v0.31:
- fixed value way too high for reputation bonus when releasing prisoners: it was only for testing and I forgot it!
- thanks to above test, I now know that "WhenToTest FactionLeaderPrisonersRansomedCaptor" and "WhenToTest GeneralPrisonersRansomedCaptor" are redundant, so i kept only FactionLeaderPrisonersRansomedCaptor as it also fires for captains.
v0.3 (for SSHIP097)
main changes:
- started working on the diplomacy panel itself via descr_diplomacy.wml
- reputation will be more dependent on your actions (prisoners, sack/occupy/exterminate, assassinations) and less on the number of settlements you control.
- no more automatic reputation mailus on taking a settlement: it will depend solely on your decision to sack/occupy/exterminate.
- respect your neighbor frontiers, as trespassing now has a greater impact
- in general actions should have a much greater impact on your reputation.
- for those who look at the text files: I started working on a new organization of the file: new summary, all "WhenToTest FactionTurnStart" triggers put in the same place, a lot of trigger renaming to streamline thing and make the export to spreadsheet easier to understand. An to be sure to find duplicate triggers. And a merged a few of those already.
diplomatic agreements consequences on relation and reputation first rework:
- CHANGE: trade agreement gives you a better relation on acceptation with target faction and it's allies, but no more reputation boost and target enemies will dislike you a bit.
- CHANGE: reactivated possibility to "bribe" AI with money: small relation bonus every 1000 gold gifted. To be tuned, but it should be expensive and a worse solution than acting well to that faction. FEEDBACK NEEDED!
- CHANGE: merged redundant triggers firing on concluding an alliance.
- CHANGE: alliance has more impact on relation (and relation with target enemies also), but less on reputation.
- FIX: marriage was lowering you reputation!
- CHANGE: marriages have a much greater impact, but your reputation and relation will more important in concluding the marriage proposal
- FIX: alliance could lower your relation with your new ally, it there were above "good" level!
- CHANGE: threatening war has a bit more impact on your reputation, and now also affect AI. And it affects your taget allies as well.
- CHANGE: breaking alliance no longer has an effect on faction the same religion as you.
- CHANGE: successfully concluding diplomacy transaction no longer has an impact on factions the same religion as yours.
- CHANGE: Declaring war no longer has a worldwide impact, but it's effect on target allies and target enemies is stronger. And it has now an effect on your enemies also, as see will see you ar warmongering.
- CHANGE: declaring war on pope now has impacts on all factions, depending on religion
diplomacy changes:
- now vassal demands don't have any link to standing or relation anymore (if you're at war chance is they won't like you anyway!), but AI is less inclined to do it.
- reconciliation (for excommunicated factions) is more pricey but not related to standing or reputation anymore (for the same reasons)
- AI will be a bit more willing to accept ceasefires, but your reputation will impact the decision
- the balance of your propositions will have more impact on your relation with that faction
- for now bribing the AI is reactivated (better relations every 1000 gold given as a gift).
- marriage proposal depends more on relation and reputation
relation and reputation changes:
- invading your ally will now result in a heavier reputation malus, and the target allies will also strongly dislike you.
- merged triggers that were similar or duplicating effects, to have a clearing understanding of what's happening.
- major assassination attempts have a heavier impact, except if you target rebels.
- the AI now has the same impact for assassination attempts than the player.
- attacking your ally is more heavily punished
- being allied gives you a greater reputation bonus
- releasing prisoners gives you a greater reputation bonus
- ransom rejected still gives you a small reputation malus (after all, you ARE killing the prisoners, even if the game does not let you change your mind.)
- executing prisoners gives harsher reputation malus.
- same for release/ransom/execute characters (so the effects ADD UP to the normal "soldier-only" effects).
- big religious building have more positive impact on your reputation
- deactivated triggers Mongols_Invasion and Mongols_Golden_Horde because they were too
- the pope should have stronger reactions to catholics being agressed by others
- reactivated diplomatic insult (relation worsen for unbalanced proposals)
- tried to equilibrate and merge when possible all triggers firing at faction turn start, except the ones related to historical relations and to religious cities.
- pope has the same attitude toward player than toward AI (was a bit biased against player before). Also there was two triggers having this effect, merged them.
v0.2 (for SSHIP097)
changes:
- adjustments on the reconquista-linked relations
- when taking a settlement:
- enemies of the previous owner now will like you more (because you attacked a common enemy). More precisely: no relation malus on exterminating, small relation bonus on sacking, big relation bonus on occupying.
- occupying now has a small positive reputation impact
- occupying now has a small negative relation impact with previous owner's allies.
- Taking a settlement now only impact relations with the previous owner's allies and enemies. Reputation can also be impacted depending on the context (taking back a settlement given by diplomacy, exterminating population...
- when there is a new faction leader, relations now normalize to neutral (previously was slightly positive)
- changed all normalize action to aim for -1, 0 or 1 for easier adjustment an tweaking.
- religions relation will now impact the player and not just the AI, and faction on the same religion will not hate each other a bit more each turn (as it was coded before)
- FOR TESTING PURPOSE: deactivated difficulty impact on factions relation and faction reputation. why? because:
- I want to see how the system works without being pulled to a fixed level each turn
- I want to have action taken by the AI or the player to be more impactful
- now it is a bit strange: even at very hard your reputation goes up each turn, even if your relations goes down.
- if all this works well I can include the difficulty settings in each actions, not as a general normalization. For example sacking would have more impact depending on difficulty.
- the "reconquista triggers" (special relation effects affecting moors, spain, castille, portugal and france) have all their effects disappearing after turn 250 (previously some were not limited in time)
- Granada will create resentment between Moors and iberic factions if hold by the Moors.
- Jerusalem, Rome and Mecca triggers fixed (some strange effects fixed, like orthodox liking muslim better for conquering jerusalem) and effects harmonized
bug fix:
- abbasids and kievan rus bonus for small territories were the wrong way around (firing for huge territories, so basically negating the malus they should)
- fixed my own previous mistake on tall_poppy triggers (condition factionrank < 1 cloud never fire!)
- fixed condition on tall_poppy and band_together to avoid multiple firing
misc
- various cleanup
- merged some reconquista triggers
v0.1 (for SSHIP097)
bug fix:
- catholic churches were giving less reputation (global standing) than orthodox ones or mosques
- when executing, ransoming declined or releasing between 100 and 400 captured soldiers there was no effect on reputation due to a faulty condition
- sicily had better relations with neighbor than intended (the trigger for small kingdom to be more loved was instead firing is Sicily had OVER 7 settlement. Changed to UNDER 4)
- trigger Papal_StatesCrushed could never fire (condition was I_NumberOfSettlements papal_states < 1, changed to < 2).
- when found, fixed "blind spot" in greater-than and lower-than triggers. For example: trigger1 has condition < 300, trigger2 has condition > 300, so nothing happens at 300. Correct way is: trigger1 has condition < 301, trigger2 has condition > 300
- impact of global standing (reputation) on faction standing (relations to other factions) was to great if you were with a very high or very low reputation. Two triggers were firing at the same time and effects were piling up.
changes:
- removed (commented out) penalties for "invading" (actually just moving on) watchtowers
- removed (commented out) penalties for invading rebel settlements (just personal test, you can uncomment Trigger 0052_T_Invaded_Settlement_Rebels if you prefer)
- moved allies/enemies relation system from a relative effect (with potential boomerang effect) to a fixed amount effect.
- added impact for executing, ransoming declined or releasing less than 100 prisoners
- added impact for ransoming declined and releasing characters (generals). Previously it was only for executing.
- impact of negative reputation on relations different than impact of positive reputation. Changed it so it would be the same impact. (trigger 0105_Update_Trustworthy_Factions_Major and following ones)
misc:
- commented out triggers related to forts, as there is none in SSHIP