Hmm but if that is true, what about naval invasions? They are 100% handled by the hardcode.
I've got force_invade set to false too, maybe that stops that. They only attack rebs apart from crusades/jihads. profile is:
Code:
<faction_ai_label name="active">
<invasion_decisions>
<decision_entry>
<min_entry target_faction="slave"/>
<max_entry target_faction="slave"/>
<faction_attitude at_war="true" invade="invade_immediate"/>
</decision_entry>
<decision_entry>
<faction_attitude invade="invade_none" can_force_invade="false"/>
</decision_entry>
</invasion_decisions>
<defend_decisions>
<decision_entry>
<faction_attitude defense="defend_normal"/>
</decision_entry>
</defend_decisions>
</faction_ai_label>
edit: should mention i've only been testing map changes at medium difficulty. may have something to do with it.
edit: forgot to say. i don't think naval invasions are 100% hardcode/missions. some naval invasions between certain pairs of regions happen on their own (due to map and path-finding working) most of the time the path-finding doesn't work over sea so that's why they use missions to compensate (as they seem to work independently e.g RTW romans with senate). that's my opinion anyway.
edit2: another thing to remember is the AI is often stuck. an army may have been given orders to attack a city and got stuck on it's path along the way or after retreating. when another faction takes the city (including yours) then the stack becomes unstuck again but often it will then move next to the city it was supposed to have attacked. i think these cases may not follow the normal logic as set out in the AI file. same thing for ships ordered to attack and then a ceasefire is agreed. ship may not get it's orders cleared.
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