cossacks.txt

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######################################################################
# Cossack rebels.
######################################################################
cossack_rebels = {
	
	color = { 190 55 55 }
	
	area = nation 					# Stays within the nation
	government = republic		# Don't care about gov type				
	defection = none				# Will not defect
	independence = none				# Does not strive for independence
	gfx_type = culture_province
	will_relocate = yes	

	resilient = yes					# Can retreat
	reinforcing = yes				# Can reinforce
	general = yes					# Does use generals
	smart = yes						# Do assault forts, tactically withdraw from battle, etc.
	unit_transfer = no				# Units do not remain after enforcing demands.
	
	artillery = 0.0
	infantry = 0.4
	cavalry = 0.6
	
	morale = 0.95
	
	# Possible handle actions
	handle_action_negotiate = yes
	handle_action_stability = yes
	
	# The rebel type with the highest modifier for this province gets picked
	spawn_chance = {
		factor = 14		
		modifier = {
			factor = 0.2
			is_core = owner
		}
		modifier = {
			factor = 0.2
			is_overseas = yes # Prefer other types overseas
		}
		modifier = {
			factor = 0.5
			owner = {
				primary_culture = ROOT
			}
		}
		modifier = {
			factor = 0.8
			religion = owner
		}
		modifier = {
			factor = 0
			NOT = { owner = { has_estate = estate_cossacks } }		
		}	
		modifier = {
			factor = 0
			NOT = { has_terrain = steppe }
		}
		modifier = {
			factor = 15.0
			has_estate = estate_cossacks
		}
	}
 
 	# This is checked for EACH province in the Area of Operations
	movement_evaluation = {
		factor = 1
		modifier = {
			factor = 0.1
			units_in_province = 1
		}
		modifier = {
			factor = 0.001
			controlled_by = REB
		}
		modifier = {
			factor = 2.0
			is_capital = yes
		}
		modifier = {
			factor = 5.0
			has_terrain = steppe
		}		
		modifier = {
			factor = 1.5
			unrest = 2
		}
		modifier = {
			factor = 1.5
			unrest = 4
		}
		modifier = {
			factor = 1.5
			unrest = 6
		}
	}
	
 	# Province Scope
 	siege_won_trigger = {
 		NOT = { local_autonomy = 50 }
		has_terrain = steppe
 	}
	siege_won_effect = {
		add_local_autonomy = 10	
	}	
	
	# Country scope
	can_negotiate_trigger = {
		always = yes
	}
	
	# Country scope
	can_enforce_trigger = {
		always = yes
	}

	# Localisation for their demands
	demands_description = "cossack_rebels_demand"
	
	# Country scope
	demands_enforced_effect = {
		create_independent_estate = estate_cossacks
	}
}
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