private static void AcceptPeace(Kingdom kingdomMakingPeace, Kingdom otherKingdom, DiplomacyCost diplomacyCost)
 {
     LogFactory.Get <KingdomPeaceAction>()
     .LogTrace($"[{CampaignTime.Now}] {kingdomMakingPeace.Name} secured peace with {otherKingdom.Name} (cost: {diplomacyCost.Value}).");
     diplomacyCost.ApplyCost();
     MakePeaceAction.Apply(kingdomMakingPeace, otherKingdom);
 }
Example #2
0
 private static void AcceptPeace(Kingdom kingdomMakingPeace, Kingdom otherKingdom, int payment, float influenceCost, bool forcePlayerCharacterCosts)
 {
     DiplomacyCostManager.PayWarReparations(kingdomMakingPeace, otherKingdom, payment);
     if (forcePlayerCharacterCosts)
     {
         DiplomacyCostManager.deductInfluenceFromPlayerClan(influenceCost);
     }
     else
     {
         DiplomacyCostManager.DeductInfluenceFromKingdom(kingdomMakingPeace, influenceCost);
     }
     MakePeaceAction.Apply(kingdomMakingPeace, otherKingdom);
 }
Example #3
0
 public static void SetNeutral(IFaction f1, IFaction f2)
 {
     MakePeaceAction.Apply(f1, f2);
     FactionManager.SetStanceTwoSided(f1, f2, 0);
 }
Example #4
0
 private static void AcceptPeace(Kingdom kingdomMakingPeace, Kingdom otherKingdom, DiplomacyCost diplomacyCost)
 {
     diplomacyCost.ApplyCost();
     MakePeaceAction.Apply(kingdomMakingPeace, otherKingdom);
 }