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Foreign policy signaling #359

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@Danarca Danarca commented Jan 24, 2025

Re-added the foreign policy law set, purely cosmetic this time around.
Re-added the executive policy panel, seems to work fine, but we'll see what the Tiger says...
Added multiple new cosmetic laws to the group, such as Splendid Isolationism, Manifest Destiny, and more.
True Neutrals (Such as the Swiss) are locked to the True Neutral law, and..
... I need to add the ability for players to get the law, if it doesnt work out of the box, actually. Fixed.
Anyways, subjects have 3 subject-specific laws, but still has access to the others.

AI bases their foreign policy law on their diplomatic agenda/strategy.
Players get the same call in the GLOBAL, which works since players havent taken control technically when it fires. Armed Neutrality is in the imperia political setup effect as a fallback.
Players can change their foreign policy from the start, but for both players and AI theres a 6-month cooldown.

Reconfigured the GLOBAL, since we called every_country like 4 times.


COPILOT SAYS:

This pull request introduces several changes to the foreign policy system in the game. The most significant updates include the addition of new laws related to diplomatic stances, updates to the global settings, and modifications to the user interface to accommodate these changes.

Foreign Policy System Enhancements:

  • common/laws/imperia_diplomatic_stance.txt: Added new laws for various diplomatic stances, such as expansionism, imperialism, armed neutrality, and more. These laws define how countries interact with the world and include specific conditions for enactment and visibility.

Global Settings Updates:

  • common/history/global/imperia_global.txt: Reorganized and added new initial setup configurations, including a bureaucracy bonus, money transfer setup, and starting foreign policy settings. Removed outdated configurations related to strategic regions and bureaucracy bonuses. [1] [2]

AI and Scripted Effects:

User Interface Modifications:

  • gui/imperia_politics_panel_types.gui: Updated the GUI to include new panels and controls for enacting foreign policy laws, allowing players to quickly enact or cancel laws with appropriate tooltips and progress indicators.

Localization:

Danarca and others added 7 commits January 24, 2025 13:14
AI can now change policy through an on_monthly. Their current diplomatic agenda/strategy is usually the deciding factor, with the exception of true neutrality (requires the modifier/status) and isolationism (which requires the trade law of the same name).

Also re-configured the GLOBAL so it only goes through each country once. Small performance gain on starting the game, I assume :s
Since this GLOBAL is fired immediately before the player takes control, even player countries get a relatively correct law! Just in case, the restricting variable is removed after firing in the GLOBAL, so players can select their own.
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[FEAT] A way to signal foreign policy without significant game impact
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