Commissionner un Conquistador
ActionModifié dans cette version

Commissionner un Conquistador

create_conquistadorin_game/common/generic_actions/conquistadors.txt:3

Cette action enverra un Personnage avec quelques Effectifs conquérir des territoires et créer un nouveau Vassal pour notre Pays.

RequiertCouronneOrdreselect trigger 1Peut recruter des ConquistadorsType de modificateurallowCatholicismeReligionselect trigger 1Nation colonialeType de vassalselect trigger 2

Définitionin_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" Choisissez un Personnage à envoyer :
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" Choisissez une Contrée à explorer :
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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