084b_Update_Enemies
WhenToTest FactionTurnStart

Condition not FactionType slave

FactionStanding enemies normalise -1.0 20


; Make allies of our allies like us a bit more
;------------------------------------------
Trigger 0083c_Update_Allies_Allies
WhenToTest UpdateAttitude

Condition DiplomaticStanceFactions = Allied

FactionStanding target_allies normalise 1.0 100


; Make enemies of our allies like us a bit less
;------------------------------------------
Trigger 0084c_Update_Allies_Enemies
WhenToTest UpdateAttitude

Condition DiplomaticStanceFactions = Allied

FactionStanding target_enemies normalise -1.0 100


; Make allies of our enemies like us a bit less
;------------------------------------------
Trigger 0083d_Update_Enemies_Allies
WhenToTest UpdateAttitude

Condition DiplomaticStanceFactions = AtWar

FactionStanding target_allies normalise -1.0 100


; Make enemies of our enemies like us a bit more
;------------------------------------------
Trigger 0084d_Update_Enemies_Enemies
WhenToTest UpdateAttitude

Condition DiplomaticStanceFactions = AtWar
and not TargetFactionType slave

FactionStanding target_enemies normalise 1.0 100


; 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 exclude_factions { } 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 0.025
FactionStanding target_faction normalise 1.0 20
FactionStanding target_allies normalise 1.0 40

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

Condition RansomType execute
and NumCapturedSoldiers > 80

FactionStanding global -0.025
FactionStanding target_faction normalise -1.0 20
FactionStanding target_allies normalise -1.0 40

;------------------------------------------
Trigger 0099b_prisoners_released_increase_global
WhenToTest FactionLeaderPrisonersRansomedCaptor

Condition RansomType release

FactionStanding global 0.01
FactionStanding target_faction normalise 1.0 80
FactionStanding target_allies normalise 1.0 160

;------------------------------------------
Trigger 0100b_prisoners_executed_decrease_global
WhenToTest FactionLeaderPrisonersRansomedCaptor

Condition RansomType execute

FactionStanding global -0.01
FactionStanding target_faction normalise -1.0 80
FactionStanding target_allies normalise -1.0 160

;------------------------------------------
Trigger 0099c_characters_released_increase_global
WhenToTest FactionLeaderPrisonersRansomedCaptor

Condition RansomType release
and NumCapturedCharacters > 0

FactionStanding global 0.025
FactionStanding target_faction normalise 1.0 20
FactionStanding target_allies normalise 1.0 40

;------------------------------------------
Trigger 0100c_characters_executed_decrease_global
WhenToTest FactionLeaderPrisonersRansomedCaptor

Condition RansomType execute
and NumCapturedCharacters > 0

FactionStanding global -0.025
FactionStanding target_faction normalise -1.0 20
FactionStanding target_allies normalise -1.0 40

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

FactionStanding global -0.02
FactionStanding target_faction normalise -1.0 20
FactionStanding target_allies normalise -1.0 40
; FactionStanding target_enemies normalise 1.0 40

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

FactionStanding global -0.05
FactionStanding target_faction normalise -1.0 10
FactionStanding target_allies normalise -1.0 20
; FactionStanding target_enemies normalise 1.0 20

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

FactionStanding global 0.05
FactionStanding target_faction normalise 1.0 20
FactionStanding target_allies normalise 1.0 40
; FactionStanding target_enemies normalise -1.0 40

;------------------------------------------
;Trigger 0102_city_razed_decrease_global
; WhenToTest CitySacked

FactionStanding global -0.05
FactionStanding target_faction normalise -1.0 10
FactionStanding target_allies normalise -1.0 20
; FactionStanding target_enemies normalise 1.0 20

; make all other factions hate the rebels
;------------------------------------------
Trigger 0103_Update_Slaves
WhenToTest FactionTurnStart

Condition FactionType slave

FactionStanding exclude_factions { } normalise -1.0 1

; make slaves hate all other factions
;------------------------------------------
;Trigger 0104_Update_Slaves_Reverse
; WhenToTest UpdateAttitude
;
; Condition Not FactionType slave
; and TargetFactionType slave
;
; FactionStanding target_faction normalise -1.0 1

; make factions like trustworthy factions more
;---------------------------------------------
Trigger 0105_Update_Trustworthy_Factions_Major
WhenToTest FactionTurnStart

Condition GlobalStanding > 0.4

FactionStanding exclude_factions { } normalise 1.0 50

Trigger 0106_Update_Trustworthy_Factions_Minor
WhenToTest FactionTurnStart

Condition GlobalStanding > 0.1

FactionStanding exclude_factions { } normalise 1.0 100

; make factions like untrustworthy factions less
;---------------------------------------------
Trigger 0107_Update_Untrustworthy_Factions_Major
WhenToTest FactionTurnStart

Condition GlobalStanding < -0.4

FactionStanding exclude_factions { } normalise -1.0 50

Trigger 0108_Update_Untrustworthy_Factions_Minor
WhenToTest FactionTurnStart

Condition GlobalStanding < 0.1

FactionStanding exclude_factions { } normalise -1.0 100

; make existing inter faction marriages improve relationships
;---------------------------------------------
Trigger 0109_Update_Marriages
WhenToTest UpdateAttitude

Condition NumFactionMarriages > 0

FactionStanding target_faction normalise 1.0 20

Askthepizzaguy
07-23-2007, 12:18
Maybe I am pressing my luck, but the more Catholic factions I am at war with, and the worse my relations with the pope before I engage in diplomacy, my ability to bribe with maps and "attack faction" and even florins should be less effective.

The biggest complaint (not really a complaint, but an observed exploit that is unrealistic) is that I can have untrustworthy reputation, be at war with every catholic faction I can find, blatantly ignore the pope's commands, and have abysmal relations with the pope at the start of the turn, and use diplomacy to return to "Perfect" relations.

My suggestions:

Unless the map you are sharing drastically increases the existing map for the AI, it should not be considered a gift. In fact, it should be considered a diplomatic insult.

Offering to attack catholic factions should NOT have a positive effect on the Pope unless they are excommunicated. Such offers should be insulting.
Especially insulting if the faction you offer to attack is the very faction the Pope is ordering you to stop attacking. Seems illogical to have the pope consider it a gift to blatantly disregard his commands.

Florins should have less effect on the pope the more you disobey him.

When you have abysmal relations (Or any level) there should be a limit to how much you can improve relations in a given turn.

Don't forget to disable that for when two or more diplomats attempt it in a single turn for cumulative effect. That's another loophole if you accomplish the previous suggestion, the game will consider two diplomats to be two seperate sessions. I don't think you should be able to send two diplomats to a given faction in one turn. That bugs their leader and exploits the game, and should be considered bothersome and insulting.

EDIT: Wow that was quick! Since I'm not a technically minded person, I'll have to wait and see what it does in the game before I can give you feedback on it.

Lusted
07-23-2007, 12:24
Unless the map you are sharing drastically increases the existing map for the AI, it should not be considered a gift. In fact, it should be considered a diplomatic insult.

Offering to attack catholic factions should NOT have a positive effect on the Pope unless they are excommunicated. Such offers should be insulting.
Especially insulting if the faction you offer to attack is the very faction the Pope is ordering you to stop attacking. Seems illogical to have the pope consider it a gift to blatantly disregard his commands.

Florins should have less effect on the pope the more you disobey him.

When you have abysmal relations (Or any level) there should be a limit to how much you can improve relations in a given turn.

Don't forget to disable that for when two or more diplomats attempt it in a single turn for cumulative effect. That's another loophole if you accomplish the previous suggestion, the game will consider two diplomats to be two seperate sessions. I don't think you should be able to send two diplomats to a given faction in one turn. That bugs their leader and exploits the game, and should be considered bothersome and insulting.

Afraid those aren't possible. What i have done is reduce the boost in relations that giving money to the Pope gives, and increased the penalty for disobeying him on big missions so you are more likely to be ex-communicated by ignoring him.

Askthepizzaguy
07-23-2007, 12:30
Understood. As soon as I update the game files and test it out, I'll be able to see how difficult it is to manipulate his Holiness. If it causes a significant headache to really exploit the fact that there isn't a human consciousness behind the diplomacy screen, I'd say it would be a major improvement.

Much of my success in blitzing as a Catholic faction involves severe and blatant handling of the Pope. Anything that makes him a tougher customer to deal with makes the game more realistic.

Again, excellent work!

Odin
07-23-2007, 12:57
a tip of the hat to askthepizzaguy, enjoy LTC its a fine mod and really enhances the game a lot.

You'll still be able to blitz and have some nice conquests, however from time to time the modification bites you (unrest!). As far as combat thats still fairly easy even on VH (if you have adequate forces).

Askthepizzaguy
07-24-2007, 04:29
Looks like Scotland gets the nod.

I'll keep the poll open though, to see what else people are interested in.

Note: On lands to Conquer, I will not be rolling up the map as quickly as in the Vanilla version. But I certainly will not be lax about attacking my enemies and expanding quickly.

Askthepizzaguy
07-24-2007, 06:36
Quick question: If I post a Scotland thread, and narrate the campaign from the point of view of the King, will it get moved onto the AAR battle stories section?

I would like to do a thread with more immersion than previous threads, but I am afraid if I post it here it will get moved into the AAR section where no one will ever see it.

(I certainly never visit there)

OverKnight
07-24-2007, 11:20
You could post a link to the AAR in your sig. Even if it gets moved, you post often enough in the Citadel that you'll still get views.

What's so wrong with the AAR section anyway? Besides a few posts in the Citadel, all my activity is there.

ramela
07-24-2007, 11:56
Funnily enough, in my experience, you have to blitz in LTC. Everytime I try to turtle at around 10 provinces, some faction with 2-4 provinces starts spawning 1-2 stacks of Spear Militia + Peasant Archers/Crossbow Militia per turn and attacks me. Eventually I succumb to the attrition, unless I just blitz to destruction everyone I get into a war against.

Also, a single high Piety Heretic randomly spawning in Arhus and turning my capital into a rebellion in 2 turns was unfun. Maybe the increased effect of religious unrest should be balanced by toning down the spawn rate of Heretics and lowering their starting piety.

I love the new units in LTC.

Askthepizzaguy
07-24-2007, 12:13
You could post a link to the AAR in your sig. Even if it gets moved, you post often enough in the Citadel that you'll still get views.

What's so wrong with the AAR section anyway? Besides a few posts in the Citadel, all my activity is there.

I'm a creature of habit.

I used to love RTW, but ever since RTR I can't go back. Habit.
I used to love RTR, but ever since M2TW I can't go back. Habit.
I used to love M2TW, but ever since M2TW:LTC... I doubt if I'll go back.

I post in Citadel. I'm afraid if I venture out someplace else, I'll never come back. I know me, and that's who I am. I bet if I start drinking beer I'll become a raging alcoholic.

I've done the blatant plug thing before. Maybe I'll promote this one that way.

Askthepizzaguy
07-25-2007, 00:08
https://forums.totalwar.org/vb/showthread.php?t=89076
Well here tis, laddies. It's what ye wanted, isn't it, ye kilted buggers! (My Scotland thread in Lands to Conquer)

There's nary an animal alive that can outrun a greased Scotsman. Have ye gone waxy in your beester? Aye sir, you bath-taking, underpants-wearing, lily-hugger! I canna fit in the wee vent, Ye Croquet-Playin' Mint-Muncher. Now look boy. If your da goes ga-ga, you just use that 'shin' of yours to call me and I'll come a-runnin'. But don't be readin' my mind between four and five. That's Willie's time.


_____________________
Bonjourrr, you cheese eatin' surrender monkeys! :scotland:

Lusted
07-26-2007, 21:39
So ATPG, how did you find the changes i made, did they make a difference?

Askthepizzaguy
07-27-2007, 01:17
Yes, I made the changes. I noticed that the Papacy was less willing to enter into an alliance with me even if I bribed him heavily, and my reputation was still at "mixed". Of course, I had just declared war on the HRE who hadn't been excommunicated.

Unfortunately, it wasn't a very good test, because that was a Milan campaign and I took out the Pope rather quickly. Further gameplay is required to give you more accurate feedback.