
ActionModifié dans cette version
Mener une campagne en Italie
Les cités luxuriantes et prospères d'Italie abritent parmi les plus riches populations d'Europe. Nous devons rapidement lancer une offensive dans ces territoires, déployer toute la puissance de nos armées et nous emparer d'une partie de ces richesses !
Ligue balkaniqueOrganisation internationalepotential
Ligue françaiseOrganisation internationalepotential
Sainte ligueOrganisation internationalepotential
Ligue ibériqueOrganisation internationalepotential
Guerres d'ItalieConjonctureselect trigger 1Définitionin_game/common/generic_actions/italian_wars.txt:532
533type = situation
535potential = {
536scope:actor ?= {
537OR = {
}
}
}
546allow = {
547scope:actor ?= {
548at_war = no
549has_raised_levies = no
550NOT = {
550receiving_scripted_relation_of_type = relation_type:rein_in_junior_diplomacy
}
}
}
554ai_tick = monthly
555ai_tick_frequency = 4
557automation_tick = never
558automation_tick_frequency = 12
560cooldown = {
561type = plan_campaign_in_italy
562years = {
563if = {
564limit = {
565scope:actor ?= {
566NOT = {
566has_variable = lower_cooldown_campaign_in_italy_variable
}
}
}
569value = 4
}
571else = {
572value = 3
}
574subtract = {
575value = situation:italian_wars.var:iw_tension
576multiply = 0.01
577desc = "[situation_tension|e]"
}
}
}
582price = price:plan_italian_campaign_wars_price
584select_trigger = {
585looking_for_a = situation
591target_flag = recipient
592name = "choose_situation" Sélectionner la Conjoncture :
593column = {
594data = name
}
}
602select_trigger = {
603looking_for_a = province
604target_flag = target
605name = "choose_province_to_plan_campaign_text" Choisissez une province comme objectif de campagne.
606none_available_msg_key = "plan_campaign_in_italy_no_provinces"
607pre_evaluation_sort_value = {
608add = {
609value = "border_distance_to(scope:actor)"
610multiply = -1
}
}
613pre_evaluation_number_to_evaluate_fully = 5
614column = {
614data = name
}
615column = {
615data = population
}
616visible = {
617region = region:italy_region
}
619enabled = {
620scope:actor = {
621can_declare_war_on = root.owner
622NOT = {
622has_truce_with = root.owner
}
}
}
}
626effect = {
627if = {
628limit = {
629exists = scope:target
}
631scope:actor ?= {
632add_casus_belli = {
634province = scope:target
635target = scope:target.owner
636years = 10
}
639if = {
640limit = {
641is_ai = yes
642NOT = {
642has_truce_with = scope:target.owner
}
}
}
}
}
}
654ai_will_do = {
655add = {
656value = 10
657desc = BASE_VALUE
}
659if = {
660limit = {
660exists = scope:target
}
661add = {
662value = {
663scope:target = {
664add = {
665value = "border_distance_to(scope:actor)"
666multiply = -0.5
}
}
}
670desc = "distance to [target.GetName]"
}
672if = {
673limit = {
674scope:actor.conquer_desire(scope:target.owner) > 0
}
676add = {
677desc = "we want their land"
678value = "scope:actor.conquer_desire(scope:target.owner)"
}
}
681else = {
682subtract = {
683value = 100
684desc = "no desire to conquer owner"
}
}
687if = {
688limit = {
689scope:actor = {
689wants_casus_belli_with = scope:target.owner
}
}
691add = {
692desc = "wants casus belli on target owner"
693value = 10
}
}
696if = {
697limit = {
698scope:actor = {
698is_neighbor_of = scope:target.owner
}
}
700add = {
701value = 50
702desc = "directly borders target owner"
}
}
705add = {
706desc = "RELATIVE_STRENGTH"
707value = 100
708multiply = "scope:actor.relative_strength(scope:target.owner)"
709divide = 5
}
711add = {
712desc = "CURRENT_MANPOWER_TOOLTIP"
713value = scope:actor.manpower_percentage
714multiply = 10
}
716add = {
717desc = "army_size"
718value = scope:actor.army_size
}
720scope:target.owner = {
721subtract = {
722desc = "defensive alliance"
723value = this.defensive_alliance_strength
}
}
726add = {
727desc = "offensive alliance"
728value = scope:actor.offensive_alliance_strength
}
730if = {
731limit = {
732scope:actor = {
732has_truce_with = scope:target.owner
}
}
734add = {
735desc = "[truce|e]"
736value = -50
}
}
}
740add = {
741value = scope:actor.modifier:aggressiveness_modifier
742subtract = scope:actor.modifier:carefulness_modifier
743multiply = 50
744desc = "aggressiveness modifier minus carefulness modifier"
}
}