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Thread: The secret to making florins:

  1. #1

    Default The secret to making florins:

    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!

  2. #2
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: The secret to making florins:

    When playing Catholic, how much do you get for the first sack on:

    -Jerusalem
    -Antioch
    -Acre
    -Constantinople

    ?
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  3. #3

    Default Re: The secret to making florins:

    It depends on the population... usually sacking Jerusalem will bring in 15-30k repeatidly.

  4. #4
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: The secret to making florins:

    It's the same then as for anyone else, I think. Just wanted to see if the figure is higher if you are Crusading.
    Last edited by Shahed; 12-06-2006 at 23:28.
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  5. #5

    Default Re: The secret to making florins:

    Yes this works for any faction. Pick a faction (preferably one with big cities) sack them, rinse, repeat...

  6. #6
    Member Member Musashi's Avatar
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    Default Re: The secret to making florins:

    Meh. I prefer to hold things I take.
    Fear nothing except in the certainty that you are your enemy's begetter and its only hope of healing. For everything that does evil is in pain.
    -The Maestro Sartori, Imajica by Clive Barker

  7. #7
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: The secret to making florins:

    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...
    Last edited by Bob the Insane; 12-07-2006 at 00:49.

  8. #8
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: The secret to making florins:

    Quote Originally Posted by Sinan
    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.


  9. #9

    Default Re: The secret to making florins:

    Quote Originally Posted by Bob the Insane
    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?

  10. #10
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: The secret to making florins:

    Quote Originally Posted by ScrapTower
    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...

  11. #11

    Default Re: The secret to making florins:

    Quote Originally Posted by Musashi
    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...

  12. #12
    Member Member Musashi's Avatar
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    Default Re: The secret to making florins:

    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 ;)
    Fear nothing except in the certainty that you are your enemy's begetter and its only hope of healing. For everything that does evil is in pain.
    -The Maestro Sartori, Imajica by Clive Barker

  13. #13

    Default Re: The secret to making florins:

    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.

  14. #14
    Member Member Musashi's Avatar
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    Default Re: The secret to making florins:

    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 ;)
    Fear nothing except in the certainty that you are your enemy's begetter and its only hope of healing. For everything that does evil is in pain.
    -The Maestro Sartori, Imajica by Clive Barker

  15. #15
    "'elp! I'm bein' repressed!" Senior Member Aenlic's Avatar
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    Default Re: The secret to making florins:

    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.
    "Dee dee dee!" - Annoymous (the "differently challenged" and much funnier twin of Anonymous)

  16. #16

    Default Re: The secret to making florins:

    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?

  17. #17

    Default Re: The secret to making florins:

    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...

  18. #18
    "'elp! I'm bein' repressed!" Senior Member Aenlic's Avatar
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    Default Re: The secret to making florins:

    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.
    Last edited by Aenlic; 12-07-2006 at 01:55.
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  19. #19
    The Usual Member Ice's Avatar
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    Default Re: The secret to making florins:

    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.



  20. #20
    Senior Member Senior Member Forward Observer's Avatar
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    Default Re: The secret to making florins:

    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.
    Artillery adds dignity to what would otherwise be a vulgar brawl.

  21. #21

    Default Re: The secret to making florins:

    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…

  22. #22
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: The secret to making florins:

    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.

    Code:
    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:

    Code:
    ;------------------------------------------
    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":

    Code:
    ;------------------------------------------
    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
    Last edited by Shahed; 12-07-2006 at 02:46.
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  23. #23

    Default Re: The secret to making florins:

    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?

  24. #24
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: The secret to making florins:

    Salted and stuffed, no.
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  25. #25

    Default Re: The secret to making florins:

    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?

  26. #26
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Post Re: The secret to making florins:

    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:

    Spoiler Alert, click show to read: 

    ; 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.
    Last edited by Shahed; 12-07-2006 at 02:57.
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  27. #27

    Default Re: The secret to making florins:

    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
    ;------------------------------------------

  28. #28
    Guardian of the Fleet Senior Member Shahed's Avatar
    Join Date
    Oct 2002
    Location
    Leading the formation!
    Posts
    7,918

    Default Re: The secret to making florins:

    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.
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  29. #29

    Default Re: The secret to making florins:

    Yes I think you also get +0.02 for occupation so you can couter sacking penalties.

  30. #30

    Default Re: The secret to making florins:

    The "when to test" bit is probably game events the get fired. When and why is the question.

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