Migrate to New Waters
Action

Migrate to New Waters

migrate_to_new_waters

There are wealthier and more lucrative shores elsewhere in the world, and it is past time we discover them. In order to better find these far-off treasures, we can uproot our headquarters and move anywhere our fleet can reach.

Cost

Potential
Actor
Target
Choose the Situation (Situation)
Target
Choose a Region
Any location in region
  • Can be Owner, i.e. it is NOT an impassable, sea, or lake Location
  • Does NOT have an owner
  • Is Discover by Actor
  • Is a Coastal Location within Naval Range
    ↗
  • Is a land location
Target
Choose an uncolonized Location to host our headquarters.
  • Region: Target region
  • Does NOT have an owner
  • Is a Coastal Location within Naval Range
    ↗
  • Can be Owner, i.e. it is NOT an impassable, sea, or lake Location
  • Is a land location
Exact conditions

If
Target location exists
ThenActor
  • Capital
    building(building_type:pirate_stronghold|prev) will be destroyed
  • Add migration: Owner: This · From: Former capitalProvince Definition · To: Target locationProvince Definition · +0.5 · Months: 24
  • Target location
  • Set capital: Target location
  • Former capital will no longer have an Owner
Otherwise
We shall seek our fortune by migrating to a far-away Coastal Location
Exact script

Requires 1

Belongs to 1

Grants 1

References 2

Buildings

Mentioned in 1

Scripting 1

Uses 1

icon = migrate_pop_based_country
type = situation
show_message = no
potential = {
scope:actor = {
country_type = navy
}
}
ai_tick = monthly
ai_tick_frequency = 4
automation_tick = never
automation_tick_frequency = 12

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