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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
  1. Househouse
Attachment
none
INI example
[Actions]
<TriggerID>=1,37,0,<House>,0,0,0,0,

A house refuses to ally with the other house while any of these holds:

  • it already counts the other house an ally;
  • it has been defeated;
  • the other house is an observer;
  • it has only one opponent left. Opponents are the houses it is not allied with, counting only houses that are neither defeated nor of a passive country.

The last rule refuses a house whose only opponent is the house it is allying with. If both houses are in that position, as when they are the only two houses left that are neither defeated nor of a passive country, nothing changes. If only one of them is, the alliance is one-sided.

With Paranoid=yes, which the stock rules set, a human player’s house that allies with a house of a non-passive country changes the computer houses’ alliances. Every computer house still in the game breaks any alliance with each human house still in the game and gains anger toward it. It also tries to ally with each other computer house. In a campaign, the player’s house counts as a human player’s house.

This realignment changes the outcome of an alliance between a human house and a computer house:

  • If the trigger’s house is the human house, the computer house’s direction is tested after the realignment. It is refused when the human house is then its only opponent, so the alliance stays one-sided.
  • If the named house is the human house, the realignment turns the trigger’s computer house hostile again at once, and the alliance is broken in both directions.

Valid values

  • A house available to the scenario, matched by country against the houses in play, or a [spawn house](/formats/scenario-objects/#spawn-houses) for whoever holds that start position.
Caveats
  • The alliance is formed in both directions, although the [action list](/mapping/actions/) describes only one of them.
  • Each direction is tested and can be refused separately. A refused direction leaves a one-sided alliance, in which one house treats the other as a friend while the other keeps attacking it.
  • When a direction is accepted, that house stops fighting its new ally. Its objects drop any current target an ally owns, its anger toward the new ally is cleared, and the new ally stops being its declared enemy.
  • [Make enemy...](/mapping/actions/taction-make-enemy/) breaks the alliance again but does not restore the cleared anger. It adds one point of anger in each direction instead.
  • With [AllyReveal=yes](/keys/allyreveal/), a house that allies with the local player's house reveals to that player the ground its objects can see. [Map visibility](/systems/map-visibility/) owns which objects can look.
  • Naming no house does nothing, and so does naming a country that no house in the scenario plays.