Contratar conquistador
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Contratar conquistador

create_conquistadorin_game/common/generic_actions/conquistadors.txt:3

Sirve para enviar a un Character con algunos hombres a conquistar tierras y crear un nuevo Subject para nuestro Country.

RequiereDe la CoronaEstamentoselect trigger 1Posibilidad de reclutar conquistadoresTipo de modificadorallowCatolicismoReligiónselect trigger 1Nación colonialTipo de súbditoselect trigger 2

Definiciónin_game/common/generic_actions/conquistadors.txt:3

4type = owncountry
6ai_tick = monthly
7ai_tick_frequency = 6
9automation_tick = monthly
10automation_tick_frequency = 6
11player_automated_category = colonies
13allow = {
14scope:actor = {
}
}
20should_execute_price = no
23price = price:recruit_conquistador
26select_trigger = {
27looking_for_a = character
28source = actor
29target_flag = target
30name = "recruit_conquistador_select_char_title" Selecciona un Character al que enviar:
31none_available_msg_key = "create_conquistador_no_characters"
32column = {
33data = character_explorer
}
35visible = {
36is_valid_for_exploration = yes
37is_married = no
38NOT = {
}
39religion = religion:catholic
}
}
43select_trigger = {
44top_widget = conquistador_character_top
45looking_for_a = area
46target_flag = target_1
47cache_targets = yes
48name = "recruit_conquistador_select_area_title" Selecciona una Area que explorar:
49none_available_msg_key = "create_conquistador_no_areas"
50column = {
51data = name
}
53visible = {
54within_colonial_range_of = scope:actor
56continent = continent:america
57scope:actor = {
58has_discovered_area = prev
}
60is_area_coastal_sea = no
62any_location_in_area = {
63has_owner = yes
64NOT = {
64top_owner = scope:actor
}
65scope:actor = {
66not = {
67is_subject_or_below_of = prev.top_owner
}
}
70NOT = {
70dominant_religion.group = scope:actor.religion.group
}
71NOT = {
71owner ?= {
71is_subject_type = colonial_nation
}
}
72NOT = {
73owner ?= {
74receives_defensive_support_from = scope:actor
}
}
}
83NOT = {
84any_location_in_area = {
85top_owner ?= {
86religion.group = scope:actor.religion.group
}
}
}
}
}
93effect = {
94if = {
95limit = {
96exists = scope:target_1
}
99scope:target_1 = {
100ordered_location_in_area = {
101order_by = population
102max = 1
103limit = {
104is_coastal = yes
105has_owner = yes
106NOT = {
106top_owner = scope:actor
}
107scope:actor = {
108not = {
109is_subject_or_below_of = prev.top_owner
}
}
112NOT = {
112dominant_religion.group = scope:actor.religion.group
}
}
115save_scope_as = target_location
}
118if = {
119limit = {
120not = {
120exists = scope:target_location
}
}
124ordered_location_in_area = {
125order_by = population
126max = 1
127limit = {
128has_owner = yes
129NOT = {
129top_owner = scope:actor
}
130scope:actor = {
131not = {
132is_subject_or_below_of = prev.top_owner
}
}
135NOT = {
135dominant_religion.group = scope:actor.religion.group
}
}
137save_scope_as = target_location
}
}
}
142scope:actor = {
143start_conquistador = {
144area = scope:target_1
145location = scope:target_location
146character = scope:target
147price = scope:price
148price_modifier = scope:price_modifier
}
}
}
}
154ai_will_do = {
155scope:actor = {
156add = {
157value = "conquistador_utility(scope:target_1)"
158save_temporary_value_as = utility_val
159if = {
160limit = {
161scope:utility_val > 0
}
163add = {
164value = scope:target.total_abilities
165subtract = 150
}
}
}
}
}
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