Thank you very much for the compliment! I hadn't thought about using the AI traits to try to influence tribe relations but I'll start by trying those since the ability to change the mod value is available via lua scripting. That was very helpful advice and much appreciated.
I've only just started on PacCampaign Level 2 so there isn't much in it yet but the file is attached.
I am planning the following for Level 2:
Pac will meet and ask of a settler to teach them how to form a settlement crew since Pac realizes that they (the Pac warriors) aren't settlers. The settler will agree, but only for 50 gold. I'm not certain if this is a good idea since it may give players who are new to Freeciv the wrong impression that warriors can become settlers. Perhaps bribing a Vampire settler might be better, but for that they need a diplomat.
The bonus/reward from the optional quest of staying to fight the barbarians on Level 1 will give Pac enough money to pay for the training.
The settler who trains Pac tells him a "good spot" to build (too close to the Vampires.)
Pac and friends then form into a settlement crew (a settler) and build their first town (preferably very close to the vampires town since I increased their expansionistic and aggressive traits after reading your post!)
Meanwhile, hopefully Pac will ally with the Werewolves. I think that I will increase their "trader" trait and maybe decrease expansionist trait.
Then WAR!
Forgot to mention: A survivor from the Vampire city on level 1, who had been outside the city when it was destroyed, fled to the west and informed the vampire clan there of the lost city. The survivor claims that he saw Pac and friends walking toward the vampire town and then the town was in flames a short time later. Vampire warriors confront Pac and crew, who deny having sacked the town, but the Vampires don't believe them and -state- that they are going to attack Pac ( <-- subtle method of trying to get the human player to attack the Vampires instead of accepting a cease-fire.)
Oh, and I used a Werewolf caravan next to Pac's starting tile to try to get the human player to cease-fire with the Werewolves immediately.
EDIT: Well, hmm. In several runs of all "A.I" controlled tribes on level 2 as it is, the "A.I." Pac allies with the Werewolves and goes to war with the Vampires every time, but the Vampires -also- became "helpful" toward Pac -every- -time- so it is still possible that a human player could choose to ally with the Vamps instead. So now I'm rethinking the whole storyline that I had in mind because it seems quite likely that a human player might make choices that would then make the dialogs seem ridiculous if I -expect- certain choices from the human. I think it would be better to have a storyline with -less- control by the scenario rather than more since I can't guarantee continuing diplomatic states among the tribes.
If I pre-select which tribes might be friends or enemies, then re-use those same tribes across levels, I also need to be able to force the same relationships to continue on the subsequent levels or it makes no sense - Werewolf allies on level 1 might go to war with Pac on level 2 if Pac allies with the vampires, and so on. Soooo, I'm now leaning toward not reusing the same tribes across levels which definitely limits opportunities for the larger storyline. Pac can't have long-lasting, on-going relationships with other tribes because I can't ensure that those relationships will continue to each new level. So when Pac leaves level 1, he -must- meet only new, different tribes on level 2, rather than the same tribes again. In which case, some of the things I set-up in level 1 like the destruction of the vampire city, no longer matter.
So I'm trying to come-up with a new storyline which works well with only Pac's tribe moving between levels and all new "A.I." tribes on each level. That shifts the narrative from the original long arc I had in mind to a series of smaller episodes. I think that that will be fine and it will also allow more variability within the game. On any level, whichever tribes Pac fights, or joins in an alliance will be completely up to the human player and those choices won't affect the next level. Quest results within a level can still be made to carry-over to the next level in the way that 2nd quest from level 1 results in a bonus on level 2. It's not perfect, but the only method of communicating between level 1 and 2 is through the human player, so hinting to the human on level 1, about a bonus on level 2 is the best carry-over method I can come-up with under the current circumstances.