- difficulty_threshold [float] difficulty threshold used for mission rejection. mission difficulty levels <= difficulty threshold are not selected for first 50 turns or if player on easy difficulty setting (default = 0.0)
So some missions are off limits for first 50 turns or on easy.
Along with turn_start. turn_start default is 2, so you cannot get a missions before turn 2. (which makes sense)
Some missions have their own turn_start, for instance, blockade port can be given from turn 3.
One pope mission is return_home_city (ie give rome to them) reward for doing so:
The Regicide missions from other factions are intersting. It is commented out
; TBD add faction_standing_boost via this file etc.
So they havent finished parts of the game after all...
Chance for AI faction to join the crusade
Code:
chance of ai accepting = ai_accept_base_chance + (faction_standing_to_papacy * ai_accept_fs_modifier) + (global_standing * ai_accept_gs_modifier) + (num_settlements_owned * ai_sett_modifier)
More detail inside spoiler
Spoiler Alert, click show to read:
Expanded from above
Code:
settlement Rome ; the id of the settlement belonging to the papal states
ai_accept_base_chance 20.0 ; base chance for ai accepting mission
ai_accept_fs_modifier 80.0 ; ai chance modifier for the papal standing with the ai faction. i.e. the more they like the pope, the greater the chance
ai_accept_gs_modifier 20.0 ; ai chance modifier for the factions global standing. i.e. the more tructed the faction, the higher chance to give back
ai_min_settlements 3 ; the minimum number of settlements an ai faction must have to accept
ai_sett_modifier 5.0 ; ai chance modifier for each settlement an ai faction has
; chance = popes_violence_attribute * -0.03 + (pfp_score_threshold - attackers_pfp)/8 + (defenders_pfp + 1)/8
; chance += settlement_score_offset (if target is a settlement)
; chance += default_settlement_score_offset (if targets default owner is attacker)
; chance += navy_score_offset (if a naval battle)
; chance += army_score_offset (if not a settlement or naval battle)
; chance += military_access_score_offset (if not a settlement or naval battle and target has miloitary access)
; chance += own_region_army_score_offset (if battle in attackers own region)
; chance *= ai_atacker_modifier (if attacker is ai)
; chance *= ai_human_defender_modifier (if defender is human)
; chance *= ai_papal_defender_modifier (if defender is papal states)
; chance += target_mission_offset (if target already has a cease hostilities mission against attacker)
The Reason for killing Cardinal missions dont appear often(or at all)
Code:
difficulty_threshold 0.4 ; assassination mission marked as too difficult if chance of success <= 40%
If the pope asks you to blockade port, it looks like you have to do it for 3 turns. And it has to be within 3 turns distance of a ship.
Your Papal standing affects how much you get off him for the gift_from_pope
All Assassination missionds have to have better than 40% chance to succeed, otherwise not given.
Example of Council Mission:
Code:
mission annex_settlement
{
COUNCIL_MISSION
duration 10
exclude_duration 30
score_modifier 0.8
turn_start 3
paybacks
{
random 0.33 payback_id council_mod_income
random 0.5 payback_id council_mod_unit
payback_id council_mod_unit_best
}
min_strength_balance 3.0 ; minimum ratio of sent faction to target faction army strength for issue of mission
}
So 33% chance of mod income that is; 2000 Florins, and 5% chance of mod unit and mod unit best.
Mod unit is 3 units with max cost of 800 and mod unit best is 3 units with max cost of 1200
All the missions guilds can give are there, found the Masons ones are to build church line of buidling (majid/church)
And the end of the file, would allows with some simple modding, for other religions to crusade/jihad! But Variable not allowed
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