Well that's fairly simple. I shouldnt be posting this here maybe, but oh well, I hope it is useful.
Simple scripting like this will help immensely:
Code:
if conditions.TurnNumber(context) == 1 and CampaignUI.IsPlayersTurn() then
scripting.game_interface:force_diplomacy("france", "britain", "trade agreement", false, false)
scripting.game_interface:force_diplomacy("britain", "france", "trade agreement", false, false)
scripting.game_interface:force_diplomacy("france", "britain", "regions", false, false)
scripting.game_interface:force_diplomacy("britain", "france", "regions", false, false)
scripting.game_interface:force_diplomacy("france", "britain", "alliance", false, false)
scripting.game_interface:force_diplomacy("britain", "france", "alliance", false, false)
end
This put in scripting.lua in a specific campaign tells the game that at turn 1, and if it is the player's turn, we should force the diplomatic options of britain and france in a certain manner. In this case, we disable the trading agreements, the region trading and the alliance between France and Britain, and vice versa Britain and France. First false is "give", second is "accept".
This will start at turn 1 and NEVER end. BUT if you wish to add it for X amount of time for example just 1 or 2 years, then you change the conditions to be checked:
Code:
if conditions.TurnNumber(context) < 24 and CampaignUI.IsPlayersTurn() then
...do stuff
elseif conditions.TurnNumber(context) == 24 and CampaignUI.IsPlayersTurn() then
... do stuff
end
end
This tells the game to check if it is less than turn 24 (1 year), if it is then fires this event. When it reaches turn 24 however, you fire another event, maybe reverting the alliances that you had estabilished earlier, or trading, or payments etc.
This way you can control which nations do what in every moment.
For more info check TC's thread on scripting