In my current German game, Plombieres did not happen for this very reason : see conditions :
SelectFaction = $FRA
EvalDiploItem = AUS;$diDefensiveTreaty;NOT
EvalFacRelationships = AUS;<;0
SelectFaction = $ITA
EvalFacRelationships = AUS;<;0
[color="#FF0000"]EvalFacRelationships = FRA;>;25[/color]
if my memory is faithful, this condition, and just this one was not fullfilled
reason lies into the
interaction of great powers relationships :
[color="#40E0D0"]a)
the active diplomacy of the german
player [/color](me) -
I used ALL my ambassadors (something the AI doesn't do) maximizing them (especially using my whole remainder every eve of allotment (2d part of december and june) in order to improve my relations with most other powers
(trade treaties are handy and economic helpful,
state visit can happen often enough when you start with decent relationships,
and, basic tool, support of nations is an unilateral act, working 100% of the time (100% of nations supported by me are nations I decided to support)
sure, support has its risks, but, when you know that an active war is rather unlikely (avoid supporting Spain, USA , or worse, both just before 1898, or Ottoman AND Moldavia around 1876, for example, you see the idea - but usually, you're reasonably safe)
so an acive PLAYER (an active AI too, but AI doesn't do that, too complex parameters) can rather easily improve his popularity ....
and then ? there are like communicating vases - when Russia and Germany improve their relationships, their relations with their respective opponents will tend to go down (less but this is the idea) - BUT if, say Germany improve her relations with an "at odds with Russia" Ottoman, net result is that germany will globally improve her relations (less massively) with both, while both Ottoman and Russia will have some of their relations worsened.
corollary [color="#40E0D0"]
if a nation improves her relations with nearly everybody and his cousin [/color](which is very good to isolate enemies) [color="#40E0D0"]
her popularity result in general impopularity of almost everybody else,[/color] with a few exceptions (in my game Italy LOVED France and germany, and HATED everybody else, France loved Italy and liked USA - and disliked ALMOST everybody else .. but not me, she almost hated Austria and Russia, Britain of course (will explain), but not me, because ...in spite of the Alsace Lorraine (she couldn't love me though, of course) having became Reichsland, because ... I had outstanding relations with her best pal, Italy .. you see (for similar reasons Italy disliked Russia - That I liked and France disliked- more than Austria
that France liked more)
[color="#40E0D0"]
b) result of war (and peace) have surprising mechanical effects on on relationships[/color]
When Crimean crisis happened both of them declared on Russia - up to this point all normal, fine, and Anglo french honeymoon, Entente Cordiale before time, fine, fine
then France send massive troops towards ..Odessa rather than Sevastopol, but it is the right idea, so bad for details
Britain didn't move at all (or did in central asia, but seems it was later), guess her regional interest wasn't parametered high enough around black sea then
but then, after some time (and much Russian and French bleeding) without a spectacular warscore (Russia had made peace with Ottoman beforehand, btw, making war from now on pointless,
something I plan to test), length of war made France randomly sign peace with Russia (or perhaps not so randomly after all, but I'd like Pocus to give us the keys, as France had had huge losses)
and from then on, separate peace (what else,[color="#40E0D0"] system does not allow grouped peaces, only separate ones) created extremely bad relations between former best friends[/color]
that is absurd, but mechanical, system makes separate peace necessarily happen, soon or late, destroying relations - almost better not to go to war to help an ally, than go, then make peace when common enemy is down - resentment looks almost worse - or the ally makes peace himself, same results. this is something to correct... and grouped peace would be a signifiant step in this dirrection - if it can't be coded, then we'll have to script some, but of course, won't be sandbox sure
[color="#40E0D0"]
c) the snowball effect of relationships :[/color]
the best your relations, the best they improve, the best they can improve
the worse your relations, the less they can improve back to normal, less even become good
in other words, you can make peace almost only with your friends and not your enemies, and only your current allies (exceptionally very good freinds) will accept your alliance
did you notice state visit proposals are most proposed when your relations are already at 100 - therefore somehow useless in this respect
a clear [color="#40E0D0"]problem of parameter imho
[/color]
explaination : I
[color="#40E0D0"]suspect [/color](hints of Philippe, Pocus or the other mates of the staff would be most appreciated) the [color="#40E0D0"]mathematical model is involved[/color]
In my opinion, relations should tend towards a natural reference point, depending on several factors, with a jokari effect :
reference point should depend on structural factors, out of player reach,
massively geopolitical interests, ethnic/religious factors (not universally, anglo saxon/german solidarity was a case by case- and with trade competition .., use analysis, ban sandbox), and
slightly nature of regime (see the AUS/RUS/GER trilateral relations, GBR/FRA rivalry, and FRA/RUS alliance)
use some
[color="#40E0D0"]static [/color][color="#40E0D0"]modificators[/color], more or less strong, like [color="#40E0D0"]alliances, other diplomatic items (trade) third party alliance or relationship, [color="#40E0D0"]ownership of crucial objectives[/color][/color] ([color="#40E0D0"]
massively [/color]- f
or example Italy can tolerate alliance with Austria because there is a german-Austrian alliance, germany is at odds with France, and Tunis is a presently much valued (it can vary with time) French-owned objective, but will never be in excellent terms as Austria will hold Trentin and trieste (andif holds Venezia or Milano, not the slightest chance)
and[color="#40E0D0"]
dynamism being provided by player/AI diplomatic new items (temporarily),[/color]
actions (threat, mobilization, declaring war, making peace), [color="#40E0D0"]
events, and player created situations [/color](trade, competition,[color="#40E0D0"] ownership of new objectives, strength of military[/color], whose variations may provide either more security (more strength is good if you're weak and geopolitically compatible) or more threat (if you don't need another power army or fleet, it's either neutral or bad for your relations)
anyway, [color="#40E0D0"]strength and success are unsufficient factors per se for hindering relationships[/color]
AUTOMATICALLY and sandbox is to ban : c
learly, if Russia is ahead and/or has the hugest army of the world, relations shouldn't be degraded with Serbia and Montenegro - they couldn't care less of victory status of a great power (even with victory points they can't compete, and been overwhelmed by Russia OR USA or germany or japan is totally indifferent) and Russian army strength is GOOD news actually. ditto a strong army at borders is not automatically a threat - key is [color="#40E0D0"]not good relations[/color] (though it helps) [color="#40E0D0"]nor even alliance , which are consequences [/color]- but absence of Russian
claim on Rumanian lands (if Russia can't take Rumanian provinces, Russia won't attack Rumania unprovoked) and [color="#40E0D0"]
vicinity of ottoman common enemy (hardcoded hostility,[/color] bad relationships in a small extent - can change, [color="#40E0D0"]
claims [/color]are the discriminating factor)
some sort of "badboy" seems have been implemented - may be useful (if not too systematical effects), lest anything l more pertinent be devised , but it is way too simplistic and more analysis of factors must be provided - once again [color="#40E0D0"]
claim and some hardcoding [/color]are the key ([color="#40E0D0"]
irredentism [/color](Italy, panslavism, alsace lorraine, texas),
objectives, [color="#40E0D0"]marginally colonial rivalry[/color] ("civilized nations did not went to war for a trade treaty (but with colonial areas, yes, like Opium war, Jonker bonds and mexico, venezuela, Egypt...)
once again, scripts can do that, but on a limited bnasis - some factors review is in order whenever possible (coding takes a lot of time)
I
[color="#40E0D0"]suspect [/color]the effect of relations has
too much dynamism and so is it for [color="#40E0D0"]
some diplomatic events (when alliance[/color], you tend to 100, not the "basic+10 or +20) [color="#40E0D0"]or the modificator is set too high[/color] ! - this is [color="#40E0D0"]worsenedby permanence of alliances[/color] (easy to modify, set duration to 120 or 240 instead of this item and you have 5 or 10 years alliance - still effect must be to set statically reference notably higher, biut not to the top, nor dynamically
with a system such as the preconised one, i guess we would create the conditions for a more logical (and historical) diplomatic relations, as[color="#40E0D0"]
relations and alliances are a consequence of a situation and conflicting geopolitical needs, not a cause[/color], franco russian, anglo french, prussian austrian alliance after Nikolsburg, not of them was a given
diplobias implementation was a great step towards it, but too static (and remains just a modifier, basic mecanisms must be sound, an excess or a shortage in cursor setting ) and unsufficient I fear - chosen factors and their interaction have to be analyzed and possibly corrected imho
but It's very difficult to analyze our AGEOD team mates final parameters validity with accuracy, as isn't known (by me at last)
a debate about this with Pocus, Philippe, fernando would be fruitful I guess - even explainations about how exacly subroutine works would be helpful - the "peace chance increase from 2% each year of war help, but are hardly sufficient as we don't know the base factors and operation - same for all diplomatic actions. difficult to improve a formula if we don't know the calculations.
meanwhile we still can script a lot
on another subject, [color="#FF0000"]I red
southern unification (garibaldi and 2 sicilies kingdom)
does not work (with Ai Italy)[/color]- who has hints about what cause this ? what happened in your games.
cheers to all