The principle seems absolutely OK to me - I have done a few scripts already posted who do not create a war declaration but shift diplomacy (for Italy, Russia but there will be others) - for example Italy will close with germany if 1880 France beats her to tunis, but not witgh Austria if Austria still has venetia (or Lombardia)
ditto reacting to agressor's move in one "sphere of protection" (US monroe, Austria/german minors, austria/principalties, russia/ serbia, Britain/russia / weak france after german unification) are "in the cooking", but I'm waiting a feedback about austrian reactions - actually, as it seems I can't propose peace, I should go through options and agents, like for the principalties reactions
once this is ok, I'll script them, but those are DEFENSIVE moves - we don't have the opportunistic OFFENSIVE moves you propose still (yet)
trhe coding of events, historically accurate, can be done, as we have the tools - I intended to post principles with geopolitical areas, criteria, method, stuill, what we haven't is coding time (we in general, as we three don't have the competences either). this thread remains planned, but I was a lot AFK this week. will be based on defining homogenous
theater of operations (tgey're perfectly structurted in my head),
objectives,
levels of success, potential
allies/
foes on each
theater, and
hierarchizing them. can be coded, really, BUT .... will
last months and I don't think we'll get months of free diplomatic coding
the holy grail, perfectly in reach, believe me, needs an investment ...
costly !
I'll still propose those TOO , method and so on, as it is a basics to build strategic/diplomatic AI and history-like crisis imho, can be a help for us scripters too, and can even guide a player (strategies, based on a nation interest, which are good for AI, are good for a player too)
but actually,
much will have to be scripted by us I'm afraid
and, besides time, yhis has another inconvzenience - huge scripting could load the game (more factorsz to read)
but that's the best we can do
for your scripts :
agree for choice of Prussia and Russia - France can be an ally, but is an early ally, would risorgimento fail, chain is broken ,and France has no comlmon borders with Austria
Napoleonic schemes are complex to reproduce naturally (Latin union, revisionnism (so conservative powers are the target, revisionist prussia is not considered conservative) , swaps of provinces, influence on Italy, liberal block with britain, expansion in alps (with italy agreement - swap), in belgium (contradiction with good relations with britain) and in germany (contradiction with (revisionist) prussian understanding, even if blindly not perceived - Bismarck helped a lot too) by simple geopolitical conditions so better hardcode it in script (coding with objectives driven game would be simpler, you reflect this by updating the objectives and refining them - evalallycontrolled to add, incorporate it in AI reasoning - but presently, we don't have that)
"OR" doesn't works - if an event is triggered in 2 cases, we have to describe and script the two cases, leading to same event
without adding too complex conditions, I'd check for caution that Austria is not allied to FRA GBR GER in case of AUS/RUS war, RUS GBR FRA in case of AUS/GER war.
Else it could plunge Italy in a very very difficult situation, you can pull off, but AI perhaps won't
so adding
http://www.ageod.net/agewiki/EvalDiploItem will avoid Italy getting a war with Britain or France on the hands
for example
SelectionFaction = $AUS
EvalDiploItem = FRA;$diDefensiveTreaty;NOT
EvalDiploItem = RUS;$diDefensiveTreaty;NOT
EvalDiploItem = GBR;$diDefensiveTreaty;NOT
and of course, as kensai tells
EvalDiploItem = ITA;$diDefensiveTreaty;NOT
while the latter seems rather unlikely
(
but is to balance with drawbacks of immobilism, presently, with system, losing a non scripted war has very limited consequences it seems)
I wonder if setting a current war provokes the same than declaring (seems not but not 100% sure, could Philippe Philippe (Pocus) or Fernando confirm ?