@Gigantus The goal is getting the engine to evaluate CAI goals every time a character moves.
Code:
// At the start of every factions turn (or when diplomacy changes), the LTGD is re-evaluated as follows:
// for every target faction (all other factions), evaluate the defend decisions
// for every target faction, evaluate the invasion decisions
// any invasion priorities are modified by the faction standing (relationship) towards the target
// depending on current game state, a new target with a high invasion priority may be selected to invade
// the LTGD can be debugged with the preferences '[log] level = ai.ltgd trace' and '[ai] ltgd_logging = true
The goal is to make the LTGD consider short term goals as well planning long term goals based around short term events. It may cause dynamic reactions to events that just happened (lost battle it expected to win, reinforce army which didn't get reinforced in time for a siege etc).
It seems two things may be able to trigger this 1) Diplomacy changes 2) A factions AI being frozen/linked in tandem with the CharacterTurnStart.
@CavalryCmdr Best of luck I look forward to hearing the results. Unfortunately I have had very limited time this week for testing (other than sunday briefly for a couple of hrs in efforts to create custom formations based on scripts/attributes), so I'm really glad you can.