Events trigger attitude or reputation change

Joined
Dec 27, 2017
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Since the samurai mod (Probably called Jidaigeki) exists from 1448 through at least 1650, and possibly 1750, then if the tribe is the AI, I was thinking that it would be interesting to look at history and the daimyos and their descendants, and then having attitude changes occur as if to simulate strong and weak daimyos and trustworthy and untrustworthy daimyos over time.

Otherwise the game falsely depicts a concept of dealing with a quite consistent immortal daimyo yet varying based on history. When actually as time went on then one daimyo could deal with another daimyo as their descendants were more negotiable over time or even not very negotiable at all over time.

A text message might fire...
1. If the tribe is still alive,
2. Then when a new child is born
3. and then matures
4. and then effectively takes over,
5. And then an attitude change happens that may significantly thaw icy relations or may create significant obstacles.

These generational changes occur every 20 years so at three seasons per year, every sixty turns.

So three text messages that are information only, but one that has an effect.

It might also cause spawning of units as if their military supporters are aggressive and zealous and cause border probing and diplomatic incidents.

It might only happen three times per tribe as then only famous and infamous daimyo show up, some of which were terrors to deal with yet even respected because they were such terrors on the battlefield. One daimyo wept as his nemesis died as then he felt he had no true opponent left to battle.
 
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Sadly all you can do with the event file is increase aggression between two tribes per a trigger. MGE is very limited. If anything, the aggression is too intense already. If you mod and use the attitude and perceived reputation between tribes, it's a hair trigger situation where the smallest things result in minor reputation changes from Spotless equaling a zero for reputation, and very minor refusal to accede to negotiations and or border issues over contested overlapping terrain can change that to a 3 and this may make tribes that are"worshipful" suddenly go to neutral then end up 100 % disliking you. It's the most unbalanced aspect of Civ 2.

Now that is on the highest level. It may be much more balanced on the first two levels...which I never play.

There is one way to ratchet up positive attitude changes between tribes. When trade occurs, then that money gained will ratchet up based upon how much they dislike you and provisionally based on past conflict...plus if the "vendetta" attribute has not been acquired.

So if you could spawn a merchant with valuable goods near their border, you might be able to get a trade deal.
 
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