If two factionsare not allies, then the changes no longer apply in any way. The only thing the mod does is stop allies from attacking one another straight out with an army or navy. So when an allies army is hanging around you don’t have to be afraid of them attacking you, you can rest assured they are there to help you as the decision to send it there was made that way, my mod removes the attacking ally with an army decision, so by sending the army there they intend to help.
So anyone is capable to forge an alliance the same way as usual, at any time, I do not interfere with anything at all other than simply removing armies, and navies, decision to attack your army, port, or settlement. If they want to be hostile they have the option to do so through ‘cold war’ tactics (spy, merchant, assassin, bad diplomacy) and eventually when you become annoying enough a diplomatic exchange will trigger them to advise they want to shift from allies to neutral which will allow them to attack you.
Like I said, do not ever use the word ‘unbreakable’ as it is a title only (thus thread name change), my mod in no way forces alliances, what my mod does is create a foundation to set up other ai files such as the descr_strat and AI.xml files to create the true ‘unbreakable’ alliances.
Oh, and additionally, scripted conditions can break an alliance, they are useful because sometimes the allied factions never decide to break the alliances on their own if everything is working out. So say like turn 500 we check if two are allied and if they are we break it. Or if a character with a nasty trait like betrayer or simply he has low respect/loyalty, ect, if he is in an allies region we can check that and break the alliance so he has an opportunity to strike! Or the region owner can try to expel him..
Bookmarks