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); }
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); }
public static void SetNeutral(IFaction f1, IFaction f2) { MakePeaceAction.Apply(f1, f2); FactionManager.SetStanceTwoSided(f1, f2, 0); }
private static void AcceptPeace(Kingdom kingdomMakingPeace, Kingdom otherKingdom, DiplomacyCost diplomacyCost) { diplomacyCost.ApplyCost(); MakePeaceAction.Apply(kingdomMakingPeace, otherKingdom); }