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unit_decisions.txt
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decisions = {
conscript_merchant_ships = {
only_playable = yes
is_high_prio = yes
potential = {
is_playable = yes
OR = {
ai = no
year = 1100
}
NOT = {
has_earmarked_regiments = conscripted_merchant_ships
}
has_overseas_holdings = yes
}
allow = {
war = yes
wealth = 50
}
effect = {
wealth = -50
spawn_fleet = {
province = closest # closest sea zone
owner = ROOT
disband_on_peace = yes
earmark = conscripted_merchant_ships
troops =
{
galleys = { 20 20 }
}
}
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
NOT = {
any_war = {
OR = {
defender = { character = ROOT }
attacker = { character = ROOT }
}
}
}
}
}
}
raise_tribal_units = {
only_playable = yes
is_high_prio = yes
is_mercenary = yes
potential = {
is_playable = yes
is_tribal = yes
is_landed = yes
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 = {
war = yes
prestige = 500
}
effect = {
prestige = -500
if = {
limit = {
OR = {
religion_group = tengri_group
culture_group = altaic
}
}
capital_scope = {
PREV = {
spawn_unit = {
owner = ROOT
province = PREV
home = PREV
troops = {
archers = { 500 500 }
light_infantry = { 1500 1500 }
light_cavalry = { 500 500 }
}
attrition = 1.0
disband_on_peace = yes
maintenance_multiplier = 0.5
}
}
}
break = yes
}
capital_scope = {
PREV = {
spawn_unit = {
owner = ROOT
province = PREV
home = PREV
troops = {
archers = { 500 500 }
light_infantry = { 1500 1500 }
heavy_infantry = { 300 300 }
light_cavalry = { 200 200 }
}
attrition = 1.0
disband_on_peace = yes
maintenance_multiplier = 0.5
}
}
}
}
ai_will_do = {
factor = 0 # decisions with the "is_mercenary" will not be calculated from the script
}
}
raise_defensive_unit = {
only_playable = yes
is_high_prio = yes
is_mercenary = yes
potential = {
has_dlc = "The Old Gods"
is_playable = yes
is_tribal = yes
is_landed = yes
primary_title = {
OR = {
has_law = clanic_temple_control_2
has_law = clanic_temple_control_3
has_law = clanic_temple_control_4
}
}
}
allow = {
war = yes
custom_tooltip = {
text = raise_defensive_unit_tooltip
hidden_tooltip = {
any_war = {
any_defender = {
character = ROOT
is_primary_war_defender = yes
}
#Defending against heathen
OR = {
#Steppe religion
AND = {
ROOT = {
steppe_religion_trigger = yes
}
attacker = {
steppe_religion_trigger = no
}
}
#Messianic soul against any other religion
AND = {
ROOT = {
messianic_soul_trigger = yes
}
attacker = {
NOT = {
religion = ROOT
}
}
}
}
}
}
}
piety = 200
}
effect = {
custom_tooltip = { text = summon_defensive_unit }
piety = -200
hidden_tooltip = {
capital_scope = {
ROOT = {
spawn_unit = {
owner = ROOT
home = PREV
province = PREV
disband_on_peace = yes
maintenance_multiplier = 0.25
attrition = 1.0
troops = {
archers = { 400 400 }
light_infantry = { 1000 1000 }
heavy_infantry = { 350 350 }
light_cavalry = { 250 250 }
}
}
}
}
}
}
revoke_allowed = {
always = no
}
ai_will_do = {
factor = 0
}
}
}