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jd_decisions.txt
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###JD Decisions###
#Written by:
#Drikus Kuiper
#Matthew Clohessy
decisions = {
adopt_chinese_imperialism = {
only_playable = yes
is_high_prio = yes
potential = {
culture_group = chinese
is_nomadic = no
is_feudal = yes
NOT = { government = chinese_imperial_government }
has_dlc = "Jade Dragon"
holy_order = no
OR = {
ai = no
AND = {
trait = proud
prestige = 40000
}
AND = {
trait = ambitious
prestige = 40000
}
prestige = 120000
}
}
allow = {
independent = yes
is_adult = yes
prisoner = no
NOT = { trait = incapable }
is_tributary = no
tier = EMPEROR
realm_size = 200
conditional_tooltip = {
trigger = {
OR = {
religion = tao
religion = tao_reformed
}
}
prestige = 8000
wealth = 500
}
conditional_tooltip = {
trigger = {
NOR = {
religion = tao
religion = tao_reformed
}
}
prestige = 16000
wealth = 1000
}
offmap_china = {
show_scope_change = no
offmap_ruler = { NOT = { dynasty = ROOT } }
}
}
effect = {
if = {
limit = {
OR = {
religion = tao
religion = tao_reformed
}
}
wealth = -500
}
else = {
wealth = -1000
}
custom_tooltip = {
text = adopt_chinese_imperialism_tt
hidden_effect = {
create_title = {
tier = EMPEROR
landless = no
temporary = no
custom_created = yes
culture = ROOT
holder = ROOT
base_title = THIS
short_name = yes
copy_title_laws = yes
}
new_title = {
set_title_flag = uses_temple_names_by_script #Titles with this flag give their heirs a temple name via on_death event
set_title_flag = pretender_chinese_empire #Blocks all grace interactions
adjective = e_china_west_governor_adj #Use WP adj as it is "Chinese" but also gives the right one in different languages
random_list = { #Random Empire name that China doesn't have
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = tang_china } } }
set_name = "Tang Empire"
set_title_flag = china_name_Tang
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = jin_china } } }
set_name = "Jin Empire"
set_title_flag = china_name_Jin
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = wei_china } } }
set_name = "Wei Empire"
set_title_flag = china_name_Wei
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = qi_china } } }
set_name = "Qi Empire"
set_title_flag = china_name_Qi
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = zhou_china } } }
set_name = "Zhou Empire"
set_title_flag = china_name_Zhou
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = han_china } } }
set_name = "Han Empire"
set_title_flag = china_name_Han
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = qin_china } } }
set_name = "Qin Empire"
set_title_flag = china_name_Qin
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = yan_china } } }
set_name = "Yan Empire"
set_title_flag = china_name_Yan
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = zhao_china } } }
set_name = "Zhao Empire"
set_title_flag = china_name_Zhao
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = liao_china } } }
set_name = "Liao Empire"
set_title_flag = china_name_Liao
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = yuan_china } } }
set_name = "Yuan Empire"
set_title_flag = china_name_Yuan
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = xia_china } } }
set_name = "Xia Empire"
set_title_flag = china_name_Xia
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = qing_china } } }
set_name = "Qing Empire"
set_title_flag = china_name_Qing
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = dai_china } } }
set_name = "Dai Empire"
set_title_flag = china_name_Dai
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = cheng_china } } }
set_name = "Cheng Empire"
set_title_flag = china_name_Cheng
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = liang_china } } }
set_name = "Liang Empire"
set_title_flag = china_name_Liang
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = song_china } } }
set_name = "Song Empire"
set_title_flag = china_name_Song
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = ming_china } } }
set_name = "Ming Empire"
set_title_flag = china_name_Ming
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = shu_china } } }
set_name = "Shu Empire"
set_title_flag = china_name_Shu
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = wu_china } } }
set_name = "Wu Empire"
set_title_flag = china_name_Wu
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = chu_china } } }
set_name = "Chu Empire"
set_title_flag = china_name_Chu
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = yue_china } } }
set_name = "Yue Empire"
set_title_flag = china_name_Yue
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = yin_china } } }
set_name = "Yin Empire"
set_title_flag = china_name_Yin
}
1 = {
trigger = { NOT = { offmap_china = { has_offmap_name = shun_china } } }
set_name = "Shun Empire"
set_title_flag = china_name_Shun
}
}
add_law = {
law = succ_primogeniture
cooldown = no
opinion_effect = no
}
}
}
}
any_demesne_title = {
limit = {
tier = EMPEROR
NOT = { has_title_flag = pretender_chinese_empire }
}
destroy_landed_title = THIS
}
set_government_type = chinese_imperial_government
custom_tooltip = { text = adopt_chinese_imperialism_gov_tt }
custom_tooltip = {
text = adopt_chinese_imperialism_temple_name_tt
hidden_effect = {
random_list = { #Give a temple name
1 = { set_name = Gaozu }
1 = { set_name = Taizu }
1 = { set_name = Shizu }
1 = { set_name = Zhaozu }
1 = { set_name = Jingzu }
1 = { set_name = Xianzu }
1 = { set_name = Liezu }
1 = { set_name = Chengzu }
}
set_character_flag = given_temple_name_by_script
}
}
}
}
raise_chinese_honor_guard = {
only_playable = yes
is_high_prio = yes
is_mercenary = yes
potential = {
is_landed = yes
OR = {
any_spouse = { has_character_flag = chinese_honor_guard } #Need to be married to Chinese prince/princess
any_consort = { has_character_flag = chinese_honor_guard } #Need to be married to Chinese prince/princess
any_courtier = {
is_landed = no
liege = { character = ROOT }
dynasty = ROOT
OR = {
any_spouse = { has_character_flag = chinese_honor_guard }
any_consort = { has_character_flag = chinese_honor_guard }
}
}
}
OR = {
ai = no
any_war = {
OR = {
any_defender = {
character = ROOT
is_primary_war_defender = yes
}
any_attacker = {
character = ROOT
is_primary_war_attacker = yes
}
}
}
}
}
allow = {
custom_tooltip = {
text = primary_defender_or_attacker_tt
hidden_tooltip = {
any_war = {
OR = {
any_defender = {
character = ROOT
is_primary_war_defender = yes
}
any_attacker = {
character = ROOT
is_primary_war_attacker = yes
}
}
}
}
}
custom_tooltip = {
text = earmarked_regiments_tt
hidden_tooltip = {
NOT = {
has_earmarked_regiments = honor_guard
}
}
}
custom_tooltip = {
text = raise_chinese_honor_guard_TT
NOT = { has_character_modifier = jd_chinese_honor_guard_timer }
}
}
effect = {
hidden_effect = {
add_character_modifier = { #Can't use it too often
name = jd_chinese_honor_guard_timer
hidden = yes
years = 1
}
}
if = {
limit = {
tier = emperor
}
capital_scope = {
PREV = {
spawn_unit = {
owner = ROOT
province = PREV
home = PREV
troops = {
archers = { 1000 1000 }
heavy_infantry = { 200 200 }
pikemen = { 800 800 }
}
attrition = 1.0
disband_on_peace = yes
maintenance_multiplier = 0.25
earmark = honor_guard
}
}
}
break = yes
}
if = {
limit = {
tier = king
}
capital_scope = {
PREV = {
spawn_unit = {
owner = ROOT
province = PREV
home = PREV
troops = {
archers = { 800 800 }
heavy_infantry = { 100 100 }
pikemen = { 600 600 }
}
attrition = 1.0
disband_on_peace = yes
maintenance_multiplier = 0.25
earmark = honor_guard
}
}
}
break = yes
}
if = {
limit = {
tier = duke
}
capital_scope = {
PREV = {
spawn_unit = {
owner = ROOT
province = PREV
home = PREV
troops = {
archers = { 500 500 }
heavy_infantry = { 100 100 }
pikemen = { 400 400 }
}
attrition = 1.0
disband_on_peace = yes
maintenance_multiplier = 0.25
earmark = honor_guard
}
}
}
break = yes
}
capital_scope = {
PREV = {
spawn_unit = {
owner = ROOT
province = PREV
home = PREV
troops = {
archers = { 250 250 }
heavy_infantry = { 50 50 }
pikemen = { 200 200 }
}
attrition = 1.0
disband_on_peace = yes
maintenance_multiplier = 0.25
earmark = honor_guard
}
}
}
}
ai_will_do = {
factor = 0 # decisions with the "is_mercenary" will not be calculated from the script
}
}
raise_chinese_regiment = {
only_playable = yes
is_high_prio = yes
is_mercenary = yes
potential = {
is_playable = yes
is_landed = yes
is_tributary = {
type = offmap
}
}
allow = {
war = yes
custom_tooltip = {
text = primary_defender_TT
hidden_tooltip = {
any_war = {
any_defender = {
character = ROOT
is_primary_war_defender = yes
}
}
}
}
custom_tooltip = {
text = war_with_other_tributary_tt
hidden_tooltip = {
any_war = {
any_attacker = {
is_primary_war_attacker = yes
NOT = { is_tributary = { type = offmap } }
}
}
}
}
custom_tooltip = {
text = already_raised_TT
NOT = {
has_earmarked_regiments = chinese_regiment
}
}
custom_tooltip = {
text = raise_chinese_regiment_TT
NOT = { has_character_modifier = jd_chinese_regiment_timer }
}
offmap_china = {
NOR = {
has_status = china_unrest
has_status = china_plague
has_status = china_famine
has_status = china_civil_war
has_status = china_mongol_invasion
has_status = china_jurchen_invasion
}
}
}
effect = {
hidden_effect = {
add_character_modifier = { #Can't use it too often
name = jd_chinese_regiment_timer
hidden = yes
duration = 365
}
}
capital_scope = {
PREV = {
if = {
limit = {
ROOT = {
OR = {
AND = {
tier = EMPEROR
is_nomadic = no
}
AND = {
is_nomadic = yes
num_of_count_titles_in_realm > 16
}
}
}
}
spawn_unit = {
province = PREV
home = PREV
owner = ROOT
troops = {
light_infantry = { 1500 1500 }
archers = { 1500 1500 }
heavy_infantry = { 450 450 }
pikemen = { 750 750 }
light_cavalry = { 600 600 }
}
attrition = 1.0
disband_on_peace = yes
maintenance_multiplier = 0.25
earmark = chinese_regiment
}
}
else_if = {
limit = {
ROOT = {
OR = {
tier = KING
AND = {
is_nomadic = yes
num_of_count_titles_in_realm > 12
}
}
}
}
spawn_unit = {
province = PREV
home = PREV
owner = ROOT
troops = {
light_infantry = { 1250 1250 }
archers = { 1250 1250 }
heavy_infantry = { 375 375 }
pikemen = { 625 625 }
light_cavalry = { 500 500 }
}
attrition = 1.0
disband_on_peace = yes
maintenance_multiplier = 0.25
earmark = chinese_regiment
}
}
else_if = {
limit = {
ROOT = {
OR = {
tier = DUKE
AND = {
is_nomadic = yes
AND = {
is_nomadic = yes
num_of_count_titles_in_realm > 8
}
}
}
}
}
spawn_unit = {
province = PREV
home = PREV
owner = ROOT
troops = {
light_infantry = { 1000 1000 }
archers = { 1000 1000 }
heavy_infantry = { 300 300 }
pikemen = { 500 500 }
light_cavalry = { 400 400 }
}
attrition = 1.0
disband_on_peace = yes
maintenance_multiplier = 0.25
earmark = chinese_regiment
}
}
else = {
spawn_unit = {
province = PREV
home = PREV
owner = ROOT
troops = {
light_infantry = { 750 750 }
archers = { 750 750 }
heavy_infantry = { 225 225 }
pikemen = { 375 375 }
light_cavalry = { 300 300 }
}
attrition = 1.0
disband_on_peace = yes
maintenance_multiplier = 0.25
earmark = chinese_regiment
}
}
}
}
}
ai_will_do = {
factor = 0 # decisions with the "is_mercenary" will not be calculated from the script
}
}
tributary_independence_normal = {
only_playable = yes
is_high_prio = yes
ai_check_interval = 6
potential = {
OR = {
is_tributary = {
type = default
}
is_tributary = {
type = permanent
}
is_tributary = {
type = nomadic
}
}
}
allow = {
war = no
conditional_tooltip = {
trigger = {
is_tributary = {
type = default
}
}
suzerain = {
independent = no
}
}
conditional_tooltip = {
trigger = {
is_tributary = {
type = permanent
}
}
suzerain = {
OR = {
AND = {
NOT = {
prestige = 0
}
ROOT = {
prestige = 0
}
custom_tooltip = {
text = recently_made_tributary_tt
hidden_tooltip = {
ROOT = {
NOT = {
has_opinion_modifier = {
modifier = opinion_forced_tributary
who = PREV
}
}
}
}
}
}
relative_realm_size = {
who = ROOT
size < 1
}
independent = no
}
}
}
conditional_tooltip = {
trigger = {
is_tributary = {
type = nomadic
}
}
suzerain = {
OR = {
AND = {
NOT = {
prestige = 0
}
ROOT = {
prestige = 0
}
custom_tooltip = {
text = recently_made_tributary_tt
hidden_tooltip = {
suzerain = {
ROOT = {
NOT = {
has_opinion_modifier = {
modifier = opinion_forced_tributary
who = PREV
}
}
}
}
}
}
}
is_nomadic = no
}
}
}
}
effect = {
any_suzerain = {
character_event = { id = JD.2200 }
remove_tributary = ROOT
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.5 # Slow down
NOT = {
trait = ambitious
}
}
}
}
tributary_independence_china = {
only_playable = yes
is_high_prio = yes
ai_check_interval = 6
potential = {
is_tributary = {
type = offmap
}
}
allow = {
offmap_china = {
OR = {
has_status = china_civil_war
has_status = china_mongol_invasion
has_status = china_jurchen_invasion
}
}
}
effect = {
any_suzerain = {
remove_tributary = ROOT
}
if = {
limit = {
offmap_china = { offmap_has_like = likes_tributaries }
}
detract_grace_massive_effect = yes
}
else = { detract_grace_major_effect = yes }
custom_tooltip = {
text = tributary_independence_china_tt
add_character_modifier = {
hidden = yes
name = chinese_grace_tributary_timer
years = 30
}
}
hidden_effect = { offmap_china = { governor = { character_event = { id = JD.60010 } } } }
}
ai_will_do = {
factor = 1
modifier = {
factor = 0.5 # Slow down
NOT = {
trait = ambitious
}
}
modifier = {
factor = 0
OR = {
trait = content
trait = craven
}
}
}
}
china_sends_reinforcements = {
ai_check_interval = 2
only_independent = yes
potential = {
ai = yes
war = yes
offmap_china = {
governor = {
character = ROOT
}
# Don't spawn reinforcements immediately
had_offmap_tmp_flag = {
flag = china_entered_war
years = 3
}
OR = {
NOT = {
# Only spawn reinforcements once
has_offmap_flag = china_sent_war_reinforcements
# Exception: Really long wars
}
had_offmap_tmp_flag = {
flag = china_sent_war_reinforcements
years = 30
}
}
# Don't spawn reinforcements for the following statuses in China.
NOR = {
has_status = china_famine
has_status = china_civil_war
has_status = china_mongol_invasion
has_status = china_jurchen_invasion
has_status = china_plague
}
}
# Only if China is losing a war by 50 war score.
any_war = {
OR = {
AND = {
attacker = {
character = ROOT
}
NOT = { war_score = -49 }
}
AND = {
defender = {
character = ROOT
}
war_score = 50
}
}
}
}
allow = {
}
effect = {
offmap_china = {
clr_offmap_flag = china_sent_war_reinforcements
set_offmap_flag = china_sent_war_reinforcements
}
### To manipulate the troop spawning for specific situations modify the parameter valiables (china_war_troop_quantity, china_war_troop_quality, china_war_target_match_mult, and china_war_minimum_commander_martial) after the following block.
set_variable = {
which = china_war_troop_quantity
value = 8
# 8 regiments of ~500 units
}
set_variable = {
which = china_war_troop_quality
value = 4
# Value between 1-7 [A value less than 1 or higher than 7 will be evaluated as 1 and 7 respectively]
}
set_variable = {
which = china_war_target_match_mult
value = 0.75
}
set_variable = {
which = china_war_minimum_commander_martial
value = 14
}
###
# Manipulate the parameter variables dependent on the current status in China.
china_war_modify_variables_by_status_effect = yes
# Manipulate the parameter variables dependent on the current century.
china_war_modify_variables_by_century_effect = yes
### Match mult calculation against war enemies and sending notification events to enemy war leaders.
any_war = {
attacker = {
if = {
limit = {
NOT = { character = ROOT }
PREV = {
defender = {
character = ROOT
}
}
}
save_event_target_as = enemy
PREV = {
any_attacker = {
save_event_target_as = temp_war_ally_calc
ROOT = {
# Match mult the variable against the opponents troops.
export_to_variable = {
which = china_temp_troop_calc
value = realm_levies
who = event_target:temp_war_ally_calc
}
divide_variable = {
which = china_temp_troop_calc
value = 500
}
multiply_variable = {
which = china_temp_troop_calc
which = china_war_target_match_mult
}
change_variable = {
which = china_war_troop_quantity
which = china_temp_troop_calc
}
}
}
}
}
}
defender = {
if = {
limit = {
NOT = { character = ROOT }
PREV = {
attacker = {
character = ROOT
}
}
}
save_event_target_as = enemy
PREV = {
any_attacker = {
save_event_target_as = temp_war_ally_calc
ROOT = {
# Match mult the variable against the opponents troops.
export_to_variable = {
which = china_temp_troop_calc
value = realm_levies_plus_allies
who = event_target:temp_war_ally_calc
}
divide_variable = {
which = china_temp_troop_calc
value = 500
}
multiply_variable = {
which = china_temp_troop_calc
which = china_war_target_match_mult
}
change_variable = {
which = china_war_troop_quantity
which = china_temp_troop_calc
}
}
}
}
}
}
}
# Hardcap at 50k troopspawn
if = {
limit = {
check_variable = {
which = china_war_troop_quantity
value > 100
}
}
set_variable = {
which = china_war_troop_quantity
value = 100
}
}
if = {
limit = {
FROM = {
capital_scope = {
NOT = { region = world_india }
}
}
}
1513 = { # Jiuquan
save_event_target_as = spawn_province
}
}
else = {
offmap_china = { set_offmap_flag = troop_spawn_india_temp }
1318 = { # Samatata
save_event_target_as = spawn_province
}
set_variable = {
which = boat_spawns
which = china_war_troop_quantity
}
multiply_variable = {
which = boat_spawns
value = 5