![]() ![]() Trigger 0103_occupy_settlement_increase_globalįactionStanding target_faction normalise 1.0 20įactionStanding target_allies normalise 1.0 40 Occupying a settlement peacefully: +0.05īut due to a bug the first never happens.Treatment of civilians is supposed to affect your reputation: I'll get back to this later in more detail.Īnd here we arrive at the bug. Executing prisoners: -0.01 -0.025 for groups of over 80 soldiers -0.025 if any family member was executed.Releasing prisoners: +0.01 +0.025 for groups of over 80 soldiers +0.025 if any family member was released.What changes it is either releasing or executing prisoners. If you put your prisoners up for ransom, it doesn't affect your reputation either way - this is the standard expected behaviour in Medieval warfare. Treatment of prisoners is probably the most important source of reputation. Military assistance to your ally in battle: +0.1.Breaking treaty terms (I'm not sure what counts here): -0.15.Bribing settlement (it's virtually impossible in Medieval 2 Total War anyway, unlike in Rome Total War where you would be doing it all the time): -0.15. ![]() Canceling alliance (also when forced by one of your allies attacking another - tough luck): -0.1."Taking back" settlement, which you gave by diplomacy (but then do you ever give settlements by diplomacy?): -1.0.On top of that, some generic good and bad deeds: These are extremely small divisors, but if you have multiple allies, or multiple enemies they add up. ![]() Having an ally normalizes your reputation to +1 with divisor of 400, and being at war (except with rebels obviously) normalizes your reputation to -1 with divisor of 800. Even with enemies we would prefer higher standing, in case we want to sign peace treaty someday.įirst, your reputation normalizes to 0 with divisor of 200 anyway, which is extremely slow - it takes 140 turns to halve your good or bad reputation. Obviously we want our relations with different factions to be high - factions that hate us will be more likely to start wars against us, disrespect treaties and so on. Doing both good and bad things of this kind will move your reputation towards neutral values around 0.0, even if one kind of deeds is more frequent than the other. Normalization to some value with divisor 1 is equivalent to completely changing your reputation/standing - by our equation initial + (target - initial) / 1 = target. In our example, the good deed had value of +0.04 for the well-reputed faction, but +0.18 for the ill-reputed one. ![]() And if your reputation/standing is good, good deeds improve it little, but bad deeds damage it a lot. In other words - if your reputation/standing is bad, good deeds improve it a lot, while bad deeds damage it little. If your initial standing was -0.8 instead, the result would be -0.8 + (+1 + 0.8)/10, or -0.62. It takes your current standing or reputation, and moves it by 1/divisor towards the target.įor example if your current standing is 0.6, then "normalizing towards +1 with divisor 10" will result in standing of 0.6 + (+1 - 0.6)/10, that is 0.64. This "normalization" operation has two parameters - target value, and "divisor". The other kind use what the game calls "normalization". If you do 5 good deeds and 4 bad deeds of this kind, it's pretty much the same as just doing 1 good deed. There are two kinds of deeds - some actions are unconditionally good or bad - they simply add or subtract from your reputation/standing. Good behaviour increases your reputation, and your standing while bad behaviour decreases it - as expected. Both are numbers between -1 (the worst possible) and +1 (the best possible). The game keeps track of two important numbers - your reputation (also called global standing), which is global, and standing with a particular faction. For the long version, read on.įirst, technicalities. If you want it fixed, download corrected file and put it in your C:\Program Files\SEGA\Medieval II Total War\data\ directory or similar. Short answer - because of a really stupid bug in data files. ![]()
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