Commission Conquistador
Action

Commission Conquistador

create_conquistador

This will send out a Character with some men, with the goal to conquer land and create a new Subject for our Country.

Cost
Price

Target
Select a Character to send (Character)
Target
Select an Area to explore
  • Is within Colonial Range of Actor
  • Continent: America
  • ActorHas Discover Previous
  • Is NOT Coastal Sea
  • Any location in area
    • Has an owner
    • Top owner: NotActor
    • ActorIs NOT a Subject (or below) of PreviousTop owner
    • Dominant ReligionGroup: NotActorReligionGroup
    • None of
    • None of
      • OwnerReceives defensive support from: Actor
    • OwnerHas < conquistador_max_target_army_size (18) of Army combined strenght on the field or unraised in form of Levy
  • None of
    • Any location in area
      Top ownerReligion group: ActorReligionGroup
Exact conditions

If
Target 1 exists
Then
  • Target 1
    • Ordered location in areawhere
      • Is on the coast
      • Has an owner
      • Top owner: NotActor
      • ActorIs NOT a Subject (or below) of PreviousTop owner
      • Dominant ReligionGroup: NotActorReligionGroup
      • If
        Target location does not exist
        ThenOrdered location in areawhere
        • Has an owner
        • Top owner: NotActor
        • ActorIs NOT a Subject (or below) of PreviousTop owner
        • Dominant ReligionGroup: NotActorReligionGroup
      • Actor
        Start conquistador: Area: Target 1 · Location: Target location · Character: Target · Price: Price · Price modifier: Price modifier
      Exact script

      Requires 4

      Estates
      Religions
      Subject Types
      Modifier Types

      References 1

      Mentioned in 1

      Scripting 4

      References 1

      Mentions 3

      type = owncountry
      ai_tick = monthly
      ai_tick_frequency = 6
      automation_tick = monthly
      automation_tick_frequency = 6
      player_automated_category = colonies
      allow = {
      scope:actor = {
      }
      }
      should_execute_price = no

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