case RELATION_NEUTRAL:
random = rand(2);
if(random==0)
{
logTitle = GetTranslatedLog("#snationnamei# and #snationnamej# have allied");
logEntry = GetTranslatedLog("#snationnamei# and #snationnamej# have formed an alliance. Attacking ships or towns of either nation will also decrease the standing with the ally.");
if(GetNationRelation2MainCharacter(i)==RELATION_FRIEND && GetNationRelation2MainCharacter(j)==RELATION_FRIEND) logEntry += " " + GetTranslatedLog("Very good news, indeed. Working for the #snationdesci# and the #snationdescj#, as I currently do, my deeds will raise my standing with both nations.");
if(GetNationRelation2MainCharacter(i)==RELATION_ENEMY && GetNationRelation2MainCharacter(j)==RELATION_ENEMY) logEntry += " " + GetTranslatedLog("Whoops! It seems I have bothered them a little too much. But their alliance won't stop me.");
if(IsInServiceOf(i) && GetNationRelation2MainCharacter(j)==RELATION_ENEMY)
{
Preprocessor_Add("nationdesc1", XI_ConvertString(GetNationDescByType(i)));
Preprocessor_Add("nationdesc2", XI_ConvertString(GetNationDescByType(j)));
logEntry += GetTranslatedLog("\n \nThis makes working for the #snationdesc1# somewhat more difficult, as sinking #snationdesc2# ships is no longer an option.");
}
if(IsInServiceOf(j) && GetNationRelation2MainCharacter(i)==RELATION_ENEMY)
{
Preprocessor_Add("nationdesc2", XI_ConvertString(GetNationDescByType(i)));
Preprocessor_Add("nationdesc1", XI_ConvertString(GetNationDescByType(j)));
logEntry += GetTranslatedLog("\n \nThis makes working for the #snationdesc1# somewhat more difficult, as sinking #snationdesc2# ships is no longer an option.");
}
newRelation = RELATION_FRIEND;
}
if(random==1) // i declared war on j
{
Preprocessor_Add("nationdesc1", XI_ConvertString(GetNationDescByType(i)));
Preprocessor_Add("nationdesc2", XI_ConvertString(GetNationDescByType(j)));
Preprocessor_Add("nationname1", XI_ConvertString(GetNationNameByType(i)));
Preprocessor_Add("nationname2", XI_ConvertString(GetNationNameByType(j)));
logTitle = GetTranslatedLog("#snationname1# is at war with #snationname2#");
logEntry = GetTranslatedLog("#snationname1# has declared war on #snationname2#.") + " " + GetTranslatedLog("#snationdesc1# ships have attacked a small #snationdesc2# settlement, as I was told.");
if(IsInServiceOf(i) && GetNationRelation2MainCharacter(j)==RELATION_ENEMY) logEntry += GetTranslatedLog("\n \nIt was about time to show those #snationdesc2# landlubbers who's in charge in the Caribbean!");
if(IsInServiceOf(j) && GetNationRelation2MainCharacter(i)==RELATION_ENEMY) logEntry += GetTranslatedLog("\n \nThose bloody cowards! The next #snationdesc1# ship we encounter will surely pay for this.");
newRelation = RELATION_ENEMY;
}
if(random==2) // j declared war on i
{
Preprocessor_Add("nationdesc1", XI_ConvertString(GetNationDescByType(j)));
Preprocessor_Add("nationdesc2", XI_ConvertString(GetNationDescByType(i)));
Preprocessor_Add("nationname1", XI_ConvertString(GetNationNameByType(j)));
Preprocessor_Add("nationname2", XI_ConvertString(GetNationNameByType(i)));
logTitle = GetTranslatedLog("#snationname1# is at war with #snationname2#");
logEntry = GetTranslatedLog("#snationname1# has declared war on #snationname2#.") + " " + GetTranslatedLog("#snationdesc1# troops have landed near #snationtown2#, as I was told.");
if(IsInServiceOf(i) && GetNationRelation2MainCharacter(j)==RELATION_ENEMY) logEntry += GetTranslatedLog("\n \nThose bloody cowards! The next #snationdesc1# ship we encounter will surely pay for this.");
if(IsInServiceOf(j) && GetNationRelation2MainCharacter(i)==RELATION_ENEMY) logEntry += GetTranslatedLog("\n \nIt was about time to show those #snationdesc2# landlubbers who's in charge in the Caribbean!");
newRelation = RELATION_ENEMY;
}
break;