I have played 35 turns as Spain (Leon) with this script, and it has worked very well so far (SS 5.1 w Echad 2.0, RR 0.95 beta, RC 1.41). The factions have generally moved to where they are supposed to with some exceptions (Norway and Denmark are really dukin it out and so are Milan and Sicily). There have also been a couple of alliances break, but no backstabbing so far.
I ran an extra 50 turns quickly (pressing *next turn* over and over without doing anything) just to see what would happen... and it still looked good, and had developed nicely and not exactly as the script would suggest; for example: Poland-Russia allied, Byz-HRE allied, and ironically England and Scotland were not ever at war with eachother even though Scotland was allied with Ireland, who was at war with England.
***As an aside it always irks me to see Ireland included in SS... Ireland either has 2 or 3 provinces for the whole game with no change and never gets destroyed, which, ironically, is historically accurate enough, but this faction just adds no value to the mod IMO*** Note: I could not run any more turns because the Moors fell upon the Iberian Penisula like a plague and destroyed my faction (they even searched me out on Palma to strike the final blow - now thats hate!).
I have noticed the map seems a lot `cleaner`then normal WRT how factions are expanding and fighting eachother. Usually the factions in the middle get disjointed, but not in this game, they are all solid (and still were after turn 96).
One issue for me has always been that the AI tends to want to just go after targets of opportunity and not after an enemy per se... this script defintely helps, as I assume that AI is less likey to attack a faction it has good relations with than bad. Consequently the AI seems a lot more
focused.
I have a some suggestions:
1) Make the campaign start with the correct factions at war or in alliance with eathother.
2) Start the campaign with all the relations set correcty (approximately) from abysmal to perfect (or do it through a *turn 1 only* script). Then the ongoing script could be a lot more subtle, which may allow the AI-AI relations to change more, allowing the possibility, even if unlikey, for AI France vs AI England to eventually ally by having their relations change positively by fighting a mutual enemy for a long time for example (then of course they would eventually end up at war again surprise surprise lol).
3) Have the Papal relations chart at the start of the campaign set correctly... HRE and the Pope did not exactly see eye to eye in those days for example, yet HRE starts at the same standing as everyone esle.
4) Set the prisoner release-execute-ransom trigger to 1 rather then 80. I don`t know if AI-AI battles are tracked for this, but on autoresolve there are rarely more than 80 prisoners.... so the AI relations would never be affected by this trigger.
Cheers!