In the file descr_missions.txt you will see this entry:
Code:
mission cease_hostilities ; (NOT SUITABLE FOR VARIANTS)
{
POPE_MISSION
image_path_issued pope_mission_issued
image_path_expired pope_mission_expired
image_path_success pope_approval
image_path_failed pope_mission_failed
duration 5
score_modifier 0.8
turn_start 3
paybacks
{
papal_standing 0.2 payback_id pope_excomm_only
papal_standing 0.6 payback_id pope_mod_penalty_only
payback_id pope_min_penalty_only
}
difficulty_lower_pfp_bound -2.0 ; lower boundary for difficulty = 0.0
difficulty_upper_pfp_bound 0.0 ; upper boundary for difficulty = 1.0
max_duration_modifier 3 ; duration = duration + duration_modifier * (difficulty-0.5) * 2.0
pfp_score_threshold 0.6 ; adjusts score modifier by how much attackers pfp is below this
settlement_score_offset 0.2 ; percentage (0.0 -> 1.0) score modifier if attacking settlement
army_score_offset 0.1 ; percentage score modifier if attacking army
own_region_army_score_offset -2.0 ; percentage score modifier if attacking army in own region (cumulative with army_score_offset)
military_access_score_offset 2.0 ; percentage score modifier if defending army has military access (cumulative with above)
navy_score_offset 0.1 ; percentage score modifier if attacking navy
default_settlement_score_offset -0.3 ; percentage score modifier if attacking settlement for which attacker is default owner (cumulative with settlement_score_offset)
ai_attacker_modifier 1.0 ; score *= modifier if attacking faction AI (score used for excommunication chance)
ai_human_defender_modifier 1.0 ; score *= modifier if attacking faction AI and defnder is human
ai_papal_defender_modifier 5.0 ; score *= modifier if attacking faction AI and defender papal states
num_active_missions_modifier 1.0 ; score = score / (1.0f * num_active_cease_hostilities missions * num_active_missions_modifier)
; target_mission_offset 999.9 ; score += offset if target has a cease hostilities mission already against the attacker
}
The bold line shows that if you have a papal standing of 0.2 or below, the payback for the outcome of ceasing hostilities, is the "pope_excomm_only" payback. If you look at the paybacks section of this file, this payback is listed as:
Code:
payback_list pope_excomm_only
{
penalty
{
excommunication_chance 1.0
}
}
The bolded line means the penalty for the payback is a 100% chance of excommunication. There's a few things you can do with this. The smallest change, is to change the line of excommunication chance to something small like 0.1-0.3 instead of 1.0, so you can still be rightfully excommunicated for refusing to cease hostilities, but it isn't a 100% chance. If you want it removed altogether, which quite frankly would adversely effect the play experience for a catholic faction and increase advantage over the AI, replace the line so it looks like this:
Code:
payback_list pope_excomm_only
{
penalty
{
null_payback LARGE_PAPAL_STANDING_PENALTY
}
}
That spawns the "you've been a very very bad boy" event and greatly lowers your standing with the pope, but doesn't cause excommunication. Making this change not only effects that mission, but all missions that use the "pope_excomm_only" payback as one of its paybacks. In order to change it for only that mission, don't edit the above area, and instead go to the mission specified above and change it like so:
Code:
mission cease_hostilities ; (NOT SUITABLE FOR VARIANTS)
{
POPE_MISSION
image_path_issued pope_mission_issued
image_path_expired pope_mission_expired
image_path_success pope_approval
image_path_failed pope_mission_failed
duration 5
score_modifier 0.8
turn_start 3
paybacks
{
papal_standing 0.2 payback_id pope_major_penalty_only
papal_standing 0.6 payback_id pope_mod_penalty_only
payback_id pope_min_penalty_only
}
difficulty_lower_pfp_bound -2.0 ; lower boundary for difficulty = 0.0
difficulty_upper_pfp_bound 0.0 ; upper boundary for difficulty = 1.0
max_duration_modifier 3 ; duration = duration + duration_modifier * (difficulty-0.5) * 2.0
pfp_score_threshold 0.6 ; adjusts score modifier by how much attackers pfp is below this
settlement_score_offset 0.2 ; percentage (0.0 -> 1.0) score modifier if attacking settlement
army_score_offset 0.1 ; percentage score modifier if attacking army
own_region_army_score_offset -2.0 ; percentage score modifier if attacking army in own region (cumulative with army_score_offset)
military_access_score_offset 2.0 ; percentage score modifier if defending army has military access (cumulative with above)
navy_score_offset 0.1 ; percentage score modifier if attacking navy
default_settlement_score_offset -0.3 ; percentage score modifier if attacking settlement for which attacker is default owner (cumulative with settlement_score_offset)
ai_attacker_modifier 1.0 ; score *= modifier if attacking faction AI (score used for excommunication chance)
ai_human_defender_modifier 1.0 ; score *= modifier if attacking faction AI and defnder is human
ai_papal_defender_modifier 5.0 ; score *= modifier if attacking faction AI and defender papal states
num_active_missions_modifier 1.0 ; score = score / (1.0f * num_active_cease_hostilities missions * num_active_missions_modifier)
; target_mission_offset 999.9 ; score += offset if target has a cease hostilities mission already against the attacker
}
This will make the event use the major penalty rather than the excommunication penalty, which has a papal standing penalty, but only a slim 5% chance that you'd get excommunicated.
Cheers,
Augustus