1. Ability to give faction's a "desire" rating for particular regions that can be used in the campaign AI decisions i.e make explicit and moddable how much a particular faction wants certain terriotory so we can set historical type expansion aims. (10)
edit: this is possibly almost there already. the AI already seems to take into account the faction_creator of regions and has a preference for attacking rebel regions where they are hostile to the faction creator. unfortunately that means they have a tendency to ignore regions where *they* are the faction creator as they are not hostile to themselves. if that could be tweaked so they prefer those regions that would be great.
2. Ability to read and use faction leader traits in the strategy AI e.g mod a trait for faction leader type (expansionist, defensive etc) and that being able to be used in the AI decisions so factions vary whenever their faction leader changes. (4)
3. Strategic AI "event" for new faction leader. An entry to check against when the old leader dies and new leader takes over to use for potential vassal revolts. (3)
4. Access to some of the data passed to events/triggers so you don't need a script for every region (******10+*****)
So instead of something like
Code:
character_turn_end
condition specific_settlename_name
trait y > 1
create_building specific_settlename_name
instead something like
Code:
character_turn_end
trait y > 1
create_building this_settlename_name (whatever it is)
5. Access to character name and age. (4)
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