I'm trying to write a complex peace negotiations event , where the player gets several options for punishing the agressor, on each issue. Basically it's giving the player a chance to write their own "treaty of versailles mk2" , assuming a WWII that ends earlier and involves fewer nations than it did historically.
The first event would resolve the issue of the franco german border. The player gets 3 choices
1) Aachen, Colonge and Saarbruken are ceded to France. The most punitive option.
2) No changes to the border
3) Aachen, Cologne and Luxembourg to France, Strasbourg and Mulhouse to Germany. Will upset the populace of both nations, but will ensure a river always separates these traditional enemies, and makes a blitz through the low countries less likely.
The second could offer an olive branch, on the question of former african colonies
1) give back Togoland
2) you must be joking
as would the third, whether to allow predominantly german / german speaking regions to remain part of the reich
1) let them keep austria
2) let them keep austria and sudeten
3) absolutely not!
the fourth "polish security", deals with any changes to Germany's eastern border
1) Push the frontier back to the Oder-Niesse line, but let them keep East Prussia
2) Push them back to the Oder and turn over East Prussia to Poland, Memel to Lithuania (most punitive option)
3) Allow the germans to have Danzig, in exchange for them paying for the construction of a line of forts on german-polish border
After all of this, the AI makes a choice whether to become revanchist or not.
Now, i'm aware you can use AI chance code, eg.
action_a = {
name = "Venegence! We will regain what we have lost!"
ai_chance = 70
command = { type = trigger which = ????? } # All manner of unpleasant behaviour
}
action_b = {
name = "We can't complain, let's move on"
ai_chance = 30
command = { type = domestic which = interventionism value = -1 }
command = { type = dissent value = 2 }
but is there a way to make the chance of revanchism get higher, the more punitively the Allies act?
Written in pseudo BASIC programming language, it'd go
IF German_Allied_Hatred > Randomise (200)
THEN
CALL REVANCHISM
ELSE
CALL PEACE
ENDIF
Otherwise i think i could have each treaty option cause slider moves on the German government, and afterwards the event that decides AI behaviour will be based on government type
eg. a social conservative germany has only 10% chance of revanchism, a paternal autocrat state 40% chance of revanchism, facist 80% and national socialist 100% chance.
It was always kind of disappointing in SMEP that after defeating Germany in a 1936 franco-prussian war, they'd make no more agressive moves for the rest of the game.
The first event would resolve the issue of the franco german border. The player gets 3 choices
1) Aachen, Colonge and Saarbruken are ceded to France. The most punitive option.
2) No changes to the border
3) Aachen, Cologne and Luxembourg to France, Strasbourg and Mulhouse to Germany. Will upset the populace of both nations, but will ensure a river always separates these traditional enemies, and makes a blitz through the low countries less likely.
The second could offer an olive branch, on the question of former african colonies
1) give back Togoland
2) you must be joking
as would the third, whether to allow predominantly german / german speaking regions to remain part of the reich
1) let them keep austria
2) let them keep austria and sudeten
3) absolutely not!
the fourth "polish security", deals with any changes to Germany's eastern border
1) Push the frontier back to the Oder-Niesse line, but let them keep East Prussia
2) Push them back to the Oder and turn over East Prussia to Poland, Memel to Lithuania (most punitive option)
3) Allow the germans to have Danzig, in exchange for them paying for the construction of a line of forts on german-polish border
After all of this, the AI makes a choice whether to become revanchist or not.
Now, i'm aware you can use AI chance code, eg.
action_a = {
name = "Venegence! We will regain what we have lost!"
ai_chance = 70
command = { type = trigger which = ????? } # All manner of unpleasant behaviour
}
action_b = {
name = "We can't complain, let's move on"
ai_chance = 30
command = { type = domestic which = interventionism value = -1 }
command = { type = dissent value = 2 }
but is there a way to make the chance of revanchism get higher, the more punitively the Allies act?
Written in pseudo BASIC programming language, it'd go
IF German_Allied_Hatred > Randomise (200)
THEN
CALL REVANCHISM
ELSE
CALL PEACE
ENDIF
Otherwise i think i could have each treaty option cause slider moves on the German government, and afterwards the event that decides AI behaviour will be based on government type
eg. a social conservative germany has only 10% chance of revanchism, a paternal autocrat state 40% chance of revanchism, facist 80% and national socialist 100% chance.
It was always kind of disappointing in SMEP that after defeating Germany in a 1936 franco-prussian war, they'd make no more agressive moves for the rest of the game.