Charlie Brooker said:That's right kids, you need to have lords, to recruit lords!
That's my understanding of it anyway. Maybe you can cram 2000 farmers into a castle and then get the lord to join you?
#add up all other centers for the security value
(try_for_range, ":center", centers_begin, centers_end),
(neq, ":center", ":base_center"),
(gt, ":base_center", 0),
(try_begin),
(is_between, ":center", towns_begin, towns_end),
(assign, ":weight", 9000),
(else_try),
(is_between, ":center", castles_begin, castles_end),
(assign, ":weight", 6000),
(else_try),
(assign, ":weight", 1000),
(try_end),
(store_distance_to_party_from_party, ":distance", ":base_center", ":center"),
(val_add, ":distance", 10),
(val_div, ":weight", ":distance"),
(val_div, ":weight", ":distance"),
(store_faction_of_party, ":center_faction", ":center"),
(try_begin),
(eq, ":center_faction", ":faction"),
(assign, ":faction_has_base", 1),
(val_add, ":result_for_security", ":weight"),
(else_try),
(neq, ":center_faction", ":faction"),
(store_relation, ":center_relation", ":center_faction", ":faction"),
(try_begin), #potentially hostile center
(this_or_next|eq, ":liege_is_undeclared_rebel", 1),
(lt, ":center_relation", 0),
(val_div, ":weight", 2),
(else_try), #neutral center
(val_div, ":weight", 4),
(try_end),
(val_sub, ":result_for_security", ":weight"),
(try_end),
(try_end),
Mallissin said:Code:#add up all other centers for the security value (try_for_range, ":center", centers_begin, centers_end), (neq, ":center", ":base_center"), (gt, ":base_center", 0), (try_begin), (is_between, ":center", towns_begin, towns_end), (assign, ":weight", 9000), (else_try), (is_between, ":center", castles_begin, castles_end), (assign, ":weight", 6000), (else_try), (assign, ":weight", 1000), (try_end), (store_distance_to_party_from_party, ":distance", ":base_center", ":center"), (val_add, ":distance", 10), (val_div, ":weight", ":distance"), (val_div, ":weight", ":distance"), (store_faction_of_party, ":center_faction", ":center"), (try_begin), (eq, ":center_faction", ":faction"), (assign, ":faction_has_base", 1), (val_add, ":result_for_security", ":weight"), (else_try), (neq, ":center_faction", ":faction"), (store_relation, ":center_relation", ":center_faction", ":faction"), (try_begin), #potentially hostile center (this_or_next|eq, ":liege_is_undeclared_rebel", 1), (lt, ":center_relation", 0), (val_div, ":weight", 2), (else_try), #neutral center (val_div, ":weight", 4), (try_end), (val_sub, ":result_for_security", ":weight"), (try_end), (try_end),
The system goes down all of the centers in the game, weights them for type (town = 9000, castle = 6000, village = 1000), their distance from the noble's center and who owns them. If their faction owns the center, it's added to the weight but if you own it the weight is divided by 2 and subtracted or divided by 4 and subtracted if owned by another kingdom.
So, yes, taking castles or towns nearby from his faction will help, but taking from a nearby faction could help as well (doubles the weighting removed from his sense of security, from 1/4th to 1/2).
Sadly, it seems like even neighboring factions at war don't add in to the system or the fact you're at war with their faction. Something I hope is added later, since the threat of losing their fief would be much greater.