Colonisation des provinces adjacentes
Action de conseillerModifié dans cette version

Colonisation des provinces adjacentes

settle_the_frontierin_game/common/cabinet_actions/settle_the_frontier.txt:1

Le Conseil s'efforcera de coloniser la Province non colonisée avec un Groupe social.

RequiertÉtablissement sur la frontièreModificateur statiqueselect trigger 3

Définitionin_game/common/cabinet_actions/settle_the_frontier.txt:1

2ability = adm
3potential = {
4num_locations > 0
5OR = {
6country_type = location
7country_type = army
}
}
11min = 0
13select_trigger = {
14looking_for_a = province_definition
15source = actor
16source_flags = possible_colonial_charters_bordering_only
17target_flag = target
18name = "settle_the_frontier_select_province_definition" Choisissons la Province à coloniser :
19none_available_msg_key = "settle_the_frontier_no_provinces"
20column = {
20data = name
}
21column = {
21data = population
}
22visible = {
23NOT = {
23cabinet_action = settle_the_frontier
23interaction_target = target
}
}
}
25enabled = {
}
}
29select_trigger = {
30looking_for_a = province
31source = actor
32source_flags = border
33target_flag = source
34show_why_not_enabled = yes
35cache_targets = yes
36name = "create_colonial_charter_select_province" Sélectionner la province d'où proviendront les Groupes sociaux :
37none_available_msg_key = "settle_the_frontier_select_province_none"
38column = {
39data = name
}
41column = {
42data = population
}
45enabled = {
46population > 1
}
}
50select_trigger = {
51looking_for_a = character
52source = actor
53target_flag = recipient
54name = "settle_the_frontier_select_character" Sélectionner un Personnage à envoyer :
55none_available_msg_key = "settle_the_frontier_no_character"
56column = {
56data = character_info
}
57default_sort = character_adm
58visible = {
59is_adult = yes
60is_courtier = yes
}
62enabled = {
63is_ruler = no
64is_heir = no
65is_regent = no
66is_loyal = yes
67NOT = {
67has_character_modifier = settling_no_mans_land
}
}
}
70years = 10
71on_activate = {
72if = {
73limit = {
73exists = scope:recipient
}
74custom_tooltip = {
75text = settle_the_frontier_character_specific_tt Envoyons Recipient en Target afin d'y coloniser les territoires non revendiqués
76scope:recipient = {
77set_variable = {
77value = scope:target
}
78set_variable = {
78name = settler_character_truthfulness Loyauté des colons
78value = 5
}
}
}
81scope:recipient = {
82add_character_modifier = {
84years = -1
85mode = add_and_extend
86desc = settle_the_frontier_modifier_desc jusqu'à ce que la Province visée ait été colonisée ou jusqu'à sa mort
}
}
}
90else = {
91custom_tooltip = settle_the_frontier_character_tt Le Personnage cible est envoyé dans la Province cible, afin d'y coloniser les territoires non revendiqués
}
93if = {
94limit = {
94exists = scope:target
}
95custom_tooltip = {
96text = settle_the_frontier_specific_tt Nous activons les Événements pour la période des 10 ans à venir qui décrivent le processus de colonisation de Target
97scope:actor = {
98trigger_event_silently = settle_the_frontier.1
}
}
}
102else = {
103custom_tooltip = settle_the_frontier_tt Nous activons les Événements pour la période des 10 ans à venir qui décrivent le processus de colonisation de la Province cible
}
105if = {
106limit = {
107exists = scope:target
108exists = scope:source
}
110add_migration = {
111owner = scope:actor
112from = scope:source.province_definition
113to = scope:target
114amount = {
115value = scope:source.population
116multiply = 0.001
117max = 1
}
119months = 120
}
}
}
123on_deactivate = {
124scope:recipient ?= {
124remove_character_modifier = settling_no_mans_land
}
125if = {
126limit = {
127exists = scope:target
128exists = scope:source
}
130remove_migration = {
131owner = scope:actor
132from = scope:source.province_definition
133to = scope:target
}
}
136if = {
137limit = {
137cabinet_action:settle_the_frontier = {
137is_fully_implemented_in = scope:actor
}
}
138scope:actor = {
138trigger_event_silently = settle_the_frontier.100
}
}
140else = {
142if = {
143limit = {
143scope:recipient ?= {
143OR = {
143NOT = {
143owner = scope:actor
}
143is_alive = no
}
}
}
144scope:actor = {
144trigger_event_silently = settle_the_frontier.101
}
}
146else_if = {
147limit = {
148exists = scope:target
149scope:target = {
150any_location_in_province_definition = {
151OR = {
152is_ownable = no
153has_owner = yes
}
155count = all
}
}
}
159scope:actor = {
159trigger_event_silently = settle_the_frontier.102
}
}
}
}
163is_finished = {
164OR = {
166cabinet_action:settle_the_frontier = {
167is_fully_implemented_in = root
}
170scope:target = {
171any_location_in_province_definition = {
172OR = {
173is_ownable = no
174has_owner = yes
}
176count = all
}
}
180scope:recipient ?= {
181OR = {
182NOT = {
182owner = root
}
183is_alive = no
}
}
}
}
188progress = {
189cabinet_action:settle_the_frontier = {
190value = "implementation_progress_percentage(scope:actor)"
}
}
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