
Originally Posted by
Faris ad Din
I just thought the following information may help explain the reputation fallout from occupy/sack/exterminate.
The following snippets are taken from descr_faction_standing.txt in the data folder:
; faction standing parameters
; ===========================
; initialisation parameters
min_faction_standing -1.0
max_faction_standing 1.0
; 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
;;;;;;;;;;;;;;;;;;;;
;; TRANSGRESSIONS ;;
;;;;;;;;;;;;;;;;;;;;
;------------------------------------------
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 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 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 0070_T_Spying
WhenToTest Transgression
Condition TransgressionName = TC_SPYING
FactionStanding target_faction normalise -1.0 20
FactionStanding target_allies normalise -1.0 80
;;;;;;;;;;;;;;;;;;;;;;
;; AI Relationships ;;
;;;;;;;;;;;;;;;;;;;;;;
;------------------------------------------
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
; 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
Whew! That was a lot to paste!
So factions' standings, whether with other individual factions or globally, is ranked from -1.0 to +1.0. The "normalise" function, if you haven't guessed it, takes the difference between the first number (usually -1.0 or +1.0) and your current standing, divides it by the second and adds it. In other words, "normalise 1.0 100" brings you 1% closer to 1.0, whatever your current standing is, whereas "normalise 1.0 50" brings you 2% closer. The bigger the second number (denominator) is, the smaller the impact, and vice versa.
Back to topic! So occupying a settlement gives you an instant 0.05 boost to global standing, and brings you 1/20 of the way closer to 1.0 perfect relations with the unfortunate target faction, and half as much or 1/40 of the way closer to 1.0 with their allies. Apparently it also used to reduced your standing by the same 1/40 -> 1.0 with that faction's enemies, but it was edited out by CA.
Sacking the settlement, on the other hand, gives you an instant -0.02 penalty to global standing, and brings you 1/20 of the way closer to -1.0 perfectly BAD relations with the target faction, and half as much or 1/40 -> -1.0 with with their allies. Exterminating the settlement will land you with an instant -0.05 penalty to global standing, 1/10 to -1.0 with that faction and 1/20 to -1.0 with their allies.
So: Both sacking and exterminating hurts your relations with the targeted faction and their allies and your global standing, with extermination being worse. Occupation increases your relations with the targeted faction, their allies and your global standing to boot.
Personally, I always occupy. Both the Dread and Chivalry paths have their uses, though like Metellus I prefer the Chivalry path, which I argue has better merits in the early game. Chivalry characters really boost the population growth of settlements they govern as well as (correct me if I'm wrong) increase public order, which is a must for campaigns like the Egyptian campaign: more population = more taxes and bigger walls to fend off Crusaders and Mongols. Secondly the boost to global standing never hurts. Thirdly it can be different challenge to gain the loyalty of newly conquered populations (army of priests to precede the "real" army makes life easier too). Do you want to make a quick buck for an early tight spot (and build dread character traits) or choose long term benefits to growth, income and diplomacy? I think that's the real call.