ilteroi: Combat preview window will no longer appear if it would block the promotion choice window
Fixed a bug giving an unfair advantage to civs with lower tech levels when calculating war score
Fixed vassal protection & failed protection mechanics
Protection & failure to protect now works as intended (I fixed a bunch of bugs), decays over time instead of being permanent
You earn protection value (opinion/vassal treatment bonus) by:
- Capturing enemy/Barbarian cities that are near your vassal
- Killing enemy/Barbarian combat units that are near your vassal (within their borders, adjacent to their borders, visible to their units* or within 6 tiles of one of their cities)
- Killing non-Barbarian Settlers that are near your vassal
- Modifier is now "You protected their territory as their master!"
You earn failed protection value (opinion/vassal treatment penalty) by:
- Letting your vassal's units get killed within their borders, within their teammate's borders or within your borders (except from Barbarians, to be fair in case the Barbarians were spawned by the vassal)
- Letting your vassal's cities get captured
- Letting your vassal's tiles get pillaged
- Functionality to allow the deaths of nearby vassal units in neutral territory to count for this has been reenabled, but range is set to 0;
if you want this on you can activate it in C4DF > LUA > Globals.sql (VASSALAGE_FAILED_PROTECT_CITY_DISTANCE).
- Modifier is now "You failed to protect their territory as their master!"
Failed protection value is subtracted from protection value. If > 0 you get a protection bonus, < 0 you get a failed protection penalty.
*Only applies in neutral territory, your team's territory, or the vassal team's territory. Also, killing distant Settlers does not award a protection bonus.
Todo: Add logic so that Barbarians from events/unhappiness/etc. are treated separately from Barbarians roaming around for vassal failed protect value - also do this for partisans