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  1. #1
    Ravos's Avatar Foederatus
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    Default Causes for War

    So I was playing Rome and hit a point where I had conquered all my nearby enemies and had all allies or friendly neighbors on my borders. I didn't want to start a war with them because I didn't want to be a jerk. That is when I had an idea. I'm not sure if it is possible in the least but if it is it may be cool.

    Is there a way to create random events that could change relationship statuses between your country and it neighbors?

    Something like: "Settlers from (country X) have raided towns along the border and established colonies in our territory"

    Then you have options like:
    A) Have local governor attack and crucify the raiders (-25 relation with country X)
    B) Allow raiders to settle along the border (-15 with country Y, Z)

  2. #2

    Default Re: Causes for War

    Quote Originally Posted by Ravos View Post
    So I was playing Rome and hit a point where I had conquered all my nearby enemies and had all allies or friendly neighbors on my borders. I didn't want to start a war with them because I didn't want to be a jerk. That is when I had an idea. I'm not sure if it is possible in the least but if it is it may be cool.

    Is there a way to create random events that could change relationship statuses between your country and it neighbors?

    Something like: "Settlers from (country X) have raided towns along the border and established colonies in our territory"

    Then you have options like:
    A) Have local governor attack and crucify the raiders (-25 relation with country X)
    B) Allow raiders to settle along the border (-15 with country Y, Z)
    Haha, I wish my Seleucid campaign was like that. That's a good idea, but it could cause problems between allies who you want to stay friends with. Although, an instigation option would be nice in diplomacy. Although that's probably not possible.

  3. #3
    Ravos's Avatar Foederatus
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    Default Re: Causes for War

    There could be a third option where you could get no change or maybe a positive increase.

    In any case I doubt this would be doable. Its just every time I play I hit a point where I'm surrounded by friendly neighbors and you have to turn on someone which means you start getting a negative status with everyone.

  4. #4

    Default Re: Causes for War

    Could be doable but sounds like it would need heavy scripting.

    Quote Originally Posted by Ravos View Post
    Its just every time I play I hit a point where I'm surrounded by friendly neighbors and you have to turn on someone which means you start getting a negative status with everyone.
    If you break every pacts with a neighbour, waiting a few turns between each breaking, the diplomatical backlash is way weaker. Also, its not as much that everyone will hate you for attacking a past friend, but every friend of that guy you are now attacking will hate you for the simple fact they are in a friendship.

    Diplomacy in Rome 2 is much more dealing with groups of like-minded nations than morale choices.
    If you declare war on a nation you had tons of agreements with, but this nation is thoroughly hated by everyone, they will like you more for it!
    And in the contrary, if you legitimely defend yourself from an invasion from some warlike factions, those that like them better than you will dislike you even though you did nothing wrong and would like to continue trading with them!

    Of course the "trustiness" factor exist and is world-wide, but I find it really doesnt matter much in relation to every other possible diplomatic effects.
    Last edited by Butan; December 14, 2014 at 05:35 PM.

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