EMFTeam / EMF

Extended Mechanics & Flavor
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Update 02_emf_employment_decisions.txt #646

Closed bashu closed 5 years ago

bashu commented 5 years ago

employ_priest must be hidden by emf_toggle_employment decision, but it's not

DelnarErsike commented 5 years ago

Closing this pull request because an alternative fix was implemented in commit bc386e67317738649e9a868bf0ef06db596fc5d7. Your fix would have disabled the Employ Priest decision for everyone except theocracies, tribal characters, and characters following religions with autocephaly.

bashu commented 5 years ago

@DelnarErsike thanks!

bashu commented 5 years ago

@DelnarErsike from employsoldier (and other employ*):

potential = {
            ai = no
            has_character_flag = emf_toggle_employment
}

why should employ_priest be different? Why should ai be able to hire priest, but not soldier and others?

PS: vanilla for employ_priest decision, also has ai = no without OR

zijistark commented 5 years ago

The AI will get an appropriate number of random courtiers to fill the jobs' associated council spots + commander titles already. The amount of characters generated and shekels wasted would be high in a performance-unfriendly way. Priests are different, though, because the AI's gotta have a priest (for some mechanics) and the requirements for the associated council position are a bit difficult to fill otherwise.