Re: Crusade/Jihad cooldown
Not sure what that start turn float means (possibly when is the earliest that the AI will call a crusade/jihad) but I do know that you must wait 10 turns from the END of the last crusade/jihad before you call another. End can mean a successful or unsuccessful crusade/jihad, and in both cases that can be a very very long time. You will however get a end turn message stating that the crusade/jihad is officially over and if it was successful/unsuccessful. 10 turns from that point before another can be called.
Re: Crusade/Jihad cooldown
Thanks, I just got to my 10th turn post-crusade and saw that I could call another. I dug through the files and can't seem to find any variable to this effect, so it would seem that this is hard-coded. Someone can correct me though, I would have hoped this would be moddable.
Also I'll append another question, is there any logic to whom you can call a crusade against? Most of the available targets on my list are excommunicated factions, and a single Turkish city (they have at least 15 provinces). There doesn't seem to be any common factor that I can discern.
Re: Crusade/Jihad cooldown
Quote:
Originally Posted by Whacker
Also I'll append another question, is there any logic to whom you can call a crusade against? Most of the available targets on my list are excommunicated factions, and a single Turkish city (they have at least 15 provinces). There doesn't seem to be any common factor that I can discern.
I don't have the full information, but I believe the targets will be factions at war with the Papacy, excomm'ed factions and provinces of non-Catholic factions which have a Catholic population above a certain level.
Re: Crusade/Jihad cooldown
What annoys me is that the list seems to have a limit on it, meaning that i can't call crusades on who i want (i'm playing a game in which i've migrated venice to the holy land, and all that was showing up was excommed christian and moorish cities :( )