hmmmm. Basically you need to create an object that something else can check. I’m not aware of an easy way to do that with the existing code. However, basically you just need a way to call a script that creates a hidden, blank object and activates or deactivates it. In code terms, this wouldn’t be hard to do at all. I will try and get this done the next update, although that might not be for a little while.
Basically, in the “OnImplement” effects of the “do you want to go to war?” dilemma, instead of using the normal “CreateGrudge” instruction, you would put something like SetActive(gonetowar,true). You could then set as a prerequisite to all the dilemmas and events that were related to war “gonetowar”. If there was later a dilemma about whether to end the war, you would run the line SetActive(gonetowar,false). This would stop the events and dilemmas showing again.
Thanks to Tom and Cliff-it would be great if you could get that done in the next update.
Another thing, is it possible to make the in-game wedges a little bit bigger? My War mod’s policies already fill the International Policy wedge (and there are only 3 of them done )