Aggression
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said on Sep 18, 2009 at 04:07 PM

From the original post: http://archive.making-history.com/viewtopic.php?t=1341

WarPlan.nAggression can be used to override a country's International Position character property. (Neutral, StatusQuo, or Expansionist). -1 means that this property is ignored. 0 means that the country sonly pursue conquests that are specifically part of this WarPlan. A positive value means that this country will be aggressive this game.

WarPlanOperation.bSuppressesAggression: Expansionist AI countries are always looking for nearby countries to conquer. Setting bSuppressesAggression to true in a WarPlanOperation will stop this opportunistic attack behavior from happening as long as this operation is "inactive" or "active". This prevents the AI from choosing targets of its own until all the flagged operations are "complete", either from declarations of war or expiration.

So far, so good.. but two questions:

Does setting [property name="nAggression" value="1"] differ in any material way from [property name="nAggression" value="5"/]? Does the latter make the AI-controlled country 5X more aggressive than the former?

If, for whatever reason... I I have WarPlan.nAggression = 0 and then set WarPlanOperation.bSuppressesAggression = "false", does this make the AI-controlled country into a predatory country until the WarPlanOperation objectives are marked complete?

  • altoid
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said on Feb 01, 2010 at 06:13 PM

altoid, great questions. I'm trying to figure this out as well. I have posted a thread asking about these variables as well as other related (I think) variables. I hope we can get some answers, because in the mod I'm creating, I would like even some of my minor countries to be more aggressive. After all, I want more action happening in my mod.

  • Joe7
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said on Feb 01, 2010 at 09:00 PM

altoid said Does setting [property name="nAggression" value="1"] differ in any material way from [property name="nAggression" value="5"/]? Does the latter make the AI-controlled country 5X more aggressive than the former?

If, for whatever reason... I I have WarPlan.nAggression = 0 and then set WarPlanOperation.bSuppressesAggression = "false", does this make the AI-controlled country into a predatory country until the WarPlanOperation objectives are marked complete?

A) Do you want a mathematical or practical answer? The mathematical one is yes, if it was originally set to one and you put it up to five then you just took one and multiplied it by five. The practical answer is no, it just makes them a bit more aggressive.

B) I'm no expert in war plans but I believe the suppression value, if set to true, will override the WarPlan.nAggression value.

But I've dabbled very little into war plans so don't take my words (at least for point B) at total truth.

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said on Feb 01, 2010 at 09:16 PM

cavetroll1304 said

B) I'm no expert in war plans but I believe the suppression value, if set to true, will override the WarPlan.nAggression value.

But I've dabbled very little into war plans so don't take my words (at least for point B) at total truth.

What I think it does is that if set true, it prevents any other aggression from the country before it has completed the war plan. So for Germany this could mean: don't attack anyone else before you have taken Poland. But again, I'm no expert either.

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said on Feb 01, 2010 at 10:07 PM

altoid said

Does setting [property name="nAggression" value="1"] differ in any material way from [property name="nAggression" value="5"/]? Does the latter make the AI-controlled country 5X more aggressive than the former?

Yes, but it doesnt multiply the original amount of agression. It only increases how agressive the nation is. The max is 30. So if I put 30, that nation woulb attack pretty much all of its neighbors at one point, but if I put it to, say, 15. Then that country would attack probably only a couple of its neigbors.

said on Feb 25, 2010 at 10:11 PM

Altoid: I think if you increase the aggressiveness values, the country will more aggressively select a war plan. There are percentages at play for the game to decide for each country that has war plans whether or not they get implemented, as well as 'date out' values (where if the plan doesn't get implemented, it gets timed out, or dicarded). Also, in my mod, I deleted all the war plans for any country that had them, and cranked up the aggressive values to about 22 to 28, as well as for countries that didn't have war plans. With in about 10 turns all hell broke loose. I've done a lot of other changes to balance out the game, so it's a blast to play right now, especially every time I play it I just don't know what to expect!

  • Joe7
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