Hmm so its alliances against the faction calling the decision or against their target? (the file doesn't seem to specify)
Hmm so its alliances against the faction calling the decision or against their target? (the file doesn't seem to specify)
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It's the faction making the decision i believe as it is used mostly in vassal decisions.
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I would like to think so (it would make my work much easier to know it exactly), but following kind of eludes me:
So it sets the AI's faction attitude to invade at a priority of 250 (very low) using raids. But what does the alliance_against mean in this case? Form alliance of 5 other nations against the target? Only if the target has 6 alliances against the AI faction making the decision?Code:<decision_entry> <!-- if we're not at war && we're not at war with anyone else && our frontline strength is more than twice his && he outproduces us && he is our strongest neighbour >>> invade raids --> <min_entry frontline_balance="2.0" strongest_neighbour="true" target_num_enemies="2"/> <max_entry num_enemies="1" production_balance="1.0"/> <faction_attitude invade="invade_raids" invade_priority="250" alliance_against="6"/> </decision_entry>
Personally, I've been thinking maybe alliance_against means how difficult an alliance with the target should be to obtain if the target was to initiate diplomacy, but I may be wrong
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Ahhh that would make a lot of sense then. 10 means highest priority to seek alliance against it then?
Thanks!
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Hmmm I'm now evaluating all those numbers for the different balances. I understand them well enough (except for free_strength_balance) but I'm wondering whether its intentional CA has things always go up to 1.0 (i.e. max) and then 1.0 for min so all cases are covered.
They also have the default which means do nothing if no condition if met.
So if I were to change those balances and didn't have them coincide exactly, it would mean the AI would stay passive and go bash rebels instead, right?
While there is a portion in the code which is commented out reading how there should be a condition to make the AI always attack the human if not at war, I wonder whether it is in another file, because the AI actually does do that (instead of reverting to staying passive).
I can have an AI bordered in on all my regions, put full stacks in each settlement there and our of the blue they will tend to attack me with some puny besieging force or blockade one of my ports. I'm wondering how I can control that problem...
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While there is a portion in the code which is commented out reading how there should be a condition to make the AI always attack the human if not at war, I wonder whether it is in another file, because the AI actually does do that (instead of reverting to staying passive).
For testing map changes I made a quick AI profile and set it in the strat file for all factions. It only allows for attacking rebs and that is all they do (apart from jihads/crusades), so i don't think there is hidden hardcode to make the AI attack the player.
There *is* the thing in the faction standings file that makes the AI gradually dislike the human player on H and VH. Also the faction standing trigger for gradually diliking the top factions (which the human will be after a while) but in my testing with my attack_rebels_only profile i never get attacked (or asked for alliance).
It's not a map.
<faction_attitude (...) can_force_invade="false"/>Originally Posted by FactionHeir
This will stop the AI to follow the infamous missions (conquer settlement, block port) the council gives.
You need to tune it though because otherway you'll have a very, and I mean very, passive AI.
For example in AD I stopped all this stuff for catholics against catholics or when the relationship with and/or the global rep of the target faction weren't bad enough.
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