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Did you also do more than just breaking the MA prematurely, like declaring war on them at the same time/too soon?
Also note that making peace too fast (before 10 turns after you declared war) also lowers reliability.
I can look up the game files later and tell you exactly how much that will cost you ^^ will prob reply in half an hour or something, still in bed delaying the inevitable waking up in the morning xD
data.pack/db/cai_diplomacy_simple_treacheries_tables and cai_diplomacy_complex_treacheries_tables
We also need both, from simple treacheries you will get a 15 reliability hit from not joining the war of one ally (obviously). You also get a 25 hit for "Military_alliance_broken to War" (and a potentially additional hit of up to 10 if the MA was signed within 10 turns).
Which means, you will have a reliability hit from 40-50 from that ^^ There are afaik no real pointers as of how many of those "points" you recover each turn but it is a very safe bet that it is 1. Thus, this will tank your reliability for 40-50 turns ^^
Yeah, that sucks xD
How much you lose in reliability depends on several factors. Including:
And last one of the list is most severe. Also, if someone sided with that faction - another sets of penalties applied. And they all stack up.
I posted that before, the only parts that influence reliability loss are from the 2 tables mentioned earlier. For completeness, here in full:
Simple treacheries, action and reliability loss in points:
ALLY_REFUSED_TO_JOIN_WAR 15
BATTLE_ALLY_SUPPORT_REFUSED 4
HOSTILE_AGENT_ACTION_TOWARDS_ALLY 4
Complex treacheries, from state 1 to state 2, turn difference during which that matters (always 10) and reliability loss in points:
CLIENT_STATE CLIENT_STATE_BROKEN 10 15
CLIENT_STATE_BROKEN WAR 10 15
DEFENSIVE_ALLIANCE DEFENSIVE_ALLIANCE_BROKEN 10 10
DEFENSIVE_ALLIANCE_BROKEN WAR 10 25
MILITARY_ACCESS MILITARY_ACCESS_BROKEN 10 10
MILITARY_ACCESS_BROKEN WAR 10 15
MILITARY_ALLIANCE MILITARY_ALLIANCE_BROKEN 10 10
MILITARY_ALLIANCE_BROKEN WAR 10 25
NON_AGGRESSION_PACT NON_AGGRESSION_PACT_BROKEN 10 10
NON_AGGRESSION_PACT_BROKEN WAR 10 15
PEACE WAR 10 30
STATE_GIFT_ACCEPTED WAR 10 10
TRADE_AGREEMENT TRADE_AGREEMENT_BROKEN 10 10
TRADE_AGREEMENT_BROKEN WAR 10 15
VASSALAGE VASSALAGE_BROKEN 10 15
VASSALAGE_BROKEN WAR 10 25
VASSALAGE_FORCED VASSALAGE_BROKEN 10 15
WAR PEACE 10 15
Therefore, the only 2 non-treaty related reliability losses occur when you are not helping an ally in a joint battle or when you use agents against an ally.
THen there is no reason for 80 turn low reliability. BUt it happened.
So i have your explanation and one i found on TW forums.
One i found on TW forums explains 80 turn reliability loss and works consistently.
One you offer does not.
So... i choose to use explanation that works.
Especially if you did something you were not aware of tanking your reliability.
I offer the game files. Show me the link to the TW forums so I can judge myself. I gave you an alternative explanation of: you just made things worse without noticing. Works as well.
Besides, I see enough anecdotal evidence which turns out to be just some other things going on that I rather trust the facts I can verify (game files, you can verify yourself, I gave you all the information you need to open the pack file and look it up yourself) than a "dude trust me".
I broke one treaty. One. No aliances. No other factions were invloved. I broke it in less than 10 turns and negotiated peace in less than 10 turns. SO 2 negative factors to add up according to table you provided (whic is accurate, AFAIK). So. Either there ARE other factors in play, or this is just so lucky bug to appear to prove some other random person on internet right.
"I broke one treaty" like, which one? how long ago were they signed? what were the circumstances? Cause you can loss a ton of points in that list depending of that.
I knew agent action against Ally (or les than 10 turns after becoming former allies) was lowering the reliability since I experienced it first hand, but I didn't know how much it was compared to treaty breaching. That's actually quite a lot.
Please, again, give me the link to that TW forum post, let me be able to judge myself.
And sorry, I know I come off like a ♥♥♥♥ here but anecdotal evidence isn't going to cut it for me. Cause honestly, over 80 turns there is bound to happen a few things that will tank your reliability.
There are enough misinformations already, I certainly don't know all and there is a very fair chance that another table handles what you describe, but to validate that view ingame files (where we could see a ton internal workings actually, only few things are hardcoded) I need to judge what according to your post is going on in detail and how that other person came to his conclusion. So, give me the link.