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  1. #1
    airborne guy's Avatar Domesticus
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    Default Pleasing the Pope

    How do you please the Pope? I play as HRE and evry time they attack me and I end up fighting back I get threatened to get excommunicated. Then it actually happens. What do I do to get his trust and his blessings back? I heard you can give him lands and money, but where do you go to do that? Any input would be appreciated.

  2. #2
    King Gambrinus's Avatar Primicerius
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    Default Re: Pleasing the Pope

    You're the HRE, your born to hate the pope. He's your nemesis. Unless the mongols get Rome or some italian faction gets excommunicated and invades the eternal city, you'll have to one day take him on. I ignore him (only with HRE though, crusades are fun) completely and if he excommunicates me, tough noodles.


    A few ways anyway :


    1.Alliance, trade rights, map info = Great for relations. It's hard with HRE though. Just take a diplomat and send it to the papal states (rome, sometimes they expand) and your in direct relations with the pope.

    2.A bribe. 1 grand a cross. Again it's hard with HRE. 2 or 3 grand and you might just get a cross.


    3. Just get rid of him (you should consider this as HRE). Although you can't completely destroy him ou can always keep half a stack once you conquered Rome about and just keep killing him until they reconcile you. You won't hear of them alot after that.

  3. #3

    Default Re: Pleasing the Pope

    Build churches and recruit lots of priests. Do papal missions. To give him money and land is easy. Just like any other faction. Send diplomat to papal city, army or diplomat and offer money or region.

  4. #4

    Default Re: Pleasing the Pope

    As the HRE recruit a diplomat from Bologna, send him to Rome, first time offer 200 for 15 turns as a gift, then next turn up it to 400 for 15 turns
    Do all papal missions, build churches and recruit priests a few at a time (not all over 1-2 turns)
    Avoid fighting catholic factions until you are 7-8 on the pope-o-meter
    Then do as you want the pope will love you

    As a further thought
    If you are sieged in a settlement by another catholic faction DO NOT sally
    The reason being that your attacker MAY be under a warning and if he ignores it and attacks you then excommunication is a big possibility for him
    Overall keep an eye on the pope-o-meter as annoying catholic factions who are low on the pope-o-meter is a valid tactic to encourage them to attack you
    Last edited by General Nuisance esq; October 12, 2009 at 02:16 PM.

  5. #5

    Default Re: Pleasing the Pope

    give him money.

  6. #6
    Thalassocrat's Avatar Semisalis
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    Default Re: Pleasing the Pope

    The HRE starts as the Pope's LEAST favoured faction, so you will have abit of work to do.

    The easiest way is to give Bologna to the Papal States, of course it is a potentially very rich port so it depends how you plan your campaign.

    Just capture the rebel settlements and give the Pope gold, money and map info every few turns till you get at least 6 crosses, with that factions attacking you should also get the excommunication warning.

    Alternatively you could risk excommunication (probably will happen anyway) and blitz the Milanese faction, that will give you enough gold to buy back your way into Christianity.

    Papal favour is clear cut;
    1) do not attack fellow Christians (even Orthodox factions actively fighting s)
    2) for every 10 provinces you capture give him one, preferably in advance, ally with the Papal States
    3) give gold/map info every 5-10 turns, for HRE, until your get a hold over the Cardinals, make it every 5
    4) ask for permission before attacking ANY faction, how? Request crusade, no permission means DON'T attack
    5) if other Catholic factions besiege your settlements, break it but release the prisoners
    6) always complete EVERY mission given
    7) train plenty of priest, send them on missionary tours, fight heresy, get them promoted to Cardinals

    Can you play like this? Oh yes, imagine any faction attacking you either breaking off IMMEDIATELY (the got the warning too) or getting excomunicated (they ignored it)

    When playing Venice, I concentrate to converting N.Africa, when the HRE attacked Venice they got excommunicated, and the very first Crusade in the game was against Bologna .
    Had so many Popes I practically was immune to Catholic factions, even sent a Crusade against the Portuguese
    Last edited by Thalassocrat; October 25, 2009 at 06:55 PM.

  7. #7

    Default Re: Pleasing the Pope

    Quote Originally Posted by Thalassocrat View Post
    The HRE starts as the Pope's LEAST favoured faction, so you will have abit of work to do.

    The easiest way is to give Bologna to the Papal States, of course it is a potentially very rich port so it depends how you plan your campaign.

    Just capture the rebel settlements and give the Pope gold, money and map info every few turns till you get at least 6 crosses, with that factions attacking you should also get the excommunication warning.

    Alternatively you could risk excommunication (probably will happen anyway) and blitz the Milanese faction, that will give you enough gold to buy back your way into Christianity.

    Papal favour is clear cut;
    1) do not attack fellow Christians (even Orthodox factions actively fighting s)
    2) for every 10 provinces you capture give him one, preferably in advance, ally with the Papal States
    3) give gold/map info every 5-10 turns, for HRE, until your get a hold over the Cardinals, make it every 5
    4) ask for permission before attacking ANY faction, how? Request crusade, no permission means DON'T attack
    5) if other Catholic factions besiege your settlements, break it but release the prisoners
    6) always complete EVERY mission give
    7) train plenty of priest, send them on missionary tours, fight heresy, get the promote to Cardinals

    Can you play like this? Oh yes, imagine any faction attacking you either breaking off IMMEDIATELY (the got the warning too) or getting excomunicated (they ignored it)

    When playing Venice, I concentrate to converting N.Africa, when the HRE attacked Venice they got excommunicated, and the very first Crusade in the game was against Bologna .
    Had so many Popes I practically was immune to Catholic factions, even sent a Crusade against the Portuguese
    That's a great little list there and covers just about everything but the buildings, covered by someone else in an earlier post. I really liked - "4) ask for permission before attacking ANY faction, how? Request crusade, no permission means DON'T attack" That's a nice little way to find out who amongst you the Pope favors the most!

  8. #8

    Default Re: Pleasing the Pope

    Quote Originally Posted by Morkonan View Post
    That's a great little list there and covers just about everything but the buildings, covered by someone else in an earlier post. I really liked - "4) ask for permission before attacking ANY faction, how? Request crusade, no permission means DON'T attack" That's a nice little way to find out who amongst you the Pope favors the most!
    Nice list, but as for a crusade if you are 7 or below on the pope-o-meter the answer is NO, 8 and above the answer is YES

    simples

  9. #9
    Thalassocrat's Avatar Semisalis
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    Default Re: Pleasing the Pope

    Quote Originally Posted by General Nuisance esq View Post
    Nice list, but as for a crusade if you are 7 or below on the pope-o-meter the answer is NO, 8 and above the answer is YES

    simples
    Of course I am not saying each and every invading army has to be part of a crusade, but your declaraton of war should be in the form of a crusade, dont start a war if possible without Papal sanction.

    If you can't get permission to crusade, that means your relations with the Pope will suffer if you attack, if you get permission, any Catholic faction who attacks you while you are ON crusade will suffer.

    Once I take the target city I quickly try to grab their other cities/castles before they can earn remission (Catholic factions), that way you can expand WHILE pleasing the Pope.

    Also as I am the one launching the Crusade, it means I am the most ready faction to exploit it, the most likely to win it, and others will falter. I remember one crusade to Antioch where the Hungarians had a full stack stranded in Anatolia as they were too slow, it was led by the faction heir and over haf were knights. They were unable to raise another army and had to pay me to let them return home

    of course its also really cool to have 1 in 3 generals crusaders the troops just don't rout no matter the odds

  10. #10
    Arbitrary Crusader's Avatar Praefectus
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    Default Re: Pleasing the Pope

    Quote Originally Posted by airborne guy View Post
    How do you please the Pope? I play as HRE and evry time they attack me and I end up fighting back I get threatened to get excommunicated. Then it actually happens. What do I do to get his trust and his blessings back? I heard you can give him lands and money, but where do you go to do that? Any input would be appreciated.
    Be his slave and please him

    ♪ Now it's over, I'm dead and I haven't done anything that I want, or I'm still alive and there's nothing I want to do

  11. #11
    John Doe's Avatar Primicerius
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    Default Re: Pleasing the Pope

    The pope does not like a faction any more or less than the next. He does not like when you are actively at war with too many chritian factions at once: on the same turn (excommunicated one do not count) do not attack more than one on their territory, but defending yours is OK. Just play chivalrous with other catholic factions, and convert your people to the X faith. Never even sack christian city/castles or execute christian prisoner.

    Personally I only give him provinces I can't sell/swap and really can't defend (very rare as most time I 'd rather let them go rebel). As for pleasing the pope goes, there no point making big gesture like this, if he dies and the new one comes from the enemy, all you did before is wiped out, and if he comes from you or your friends, you'll start very high regardless what you gave earlier. So in most case keep all your provinces.

    IMO the smarter way is building church, train priest and convert population, do whatever mission he gives you. Do anything so that the curent pope likes you while you build up your voting power on the college of cardinals.

  12. #12

    Default Re: Pleasing the Pope

    I wish I could convert my religion to heretic as I am sure that would make the pope happy

  13. #13
    Domesticus
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    Default Re: Pleasing the Pope

    This post is very useful to read!!! It includes lots of info which is unfamiliar to most people.

    You can find all ways to please the Pope in descr_faction_standings.txt, if you only can use your eyes and brain in the same time. Triggers which improve relations with the Pope are red.
    Spoiler Alert, click show to read: 
    ; 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 } -0.1
    ;------------------------------------------
    Trigger 0132_Fail_Pope_Mod_Penalty_Min_Reward
    WhenToTest LeaderMissionFailed
    Condition PaybackID pope_mod_penalty_min_reward
    FactionStanding factions { papal_states } -0.1
    ;------------------------------------------
    Trigger 0133_Fail_Pope_Rome_Mod_Penalty_Only
    WhenToTest LeaderMissionFailed
    Condition PaybackID pope_rome_mod_penalty_only
    FactionStanding factions { papal_states } -0.1
    ;------------------------------------------
    Trigger 0134_Fail_Pope_Cardinal_Mod_Penalty_Only
    WhenToTest LeaderMissionFailed
    Condition PaybackID pope_cardinal_mod_penalty_only
    FactionStanding factions { papal_states } -0.1
    ;------------------------------------------
    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 } -0.2
    ;------------------------------------------
    Trigger 0137_Fail_Pope_Rome_Major_Penalty_Only
    WhenToTest LeaderMissionFailed
    Condition PaybackID pope_rome_major_penalty_only
    FactionStanding factions { papal_states } -0.2

    ;;;;;;;;;;;;;;;
    ;; DIPLOMACY ;;
    ;;;;;;;;;;;;;;;

    ;------------------------------------------
    Trigger 0033_P_Give_Money
    WhenToTest GiveMoney
    Condition TargetFactionType papal_states
    and DiplomaticStanceFromFaction papal_states < AtWar
    FactionStanding factions { papal_states } amount 50 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
    I don't understand this very well, but it increases the relations with the Pope on turn 50 (?)
    ;------------------------------------------
    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




    Still a few notes:
    • how much the Pope likes you is similar to your diplomatic relations
    • not attacking fellow christians doesn't improve your relations with Papacy; it only prevents your relations from getting worse
    • difficulty level affects your and Pope's (as well as other factions') relations via so-called "normalise" trigger
    • that file (descr_faction_standings.txt) is very interesting and worth modding
    I add something if I forgot.
    Last edited by Goofy; October 20, 2009 at 02:30 AM.

  14. #14
    Reconquistador's Avatar Miles
    Join Date
    Oct 2009
    Location
    The Republic of Florence
    Posts
    373

    Default Re: Pleasing the Pope

    I'm surprised no one's mentioned sending supple young youths to serve as his altar boys seems to curry Papal favor.

    It is not titles that honor men, but men that honor titles.

  15. #15

    Default Re: Pleasing the Pope

    Excellent post Finnking, rep for you!

  16. #16
    Domesticus
    Artifex

    Join Date
    Jul 2009
    Location
    The north
    Posts
    2,411

    Default Re: Pleasing the Pope

    Thanks. I'm always glad to help, and in that post was a lot of info that I didn't know even myself before I explored that file.

  17. #17
    Thalassocrat's Avatar Semisalis
    Join Date
    Oct 2009
    Location
    Penang, Malaysia- wonder if my side of the world will ever be the setting of a TW game?
    Posts
    421

    Default Re: Pleasing the Pope

    Quote Originally Posted by FinnKing View Post
    Thanks. I'm always glad to help, and in that post was a lot of info that I didn't know even myself before I explored that file.
    thanks for revealing the file, it'll at the least serve as an excellent dos and don'ts guide.

    Errr...on another note, the tiger is better than the camel...I still like that cat. Many some one should start an avatar contest, we can have have categories like;

    1) most historical
    2) most matching the name
    3) most...etc

    what do you guys think??

  18. #18

    Default Re: Pleasing the Pope

    Quote Originally Posted by airborne guy View Post
    How do you please the Pope? I play as HRE and evry time they attack me and I end up fighting back I get threatened to get excommunicated. Then it actually happens. What do I do to get his trust and his blessings back? I heard you can give him lands and money, but where do you go to do that? Any input would be appreciated.

    The thing about HRE is true in Vanilla atleast it's the faction that as the lowest rating with the Pope when starting but if you follow my guide that is also in the Great Information Thread (post #10) you should be able to manage with any Catholic faction to be loved or liked by the Pope.

    How to deal with the Pope Guide:
    Spoiler Alert, click show to read: 
    So I’ve seen too many posts here on “how to deal with the Pope” now don’t get me wrong here I don’t have a problem with people asking questions on what to do with him. I will clear things up in this post.

    Introduction:

    In M2TW the Pope is the center of the game, even more truely when the player is a catholic faction. All your actions will lead to different events, missions, interactions with the Pope but also with your fellow catholic factions.


    The Pope is Immortal:

    For those who don’t know yet he is un-killable, meaning that even if you take Rome and kill the Cardinal that is the Pope at that time, another cardinal will raise and become Pope. They maybe won’t have lands to prosper on but the Pope will still be alive. Another catholic faction could give him a region.

    Inquisitors:

    Those pesky agents, they are assassins but only for the Pope, they have better skills and traits than yours. Be wary of them, usually they will wander around a faction from another religion, near a catholic faction that as a lot of Witches, rebel priests on their lands or if a catholic faction is excommunated.

    The Pope “O” Meter:

    To help us see what the Pope thinks of us CA / Sega decided to add a Pope “O” Meter that includes all catholic shields to identify them. There are crosses on top of each faction shield that determines how much the Popes likes your faction, or should I say your leader. The Pope “O” Meter also enables you to call a crusade if the Pope loves your nation enough to grant it to you. It also determines if you are excommunated no more crosses mean trouble for your nation.


    Getting into more details:


    Crusades:

    Like I said earlier in this guide crusades can be called by the Pope, by you or any other catholic faction depending on your relationship withy the Pope. Crusades can be called against rebels, other religion or excommunated factions. If you don’t get along you will disappoint the Pope and lose points on the Pope “O” Meter

    Excommunation:

    Here is where everyone has problems: “Why does the Pope hate me, why does he send Inquisitors to kill my family members and agents……. And so on” well here is why:

    - Don’t be aggressive with Catholic factions, even if they are the ones always sieging and attacking you. Don’t sally out against them or you will receive a global Rep hit but also a great hit on your relationship with the Pope.

    - Never be the first one to draw swords, blockade ports with Catholics.

    - Never destroy churches.

    - Don’t use assassins against your fellow Catholics or directly against the Pope himself.

    - Don’t participate to crusades.

    - After a battle against a Catholic faction never kill prisoners, don’t exterminate a populace if you take their city via a crusade.

    - Make alliances with faction that as another religion (Yes I know sometimes the Papal states does it) But If I may add here if you are allied with a Muslim faction for example your Global Reputation will go down the hill in the long run, more turns your alliances is kept less your relationship with your fellow Catholics and the Pope will be, even more if a crusade is called on them.

    Here is what you need to do to make him like you:

    - Build churches to the highest level and recruit priests.

    - Kill witches and rebel priests.

    - Convert the population on the lands hold by other religion factions.

    - Participate to crusades.

    - Ally with the Pope

    - Give them gifts (a region or money each turn).

    - Don’t initiate attacks on Catholics unless they are Excommunated.

    Getting Reconciled:

    There is a couple of ways to get reconciled:

    - If the current Pope dies / assassinated or not. But I have seen exceptions now if the faction that is excommunated is at war with the faction the Cardinal was elected, the excommunated faction won’t get reconciled, so your reputation with the given winner of the Cardinal Election as an effect on that.

    - If your faction leader dies, if this happens you will be reconciled.


    Hints on how to play with the Pope to have him help you in your game:

    Crusades:

    When attacked by a fellow Catholic, let him be just defend yourself, be patient, they will be excommunated soon, when they are ask the Pope to have a crusade on them, if you have enough crosses he will accept ( before asking get ready prepare yourself a good general with at least 6 units then ask him to call it). By doing this you will gain a lot of things:

    - Some that were allied with them will break their alliances, less wars for you and maybe now more friends.

    - By joining the crusade you will gain in the Pope’s favour.

    - Your general will gain a lot in Chivalry.

    - If you capture the city, your units will gain experience and you will also win money.

    - By doing this and being successful you will hurt your enemies economy and Empire at the same time.


    You’re Borders:

    Sometime campaigns can be a real pain by having multiple war fronts with more than one enemy. I have found useful to use the Papal State at my advantage, being a Catholic faction I was allied with them having perfect relationship. I have decided to give him a gift a gift that at first will make me loose money but in the end could save my campaign.

    i.e.: I was HRE, I don’t know why but everyone didn’t like me: Venice, Poland, Hungary and Milan. They were all attacking me and from all sides 3 of them were excommunated. I sent my diplomat to make an agreement with the Papal State, offered them Vienna, Prague on the right side of the map and on the left Bern and Frankfurt on the left as I changed my capital to be Nuremberg. After that called a crusade against Venice (Venice) their capital and captured it.

    You will say but you have almost given half of your Empire?? I will say yes but I can assure you one thing this helped me get back up on my feet because having a multiple war front with more than one faction is hard on your economy. I made the same amount of money but without being siege 3 regions at the time. I have taken out Venice who became my vassal and then Hungary.

    The Mongols and Timurids:

    I have used the tactic mentioned just above to receive help from the Papal State with those two powerhouses of destruction. Give them a couple of regions in that area and I can assure you that you will have some assistance from the Pope.

    It’s all for this subject, if you have any questions don’t hesitate to ask here or in the Great Informative Thread.

    Regards
    Rebel6666




    If you have any other questions please read the Great Thread(the link is above) in this post, Nazgul Killer's guide or the FinnKing Thread guide(thoses two are in the first two pages on here) before creating another thread. Hope this helps.

    Regards
    Rebel6666
    TIME TO DIE!!!! Proud Son of Viking Prince

  19. #19

    Default Re: Pleasing the Pope

    Quote Originally Posted by Rebel6666 View Post
    The thing about HRE is true in Vanilla atleast it's the faction that as the lowest rating with the Pope when starting but if you follow my guide that is also in the Great Information Thread (post #10) you should be able to manage with any Catholic faction to be loved or liked by the Pope.

    How to deal with the Pope Guide:
    Spoiler Alert, click show to read: 
    So I’ve seen too many posts here on “how to deal with the Pope” now don’t get me wrong here I don’t have a problem with people asking questions on what to do with him. I will clear things up in this post.

    Introduction:

    In M2TW the Pope is the center of the game, even more truely when the player is a catholic faction. All your actions will lead to different events, missions, interactions with the Pope but also with your fellow catholic factions.


    The Pope is Immortal:

    For those who don’t know yet he is un-killable, meaning that even if you take Rome and kill the Cardinal that is the Pope at that time, another cardinal will raise and become Pope. They maybe won’t have lands to prosper on but the Pope will still be alive. Another catholic faction could give him a region.

    Inquisitors:

    Those pesky agents, they are assassins but only for the Pope, they have better skills and traits than yours. Be wary of them, usually they will wander around a faction from another religion, near a catholic faction that as a lot of Witches, rebel priests on their lands or if a catholic faction is excommunated.

    The Pope “O” Meter:

    To help us see what the Pope thinks of us CA / Sega decided to add a Pope “O” Meter that includes all catholic shields to identify them. There are crosses on top of each faction shield that determines how much the Popes likes your faction, or should I say your leader. The Pope “O” Meter also enables you to call a crusade if the Pope loves your nation enough to grant it to you. It also determines if you are excommunated no more crosses mean trouble for your nation.


    Getting into more details:


    Crusades:

    Like I said earlier in this guide crusades can be called by the Pope, by you or any other catholic faction depending on your relationship withy the Pope. Crusades can be called against rebels, other religion or excommunated factions. If you don’t get along you will disappoint the Pope and lose points on the Pope “O” Meter

    Excommunation:

    Here is where everyone has problems: “Why does the Pope hate me, why does he send Inquisitors to kill my family members and agents……. And so on” well here is why:

    - Don’t be aggressive with Catholic factions, even if they are the ones always sieging and attacking you. Don’t sally out against them or you will receive a global Rep hit but also a great hit on your relationship with the Pope.

    - Never be the first one to draw swords, blockade ports with Catholics.

    - Never destroy churches.

    - Don’t use assassins against your fellow Catholics or directly against the Pope himself.

    - Don’t participate to crusades.

    - After a battle against a Catholic faction never kill prisoners, don’t exterminate a populace if you take their city via a crusade.

    - Make alliances with faction that as another religion (Yes I know sometimes the Papal states does it) But If I may add here if you are allied with a Muslim faction for example your Global Reputation will go down the hill in the long run, more turns your alliances is kept less your relationship with your fellow Catholics and the Pope will be, even more if a crusade is called on them.

    Here is what you need to do to make him like you:

    - Build churches to the highest level and recruit priests.

    - Kill witches and rebel priests.

    - Convert the population on the lands hold by other religion factions.

    - Participate to crusades.

    - Ally with the Pope

    - Give them gifts (a region or money each turn).

    - Don’t initiate attacks on Catholics unless they are Excommunated.

    Getting Reconciled:

    There is a couple of ways to get reconciled:

    - If the current Pope dies / assassinated or not. But I have seen exceptions now if the faction that is excommunated is at war with the faction the Cardinal was elected, the excommunated faction won’t get reconciled, so your reputation with the given winner of the Cardinal Election as an effect on that.

    - If your faction leader dies, if this happens you will be reconciled.


    Hints on how to play with the Pope to have him help you in your game:

    Crusades:

    When attacked by a fellow Catholic, let him be just defend yourself, be patient, they will be excommunated soon, when they are ask the Pope to have a crusade on them, if you have enough crosses he will accept ( before asking get ready prepare yourself a good general with at least 6 units then ask him to call it). By doing this you will gain a lot of things:

    - Some that were allied with them will break their alliances, less wars for you and maybe now more friends.

    - By joining the crusade you will gain in the Pope’s favour.

    - Your general will gain a lot in Chivalry.

    - If you capture the city, your units will gain experience and you will also win money.

    - By doing this and being successful you will hurt your enemies economy and Empire at the same time.


    You’re Borders:

    Sometime campaigns can be a real pain by having multiple war fronts with more than one enemy. I have found useful to use the Papal State at my advantage, being a Catholic faction I was allied with them having perfect relationship. I have decided to give him a gift a gift that at first will make me loose money but in the end could save my campaign.

    i.e.: I was HRE, I don’t know why but everyone didn’t like me: Venice, Poland, Hungary and Milan. They were all attacking me and from all sides 3 of them were excommunated. I sent my diplomat to make an agreement with the Papal State, offered them Vienna, Prague on the right side of the map and on the left Bern and Frankfurt on the left as I changed my capital to be Nuremberg. After that called a crusade against Venice (Venice) their capital and captured it.

    You will say but you have almost given half of your Empire?? I will say yes but I can assure you one thing this helped me get back up on my feet because having a multiple war front with more than one faction is hard on your economy. I made the same amount of money but without being siege 3 regions at the time. I have taken out Venice who became my vassal and then Hungary.

    The Mongols and Timurids:

    I have used the tactic mentioned just above to receive help from the Papal State with those two powerhouses of destruction. Give them a couple of regions in that area and I can assure you that you will have some assistance from the Pope.

    It’s all for this subject, if you have any questions don’t hesitate to ask here or in the Great Informative Thread.

    Regards
    Rebel6666




    If you have any other questions please read the Great Thread(the link is above) in this post, Nazgul Killer's guide or the FinnKing Thread guide(thoses two are in the first two pages on here) before creating another thread. Hope this helps.

    Regards
    Rebel6666
    Ok guy's your answers are here so stop this non-sense the question is answered
    TIME TO DIE!!!! Proud Son of Viking Prince

  20. #20

    Default Re: Pleasing the Pope

    Quote Originally Posted by Rebel6666 View Post
    Ok guy's your answers are here so stop this non-sense the question is answered

    I found something the guide dont say!!!

    You can also be reconciled by giving him money. I see 20K-40K to always work in my favor to be reconciled.

    Money= best way to please pope, its sooo fast to do

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