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Ideally it should just look at that "capturable" state instead. Then once a colony is "unlocked" at the end of the Standard Storyline, then it could be enabled.It's liable to foul up any storyline which requires specific towns to be owned by their original nations. ("Tales of a Sea Hawk", for example, is completely stuffed if either Port Royale or Bridgetown change hands. This is also why capture of several critical colonies is disabled until the storyline ends.)
Random thought that would NOT be simple: What if we could "lock" specific nation relations so they don't change?So tying it to Random Nation Relation Changes makes sense, as that also should only really happen in Free Play for similar reason.
Definitely!Missions from governors to capture a town for your served nation need not be limited to the town having already been captured. If you're high enough rank, or if the governor notices that you have a powerful enough ship, then you could get a town capture mission anyway.
Or enable changing relations in the same part of the code that unlocks the colonies, so that once the story is done, you get the whole dynamic free-play set-up, the same way you do at the end of "Hornblower".Ideally it should just look at that "capturable" state instead. Then once a colony is "unlocked" at the end of the Standard Storyline, then it could be enabled.
Not with the current relations system. You could lock France and Britain to permanently be at war in "Tales of a Sea Hawk", but you'd probably need to lock several more as well, otherwise attacking a French ship could put you at odds with, say, Portugal if Portugal randomly allies with France. And some storylines such as "Assassin" and "Hornblower" re-arrange international relations to suit their plot, so they'd need all nations to be unable to change randomly. If I remember correctly, "Bartolomeu" also has its own ideas about international relations. Basically, by the time you've locked down everything that needs to be locked to make sure the plot can't break as a result of random changes, you may as well just leave them locked for storylines and perhaps add a bit when the story is complete so that random relations are enabled. Except that I believe "Assassin" and "Bartolomeu" are due for extensions, so where the stories end now may not be where they end by this time next year...Random thought that would NOT be simple: What if we could "lock" specific nation relations so they don't change?
Would that allow Random Nation Relation Changes to be enabled in all storylines too?
That would make sense.Or enable changing relations in the same part of the code that unlocks the colonies, so that once the story is done, you get the whole dynamic free-play set-up, the same way you do at the end of "Hornblower".
All true; once all exceptions are in place, there may not be much room left for any random changes.Not with the current relations system. You could lock France and Britain to permanently be at war in "Tales of a Sea Hawk", but you'd probably need to lock several more as well, otherwise attacking a French ship could put you at odds with, say, Portugal if Portugal randomly allies with France. And some storylines such as "Assassin" and "Hornblower" re-arrange international relations to suit their plot, so they'd need all nations to be unable to change randomly. If I remember correctly, "Bartolomeu" also has its own ideas about international relations. Basically, by the time you've locked down everything that needs to be locked to make sure the plot can't break as a result of random changes, you may as well just leave them locked for storylines and perhaps add a bit when the story is complete so that random relations are enabled. Except that I believe "Assassin" and "Bartolomeu" are due for extensions, so where the stories end now may not be where they end by this time next year...