38 — Make enemy...
Breaks any alliance between the trigger's house and the house named, and raises each one's anger toward the other.
- Numeric ID
38- Engine ID
TACTION_MAKE_ENEMY- Editor name
- Make enemy...
- Need token
NEED_HOUSE- Parameters
- House
house
- House
- Attachment
- none
[Actions]
<TriggerID>=1,38,0,<House>,0,0,0,0,The declared enemy this action can set decides which AI triggers a computer house considers. A house with no declared enemy considers only defensive AI triggers, and every AI trigger condition except the one counting the house’s own objects measures the declared enemy.
Anger and the declared enemy describes how anger sets the declared enemy.
Which side comes away with an enemy
Section titled “Which side comes away with an enemy”When the two houses were allied, only the named house can come away with the other as its declared enemy. A house never picks a current ally, and the action runs in this order:
- The trigger’s house adds its point and re-picks while the alliance still stands. It cannot pick the named house, so it picks the other house it holds the most anger toward, or none.
- The alliance is broken on both sides.
- The named house adds its point and re-picks. The trigger’s house can now be picked, and becomes the named house’s declared enemy if the named house holds more anger toward it than toward any other house.
When the two houses were not allied, neither re-pick is blocked, and each house can pick the other. After a one-sided alliance, only the house that did not count the other an ally can pick it.
The trigger’s house keeps the enemy it picked in step 1 until its choice runs again, for example when it takes damage. At that point the named house is no longer an ally, so the point added in step 1 can make it the declared enemy. A campaign house left with no declared enemy stays without one until that happens.
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.
- The alliance is broken in both directions, although the [action list](/mapping/actions/) describes only one of them.
- Each house gains one point of anger toward the other, whether or not the two were allied. Each house re-picks its declared enemy when its point is added.
- Outside a campaign or standalone mission, a direction does nothing when either house's country is [passive](/keys/multiplaypassive/). In a campaign or standalone mission, every country takes part.
- No object drops its target, no team is redirected, and nothing already in flight is recalled.
- Outside a campaign or standalone mission, breaking the alliance shows an at-war message when the house that ends it is a human player's house, and that player hears the alliance-broken announcement. The trigger's house ends the alliance when it counted the named house an ally; otherwise the named house ends it.
- Naming no house does nothing, and so does naming a country that no house in the scenario plays.