37 — Make ally...
Allies the trigger's house and the house named with one another.
Editor data
- Numeric ID
37- Engine ID
TACTION_MAKE_ALLY- Editor name
- Make ally...
- Need token
NEED_HOUSE- Parameters
- House
house
- House
- Attachment
- none
INI example
[Actions]
<TriggerID>=1,37,0,<House>,0,0,0,0,When a direction is refused
Section titled “When a direction is refused”The two directions are offered separately and tested separately. A house declines to ally with the other while any of these holds:
- it already counts the other house an ally;
- it has been defeated;
- the alliance would leave it with no opponent left to fight, counting only houses that are neither defeated nor of a passive country.
The last of the three is what makes a one-sided alliance most likely in a small scenario: the house with fewer remaining opponents runs out of them first, so its own offer is turned down while the other side’s is accepted.
Valid values
- A house available to the scenario. It is matched by country against the houses the scenario plays.
Caveats
- The alliance is formed in both directions, although the editor text names only one of them.
- Each direction is judged on its own and can be refused on its own, which leaves a one-sided alliance in which one house treats the other as a friend while the other goes on attacking it.
- A direction that is allowed stops the fighting already under way. That house's objects drop any target belonging to its new ally, its accumulated anger toward that house is cleared, and the ally is dropped as its designated enemy if it was one.
- Nothing here is undone by the matching hostility action on its own, which breaks the alliance but leaves each house's anger raised rather than restoring what was cleared.
- Naming no house does nothing at all. Naming a country that no house in the scenario plays leaves the house unresolved, and the action writes through the unresolved result.