@kevindrosario - yes, you're right about the scale, i.e. the divisor. However, it does get more difficult as the campaign progresses. I can maintain relations with neutral and allied factions at Good or better notwithstanding the relations drop each turn. It definitely does get more difficult not just because of the relations drop. For example, you can ally with anyone in the opening turns, with relations at So So. After turn 100 an alliance suggestion is seen as Very Demanding by anyone, even those with whom you are Perfect, you have mutual enemies etc.
I think the issue is that not everything is visible in the files exposed for modding. For sure there are script files that CA didn't reveal. They don't reveal all the events that trigger the relations tests. They didn't give the whole game away. So you can change, say, the starting attitude and reduce anitpathy, but other factors not visible will affect this. For example, I think all factions have certain territories scripted for their victory conditions, not only those in the campaign lists.
I have many times had Perfect relations with factions that still attacked me, and maintained Good or better relations throughout a conflict. "There's daggers in men's smiles". The relations scores are not enough to explain attacks or lack of them.
@Vampiresbane
Yes, it's easy for me to suggest to others that they do extra work. No pressure :d
It matters who you're dealing with, and when you do things.
For example, the Pope doesn't like Sicily. Aiding Sicily will lower relations with him, and in ways not visible. I first noticed this in a Polish campaign, and have checked it since on other campaigns. I kept notes about the campaigns for a while, because I was seriously trying to figure out the diplomacy.
- turn 63 Poland was gifting 100 each turn to Sicily, and relations otherwise Perfect with the Pope started dropping
- stopping giving money and they rose
- started giving money again and they dropped
In a Danish campaign the Danes allied with Sicily on turn 48, relations with Pope Perfect
- turn 49: 2 Inquisitors moved towards Danish lands (from Rheims to Danish Antwerp 97% Catholic 1% Heretic, and from Angers to Danish Caen 98% Catholic 2% Pagan. No heretics.)
- turn 50: crusade called, Denmark joins the crusade with general in Antwerp
- turn 50 end turn: inquisitor in Antwerp executes the Danish general leading the crusade
I could go on about the Pope and Sicily, but you get the picture. (He doesn't like Venice either).
Attacking a successful crusade faction lowers relations with Catholics
Attacking crusading states affects relations with catholics. Again, from the Polish campaign (which was short, and Russian and Hungary had to be eliminated):
- turn 72: Hungarian crusade captures Jerusalem (wouldn't you know it, when they were down to Budapest)
- turn 73: Poland takes Budapest (leaving the Hungarians only Jerusalem, where they promptly ally with the Egyptians)
- turn 73: end turn - relations fell with every single catholic faction, including the allies of Poland and the enemies of Hungary. I gained the distinct impression that no one approved of taking the capital of the successful crusade army.
Alliances with crusading states (France) affects relations with Islam.
In my Danish campaign relations with all Muslim factions fell when Denmark allied with France. The same happened in a Spanish campaign.
When I get those diplomatic scrolls at end turn I try to figure out the why when relations drop or rise. I can nearly always pin them to some diplomatic action (including war and attacks, trade agreements, giving money etc.). It's not simply down to the antipathy settings in the factions standing file.
Territories other factions want ...
Those islands (Cagliari and Ajaccio) are weird. Everyone wants them - the Moors, Milan, Spain, Sicily - and the Byzantines, given a chance. Egypt too, tho' these last two very rarely turn up to contest them. The Pope also tries to control them. Though he rarely takes them he'll put armies on them and conduct sieges. Historically all those factions had a claim to them or tried to take them at one time or other.
For the most part I avoid them now. Even if they've been rebel all game taking them is a guaranteed way to get into wars with any of the above factions. In M1TW they started as Milanese (Italian) possessions.
Ships and Rebels
Ships and rebels. Both are big topics. Ships spawn rebels. I might make a separate post about that, because very few seem to have twigged to the importance of them. It was a feature of M1TW, which I played to death. It was easy to see there.
Agents and armies on your territory, too, spawn rebels. In M1TW you could see instant loyalty drops when an enemy or hostile neutral agent entered your territory, a ship appeared off the coast etc. Ships caused loyalty drops for massive distances. You've probably noticed that armies entering your lands without access rights spawn rebels. This includes crusade armies.
CA made it subtle, so the rebels usually spawn on adjacent territories, not the one directly in front of the ship (or the territory a neutral army just walked on).
I'm asserting this because I've tested it so many times I take it for granted, and it was one of many features to carry over from M1TW. If you start watching for this you will see it, and it becomes easy to predict when rebels will appear on your own territories.
Russia, ships, and the Baltic.
It's really noticeable for Russia and the Baltic, and the other Baltic states. This needs to be blocked and closed off or you'll have rebels every other turn. Put a line of ships across the mouth of the Baltic, and don't let anyone in. They try, but give up eventually.
Enemy fleets in the North Sea will spawn rebels as far as Bulgar
It gets worse, especially for Russia. Once Russia has the Baltic states they need to control the North Sea, or rebels will spawn as far away as Bulgar when the ships of any enemy or neutral faction are in it. As soon as Russia reaches the North Sea England will fight them for control. Russia should ally with Scotland if it can. Of course, as England you need to control the North Sea for the same reason.
Try bringing a fleet through the Straits of Gibraltar, the English Channel, the Sea of Mamara (by Constantinople) and observe the effects. Generally it will not be easy - you will get blocked. Again, in M1TW the seas had regions on the map, so the effects were easy to see. Putting a fleet in the Straits of Gibraltar was like setting off a bomb.
Similarly, factions use fleets to show disapproval. Upset Milan and their ships appear off your coast. They'll even send them to the Baltic. As Russia, upset Venice, and their fleets will come around to the Black Sea and appear off Kiev. Rebels will spawn in Ryazan. All those fleets swirling about are doing something.
In short, you need to protect and control your own waters, and you need to respect or understand the effect of putting ships in the water's of others. Treat the seas as regions, and ships as armies, and use them the same way i.e. are you ready to walk your army across your neighbour's land? Remember, these are warships, not trade fleets, and the sea is not a free and empty place. No one likes a fleet of warships off their coast, even allies.
Egypt vassals Milan and HRE
I've been tinkering with this, doing replays. Ok, there is a third factor - the overwhelming local superiority in numbers.
Egypt had 4 stacks in Venice, bordering both Vienna and Milan. Both were easily taken at that point. When I moved the stacks out into ships (the Mongols had arrived in Yerevan, so I decided to ship them over) the offer of vassalage became "Very Demanding".




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