Poll: Which faction for my next visual campaign?

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Thread: Which Lands to Conquer faction should be my first visual thread?

  1. #1
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Which Lands to Conquer faction should be my first visual thread?

    Finally installed Lands to Conquer. Fans of my England, Egypt, and Russia (vanilla) threads know how much I love to blitz. Fortunately, lands to conquer is much harder, and I cannot really exploit the Crusade/Jihad function due to the lower pillage amount, higher unrest and religious penalties, among other concerns.

    I have proven with my Russia campaign that I don't actually need such crutches to do an impressive blitz of the campaign map. So, with the LTC mod, I can now post harder blitz campaigns.

    Which Lands to Conquer faction should be my first visual thread?

    Scotland
    England
    France
    Spain
    Portugal
    Moors
    Denmark
    Holy Roman Empire
    Milan
    Venice
    Sicily
    Russia
    Poland
    Hungary
    Eastern Roman Empire (Byzantine)
    Turks
    Egypt
    #Winstontoostrong
    #Montytoostronger

  2. #2
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    I've already stormed through the 100 years war as a warm-up. Difficulty: VH/VH

    Spoiler Alert, click show to read: 


    Year: 1346 AD.

    England is fighting a bitter war on two fronts against the Scots and the French. Not willing to turn my back on the Scots, I decide to eliminate them first, using the English channel as a temporary defense against the French. I recruit a small navy to patrol the waters, and I fill Bordeaux with defensive troops such as archers and heavy spearmen to hold off and distract the French. I then charge toward Edinburgh with three full stacks of England's finest, with cannon in tow. Scotland falls before the might of England's northern army.



    1359 AD: I invade France from Southwest England by ship, pushing through their relatively undefended towns and pillaging my way towards Paris.

    Bordeaux survives all assaults upon it, and sends a stack Northeast into central France.

    My troops in Scotland sail directly to Northern France. A total of 6 full stacks of troops annihilates northern France to meet victory conditions. I crave more French blood.



    1377 AD: France is destroyed, as well as Burgundy and Pamplona. The entire map is mine, and fell easily. The hundred years war? Not quite. Not even close. Try 40 years.


    http://www.sendspace.com/file/2d4q7n

    Download a zipped folder with all of my saved files for this campaign (1 save/turn).
    (Quick download. C'mon, a quick peek won't kill ya!)
    Last edited by Askthepizzaguy; 07-22-2007 at 08:55.
    #Winstontoostrong
    #Montytoostronger

  3. #3
    Member Member Si GeeNa's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    Do Sicily in Grand Campaign. I'm getting plastered by Byzie and Moors. It's fun.
    Are you righteous? Kind? Does your confidence lie in this? Are you loved by all? Know that I was, too. Do you imagine your suffering will be any less because you loved goodness and truth?

  4. #4
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    I'd suggest Sicily, Byzantines, HRE or possibly Turks. Oh, and i hope you found LTC VH to be tougher than vanilla VH.

  5. #5
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    So far, yes.

    What is really holding me back is the public order/religious penalty.

    Were it not for that, even with the limited pillaging florins I could still steamroll the map in short order. Now, I can't simply mow through opposing religion territories and sack everything, and of course it's not very likely that enough factions would be excommunicated that a crusade could wipe most of them out.

    So, it's back to Russian-style tactics, and more realistic gameplay.

    Don't count me out yet. The difficulty rating isn't high enough to make blitzing impossible, like The Long Road mod.

    I also tried the Long Road, and it looks like it takes substantial effort merely to expand your kingdom into the surrounding rebel territories. I kid you not, rebel York has better troops than the entire starting English faction.

    Give me time, though... once I build my faction to the point where I can field about three stacks of troops, I will own this game once again.

    Excellent work on the game, Lusted. You certainly have put your talent to good use here. This game is indeed tougher to chew.
    #Winstontoostrong
    #Montytoostronger

  6. #6
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    Glad you're enjoying it, i didn't do what the TLR mod does as that goes a bit too far towards hindering expansion. I want fun, not 20 turns of building up just to beat 1 rebel stack.

    And yes the religious unrest is a right pain in the ass now, adds in a lovely dynamic to the Reconquista campaign.

  7. #7
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    Oh yes, I know you didn't do the Long Road mod. That one is enough to irritate even a moderately good player. I had to stretch myself to the limit just to start taking rebel provinces immediately. Peasants cost over 500 florins... whatever. If it puts men on the field, and I have generals to give them morale, I can still do what I want.

    I just mention it in passing because I consider both mods to be very well done. Looks like the LTC mod is a lot closer to what you would expect the original game to function as, if it were functioning properly. The added campaigns are also a great addition.

    I did pull off the Hundred Years War in short order, so I figure what my new strategy will be is to ally myself with the opposing religions and go after factions which share my religion.

    The Pope is still easy to bribe. I recommend fixing that, because it is still exploitative. If I am blatantly ignoring his commands, my bribes should become less effective, and it should hurt my reputation.

    I may even just goad some of these AI factions into war, hoping to excommunicate them, and then crusade through their lands. I look for any kind of weakness, even small ones like that could double the size of my empire relatively easily. After that, the game is over.

    #Winstontoostrong
    #Montytoostronger

  8. #8
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    The Pope is still easy to bribe. I recommend fixing that, because it is still exploitative. If I am blatantly ignoring his commands, my bribes should become less effective, and it should hurt my reputation.
    It's something i'll look into.

  9. #9
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    Right, done a few small tweaks to the faction standing file. Copy the below into the descr_faction_standing.txt in the landstoconquer\data folder, replacing the existing text.

    Code:
    ; faction standing parameters
    ; ===========================
    
    ; initialisation parameters
    
    min_faction_standing	-1.0
    max_faction_standing	1.0
    
    relations_improved_thresholds
    {
        0.25
        0.4
        0.6
    }
    
    relations_worsened_thresholds
    {
        -0.8
        -0.4
        -0.25
    }
    
    ; 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_faction_standing] [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_Crusade_Target
        WhenToTest GeneralArrivesCrusadeTargetRegion
    
        Condition IsCrusade
    
        FactionStanding factions { papal_states } 0.02
        FactionStanding factions { papal_states } per_unit 0.002
    
    ;------------------------------------------
    Trigger 0051_P_Heir_Arrives_Crusade_Target
        WhenToTest GeneralArrivesCrusadeTargetRegion
    
        Condition IsCrusade
                  and IsFactionHeir
    
        FactionStanding factions { papal_states } 0.2
    
    ;------------------------------------------
    Trigger 0052_P_King_Arrives_Crusade_Target
        WhenToTest GeneralArrivesCrusadeTargetRegion
    
        Condition IsCrusade
                  and IsFactionLeader
    
        FactionStanding factions { papal_states } 0.6
    
    ;------------------------------------------
    Trigger 0053_P_General_Takes_Crusade_Target
        WhenToTest GeneralTakesCrusadeTarget
    
        Condition IsCrusade
    
        FactionStanding factions { papal_states } 0.2
    
    ;------------------------------------------
    Trigger 0054_P_Heir_Takes_Crusade_Target
        WhenToTest GeneralTakesCrusadeTarget
    
        Condition IsCrusade
                  and IsFactionHeir
    
        FactionStanding factions { papal_states } 0.2
    
    ;------------------------------------------
    Trigger 0055_P_King_Takes_Crusade_Target
        WhenToTest GeneralTakesCrusadeTarget
    
        Condition IsCrusade
                  and IsFactionLeader
    
        FactionStanding factions { papal_states } 0.6
    
    ;------------------------------------------
    Trigger 0056_P_Army_Takes_Crusade_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
            and FactionReligion catholic
    
        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 } -0.15
    
    ;------------------------------------------
    Trigger 0132_Fail_Pope_Mod_Penalty_Min_Reward
        WhenToTest LeaderMissionFailed
    
        Condition PaybackID pope_mod_penalty_min_reward
    
        FactionStanding factions { papal_states } -0.15
    
    ;------------------------------------------
    Trigger 0133_Fail_Pope_Rome_Mod_Penalty_Only
        WhenToTest LeaderMissionFailed
    
        Condition PaybackID pope_rome_mod_penalty_only
    
        FactionStanding factions { papal_states } -0.15
    
    ;------------------------------------------
    Trigger 0134_Fail_Pope_Cardinal_Mod_Penalty_Only
        WhenToTest LeaderMissionFailed
    
        Condition PaybackID pope_cardinal_mod_penalty_only
    
        FactionStanding factions { papal_states } -0.15
    
    ;------------------------------------------
    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 } -0.3
    
    ;------------------------------------------
    Trigger 0137_Fail_Pope_Rome_Major_Penalty_Only
        WhenToTest LeaderMissionFailed
    
        Condition PaybackID pope_rome_major_penalty_only
    
        FactionStanding factions { papal_states } -0.5
    
        
    
    ;;;;;;;;;;;;;;;
    ;; DIPLOMACY ;;
    ;;;;;;;;;;;;;;;
    
    
    ;------------------------------------------
    Trigger 0033_P_Give_Money
        WhenToTest GiveMoney
    
        Condition  TargetFactionType papal_states
    	  and  DiplomaticStanceFromFaction papal_states < AtWar
    
        FactionStanding factions { papal_states } amount 250 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
    
    ; Make the papal states dislike other religions
    ;------------------------------------------
    Trigger 0049_P_Normalise_Non_catholic
        WhenToTest FactionTurnStart
    
        Condition not FactionReligion catholic
    
        FactionStanding factions { papal_states } normalise -1 50
    
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;; 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 normalise -1.0 10
    
    ;------------------------------------------
    Trigger 0050_T_Invaded_Fort
        WhenToTest Transgression
    
        Condition TransgressionName = TC_INVADED_FORT
    
        FactionStanding target_faction normalise -1.0 10
        FactionStanding target_allies normalise -1.0 80
    
    ;------------------------------------------
    Trigger 0051_T_Stole_Back_Settlement
        WhenToTest Transgression
    
        Condition TransgressionName = TC_STOLE_BACK_SETTLEMENT
    
        FactionStanding global -1.0
        FactionStanding target_faction normalise -1.0 2
        FactionStanding target_allies normalise -1.0 20
    
    ;------------------------------------------
    Trigger 0052_T_Invaded_Settlement
        WhenToTest Transgression
    
        Condition TransgressionName = TC_INVADED_SETTLEMENT
    
        FactionStanding target_faction normalise -1.0 5
        FactionStanding target_allies normalise -1.0 40
    
    ;------------------------------------------
    Trigger 0053_T_Invaded_Watchtower
        WhenToTest Transgression
    
        Condition TransgressionName = TC_INVADED_WATCHTOWER
    
        FactionStanding target_faction normalise -1.0 20
        FactionStanding target_allies normalise -1.0 80
    
    ;------------------------------------------
    Trigger 0055_T_Invasion_Neutral
        WhenToTest Transgression
    
        Condition TransgressionName = TC_INVASION
            and not DiplomaticStanceFactions = Allied
    
        FactionStanding target_faction normalise -1.0 50
    
    ;------------------------------------------
    Trigger 0055a_T_Invasion
        WhenToTest Transgression
    
        Condition TransgressionName = TC_INVASION
            and DiplomaticStanceFactions = Allied
    
        FactionStanding target_faction normalise -1.0 100
    
    ;------------------------------------------
    Trigger 0055b_T_Invasion_Flee
        WhenToTest Transgression
    
        Condition TransgressionName = TC_FLEE_INVASION
    
        FactionStanding target_faction normalise -1.0 200
    
    ;------------------------------------------
    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 normalise -1.0 50
        FactionStanding target_religion normalise -1.0 200
    
    ;------------------------------------------
    Trigger 0055d_T_Invasion_Jihad
        WhenToTest Transgression
    
        Condition TransgressionName = TC_CRUSADE_INVASION
    		and FactionReligion islam
    		and not TargetFactionReligion islam
    
        FactionStanding target_faction normalise -1.0 50
        FactionStanding target_religion normalise -1.0 200
    
    ;------------------------------------------
    Trigger 0056_T_Nullified_Alliance
        WhenToTest Transgression
    
        Condition TransgressionName = TC_NULLIFIED_ALLIANCE
    
        FactionStanding global -0.1
        FactionStanding target_faction normalise -1.0 5
        FactionStanding target_allies normalise -1.0 20
        FactionStanding target_enemies normalise 1.0 20
    
    ;------------------------------------------
    Trigger 0057_T_Broke_Treaty_terms
        WhenToTest Transgression
    
        Condition TransgressionName = TC_BROKE_TREATY_TERMS
    
        FactionStanding global -0.15
        FactionStanding target_faction normalise -1.0 5
        FactionStanding target_allies normalise -1.0 40
    
    ;------------------------------------------
    ;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 normalise -1.0 10
        FactionStanding target_allies normalise -1.0 40
    
    ;------------------------------------------
    Trigger 0060_T_Declared_War
        WhenToTest Transgression
    
        Condition TransgressionName = TC_DECLARED_WAR
    
        FactionStanding target_faction normalise -1.0 4
        FactionStanding target_allies normalise -1.0 20
        FactionStanding target_enemies normalise 1.0 20
    
    ;------------------------------------------
    Trigger 0061_T_Major_Assassination_Attempt
        WhenToTest Transgression
    
        Condition TransgressionName = TC_MAJOR_ASSASSINATION_ATTEMPT
    
        FactionStanding target_faction normalise -1.0 5
        FactionStanding target_allies normalise -1.0 40
    
    ;------------------------------------------
    Trigger 0062_T_Minor_Assassination_Attempt
        WhenToTest Transgression
    
        Condition TransgressionName = TC_MINOR_ASSASSINATION_ATTEMPT
    
        FactionStanding target_faction normalise -1.0 20
        FactionStanding target_allies normalise -1.0 80
    
    ;------------------------------------------
    Trigger 0063_T_Sabotage
        WhenToTest Transgression
    
        Condition TransgressionName = TC_SABOTAGE
    
        FactionStanding target_faction normalise -1.0 5
        FactionStanding target_allies normalise -1.0 40
    
    ;------------------------------------------
    Trigger 0064_T_Bribed_Away_Army
        WhenToTest Transgression
    
        Condition TransgressionName = TC_BRIBED_AWAY_ARMY
    
        FactionStanding target_faction normalise -1.0 10
    
    ;------------------------------------------
    Trigger 0065_T_Bribed_Away_Character
        WhenToTest Transgression
    
        Condition TransgressionName = TC_BRIBED_AWAY_CHARACTER
    
        FactionStanding target_faction normalise -1.0 5
    
    ;------------------------------------------
    Trigger 0066_T_Bribed_Away_Settlement
        WhenToTest Transgression
    
        Condition TransgressionName = TC_BRIBED_AWAY_SETTLEMENT
    
        FactionStanding global -0.15
        FactionStanding target_faction normalise -1.0 5
    
    ;------------------------------------------
    Trigger 0067_T_Bribed_Away_Fort
        WhenToTest Transgression
    
        Condition TransgressionName = TC_BRIBED_AWAY_FORT
    
        FactionStanding target_faction normalise -1.0 10
    
    ;------------------------------------------
    Trigger 0068_T_Battle_Engagement
        WhenToTest Transgression
    
        Condition TransgressionName = TC_BATTLE_ENGAGEMENT
            and not TargetFactionType slave
    
        FactionStanding target_faction normalise -1.0 10
        FactionStanding target_allies normalise -1.0 80
        FactionStanding target_enemies normalise 1.0 80
    
    ;------------------------------------------
    Trigger 0069_T_Instigate_Siege
        WhenToTest Transgression
    
        Condition TransgressionName = TC_INSTIGATE_SIEGE
    
        FactionStanding target_faction normalise -1.0 5
        FactionStanding target_allies normalise -1.0 40
    
    ;------------------------------------------
    Trigger 0070_T_Spying
        WhenToTest Transgression
    
        Condition TransgressionName = TC_SPYING
    
        FactionStanding target_faction normalise -1.0 20
        FactionStanding target_allies normalise -1.0 80
    
    ;------------------------------------------
    Trigger 0071_T_Threaten_War
        WhenToTest Transgression
    
        Condition TransgressionName = TC_THREATEN_WAR
    
        FactionStanding target_faction normalise -1.0 5
    
    ;------------------------------------------
    Trigger 0072_T_Undeclared_Attack
        WhenToTest Transgression
    
        Condition TransgressionName = TC_UNDECLARED_ATTACK
    
        FactionStanding target_faction normalise -1.0 5
        FactionStanding target_allies normalise -1.0 40
    
    ;------------------------------------------
    Trigger 0072_T_Undeclared_Attack_Withdraw
        WhenToTest Transgression
    
        Condition TransgressionName = TC_UNDECLARED_ATTACK_WITHDRAW
    
        FactionStanding target_faction normalise -1.0 10
        FactionStanding target_allies normalise -1.0 80
    
    ;------------------------------------------
    Trigger 0073_T_INSTIGATE_ASSAULT
        WhenToTest Transgression
    
        Condition TransgressionName = TC_INSTIGATE_ASSAULT
    
        FactionStanding target_faction normalise -1.0 5
        FactionStanding target_allies normalise -1.0 40
    
    ;------------------------------------------
    Trigger 0074_T_BLOCKADE
        WhenToTest Transgression
    
        Condition TransgressionName = TC_BLOCKADE
    
        FactionStanding target_faction normalise -1.0 5
        FactionStanding target_allies normalise -1.0 40
    
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;; DISHONEST TRANSGRESSIONS ;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    ;------------------------------------------
    Trigger 0078b_DT_Break_Alliance_War
        WhenToTest Transgression
    
        Condition TransgressionName = TC_BROKE_ALLIANCE
            and DiplomaticStanceFactions = AtWar
    
        FactionStanding global -0.5
        FactionStanding target_faction normalise -1.0 5
        FactionStanding target_allies normalise -1.0 20
    
    ;------------------------------------------
    Trigger 0078c_DT_Break_Alliance_Neutral
        WhenToTest Transgression
    
        Condition TransgressionName = TC_BROKE_ALLIANCE
            and DiplomaticStanceFactions = Neutral
    
        FactionStanding global -0.1
        FactionStanding target_faction normalise -1.0 10
        FactionStanding target_allies normalise -1.0 40
    
    
    
    
    ;;;;;;;;;;;;;;;;;
    ;; FORGIVENESS ;;
    ;;;;;;;;;;;;;;;;;
    
    ;------------------------------------------
    Trigger 0079_F_Trade_Agreement
        WhenToTest FactionTradeAgreementMade
    
        FactionStanding target_faction 0.07
        FactionStanding target_allies normalise 1.0 50
    
    ;------------------------------------------
    Trigger 0080_F_Military_Assistance
        WhenToTest Forgiveness
    
        Condition ForgivenessName = FC_MILITARY_ASSISTANCE
    
        FactionStanding global 0.1
        FactionStanding target_faction 0.2
        FactionStanding target_allies normalise 1.0 20
    
    ;------------------------------------------
    Trigger 0081_F_Obvious_Bribe	; fired for every 1000 gold given as gift
        WhenToTest Forgiveness
    
        Condition ForgivenessName = FC_OBVIOUS_BRIBE
    
        FactionStanding target_faction normalise 1.0 50
    
    ;------------------------------------------
    ;Trigger 0082_F_Update_Attitude
    ;    WhenToTest UpdateAttitude
    ;
    ;    Condition FactionStanding > 0.0
    ;
    ;    FactionStanding target_faction 0.01
    
    ; Forming an alliance increases relationships (papal states already factored in above)
    ;------------------------------------------
    Trigger 0082b_F_Alliance_Declared
        WhenToTest FactionAllianceDeclared
    
        Condition not TargetFactionType papal_states
    
        FactionStanding target_faction 0.2
        FactionStanding target_allies normalise 1.0 50
    
    ; Inter faction marriage increases relationships
    ;------------------------------------------
    Trigger 0082c_P_Faction_Marriage
        WhenToTest InterFactionMarriage
    
        FactionStanding target_faction 0.2
    
    
    
    ;;;;;;;;;;;;;;;
    ;; DEMEANOUR ;;
    ;;;;;;;;;;;;;;;
    
    ;------------------------------------------
    Trigger 0083_Demeanour
        WhenToTest Demeanour
    
        FactionStanding target_faction amount 1.0 0.005
        FactionStanding target_allies amount 1.0 0.001
    
    
    
    ;;;;;;;;;;;;;;;;;;;;;;
    ;; AI Relationships ;;
    ;;;;;;;;;;;;;;;;;;;;;;
    
    
    ; Make allied factions like us a bit more
    ;------------------------------------------
    Trigger 0083b_Update_Allies
        WhenToTest FactionTurnStart
    
        FactionStanding allies normalise 1.0 20
    
    
    ; Make enemy factions like us a bit less
    ;------------------------------------------
    Trigger 0084b_Update_Enemies
        WhenToTest FactionTurnStart
    
        Condition not FactionType slave
    
        FactionStanding enemies normalise -1.0 20
    
    
    ; Make allies of our allies like us a bit more
    ;------------------------------------------
    Trigger 0083c_Update_Allies_Allies
        WhenToTest UpdateAttitude
    
        Condition DiplomaticStanceFactions = Allied
    
        FactionStanding target_allies normalise 1.0 100
    
    
    ; Make enemies of our allies like us a bit less
    ;------------------------------------------
    Trigger 0084c_Update_Allies_Enemies
        WhenToTest UpdateAttitude
    
        Condition DiplomaticStanceFactions = Allied
    
        FactionStanding target_enemies normalise -1.0 100
    
    
    ; Make allies of our enemies like us a bit less
    ;------------------------------------------
    Trigger 0083d_Update_Enemies_Allies
        WhenToTest UpdateAttitude
    
        Condition DiplomaticStanceFactions = AtWar
    
        FactionStanding target_allies normalise -1.0 100
    
    
    ; Make enemies of our enemies like us a bit more
    ;------------------------------------------
    Trigger 0084d_Update_Enemies_Enemies
        WhenToTest UpdateAttitude
    
        Condition DiplomaticStanceFactions = AtWar
              and not TargetFactionType slave
    
        FactionStanding target_enemies normalise 1.0 100
    
    
    ; 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 exclude_factions { } 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 0.025
        FactionStanding target_faction normalise 1.0 20
        FactionStanding target_allies normalise 1.0 40
    
    ;------------------------------------------
    Trigger 0100_prisoners_executed_decrease_global
        WhenToTest FactionLeaderPrisonersRansomedCaptor
    
        Condition RansomType execute
              and NumCapturedSoldiers > 80
    
        FactionStanding global -0.025
        FactionStanding target_faction normalise -1.0 20
        FactionStanding target_allies normalise -1.0 40
    
    ;------------------------------------------
    Trigger 0099b_prisoners_released_increase_global
        WhenToTest FactionLeaderPrisonersRansomedCaptor
    
        Condition RansomType release
    
        FactionStanding global 0.01
        FactionStanding target_faction normalise 1.0 80
        FactionStanding target_allies normalise 1.0 160
    
    ;------------------------------------------
    Trigger 0100b_prisoners_executed_decrease_global
        WhenToTest FactionLeaderPrisonersRansomedCaptor
    
        Condition RansomType execute
    
        FactionStanding global -0.01
        FactionStanding target_faction normalise -1.0 80
        FactionStanding target_allies normalise -1.0 160
    
    ;------------------------------------------
    Trigger 0099c_characters_released_increase_global
        WhenToTest FactionLeaderPrisonersRansomedCaptor
    
        Condition RansomType release
              and NumCapturedCharacters > 0
    
        FactionStanding global 0.025
        FactionStanding target_faction normalise 1.0 20
        FactionStanding target_allies normalise 1.0 40
    
    ;------------------------------------------
    Trigger 0100c_characters_executed_decrease_global
        WhenToTest FactionLeaderPrisonersRansomedCaptor
    
        Condition RansomType execute
              and NumCapturedCharacters > 0
    
        FactionStanding global -0.025
        FactionStanding target_faction normalise -1.0 20
        FactionStanding target_allies normalise -1.0 40
    
    ;------------------------------------------
    Trigger 0101_sack_settlement_decrease_global
        WhenToTest SackSettlement
    
        FactionStanding global -0.02
        FactionStanding target_faction normalise -1.0 20
        FactionStanding target_allies normalise -1.0 40
    ;    FactionStanding target_enemies normalise 1.0 40
    
    ;------------------------------------------
    Trigger 0102_extermination_decrease_global
        WhenToTest ExterminatePopulation
    
        FactionStanding global -0.05
        FactionStanding target_faction normalise -1.0 10
        FactionStanding target_allies normalise -1.0 20
    ;    FactionStanding target_enemies normalise 1.0 20
    
    ;------------------------------------------
    Trigger 0103_occupy_settlement_increase_global
        WhenToTest OccupySettlement
    
        FactionStanding global 0.05
        FactionStanding target_faction normalise 1.0 20
        FactionStanding target_allies normalise 1.0 40
    ;    FactionStanding target_enemies normalise -1.0 40
    
    ;------------------------------------------
    ;Trigger 0102_city_razed_decrease_global
    ;    WhenToTest CitySacked
    
        FactionStanding global -0.05
        FactionStanding target_faction normalise -1.0 10
        FactionStanding target_allies normalise -1.0 20
    ;    FactionStanding target_enemies normalise 1.0 20
    
    ; make all other factions hate the rebels
    ;------------------------------------------
    Trigger 0103_Update_Slaves
        WhenToTest FactionTurnStart
    
        Condition FactionType slave
    
        FactionStanding exclude_factions { } normalise -1.0 1
    
    ; make slaves hate all other factions
    ;------------------------------------------
    ;Trigger 0104_Update_Slaves_Reverse
    ;    WhenToTest UpdateAttitude
    ;
    ;    Condition Not FactionType slave
    ;	and TargetFactionType slave
    ;
    ;    FactionStanding target_faction normalise -1.0 1
    
    ; make factions like trustworthy factions more
    ;---------------------------------------------
    Trigger 0105_Update_Trustworthy_Factions_Major
        WhenToTest FactionTurnStart
    
        Condition GlobalStanding > 0.4
    
        FactionStanding exclude_factions { } normalise 1.0 50
    
    Trigger 0106_Update_Trustworthy_Factions_Minor
        WhenToTest FactionTurnStart
    
        Condition GlobalStanding > 0.1
    
        FactionStanding exclude_factions { } normalise 1.0 100
    
    ; make factions like untrustworthy factions less
    ;---------------------------------------------
    Trigger 0107_Update_Untrustworthy_Factions_Major
        WhenToTest FactionTurnStart
    
        Condition GlobalStanding < -0.4
    
        FactionStanding exclude_factions { } normalise -1.0 50
    
    Trigger 0108_Update_Untrustworthy_Factions_Minor
        WhenToTest FactionTurnStart
    
        Condition GlobalStanding < 0.1
    
        FactionStanding exclude_factions { } normalise -1.0 100
    
    ; make existing inter faction marriages improve relationships
    ;---------------------------------------------
    Trigger 0109_Update_Marriages
        WhenToTest UpdateAttitude
    
        Condition NumFactionMarriages > 0
    
        FactionStanding target_faction normalise 1.0 20

  10. #10
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    Maybe I am pressing my luck, but the more Catholic factions I am at war with, and the worse my relations with the pope before I engage in diplomacy, my ability to bribe with maps and "attack faction" and even florins should be less effective.

    The biggest complaint (not really a complaint, but an observed exploit that is unrealistic) is that I can have untrustworthy reputation, be at war with every catholic faction I can find, blatantly ignore the pope's commands, and have abysmal relations with the pope at the start of the turn, and use diplomacy to return to "Perfect" relations.

    My suggestions:

    Unless the map you are sharing drastically increases the existing map for the AI, it should not be considered a gift. In fact, it should be considered a diplomatic insult.

    Offering to attack catholic factions should NOT have a positive effect on the Pope unless they are excommunicated. Such offers should be insulting.
    Especially insulting if the faction you offer to attack is the very faction the Pope is ordering you to stop attacking. Seems illogical to have the pope consider it a gift to blatantly disregard his commands.

    Florins should have less effect on the pope the more you disobey him.

    When you have abysmal relations (Or any level) there should be a limit to how much you can improve relations in a given turn.

    Don't forget to disable that for when two or more diplomats attempt it in a single turn for cumulative effect. That's another loophole if you accomplish the previous suggestion, the game will consider two diplomats to be two seperate sessions. I don't think you should be able to send two diplomats to a given faction in one turn. That bugs their leader and exploits the game, and should be considered bothersome and insulting.

    EDIT: Wow that was quick! Since I'm not a technically minded person, I'll have to wait and see what it does in the game before I can give you feedback on it.
    Last edited by Askthepizzaguy; 07-23-2007 at 12:21.
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  11. #11
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    Unless the map you are sharing drastically increases the existing map for the AI, it should not be considered a gift. In fact, it should be considered a diplomatic insult.

    Offering to attack catholic factions should NOT have a positive effect on the Pope unless they are excommunicated. Such offers should be insulting.
    Especially insulting if the faction you offer to attack is the very faction the Pope is ordering you to stop attacking. Seems illogical to have the pope consider it a gift to blatantly disregard his commands.

    Florins should have less effect on the pope the more you disobey him.

    When you have abysmal relations (Or any level) there should be a limit to how much you can improve relations in a given turn.

    Don't forget to disable that for when two or more diplomats attempt it in a single turn for cumulative effect. That's another loophole if you accomplish the previous suggestion, the game will consider two diplomats to be two seperate sessions. I don't think you should be able to send two diplomats to a given faction in one turn. That bugs their leader and exploits the game, and should be considered bothersome and insulting.
    Afraid those aren't possible. What i have done is reduce the boost in relations that giving money to the Pope gives, and increased the penalty for disobeying him on big missions so you are more likely to be ex-communicated by ignoring him.

  12. #12
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    Understood. As soon as I update the game files and test it out, I'll be able to see how difficult it is to manipulate his Holiness. If it causes a significant headache to really exploit the fact that there isn't a human consciousness behind the diplomacy screen, I'd say it would be a major improvement.

    Much of my success in blitzing as a Catholic faction involves severe and blatant handling of the Pope. Anything that makes him a tougher customer to deal with makes the game more realistic.

    Again, excellent work!
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  13. #13
    Filthy Rich Member Odin's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    a tip of the hat to askthepizzaguy, enjoy LTC its a fine mod and really enhances the game a lot.

    You'll still be able to blitz and have some nice conquests, however from time to time the modification bites you (unrest!). As far as combat thats still fairly easy even on VH (if you have adequate forces).
    There are few things more annoying than some idiot who has never done anything trying to say definitively how something should be done.

    Sua Sponte

  14. #14
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    Looks like Scotland gets the nod.

    I'll keep the poll open though, to see what else people are interested in.

    Note: On lands to Conquer, I will not be rolling up the map as quickly as in the Vanilla version. But I certainly will not be lax about attacking my enemies and expanding quickly.
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  15. #15
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    Quick question: If I post a Scotland thread, and narrate the campaign from the point of view of the King, will it get moved onto the AAR battle stories section?

    I would like to do a thread with more immersion than previous threads, but I am afraid if I post it here it will get moved into the AAR section where no one will ever see it.

    (I certainly never visit there)
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  16. #16
    Chretien Saisset Senior Member OverKnight's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    You could post a link to the AAR in your sig. Even if it gets moved, you post often enough in the Citadel that you'll still get views.

    What's so wrong with the AAR section anyway? Besides a few posts in the Citadel, all my activity is there.
    Chretien Saisset, Chevalier in the King of the Franks PBM

  17. #17

    Default Re: Which Lands to Conquer faction should be my first visual thread?

    Funnily enough, in my experience, you have to blitz in LTC. Everytime I try to turtle at around 10 provinces, some faction with 2-4 provinces starts spawning 1-2 stacks of Spear Militia + Peasant Archers/Crossbow Militia per turn and attacks me. Eventually I succumb to the attrition, unless I just blitz to destruction everyone I get into a war against.

    Also, a single high Piety Heretic randomly spawning in Arhus and turning my capital into a rebellion in 2 turns was unfun. Maybe the increased effect of religious unrest should be balanced by toning down the spawn rate of Heretics and lowering their starting piety.

    I love the new units in LTC.

  18. #18
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    Quote Originally Posted by OverKnight
    You could post a link to the AAR in your sig. Even if it gets moved, you post often enough in the Citadel that you'll still get views.

    What's so wrong with the AAR section anyway? Besides a few posts in the Citadel, all my activity is there.
    I'm a creature of habit.

    I used to love RTW, but ever since RTR I can't go back. Habit.
    I used to love RTR, but ever since M2TW I can't go back. Habit.
    I used to love M2TW, but ever since M2TW:LTC... I doubt if I'll go back.

    I post in Citadel. I'm afraid if I venture out someplace else, I'll never come back. I know me, and that's who I am. I bet if I start drinking beer I'll become a raging alcoholic.

    I've done the blatant plug thing before. Maybe I'll promote this one that way.
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  19. #19
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    https://forums.totalwar.org/vb/showthread.php?t=89076
    Well here tis, laddies. It's what ye wanted, isn't it, ye kilted buggers! (My Scotland thread in Lands to Conquer)

    There's nary an animal alive that can outrun a greased Scotsman. Have ye gone waxy in your beester? Aye sir, you bath-taking, underpants-wearing, lily-hugger! I canna fit in the wee vent, Ye Croquet-Playin' Mint-Muncher. Now look boy. If your da goes ga-ga, you just use that 'shin' of yours to call me and I'll come a-runnin'. But don't be readin' my mind between four and five. That's Willie's time.


    _____________________
    Bonjourrr, you cheese eatin' surrender monkeys!
    Last edited by Askthepizzaguy; 07-25-2007 at 00:28.
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  20. #20
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    So ATPG, how did you find the changes i made, did they make a difference?

  21. #21
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: Which Lands to Conquer faction should be my first visual thread?

    Yes, I made the changes. I noticed that the Papacy was less willing to enter into an alliance with me even if I bribed him heavily, and my reputation was still at "mixed". Of course, I had just declared war on the HRE who hadn't been excommunicated.

    Unfortunately, it wasn't a very good test, because that was a Milan campaign and I took out the Pope rather quickly. Further gameplay is required to give you more accurate feedback.
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