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1) "Attacker" settlement is selected
2) The game iterates through every settlement. When the settlement selected is within 10 tiles of the attacker settlement (and belongs to non-player faction that is hostile to attacker faction), that settlement gets conquered.
3) If there are no settlements within 10 tiles of attacker settlement, conquest range is increased by 10 tiles and the game iterates through every settlement again.
4) So target range is increased from 10 to 20, 30, 40 ... until it reaches 200 and the event ends without doing anything if there is still no eligible conquest target within that range.
Naturally, amount of time it takes for this process to complete mostly depends on how far away valid target is from the attacker settlement (farther away means more iterations needed). I'd actually appreciate any advice on how this process can be shortened.
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for DynamicDiplomacy.SettingsImplementer ---> System.NullReferenceException: Object reference not set to an instance of an object
at DynamicDiplomacy.SettingsImplementer..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (intptr) <0x00065>
at (wrapper dynamic-method) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor_Patch1 (System.RuntimeTypeHandle) <0x00073>
at StartupImpact.Patch.StaticConstructorOnStartupUtilityCallAll.Prefix () <0x00152>
at (wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility.CallAll_Patch3 () <0x0003e>
at Verse.PlayDataLoader.<DoPlayLoad>m__2 () <0x00032>
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () <0x001c3>
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
at (wrapper dynamic-method) RimWorld.Pawn_TraderTracker.DMD<DMD<get_CanTradeNow_Patch1>?1356369536::get_CanTradeNow_Patch1>(RimWorld.Pawn_TraderTracker)
at Verse.Pawn.get_CanTradeNow () [0x00008] in <29684bdca4b441d38f64a3f064edc8ed>:0
at (wrapper dynamic-method) Verse.PawnUIOverlay.DMD<DMD<DrawPawnGUIOverlay_Patch1>?-1875309056::DrawPawnGUIOverlay_Patch1>(Verse.PawnUIOverlay)
at Verse.Pawn.DrawGUIOverlay () [0x00006] in <29684bdca4b441d38f64a3f064edc8ed>:0
at Verse.ThingOverlays.ThingOverlaysOnGUI () [0x0005e] in <29684bdca4b441d38f64a3f064edc8ed>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Well, either way, any clue what type of mod would be resulting in this specific error?