; ; Campaign script ; script ; --------------------- ; counters declare_counter Opened_Faction_Overview_Scroll declare_counter Opened_Settlement_Scroll ; --------------------- ; start up freeze_faction_ai aztecs freeze_faction_ai apachean ;---------------------- ; monitors set_event_counter is_turn_end 0 monitor_event ButtonPressed ButtonPressed end_turn set_event_counter is_turn_end 1 end_monitor monitor_event PreFactionTurnStart not IsFactionAIControlled set_event_counter is_turn_end 0 end_monitor ;JEWISH testing Ground------------------------------------------------------------------------------------------------------------------------- monitor_event SettlementTurnStart SettlementName Frankfurt and I_TurnNumber >= 3 ;and not I_SettlementUnderSiege Frankfurt ;and IsSettlementRioting console_command create_building Frankfurt jewish_community terminate_monitor end_monitor ;NORWAY PAGAN---------------------------------------------------------------------------------------------------------------------------------- ;setup some event counters monitor_event FactionTurnStart ;setup NORWAY CONVERSION counters add_events event counter norway_conversion_accepted event counter norway_conversion_declined event counter norse_question date 0 end_add_events set_event_counter norway_conversion_accepted 0 set_event_counter norway_conversion_declined 0 set_event_counter norse_question 0 ;setup TECH TREE counters add_events event counter pagan_norway ;DONT RENAME - counter referenced by name in export_descr_buildings event counter not_pagan_norway ;DONT RENAME - counter referenced by name in export_descr_buildings date 0 end_add_events set_event_counter pagan_norway 0 set_event_counter not_pagan_norway 0 terminate_monitor end_monitor ;------------------- TECHTREE -------------------; monitor_event PreFactionTurnStart not FactionType norway set_event_counter pagan_norway 0 set_event_counter not_pagan_norway 1 end_monitor monitor_event PreFactionTurnStart FactionType norway set_event_counter pagan_norway 0 set_event_counter not_pagan_norway 1 if I_EventCounter norway_conversion_accepted = 1 set_event_counter pagan_norway 1 set_event_counter not_pagan_norway 0 end_if end_monitor ;set counters on FactionTurnStart once only to ensure correct tech tree options are present at turn 0 monitor_event FactionTurnStart not FactionType norway set_event_counter pagan_norway 0 set_event_counter not_pagan_norway 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType norway set_event_counter pagan_norway 0 set_event_counter not_pagan_norway 1 if I_EventCounter norway_conversion_accepted = 1 set_event_counter pagan_norway 1 set_event_counter not_pagan_norway 0 end_if terminate_monitor end_monitor monitor_event FactionTurnStart FactionType norway and FactionIsLocal and I_TurnNumber >= 1 historic_event norway_conversion true factions { norway, } set_event_counter norway_conversion_accepted = 1 terminate_monitor end_monitor monitor_conditions I_EventCounter norway_conversion_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion norway pagan change_population_religion norway pagan 75 ;2 - Destroy the pagan buildings destroy_buildings norway catholic true destroy_buildings norway catholic_castle true ;3 - Disband the christian units retire_characters norway priest ;destroy_units norway pagan_unit ;notify all factions that norway has converted and become Pagan historic_event norway_converts event/norway_convert.bik set_event_counter pagan_norway 1 set_event_counter not_pagan_norway 0 terminate_monitor end_monitor ;NORWAY DENMARK UNION PAGAN----------------------------------------------------------------------------------------------------------------------------------------------------------- monitor_event FactionTurnStart FactionType norway and FactionIsLocal and I_EventCounter norway_conversion_accepted = 1 and I_NumberOfSettlements denmark >= 1 and I_SettlementOwner London = norway and I_SettlementOwner Exeter = norway and I_SettlementOwner Nottingham = norway and I_SettlementOwner York = norway and I_SettlementOwner Lancaster = norway and I_SettlementOwner Edinburgh = norway and I_SettlementOwner Inverness = norway and I_SettlementOwner Caernarvon = norway and I_SettlementOwner Limerick = norway and I_SettlementOwner Dublin = norway and I_SettlementOwner Cork = norway historic_event norse_question true factions { norway, } terminate_monitor end_monitor monitor_conditions I_EventCounter norse_question_accepted = 1 set_religion denmark pagan change_population_religion denmark pagan 75 destroy_buildings denmark catholic true destroy_buildings denmark catholic_castle true retire_characters denmark priest give_everything_to_faction denmark norway false terminate_monitor end_monitor ;LITHUANIA CONVERSION-------------------------------------------------------------------------------------------------------------------------------------------------------------------- ;setup some event counters monitor_event FactionTurnStart ;setup LITHUANIA CONVERSION counters add_events event counter lithuania_conversion_accepted event counter lithuania_conversion_declined event counter lithuania_conversion_timer date 0 end_add_events generate_random_counter lithuania_conversion_timer 1 20 set_event_counter lithuania_conversion_accepted 0 set_event_counter lithuania_conversion_declined 0 ;setup TECH TREE counters add_events event counter pagan_lithuania ;DONT RENAME - counter referenced by name in export_descr_buildings event counter not_pagan_lithuania ;DONT RENAME - counter referenced by name in export_descr_buildings date 0 end_add_events set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 0 terminate_monitor end_monitor ;------------------- TECHTREE -------------------; monitor_event PreFactionTurnStart not FactionType lithuania set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 1 end_monitor monitor_event PreFactionTurnStart FactionType lithuania set_event_counter pagan_lithuania 1 set_event_counter not_pagan_lithuania 0 if I_EventCounter lithuania_conversion_accepted = 1 set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 1 end_if end_monitor ;set counters on FactionTurnStart once only to ensure correct tech tree options are present at turn 0 monitor_event FactionTurnStart not FactionType lithuania set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType lithuania set_event_counter pagan_lithuania 1 set_event_counter not_pagan_lithuania 0 if I_EventCounter lithuania_conversion_accepted = 1 set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 1 end_if terminate_monitor end_monitor ;------------------- LITHUANIA CONVERSION TO CATHOLICISM -------------------; ;increment the timer for conversion offer monitor_event FactionTurnStart FactionType lithuania inc_event_counter lithuania_conversion_timer 1 if I_EventCounter lithuania_conversion_accepted = 1 terminate_monitor end_if end_monitor ;offer the conversion to Lithuania if the correct conditions are met monitor_event FactionTurnStart FactionType lithuania if I_NumberOfSettlements lithuania < 5 and I_EventCounter lithuania_conversion_timer >= 88 and I_EventCounter lithuania_conversion_accepted = 0 ;offer conversion to christianity historic_event lithuania_conversion true factions { lithuania, } ;if AI random chance to accept if I_IsFactionAIControlled lithuania generate_random_counter random_accept_lithuania 0 2 if I_EventCounter random_accept_lithuania < 2 set_event_counter lithuania_conversion_accepted 1 end_if end_if terminate_monitor end_if if I_EventCounter lithuania_conversion_timer >= 153 and I_EventCounter lithuania_conversion_accepted = 0 ;offer conversion to christianity historic_event lithuania_conversion true factions { lithuania, } ;if AI random chance to accept if I_IsFactionAIControlled lithuania generate_random_counter random_accept_lithuania2 0 2 if I_EventCounter random_accept_lithuania2 < 2 set_event_counter lithuania_conversion_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter lithuania_conversion_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion lithuania catholic change_population_religion lithuania catholic 75 pagan ;2 - Destroy the pagan buildings destroy_buildings lithuania temple_dievas true destroy_buildings lithuania temple_dievas_castle true destroy_buildings lithuania temple_perkunas true destroy_buildings lithuania temple_perkunas_castle true destroy_buildings lithuania temple_giltine true destroy_buildings lithuania temple_giltine_castle true ;3 - Disband the pagan units retire_characters Lithuania priest destroy_units Lithuania pagan_unit ;notify all factions that Lithuania has converted and become Catholic historic_event lithuania_converts event/Lithuania_converts.bik set_event_counter pagan_lithuania 0 set_event_counter not_pagan_lithuania 1 terminate_monitor end_monitor ;------------------- We will make us some Prostatas :) -------------------; monitor_event FactionTurnStart ;setup Protestant CONVERSION counters add_events event counter protestant_conversion_hre_accepted event counter protestant_conversion_hre_declined event counter protestant_conversion_england_accepted event counter protestant_conversion_england_declined event counter protestant_conversion_scotland_accepted event counter protestant_conversion_scotland_declined event counter protestant_conversion_ireland_accepted event counter protestant_conversion_ireland_declined event counter protestant_conversion_spain_accepted event counter protestant_conversion_spain_declined event counter protestant_conversion_portugal_accepted event counter protestant_conversion_portugal_declined event counter protestant_conversion_france_accepted event counter protestant_conversion_france_declined event counter protestant_conversion_venice_accepted event counter protestant_conversion_venice_declined event counter protestant_conversion_milan_accepted event counter protestant_conversion_milan_declined event counter protestant_conversion_sicily_accepted event counter protestant_conversion_sicily_declined event counter protestant_conversion_hungary_accepted event counter protestant_conversion_hungary_declined event counter protestant_conversion_poland_accepted event counter protestant_conversion_poland_declined event counter protestant_conversion_denmark_accepted event counter protestant_conversion_denmark_declined event counter protestant_conversion_norway_accepted event counter protestant_conversion_norway_declined event counter protestant_conversion_lithuania_accepted event counter protestant_conversion_lithuania_declined event counter protestant_emerge event counter protestant_emerge_not event counter protestant_conversion_timer date 0 end_add_events generate_random_counter protestant_conversion_timer 1 50 set_event_counter protestant_conversion_hre_accepted 0 set_event_counter protestant_conversion_hre_declined 0 set_event_counter protestant_conversion_england_accepted 0 set_event_counter protestant_conversion_england_declined 0 set_event_counter protestant_conversion_scotland_accepted 0 set_event_counter protestant_conversion_scotland_declined 0 set_event_counter protestant_conversion_ireland_accepted 0 set_event_counter protestant_conversion_ireland_declined 0 set_event_counter protestant_conversion_spain_accepted 0 set_event_counter protestant_conversion_spain_declined 0 set_event_counter protestant_conversion_portugal_accepted 0 set_event_counter protestant_conversion_portugal_declined 0 set_event_counter protestant_conversion_france_accepted 0 set_event_counter protestant_conversion_france_declined 0 set_event_counter protestant_conversion_venice_accepted 0 set_event_counter protestant_conversion_venice_declined 0 set_event_counter protestant_conversion_milan_accepted 0 set_event_counter protestant_conversion_milan_declined 0 set_event_counter protestant_conversion_sicily_accepted 0 set_event_counter protestant_conversion_sicily_declined 0 set_event_counter protestant_conversion_hungary_accepted 0 set_event_counter protestant_conversion_hungary_declined 0 set_event_counter protestant_conversion_poland_accepted 0 set_event_counter protestant_conversion_poland_declined 0 set_event_counter protestant_conversion_denmark_accepted 0 set_event_counter protestant_conversion_denmark_declined 0 set_event_counter protestant_conversion_norway_accepted 0 set_event_counter protestant_conversion_norway_declined 0 set_event_counter protestant_conversion_lithuania_accepted 0 set_event_counter protestant_conversion_lithuania_declined 0 set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType slave inc_event_counter protestant_conversion_timer 1 if I_EventCounter protestant_conversion_timer >= 220 terminate_monitor end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;;;NOTIFY ALL FACTIONS THAT PROTESTANTISM IS ABOUT TO COME TO THE PARTY;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_EventCounter protestant_conversion_timer >= 215 ;notify all factions that Protestantism is on the rise historic_event protestantism_warning terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;HRE SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType hre set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_hre_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;HRE CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType hre if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_hre_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_hre true factions { hre, } ;if AI random chance to accept if I_IsFactionAIControlled hre generate_random_counter random_accept_hre 1 4 if I_EventCounter random_accept_hre < 4 set_event_counter protestant_conversion_hre_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_hre_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion hre protestant change_population_religion hre protestant 75 catholic link_faction_ai hre protestant ;2 - Destroy the pagan buildings destroy_buildings hre catholic true destroy_buildings hre catholic_castle true ;3 - Disband the pagan units retire_characters hre priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;england SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType england set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_england_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;england CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType england if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_england_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_england true factions { england, } ;if AI random chance to accept if I_IsFactionAIControlled england generate_random_counter random_accept_england 1 4 if I_EventCounter random_accept_england < 4 set_event_counter protestant_conversion_england_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_england_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion england protestant change_population_religion england protestant 75 catholic link_faction_ai england protestant ;2 - Destroy the pagan buildings destroy_buildings england catholic true destroy_buildings england catholic_castle true ;3 - Disband the pagan units retire_characters england priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;ireland SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType ireland set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_ireland_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;ireland CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType ireland if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_ireland_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_ireland true factions { ireland, } ;if AI random chance to accept if I_IsFactionAIControlled ireland generate_random_counter random_accept_ireland 1 4 if I_EventCounter random_accept_ireland < 2 set_event_counter protestant_conversion_ireland_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_ireland_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion ireland protestant change_population_religion ireland protestant 75 catholic link_faction_ai ireland protestant ;2 - Destroy the pagan buildings destroy_buildings ireland catholic true destroy_buildings ireland catholic_castle true ;3 - Disband the pagan units retire_characters ireland priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;scotland SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType scotland set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_scotland_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;scotland CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType scotland if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_scotland_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_scotland true factions { scotland, } ;if AI random chance to accept if I_IsFactionAIControlled scotland generate_random_counter random_accept_scotland 1 4 if I_EventCounter random_accept_scotland < 4 set_event_counter protestant_conversion_scotland_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_scotland_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion scotland protestant change_population_religion scotland protestant 75 catholic link_faction_ai scotland protestant ;2 - Destroy the pagan buildings destroy_buildings scotland catholic true destroy_buildings scotland catholic_castle true ;3 - Disband the pagan units retire_characters scotland priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;france SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType france set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_france_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;france CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType france if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_france_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_france true factions { france, } ;if AI random chance to accept if I_IsFactionAIControlled france generate_random_counter random_accept_france 1 4 if I_EventCounter random_accept_france < 3 set_event_counter protestant_conversion_france_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_france_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion france protestant change_population_religion france protestant 75 catholic link_faction_ai france protestant ;2 - Destroy the pagan buildings destroy_buildings france catholic true destroy_buildings france catholic_castle true ;3 - Disband the pagan units retire_characters france priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;spain SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType spain set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_spain_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;spain CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType spain if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_spain_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_spain true factions { spain, } ;if AI random chance to accept if I_IsFactionAIControlled spain generate_random_counter random_accept_spain 1 4 if I_EventCounter random_accept_spain < 2 set_event_counter protestant_conversion_spain_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_spain_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion spain protestant change_population_religion spain protestant 75 catholic link_faction_ai spain protestant ;2 - Destroy the pagan buildings destroy_buildings spain catholic true destroy_buildings spain catholic_castle true ;3 - Disband the pagan units retire_characters spain priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;portugal SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType portugal set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_portugal_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;portugal CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType portugal if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_portugal_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_portugal true factions { portugal, } ;if AI random chance to accept if I_IsFactionAIControlled portugal generate_random_counter random_accept_portugal 1 4 if I_EventCounter random_accept_portugal < 2 set_event_counter protestant_conversion_portugal_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_portugal_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion portugal protestant change_population_religion portugal protestant 75 catholic link_faction_ai portugal protestant ;2 - Destroy the pagan buildings destroy_buildings portugal catholic true destroy_buildings portugal catholic_castle true ;3 - Disband the pagan units retire_characters portugal priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;venice SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType venice set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_venice_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;venice CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType venice if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_venice_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_venice true factions { venice, } ;if AI random chance to accept if I_IsFactionAIControlled venice generate_random_counter random_accept_venice 1 4 if I_EventCounter random_accept_venice < 2 set_event_counter protestant_conversion_venice_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_venice_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion venice protestant change_population_religion venice protestant 75 catholic link_faction_ai venice protestant ;2 - Destroy the pagan buildings destroy_buildings venice catholic true destroy_buildings venice catholic_castle true ;3 - Disband the pagan units retire_characters venice priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;milan SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType milan set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_milan_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;milan CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType milan if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_milan_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_milan true factions { milan, } ;if AI random chance to accept if I_IsFactionAIControlled milan generate_random_counter random_accept_milan 1 4 if I_EventCounter random_accept_milan < 2 set_event_counter protestant_conversion_milan_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_milan_accepted = 1 ;Tmilane easy steps for conversion ;1 - Convert the people set_religion milan protestant change_population_religion milan protestant 75 catholic link_faction_ai milan protestant ;2 - Destroy the pagan buildings destroy_buildings milan catholic true destroy_buildings milan catholic_castle true ;3 - Disband the pagan units retire_characters milan priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;sicily SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType sicily set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_sicily_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;sicily CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType sicily if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_sicily_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_sicily true factions { sicily, } ;if AI random chance to accept if I_IsFactionAIControlled sicily generate_random_counter random_accept_sicily 1 4 if I_EventCounter random_accept_sicily < 2 set_event_counter protestant_conversion_sicily_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_sicily_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion sicily protestant change_population_religion sicily protestant 75 catholic link_faction_ai sicily protestant ;2 - Destroy the pagan buildings destroy_buildings sicily catholic true destroy_buildings sicily catholic_castle true ;3 - Disband the pagan units retire_characters sicily priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;hungary SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType hungary set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_hungary_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;hungary CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType hungary if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_hungary_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_hungary true factions { hungary, } ;if AI random chance to accept if I_IsFactionAIControlled hungary generate_random_counter random_accept_hungary 1 4 if I_EventCounter random_accept_hungary < 4 set_event_counter protestant_conversion_hungary_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_hungary_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion hungary protestant change_population_religion hungary protestant 75 catholic link_faction_ai hungary protestant ;2 - Destroy the pagan buildings destroy_buildings hungary catholic true destroy_buildings hungary catholic_castle true ;3 - Disband the pagan units retire_characters hungary priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;poland SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType poland set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_poland_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;poland CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType poland if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_poland_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_poland true factions { poland, } ;if AI random chance to accept if I_IsFactionAIControlled poland generate_random_counter random_accept_poland 1 4 if I_EventCounter random_accept_poland < 2 set_event_counter protestant_conversion_poland_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_poland_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion poland protestant change_population_religion poland protestant 75 catholic link_faction_ai poland protestant ;2 - Destroy the pagan buildings destroy_buildings poland catholic true destroy_buildings poland catholic_castle true ;3 - Disband the pagan units retire_characters poland priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;denmark SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType denmark set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_denmark_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;denmark CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType denmark if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_denmark_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_denmark true factions { denmark, } ;if AI random chance to accept if I_IsFactionAIControlled denmark generate_random_counter random_accept_denmark 1 4 if I_EventCounter random_accept_denmark < 4 set_event_counter protestant_conversion_denmark_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_denmark_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion denmark protestant change_population_religion denmark protestant 75 catholic link_faction_ai denmark protestant ;2 - Destroy the pagan buildings destroy_buildings denmark catholic true destroy_buildings denmark catholic_castle true ;3 - Disband the pagan units retire_characters denmark priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;norway SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType norway set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_norway_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;norway CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType norway if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_norway_accepted = 0 and I_EventCounter norway_conversion_accepted = 0 ;offer conversion to protestantism historic_event protestant_conversion_norway true factions { norway, } ;if AI random chance to accept if I_IsFactionAIControlled norway generate_random_counter random_accept_norway 1 4 if I_EventCounter random_accept_norway < 4 and I_EventCounter norway_conversion_accepted = 0 set_event_counter protestant_conversion_norway_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_norway_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion norway protestant change_population_religion norway protestant 75 catholic link_faction_ai norway protestant ;2 - Destroy the pagan buildings destroy_buildings norway catholic true destroy_buildings norway catholic_castle true ;3 - Disband the pagan units retire_characters norway priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;lithuania SET COUNTERS AND TERMINATE COUNTERS ------------------------------------------------------- monitor_event PreFactionTurnStart FactionType lithuania set_event_counter protestant_emerge_not 1 set_event_counter protestant_emerge 0 if I_EventCounter protestant_conversion_lithuania_accepted = 1 set_event_counter protestant_emerge_not 0 set_event_counter protestant_emerge 1 end_if end_monitor ;;;;;;;;;;;;;;;;;;;;;lithuania CONVERSION------------------------------------------------------- monitor_event FactionTurnStart FactionType lithuania if I_EventCounter protestant_conversion_timer >= 218 and I_EventCounter protestant_conversion_lithuania_accepted = 0 and I_EventCounter lithuania_conversion_accepted = 1 ;offer conversion to protestantism historic_event protestant_conversion_lithuania true factions { lithuania, } ;if AI random chance to accept if I_IsFactionAIControlled lithuania generate_random_counter random_accept_lithuania 1 4 if I_EventCounter random_accept_lithuania < 4 and I_EventCounter lithuania_conversion_accepted = 1 set_event_counter protestant_conversion_lithuania_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter protestant_conversion_lithuania_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion lithuania protestant change_population_religion lithuania protestant 75 catholic link_faction_ai lithuania protestant ;2 - Destroy the pagan buildings destroy_buildings lithuania catholic true destroy_buildings lithuania catholic_castle true ;3 - Disband the pagan units retire_characters lithuania priest ;notify all factions that Lithuania has converted and become Catholic historic_event protestant_converts set_event_counter protestant_emerge 1 set_event_counter protestant_emerge_not 0 terminate_monitor end_monitor ;MONGOL CONVERSION SCRIPT ;---------------------- ; monitors ;setup some event counters monitor_event FactionTurnStart ;setup MONGOLS CONVERSION counters add_events event counter mongols_conversion_accepted event counter mongols_conversion_declined event counter mongols_conversion_timer date 0 end_add_events generate_random_counter mongols_conversion_timer 1 10 set_event_counter mongols_conversion_accepted 0 set_event_counter mongols_conversion_declined 0 ;setup TECH TREE counters add_events event counter pagan_mongols ;DONT RENAME - counter referenced by name in export_descr_buildings event counter not_pagan_mongols ;DONT RENAME - counter referenced by name in export_descr_buildings date 0 end_add_events set_event_counter pagan_mongols 0 set_event_counter not_pagan_mongols 0 terminate_monitor end_monitor ;------------------- TECHTREE -------------------; monitor_event PreFactionTurnStart not FactionType mongols set_event_counter pagan_mongols 0 set_event_counter not_pagan_mongols 1 end_monitor monitor_event PreFactionTurnStart FactionType mongols set_event_counter pagan_mongols 1 set_event_counter not_pagan_mongols 0 if I_EventCounter mongols_conversion_accepted = 1 set_event_counter pagan_mongols 0 set_event_counter not_pagan_mongols 1 end_if end_monitor ;set counters on FactionTurnStart once only to ensure correct tech tree options are present at turn 0 monitor_event FactionTurnStart not FactionType mongols set_event_counter pagan_mongols 0 set_event_counter not_pagan_mongols 1 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType mongols set_event_counter pagan_mongols 1 set_event_counter not_pagan_mongols 0 if I_EventCounter mongols_conversion_accepted = 1 set_event_counter pagan_mongols 0 set_event_counter not_pagan_mongols 1 end_if terminate_monitor end_monitor ;------------------- mongols CONVERSION TO ISLAM -------------------; ;increment the timer for conversion offer monitor_event FactionTurnStart FactionType mongols inc_event_counter mongols_conversion_timer 1 if I_EventCounter mongols_conversion_accepted = 1 terminate_monitor end_if end_monitor ;offer the conversion to mongols if the correct conditions are met monitor_event FactionTurnStart FactionType mongols ;if I_NumberOfSettlements mongols < 5 ;and I_EventCounter mongols_conversion_timer >= 125 ;and I_EventCounter mongols_conversion_accepted = 0 ;;offer conversion to islam ;historic_event mongols_conversion true factions { mongols, } ;;if AI random chance to accept ;if I_IsFactionAIControlled mongols ;generate_random_counter random_accept_mongols 0 2 ;if I_EventCounter random_accept_mongols < 2 ;set_event_counter mongols_conversion_accepted 1 ;end_if ;end_if ;terminate_monitor ;end_if if I_EventCounter mongols_conversion_timer >= 126 and I_EventCounter mongols_conversion_accepted = 0 ;offer conversion to islam historic_event mongols_conversion true factions { mongols, } ;if AI random chance to accept if I_IsFactionAIControlled mongols generate_random_counter random_accept_mongols2 0 2 if I_EventCounter random_accept_mongols2 < 2 set_event_counter mongols_conversion_accepted 1 end_if end_if terminate_monitor end_if end_monitor monitor_conditions I_EventCounter mongols_conversion_accepted = 1 ;Three easy steps for conversion ;1 - Convert the people set_religion mongols islam change_population_religion mongols islam 75 ;2 - Destroy the pagan buildings destroy_buildings mongols temple_tengri true ;3 - Disband the pagan units ;retire_characters mongols priest ;destroy_units mongols pagan_unit ;notify all factions that mongols has converted and become Islamic historic_event mongols_converts event/mongols_convert.bik set_event_counter pagan_mongols 0 set_event_counter not_pagan_mongols 1 terminate_monitor end_monitor ;LOCAL FACTION MONEY IN CHECK Script monitor_event FactionTurnStart FactionIsLocal and Treasury > 1000000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 950000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 900000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 850000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 800000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 750000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 700000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 650000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 600000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 550000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 500000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 450000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 400000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 350000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 300000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 250000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 200000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 150000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 100000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor monitor_event FactionTurnStart FactionIsLocal and Treasury > 50000 if I_LocalFaction england add_money england -5000 end_if if I_LocalFaction france add_money france -5000 end_if if I_LocalFaction scotland add_money scotland -5000 end_if if I_LocalFaction ireland add_money ireland -5000 end_if if I_LocalFaction norway add_money norway -5000 end_if if I_LocalFaction denmark add_money denmark -5000 end_if if I_LocalFaction hre add_money hre -5000 end_if if I_LocalFaction poland add_money poland -5000 end_if if I_LocalFaction hungary add_money hungary -5000 end_if if I_LocalFaction lithuania add_money lithuania -5000 end_if if I_LocalFaction novgorod add_money novgorod -5000 end_if if I_LocalFaction russia add_money russia -5000 end_if if I_LocalFaction byzantium add_money byzantium -5000 end_if if I_LocalFaction venice add_money venice -5000 end_if if I_LocalFaction milan add_money milan -5000 end_if if I_LocalFaction papal_states add_money papal_states -5000 end_if if I_LocalFaction sicily add_money sicily -5000 end_if if I_LocalFaction spain add_money spain -5000 end_if if I_LocalFaction portugal add_money portugal -5000 end_if if I_LocalFaction moors add_money moors -5000 end_if if I_LocalFaction egypt add_money egypt -5000 end_if if I_LocalFaction damascus add_money damascus -5000 end_if if I_LocalFaction tuareg add_money tuareg -5000 end_if if I_LocalFaction turks add_money turks -5000 end_if if I_LocalFaction azumi add_money azumi -5000 end_if if I_LocalFaction timurids add_money timurids -5000 end_if if I_LocalFaction mongols add_money mongols -5000 end_if if I_LocalFaction aztecs add_money aztecs -5000 end_if if I_LocalFaction apachean add_money apachean -5000 end_if if I_LocalFaction cilicia add_money cilicia -5000 end_if end_monitor ;Debt Script monitor_event FactionTurnStart add_events event counter england_debt event counter france_debt event counter hre_debt event counter spain_debt event counter venice_debt event counter sicily_debt event counter milan_debt event counter scotland_debt event counter byzantium_debt event counter russia_debt event counter moors_debt event counter turks_debt event counter egypt_debt event counter denmark_debt event counter portugal_debt event counter poland_debt event counter hungary_debt event counter papal_states_debt event counter mongols_debt event counter timurids_debt event counter norway_debt event counter ireland_debt event counter lithuania_debt event counter novgorod_debt event counter tuareg_debt event counter azumi_debt event counter cilicia_debt event counter aztecs_debt event counter apachean_debt event counter damascus_debt date 0 end_add_events set_event_counter england_debt 0 set_event_counter france_debt 0 set_event_counter hre_debt 0 set_event_counter spain_debt 0 set_event_counter venice_debt 0 set_event_counter sicily_debt 0 set_event_counter milan_debt 0 set_event_counter scotland_debt 0 set_event_counter byzantium_debt 0 set_event_counter russia_debt 0 set_event_counter moors_debt 0 set_event_counter turks_debt 0 set_event_counter egypt_debt 0 set_event_counter denmark_debt 0 set_event_counter portugal_debt 0 set_event_counter poland_debt 0 set_event_counter hungary_debt 0 set_event_counter papal_states_debt 0 set_event_counter mongols_debt 0 set_event_counter timurids_debt 0 set_event_counter norway_debt 0 set_event_counter ireland_debt 0 set_event_counter lithuania_debt 0 set_event_counter novgorod_debt 0 set_event_counter tuareg_debt 0 set_event_counter azumi_debt 0 set_event_counter cilicia_debt 0 set_event_counter aztecs_debt 0 set_event_counter apachean_debt 0 set_event_counter damascus_debt 0 terminate_monitor end_monitor ;england<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< monitor_event FactionTurnStart FactionType england and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money england -2147483647 add_money england 2147483647 add_money england 50 set_event_counter england_debt 1 ;historic_event england_idebt end_monitor monitor_event FactionTurnStart FactionType england and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter england_debt = 1 set_event_counter england_debt 0 add_money england 10000 ;historic_event england_debt_free end_monitor ;france<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< monitor_event FactionTurnStart FactionType france and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money france -2147483647 add_money france 2147483647 add_money france 50 set_event_counter france_debt 1 ;historic_event france_idebt end_monitor monitor_event FactionTurnStart FactionType france and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter france_debt = 1 set_event_counter france_debt 0 add_money france 10000 ;historic_event france_debt_free end_monitor ;hre monitor_event FactionTurnStart FactionType hre and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money hre -2147483647 add_money hre 2147483647 add_money hre 50 set_event_counter hre_debt 1 ;historic_event hre_idebt end_monitor monitor_event FactionTurnStart FactionType hre and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter hre_debt = 1 set_event_counter hre_debt 0 add_money hre 10000 ;historic_event hre_debt_free end_monitor ;spain monitor_event FactionTurnStart FactionType spain and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money spain -2147483647 add_money spain 2147483647 add_money spain 50 set_event_counter spain_debt 1 ;historic_event spain_idebt end_monitor monitor_event FactionTurnStart FactionType spain and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter spain_debt = 1 set_event_counter spain_debt 0 add_money spain 10000 ;historic_event spain_debt_free end_monitor ;venice monitor_event FactionTurnStart FactionType venice and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money venice -2147483647 add_money venice 2147483647 add_money venice 50 set_event_counter venice_debt 1 ;historic_event venice_idebt end_monitor monitor_event FactionTurnStart FactionType venice and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter venice_debt = 1 set_event_counter venice_debt 0 add_money venice 10000 ;historic_event venice_debt_free end_monitor ;sicily monitor_event FactionTurnStart FactionType sicily and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money sicily -2147483647 add_money sicily 2147483647 add_money sicily 50 set_event_counter sicily_debt 1 ;historic_event sicily_idebt end_monitor monitor_event FactionTurnStart FactionType sicily and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter sicily_debt = 1 set_event_counter sicily_debt 0 add_money sicily 10000 ;historic_event sicily_debt_free end_monitor ;milan monitor_event FactionTurnStart FactionType milan and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money milan -2147483647 add_money milan 2147483647 add_money milan 50 set_event_counter milan_debt 1 ;historic_event milan_idebt end_monitor monitor_event FactionTurnStart FactionType milan and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter milan_debt = 1 set_event_counter milan_debt 0 add_money milan 10000 ;historic_event milan_debt_free end_monitor ;scotland monitor_event FactionTurnStart FactionType scotland and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money scotland -2147483647 add_money scotland 2147483647 add_money scotland 50 set_event_counter scotland_debt 1 ;historic_event scotland_idebt end_monitor monitor_event FactionTurnStart FactionType scotland and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter scotland_debt = 1 set_event_counter scotland_debt 0 add_money scotland 10000 ;historic_event scotland_debt_free end_monitor ;byzantium monitor_event FactionTurnStart FactionType byzantium and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money byzantium -2147483647 add_money byzantium 2147483647 add_money byzantium 50 set_event_counter byzantium_debt 1 ;historic_event byzantium_idebt end_monitor monitor_event FactionTurnStart FactionType byzantium and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter byzantium_debt = 1 set_event_counter byzantium_debt 0 add_money byzantium 10000 ;historic_event byzantium_debt_free end_monitor ;russia monitor_event FactionTurnStart FactionType russia and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money russia -2147483647 add_money russia 2147483647 add_money russia 50 set_event_counter russia_debt 1 ;historic_event russia_idebt end_monitor monitor_event FactionTurnStart FactionType russia and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter russia_debt = 1 set_event_counter russia_debt 0 add_money russia 10000 ;historic_event russia_debt_free end_monitor ;moors monitor_event FactionTurnStart FactionType moors and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money moors -2147483647 add_money moors 2147483647 add_money moors 50 set_event_counter moors_debt 1 ;historic_event moors_idebt end_monitor monitor_event FactionTurnStart FactionType moors and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter moors_debt = 1 set_event_counter moors_debt 0 add_money moors 10000 ;historic_event moors_debt_free end_monitor ;turks monitor_event FactionTurnStart FactionType turks and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money turks -2147483647 add_money turks 2147483647 add_money turks 50 set_event_counter turks_debt 1 ;historic_event turks_idebt end_monitor monitor_event FactionTurnStart FactionType turks and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter turks_debt = 1 set_event_counter turks_debt 0 add_money turks 10000 ;historic_event turks_debt_free end_monitor ;egypt monitor_event FactionTurnStart FactionType egypt and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money egypt -2147483647 add_money egypt 2147483647 add_money egypt 50 set_event_counter egypt_debt 1 ;historic_event egypt_idebt end_monitor monitor_event FactionTurnStart FactionType egypt and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter egypt_debt = 1 set_event_counter egypt_debt 0 add_money egypt 10000 ;historic_event egypt_debt_free end_monitor ;denmark monitor_event FactionTurnStart FactionType denmark and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money denmark -2147483647 add_money denmark 2147483647 add_money denmark 50 set_event_counter denmark_debt 1 ;historic_event denmark_idebt end_monitor monitor_event FactionTurnStart FactionType denmark and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter denmark_debt = 1 set_event_counter denmark_debt 0 add_money denmark 10000 ;historic_event denmark_debt_free end_monitor ;portugal monitor_event FactionTurnStart FactionType portugal and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money portugal -2147483647 add_money portugal 2147483647 add_money portugal 50 set_event_counter portugal_debt 1 ;historic_event portugal_idebt end_monitor monitor_event FactionTurnStart FactionType portugal and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter portugal_debt = 1 set_event_counter portugal_debt 0 add_money portugal 10000 ;historic_event portugal_debt_free end_monitor ;poland monitor_event FactionTurnStart FactionType poland and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money poland -2147483647 add_money poland 2147483647 add_money poland 50 set_event_counter poland_debt 1 ;historic_event poland_idebt end_monitor monitor_event FactionTurnStart FactionType poland and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter poland_debt = 1 set_event_counter poland_debt 0 add_money poland 10000 ;historic_event poland_debt_free end_monitor ;hungary monitor_event FactionTurnStart FactionType hungary and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money hungary -2147483647 add_money hungary 2147483647 add_money hungary 50 set_event_counter hungary_debt 1 ;historic_event hungary_idebt end_monitor monitor_event FactionTurnStart FactionType hungary and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter hungary_debt = 1 set_event_counter hungary_debt 0 add_money hungary 10000 ;historic_event hungary_debt_free end_monitor ;papal_states monitor_event FactionTurnStart FactionType papal_states and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money papal_states -2147483647 add_money papal_states 2147483647 add_money papal_states 50 set_event_counter papal_states_debt 1 ;historic_event papal_states_idebt end_monitor monitor_event FactionTurnStart FactionType papal_states and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter papal_states_debt = 1 set_event_counter papal_states_debt 0 add_money papal_states 10000 ;historic_event papal_states_debt_free end_monitor ;mongols monitor_event FactionTurnStart FactionType mongols and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money mongols -2147483647 add_money mongols 2147483647 add_money mongols 50 set_event_counter mongols_debt 1 ;historic_event mongols_idebt end_monitor monitor_event FactionTurnStart FactionType mongols and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter mongols_debt = 1 set_event_counter mongols_debt 0 add_money mongols 10000 ;historic_event mongols_debt_free end_monitor ;timurids monitor_event FactionTurnStart FactionType timurids and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money timurids -2147483647 add_money timurids 2147483647 add_money timurids 50 set_event_counter timurids_debt 1 ;historic_event timurids_idebt end_monitor monitor_event FactionTurnStart FactionType timurids and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter timurids_debt = 1 set_event_counter timurids_debt 0 add_money timurids 10000 ;historic_event timurids_debt_free end_monitor ;norway monitor_event FactionTurnStart FactionType norway and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money norway -2147483647 add_money norway 2147483647 add_money norway 50 set_event_counter norway_debt 1 ;historic_event norway_idebt end_monitor monitor_event FactionTurnStart FactionType norway and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter norway_debt = 1 set_event_counter norway_debt 0 add_money norway 10000 ;historic_event norway_debt_free end_monitor ;ireland monitor_event FactionTurnStart FactionType ireland and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money ireland -2147483647 add_money ireland 2147483647 add_money ireland 50 set_event_counter ireland_debt 1 ;historic_event ireland_idebt end_monitor monitor_event FactionTurnStart FactionType ireland and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter ireland_debt = 1 set_event_counter ireland_debt 0 add_money ireland 10000 ;historic_event ireland_debt_free end_monitor ;lithuania monitor_event FactionTurnStart FactionType lithuania and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money lithuania -2147483647 add_money lithuania 2147483647 add_money lithuania 50 set_event_counter lithuania_debt 1 ;historic_event lithuania_idebt end_monitor monitor_event FactionTurnStart FactionType lithuania and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter lithuania_debt = 1 set_event_counter lithuania_debt 0 add_money lithuania 10000 ;historic_event lithuania_debt_free end_monitor ;novgorod monitor_event FactionTurnStart FactionType novgorod and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money novgorod -2147483647 add_money novgorod 2147483647 add_money novgorod 50 set_event_counter novgorod_debt 1 ;historic_event novgorod_idebt end_monitor monitor_event FactionTurnStart FactionType novgorod and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter novgorod_debt = 1 set_event_counter novgorod_debt 0 add_money novgorod 10000 ;historic_event novgorod_debt_free end_monitor ;tuareg monitor_event FactionTurnStart FactionType tuareg and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money tuareg -2147483647 add_money tuareg 2147483647 add_money tuareg 50 set_event_counter tuareg_debt 1 ;historic_event tuareg_idebt end_monitor monitor_event FactionTurnStart FactionType tuareg and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter tuareg_debt = 1 set_event_counter tuareg_debt 0 add_money tuareg 10000 ;historic_event tuareg_debt_free end_monitor ;damascus monitor_event FactionTurnStart FactionType damascus and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money damascus -2147483647 add_money damascus 2147483647 add_money damascus 50 set_event_counter damascus_debt 1 ;historic_event damascus_idebt end_monitor monitor_event FactionTurnStart FactionType damascus and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter damascus_debt = 1 set_event_counter damascus_debt 0 add_money damascus 10000 ;historic_event damascus_debt_free end_monitor ;azumi monitor_event FactionTurnStart FactionType azumi and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money azumi -2147483647 add_money azumi 2147483647 add_money azumi 50 set_event_counter azumi_debt 1 ;historic_event azumi_idebt end_monitor monitor_event FactionTurnStart FactionType azumi and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter azumi_debt = 1 set_event_counter azumi_debt 0 add_money azumi 10000 ;historic_event azumi_debt_free end_monitor ;cilicia monitor_event FactionTurnStart FactionType cilicia and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money cilicia -2147483647 add_money cilicia 2147483647 add_money cilicia 50 set_event_counter cilicia_debt 1 ;historic_event cilicia_idebt end_monitor monitor_event FactionTurnStart FactionType cilicia and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter cilicia_debt = 1 set_event_counter cilicia_debt 0 add_money cilicia 10000 ;historic_event cilicia_debt_free end_monitor ;aztecs monitor_event FactionTurnStart FactionType aztecs and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money aztecs -2147483647 add_money aztecs 2147483647 add_money aztecs 50 set_event_counter aztecs_debt 1 ;historic_event aztecs_idebt end_monitor monitor_event FactionTurnStart FactionType aztecs and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter aztecs_debt = 1 set_event_counter aztecs_debt 0 add_money aztecs 10000 ;historic_event aztecs_debt_free end_monitor ;apachean monitor_event FactionTurnStart FactionType apachean and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money apachean -2147483647 add_money apachean 2147483647 add_money apachean 50 set_event_counter apachean_debt 1 ;historic_event apachean_idebt end_monitor monitor_event FactionTurnStart FactionType apachean and IsFactionAIControlled and Treasury > 0 and FactionIncome > 50 and I_EventCounter apachean_debt = 1 set_event_counter apachean_debt 0 add_money apachean 10000 ;historic_event apachean_debt_free end_monitor ;slave monitor_event FactionTurnStart FactionType slave and IsFactionAIControlled and Treasury < 0 and FactionIncome < 0 add_money slave -2147483647 add_money slave 2147483647 add_money slave 50 ;historic_event tuareg_idebt end_monitor ;monitor_event FactionTurnStart FactionType slave ; and I_NumberOfSettlements slave > 0 ; and I_TurnNumber > 50 ; and Treasury < 100 ; add_money slave 5000 ; ;historic_event tuareg_debt_free ;end_monitor ;monitor_event FactionTurnStart FactionType slave ; and I_NumberOfSettlements slave > 15 ; and I_TurnNumber > 50 ; and Treasury < 6000 ; add_money slave 5000 ;historic_event tuareg_debt_free ;end_monitor ;monitor_event FactionTurnStart FactionType slave ; and I_NumberOfSettlements slave > 25 ; and I_TurnNumber > 50 ; and Treasury < 11000 ; add_money slave 5000 ; ;historic_event tuareg_debt_free ; end_monitor ;RECRUITMENT PREREQUISITES BYZANTIUM------------------------------------------------------------------------------------------------------- declare_counter holds_constantinople declare_counter holds_adrianople declare_counter holds_rome declare_counter holds_florence declare_counter holds_thessalonica declare_counter holds_bologna declare_counter holds_athens declare_counter holds_chieti declare_counter holds_sofia declare_counter holds_dorystolon declare_counter holds_damascus_damascus declare_counter holds_damascus_mongols declare_counter holds_timbuktu declare_counter holds_venice declare_counter holds_milan declare_counter holds_toledo declare_counter holds_trebizond declare_counter holds_constantinople_turks declare_counter holds_jerusalem_muslim_egypt declare_counter holds_jerusalem_muslim_tuareg declare_counter holds_jerusalem_muslim_azumi declare_counter holds_jerusalem_muslim_turks declare_counter holds_jerusalem_muslim_damascus declare_counter holds_jerusalem_muslim_mongols declare_counter holds_jerusalem_muslim_moors declare_counter holds_melitene declare_counter holds_aleppo declare_counter holds_cairo declare_counter holds_baghdad monitor_conditions I_SettlementOwner Constantinople = byzantium and I_EventCounter holds_constantinople == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_constantinople 1 end_monitor monitor_conditions not I_SettlementOwner Constantinople = byzantium and I_EventCounter holds_constantinople == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_constantinople 0 end_monitor monitor_conditions I_SettlementOwner Adrianopel = byzantium and I_EventCounter holds_adrianople == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_adrianople 1 end_monitor monitor_conditions not I_SettlementOwner Adrianopel = byzantium and I_EventCounter holds_adrianople == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_adrianople 0 end_monitor monitor_conditions I_SettlementOwner Rome = byzantium and I_EventCounter holds_rome == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_rome 1 end_monitor monitor_conditions not I_SettlementOwner Rome = byzantium and I_EventCounter holds_rome == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_rome 0 end_monitor monitor_conditions I_SettlementOwner Florence = byzantium and I_EventCounter holds_florence == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_florence 1 end_monitor monitor_conditions not I_SettlementOwner Florence = byzantium and I_EventCounter holds_florence == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_florence 0 end_monitor monitor_conditions I_SettlementOwner Thessalonica = byzantium and I_EventCounter holds_thessalonica == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_thessalonica 1 end_monitor monitor_conditions not I_SettlementOwner Thessalonica = byzantium and I_EventCounter holds_thessalonica == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_thessalonica 0 end_monitor monitor_conditions I_SettlementOwner Bologna = byzantium and I_EventCounter holds_bologna == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_bologna 1 end_monitor monitor_conditions not I_SettlementOwner Bologna = byzantium and I_EventCounter holds_bologna == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_bologna 0 end_monitor monitor_conditions I_SettlementOwner Athen = byzantium and I_EventCounter holds_athens == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_athens 1 end_monitor monitor_conditions not I_SettlementOwner Athen = byzantium and I_EventCounter holds_athens == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_athens 0 end_monitor monitor_conditions I_SettlementOwner Chieti = byzantium and I_EventCounter holds_chieti == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_chieti 1 end_monitor monitor_conditions not I_SettlementOwner Chieti = byzantium and I_EventCounter holds_chieti == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_chieti 0 end_monitor monitor_conditions I_SettlementOwner Sofia = byzantium and I_EventCounter holds_sofia == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_sofia 1 end_monitor monitor_conditions not I_SettlementOwner Sofia = byzantium and I_EventCounter holds_sofia == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_sofia 0 end_monitor monitor_conditions I_SettlementOwner Dorystolon = byzantium and I_EventCounter holds_dorystolon == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_dorystolon 1 end_monitor monitor_conditions not I_SettlementOwner Dorystolon = byzantium and I_EventCounter holds_dorystolon == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_dorystolon 0 end_monitor monitor_conditions I_SettlementOwner Damascus = damascus and I_EventCounter holds_damascus_damascus == 0 and I_NumberOfSettlements damascus > 0 set_event_counter holds_damascus_damascus 1 end_monitor monitor_conditions not I_SettlementOwner Damascus = damascus and I_EventCounter holds_damascus_damascus == 1 and I_NumberOfSettlements damascus > 0 set_event_counter holds_damascus_damascus 0 end_monitor monitor_conditions not I_SettlementOwner Damascus = mongols and I_EventCounter holds_damascus_mongols == 1 and I_NumberOfSettlements mongols > 0 set_event_counter holds_damascus_mongols 0 end_monitor monitor_conditions I_SettlementOwner Damascus = mongols and I_EventCounter holds_damascus_mongols == 0 and I_NumberOfSettlements mongols > 0 set_event_counter holds_damascus_mongols 1 end_monitor monitor_conditions not I_SettlementOwner Timbuktu = moors and I_EventCounter holds_timbuktu == 1 and I_NumberOfSettlements moors > 0 set_event_counter holds_timbuktu 0 end_monitor monitor_conditions I_SettlementOwner Timbuktu = moors and I_EventCounter holds_timbuktu == 0 and I_NumberOfSettlements moors > 0 set_event_counter holds_timbuktu 1 end_monitor monitor_conditions I_SettlementOwner Venice = byzantium and I_EventCounter holds_venice == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_venice 1 end_monitor monitor_conditions not I_SettlementOwner Venice = byzantium and I_EventCounter holds_venice == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_venice 0 end_monitor monitor_conditions I_SettlementOwner Milan = byzantium and I_EventCounter holds_milan == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_milan 1 end_monitor monitor_conditions not I_SettlementOwner Milan = byzantium and I_EventCounter holds_milan == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_milan 0 end_monitor monitor_conditions I_SettlementOwner Toledo = byzantium and I_EventCounter holds_toledo == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_toledo 1 end_monitor monitor_conditions not I_SettlementOwner Toledo = byzantium and I_EventCounter holds_toledo == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_toledo 0 end_monitor monitor_conditions I_SettlementOwner Trebizond = byzantium and I_EventCounter holds_trebizond == 0 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_trebizond 1 end_monitor monitor_conditions not I_SettlementOwner Trebizond = byzantium and I_EventCounter holds_trebizond == 1 and I_NumberOfSettlements byzantium > 0 set_event_counter holds_trebizond 0 end_monitor monitor_conditions I_SettlementOwner Constantinople = turks and I_EventCounter holds_constantinople_turks == 0 and I_NumberOfSettlements turks > 0 set_event_counter holds_constantinople_turks 1 end_monitor monitor_conditions not I_SettlementOwner Constantinople = turks and I_EventCounter holds_constantinople_turks == 1 and I_NumberOfSettlements turks > 0 set_event_counter holds_constantinople_turks 0 end_monitor monitor_conditions I_SettlementOwner Melitene = turks and I_EventCounter holds_melitene == 0 and I_NumberOfSettlements turks > 0 set_event_counter holds_melitene 1 end_monitor monitor_conditions not I_SettlementOwner Melitene = turks and I_EventCounter holds_melitene == 1 and I_NumberOfSettlements turks > 0 set_event_counter holds_melitene 0 end_monitor monitor_conditions I_SettlementOwner Aleppo = damascus and I_EventCounter holds_aleppo == 0 and I_NumberOfSettlements damascus > 0 set_event_counter holds_aleppo 1 end_monitor monitor_conditions not I_SettlementOwner Aleppo = damascus and I_EventCounter holds_aleppo == 1 and I_NumberOfSettlements damascus > 0 set_event_counter holds_aleppo 0 end_monitor monitor_conditions I_SettlementOwner Baghdad = egypt and I_EventCounter holds_baghdad == 0 and I_NumberOfSettlements egypt > 0 set_event_counter holds_baghdad 1 end_monitor monitor_conditions not I_SettlementOwner Baghdad = egypt and I_EventCounter holds_baghdad == 1 and I_NumberOfSettlements egypt > 0 set_event_counter holds_baghdad 0 end_monitor monitor_conditions I_SettlementOwner Baghdad = tuareg and I_EventCounter holds_baghdad == 0 and I_NumberOfSettlements tuareg > 0 set_event_counter holds_baghdad 1 end_monitor monitor_conditions not I_SettlementOwner Baghdad = tuareg and I_EventCounter holds_baghdad == 1 and I_NumberOfSettlements tuareg > 0 set_event_counter holds_baghdad 0 end_monitor monitor_conditions I_SettlementOwner Cairo = egypt and I_EventCounter holds_cairo == 0 and I_NumberOfSettlements egypt > 0 set_event_counter holds_cairo 1 end_monitor monitor_conditions not I_SettlementOwner Cairo = egypt and I_EventCounter holds_cairo == 1 and I_NumberOfSettlements egypt > 0 set_event_counter holds_cairo 0 end_monitor monitor_conditions I_SettlementOwner Cairo = tuareg and I_EventCounter holds_cairo == 0 and I_NumberOfSettlements tuareg > 0 set_event_counter holds_cairo 1 end_monitor monitor_conditions not I_SettlementOwner Cairo = tuareg and I_EventCounter holds_cairo == 1 and I_NumberOfSettlements tuareg > 0 set_event_counter holds_cairo 0 end_monitor ;FEDAYEEN monitor_conditions I_SettlementOwner Jerusalem = turks and I_EventCounter holds_jerusalem_muslim_turks == 0 and I_NumberOfSettlements turks > 0 set_event_counter holds_jerusalem_muslim_turks 1 end_monitor monitor_conditions not I_SettlementOwner Jerusalem = turks and I_EventCounter holds_jerusalem_muslim_turks == 1 and I_NumberOfSettlements turks > 0 set_event_counter holds_jerusalem_muslim_turks 0 end_monitor monitor_conditions I_SettlementOwner Jerusalem = damascus and I_EventCounter holds_jerusalem_muslim_damascus == 0 and I_NumberOfSettlements damascus > 0 set_event_counter holds_jerusalem_muslim_damascus 1 end_monitor monitor_conditions not I_SettlementOwner Jerusalem = damascus and I_EventCounter holds_jerusalem_muslim_damascus == 1 and I_NumberOfSettlements damascus > 0 set_event_counter holds_jerusalem_muslim_damascus 0 end_monitor monitor_conditions I_SettlementOwner Jerusalem = moors and I_EventCounter holds_jerusalem_muslim_moors == 0 and I_NumberOfSettlements moors > 0 set_event_counter holds_jerusalem_muslim_moors 1 end_monitor monitor_conditions not I_SettlementOwner Jerusalem = moors and I_EventCounter holds_jerusalem_muslim_moors == 1 and I_NumberOfSettlements moors > 0 set_event_counter holds_jerusalem_muslim_moors 0 end_monitor monitor_conditions I_SettlementOwner Jerusalem = tuareg and I_EventCounter holds_jerusalem_muslim_tuareg == 0 and I_NumberOfSettlements tuareg > 0 set_event_counter holds_jerusalem_muslim_tuareg 1 end_monitor monitor_conditions not I_SettlementOwner Jerusalem = tuareg and I_EventCounter holds_jerusalem_muslim_tuareg == 1 and I_NumberOfSettlements tuareg > 0 set_event_counter holds_jerusalem_muslim_tuareg 0 end_monitor monitor_conditions I_SettlementOwner Jerusalem = azumi and I_EventCounter holds_jerusalem_muslim_azumi == 0 and I_NumberOfSettlements azumi > 0 set_event_counter holds_jerusalem_muslim_azumi 1 end_monitor monitor_conditions not I_SettlementOwner Jerusalem = azumi and I_EventCounter holds_jerusalem_muslim_azumi == 1 and I_NumberOfSettlements azumi > 0 set_event_counter holds_jerusalem_muslim_azumi 0 end_monitor monitor_conditions I_SettlementOwner Jerusalem = egypt and I_EventCounter holds_jerusalem_muslim_egypt == 0 and I_NumberOfSettlements egypt > 0 set_event_counter holds_jerusalem_muslim_egypt 1 end_monitor monitor_conditions not I_SettlementOwner Jerusalem = egypt and I_EventCounter holds_jerusalem_muslim_egypt == 1 and I_NumberOfSettlements egypt > 0 set_event_counter holds_jerusalem_muslim_egypt 0 end_monitor monitor_conditions I_SettlementOwner Jerusalem = mongols and I_EventCounter holds_jerusalem_muslim_mongols == 0 and I_NumberOfSettlements mongols > 0 set_event_counter holds_jerusalem_muslim_mongols 1 end_monitor monitor_conditions not I_SettlementOwner Jerusalem = mongols and I_EventCounter holds_jerusalem_muslim_mongols == 1 and I_NumberOfSettlements mongols > 0 set_event_counter holds_jerusalem_muslim_mongols 0 end_monitor ;-- MONGOL INVASION ------------------------------------------------------------------------------------------------------------------------ monitor_event FactionTurnStart FactionType mongols and I_TurnNumber > 60 ;63 originaly lined up with historic mongol event and I_TurnNumber < 107 and IsFactionAIControlled add_money mongols 20000 ;88888 ;historic_event tuareg_debt_free end_monitor monitor_event FactionTurnStart FactionType mongols and I_TurnNumber > 144 and I_TurnNumber < 152 and IsFactionAIControlled add_money mongols 20000 ;88888 ;historic_event tuareg_debt_free end_monitor monitor_event FactionTurnStart FactionType mongols and IsFactionAIControlled set_kings_purse mongols 15000 terminate_monitor end_monitor monitor_event FactionTurnStart FactionType mongols and I_TurnNumber = 200 and IsFactionAIControlled set_kings_purse mongols 6000 ;historic_event tuareg_debt_free terminate_monitor end_monitor monitor_event FactionTurnStart FactionType mongols and IsFactionAIControlled and I_TurnNumber >= 63 and I_TurnNumber <= 107 set_faction_standing mongols timurids -1.0 set_faction_standing mongols azumi -1.0 set_faction_standing mongols tuareg -1.0 set_faction_standing mongols turks -1.0 set_faction_standing mongols damascus -1.0 set_faction_standing mongols russia -1.0 set_faction_standing mongols novgorod -1.0 console_command diplomatic_stance mongols timurids, war console_command diplomatic_stance timurids mongols, war console_command diplomatic_stance mongols azumi, war console_command diplomatic_stance azumi mongols, war ;terminate_monitor end_monitor ;FIRST WAVE MONGOLS------------------------------------------------------------------------------------------------------------------------------------------------ monitor_event FactionTurnStart FactionType mongols and IsFactionAIControlled and I_SettlementOwner Karakorum = mongols and I_TurnNumber = 62 spawn_army faction mongols character Temujin, named character, age 30, x 390, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 167, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 165, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 391, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 391, y 167, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end terminate_monitor end_monitor ;SECOND WAVE MONGOLS------------------------------------------------------------------------------------------------------------------ monitor_event FactionTurnStart FactionType mongols and IsFactionAIControlled and I_SettlementOwner Karakorum = mongols and I_TurnNumber = 68 spawn_army faction mongols character Kublai, named character, age 30, x 390, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 167, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 165, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 391, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 391, y 167, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end terminate_monitor end_monitor ;THIRD WAVE MONGOLS------------------------------------------------------------------------------------------------------------------ monitor_event FactionTurnStart FactionType mongols and IsFactionAIControlled and I_SettlementOwner Karakorum = mongols and I_TurnNumber = 71 spawn_army faction mongols character random_name, named character, age 30, x 390, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 167, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 165, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 391, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end terminate_monitor end_monitor ;FOURTH WAVE MONGOLS------------------------------------------------------------------------------------------------------------------ monitor_event FactionTurnStart FactionType mongols and IsFactionAIControlled and I_SettlementOwner Karakorum = mongols and I_TurnNumber = 74 spawn_army faction mongols character random_name, named character, age 30, x 390, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 167, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 165, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 391, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end terminate_monitor end_monitor ;FIFTH WAVE MONGOLS------------------------------------------------------------------------------------------------------------------ monitor_event FactionTurnStart FactionType mongols and IsFactionAIControlled and I_SettlementOwner Karakorum = mongols and I_TurnNumber = 76 spawn_army faction mongols character random_name, named character, age 30, x 390, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 167, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 165, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 391, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end terminate_monitor end_monitor ;FIRST WAVE TIMURIDS------------------------------------------------------------------------------------------------------------------------------------------------ monitor_event FactionTurnStart FactionType mongols and IsFactionAIControlled and I_SettlementOwner Karakorum = mongols and I_TurnNumber = 144 spawn_army faction mongols character Timur, named character, age 30, x 390, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Elephants exp 6 armour 1 weapon_lvl 0 unit Elephants exp 6 armour 1 weapon_lvl 0 unit Elephant Artillery exp 6 armour 1 weapon_lvl 0 unit Elephant Artillery exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 167, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Elephants exp 6 armour 1 weapon_lvl 0 unit Elephant Artillery exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 165, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 391, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Elephants exp 6 armour 1 weapon_lvl 0 unit Elephant Artillery exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Elephants exp 6 armour 1 weapon_lvl 0 unit Elephant Artillery exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 391, y 167, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end terminate_monitor end_monitor ;SECOND WAVE TIMURIDS------------------------------------------------------------------------------------------------------------------ monitor_event FactionTurnStart FactionType mongols and IsFactionAIControlled and I_SettlementOwner Karakorum = mongols and I_TurnNumber = 148 spawn_army faction mongols character Mongke, named character, age 30, x 390, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Elephants exp 6 armour 1 weapon_lvl 0 unit Elephant Artillery exp 6 armour 1 weapon_lvl 0 unit Elephants exp 6 armour 1 weapon_lvl 0 unit Elephant Artillery exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 167, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 390, y 165, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Elephants exp 6 armour 1 weapon_lvl 0 unit Elephant Artillery exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 391, y 166, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit NE Trebuchet exp 6 armour 0 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end spawn_army faction mongols character random_name, named character, age 30, x 391, y 167, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Mongol Infantry exp 6 armour 1 weapon_lvl 0 unit Elephants exp 6 armour 1 weapon_lvl 0 unit Elephant Artillery exp 6 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Khan's Guard exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 6 armour 1 weapon_lvl 0 unit Elephants exp 6 armour 1 weapon_lvl 0 unit Elephant Artillery exp 6 armour 1 weapon_lvl 0 unit AS Rocket Launcher exp 6 armour 0 weapon_lvl 0 end terminate_monitor end_monitor monitor_event FactionTurnStart FactionType mongols and IsFactionAIControlled and I_TurnNumber >= 63 and I_TurnNumber <= 107 set_faction_standing mongols timurids 0.0 set_faction_standing mongols azumi 0.0 set_faction_standing mongols tuareg 0.0 set_faction_standing mongols turks 0.0 set_faction_standing mongols egypt 0.0 set_faction_standing mongols damascus 0.0 set_faction_standing mongols russia 0.0 set_faction_standing mongols novgorod 0.0 terminate_monitor end_monitor ;Genghis Khans Spawn Script------------------------------------------------------------------------------------------------------------------------------ monitor_event FactionTurnStart FactionType mongols and I_TurnNumber > 63 lined up with historic mongol event spawn_army faction mongols character Genghis Khan, named character, age 16, x 395, y 181, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 3, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Khan's Guard exp 1 armour 1 weapon_lvl 0 unit Khan's Guard exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 end terminate_monitor end_monitor ;MONGOL UNIFICATION--------------------------------------------------------------------------------------------------------------------------------- monitor_event GeneralCaptureSettlement SettlementName Ongud and FactionType mongols add_money mongols 2000 increment_kings_purse mongols 250 spawn_army faction mongols character random_name, general, age 20, x 393, y 152 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 end historic_event Ongud_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Oirat and FactionType mongols add_money mongols 2000 increment_kings_purse mongols 250 spawn_army faction mongols character random_name, general, age 20, x 369, y 179 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 end historic_event Oirat_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Naiman and FactionType mongols add_money mongols 2000 increment_kings_purse mongols 250 spawn_army faction mongols character random_name, general, age 20, x 365, y 168 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 end historic_event Naiman_mongols_captured terminate_monitor end_monitor monitor_conditions I_SettlementOwner Karakorum = mongols and I_SettlementOwner Ongud = mongols and I_SettlementOwner Oirat = mongols and I_SettlementOwner Naiman = mongols add_money mongols 2000 increment_kings_purse mongols 250 historic_event Unification_Mongols terminate_monitor end_monitor ;MONGOL PLUNDER SCRIPT------------------------------------------------------------------------------------------------------------------------------- monitor_event GeneralCaptureSettlement SettlementName Balagsun and FactionType mongols add_money mongols 1500 historic_event Balagsun_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Tashkent and FactionType mongols add_money mongols 3000 historic_event Tashkent_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Samarkand and FactionType mongols add_money mongols 5000 increment_kings_purse mongols 500 spawn_army faction mongols character random_name, general, age 20, x 365, y 116 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 end historic_event Samarkand_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Buchara and FactionType mongols add_money mongols 3000 spawn_army faction mongols character random_name, general, age 20, x 343, y 115 unit ME Spear Militia exp 1 armour 0 weapon_lvl 0 unit ME Spear Militia exp 1 armour 0 weapon_lvl 0 end historic_event Buchara_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Merv and FactionType mongols add_money mongols 3000 historic_event Merv_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Urgench and FactionType mongols add_money mongols 6000 historic_event Urgench_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Nishapur_City and FactionType mongols add_money mongols 3000 increment_kings_purse mongols 250 spawn_army faction mongols character random_name, general, age 20, x 327, y 87 unit Mongol Infantry exp 1 armour 0 weapon_lvl 0 unit Mongol Infantry exp 1 armour 0 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 0 weapon_lvl 0 end historic_event Nishapur_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Harat and FactionType mongols add_money mongols 1500 spawn_army faction mongols character random_name, general, age 20, x 345, y 65 unit Dismounted Light Lancers exp 1 armour 0 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 0 weapon_lvl 0 end historic_event Herat_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Rayy and FactionType mongols add_money mongols 3000 spawn_army faction mongols character random_name, general, age 20, x 307, y 89 unit Mongol Heavy Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 0 weapon_lvl 0 unit Dismounted Heavy Archers exp 1 armour 0 weapon_lvl 0 end historic_event Rayy_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Isfahan and FactionType mongols add_money mongols 3000 increment_kings_purse mongols 250 historic_event Isfahan_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Baghdad and FactionType mongols add_money mongols 10000 increment_kings_purse mongols 500 spawn_army faction mongols character random_name, general, age 20, x 291, y 70 unit Sabadar Militia exp 1 armour 0 weapon_lvl 0 unit Sabadar Militia exp 1 armour 0 weapon_lvl 0 unit Sabadar Militia exp 1 armour 0 weapon_lvl 0 unit Sabadar Militia exp 1 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 1 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 1 armour 0 weapon_lvl 0 end historic_event Baghdad_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Aleppo and FactionType mongols add_money mongols 5000 spawn_army faction mongols character random_name, general, age 20, x 257, y 73 unit Mongol Infantry exp 1 armour 0 weapon_lvl 0 unit Mongol Infantry exp 1 armour 0 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 0 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 0 weapon_lvl 0 end historic_event Aleppo_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Damascus and FactionType mongols add_money mongols 5000 increment_kings_purse mongols 250 spawn_army faction mongols character random_name, general, age 20, x 259, y 64 unit Sabadar Militia exp 1 armour 0 weapon_lvl 0 unit Sabadar Militia exp 1 armour 0 weapon_lvl 0 unit Sabadar Militia exp 1 armour 0 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 0 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 0 weapon_lvl 0 end historic_event Damascus_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Jerusalem and FactionType mongols add_money mongols 2500 historic_event Jerusalem_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Mosul and FactionType mongols add_money mongols 1000 spawn_army faction mongols character random_name, general, age 20, x 281, y 79 unit Dismounted Light Lancers exp 1 armour 0 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 0 weapon_lvl 0 unit Mongol Foot Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Foot Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Foot Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Foot Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Foot Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 0 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 0 weapon_lvl 0 end historic_event Mosul_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Yerevan and FactionType mongols add_money mongols 2500 spawn_army faction mongols character random_name, general, age 20, x 278, y 101 unit Armenian Archers exp 1 armour 0 weapon_lvl 0 unit Armenian Archers exp 1 armour 0 weapon_lvl 0 unit Armenian Cavalry exp 1 armour 0 weapon_lvl 0 unit Armenian Cavalry exp 1 armour 0 weapon_lvl 0 end historic_event Yerevan_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Tbilisi and FactionType mongols add_money mongols 2500 spawn_army faction mongols character random_name, general, age 20, x 278, y 109 unit Armenian Archers exp 1 armour 0 weapon_lvl 0 unit Armenian Archers exp 1 armour 0 weapon_lvl 0 unit Armenian Cavalry exp 1 armour 0 weapon_lvl 0 unit Armenian Cavalry exp 1 armour 0 weapon_lvl 0 end historic_event Tbilisi_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Bulgar and FactionType mongols add_money mongols 2500 increment_kings_purse mongols 500 spawn_army faction mongols character random_name, general, age 20, x 281, y 163 unit Cuman Horse Archers C exp 1 armour 0 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 0 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 0 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 0 weapon_lvl 0 end historic_event Bulgar_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Astrachan and FactionType mongols add_money mongols 3000 spawn_army faction mongols character random_name, general, age 20, x 279, y 142 unit Cuman Horse Archers C exp 1 armour 0 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 0 weapon_lvl 0 end historic_event Astrachan_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Sarkel and FactionType mongols add_money mongols 1500 spawn_army faction mongols character random_name, general, age 20, x 258, y 134 unit Cuman Horse Archers C exp 1 armour 0 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 0 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 0 weapon_lvl 0 end historic_event Sarkel_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Ryazan and FactionType mongols add_money mongols 3000 historic_event Ryazan_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Woronesch and FactionType mongols add_money mongols 1500 historic_event Woronesch_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Caffa and FactionType mongols add_money mongols 2500 historic_event Caffa_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Moscow and FactionType mongols add_money mongols 3000 historic_event Moscow_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Tschernihiw and FactionType mongols add_money mongols 5000 increment_kings_purse mongols 250 spawn_army faction mongols character random_name, general, age 20, x 220, y 150 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 0 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 0 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 0 weapon_lvl 0 end historic_event Tschernihiw_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Kiev and FactionType mongols add_money mongols 10000 increment_kings_purse mongols 500 spawn_army faction mongols character random_name, general, age 20, x 217, y 139 unit Sabadar Militia exp 6 armour 0 weapon_lvl 0 unit Sabadar Militia exp 6 armour 0 weapon_lvl 0 unit Sabadar Militia exp 6 armour 0 weapon_lvl 0 unit Sabadar Militia exp 6 armour 0 weapon_lvl 0 end historic_event Kiev_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Halych and FactionType mongols add_money mongols 3000 spawn_army faction mongols character random_name, general, age 20, x 192, y 140 unit Mongol Infantry exp 1 armour 0 weapon_lvl 0 unit Mongol Infantry exp 1 armour 0 weapon_lvl 0 unit Mongol Infantry exp 1 armour 0 weapon_lvl 0 unit Mongol Infantry exp 1 armour 0 weapon_lvl 0 end historic_event Halych_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Cracow and FactionType mongols add_money mongols 5000 spawn_army faction mongols character random_name, general, age 20, x 174, y 136 unit Dismounted Heavy Lancers exp 1 armour 0 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 0 weapon_lvl 0 end historic_event Cracow_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Breslau and FactionType mongols add_money mongols 2500 historic_event Breslau_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Budapest and FactionType mongols add_money mongols 5000 historic_event Budapest_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Vienna and FactionType mongols add_money mongols 10000 historic_event Vienna_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Cairo and FactionType mongols add_money mongols 10000 historic_event Cairo_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Rome and FactionType mongols add_money mongols 10000 historic_event Rome_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Constantinople and FactionType mongols add_money mongols 10000 historic_event Constantinople_mongols_captured terminate_monitor end_monitor monitor_event GeneralCaptureSettlement SettlementName Novgorod and FactionType mongols add_money mongols 7500 historic_event Novgorod_mongols_captured terminate_monitor end_monitor ;BATTLE LOOT SCRIPT------------------------------------------------------------------------------------------------------------------------------- monitor_event PostBattle FactionType england and WonBattle and not I_ConflictType Naval add_money england 250 end_monitor monitor_event PostBattle FactionType england and not WonBattle and not I_ConflictType Naval add_money england -250 end_monitor monitor_event PostBattle FactionType france and WonBattle and not I_ConflictType Naval add_money france 250 end_monitor monitor_event PostBattle FactionType france and not WonBattle and not I_ConflictType Naval add_money france -250 end_monitor monitor_event PostBattle FactionType scotland and WonBattle and not I_ConflictType Naval add_money scotland 250 end_monitor monitor_event PostBattle FactionType scotland and not WonBattle and not I_ConflictType Naval add_money scotland -250 end_monitor monitor_event PostBattle FactionType ireland and WonBattle and not I_ConflictType Naval add_money ireland 250 end_monitor monitor_event PostBattle FactionType ireland and not WonBattle and not I_ConflictType Naval add_money ireland -250 end_monitor monitor_event PostBattle FactionType hre and WonBattle and not I_ConflictType Naval add_money hre 250 end_monitor monitor_event PostBattle FactionType hre and not WonBattle and not I_ConflictType Naval add_money hre -250 end_monitor monitor_event PostBattle FactionType norway and WonBattle and not I_ConflictType Naval add_money norway 250 end_monitor monitor_event PostBattle FactionType norway and not WonBattle and not I_ConflictType Naval add_money norway -250 end_monitor monitor_event PostBattle FactionType denmark and WonBattle and not I_ConflictType Naval add_money denmark 250 end_monitor monitor_event PostBattle FactionType denmark and not WonBattle and not I_ConflictType Naval add_money denmark -250 end_monitor monitor_event PostBattle FactionType poland and WonBattle and not I_ConflictType Naval add_money poland 250 end_monitor monitor_event PostBattle FactionType poland and not WonBattle and not I_ConflictType Naval add_money poland -250 end_monitor monitor_event PostBattle FactionType hungary and WonBattle and not I_ConflictType Naval add_money hungary 250 end_monitor monitor_event PostBattle FactionType hungary and not WonBattle and not I_ConflictType Naval add_money hungary -250 end_monitor monitor_event PostBattle FactionType novgorod and WonBattle and not I_ConflictType Naval add_money novgorod 250 end_monitor monitor_event PostBattle FactionType novgorod and not WonBattle and not I_ConflictType Naval add_money novgorod -250 end_monitor monitor_event PostBattle FactionType russia and WonBattle and not I_ConflictType Naval add_money russia 250 end_monitor monitor_event PostBattle FactionType russia and not WonBattle and not I_ConflictType Naval add_money russia -250 end_monitor monitor_event PostBattle FactionType spain and WonBattle and not I_ConflictType Naval add_money spain 250 end_monitor monitor_event PostBattle FactionType spain and not WonBattle and not I_ConflictType Naval add_money spain -250 end_monitor monitor_event PostBattle FactionType portugal and WonBattle and not I_ConflictType Naval add_money portugal 250 end_monitor monitor_event PostBattle FactionType portugal and not WonBattle and not I_ConflictType Naval add_money portugal -250 end_monitor monitor_event PostBattle FactionType milan and WonBattle and not I_ConflictType Naval add_money milan 250 end_monitor monitor_event PostBattle FactionType milan and not WonBattle and not I_ConflictType Naval add_money milan -250 end_monitor monitor_event PostBattle FactionType venice and WonBattle and not I_ConflictType Naval add_money venice 250 end_monitor monitor_event PostBattle FactionType venice and not WonBattle and not I_ConflictType Naval add_money venice -250 end_monitor monitor_event PostBattle FactionType papal_states and WonBattle and not I_ConflictType Naval add_money papal_states 250 end_monitor monitor_event PostBattle FactionType papal_states and not WonBattle and not I_ConflictType Naval add_money papal_states -250 end_monitor monitor_event PostBattle FactionType sicily and WonBattle and not I_ConflictType Naval add_money sicily 250 end_monitor monitor_event PostBattle FactionType sicily and not WonBattle and not I_ConflictType Naval add_money sicily -250 end_monitor monitor_event PostBattle FactionType byzantium and WonBattle and not I_ConflictType Naval add_money byzantium 250 end_monitor monitor_event PostBattle FactionType byzantium and not WonBattle and not I_ConflictType Naval add_money byzantium -250 end_monitor monitor_event PostBattle FactionType turks and WonBattle and not I_ConflictType Naval add_money turks 250 end_monitor monitor_event PostBattle FactionType turks and not WonBattle and not I_ConflictType Naval add_money turks -250 end_monitor monitor_event PostBattle FactionType cilicia and WonBattle and not I_ConflictType Naval add_money cilicia 250 end_monitor monitor_event PostBattle FactionType cilicia and not WonBattle and not I_ConflictType Naval add_money cilicia -250 end_monitor monitor_event PostBattle FactionType damascus and WonBattle and not I_ConflictType Naval add_money damascus 250 end_monitor monitor_event PostBattle FactionType damascus and not WonBattle and not I_ConflictType Naval add_money damascus -250 end_monitor monitor_event PostBattle FactionType egypt and WonBattle and not I_ConflictType Naval add_money egypt 250 end_monitor monitor_event PostBattle FactionType egypt and not WonBattle and not I_ConflictType Naval add_money egypt -250 end_monitor monitor_event PostBattle FactionType moors and WonBattle and not I_ConflictType Naval add_money moors 250 end_monitor monitor_event PostBattle FactionType moors and not WonBattle and not I_ConflictType Naval add_money moors -250 end_monitor monitor_event PostBattle FactionType tuareg and WonBattle and not I_ConflictType Naval add_money tuareg 250 end_monitor monitor_event PostBattle FactionType tuareg and not WonBattle and not I_ConflictType Naval add_money tuareg -250 end_monitor monitor_event PostBattle FactionType azumi and WonBattle and not I_ConflictType Naval add_money azumi 250 end_monitor monitor_event PostBattle FactionType azumi and not WonBattle and not I_ConflictType Naval add_money azumi -250 end_monitor monitor_event PostBattle FactionType timurids and WonBattle and not I_ConflictType Naval add_money timurids 250 end_monitor monitor_event PostBattle FactionType timurids and not WonBattle and not I_ConflictType Naval add_money timurids -250 end_monitor monitor_event PostBattle FactionType mongols and WonBattle and not I_ConflictType Naval add_money mongols 250 end_monitor monitor_event PostBattle FactionType mongols and not WonBattle and not I_ConflictType Naval add_money mongols -250 end_monitor monitor_event PostBattle FactionType apachean and WonBattle and not I_ConflictType Naval add_money apachean 250 end_monitor monitor_event PostBattle FactionType apachean and not WonBattle and not I_ConflictType Naval add_money apachean -250 end_monitor monitor_event PostBattle FactionType aztecs and WonBattle and not I_ConflictType Naval add_money aztecs 250 end_monitor monitor_event PostBattle FactionType aztecs and not WonBattle and not I_ConflictType Naval add_money aztecs -250 end_monitor monitor_event PostBattle FactionType lithuania and WonBattle and not I_ConflictType Naval add_money lithuania 250 end_monitor monitor_event PostBattle FactionType lithuania and not WonBattle and not I_ConflictType Naval add_money lithuania -250 end_monitor ;UNFREEZE APACHEAN AZTECS---------------------------------------------------------------------------------------------------------------------------------- monitor_event FactionTurnStart FactionType apachean and FactionIsLocal unfreeze_faction_ai aztecs ;historic_event apachean_contacted event/aztecs_contacted.bik terminate_monitor end_monitor monitor_event FactionTurnStart FactionType aztecs and FactionIsLocal unfreeze_faction_ai apachean ;historic_event aztecs_contacted event/apachean_contacted.bik terminate_monitor end_monitor ;-- World is round -- monitor_event EventCounter EventCounterType world_is_round and EventCounter > 0 ; unhide America restrict_strat_radar false terminate_monitor end_monitor ;-- America discovered -- monitor_event TileSeen not FactionType aztecs and not FactionType apachean and not FactionType slave and IsPositionInRect 0 48 40 141 historic_event america_discovered event/america_discovered.bik terminate_monitor end_monitor ;-- Apachean discovered -- monitor_event ObjSeen TargetFactionType apachean and not FactionType slave unfreeze_faction_ai apachean unfreeze_faction_ai aztecs historic_event apachean_contacted event/apachean_contacted.bik terminate_monitor end_monitor ;-- Aztecs contacted -- monitor_event ObjSeen TargetFactionType aztecs and not FactionType slave and not FactionType apachean unfreeze_faction_ai aztecs unfreeze_faction_ai apachean add_events event counter disable_no_brigands date 0 event counter disable_no_pirates date 0 end_add_events historic_event aztecs_contacted event/aztecs_contacted.bik terminate_monitor end_monitor ;JERUSALEM CAPTURED monitor_event GeneralCaptureSettlement SettlementName Jerusalem and FactionReligion catholic historic_event jerusalem_christendom_captured event/christians_capture_jerusalem.bik end_monitor monitor_event GeneralCaptureSettlement SettlementName Jerusalem and FactionReligion orthodox historic_event jerusalem_christendom_captured event/christians_capture_jerusalem.bik end_monitor monitor_event GeneralCaptureSettlement SettlementName Jerusalem and FactionReligion islam historic_event jerusalem_islam_captured event/muslims_capture_jerusalem.bik end_monitor ;CONSTANTINOPLE CAPTURED monitor_event GeneralCaptureSettlement SettlementName Constantinople and FactionReligion catholic historic_event constantinople_latin_captured end_monitor monitor_event GeneralCaptureSettlement SettlementName Constantinople and FactionType byzantium historic_event constantinople_byzantium_captured end_monitor monitor_event GeneralCaptureSettlement SettlementName Constantinople and FactionReligion islam historic_event constantinople_islam_captured end_monitor ;VIENNA CAPTURED monitor_event GeneralCaptureSettlement SettlementName Vienna and FactionReligion islam historic_event vienna_islam_captured end_monitor ;ROME CAPTURED monitor_event GeneralCaptureSettlement SettlementName Rome and FactionReligion catholic historic_event rome_christendom_captured end_monitor monitor_event GeneralCaptureSettlement SettlementName Rome and FactionType byzantium historic_event rome_byzantium_captured end_monitor monitor_event GeneralCaptureSettlement SettlementName Rome and FactionReligion islam historic_event rome_islam_captured end_monitor ;------------------- WONDERS -------------------; ;-- player built first huge cathedral -- monitor_event EventCounter EventCounterType building_completed_player_huge_cathedral and EventCounter = 1 historic_event player_first_huge_cathedral event/huge_cathedral_built.bik terminate_monitor end_monitor ;-- player built first great jama -- monitor_event BuildingCompleted SettlementBuildingFinished = great_jama and FactionIsLocal historic_event player_first_great_jama event/great_mosque_created.bik terminate_monitor end_monitor monitor_event FactionTurnEnd FactionType slave hide_all_revealed_tiles end_monitor ;papal_states Crusade by Player enable monitor_event FactionTurnStart FactionIsLocal set_faction_standing papal_states papal_states 1.0 end_monitor ;HUSSITES-------------------------------------------------------------------------------------------------- monitor_event EventCounter EventCounterType hussites_uprising and EventCounter > 0 add_settlement_turmoil Prague 14 add_settlement_turmoil Brno 14 add_settlement_turmoil Breslau 14 spawn_character slave random_name, heretic, age 36, x 163, y 130 spawn_character slave random_name, heretic, age 36, x 163, y 130 spawn_character slave random_name, heretic, age 36, x 163, y 130 spawn_character slave random_name, heretic, age 36, x 163, y 130 spawn_character slave random_name, heretic, age 36, x 160, y 135 spawn_character slave random_name, heretic, age 36, x 160, y 135 spawn_character slave random_name, heretic, age 36, x 160, y 135 spawn_character slave random_name, heretic, age 36, x 164, y 140 spawn_character slave random_name, heretic, age 36, x 164, y 140 spawn_army faction slave, subfaction hre character random_name, named character, age 30, x 163, y 130, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 4, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 9 armour 1 weapon_lvl 0 unit Hussites exp 9 armour 0 weapon_lvl 0 unit Hussites exp 9 armour 0 weapon_lvl 0 unit Hussites exp 9 armour 0 weapon_lvl 0 unit Hussites exp 9 armour 0 weapon_lvl 0 unit Hussites exp 9 armour 0 weapon_lvl 0 unit Hussites exp 9 armour 0 weapon_lvl 0 unit Dismounted Mercenary German Knights exp 6 armour 1 weapon_lvl 0 unit Dismounted Mercenary German Knights exp 6 armour 1 weapon_lvl 0 unit Dismounted Mercenary German Knights exp 6 armour 1 weapon_lvl 0 unit Dismounted Mercenary German Knights exp 6 armour 1 weapon_lvl 0 unit Mercenary German Knights exp 7 armour 1 weapon_lvl 0 unit Mercenary German Knights exp 7 armour 1 weapon_lvl 0 unit Mercenary German Knights exp 7 armour 1 weapon_lvl 0 unit Mercenary German Knights exp 7 armour 1 weapon_lvl 0 unit Landschneckt Pikemen exp 6 armour 0 weapon_lvl 0 unit Landschneckt Pikemen exp 6 armour 0 weapon_lvl 0 unit Landschneckt Pikemen exp 6 armour 0 weapon_lvl 0 unit Landschneckt Pikemen exp 6 armour 0 weapon_lvl 0 unit NE Cannon exp 6 armour 0 weapon_lvl 0 end spawn_army faction slave, subfaction hre character random_name, named character, age 30, x 160, y 135, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 9 armour 1 weapon_lvl 0 unit Hussites exp 1 armour 9 weapon_lvl 0 unit Hussites exp 1 armour 9 weapon_lvl 0 unit Hussites exp 1 armour 9 weapon_lvl 0 unit Hussites exp 1 armour 9 weapon_lvl 0 unit Hussites exp 1 armour 9 weapon_lvl 0 unit Hussites exp 1 armour 9 weapon_lvl 0 unit Dismounted Mercenary German Knights exp 6 armour 1 weapon_lvl 0 unit Dismounted Mercenary German Knights exp 6 armour 1 weapon_lvl 0 unit Dismounted Mercenary German Knights exp 6 armour 1 weapon_lvl 0 unit Dismounted Mercenary German Knights exp 6 armour 1 weapon_lvl 0 unit Mercenary German Knights exp 7 armour 1 weapon_lvl 0 unit Mercenary German Knights exp 7 armour 1 weapon_lvl 0 unit Mercenary German Knights exp 7 armour 1 weapon_lvl 0 unit Landschneckt Pikemen exp 6 armour 0 weapon_lvl 0 unit Landschneckt Pikemen exp 6 armour 0 weapon_lvl 0 unit Landschneckt Pikemen exp 6 armour 0 weapon_lvl 0 unit Landschneckt Pikemen exp 6 armour 0 weapon_lvl 0 unit Landschneckt Pikemen exp 6 armour 0 weapon_lvl 0 unit NE Cannon exp 6 armour 0 weapon_lvl 0 end spawn_army faction slave, subfaction hre character random_name, named character, age 30, x 164, y 140, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 9 armour 1 weapon_lvl 0 unit Hussites exp 9 armour 0 weapon_lvl 0 unit Hussites exp 9 armour 0 weapon_lvl 0 unit Hussites exp 9 armour 0 weapon_lvl 0 unit Hussites exp 9 armour 0 weapon_lvl 0 unit Dismounted Mercenary German Knights exp 7 armour 1 weapon_lvl 0 unit Dismounted Mercenary German Knights exp 7 armour 1 weapon_lvl 0 unit Mercenary German Knights exp 6 armour 1 weapon_lvl 0 unit Mercenary German Knights exp 6 armour 1 weapon_lvl 0 unit Landschneckt Pikemen exp 9 armour 0 weapon_lvl 0 unit Landschneckt Pikemen exp 9 armour 0 weapon_lvl 0 unit Landschneckt Pikemen exp 9 armour 0 weapon_lvl 0 unit Landschneckt Pikemen exp 9 armour 0 weapon_lvl 0 unit NE Cannon exp 9 armour 0 weapon_lvl 0 unit NE Cannon exp 9 armour 0 weapon_lvl 0 end terminate_monitor end_monitor ;Cathars-------------------------------------------------------------------------------------------------- monitor_event EventCounter EventCounterType science_maths_zero_europe and EventCounter > 0 add_settlement_turmoil Toulouse 2 spawn_character slave random_name, heretic, age 36, x 106, y 107 spawn_character slave random_name, heretic, age 36, x 111, y 101 spawn_character slave random_name, heretic, age 36, x 108, y 100 spawn_character slave random_name, heretic, age 36, x 109, y 109 spawn_character slave random_name, heretic, age 36, x 112, y 106 terminate_monitor end_monitor monitor_event EventCounter EventCounterType mongols_invasion_warn and EventCounter > 0 add_settlement_turmoil Toulouse 4 spawn_character slave random_name, heretic, age 36, x 106, y 107 spawn_character slave random_name, heretic, age 36, x 111, y 101 spawn_character slave random_name, heretic, age 36, x 108, y 100 spawn_character slave random_name, heretic, age 36, x 109, y 109 spawn_character slave random_name, heretic, age 36, x 112, y 106 terminate_monitor end_monitor monitor_event EventCounter EventCounterType cathar_massacre and EventCounter > 0 add_settlement_turmoil Toulouse 8 spawn_character slave random_name, heretic, age 36, x 106, y 107 spawn_character slave random_name, heretic, age 36, x 111, y 101 spawn_character slave random_name, heretic, age 36, x 108, y 100 terminate_monitor end_monitor monitor_event EventCounter EventCounterType nibelungenlied and EventCounter > 0 add_settlement_turmoil Toulouse 12 spawn_character slave random_name, heretic, age 36, x 106, y 107 spawn_character slave random_name, heretic, age 36, x 111, y 101 spawn_character slave random_name, heretic, age 36, x 108, y 100 spawn_character slave random_name, heretic, age 36, x 109, y 109 spawn_character slave random_name, heretic, age 36, x 112, y 106 terminate_monitor end_monitor monitor_event EventCounter EventCounterType cathar_burn and EventCounter > 0 add_settlement_turmoil Toulouse 14 spawn_character slave random_name, heretic, age 36, x 106, y 107 spawn_character slave random_name, heretic, age 36, x 111, y 101 spawn_character slave random_name, heretic, age 36, x 108, y 100 terminate_monitor end_monitor ;INQUISITON-------------------------------------------------------------------------------------------------- monitor_event EventCounter EventCounterType spanish_inquisition and EventCounter > 0 spawn_character papal_states random_name, inquisitor, age 36, x 92, y 80 spawn_character papal_states random_name, inquisitor, age 36, x 77, y 93 spawn_character papal_states random_name, inquisitor, age 36, x 71, y 97 spawn_character papal_states random_name, inquisitor, age 36, x 76, y 106 spawn_character papal_states random_name, inquisitor, age 36, x 83, y 101 spawn_character papal_states random_name, inquisitor, age 36, x 94, y 97 spawn_character papal_states random_name, inquisitor, age 36, x 102, y 93 spawn_character papal_states random_name, inquisitor, age 36, x 115, y 140 spawn_character papal_states random_name, inquisitor, age 36, x 123, y 144 spawn_character papal_states random_name, inquisitor, age 36, x 159, y 82 spawn_character papal_states random_name, inquisitor, age 36, x 163, y 85 spawn_character papal_states random_name, inquisitor, age 36, x 71, y 81 terminate_monitor end_monitor ;FACTION EMERGE SECTION------------------------------------------------------------------------------------ ;SCOTLAND EMERGE monitor_event SettlementTurnStart SettlementName Edinburgh and I_NumberOfSettlements scotland < 1 and not I_SettlementUnderSiege Edinburgh and IsSettlementRioting console_command create_building Edinburgh ros_target add_settlement_turmoil Edinburgh 14 spawn_army faction scotland character random_name, named character, age 30, x 102, y 173, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Highland Nobles exp 1 armour 1 weapon_lvl 0 unit Highland Nobles exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highland Pikemen exp 1 armour 1 weapon_lvl 0 unit Highland Pikemen exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Noble Highland Archers exp 1 armour 1 weapon_lvl 0 unit Highland Archers exp 1 armour 1 weapon_lvl 0 unit Highland Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Edinburgh = england faction_emerge scotland england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = ireland faction_emerge scotland ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = france faction_emerge scotland france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = hre faction_emerge scotland hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = spain faction_emerge scotland spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = portugal faction_emerge scotland portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = moors faction_emerge scotland moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = milan faction_emerge scotland milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = venice faction_emerge scotland venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = norway faction_emerge scotland norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = denmark faction_emerge scotland denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = lithuania faction_emerge scotland lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = novgorod faction_emerge scotland novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = russia faction_emerge scotland russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = poland faction_emerge scotland poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = hungary faction_emerge scotland hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = byzantium faction_emerge scotland byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = turks faction_emerge scotland turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = cilicia faction_emerge scotland cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = damascus faction_emerge scotland damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = egypt faction_emerge scotland egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = azumi faction_emerge scotland azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = timurids faction_emerge scotland timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = mongols faction_emerge scotland mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = tuareg faction_emerge scotland tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = apachean faction_emerge scotland apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = aztecs faction_emerge scotland aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = papal_states faction_emerge scotland papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Edinburgh = sicily faction_emerge scotland sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event scotland_rises event/uprising.bik add_settlement_turmoil Edinburgh 1 destroy_units, scotland, free_upkeep_unit spawn_army faction scotland character William Wallace, named character, age 30, x 102, y 173, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Highland Nobles exp 1 armour 1 weapon_lvl 0 unit Highland Nobles exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highland Pikemen exp 1 armour 1 weapon_lvl 0 unit Highland Pikemen exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Noble Highland Archers exp 1 armour 1 weapon_lvl 0 unit Highland Archers exp 1 armour 1 weapon_lvl 0 unit Highland Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction scotland character Robert Bruce, named character, age 30, x 102, y 174, family, label rbruce1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Noble Highland Archers exp 1 armour 1 weapon_lvl 0 unit Noble Highland Archers exp 1 armour 1 weapon_lvl 0 unit Noble Highland Archers exp 1 armour 1 weapon_lvl 0 unit Highland Pikemen exp 1 armour 1 weapon_lvl 0 unit Highland Pikemen exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Highland Nobles exp 1 armour 1 weapon_lvl 0 unit Highland Nobles exp 1 armour 1 weapon_lvl 0 end move rbruce1, 102, 174 add_money scotland 20000 destroy_buildings scotland ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Inverness and I_NumberOfSettlements scotland < 1 and not I_SettlementUnderSiege Inverness and IsSettlementRioting console_command create_building Inverness ros_target add_settlement_turmoil Inverness 14 spawn_army faction scotland character random_name, named character, age 30, x 98, y 181, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Highland Nobles exp 1 armour 1 weapon_lvl 0 unit Highland Nobles exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highland Pikemen exp 1 armour 1 weapon_lvl 0 unit Highland Pikemen exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Noble Highland Archers exp 1 armour 1 weapon_lvl 0 unit Highland Archers exp 1 armour 1 weapon_lvl 0 unit Highland Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Inverness = england faction_emerge scotland england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = ireland faction_emerge scotland ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = france faction_emerge scotland france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = hre faction_emerge scotland hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = spain faction_emerge scotland spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = portugal faction_emerge scotland portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = moors faction_emerge scotland moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = milan faction_emerge scotland milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = venice faction_emerge scotland venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = norway faction_emerge scotland norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = denmark faction_emerge scotland denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = lithuania faction_emerge scotland lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = novgorod faction_emerge scotland novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = russia faction_emerge scotland russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = poland faction_emerge scotland poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = hungary faction_emerge scotland hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = byzantium faction_emerge scotland byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = turks faction_emerge scotland turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = cilicia faction_emerge scotland cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = damascus faction_emerge scotland damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = egypt faction_emerge scotland egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = azumi faction_emerge scotland azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = timurids faction_emerge scotland timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = mongols faction_emerge scotland mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = tuareg faction_emerge scotland tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = apachean faction_emerge scotland apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = aztecs faction_emerge scotland aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = papal_states faction_emerge scotland papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Inverness = sicily faction_emerge scotland sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event scotland_rises event/uprising.bik add_settlement_turmoil Inverness 1 destroy_units, scotland, free_upkeep_unit spawn_army faction scotland character William Wallace, named character, age 30, x 99, y 181, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Highland Nobles exp 1 armour 1 weapon_lvl 0 unit Highland Nobles exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highland Pikemen exp 1 armour 1 weapon_lvl 0 unit Highland Pikemen exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Noble Highland Archers exp 1 armour 1 weapon_lvl 0 unit Highland Archers exp 1 armour 1 weapon_lvl 0 unit Highland Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction scotland character Robert Bruce, named character, age 30, x 99, y 181, family, label rbruce2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Noble Highland Archers exp 1 armour 1 weapon_lvl 0 unit Noble Highland Archers exp 1 armour 1 weapon_lvl 0 unit Noble Highland Archers exp 1 armour 1 weapon_lvl 0 unit Highland Pikemen exp 1 armour 1 weapon_lvl 0 unit Highland Pikemen exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Highlanders exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Highland Nobles exp 1 armour 1 weapon_lvl 0 unit Highland Nobles exp 1 armour 1 weapon_lvl 0 end move rbruce2, 99, 181 add_money scotland 20000 destroy_buildings scotland ros_temp_buildings false end_monitor ;IRELAND EMERGE monitor_event SettlementTurnStart SettlementName Dublin and I_NumberOfSettlements ireland < 1 and not I_SettlementUnderSiege Dublin and IsSettlementRioting console_command create_building Dublin ros_target add_settlement_turmoil Dublin 14 spawn_army faction ireland character random_name, named character, age 30, x 89, y 162, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Ridire exp 1 armour 0 weapon_lvl 0 unit Muire exp 1 armour 1 weapon_lvl 0 unit Muire exp 1 armour 1 weapon_lvl 0 unit Ulster Swordsmen exp 1 armour 1 weapon_lvl 0 unit Ulster Swordsmen exp 1 armour 1 weapon_lvl 0 unit Ceitherne exp 1 armour 1 weapon_lvl 0 unit Ceitherne exp 1 armour 1 weapon_lvl 0 unit Deisi Javelinmen exp 1 armour 1 weapon_lvl 0 unit Deisi Javelinmen exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Horseboys exp 1 armour 1 weapon_lvl 0 unit Horseboys exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Dublin = england faction_emerge ireland england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = france faction_emerge ireland france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = hre faction_emerge ireland hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = spain faction_emerge ireland spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = portugal faction_emerge ireland portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = moors faction_emerge ireland moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = milan faction_emerge ireland milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = venice faction_emerge ireland venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = norway faction_emerge ireland norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = denmark faction_emerge ireland denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = lithuania faction_emerge ireland lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = novgorod faction_emerge ireland novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = russia faction_emerge ireland russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = poland faction_emerge ireland poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = hungary faction_emerge ireland hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = byzantium faction_emerge ireland byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = turks faction_emerge ireland turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = cilicia faction_emerge ireland cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = damascus faction_emerge ireland damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = egypt faction_emerge ireland egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = azumi faction_emerge ireland azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = timurids faction_emerge ireland timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = mongols faction_emerge ireland mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = tuareg faction_emerge ireland tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = apachean faction_emerge ireland apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = aztecs faction_emerge ireland aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = papal_states faction_emerge ireland papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = sicily faction_emerge ireland sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Dublin = scotland faction_emerge ireland scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event ireland_rises event/uprising.bik add_settlement_turmoil Dublin 1 destroy_units, ireland, free_upkeep_unit spawn_army faction ireland character random_name, named character, age 30, x 90, y 162, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Ridire exp 1 armour 0 weapon_lvl 0 unit Muire exp 1 armour 1 weapon_lvl 0 unit Muire exp 1 armour 1 weapon_lvl 0 unit Ulster Swordsmen exp 1 armour 1 weapon_lvl 0 unit Ulster Swordsmen exp 1 armour 1 weapon_lvl 0 unit Ceitherne exp 1 armour 1 weapon_lvl 0 unit Ceitherne exp 1 armour 1 weapon_lvl 0 unit Deisi Javelinmen exp 1 armour 1 weapon_lvl 0 unit Deisi Javelinmen exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Horseboys exp 1 armour 1 weapon_lvl 0 unit Horseboys exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 end spawn_army faction ireland character Aodh O Conchobhair, named character, age 30, x 89, y 162, family, label aodh1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Ridire exp 1 armour 0 weapon_lvl 0 unit Muire exp 1 armour 1 weapon_lvl 0 unit Muire exp 1 armour 1 weapon_lvl 0 unit Ulster Swordsmen exp 1 armour 1 weapon_lvl 0 unit Ulster Swordsmen exp 1 armour 1 weapon_lvl 0 unit Ceitherne exp 1 armour 1 weapon_lvl 0 unit Ceitherne exp 1 armour 1 weapon_lvl 0 unit Deisi Javelinmen exp 1 armour 1 weapon_lvl 0 unit Deisi Javelinmen exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Horseboys exp 1 armour 1 weapon_lvl 0 unit Horseboys exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 end move aodh1, 90, 162 add_money ireland 20000 destroy_buildings ireland ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Limerick and I_NumberOfSettlements ireland < 1 and not I_SettlementUnderSiege Limerick and IsSettlementRioting console_command create_building Limerick ros_target add_settlement_turmoil Limerick 14 spawn_army faction ireland character random_name, named character, age 30, x 80, y 161, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Ridire exp 1 armour 0 weapon_lvl 0 unit Muire exp 1 armour 1 weapon_lvl 0 unit Muire exp 1 armour 1 weapon_lvl 0 unit Ulster Swordsmen exp 1 armour 1 weapon_lvl 0 unit Ulster Swordsmen exp 1 armour 1 weapon_lvl 0 unit Ceitherne exp 1 armour 1 weapon_lvl 0 unit Ceitherne exp 1 armour 1 weapon_lvl 0 unit Deisi Javelinmen exp 1 armour 1 weapon_lvl 0 unit Deisi Javelinmen exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Horseboys exp 1 armour 1 weapon_lvl 0 unit Horseboys exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Limerick = england faction_emerge ireland england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = france faction_emerge ireland france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = hre faction_emerge ireland hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = spain faction_emerge ireland spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = portugal faction_emerge ireland portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = moors faction_emerge ireland moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = milan faction_emerge ireland milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = venice faction_emerge ireland venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = norway faction_emerge ireland norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = denmark faction_emerge ireland denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = lithuania faction_emerge ireland lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = novgorod faction_emerge ireland novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = russia faction_emerge ireland russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = poland faction_emerge ireland poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = hungary faction_emerge ireland hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = byzantium faction_emerge ireland byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = turks faction_emerge ireland turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = cilicia faction_emerge ireland cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = damascus faction_emerge ireland damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = egypt faction_emerge ireland egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = azumi faction_emerge ireland azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = timurids faction_emerge ireland timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = mongols faction_emerge ireland mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = tuareg faction_emerge ireland tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = apachean faction_emerge ireland apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = aztecs faction_emerge ireland aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = papal_states faction_emerge ireland papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = sicily faction_emerge ireland sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Limerick = scotland faction_emerge ireland scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event ireland_rises event/uprising.bik add_settlement_turmoil Limerick 1 destroy_units, ireland, free_upkeep_unit spawn_army faction ireland character random_name, named character, age 30, x 80, y 161, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Ridire exp 1 armour 0 weapon_lvl 0 unit Muire exp 1 armour 1 weapon_lvl 0 unit Muire exp 1 armour 1 weapon_lvl 0 unit Ulster Swordsmen exp 1 armour 1 weapon_lvl 0 unit Ulster Swordsmen exp 1 armour 1 weapon_lvl 0 unit Ceitherne exp 1 armour 1 weapon_lvl 0 unit Ceitherne exp 1 armour 1 weapon_lvl 0 unit Deisi Javelinmen exp 1 armour 1 weapon_lvl 0 unit Deisi Javelinmen exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Horseboys exp 1 armour 1 weapon_lvl 0 unit Horseboys exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 end spawn_army faction ireland character Aodh O Conchobhair, named character, age 30, x 81, y 161, family, label aodh2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Ridire exp 1 armour 0 weapon_lvl 0 unit Muire exp 1 armour 1 weapon_lvl 0 unit Muire exp 1 armour 1 weapon_lvl 0 unit Ulster Swordsmen exp 1 armour 1 weapon_lvl 0 unit Ulster Swordsmen exp 1 armour 1 weapon_lvl 0 unit Ceitherne exp 1 armour 1 weapon_lvl 0 unit Ceitherne exp 1 armour 1 weapon_lvl 0 unit Deisi Javelinmen exp 1 armour 1 weapon_lvl 0 unit Deisi Javelinmen exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Cliathairi exp 1 armour 1 weapon_lvl 0 unit Horseboys exp 1 armour 1 weapon_lvl 0 unit Horseboys exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 unit Saighdeoir exp 1 armour 1 weapon_lvl 0 end move aodh2, 81, 161 add_money ireland 20000 destroy_buildings ireland ros_temp_buildings false end_monitor ;ENGLAND EMERGE monitor_event SettlementTurnStart SettlementName London and I_NumberOfSettlements england < 1 and not I_SettlementUnderSiege London and IsSettlementRioting console_command create_building London ros_target add_settlement_turmoil London 14 spawn_army faction england character random_name, named character, age 30, x 109, y 148, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted English Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted English Knights exp 1 armour 1 weapon_lvl 0 unit Billmen exp 1 armour 1 weapon_lvl 0 unit Billmen exp 1 armour 1 weapon_lvl 0 unit Hobilars exp 1 armour 1 weapon_lvl 0 unit Hobilars exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Longbowmen exp 1 armour 1 weapon_lvl 0 unit Longbowmen exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner London = ireland faction_emerge england ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = france faction_emerge england france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = hre faction_emerge england hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = spain faction_emerge england spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = portugal faction_emerge england portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = moors faction_emerge england moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = milan faction_emerge england milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = venice faction_emerge england venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = norway faction_emerge england norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = denmark faction_emerge england denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = lithuania faction_emerge england lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = novgorod faction_emerge england novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = russia faction_emerge england russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = poland faction_emerge england poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = hungary faction_emerge england hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = byzantium faction_emerge england byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = turks faction_emerge england turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = cilicia faction_emerge england cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = damascus faction_emerge england damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = egypt faction_emerge england egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = azumi faction_emerge england azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = timurids faction_emerge england timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = mongols faction_emerge england mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = tuareg faction_emerge england tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = apachean faction_emerge england apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = aztecs faction_emerge england aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = papal_states faction_emerge england papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = sicily faction_emerge england sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner London = scotland faction_emerge england scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event england_rises event/uprising.bik add_settlement_turmoil London 1 destroy_units, england, free_upkeep_unit spawn_army faction england character random_name, named character, age 30, x 109, y 148, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted English Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted English Knights exp 1 armour 1 weapon_lvl 0 unit Billmen exp 1 armour 1 weapon_lvl 0 unit Billmen exp 1 armour 1 weapon_lvl 0 unit Hobilars exp 1 armour 1 weapon_lvl 0 unit Hobilars exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Longbowmen exp 1 armour 1 weapon_lvl 0 unit Longbowmen exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction england character Edward Longchamp, named character, age 30, x 109, y 147, family, label elongchamp1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted English Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted English Knights exp 1 armour 1 weapon_lvl 0 unit Billmen exp 1 armour 1 weapon_lvl 0 unit Billmen exp 1 armour 1 weapon_lvl 0 unit Hobilars exp 1 armour 1 weapon_lvl 0 unit Hobilars exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Longbowmen exp 1 armour 1 weapon_lvl 0 unit Longbowmen exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 end move elongchamp1, 109, 147 add_money england 20000 destroy_buildings england ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Nottingham and I_NumberOfSettlements england < 1 and not I_SettlementUnderSiege Nottingham and IsSettlementRioting console_command create_building Nottingham ros_target add_settlement_turmoil Nottingham 14 spawn_army faction england character random_name, named character, age 30, x 108, y 155, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted English Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted English Knights exp 1 armour 1 weapon_lvl 0 unit Billmen exp 1 armour 1 weapon_lvl 0 unit Billmen exp 1 armour 1 weapon_lvl 0 unit Hobilars exp 1 armour 1 weapon_lvl 0 unit Hobilars exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Longbowmen exp 1 armour 1 weapon_lvl 0 unit Longbowmen exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Nottingham = ireland faction_emerge england ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = france faction_emerge england france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = hre faction_emerge england hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = spain faction_emerge england spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = portugal faction_emerge england portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = moors faction_emerge england moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = milan faction_emerge england milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = venice faction_emerge england venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = norway faction_emerge england norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = denmark faction_emerge england denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = lithuania faction_emerge england lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = novgorod faction_emerge england novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = russia faction_emerge england russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = poland faction_emerge england poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = hungary faction_emerge england hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = byzantium faction_emerge england byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = turks faction_emerge england turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = cilicia faction_emerge england cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = damascus faction_emerge england damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = egypt faction_emerge england egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = azumi faction_emerge england azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = timurids faction_emerge england timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = mongols faction_emerge england mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = tuareg faction_emerge england tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = apachean faction_emerge england apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = aztecs faction_emerge england aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = papal_states faction_emerge england papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = sicily faction_emerge england sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Nottingham = scotland faction_emerge england scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event england_rises event/uprising.bik add_settlement_turmoil Nottingham 1 destroy_units, england, free_upkeep_unit spawn_army faction england character random_name, named character, age 30, x 108, y 155, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted English Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted English Knights exp 1 armour 1 weapon_lvl 0 unit Billmen exp 1 armour 1 weapon_lvl 0 unit Billmen exp 1 armour 1 weapon_lvl 0 unit Hobilars exp 1 armour 1 weapon_lvl 0 unit Hobilars exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Longbowmen exp 1 armour 1 weapon_lvl 0 unit Longbowmen exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction england character Edward Longchamp, named character, age 30, x 107, y 155, family, label elongchamp2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 0 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted English Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted English Knights exp 1 armour 1 weapon_lvl 0 unit Billmen exp 1 armour 1 weapon_lvl 0 unit Billmen exp 1 armour 1 weapon_lvl 0 unit Hobilars exp 1 armour 1 weapon_lvl 0 unit Hobilars exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Levy Spearmen exp 1 armour 1 weapon_lvl 0 unit Longbowmen exp 1 armour 1 weapon_lvl 0 unit Longbowmen exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 unit Yeoman Archers exp 1 armour 1 weapon_lvl 0 end move elongchamp2, 107, 155 add_money england 20000 destroy_buildings england ros_temp_buildings false end_monitor ;FRANCE EMERGE monitor_event SettlementTurnStart SettlementName Paris and I_NumberOfSettlements france < 1 and not I_SettlementUnderSiege Paris and IsSettlementRioting console_command create_building Paris ros_target add_settlement_turmoil Paris 14 spawn_army faction france character random_name, named character, age 30, x 114, y 131, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Noble Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Noble Knights exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Paris = ireland faction_emerge france ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = england faction_emerge france england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = hre faction_emerge france hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = spain faction_emerge france spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = portugal faction_emerge france portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = moors faction_emerge france moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = milan faction_emerge france milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = venice faction_emerge france venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = norway faction_emerge france norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = denmark faction_emerge france denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = lithuania faction_emerge france lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = novgorod faction_emerge france novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = russia faction_emerge france russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = poland faction_emerge france poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = hungary faction_emerge france hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = byzantium faction_emerge france byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = turks faction_emerge france turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = cilicia faction_emerge france cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = damascus faction_emerge france damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = egypt faction_emerge france egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = azumi faction_emerge france azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = timurids faction_emerge france timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = mongols faction_emerge france mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = tuareg faction_emerge france tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = apachean faction_emerge france apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = aztecs faction_emerge france aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = papal_states faction_emerge france papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = sicily faction_emerge france sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Paris = scotland faction_emerge france scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event france_rises event/uprising.bik add_settlement_turmoil Paris 1 destroy_units, france, free_upkeep_unit spawn_army faction france character random_name, named character, age 30, x 114, y 131, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Noble Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Noble Knights exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end spawn_army faction france character Guy des Roches, named character, age 30, x 113, y 131, family, label guyroches1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Noble Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Noble Knights exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end move guyroches1, 113, 131 add_money france 20000 destroy_buildings france ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Rheims and I_NumberOfSettlements france < 1 and not I_SettlementUnderSiege Rheims and IsSettlementRioting console_command create_building Rheims ros_target add_settlement_turmoil Rheims 14 spawn_army faction france character random_name, named character, age 30, x 120, y 133, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Noble Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Noble Knights exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Rheims = ireland faction_emerge france ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = england faction_emerge france england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = hre faction_emerge france hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = spain faction_emerge france spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = portugal faction_emerge france portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = moors faction_emerge france moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = milan faction_emerge france milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = venice faction_emerge france venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = norway faction_emerge france norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = denmark faction_emerge france denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = lithuania faction_emerge france lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = novgorod faction_emerge france novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = russia faction_emerge france russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = poland faction_emerge france poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = hungary faction_emerge france hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = byzantium faction_emerge france byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = turks faction_emerge france turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = cilicia faction_emerge france cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = damascus faction_emerge france damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = egypt faction_emerge france egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = azumi faction_emerge france azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = timurids faction_emerge france timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = mongols faction_emerge france mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = tuareg faction_emerge france tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = apachean faction_emerge france apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = aztecs faction_emerge france aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = papal_states faction_emerge france papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = sicily faction_emerge france sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rheims = scotland faction_emerge france scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event france_rises event/uprising.bik add_settlement_turmoil Rheims 1 destroy_units, france, free_upkeep_unit spawn_army faction france character random_name, named character, age 30, x 120, y 133, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Noble Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Noble Knights exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end spawn_army faction france character Guy des Roches, named character, age 30, x 119, y 133, family, label guyroches2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Noble Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Noble Knights exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end move guyroches2, 119, 133 add_money france 20000 destroy_buildings france ros_temp_buildings false end_monitor ;HRE EMERGE monitor_event SettlementTurnStart SettlementName Frankfurt and I_NumberOfSettlements hre < 1 and not I_SettlementUnderSiege Frankfurt and IsSettlementRioting console_command create_building Frankfurt ros_target add_settlement_turmoil Frankfurt 14 spawn_army faction hre character random_name, named character, age 30, x 138, y 140, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Imperial Knights exp 1 armour 1 weapon_lvl 0 unit Zweihander exp 1 armour 1 weapon_lvl 0 unit Zweihander exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Forlorn Hope exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Imperial Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Frankfurt = ireland faction_emerge hre ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = england faction_emerge hre england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = france faction_emerge hre france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = spain faction_emerge hre spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = portugal faction_emerge hre portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = moors faction_emerge hre moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = milan faction_emerge hre milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = venice faction_emerge hre venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = norway faction_emerge hre norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = denmark faction_emerge hre denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = lithuania faction_emerge hre lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = novgorod faction_emerge hre novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = russia faction_emerge hre russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = poland faction_emerge hre poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = hungary faction_emerge hre hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = byzantium faction_emerge hre byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = turks faction_emerge hre turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = cilicia faction_emerge hre cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = damascus faction_emerge hre damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = egypt faction_emerge hre egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = azumi faction_emerge hre azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = timurids faction_emerge hre timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = mongols faction_emerge hre mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = tuareg faction_emerge hre tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = apachean faction_emerge hre apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = aztecs faction_emerge hre aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = papal_states faction_emerge hre papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = sicily faction_emerge hre sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Frankfurt = scotland faction_emerge hre scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event hre_rises event/uprising.bik add_settlement_turmoil Frankfurt 1 destroy_units, hre, free_upkeep_unit spawn_army faction hre character random_name, named character, age 30, x 138, y 140, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Imperial Knights exp 1 armour 1 weapon_lvl 0 unit Zweihander exp 1 armour 1 weapon_lvl 0 unit Zweihander exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Forlorn Hope exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Imperial Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end spawn_army faction hre character Albrecht von Wallenstein , named character, age 30, x 138, y 139, family, label wallenstein1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Imperial Knights exp 1 armour 1 weapon_lvl 0 unit Zweihander exp 1 armour 1 weapon_lvl 0 unit Zweihander exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Forlorn Hope exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Imperial Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end move wallenstein1, 138, 139 add_money hre 20000 destroy_buildings hre ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Vienna and I_NumberOfSettlements hre < 1 and not I_SettlementUnderSiege Vienna and IsSettlementRioting console_command create_building Vienna ros_target add_settlement_turmoil Vienna 14 spawn_army faction hre character random_name, named character, age 30, x 163, y 123, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Imperial Knights exp 1 armour 1 weapon_lvl 0 unit Zweihander exp 1 armour 1 weapon_lvl 0 unit Zweihander exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Forlorn Hope exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Imperial Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Vienna = ireland faction_emerge hre ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = england faction_emerge hre england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = france faction_emerge hre france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = spain faction_emerge hre spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = portugal faction_emerge hre portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = moors faction_emerge hre moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = milan faction_emerge hre milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = venice faction_emerge hre venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = norway faction_emerge hre norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = denmark faction_emerge hre denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = lithuania faction_emerge hre lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = novgorod faction_emerge hre novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = russia faction_emerge hre russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = poland faction_emerge hre poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = hungary faction_emerge hre hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = byzantium faction_emerge hre byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = turks faction_emerge hre turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = cilicia faction_emerge hre cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = damascus faction_emerge hre damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = egypt faction_emerge hre egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = azumi faction_emerge hre azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = timurids faction_emerge hre timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = mongols faction_emerge hre mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = tuareg faction_emerge hre tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = apachean faction_emerge hre apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = aztecs faction_emerge hre aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = papal_states faction_emerge hre papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = sicily faction_emerge hre sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vienna = scotland faction_emerge hre scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event hre_rises event/uprising.bik add_settlement_turmoil Vienna 1 destroy_units, hre, free_upkeep_unit spawn_army faction hre character random_name, named character, age 30, x 163, y 123, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Imperial Knights exp 1 armour 1 weapon_lvl 0 unit Zweihander exp 1 armour 1 weapon_lvl 0 unit Zweihander exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Forlorn Hope exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Imperial Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end spawn_army faction hre character Albrecht von Wallenstein , named character, age 30, x 163, y 124, family, label wallenstein2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Imperial Knights exp 1 armour 1 weapon_lvl 0 unit Zweihander exp 1 armour 1 weapon_lvl 0 unit Zweihander exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Forlorn Hope exp 1 armour 1 weapon_lvl 0 unit Armored Sergeants exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Imperial Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end move wallenstein2, 163, 124 add_money hre 20000 destroy_buildings hre ros_temp_buildings false end_monitor ;DENMARK EMERGE monitor_event SettlementTurnStart SettlementName Arhus and I_NumberOfSettlements denmark < 1 and not I_SettlementUnderSiege Arhus and IsSettlementRioting console_command create_building Arhus ros_target add_settlement_turmoil Arhus 14 spawn_army faction denmark character random_name, named character, age 30, x 141, y 167, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Axemen exp 1 armour 1 weapon_lvl 0 unit Norse Axemen exp 1 armour 1 weapon_lvl 0 unit Obudshaer exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Armored Clergy exp 1 armour 1 weapon_lvl 0 unit Armored Clergy exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Arhus = ireland faction_emerge denmark ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = england faction_emerge denmark england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = france faction_emerge denmark france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = spain faction_emerge denmark spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = portugal faction_emerge denmark portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = moors faction_emerge denmark moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = milan faction_emerge denmark milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = venice faction_emerge denmark venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = norway faction_emerge denmark norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = hre faction_emerge denmark hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = lithuania faction_emerge denmark lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = novgorod faction_emerge denmark novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = russia faction_emerge denmark russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = poland faction_emerge denmark poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = hungary faction_emerge denmark hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = byzantium faction_emerge denmark byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = turks faction_emerge denmark turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = cilicia faction_emerge denmark cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = damascus faction_emerge denmark damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = egypt faction_emerge denmark egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = azumi faction_emerge denmark azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = timurids faction_emerge denmark timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = mongols faction_emerge denmark mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = tuareg faction_emerge denmark tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = apachean faction_emerge denmark apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = aztecs faction_emerge denmark aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = papal_states faction_emerge denmark papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = sicily faction_emerge denmark sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Arhus = scotland faction_emerge denmark scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event denmark_rises event/uprising.bik add_settlement_turmoil Arhus 1 destroy_units, denmark, free_upkeep_unit spawn_army faction denmark character random_name, named character, age 30, x 141, y 167, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Axemen exp 1 armour 1 weapon_lvl 0 unit Norse Axemen exp 1 armour 1 weapon_lvl 0 unit Obudshaer exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Armored Clergy exp 1 armour 1 weapon_lvl 0 unit Armored Clergy exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 end spawn_army faction denmark character Erik Eriksen, named character, age 30, x 141, y 166, family, label erik1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Axemen exp 1 armour 1 weapon_lvl 0 unit Norse Axemen exp 1 armour 1 weapon_lvl 0 unit Obudshaer exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Armored Clergy exp 1 armour 1 weapon_lvl 0 unit Armored Clergy exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 end move erik1, 141, 166 add_money denmark 20000 destroy_buildings denmark ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Lund and I_NumberOfSettlements denmark < 1 and not I_SettlementUnderSiege Lund and IsSettlementRioting console_command create_building Lund ros_target add_settlement_turmoil Lund 14 spawn_army faction denmark character random_name, named character, age 30, x 152, y 165, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Axemen exp 1 armour 1 weapon_lvl 0 unit Norse Axemen exp 1 armour 1 weapon_lvl 0 unit Obudshaer exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Armored Clergy exp 1 armour 1 weapon_lvl 0 unit Armored Clergy exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Lund = ireland faction_emerge denmark ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = england faction_emerge denmark england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = france faction_emerge denmark france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = spain faction_emerge denmark spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = portugal faction_emerge denmark portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = moors faction_emerge denmark moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = milan faction_emerge denmark milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = venice faction_emerge denmark venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = norway faction_emerge denmark norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = hre faction_emerge denmark hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = lithuania faction_emerge denmark lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = novgorod faction_emerge denmark novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = russia faction_emerge denmark russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = poland faction_emerge denmark poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = hungary faction_emerge denmark hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = byzantium faction_emerge denmark byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = turks faction_emerge denmark turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = cilicia faction_emerge denmark cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = damascus faction_emerge denmark damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = egypt faction_emerge denmark egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = azumi faction_emerge denmark azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = timurids faction_emerge denmark timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = mongols faction_emerge denmark mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = tuareg faction_emerge denmark tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = apachean faction_emerge denmark apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = aztecs faction_emerge denmark aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = papal_states faction_emerge denmark papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = sicily faction_emerge denmark sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lund = scotland faction_emerge denmark scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event denmark_rises event/uprising.bik add_settlement_turmoil Lund 1 destroy_units, denmark, free_upkeep_unit spawn_army faction denmark character random_name, named character, age 30, x 152, y 165, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Axemen exp 1 armour 1 weapon_lvl 0 unit Norse Axemen exp 1 armour 1 weapon_lvl 0 unit Obudshaer exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Armored Clergy exp 1 armour 1 weapon_lvl 0 unit Armored Clergy exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 end spawn_army faction denmark character Erik Eriksen, named character, age 30, x 153, y 165, family, label erik2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Axemen exp 1 armour 1 weapon_lvl 0 unit Norse Axemen exp 1 armour 1 weapon_lvl 0 unit Obudshaer exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Armored Clergy exp 1 armour 1 weapon_lvl 0 unit Armored Clergy exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 end move erik2, 153, 165 add_money denmark 20000 destroy_buildings denmark ros_temp_buildings false end_monitor ;NORWAY EMERGE monitor_event SettlementTurnStart SettlementName Oslo and I_NumberOfSettlements norway < 1 and not I_SettlementUnderSiege Oslo and IsSettlementRioting console_command create_building Oslo ros_target add_settlement_turmoil Oslo 14 spawn_army faction norway character random_name, named character, age 30, x 143, y 187, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Gotland Footmen exp 1 armour 1 weapon_lvl 0 unit Gotland Footmen exp 1 armour 1 weapon_lvl 0 unit Sami Axemen exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Huscarls exp 1 armour 1 weapon_lvl 0 unit Huscarls exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Oslo = ireland faction_emerge norway ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = england faction_emerge norway england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = france faction_emerge norway france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = spain faction_emerge norway spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = portugal faction_emerge norway portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = moors faction_emerge norway moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = milan faction_emerge norway milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = venice faction_emerge norway venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = denmark faction_emerge norway denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = hre faction_emerge norway hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = lithuania faction_emerge norway lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = novgorod faction_emerge norway novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = russia faction_emerge norway russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = poland faction_emerge norway poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = hungary faction_emerge norway hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = byzantium faction_emerge norway byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = turks faction_emerge norway turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = cilicia faction_emerge norway cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = damascus faction_emerge norway damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = egypt faction_emerge norway egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = azumi faction_emerge norway azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = timurids faction_emerge norway timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = mongols faction_emerge norway mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = tuareg faction_emerge norway tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = apachean faction_emerge norway apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = aztecs faction_emerge norway aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = papal_states faction_emerge norway papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = sicily faction_emerge norway sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oslo = scotland faction_emerge norway scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event norway_rises event/uprising.bik add_settlement_turmoil Oslo 1 destroy_units, norway, free_upkeep_unit spawn_army faction norway character random_name, named character, age 30, x 143, y 187, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Gotland Footmen exp 1 armour 1 weapon_lvl 0 unit Gotland Footmen exp 1 armour 1 weapon_lvl 0 unit Sami Axemen exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Huscarls exp 1 armour 1 weapon_lvl 0 unit Huscarls exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 end spawn_army faction norway character Harald Haraldsson, named character, age 30, x 142, y 187, family, label harald1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Gotland Footmen exp 1 armour 1 weapon_lvl 0 unit Gotland Footmen exp 1 armour 1 weapon_lvl 0 unit Sami Axemen exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Huscarls exp 1 armour 1 weapon_lvl 0 unit Huscarls exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 end move harald1, 142, 187 add_money norway 20000 destroy_buildings norway ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Goeteborg and I_NumberOfSettlements norway < 1 and not I_SettlementUnderSiege Goeteborg and IsSettlementRioting console_command create_building Goeteborg ros_target add_settlement_turmoil Goeteborg 14 spawn_army faction norway character random_name, named character, age 30, x 141, y 178, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Gotland Footmen exp 1 armour 1 weapon_lvl 0 unit Gotland Footmen exp 1 armour 1 weapon_lvl 0 unit Sami Axemen exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Huscarls exp 1 armour 1 weapon_lvl 0 unit Huscarls exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Goeteborg = ireland faction_emerge norway ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = england faction_emerge norway england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = france faction_emerge norway france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = spain faction_emerge norway spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = portugal faction_emerge norway portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = moors faction_emerge norway moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = milan faction_emerge norway milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = venice faction_emerge norway venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = denmark faction_emerge norway denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = hre faction_emerge norway hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = lithuania faction_emerge norway lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = novgorod faction_emerge norway novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = russia faction_emerge norway russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = poland faction_emerge norway poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = hungary faction_emerge norway hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = byzantium faction_emerge norway byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = turks faction_emerge norway turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = cilicia faction_emerge norway cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = damascus faction_emerge norway damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = egypt faction_emerge norway egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = azumi faction_emerge norway azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = timurids faction_emerge norway timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = mongols faction_emerge norway mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = tuareg faction_emerge norway tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = apachean faction_emerge norway apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = aztecs faction_emerge norway aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = papal_states faction_emerge norway papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = sicily faction_emerge norway sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Goeteborg = scotland faction_emerge norway scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event norway_rises event/uprising.bik add_settlement_turmoil Goeteborg 1 destroy_units, norway, free_upkeep_unit spawn_army faction norway character random_name, named character, age 30, x 141, y 187, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Gotland Footmen exp 1 armour 1 weapon_lvl 0 unit Gotland Footmen exp 1 armour 1 weapon_lvl 0 unit Sami Axemen exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Huscarls exp 1 armour 1 weapon_lvl 0 unit Huscarls exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 end spawn_army faction norway character Harald Haraldsson, named character, age 30, x 142, y 187, family, label harald2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Dismounted Huscarls exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Norse Swordsmen exp 1 armour 1 weapon_lvl 0 unit Gotland Footmen exp 1 armour 1 weapon_lvl 0 unit Gotland Footmen exp 1 armour 1 weapon_lvl 0 unit Sami Axemen exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Spear Militia exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Norse Archers exp 1 armour 1 weapon_lvl 0 unit Huscarls exp 1 armour 1 weapon_lvl 0 unit Huscarls exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 end move harald2, 142, 187 add_money norway 20000 destroy_buildings norway ros_temp_buildings false end_monitor ;POLAND EMERGE monitor_event SettlementTurnStart SettlementName Cracow and I_NumberOfSettlements poland < 1 and not I_SettlementUnderSiege Cracow and IsSettlementRioting console_command create_building Cracow ros_target add_settlement_turmoil Cracow 14 spawn_army faction poland character random_name, named character, age 30, x 174, y 137, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Knights exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Polish Shooters exp 1 armour 1 weapon_lvl 0 unit Polish Shooters exp 1 armour 1 weapon_lvl 0 unit Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Polish Knights exp 1 armour 1 weapon_lvl 0 unit Polish Knights exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Cracow = ireland faction_emerge poland ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = england faction_emerge poland england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = france faction_emerge poland france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = spain faction_emerge poland spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = portugal faction_emerge poland portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = moors faction_emerge poland moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = milan faction_emerge poland milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = venice faction_emerge poland venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = denmark faction_emerge poland denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = hre faction_emerge poland hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = lithuania faction_emerge poland lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = novgorod faction_emerge poland novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = russia faction_emerge poland russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = norway faction_emerge poland norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = hungary faction_emerge poland hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = byzantium faction_emerge poland byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = turks faction_emerge poland turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = cilicia faction_emerge poland cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = damascus faction_emerge poland damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = egypt faction_emerge poland egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = azumi faction_emerge poland azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = timurids faction_emerge poland timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = mongols faction_emerge poland mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = tuareg faction_emerge poland tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = apachean faction_emerge poland apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = aztecs faction_emerge poland aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = papal_states faction_emerge poland papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = sicily faction_emerge poland sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cracow = scotland faction_emerge poland scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event poland_rises event/uprising.bik add_settlement_turmoil Cracow 1 destroy_units, poland, free_upkeep_unit spawn_army faction poland character random_name, named character, age 30, x 174, y 137, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Knights exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Polish Shooters exp 1 armour 1 weapon_lvl 0 unit Polish Shooters exp 1 armour 1 weapon_lvl 0 unit Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Polish Knights exp 1 armour 1 weapon_lvl 0 unit Polish Knights exp 1 armour 1 weapon_lvl 0 end spawn_army faction poland character Stanislaw Bazynski, named character, age 30, x 174, y 136, family, label stanislaw1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Knights exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Polish Shooters exp 1 armour 1 weapon_lvl 0 unit Polish Shooters exp 1 armour 1 weapon_lvl 0 unit Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Polish Knights exp 1 armour 1 weapon_lvl 0 unit Polish Knights exp 1 armour 1 weapon_lvl 0 end move stanislaw1, 174, 136 add_money poland 20000 destroy_buildings poland ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Plock and I_NumberOfSettlements poland < 1 and not I_SettlementUnderSiege Plock and IsSettlementRioting console_command create_building Plock ros_target add_settlement_turmoil Plock 14 spawn_army faction poland character random_name, named character, age 30, x 176, y 146, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Knights exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Polish Shooters exp 1 armour 1 weapon_lvl 0 unit Polish Shooters exp 1 armour 1 weapon_lvl 0 unit Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Polish Knights exp 1 armour 1 weapon_lvl 0 unit Polish Knights exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Plock = ireland faction_emerge poland ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = england faction_emerge poland england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = france faction_emerge poland france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = spain faction_emerge poland spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = portugal faction_emerge poland portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = moors faction_emerge poland moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = milan faction_emerge poland milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = venice faction_emerge poland venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = denmark faction_emerge poland denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = hre faction_emerge poland hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = lithuania faction_emerge poland lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = novgorod faction_emerge poland novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = russia faction_emerge poland russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = norway faction_emerge poland norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = hungary faction_emerge poland hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = byzantium faction_emerge poland byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = turks faction_emerge poland turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = cilicia faction_emerge poland cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = damascus faction_emerge poland damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = egypt faction_emerge poland egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = azumi faction_emerge poland azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = timurids faction_emerge poland timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = mongols faction_emerge poland mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = tuareg faction_emerge poland tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = apachean faction_emerge poland apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = aztecs faction_emerge poland aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = papal_states faction_emerge poland papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = sicily faction_emerge poland sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Plock = scotland faction_emerge poland scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event poland_rises event/uprising.bik add_settlement_turmoil Plock 1 destroy_units, poland, free_upkeep_unit spawn_army faction poland character random_name, named character, age 30, x 176, y 146, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Knights exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Polish Shooters exp 1 armour 1 weapon_lvl 0 unit Polish Shooters exp 1 armour 1 weapon_lvl 0 unit Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Polish Knights exp 1 armour 1 weapon_lvl 0 unit Polish Knights exp 1 armour 1 weapon_lvl 0 end spawn_army faction poland character Stanislaw Bazynski, named character, age 30, x 177, y 146, family, label stanislaw2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Nobles exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Polish Knights exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Polish Shooters exp 1 armour 1 weapon_lvl 0 unit Polish Shooters exp 1 armour 1 weapon_lvl 0 unit Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Polish Nobles exp 1 armour 1 weapon_lvl 0 unit Polish Knights exp 1 armour 1 weapon_lvl 0 unit Polish Knights exp 1 armour 1 weapon_lvl 0 end move stanislaw2, 177, 146 add_money poland 20000 destroy_buildings poland ros_temp_buildings false end_monitor ;HUNGARY EMERGE monitor_event SettlementTurnStart SettlementName Budapest and I_NumberOfSettlements hungary < 1 and not I_SettlementUnderSiege Budapest and IsSettlementRioting console_command create_building Budapest ros_target add_settlement_turmoil Budapest 14 spawn_army faction hungary character random_name, named character, age 30, x 173, y 122, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Bosnian Archers exp 1 armour 1 weapon_lvl 0 unit Bosnian Archers exp 1 armour 1 weapon_lvl 0 unit Croat Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit E Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Hungarian Nobles exp 1 armour 1 weapon_lvl 0 unit Hungarian Nobles exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Budapest = ireland faction_emerge hungary ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = england faction_emerge hungary england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = france faction_emerge hungary france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = spain faction_emerge hungary spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = portugal faction_emerge hungary portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = moors faction_emerge hungary moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = milan faction_emerge hungary milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = venice faction_emerge hungary venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = denmark faction_emerge hungary denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = hre faction_emerge hungary hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = lithuania faction_emerge hungary lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = novgorod faction_emerge hungary novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = russia faction_emerge hungary russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = norway faction_emerge hungary norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = poland faction_emerge hungary poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = byzantium faction_emerge hungary byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = turks faction_emerge hungary turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = cilicia faction_emerge hungary cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = damascus faction_emerge hungary damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = egypt faction_emerge hungary egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = azumi faction_emerge hungary azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = timurids faction_emerge hungary timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = mongols faction_emerge hungary mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = tuareg faction_emerge hungary tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = apachean faction_emerge hungary apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = aztecs faction_emerge hungary aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = papal_states faction_emerge hungary papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = sicily faction_emerge hungary sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Budapest = scotland faction_emerge hungary scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event hungary_rises event/uprising.bik add_settlement_turmoil Budapest 1 destroy_units, hungary, free_upkeep_unit spawn_army faction hungary character random_name, named character, age 30, x 173, y 122, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Bosnian Archers exp 1 armour 1 weapon_lvl 0 unit Bosnian Archers exp 1 armour 1 weapon_lvl 0 unit Croat Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit E Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Hungarian Nobles exp 1 armour 1 weapon_lvl 0 unit Hungarian Nobles exp 1 armour 1 weapon_lvl 0 end spawn_army faction hungary character Vlad Draculea, named character, age 30, x 172, y 122, family, label draculea1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Bosnian Archers exp 1 armour 1 weapon_lvl 0 unit Bosnian Archers exp 1 armour 1 weapon_lvl 0 unit Croat Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit E Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Hungarian Nobles exp 1 armour 1 weapon_lvl 0 unit Hungarian Nobles exp 1 armour 1 weapon_lvl 0 end move draculea1, 172, 122 add_money hungary 20000 destroy_buildings hungary ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Bran and I_NumberOfSettlements hungary < 1 and not I_SettlementUnderSiege Bran and IsSettlementRioting console_command create_building Bran ros_target add_settlement_turmoil Bran 14 spawn_army faction hungary character random_name, named character, age 30, x 195, y 114, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Bosnian Archers exp 1 armour 1 weapon_lvl 0 unit Bosnian Archers exp 1 armour 1 weapon_lvl 0 unit Croat Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit E Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Hungarian Nobles exp 1 armour 1 weapon_lvl 0 unit Hungarian Nobles exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Bran = ireland faction_emerge hungary ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = england faction_emerge hungary england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = france faction_emerge hungary france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = spain faction_emerge hungary spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = portugal faction_emerge hungary portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = moors faction_emerge hungary moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = milan faction_emerge hungary milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = venice faction_emerge hungary venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = denmark faction_emerge hungary denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = hre faction_emerge hungary hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = lithuania faction_emerge hungary lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = novgorod faction_emerge hungary novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = russia faction_emerge hungary russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = norway faction_emerge hungary norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = poland faction_emerge hungary poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = byzantium faction_emerge hungary byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = turks faction_emerge hungary turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = cilicia faction_emerge hungary cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = damascus faction_emerge hungary damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = egypt faction_emerge hungary egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = azumi faction_emerge hungary azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = timurids faction_emerge hungary timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = mongols faction_emerge hungary mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = tuareg faction_emerge hungary tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = apachean faction_emerge hungary apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = aztecs faction_emerge hungary aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = papal_states faction_emerge hungary papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = sicily faction_emerge hungary sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bran = scotland faction_emerge hungary scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event hungary_rises event/uprising.bik add_settlement_turmoil Bran 1 destroy_units, hungary, free_upkeep_unit spawn_army faction hungary character random_name, named character, age 30, x 195, y 114, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Bosnian Archers exp 1 armour 1 weapon_lvl 0 unit Bosnian Archers exp 1 armour 1 weapon_lvl 0 unit Croat Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit E Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Hungarian Nobles exp 1 armour 1 weapon_lvl 0 unit Hungarian Nobles exp 1 armour 1 weapon_lvl 0 end spawn_army faction hungary character Vlad Draculea, named character, age 30, x 196, y 114, family, label draculea2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit NE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Bosnian Archers exp 1 armour 1 weapon_lvl 0 unit Bosnian Archers exp 1 armour 1 weapon_lvl 0 unit Croat Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit E Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Hungarian Nobles exp 1 armour 1 weapon_lvl 0 unit Hungarian Nobles exp 1 armour 1 weapon_lvl 0 end move draculea2, 196, 114 add_money hungary 20000 destroy_buildings hungary ros_temp_buildings false end_monitor ;VENICE EMERGE monitor_event SettlementTurnStart SettlementName Venice and I_NumberOfSettlements venice < 1 and not I_SettlementUnderSiege Venice and IsSettlementRioting console_command create_building Venice ros_target add_settlement_turmoil Venice 14 spawn_army faction venice character random_name, named character, age 30, x 144, y 110, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Venetian Heavy Infantry exp 1 armour 1 weapon_lvl 0 unit Venetian Heavy Infantry exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Venice = ireland faction_emerge venice ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = england faction_emerge venice england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = france faction_emerge venice france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = spain faction_emerge venice spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = portugal faction_emerge venice portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = moors faction_emerge venice moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = milan faction_emerge venice milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = hungary faction_emerge venice hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = denmark faction_emerge venice denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = hre faction_emerge venice hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = lithuania faction_emerge venice lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = novgorod faction_emerge venice novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = russia faction_emerge venice russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = norway faction_emerge venice norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = poland faction_emerge venice poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = byzantium faction_emerge venice byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = turks faction_emerge venice turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = cilicia faction_emerge venice cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = damascus faction_emerge venice damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = egypt faction_emerge venice egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = azumi faction_emerge venice azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = timurids faction_emerge venice timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = mongols faction_emerge venice mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = tuareg faction_emerge venice tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = apachean faction_emerge venice apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = aztecs faction_emerge venice aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = papal_states faction_emerge venice papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = sicily faction_emerge venice sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Venice = scotland faction_emerge venice scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event venice_rises event/uprising.bik add_settlement_turmoil Venice 1 destroy_units, venice, free_upkeep_unit spawn_army faction venice character random_name, named character, age 30, x 144, y 110, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Venetian Heavy Infantry exp 1 armour 1 weapon_lvl 0 unit Venetian Heavy Infantry exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction venice character Galaxio Gusti, named character, age 30, x 146, y 108, family, label galaxio1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Venetian Heavy Infantry exp 1 armour 1 weapon_lvl 0 unit Venetian Heavy Infantry exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 end move galaxio1, 146, 108 add_money venice 20000 destroy_buildings venice ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Bologna and I_NumberOfSettlements venice < 1 and not I_SettlementUnderSiege Bologna and IsSettlementRioting console_command create_building Bologna ros_target add_settlement_turmoil Bologna 14 spawn_army faction venice character random_name, named character, age 30, x 144, y 105, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Venetian Heavy Infantry exp 1 armour 1 weapon_lvl 0 unit Venetian Heavy Infantry exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Bologna = ireland faction_emerge venice ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = england faction_emerge venice england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = france faction_emerge venice france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = spain faction_emerge venice spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = portugal faction_emerge venice portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = moors faction_emerge venice moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = milan faction_emerge venice milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = hungary faction_emerge venice hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = denmark faction_emerge venice denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = hre faction_emerge venice hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = lithuania faction_emerge venice lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = novgorod faction_emerge venice novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = russia faction_emerge venice russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = norway faction_emerge venice norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = poland faction_emerge venice poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = byzantium faction_emerge venice byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = turks faction_emerge venice turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = cilicia faction_emerge venice cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = damascus faction_emerge venice damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = egypt faction_emerge venice egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = azumi faction_emerge venice azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = timurids faction_emerge venice timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = mongols faction_emerge venice mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = tuareg faction_emerge venice tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = apachean faction_emerge venice apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = aztecs faction_emerge venice aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = papal_states faction_emerge venice papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = sicily faction_emerge venice sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bologna = scotland faction_emerge venice scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event venice_rises event/uprising.bik add_settlement_turmoil Bologna 1 destroy_units, venice, free_upkeep_unit spawn_army faction venice character random_name, named character, age 30, x 144, y 105, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Venetian Heavy Infantry exp 1 armour 1 weapon_lvl 0 unit Venetian Heavy Infantry exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction venice character Galaxio Gusti, named character, age 30, x 143, y 105, family, label galaxio2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Venetian Heavy Infantry exp 1 armour 1 weapon_lvl 0 unit Venetian Heavy Infantry exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 unit Venetian Archers exp 1 armour 1 weapon_lvl 0 end move galaxio2, 143, 105 add_money venice 20000 destroy_buildings venice ros_temp_buildings false end_monitor ;MILAN EMERGE monitor_event SettlementTurnStart SettlementName Milan and I_NumberOfSettlements milan < 1 and not I_SettlementUnderSiege Milan and IsSettlementRioting console_command create_building Milan ros_target add_settlement_turmoil Milan 14 spawn_army faction milan character random_name, named character, age 30, x 135, y 111, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Italian MAA exp 1 armour 1 weapon_lvl 0 unit Dismounted Italian MAA exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Milan = ireland faction_emerge milan ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = england faction_emerge milan england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = france faction_emerge milan france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = spain faction_emerge milan spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = portugal faction_emerge milan portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = moors faction_emerge milan moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = venice faction_emerge milan venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = hungary faction_emerge milan hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = denmark faction_emerge milan denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = hre faction_emerge milan hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = lithuania faction_emerge milan lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = novgorod faction_emerge milan novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = russia faction_emerge milan russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = norway faction_emerge milan norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = poland faction_emerge milan poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = byzantium faction_emerge milan byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = turks faction_emerge milan turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = cilicia faction_emerge milan cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = damascus faction_emerge milan damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = egypt faction_emerge milan egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = azumi faction_emerge milan azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = timurids faction_emerge milan timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = mongols faction_emerge milan mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = tuareg faction_emerge milan tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = apachean faction_emerge milan apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = aztecs faction_emerge milan aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = papal_states faction_emerge milan papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = sicily faction_emerge milan sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Milan = scotland faction_emerge milan scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event milan_rises event/uprising.bik add_settlement_turmoil Milan 1 destroy_units, milan, free_upkeep_unit spawn_army faction milan character random_name, named character, age 30, x 135, y 111, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Italian MAA exp 1 armour 1 weapon_lvl 0 unit Dismounted Italian MAA exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 end spawn_army faction milan character Pietro Bombello, named character, age 30, x 136, y 111, family, label bombello1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Italian MAA exp 1 armour 1 weapon_lvl 0 unit Dismounted Italian MAA exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 end move bombello1, 136, 111 add_money milan 20000 destroy_buildings milan ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Genoa and I_NumberOfSettlements milan < 1 and not I_SettlementUnderSiege Genoa and IsSettlementRioting console_command create_building Genoa ros_target add_settlement_turmoil Genoa 14 spawn_army faction milan character random_name, named character, age 30, x 133, y 105, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Italian MAA exp 1 armour 1 weapon_lvl 0 unit Dismounted Italian MAA exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Genoa = ireland faction_emerge milan ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = england faction_emerge milan england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = france faction_emerge milan france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = spain faction_emerge milan spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = portugal faction_emerge milan portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = moors faction_emerge milan moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = venice faction_emerge milan venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = hungary faction_emerge milan hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = denmark faction_emerge milan denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = hre faction_emerge milan hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = lithuania faction_emerge milan lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = novgorod faction_emerge milan novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = russia faction_emerge milan russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = norway faction_emerge milan norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = poland faction_emerge milan poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = byzantium faction_emerge milan byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = turks faction_emerge milan turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = cilicia faction_emerge milan cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = damascus faction_emerge milan damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = egypt faction_emerge milan egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = azumi faction_emerge milan azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = timurids faction_emerge milan timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = mongols faction_emerge milan mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = tuareg faction_emerge milan tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = apachean faction_emerge milan apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = aztecs faction_emerge milan aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = papal_states faction_emerge milan papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = sicily faction_emerge milan sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Genoa = scotland faction_emerge milan scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event milan_rises event/uprising.bik add_settlement_turmoil Genoa 1 destroy_units, milan, free_upkeep_unit spawn_army faction milan character random_name, named character, age 30, x 133, y 105, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Italian MAA exp 1 armour 1 weapon_lvl 0 unit Dismounted Italian MAA exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 end spawn_army faction milan character Pietro Bombello, named character, age 30, x 133, y 104, family, label bombello2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian MAA exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Italian MAA exp 1 armour 1 weapon_lvl 0 unit Dismounted Italian MAA exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Genoese Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 end move bombello2, 133, 104 add_money milan 20000 destroy_buildings milan ros_temp_buildings false end_monitor ;PAPAL_STATES EMERGE monitor_event SettlementTurnStart SettlementName Rome and I_NumberOfSettlements papal_states < 1 and not I_SettlementUnderSiege Rome and IsSettlementRioting console_command create_building Rome ros_target add_settlement_turmoil Rome 14 spawn_army faction papal_states character random_name, named character, age 30, x 147, y 89, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Swiss Guard exp 1 armour 1 weapon_lvl 0 unit Swiss Guard exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Papal Guard exp 1 armour 1 weapon_lvl 0 unit Papal Guard exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Rome = ireland faction_emerge papal_states ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = england faction_emerge papal_states england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = france faction_emerge papal_states france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = spain faction_emerge papal_states spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = portugal faction_emerge papal_states portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = moors faction_emerge papal_states moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = venice faction_emerge papal_states venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = hungary faction_emerge papal_states hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = denmark faction_emerge papal_states denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = hre faction_emerge papal_states hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = lithuania faction_emerge papal_states lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = novgorod faction_emerge papal_states novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = russia faction_emerge papal_states russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = norway faction_emerge papal_states norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = poland faction_emerge papal_states poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = byzantium faction_emerge papal_states byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = turks faction_emerge papal_states turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = cilicia faction_emerge papal_states cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = damascus faction_emerge papal_states damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = egypt faction_emerge papal_states egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = azumi faction_emerge papal_states azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = timurids faction_emerge papal_states timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = mongols faction_emerge papal_states mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = tuareg faction_emerge papal_states tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = apachean faction_emerge papal_states apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = aztecs faction_emerge papal_states aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = milan faction_emerge papal_states milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = sicily faction_emerge papal_states sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Rome = scotland faction_emerge papal_states scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event papal_states_rises event/uprising.bik add_settlement_turmoil Rome 1 destroy_units, papal_states, free_upkeep_unit spawn_army faction papal_states character random_name, named character, age 30, x 147, y 89, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Swiss Guard exp 1 armour 1 weapon_lvl 0 unit Swiss Guard exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Papal Guard exp 1 armour 1 weapon_lvl 0 unit Papal Guard exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 end spawn_army faction papal_states character Honorius Aurifex, named character, age 30, x 147, y 90, family, label aurifex1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Swiss Guard exp 1 armour 1 weapon_lvl 0 unit Swiss Guard exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Papal Guard exp 1 armour 1 weapon_lvl 0 unit Papal Guard exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 end move aurifex1, 147, 90 add_money papal_states 20000 destroy_buildings papal_states ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Marseille and I_NumberOfSettlements papal_states < 1 and not I_SettlementUnderSiege Marseille and IsSettlementRioting console_command create_building Marseille ros_target add_settlement_turmoil Marseille 14 spawn_army faction papal_states character random_name, named character, age 30, x 120, y 101, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Swiss Guard exp 1 armour 1 weapon_lvl 0 unit Swiss Guard exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Papal Guard exp 1 armour 1 weapon_lvl 0 unit Papal Guard exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Marseille = ireland faction_emerge papal_states ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = england faction_emerge papal_states england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = france faction_emerge papal_states france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = spain faction_emerge papal_states spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = portugal faction_emerge papal_states portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = moors faction_emerge papal_states moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = venice faction_emerge papal_states venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = hungary faction_emerge papal_states hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = denmark faction_emerge papal_states denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = hre faction_emerge papal_states hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = lithuania faction_emerge papal_states lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = novgorod faction_emerge papal_states novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = russia faction_emerge papal_states russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = norway faction_emerge papal_states norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = poland faction_emerge papal_states poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = byzantium faction_emerge papal_states byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = turks faction_emerge papal_states turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = cilicia faction_emerge papal_states cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = damascus faction_emerge papal_states damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = egypt faction_emerge papal_states egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = azumi faction_emerge papal_states azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = timurids faction_emerge papal_states timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = mongols faction_emerge papal_states mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = tuareg faction_emerge papal_states tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = apachean faction_emerge papal_states apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = aztecs faction_emerge papal_states aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = milan faction_emerge papal_states milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = sicily faction_emerge papal_states sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marseille = scotland faction_emerge papal_states scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event papal_states_rises event/uprising.bik add_settlement_turmoil Marseille 1 destroy_units, papal_states, free_upkeep_unit spawn_army faction papal_states character random_name, named character, age 30, x 120, y 101, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Swiss Guard exp 1 armour 1 weapon_lvl 0 unit Swiss Guard exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Papal Guard exp 1 armour 1 weapon_lvl 0 unit Papal Guard exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 end spawn_army faction papal_states character Honorius Aurifex, named character, age 30, x 120, y 99, family, label aurifex2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Swiss Guard exp 1 armour 1 weapon_lvl 0 unit Swiss Guard exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Dismounted Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbow Militia exp 1 armour 1 weapon_lvl 0 unit Papal Guard exp 1 armour 1 weapon_lvl 0 unit Papal Guard exp 1 armour 1 weapon_lvl 0 unit Broken Lances exp 1 armour 1 weapon_lvl 0 end move aurifex2, 120, 99 add_money papal_states 20000 destroy_buildings papal_states ros_temp_buildings false end_monitor ;SICILY EMERGE monitor_event SettlementTurnStart SettlementName Palermo and I_NumberOfSettlements sicily < 1 and not I_SettlementUnderSiege Palermo and IsSettlementRioting console_command create_building Palermo ros_target add_settlement_turmoil Palermo 14 spawn_army faction sicily character random_name, named character, age 30, x 149, y 70, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sicilian Muslim Archers exp 1 armour 1 weapon_lvl 0 unit Sicilian Muslim Archers exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Norman Knights exp 1 armour 1 weapon_lvl 0 unit Norman Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Palermo = ireland faction_emerge sicily ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = england faction_emerge sicily england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = france faction_emerge sicily france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = spain faction_emerge sicily spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = portugal faction_emerge sicily portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = moors faction_emerge sicily moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = venice faction_emerge sicily venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = hungary faction_emerge sicily hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = denmark faction_emerge sicily denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = hre faction_emerge sicily hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = lithuania faction_emerge sicily lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = novgorod faction_emerge sicily novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = russia faction_emerge sicily russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = norway faction_emerge sicily norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = poland faction_emerge sicily poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = byzantium faction_emerge sicily byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = turks faction_emerge sicily turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = cilicia faction_emerge sicily cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = damascus faction_emerge sicily damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = egypt faction_emerge sicily egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = azumi faction_emerge sicily azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = timurids faction_emerge sicily timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = mongols faction_emerge sicily mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = tuareg faction_emerge sicily tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = apachean faction_emerge sicily apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = aztecs faction_emerge sicily aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = papal_states faction_emerge sicily papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = milan faction_emerge sicily milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Palermo = scotland faction_emerge sicily scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event sicily_rises event/uprising.bik add_settlement_turmoil Palermo 1 destroy_units, sicily, free_upkeep_unit spawn_army faction sicily character random_name, named character, age 30, x 149, y 70, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sicilian Muslim Archers exp 1 armour 1 weapon_lvl 0 unit Sicilian Muslim Archers exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Norman Knights exp 1 armour 1 weapon_lvl 0 unit Norman Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end spawn_army faction sicily character Guido Filangieri, named character, age 30, x 150, y 70, family, label guido1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sicilian Muslim Archers exp 1 armour 1 weapon_lvl 0 unit Sicilian Muslim Archers exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Norman Knights exp 1 armour 1 weapon_lvl 0 unit Norman Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end move guido1, 150, 70 add_money sicily 20000 destroy_buildings sicily ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Naples and I_NumberOfSettlements sicily < 1 and not I_SettlementUnderSiege Naples and IsSettlementRioting console_command create_building Naples ros_target add_settlement_turmoil Naples 14 spawn_army faction sicily character random_name, named character, age 30, x 158, y 82, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sicilian Muslim Archers exp 1 armour 1 weapon_lvl 0 unit Sicilian Muslim Archers exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Norman Knights exp 1 armour 1 weapon_lvl 0 unit Norman Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Naples = ireland faction_emerge sicily ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = england faction_emerge sicily england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = france faction_emerge sicily france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = spain faction_emerge sicily spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = portugal faction_emerge sicily portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = moors faction_emerge sicily moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = venice faction_emerge sicily venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = hungary faction_emerge sicily hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = denmark faction_emerge sicily denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = hre faction_emerge sicily hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = lithuania faction_emerge sicily lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = novgorod faction_emerge sicily novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = russia faction_emerge sicily russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = norway faction_emerge sicily norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = poland faction_emerge sicily poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = byzantium faction_emerge sicily byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = turks faction_emerge sicily turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = cilicia faction_emerge sicily cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = damascus faction_emerge sicily damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = egypt faction_emerge sicily egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = azumi faction_emerge sicily azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = timurids faction_emerge sicily timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = mongols faction_emerge sicily mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = tuareg faction_emerge sicily tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = apachean faction_emerge sicily apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = aztecs faction_emerge sicily aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = papal_states faction_emerge sicily papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = milan faction_emerge sicily milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Naples = scotland faction_emerge sicily scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event sicily_rises event/uprising.bik add_settlement_turmoil Naples 1 destroy_units, sicily, free_upkeep_unit spawn_army faction sicily character random_name, named character, age 30, x 158, y 82, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sicilian Muslim Archers exp 1 armour 1 weapon_lvl 0 unit Sicilian Muslim Archers exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Norman Knights exp 1 armour 1 weapon_lvl 0 unit Norman Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end spawn_army faction sicily character Guido Filangieri, named character, age 30, x 157, y 82, family, label guido2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Italian Spear Militia exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Norman Knights exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sicilian Muslim Archers exp 1 armour 1 weapon_lvl 0 unit Sicilian Muslim Archers exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Norman Knights exp 1 armour 1 weapon_lvl 0 unit Norman Knights exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 unit Mounted Sergeants exp 1 armour 1 weapon_lvl 0 end move guido2, 157, 82 add_money sicily 20000 destroy_buildings sicily ros_temp_buildings false end_monitor ;SPAIN EMERGE monitor_event SettlementTurnStart SettlementName Leon and I_NumberOfSettlements spain < 1 and not I_SettlementUnderSiege Leon and IsSettlementRioting console_command create_building Leon ros_target add_settlement_turmoil Leon 14 spawn_army faction spain character random_name, named character, age 30, x 73, y 104, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Leon = ireland faction_emerge spain ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = england faction_emerge spain england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = france faction_emerge spain france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = sicily faction_emerge spain sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = portugal faction_emerge spain portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = moors faction_emerge spain moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = venice faction_emerge spain venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = hungary faction_emerge spain hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = denmark faction_emerge spain denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = hre faction_emerge spain hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = lithuania faction_emerge spain lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = novgorod faction_emerge spain novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = russia faction_emerge spain russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = norway faction_emerge spain norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = poland faction_emerge spain poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = byzantium faction_emerge spain byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = turks faction_emerge spain turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = cilicia faction_emerge spain cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = damascus faction_emerge spain damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = egypt faction_emerge spain egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = azumi faction_emerge spain azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = timurids faction_emerge spain timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = mongols faction_emerge spain mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = tuareg faction_emerge spain tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = apachean faction_emerge spain apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = aztecs faction_emerge spain aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = papal_states faction_emerge spain papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = milan faction_emerge spain milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Leon = scotland faction_emerge spain scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event spain_rises event/uprising.bik add_settlement_turmoil Leon 1 destroy_units, spain, free_upkeep_unit spawn_army faction spain character random_name, named character, age 30, x 73, y 104, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 end spawn_army faction spain character Rodrigo Diaz, named character, age 30, x 74, y 104, family, label rodrigo1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 end move rodrigo1, 74, 104 add_money spain 20000 destroy_buildings portugal ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Toledo and I_NumberOfSettlements spain < 1 and not I_SettlementUnderSiege Toledo and IsSettlementRioting console_command create_building Toledo ros_target add_settlement_turmoil Toledo 14 spawn_army faction spain character random_name, named character, age 30, x 78, y 91, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Toledo = ireland faction_emerge spain ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = england faction_emerge spain england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = france faction_emerge spain france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = sicily faction_emerge spain sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = portugal faction_emerge spain portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = moors faction_emerge spain moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = venice faction_emerge spain venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = hungary faction_emerge spain hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = denmark faction_emerge spain denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = hre faction_emerge spain hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = lithuania faction_emerge spain lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = novgorod faction_emerge spain novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = russia faction_emerge spain russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = norway faction_emerge spain norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = poland faction_emerge spain poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = byzantium faction_emerge spain byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = turks faction_emerge spain turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = cilicia faction_emerge spain cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = damascus faction_emerge spain damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = egypt faction_emerge spain egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = azumi faction_emerge spain azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = timurids faction_emerge spain timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = mongols faction_emerge spain mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = tuareg faction_emerge spain tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = apachean faction_emerge spain apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = aztecs faction_emerge spain aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = papal_states faction_emerge spain papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = milan faction_emerge spain milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Toledo = scotland faction_emerge spain scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event spain_rises event/uprising.bik add_settlement_turmoil Toledo 1 destroy_units, spain, free_upkeep_unit spawn_army faction spain character random_name, named character, age 30, x 78, y 91, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 end spawn_army faction spain character Rodrigo Diaz, named character, age 30, x 78, y 90, family, label rodrigo2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Chivalric Knights exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Almughavars exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Feudal Knights exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Sword and Buckler Men exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 end move rodrigo2, 78, 90 add_money spain 20000 destroy_buildings portugal ros_temp_buildings false end_monitor ;PORTUGAL EMERGE monitor_event SettlementTurnStart SettlementName Porto and I_NumberOfSettlements portugal < 1 and not I_SettlementUnderSiege Porto and IsSettlementRioting console_command create_building Porto ros_target add_settlement_turmoil Porto 14 spawn_army faction portugal character random_name, named character, age 30, x 60, y 97, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Porto = ireland faction_emerge portugal ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = england faction_emerge portugal england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = france faction_emerge portugal france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = sicily faction_emerge portugal sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = spain faction_emerge portugal spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = moors faction_emerge portugal moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = venice faction_emerge portugal venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = hungary faction_emerge portugal hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = denmark faction_emerge portugal denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = hre faction_emerge portugal hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = lithuania faction_emerge portugal lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = novgorod faction_emerge portugal novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = russia faction_emerge portugal russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = norway faction_emerge portugal norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = poland faction_emerge portugal poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = byzantium faction_emerge portugal byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = turks faction_emerge portugal turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = cilicia faction_emerge portugal cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = damascus faction_emerge portugal damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = egypt faction_emerge portugal egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = azumi faction_emerge portugal azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = timurids faction_emerge portugal timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = mongols faction_emerge portugal mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = tuareg faction_emerge portugal tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = apachean faction_emerge portugal apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = aztecs faction_emerge portugal aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = papal_states faction_emerge portugal papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = milan faction_emerge portugal milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Porto = scotland faction_emerge portugal scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event portugal_rises event/uprising.bik add_settlement_turmoil Porto 1 destroy_units, portugal, free_upkeep_unit spawn_army faction portugal character random_name, named character, age 30, x 60, y 97, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 end spawn_army faction portugal character Fernão Simões, named character, age 30, x 59, y 97, family, label simoes1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 end move simoes1, 59, 97 add_money portugal 20000 destroy_buildings portugal ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Lisbon and I_NumberOfSettlements portugal < 1 and not I_SettlementUnderSiege Lisbon and IsSettlementRioting console_command create_building Lisbon ros_target add_settlement_turmoil Lisbon 14 spawn_army faction portugal character random_name, named character, age 30, x 56, y 88, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Lisbon = ireland faction_emerge portugal ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = england faction_emerge portugal england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = france faction_emerge portugal france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = sicily faction_emerge portugal sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = spain faction_emerge portugal spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = moors faction_emerge portugal moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = venice faction_emerge portugal venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = hungary faction_emerge portugal hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = denmark faction_emerge portugal denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = hre faction_emerge portugal hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = lithuania faction_emerge portugal lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = novgorod faction_emerge portugal novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = russia faction_emerge portugal russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = norway faction_emerge portugal norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = poland faction_emerge portugal poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = byzantium faction_emerge portugal byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = turks faction_emerge portugal turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = cilicia faction_emerge portugal cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = damascus faction_emerge portugal damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = egypt faction_emerge portugal egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = azumi faction_emerge portugal azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = timurids faction_emerge portugal timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = mongols faction_emerge portugal mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = tuareg faction_emerge portugal tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = apachean faction_emerge portugal apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = aztecs faction_emerge portugal aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = papal_states faction_emerge portugal papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = milan faction_emerge portugal milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Lisbon = scotland faction_emerge portugal scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event portugal_rises event/uprising.bik add_settlement_turmoil Lisbon 1 destroy_units, portugal, free_upkeep_unit spawn_army faction portugal character random_name, named character, age 30, x 56, y 88, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 end spawn_army faction portugal character Fernão Simões, named character, age 30, x 55, y 88, family, label simoes2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit SE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 unit Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Lusitanian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Portuguese Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Dismounted Mailed Knights exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Pavise Crossbowmen exp 1 armour 1 weapon_lvl 0 unit Jinetes exp 1 armour 1 weapon_lvl 0 end move simoes2, 55, 88 add_money portugal 20000 destroy_buildings portugal ros_temp_buildings false end_monitor ;LITHUANIA EMERGE monitor_event SettlementTurnStart SettlementName Kaunas_City and I_NumberOfSettlements lithuania < 1 and not I_SettlementUnderSiege Kaunas_City and IsSettlementRioting console_command create_building Kaunas_City ros_target add_settlement_turmoil Kaunas_City 14 spawn_army faction lithuania character random_name, named character, age 30, x 185, y 160, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Lithuanian Cavalry exp 1 armour 1 weapon_lvl 0 unit Lithuanian Cavalry exp 1 armour 1 weapon_lvl 0 unit Dzukijan Horsemen exp 1 armour 1 weapon_lvl 0 unit Dzukijan Horsemen exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Kaunas_City = ireland faction_emerge lithuania ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = england faction_emerge lithuania england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = france faction_emerge lithuania france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = sicily faction_emerge lithuania sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = spain faction_emerge lithuania spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = moors faction_emerge lithuania moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = venice faction_emerge lithuania venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = hungary faction_emerge lithuania hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = denmark faction_emerge lithuania denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = hre faction_emerge lithuania hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = portugal faction_emerge lithuania portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = novgorod faction_emerge lithuania novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = russia faction_emerge lithuania russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = norway faction_emerge lithuania norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = poland faction_emerge lithuania poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = byzantium faction_emerge lithuania byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = turks faction_emerge lithuania turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = cilicia faction_emerge lithuania cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = damascus faction_emerge lithuania damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = egypt faction_emerge lithuania egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = azumi faction_emerge lithuania azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = timurids faction_emerge lithuania timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = mongols faction_emerge lithuania mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = tuareg faction_emerge lithuania tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = apachean faction_emerge lithuania apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = aztecs faction_emerge lithuania aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = papal_states faction_emerge lithuania papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = milan faction_emerge lithuania milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kaunas_City = scotland faction_emerge lithuania scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event lithuania_rises event/uprising.bik add_settlement_turmoil Kaunas_City 1 destroy_units, lithuania, free_upkeep_unit spawn_army faction lithuania character random_name, named character, age 30, x 185, y 160, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Lithuanian Cavalry exp 1 armour 1 weapon_lvl 0 unit Lithuanian Cavalry exp 1 armour 1 weapon_lvl 0 unit Dzukijan Horsemen exp 1 armour 1 weapon_lvl 0 unit Dzukijan Horsemen exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 end spawn_army faction lithuania character Vytautas Kesgaila, named character, age 30, x 184, y 160, family, label vytautas1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Lithuanian Cavalry exp 1 armour 1 weapon_lvl 0 unit Lithuanian Cavalry exp 1 armour 1 weapon_lvl 0 unit Dzukijan Horsemen exp 1 armour 1 weapon_lvl 0 unit Dzukijan Horsemen exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 end move vytautas1, 184, 160 add_money lithuania 20000 destroy_buildings lithuania ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Vilnius and I_NumberOfSettlements lithuania < 1 and not I_SettlementUnderSiege Vilnius and IsSettlementRioting console_command create_building Vilnius ros_target add_settlement_turmoil Vilnius 14 spawn_army faction lithuania character random_name, named character, age 30, x 193, y 157, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Lithuanian Cavalry exp 1 armour 1 weapon_lvl 0 unit Lithuanian Cavalry exp 1 armour 1 weapon_lvl 0 unit Dzukijan Horsemen exp 1 armour 1 weapon_lvl 0 unit Dzukijan Horsemen exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Vilnius = ireland faction_emerge lithuania ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = england faction_emerge lithuania england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = france faction_emerge lithuania france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = sicily faction_emerge lithuania sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = spain faction_emerge lithuania spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = moors faction_emerge lithuania moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = venice faction_emerge lithuania venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = hungary faction_emerge lithuania hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = denmark faction_emerge lithuania denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = hre faction_emerge lithuania hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = portugal faction_emerge lithuania portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = novgorod faction_emerge lithuania novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = russia faction_emerge lithuania russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = norway faction_emerge lithuania norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = poland faction_emerge lithuania poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = byzantium faction_emerge lithuania byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = turks faction_emerge lithuania turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = cilicia faction_emerge lithuania cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = damascus faction_emerge lithuania damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = egypt faction_emerge lithuania egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = azumi faction_emerge lithuania azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = timurids faction_emerge lithuania timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = mongols faction_emerge lithuania mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = tuareg faction_emerge lithuania tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = apachean faction_emerge lithuania apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = aztecs faction_emerge lithuania aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = papal_states faction_emerge lithuania papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = milan faction_emerge lithuania milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Vilnius = scotland faction_emerge lithuania scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event lithuania_rises event/uprising.bik add_settlement_turmoil Vilnius 1 destroy_units, lithuania, free_upkeep_unit spawn_army faction lithuania character random_name, named character, age 30, x 193, y 157, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Lithuanian Cavalry exp 1 armour 1 weapon_lvl 0 unit Lithuanian Cavalry exp 1 armour 1 weapon_lvl 0 unit Dzukijan Horsemen exp 1 armour 1 weapon_lvl 0 unit Dzukijan Horsemen exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 end spawn_army faction lithuania character Vytautas Kesgaila, named character, age 30, x 193, y 158, family, label vytautas2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Lithuanian Archers exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Sudovian Tribesmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Dismounted Szlachta exp 1 armour 1 weapon_lvl 0 unit Lithuanian Cavalry exp 1 armour 1 weapon_lvl 0 unit Lithuanian Cavalry exp 1 armour 1 weapon_lvl 0 unit Dzukijan Horsemen exp 1 armour 1 weapon_lvl 0 unit Dzukijan Horsemen exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 unit EE Spear Militia exp 1 armour 1 weapon_lvl 0 end move vytautas2, 193, 158 add_money lithuania 20000 destroy_buildings lithuania ros_temp_buildings false end_monitor ;RUSSIA EMERGE monitor_event SettlementTurnStart SettlementName Kiev and I_NumberOfSettlements russia < 1 and not I_SettlementUnderSiege Kiev and IsSettlementRioting console_command create_building Kiev ros_target add_settlement_turmoil Kiev 14 spawn_army faction russia character random_name, named character, age 30, x 216, y 139, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Kiev = ireland faction_emerge russia ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = england faction_emerge russia england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = france faction_emerge russia france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = sicily faction_emerge russia sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = spain faction_emerge russia spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = moors faction_emerge russia moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = venice faction_emerge russia venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = hungary faction_emerge russia hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = denmark faction_emerge russia denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = hre faction_emerge russia hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = portugal faction_emerge russia portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = novgorod faction_emerge russia novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = lithuania faction_emerge russia lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = norway faction_emerge russia norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = poland faction_emerge russia poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = byzantium faction_emerge russia byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = turks faction_emerge russia turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = cilicia faction_emerge russia cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = damascus faction_emerge russia damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = egypt faction_emerge russia egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = azumi faction_emerge russia azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = timurids faction_emerge russia timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = mongols faction_emerge russia mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = tuareg faction_emerge russia tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = apachean faction_emerge russia apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = aztecs faction_emerge russia aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = papal_states faction_emerge russia papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = milan faction_emerge russia milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Kiev = scotland faction_emerge russia scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event russia_rises event/uprising.bik add_settlement_turmoil Kiev 1 destroy_units, russia, free_upkeep_unit spawn_army faction russia character random_name, named character, age 30, x 216, y 139, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 end spawn_army faction russia character Ivan Mstislavskii, named character, age 30, x 217, y 139, family, label mstislavskii1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 end move mstislavskii1, 217, 139 add_money russia 20000 destroy_buildings russia ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Tschernihiw and I_NumberOfSettlements russia < 1 and not I_SettlementUnderSiege Tschernihiw and IsSettlementRioting console_command create_building Tschernihiw ros_target add_settlement_turmoil Tschernihiw 14 spawn_army faction russia character random_name, named character, age 30, x 221, y 150, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Tschernihiw = ireland faction_emerge russia ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = england faction_emerge russia england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = france faction_emerge russia france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = sicily faction_emerge russia sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = spain faction_emerge russia spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = moors faction_emerge russia moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = venice faction_emerge russia venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = hungary faction_emerge russia hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = denmark faction_emerge russia denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = hre faction_emerge russia hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = portugal faction_emerge russia portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = novgorod faction_emerge russia novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = lithuania faction_emerge russia lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = norway faction_emerge russia norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = poland faction_emerge russia poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = byzantium faction_emerge russia byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = turks faction_emerge russia turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = cilicia faction_emerge russia cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = damascus faction_emerge russia damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = egypt faction_emerge russia egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = azumi faction_emerge russia azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = timurids faction_emerge russia timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = mongols faction_emerge russia mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = tuareg faction_emerge russia tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = apachean faction_emerge russia apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = aztecs faction_emerge russia aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = papal_states faction_emerge russia papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = milan faction_emerge russia milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tschernihiw = scotland faction_emerge russia scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event russia_rises event/uprising.bik add_settlement_turmoil Tschernihiw 1 destroy_units, russia, free_upkeep_unit spawn_army faction russia character random_name, named character, age 30, x 221, y 150, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 end spawn_army faction russia character Ivan Mstislavskii, named character, age 30, x 220, y 150, family, label mstislavskii2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Boyar Sons exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Tartar Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 end move mstislavskii2, 220, 150 add_money russia 20000 destroy_buildings russia ros_temp_buildings false end_monitor ;NOVGOROD EMERGE monitor_event SettlementTurnStart SettlementName Novgorod and I_NumberOfSettlements novgorod < 1 and not I_SettlementUnderSiege Novgorod and IsSettlementRioting console_command create_building Novgorod ros_target add_settlement_turmoil Novgorod 14 spawn_army faction novgorod character random_name, named character, age 30, x 202, y 180, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Druzhina exp 1 armour 1 weapon_lvl 0 unit Druzhina exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Novgorod = ireland faction_emerge novgorod ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = england faction_emerge novgorod england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = france faction_emerge novgorod france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = sicily faction_emerge novgorod sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = spain faction_emerge novgorod spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = moors faction_emerge novgorod moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = venice faction_emerge novgorod venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = hungary faction_emerge novgorod hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = denmark faction_emerge novgorod denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = hre faction_emerge novgorod hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = portugal faction_emerge novgorod portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = russia faction_emerge novgorod russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = lithuania faction_emerge novgorod lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = norway faction_emerge novgorod norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = poland faction_emerge novgorod poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = byzantium faction_emerge novgorod byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = turks faction_emerge novgorod turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = cilicia faction_emerge novgorod cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = damascus faction_emerge novgorod damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = egypt faction_emerge novgorod egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = azumi faction_emerge novgorod azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = timurids faction_emerge novgorod timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = mongols faction_emerge novgorod mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = tuareg faction_emerge novgorod tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = apachean faction_emerge novgorod apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = aztecs faction_emerge novgorod aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = papal_states faction_emerge novgorod papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = milan faction_emerge novgorod milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Novgorod = scotland faction_emerge novgorod scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event novgorod_rises event/uprising.bik add_settlement_turmoil Novgorod 1 destroy_units, novgorod, free_upkeep_unit spawn_army faction novgorod character random_name, named character, age 30, x 202, y 180, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Druzhina exp 1 armour 1 weapon_lvl 0 unit Druzhina exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 end spawn_army faction novgorod character Vasilii Pskovskii, named character, age 30, x 202, y 179, family, label pskovskii1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Druzhina exp 1 armour 1 weapon_lvl 0 unit Druzhina exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 end move pskovskii1, 202, 179 add_money novgorod 20000 destroy_buildings novgorod ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Torzhok and I_NumberOfSettlements novgorod < 1 and not I_SettlementUnderSiege Torzhok and IsSettlementRioting console_command create_building Torzhok ros_target add_settlement_turmoil Torzhok 14 spawn_army faction novgorod character random_name, named character, age 30, x 223, y 177, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Druzhina exp 1 armour 1 weapon_lvl 0 unit Druzhina exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Torzhok = ireland faction_emerge novgorod ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = england faction_emerge novgorod england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = france faction_emerge novgorod france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = sicily faction_emerge novgorod sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = spain faction_emerge novgorod spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = moors faction_emerge novgorod moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = venice faction_emerge novgorod venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = hungary faction_emerge novgorod hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = denmark faction_emerge novgorod denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = hre faction_emerge novgorod hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = portugal faction_emerge novgorod portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = russia faction_emerge novgorod russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = lithuania faction_emerge novgorod lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = norway faction_emerge novgorod norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = poland faction_emerge novgorod poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = byzantium faction_emerge novgorod byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = turks faction_emerge novgorod turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = cilicia faction_emerge novgorod cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = damascus faction_emerge novgorod damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = egypt faction_emerge novgorod egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = azumi faction_emerge novgorod azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = timurids faction_emerge novgorod timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = mongols faction_emerge novgorod mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = tuareg faction_emerge novgorod tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = apachean faction_emerge novgorod apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = aztecs faction_emerge novgorod aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = papal_states faction_emerge novgorod papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = milan faction_emerge novgorod milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Torzhok = scotland faction_emerge novgorod scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event novgorod_rises event/uprising.bik add_settlement_turmoil Torzhok 1 destroy_units, novgorod, free_upkeep_unit spawn_army faction novgorod character random_name, named character, age 30, x 223, y 177, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Druzhina exp 1 armour 1 weapon_lvl 0 unit Druzhina exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 end spawn_army faction novgorod character Vasilii Pskovskii, named character, age 30, x 223, y 176, family, label pskovskii2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Druzhina exp 1 armour 1 weapon_lvl 0 unit Druzhina exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Dvor Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Cossack Cavalry exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Berdiche Axemen exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit Dismounted Druchima exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit EE Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 unit Dismounted Dvor exp 1 armour 1 weapon_lvl 0 end move pskovskii2, 223, 176 add_money novgorod 20000 destroy_buildings novgorod ros_temp_buildings false end_monitor ;CILCIA EMERGE monitor_event SettlementTurnStart SettlementName Yerevan and I_NumberOfSettlements cilicia < 1 and not I_SettlementUnderSiege Yerevan and IsSettlementRioting console_command create_building Yerevan ros_target add_settlement_turmoil Yerevan 14 spawn_army faction cilicia character random_name, named character, age 30, x 277, y 101, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Nobles exp 1 armour 1 weapon_lvl 0 unit Armenian Nobles exp 1 armour 1 weapon_lvl 0 unit Armenian Light Cavalry exp 1 armour 1 weapon_lvl 0 unit Armenian Cavalry exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Yerevan = ireland faction_emerge cilicia ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = england faction_emerge cilicia england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = france faction_emerge cilicia france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = sicily faction_emerge cilicia sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = spain faction_emerge cilicia spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = moors faction_emerge cilicia moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = venice faction_emerge cilicia venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = hungary faction_emerge cilicia hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = denmark faction_emerge cilicia denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = hre faction_emerge cilicia hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = portugal faction_emerge cilicia portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = russia faction_emerge cilicia russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = lithuania faction_emerge cilicia lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = norway faction_emerge cilicia norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = poland faction_emerge cilicia poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = byzantium faction_emerge cilicia byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = turks faction_emerge cilicia turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = novgorod faction_emerge cilicia novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = damascus faction_emerge cilicia damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = egypt faction_emerge cilicia egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = azumi faction_emerge cilicia azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = timurids faction_emerge cilicia timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = mongols faction_emerge cilicia mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = tuareg faction_emerge cilicia tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = apachean faction_emerge cilicia apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = aztecs faction_emerge cilicia aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = papal_states faction_emerge cilicia papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = milan faction_emerge cilicia milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Yerevan = scotland faction_emerge cilicia scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event cilicia_rises event/uprising.bik add_settlement_turmoil Yerevan 1 destroy_units, cilicia, free_upkeep_unit spawn_army faction cilicia character random_name, named character, age 30, x 277, y 101, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Nobles exp 1 armour 1 weapon_lvl 0 unit Armenian Nobles exp 1 armour 1 weapon_lvl 0 unit Armenian Light Cavalry exp 1 armour 1 weapon_lvl 0 unit Armenian Cavalry exp 1 armour 1 weapon_lvl 0 end spawn_army faction cilicia character Ruben Kasabian, named character, age 30, x 278, y 101, family, label kasabian1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Nobles exp 1 armour 1 weapon_lvl 0 unit Armenian Nobles exp 1 armour 1 weapon_lvl 0 unit Armenian Light Cavalry exp 1 armour 1 weapon_lvl 0 unit Armenian Cavalry exp 1 armour 1 weapon_lvl 0 end move kasabian1, 278, 101 add_money cilicia 20000 destroy_buildings cilicia ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Adana and I_NumberOfSettlements cilicia < 1 and not I_SettlementUnderSiege Adana and IsSettlementRioting console_command create_building Adana ros_target add_settlement_turmoil Adana 14 spawn_army faction cilicia character random_name, named character, age 30, x 246, y 77, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Nobles exp 1 armour 1 weapon_lvl 0 unit Armenian Nobles exp 1 armour 1 weapon_lvl 0 unit Armenian Light Cavalry exp 1 armour 1 weapon_lvl 0 unit Armenian Cavalry exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Adana = ireland faction_emerge cilicia ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = england faction_emerge cilicia england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = france faction_emerge cilicia france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = sicily faction_emerge cilicia sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = spain faction_emerge cilicia spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = moors faction_emerge cilicia moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = venice faction_emerge cilicia venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = hungary faction_emerge cilicia hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = denmark faction_emerge cilicia denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = hre faction_emerge cilicia hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = portugal faction_emerge cilicia portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = russia faction_emerge cilicia russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = lithuania faction_emerge cilicia lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = norway faction_emerge cilicia norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = poland faction_emerge cilicia poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = byzantium faction_emerge cilicia byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = turks faction_emerge cilicia turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = novgorod faction_emerge cilicia novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = damascus faction_emerge cilicia damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = egypt faction_emerge cilicia egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = azumi faction_emerge cilicia azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = timurids faction_emerge cilicia timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = mongols faction_emerge cilicia mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = tuareg faction_emerge cilicia tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = apachean faction_emerge cilicia apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = aztecs faction_emerge cilicia aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = papal_states faction_emerge cilicia papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = milan faction_emerge cilicia milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adana = scotland faction_emerge cilicia scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event cilicia_rises event/uprising.bik add_settlement_turmoil Adana 1 destroy_units, cilicia, free_upkeep_unit spawn_army faction cilicia character random_name, named character, age 30, x 246, y 77, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Nobles exp 1 armour 1 weapon_lvl 0 unit Armenian Nobles exp 1 armour 1 weapon_lvl 0 unit Armenian Light Cavalry exp 1 armour 1 weapon_lvl 0 unit Armenian Cavalry exp 1 armour 1 weapon_lvl 0 end spawn_army faction cilicia character Ruben Kasabian, named character, age 30, x 246, y 76, family, label kasabian2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit EE Bodyguard exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Infantry exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Armenian Javelinmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Pavise Spearmen exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Archers exp 1 armour 1 weapon_lvl 0 unit Armenian Nobles exp 1 armour 1 weapon_lvl 0 unit Armenian Nobles exp 1 armour 1 weapon_lvl 0 unit Armenian Light Cavalry exp 1 armour 1 weapon_lvl 0 unit Armenian Cavalry exp 1 armour 1 weapon_lvl 0 end move kasabian2, 246, 76 add_money cilicia 20000 destroy_buildings cilicia ros_temp_buildings false end_monitor ;BYZANTIUM EMERGE monitor_event SettlementTurnStart SettlementName Constantinople and I_NumberOfSettlements byzantium < 1 and not I_SettlementUnderSiege Constantinople and IsSettlementRioting console_command create_building Constantinople ros_target add_settlement_turmoil Constantinople 14 spawn_army faction byzantium character random_name, named character, age 30, x 212, y 92, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Greek Bodyguard exp 1 armour 1 weapon_lvl 0 unit Byzantine Cavalry exp 1 armour 1 weapon_lvl 0 unit Byzantine Cavalry exp 1 armour 1 weapon_lvl 0 unit Byzantine Lancers exp 1 armour 1 weapon_lvl 0 unit Byzantine Lancers exp 1 armour 1 weapon_lvl 0 unit Varangian Guard exp 1 armour 1 weapon_lvl 0 unit Varangian Guard exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Trebizond Archers exp 1 armour 1 weapon_lvl 0 unit Trebizond Archers exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Guard Archers exp 1 armour 1 weapon_lvl 0 unit Byzantine Guard Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Constantinople = ireland faction_emerge byzantium ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = england faction_emerge byzantium england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = france faction_emerge byzantium france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = sicily faction_emerge byzantium sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = spain faction_emerge byzantium spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = moors faction_emerge byzantium moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = venice faction_emerge byzantium venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = hungary faction_emerge byzantium hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = denmark faction_emerge byzantium denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = hre faction_emerge byzantium hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = portugal faction_emerge byzantium portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = russia faction_emerge byzantium russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = lithuania faction_emerge byzantium lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = norway faction_emerge byzantium norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = poland faction_emerge byzantium poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = cilicia faction_emerge byzantium cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = turks faction_emerge byzantium turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = novgorod faction_emerge byzantium novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = damascus faction_emerge byzantium damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = egypt faction_emerge byzantium egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = azumi faction_emerge byzantium azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = timurids faction_emerge byzantium timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = mongols faction_emerge byzantium mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = tuareg faction_emerge byzantium tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = apachean faction_emerge byzantium apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = aztecs faction_emerge byzantium aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = papal_states faction_emerge byzantium papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = milan faction_emerge byzantium milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Constantinople = scotland faction_emerge byzantium scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event byzantium_rises event/uprising.bik add_settlement_turmoil Constantinople 1 destroy_units, byzantium, free_upkeep_unit spawn_army faction byzantium character random_name, named character, age 30, x 212, y 92, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Greek Bodyguard exp 1 armour 1 weapon_lvl 0 unit Byzantine Cavalry exp 1 armour 1 weapon_lvl 0 unit Byzantine Cavalry exp 1 armour 1 weapon_lvl 0 unit Byzantine Lancers exp 1 armour 1 weapon_lvl 0 unit Byzantine Lancers exp 1 armour 1 weapon_lvl 0 unit Varangian Guard exp 1 armour 1 weapon_lvl 0 unit Varangian Guard exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Trebizond Archers exp 1 armour 1 weapon_lvl 0 unit Trebizond Archers exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Guard Archers exp 1 armour 1 weapon_lvl 0 unit Byzantine Guard Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction byzantium character Evangelos Palaiologos, named character, age 30, x 213, y 92, family, label evangelos1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit Greek Bodyguard exp 1 armour 1 weapon_lvl 0 unit Byzantine Cavalry exp 1 armour 1 weapon_lvl 0 unit Byzantine Cavalry exp 1 armour 1 weapon_lvl 0 unit Byzantine Lancers exp 1 armour 1 weapon_lvl 0 unit Byzantine Lancers exp 1 armour 1 weapon_lvl 0 unit Varangian Guard exp 1 armour 1 weapon_lvl 0 unit Varangian Guard exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Trebizond Archers exp 1 armour 1 weapon_lvl 0 unit Trebizond Archers exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Guard Archers exp 1 armour 1 weapon_lvl 0 unit Byzantine Guard Archers exp 1 armour 1 weapon_lvl 0 end move evangelos1, 213, 92 add_money byzantium 20000 destroy_buildings byzantium ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Adrianopel and I_NumberOfSettlements byzantium < 1 and not I_SettlementUnderSiege Adrianopel and IsSettlementRioting console_command create_building Adrianopel ros_target add_settlement_turmoil Adrianopel 14 spawn_army faction byzantium character random_name, named character, age 30, x 204, y 93, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Greek Bodyguard exp 1 armour 1 weapon_lvl 0 unit Byzantine Cavalry exp 1 armour 1 weapon_lvl 0 unit Byzantine Cavalry exp 1 armour 1 weapon_lvl 0 unit Byzantine Lancers exp 1 armour 1 weapon_lvl 0 unit Byzantine Lancers exp 1 armour 1 weapon_lvl 0 unit Varangian Guard exp 1 armour 1 weapon_lvl 0 unit Varangian Guard exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Trebizond Archers exp 1 armour 1 weapon_lvl 0 unit Trebizond Archers exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Guard Archers exp 1 armour 1 weapon_lvl 0 unit Byzantine Guard Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Adrianopel = ireland faction_emerge byzantium ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = england faction_emerge byzantium england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = france faction_emerge byzantium france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = sicily faction_emerge byzantium sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = spain faction_emerge byzantium spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = moors faction_emerge byzantium moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = venice faction_emerge byzantium venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = hungary faction_emerge byzantium hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = denmark faction_emerge byzantium denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = hre faction_emerge byzantium hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = portugal faction_emerge byzantium portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = russia faction_emerge byzantium russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = lithuania faction_emerge byzantium lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = norway faction_emerge byzantium norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = poland faction_emerge byzantium poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = cilicia faction_emerge byzantium cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = turks faction_emerge byzantium turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = novgorod faction_emerge byzantium novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = damascus faction_emerge byzantium damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = egypt faction_emerge byzantium egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = azumi faction_emerge byzantium azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = timurids faction_emerge byzantium timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = mongols faction_emerge byzantium mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = tuareg faction_emerge byzantium tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = apachean faction_emerge byzantium apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = aztecs faction_emerge byzantium aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = papal_states faction_emerge byzantium papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = milan faction_emerge byzantium milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Adrianopel = scotland faction_emerge byzantium scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event byzantium_rises event/uprising.bik add_settlement_turmoil Adrianopel 1 destroy_units, byzantium, free_upkeep_unit spawn_army faction byzantium character random_name, named character, age 30, x 204, y 93, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Greek Bodyguard exp 1 armour 1 weapon_lvl 0 unit Byzantine Cavalry exp 1 armour 1 weapon_lvl 0 unit Byzantine Cavalry exp 1 armour 1 weapon_lvl 0 unit Byzantine Lancers exp 1 armour 1 weapon_lvl 0 unit Byzantine Lancers exp 1 armour 1 weapon_lvl 0 unit Varangian Guard exp 1 armour 1 weapon_lvl 0 unit Varangian Guard exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Trebizond Archers exp 1 armour 1 weapon_lvl 0 unit Trebizond Archers exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Guard Archers exp 1 armour 1 weapon_lvl 0 unit Byzantine Guard Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction byzantium character Evangelos Palaiologos, named character, age 30, x 203, y 93, family, label evangelos2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit Greek Bodyguard exp 1 armour 1 weapon_lvl 0 unit Byzantine Cavalry exp 1 armour 1 weapon_lvl 0 unit Byzantine Cavalry exp 1 armour 1 weapon_lvl 0 unit Byzantine Lancers exp 1 armour 1 weapon_lvl 0 unit Byzantine Lancers exp 1 armour 1 weapon_lvl 0 unit Varangian Guard exp 1 armour 1 weapon_lvl 0 unit Varangian Guard exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Byzantine Spearmen exp 1 armour 1 weapon_lvl 0 unit Trebizond Archers exp 1 armour 1 weapon_lvl 0 unit Trebizond Archers exp 1 armour 1 weapon_lvl 0 unit Byzantine Infantry exp 1 armour 1 weapon_lvl 0 unit Byzantine Guard Archers exp 1 armour 1 weapon_lvl 0 unit Byzantine Guard Archers exp 1 armour 1 weapon_lvl 0 end move evangelos2, 203, 93 add_money byzantium 20000 destroy_buildings byzantium ros_temp_buildings false end_monitor ;MOORS EMERGE monitor_event SettlementTurnStart SettlementName Cordoba and I_NumberOfSettlements moors < 1 and not I_SettlementUnderSiege Cordoba and IsSettlementRioting console_command create_building Cordoba ros_target add_settlement_turmoil Cordoba 14 spawn_army faction moors character random_name, named character, age 30, x 71, y 81, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Granadine Jinetes exp 1 armour 1 weapon_lvl 0 unit Granadine Jinetes exp 1 armour 1 weapon_lvl 0 unit Granadine Lancers exp 1 armour 1 weapon_lvl 0 unit Granadine Lancers exp 1 armour 1 weapon_lvl 0 unit Urban Militia exp 1 armour 1 weapon_lvl 0 unit Urban Militia exp 1 armour 1 weapon_lvl 0 unit Berber Spearmen exp 1 armour 1 weapon_lvl 0 unit Berber Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Christian Guard exp 1 armour 1 weapon_lvl 0 unit Dismounted Christian Guard exp 1 armour 1 weapon_lvl 0 unit Lamtuna Spearmen exp 1 armour 1 weapon_lvl 0 unit Lamtuna Spearmen exp 1 armour 1 weapon_lvl 0 unit Sudanese Javelinmen exp 1 armour 1 weapon_lvl 0 unit Sudanese Javelinmen exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit ME Peasant Crossbowmen exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Cordoba = ireland faction_emerge moors ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = england faction_emerge moors england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = france faction_emerge moors france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = sicily faction_emerge moors sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = spain faction_emerge moors spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = byzantium faction_emerge moors byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = venice faction_emerge moors venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = hungary faction_emerge moors hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = denmark faction_emerge moors denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = hre faction_emerge moors hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = portugal faction_emerge moors portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = russia faction_emerge moors russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = lithuania faction_emerge moors lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = norway faction_emerge moors norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = poland faction_emerge moors poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = cilicia faction_emerge moors cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = turks faction_emerge moors turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = novgorod faction_emerge moors novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = damascus faction_emerge moors damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = egypt faction_emerge moors egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = azumi faction_emerge moors azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = timurids faction_emerge moors timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = mongols faction_emerge moors mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = tuareg faction_emerge moors tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = apachean faction_emerge moors apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = aztecs faction_emerge moors aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = papal_states faction_emerge moors papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = milan faction_emerge moors milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cordoba = scotland faction_emerge moors scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event moors_rises event/uprising.bik add_settlement_turmoil Cordoba 1 destroy_units, moors, free_upkeep_unit spawn_army faction moors character random_name, named character, age 30, x 71, y 81, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Granadine Jinetes exp 1 armour 1 weapon_lvl 0 unit Granadine Jinetes exp 1 armour 1 weapon_lvl 0 unit Granadine Lancers exp 1 armour 1 weapon_lvl 0 unit Granadine Lancers exp 1 armour 1 weapon_lvl 0 unit Urban Militia exp 1 armour 1 weapon_lvl 0 unit Urban Militia exp 1 armour 1 weapon_lvl 0 unit Berber Spearmen exp 1 armour 1 weapon_lvl 0 unit Berber Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Christian Guard exp 1 armour 1 weapon_lvl 0 unit Dismounted Christian Guard exp 1 armour 1 weapon_lvl 0 unit Lamtuna Spearmen exp 1 armour 1 weapon_lvl 0 unit Lamtuna Spearmen exp 1 armour 1 weapon_lvl 0 unit Sudanese Javelinmen exp 1 armour 1 weapon_lvl 0 unit Sudanese Javelinmen exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit ME Peasant Crossbowmen exp 1 armour 1 weapon_lvl 0 end spawn_army faction moors character Muhammad ibn_Isma_il, named character, age 30, x 71, y 80, family, label muhammad1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Granadine Jinetes exp 1 armour 1 weapon_lvl 0 unit Granadine Jinetes exp 1 armour 1 weapon_lvl 0 unit Granadine Lancers exp 1 armour 1 weapon_lvl 0 unit Granadine Lancers exp 1 armour 1 weapon_lvl 0 unit Urban Militia exp 1 armour 1 weapon_lvl 0 unit Urban Militia exp 1 armour 1 weapon_lvl 0 unit Berber Spearmen exp 1 armour 1 weapon_lvl 0 unit Berber Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Christian Guard exp 1 armour 1 weapon_lvl 0 unit Dismounted Christian Guard exp 1 armour 1 weapon_lvl 0 unit Lamtuna Spearmen exp 1 armour 1 weapon_lvl 0 unit Lamtuna Spearmen exp 1 armour 1 weapon_lvl 0 unit Sudanese Javelinmen exp 1 armour 1 weapon_lvl 0 unit Sudanese Javelinmen exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit ME Peasant Crossbowmen exp 1 armour 1 weapon_lvl 0 end move muhammad1, 71, 80 add_money moors 20000 destroy_buildings moors ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Marrakesh and I_NumberOfSettlements moors < 1 and not I_SettlementUnderSiege Marrakesh and IsSettlementRioting console_command create_building Marrakesh ros_target add_settlement_turmoil Marrakesh 14 spawn_army faction moors character random_name, named character, age 30, x 55, y 53, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Granadine Jinetes exp 1 armour 1 weapon_lvl 0 unit Granadine Jinetes exp 1 armour 1 weapon_lvl 0 unit Granadine Lancers exp 1 armour 1 weapon_lvl 0 unit Granadine Lancers exp 1 armour 1 weapon_lvl 0 unit Urban Militia exp 1 armour 1 weapon_lvl 0 unit Urban Militia exp 1 armour 1 weapon_lvl 0 unit Berber Spearmen exp 1 armour 1 weapon_lvl 0 unit Berber Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Christian Guard exp 1 armour 1 weapon_lvl 0 unit Dismounted Christian Guard exp 1 armour 1 weapon_lvl 0 unit Lamtuna Spearmen exp 1 armour 1 weapon_lvl 0 unit Lamtuna Spearmen exp 1 armour 1 weapon_lvl 0 unit Sudanese Javelinmen exp 1 armour 1 weapon_lvl 0 unit Sudanese Javelinmen exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit ME Peasant Crossbowmen exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Marrakesh = ireland faction_emerge moors ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = england faction_emerge moors england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = france faction_emerge moors france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = sicily faction_emerge moors sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = spain faction_emerge moors spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = byzantium faction_emerge moors byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = venice faction_emerge moors venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = hungary faction_emerge moors hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = denmark faction_emerge moors denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = hre faction_emerge moors hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = portugal faction_emerge moors portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = russia faction_emerge moors russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = lithuania faction_emerge moors lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = norway faction_emerge moors norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = poland faction_emerge moors poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = cilicia faction_emerge moors cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = turks faction_emerge moors turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = novgorod faction_emerge moors novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = damascus faction_emerge moors damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = egypt faction_emerge moors egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = azumi faction_emerge moors azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = timurids faction_emerge moors timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = mongols faction_emerge moors mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = tuareg faction_emerge moors tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = apachean faction_emerge moors apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = aztecs faction_emerge moors aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = papal_states faction_emerge moors papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = milan faction_emerge moors milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Marrakesh = scotland faction_emerge moors scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event moors_rises event/uprising.bik add_settlement_turmoil Marrakesh 1 destroy_units, moors, free_upkeep_unit spawn_army faction moors character random_name, named character, age 30, x 55, y 53, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Granadine Jinetes exp 1 armour 1 weapon_lvl 0 unit Granadine Jinetes exp 1 armour 1 weapon_lvl 0 unit Granadine Lancers exp 1 armour 1 weapon_lvl 0 unit Granadine Lancers exp 1 armour 1 weapon_lvl 0 unit Urban Militia exp 1 armour 1 weapon_lvl 0 unit Urban Militia exp 1 armour 1 weapon_lvl 0 unit Berber Spearmen exp 1 armour 1 weapon_lvl 0 unit Berber Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Christian Guard exp 1 armour 1 weapon_lvl 0 unit Dismounted Christian Guard exp 1 armour 1 weapon_lvl 0 unit Lamtuna Spearmen exp 1 armour 1 weapon_lvl 0 unit Lamtuna Spearmen exp 1 armour 1 weapon_lvl 0 unit Sudanese Javelinmen exp 1 armour 1 weapon_lvl 0 unit Sudanese Javelinmen exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit ME Peasant Crossbowmen exp 1 armour 1 weapon_lvl 0 end spawn_army faction moors character Muhammad ibn_Isma_il, named character, age 30, x 55, y 54, family, label muhammad2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Granadine Jinetes exp 1 armour 1 weapon_lvl 0 unit Granadine Jinetes exp 1 armour 1 weapon_lvl 0 unit Granadine Lancers exp 1 armour 1 weapon_lvl 0 unit Granadine Lancers exp 1 armour 1 weapon_lvl 0 unit Urban Militia exp 1 armour 1 weapon_lvl 0 unit Urban Militia exp 1 armour 1 weapon_lvl 0 unit Berber Spearmen exp 1 armour 1 weapon_lvl 0 unit Berber Spearmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Christian Guard exp 1 armour 1 weapon_lvl 0 unit Dismounted Christian Guard exp 1 armour 1 weapon_lvl 0 unit Lamtuna Spearmen exp 1 armour 1 weapon_lvl 0 unit Lamtuna Spearmen exp 1 armour 1 weapon_lvl 0 unit Sudanese Javelinmen exp 1 armour 1 weapon_lvl 0 unit Sudanese Javelinmen exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit ME Peasant Crossbowmen exp 1 armour 1 weapon_lvl 0 end move muhammad2, 55, 54 add_money moors 20000 destroy_buildings moors ros_temp_buildings false end_monitor ;EGYPT EMERGE monitor_event SettlementTurnStart SettlementName Cairo and I_NumberOfSettlements egypt < 1 and not I_SettlementUnderSiege Cairo and IsSettlementRioting console_command create_building Cairo ros_target add_settlement_turmoil Cairo 14 spawn_army faction egypt character random_name, named character, age 30, x 234, y 32, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Abid al Shira exp 1 armour 1 weapon_lvl 0 unit Abid al Shira exp 1 armour 1 weapon_lvl 0 unit Nubian Archers exp 1 armour 1 weapon_lvl 0 unit Nubian Archers exp 1 armour 1 weapon_lvl 0 unit Nubian Spearmen exp 1 armour 1 weapon_lvl 0 unit Nubian Spearmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Cairo = ireland faction_emerge egypt ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = england faction_emerge egypt england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = france faction_emerge egypt france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = sicily faction_emerge egypt sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = spain faction_emerge egypt spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = byzantium faction_emerge egypt byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = venice faction_emerge egypt venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = hungary faction_emerge egypt hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = denmark faction_emerge egypt denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = hre faction_emerge egypt hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = portugal faction_emerge egypt portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = russia faction_emerge egypt russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = lithuania faction_emerge egypt lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = norway faction_emerge egypt norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = poland faction_emerge egypt poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = cilicia faction_emerge egypt cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = turks faction_emerge egypt turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = novgorod faction_emerge egypt novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = damascus faction_emerge egypt damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = moors faction_emerge egypt moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = azumi faction_emerge egypt azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = timurids faction_emerge egypt timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = mongols faction_emerge egypt mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = tuareg faction_emerge egypt tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = apachean faction_emerge egypt apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = aztecs faction_emerge egypt aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = papal_states faction_emerge egypt papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = milan faction_emerge egypt milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cairo = scotland faction_emerge egypt scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event egypt_rises event/uprising.bik add_settlement_turmoil Cairo 1 destroy_units, egypt, free_upkeep_unit spawn_army faction egypt character random_name, named character, age 30, x 234, y 32, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Abid al Shira exp 1 armour 1 weapon_lvl 0 unit Abid al Shira exp 1 armour 1 weapon_lvl 0 unit Nubian Archers exp 1 armour 1 weapon_lvl 0 unit Nubian Archers exp 1 armour 1 weapon_lvl 0 unit Nubian Spearmen exp 1 armour 1 weapon_lvl 0 unit Nubian Spearmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 end spawn_army faction egypt character Salah al-Din ibn_Ayyub, named character, age 30, x 235, y 32, family, label saladin1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Abid al Shira exp 1 armour 1 weapon_lvl 0 unit Abid al Shira exp 1 armour 1 weapon_lvl 0 unit Nubian Archers exp 1 armour 1 weapon_lvl 0 unit Nubian Archers exp 1 armour 1 weapon_lvl 0 unit Nubian Spearmen exp 1 armour 1 weapon_lvl 0 unit Nubian Spearmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 end move saladin1, 235, 32 add_money egypt 20000 destroy_buildings egypt ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Alexandria and I_NumberOfSettlements egypt < 1 and not I_SettlementUnderSiege Alexandria and IsSettlementRioting console_command create_building Alexandria ros_target add_settlement_turmoil Alexandria 14 spawn_army faction egypt character random_name, named character, age 30, x 229, y 37, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Abid al Shira exp 1 armour 1 weapon_lvl 0 unit Abid al Shira exp 1 armour 1 weapon_lvl 0 unit Nubian Archers exp 1 armour 1 weapon_lvl 0 unit Nubian Archers exp 1 armour 1 weapon_lvl 0 unit Nubian Spearmen exp 1 armour 1 weapon_lvl 0 unit Nubian Spearmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Alexandria = ireland faction_emerge egypt ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = england faction_emerge egypt england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = france faction_emerge egypt france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = sicily faction_emerge egypt sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = spain faction_emerge egypt spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = byzantium faction_emerge egypt byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = venice faction_emerge egypt venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = hungary faction_emerge egypt hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = denmark faction_emerge egypt denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = hre faction_emerge egypt hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = portugal faction_emerge egypt portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = russia faction_emerge egypt russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = lithuania faction_emerge egypt lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = norway faction_emerge egypt norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = poland faction_emerge egypt poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = cilicia faction_emerge egypt cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = turks faction_emerge egypt turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = novgorod faction_emerge egypt novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = damascus faction_emerge egypt damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = moors faction_emerge egypt moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = azumi faction_emerge egypt azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = timurids faction_emerge egypt timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = mongols faction_emerge egypt mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = tuareg faction_emerge egypt tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = apachean faction_emerge egypt apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = aztecs faction_emerge egypt aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = papal_states faction_emerge egypt papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = milan faction_emerge egypt milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Alexandria = scotland faction_emerge egypt scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event egypt_rises event/uprising.bik add_settlement_turmoil Alexandria 1 destroy_units, egypt, free_upkeep_unit spawn_army faction egypt character random_name, named character, age 30, x 229, y 37, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Abid al Shira exp 1 armour 1 weapon_lvl 0 unit Abid al Shira exp 1 armour 1 weapon_lvl 0 unit Nubian Archers exp 1 armour 1 weapon_lvl 0 unit Nubian Archers exp 1 armour 1 weapon_lvl 0 unit Nubian Spearmen exp 1 armour 1 weapon_lvl 0 unit Nubian Spearmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 end spawn_army faction egypt character Salah al-Din ibn_Ayyub, named character, age 30, x 230, y 38, family, label saladin2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Abid al Shira exp 1 armour 1 weapon_lvl 0 unit Abid al Shira exp 1 armour 1 weapon_lvl 0 unit Nubian Archers exp 1 armour 1 weapon_lvl 0 unit Nubian Archers exp 1 armour 1 weapon_lvl 0 unit Nubian Spearmen exp 1 armour 1 weapon_lvl 0 unit Nubian Spearmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 end move saladin2, 230, 38 add_money egypt 20000 destroy_buildings egypt ros_temp_buildings false end_monitor ;DAMASCUS EMERGE monitor_event SettlementTurnStart SettlementName Damascus and I_NumberOfSettlements damascus < 1 and not I_SettlementUnderSiege Damascus and IsSettlementRioting console_command create_building Damascus ros_target add_settlement_turmoil Damascus 14 spawn_army faction damascus character random_name, named character, age 30, x 259, y 63, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Hasham exp 1 armour 1 weapon_lvl 0 unit Hasham exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Saracen Militia exp 1 armour 1 weapon_lvl 0 unit Saracen Militia exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Damascus = ireland faction_emerge damascus ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = england faction_emerge damascus england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = france faction_emerge damascus france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = sicily faction_emerge damascus sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = spain faction_emerge damascus spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = byzantium faction_emerge damascus byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = venice faction_emerge damascus venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = hungary faction_emerge damascus hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = denmark faction_emerge damascus denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = hre faction_emerge damascus hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = portugal faction_emerge damascus portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = russia faction_emerge damascus russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = lithuania faction_emerge damascus lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = norway faction_emerge damascus norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = poland faction_emerge damascus poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = cilicia faction_emerge damascus cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = turks faction_emerge damascus turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = novgorod faction_emerge damascus novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = egypt faction_emerge damascus egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = moors faction_emerge damascus moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = azumi faction_emerge damascus azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = timurids faction_emerge damascus timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = mongols faction_emerge damascus mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = tuareg faction_emerge damascus tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = apachean faction_emerge damascus apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = aztecs faction_emerge damascus aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = papal_states faction_emerge damascus papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = milan faction_emerge damascus milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Damascus = scotland faction_emerge damascus scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event damascus_rises event/uprising.bik add_settlement_turmoil Damascus 1 destroy_units, damascus, free_upkeep_unit spawn_army faction damascus character random_name, named character, age 30, x 259, y 63, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Hasham exp 1 armour 1 weapon_lvl 0 unit Hasham exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Saracen Militia exp 1 armour 1 weapon_lvl 0 unit Saracen Militia exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction damascus character Imad al-Din Zengi, named character, age 30, x 259, y 64, family, label zengi1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Hasham exp 1 armour 1 weapon_lvl 0 unit Hasham exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Saracen Militia exp 1 armour 1 weapon_lvl 0 unit Saracen Militia exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 end move zengi1, 259, 64 add_money damascus 20000 destroy_buildings damascus ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Aleppo and I_NumberOfSettlements damascus < 1 and not I_SettlementUnderSiege Aleppo and IsSettlementRioting console_command create_building Aleppo ros_target add_settlement_turmoil Aleppo 14 spawn_army faction damascus character random_name, named character, age 30, x 257, y 72, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Hasham exp 1 armour 1 weapon_lvl 0 unit Hasham exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Saracen Militia exp 1 armour 1 weapon_lvl 0 unit Saracen Militia exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Aleppo = ireland faction_emerge damascus ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = england faction_emerge damascus england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = france faction_emerge damascus france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = sicily faction_emerge damascus sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = spain faction_emerge damascus spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = byzantium faction_emerge damascus byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = venice faction_emerge damascus venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = hungary faction_emerge damascus hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = denmark faction_emerge damascus denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = hre faction_emerge damascus hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = portugal faction_emerge damascus portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = russia faction_emerge damascus russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = lithuania faction_emerge damascus lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = norway faction_emerge damascus norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = poland faction_emerge damascus poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = cilicia faction_emerge damascus cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = turks faction_emerge damascus turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = novgorod faction_emerge damascus novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = egypt faction_emerge damascus egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = moors faction_emerge damascus moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = azumi faction_emerge damascus azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = timurids faction_emerge damascus timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = mongols faction_emerge damascus mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = tuareg faction_emerge damascus tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = apachean faction_emerge damascus apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = aztecs faction_emerge damascus aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = papal_states faction_emerge damascus papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = milan faction_emerge damascus milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Aleppo = scotland faction_emerge damascus scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event damascus_rises event/uprising.bik add_settlement_turmoil Aleppo 1 destroy_units, damascus, free_upkeep_unit spawn_army faction damascus character random_name, named character, age 30, x 257, y 72, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Hasham exp 1 armour 1 weapon_lvl 0 unit Hasham exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Saracen Militia exp 1 armour 1 weapon_lvl 0 unit Saracen Militia exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction damascus character Imad al-Din Zengi, named character, age 30, x 257, y 73, family, label zengi2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Hasham exp 1 armour 1 weapon_lvl 0 unit Hasham exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Kurdish Javelinmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Saracen Militia exp 1 armour 1 weapon_lvl 0 unit Saracen Militia exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 end move zengi2, 257, 73 add_money damascus 20000 destroy_buildings damascus ros_temp_buildings false end_monitor ;TURKS EMERGE monitor_event SettlementTurnStart SettlementName Iconium and I_NumberOfSettlements turks < 1 and not I_SettlementUnderSiege Iconium and IsSettlementRioting console_command create_building Iconium ros_target add_settlement_turmoil Iconium 14 spawn_army faction turks character random_name, named character, age 30, x 233, y 76, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Kurdish Auxiliaries exp 1 armour 1 weapon_lvl 0 unit Kurdish Auxiliaries exp 1 armour 1 weapon_lvl 0 unit Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Sipahis exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Iconium = ireland faction_emerge turks ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = england faction_emerge turks england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = france faction_emerge turks france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = sicily faction_emerge turks sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = spain faction_emerge turks spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = byzantium faction_emerge turks byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = venice faction_emerge turks venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = hungary faction_emerge turks hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = denmark faction_emerge turks denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = hre faction_emerge turks hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = portugal faction_emerge turks portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = russia faction_emerge turks russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = lithuania faction_emerge turks lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = norway faction_emerge turks norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = poland faction_emerge turks poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = cilicia faction_emerge turks cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = damascus faction_emerge turks damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = novgorod faction_emerge turks novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = egypt faction_emerge turks egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = moors faction_emerge turks moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = azumi faction_emerge turks azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = timurids faction_emerge turks timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = mongols faction_emerge turks mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = tuareg faction_emerge turks tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = apachean faction_emerge turks apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = aztecs faction_emerge turks aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = papal_states faction_emerge turks papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = milan faction_emerge turks milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Iconium = scotland faction_emerge turks scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event turks_rises event/uprising.bik add_settlement_turmoil Iconium 1 destroy_units, turks, free_upkeep_unit spawn_army faction turks character random_name, named character, age 30, x 233, y 76, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Kurdish Auxiliaries exp 1 armour 1 weapon_lvl 0 unit Kurdish Auxiliaries exp 1 armour 1 weapon_lvl 0 unit Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Sipahis exp 1 armour 1 weapon_lvl 0 end spawn_army faction turks character Osman Gazi, named character, age 30, x 232, y 76, family, label gazi1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Kurdish Auxiliaries exp 1 armour 1 weapon_lvl 0 unit Kurdish Auxiliaries exp 1 armour 1 weapon_lvl 0 unit Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Sipahis exp 1 armour 1 weapon_lvl 0 end move gazi1, 232, 76 add_money turks 20000 destroy_buildings turks ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Caesarea and I_NumberOfSettlements turks < 1 and not I_SettlementUnderSiege Caesarea and IsSettlementRioting console_command create_building Caesarea ros_target add_settlement_turmoil Caesarea 14 spawn_army faction turks character random_name, named character, age 30, x 246, y 85, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Kurdish Auxiliaries exp 1 armour 1 weapon_lvl 0 unit Kurdish Auxiliaries exp 1 armour 1 weapon_lvl 0 unit Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Sipahis exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Caesarea = ireland faction_emerge turks ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = england faction_emerge turks england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = france faction_emerge turks france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = sicily faction_emerge turks sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = spain faction_emerge turks spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = byzantium faction_emerge turks byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = venice faction_emerge turks venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = hungary faction_emerge turks hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = denmark faction_emerge turks denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = hre faction_emerge turks hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = portugal faction_emerge turks portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = russia faction_emerge turks russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = lithuania faction_emerge turks lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = norway faction_emerge turks norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = poland faction_emerge turks poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = cilicia faction_emerge turks cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = damascus faction_emerge turks damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = novgorod faction_emerge turks novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = egypt faction_emerge turks egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = moors faction_emerge turks moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = azumi faction_emerge turks azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = timurids faction_emerge turks timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = mongols faction_emerge turks mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = tuareg faction_emerge turks tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = apachean faction_emerge turks apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = aztecs faction_emerge turks aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = papal_states faction_emerge turks papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = milan faction_emerge turks milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Caesarea = scotland faction_emerge turks scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event turks_rises event/uprising.bik add_settlement_turmoil Caesarea 1 destroy_units, turks, free_upkeep_unit spawn_army faction turks character random_name, named character, age 30, x 246, y 85, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Kurdish Auxiliaries exp 1 armour 1 weapon_lvl 0 unit Kurdish Auxiliaries exp 1 armour 1 weapon_lvl 0 unit Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Sipahis exp 1 armour 1 weapon_lvl 0 end spawn_army faction turks character Osman Gazi, named character, age 30, x 245, y 85, family, label gazi2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Hasham exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Kurdish Auxiliaries exp 1 armour 1 weapon_lvl 0 unit Kurdish Auxiliaries exp 1 armour 1 weapon_lvl 0 unit Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Sipahi Lancers exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Sipahis exp 1 armour 1 weapon_lvl 0 end move gazi2, 245, 85 add_money turks 20000 destroy_buildings turks ros_temp_buildings false end_monitor ;BAGHDAD;TUAREG EMERGE monitor_event SettlementTurnStart SettlementName Baghdad and I_NumberOfSettlements tuareg < 1 and not I_SettlementUnderSiege Baghdad and IsSettlementRioting console_command create_building Baghdad ros_target add_settlement_turmoil Baghdad 14 spawn_army faction tuareg character random_name, named character, age 30, x 291, y 69, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Mamluk Infantry exp 1 armour 1 weapon_lvl 0 unit Mamluk Infantry exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Baghdad = ireland faction_emerge tuareg ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = england faction_emerge tuareg england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = france faction_emerge tuareg france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = sicily faction_emerge tuareg sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = spain faction_emerge tuareg spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = byzantium faction_emerge tuareg byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = venice faction_emerge tuareg venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = hungary faction_emerge tuareg hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = denmark faction_emerge tuareg denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = hre faction_emerge tuareg hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = portugal faction_emerge tuareg portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = russia faction_emerge tuareg russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = lithuania faction_emerge tuareg lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = norway faction_emerge tuareg norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = poland faction_emerge tuareg poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = cilicia faction_emerge tuareg cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = damascus faction_emerge tuareg damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = novgorod faction_emerge tuareg novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = egypt faction_emerge tuareg egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = moors faction_emerge tuareg moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = azumi faction_emerge tuareg azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = timurids faction_emerge tuareg timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = mongols faction_emerge tuareg mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = turks faction_emerge tuareg turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = apachean faction_emerge tuareg apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = aztecs faction_emerge tuareg aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = papal_states faction_emerge tuareg papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = milan faction_emerge tuareg milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Baghdad = scotland faction_emerge tuareg scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event tuareg_rises event/uprising.bik add_settlement_turmoil Baghdad 1 destroy_units, tuareg, free_upkeep_unit spawn_army faction tuareg character random_name, named character, age 30, x 291, y 69, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Mamluk Infantry exp 1 armour 1 weapon_lvl 0 unit Mamluk Infantry exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction tuareg character Ayyub ibn_Abbas, named character, age 30, x 291, y 70, family, label abbas1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Mamluk Infantry exp 1 armour 1 weapon_lvl 0 unit Mamluk Infantry exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 end move abbas1, 291, 70 add_money tuareg 20000 destroy_buildings tuareg ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Basra_City and I_NumberOfSettlements tuareg < 1 and not I_SettlementUnderSiege Basra_City and IsSettlementRioting console_command create_building Basra_City ros_target add_settlement_turmoil Basra_City 14 spawn_army faction tuareg character random_name, named character, age 30, x 305, y 44, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Mamluk Infantry exp 1 armour 1 weapon_lvl 0 unit Mamluk Infantry exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Basra_City = ireland faction_emerge tuareg ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = england faction_emerge tuareg england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = france faction_emerge tuareg france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = sicily faction_emerge tuareg sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = spain faction_emerge tuareg spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = byzantium faction_emerge tuareg byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = venice faction_emerge tuareg venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = hungary faction_emerge tuareg hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = denmark faction_emerge tuareg denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = hre faction_emerge tuareg hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = portugal faction_emerge tuareg portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = russia faction_emerge tuareg russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = lithuania faction_emerge tuareg lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = norway faction_emerge tuareg norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = poland faction_emerge tuareg poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = cilicia faction_emerge tuareg cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = damascus faction_emerge tuareg damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = novgorod faction_emerge tuareg novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = egypt faction_emerge tuareg egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = moors faction_emerge tuareg moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = azumi faction_emerge tuareg azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = timurids faction_emerge tuareg timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = mongols faction_emerge tuareg mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = turks faction_emerge tuareg turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = apachean faction_emerge tuareg apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = aztecs faction_emerge tuareg aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = papal_states faction_emerge tuareg papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = milan faction_emerge tuareg milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Basra_City = scotland faction_emerge tuareg scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event tuareg_rises event/uprising.bik add_settlement_turmoil Basra_City 1 destroy_units, tuareg, free_upkeep_unit spawn_army faction tuareg character random_name, named character, age 30, x 304, y 44, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Mamluk Infantry exp 1 armour 1 weapon_lvl 0 unit Mamluk Infantry exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction tuareg character Ayyub ibn_Abbas, named character, age 30, x 304, y 44, family, label abbas2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluk Archers exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Mamluks exp 1 armour 1 weapon_lvl 0 unit Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Al Haqa Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Dismounted Arab Cavalry exp 1 armour 1 weapon_lvl 0 unit Mamluk Infantry exp 1 armour 1 weapon_lvl 0 unit Mamluk Infantry exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 unit Desert Archers exp 1 armour 1 weapon_lvl 0 end move abbas2, 304, 44 add_money tuareg 20000 destroy_buildings tuareg ros_temp_buildings false end_monitor ;KWARZEMIMI EMERGE monitor_event SettlementTurnStart SettlementName Urgench and I_NumberOfSettlements azumi < 1 and not I_SettlementUnderSiege Urgench and IsSettlementRioting console_command create_building Urgench ros_target add_settlement_turmoil Urgench 14 spawn_army faction azumi character random_name, named character, age 30, x 324, y 133, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Persian Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Persian Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Dismounted Ghulams exp 1 armour 1 weapon_lvl 0 unit Dismounted Ghulams exp 1 armour 1 weapon_lvl 0 unit Kwarizmian Cavalry exp 1 armour 1 weapon_lvl 0 unit Kwarizmian Cavalry exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Urgench = ireland faction_emerge azumi ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = england faction_emerge azumi england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = france faction_emerge azumi france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = sicily faction_emerge azumi sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = spain faction_emerge azumi spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = byzantium faction_emerge azumi byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = venice faction_emerge azumi venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = hungary faction_emerge azumi hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = denmark faction_emerge azumi denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = hre faction_emerge azumi hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = portugal faction_emerge azumi portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = russia faction_emerge azumi russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = lithuania faction_emerge azumi lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = norway faction_emerge azumi norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = poland faction_emerge azumi poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = cilicia faction_emerge azumi cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = damascus faction_emerge azumi damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = novgorod faction_emerge azumi novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = egypt faction_emerge azumi egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = moors faction_emerge azumi moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = tuareg faction_emerge azumi tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = timurids faction_emerge azumi timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = mongols faction_emerge azumi mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = turks faction_emerge azumi turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = apachean faction_emerge azumi apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = aztecs faction_emerge azumi aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = papal_states faction_emerge azumi papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = milan faction_emerge azumi milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Urgench = scotland faction_emerge azumi scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event azumi_rises event/uprising.bik add_settlement_turmoil Urgench 1 destroy_units, azumi, free_upkeep_unit spawn_army faction azumi character random_name, named character, age 30, x 324, y 133, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Persian Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Persian Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Dismounted Ghulams exp 1 armour 1 weapon_lvl 0 unit Dismounted Ghulams exp 1 armour 1 weapon_lvl 0 unit Kwarizmian Cavalry exp 1 armour 1 weapon_lvl 0 unit Kwarizmian Cavalry exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 end spawn_army faction azumi character Murad Celebi, named character, age 30, x 324, y 132, family, label celebi1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Persian Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Persian Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Dismounted Ghulams exp 1 armour 1 weapon_lvl 0 unit Dismounted Ghulams exp 1 armour 1 weapon_lvl 0 unit Kwarizmian Cavalry exp 1 armour 1 weapon_lvl 0 unit Kwarizmian Cavalry exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 end move celebi1, 324, 132 add_money azumi 20000 destroy_buildings azumi ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Buchara and I_NumberOfSettlements azumi < 1 and not I_SettlementUnderSiege Buchara and IsSettlementRioting console_command create_building Buchara ros_target add_settlement_turmoil Buchara 14 spawn_army faction azumi character random_name, named character, age 30, x 344, y 115, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Persian Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Persian Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Dismounted Ghulams exp 1 armour 1 weapon_lvl 0 unit Dismounted Ghulams exp 1 armour 1 weapon_lvl 0 unit Kwarizmian Cavalry exp 1 armour 1 weapon_lvl 0 unit Kwarizmian Cavalry exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Buchara = ireland faction_emerge azumi ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = england faction_emerge azumi england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = france faction_emerge azumi france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = sicily faction_emerge azumi sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = spain faction_emerge azumi spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = byzantium faction_emerge azumi byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = venice faction_emerge azumi venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = hungary faction_emerge azumi hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = denmark faction_emerge azumi denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = hre faction_emerge azumi hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = portugal faction_emerge azumi portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = russia faction_emerge azumi russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = lithuania faction_emerge azumi lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = norway faction_emerge azumi norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = poland faction_emerge azumi poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = cilicia faction_emerge azumi cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = damascus faction_emerge azumi damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = novgorod faction_emerge azumi novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = egypt faction_emerge azumi egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = moors faction_emerge azumi moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = tuareg faction_emerge azumi tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = timurids faction_emerge azumi timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = mongols faction_emerge azumi mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = turks faction_emerge azumi turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = apachean faction_emerge azumi apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = aztecs faction_emerge azumi aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = papal_states faction_emerge azumi papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = milan faction_emerge azumi milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Buchara = scotland faction_emerge azumi scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event azumi_rises event/uprising.bik add_settlement_turmoil Buchara 1 destroy_units, azumi, free_upkeep_unit spawn_army faction azumi character random_name, named character, age 30, x 344, y 115, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Persian Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Persian Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Dismounted Ghulams exp 1 armour 1 weapon_lvl 0 unit Dismounted Ghulams exp 1 armour 1 weapon_lvl 0 unit Kwarizmian Cavalry exp 1 armour 1 weapon_lvl 0 unit Kwarizmian Cavalry exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 end spawn_army faction azumi character Murad Celebi, named character, age 30, x 343, y 115, family, label celebi2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit ME Bodyguard exp 1 armour 1 weapon_lvl 0 unit Persian Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Persian Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Persian Spearmen exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Khasseki exp 1 armour 1 weapon_lvl 0 unit Dismounted Ghulams exp 1 armour 1 weapon_lvl 0 unit Dismounted Ghulams exp 1 armour 1 weapon_lvl 0 unit Kwarizmian Cavalry exp 1 armour 1 weapon_lvl 0 unit Kwarizmian Cavalry exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 unit Turkomans exp 1 armour 1 weapon_lvl 0 end move celebi2, 343, 115 add_money azumi 20000 destroy_buildings azumi ros_temp_buildings false end_monitor ;CUMAN EMERGE monitor_event SettlementTurnStart SettlementName Bulgar and I_NumberOfSettlements timurids < 1 and not I_SettlementUnderSiege Bulgar and IsSettlementRioting console_command create_building Bulgar ros_target add_settlement_turmoil Bulgar 14 spawn_army faction timurids character random_name, named character, age 30, x 282, y 163, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 1 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 1 weapon_lvl 0 unit Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Sabadar Militia exp 1 armour 1 weapon_lvl 0 unit Sabadar Militia exp 1 armour 1 weapon_lvl 0 unit Cuman Light Infantry exp 1 armour 1 weapon_lvl 0 unit Cuman Light Infantry exp 1 armour 1 weapon_lvl 0 unit Cuman Swordsmen exp 1 armour 1 weapon_lvl 0 unit Cuman Swordsmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Bulgar = ireland faction_emerge timurids ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = england faction_emerge timurids england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = france faction_emerge timurids france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = sicily faction_emerge timurids sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = spain faction_emerge timurids spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = byzantium faction_emerge timurids byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = venice faction_emerge timurids venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = hungary faction_emerge timurids hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = denmark faction_emerge timurids denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = hre faction_emerge timurids hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = portugal faction_emerge timurids portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = russia faction_emerge timurids russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = lithuania faction_emerge timurids lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = norway faction_emerge timurids norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = poland faction_emerge timurids poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = cilicia faction_emerge timurids cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = damascus faction_emerge timurids damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = novgorod faction_emerge timurids novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = egypt faction_emerge timurids egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = moors faction_emerge timurids moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = tuareg faction_emerge timurids tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = azumi faction_emerge timurids azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = mongols faction_emerge timurids mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = turks faction_emerge timurids turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = apachean faction_emerge timurids apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = aztecs faction_emerge timurids aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = papal_states faction_emerge timurids papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = milan faction_emerge timurids milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Bulgar = scotland faction_emerge timurids scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event timurids_rises event/uprising.bik add_settlement_turmoil Bulgar 1 destroy_units, timurids, free_upkeep_unit spawn_army faction timurids character random_name, named character, age 30, x 282, y 163, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 1 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 1 weapon_lvl 0 unit Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Sabadar Militia exp 1 armour 1 weapon_lvl 0 unit Sabadar Militia exp 1 armour 1 weapon_lvl 0 unit Cuman Light Infantry exp 1 armour 1 weapon_lvl 0 unit Cuman Light Infantry exp 1 armour 1 weapon_lvl 0 unit Cuman Swordsmen exp 1 armour 1 weapon_lvl 0 unit Cuman Swordsmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction timurids character Kasim Arslan, named character, age 30, x 281, y 163, family, label kasim1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 1 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 1 weapon_lvl 0 unit Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Sabadar Militia exp 1 armour 1 weapon_lvl 0 unit Sabadar Militia exp 1 armour 1 weapon_lvl 0 unit Cuman Light Infantry exp 1 armour 1 weapon_lvl 0 unit Cuman Light Infantry exp 1 armour 1 weapon_lvl 0 unit Cuman Swordsmen exp 1 armour 1 weapon_lvl 0 unit Cuman Swordsmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 end move kasim1, 281, 163 add_money timurids 20000 destroy_buildings timurids ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Astrachan and I_NumberOfSettlements timurids < 1 and not I_SettlementUnderSiege Astrachan and IsSettlementRioting console_command create_building Astrachan ros_target add_settlement_turmoil Astrachan 14 spawn_army faction timurids character random_name, named character, age 30, x 279, y 143, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 1 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 1 weapon_lvl 0 unit Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Sabadar Militia exp 1 armour 1 weapon_lvl 0 unit Sabadar Militia exp 1 armour 1 weapon_lvl 0 unit Cuman Light Infantry exp 1 armour 1 weapon_lvl 0 unit Cuman Light Infantry exp 1 armour 1 weapon_lvl 0 unit Cuman Swordsmen exp 1 armour 1 weapon_lvl 0 unit Cuman Swordsmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Astrachan = ireland faction_emerge timurids ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = england faction_emerge timurids england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = france faction_emerge timurids france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = sicily faction_emerge timurids sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = spain faction_emerge timurids spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = byzantium faction_emerge timurids byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = venice faction_emerge timurids venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = hungary faction_emerge timurids hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = denmark faction_emerge timurids denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = hre faction_emerge timurids hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = portugal faction_emerge timurids portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = russia faction_emerge timurids russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = lithuania faction_emerge timurids lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = norway faction_emerge timurids norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = poland faction_emerge timurids poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = cilicia faction_emerge timurids cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = damascus faction_emerge timurids damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = novgorod faction_emerge timurids novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = egypt faction_emerge timurids egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = moors faction_emerge timurids moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = tuareg faction_emerge timurids tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = azumi faction_emerge timurids azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = mongols faction_emerge timurids mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = turks faction_emerge timurids turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = apachean faction_emerge timurids apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = aztecs faction_emerge timurids aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = papal_states faction_emerge timurids papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = milan faction_emerge timurids milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Astrachan = scotland faction_emerge timurids scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event timurids_rises event/uprising.bik add_settlement_turmoil Astrachan 1 destroy_units, timurids, free_upkeep_unit spawn_army faction timurids character random_name, named character, age 30, x 279, y 143, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 1 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 1 weapon_lvl 0 unit Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Sabadar Militia exp 1 armour 1 weapon_lvl 0 unit Sabadar Militia exp 1 armour 1 weapon_lvl 0 unit Cuman Light Infantry exp 1 armour 1 weapon_lvl 0 unit Cuman Light Infantry exp 1 armour 1 weapon_lvl 0 unit Cuman Swordsmen exp 1 armour 1 weapon_lvl 0 unit Cuman Swordsmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction timurids character Kasim Arslan, named character, age 30, x 279, y 142, family, label kasim2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 1 weapon_lvl 0 unit Cuman Horse Archers C exp 1 armour 1 weapon_lvl 0 unit Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Sabadar Militia exp 1 armour 1 weapon_lvl 0 unit Sabadar Militia exp 1 armour 1 weapon_lvl 0 unit Cuman Light Infantry exp 1 armour 1 weapon_lvl 0 unit Cuman Light Infantry exp 1 armour 1 weapon_lvl 0 unit Cuman Swordsmen exp 1 armour 1 weapon_lvl 0 unit Cuman Swordsmen exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Cuman Noble Cavalry exp 1 armour 1 weapon_lvl 0 unit Turkish Archers exp 1 armour 1 weapon_lvl 0 end move kasim2, 279, 142 add_money timurids 20000 destroy_buildings timurids ros_temp_buildings false end_monitor ;MONGOLS EMERGE monitor_event SettlementTurnStart SettlementName Karakorum and I_NumberOfSettlements mongols < 1 and not I_SettlementUnderSiege Karakorum and IsSettlementRioting console_command create_building Karakorum ros_target add_settlement_turmoil Karakorum 14 spawn_army faction mongols character random_name, named character, age 30, x 396, y 181, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Karakorum = ireland faction_emerge mongols ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = england faction_emerge mongols england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = france faction_emerge mongols france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = sicily faction_emerge mongols sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = spain faction_emerge mongols spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = byzantium faction_emerge mongols byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = venice faction_emerge mongols venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = hungary faction_emerge mongols hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = denmark faction_emerge mongols denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = hre faction_emerge mongols hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = portugal faction_emerge mongols portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = russia faction_emerge mongols russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = lithuania faction_emerge mongols lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = norway faction_emerge mongols norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = poland faction_emerge mongols poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = cilicia faction_emerge mongols cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = damascus faction_emerge mongols damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = novgorod faction_emerge mongols novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = egypt faction_emerge mongols egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = moors faction_emerge mongols moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = tuareg faction_emerge mongols tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = azumi faction_emerge mongols azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = timurids faction_emerge mongols timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = turks faction_emerge mongols turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = apachean faction_emerge mongols apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = aztecs faction_emerge mongols aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = papal_states faction_emerge mongols papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = milan faction_emerge mongols milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Karakorum = scotland faction_emerge mongols scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event mongols_rises event/uprising.bik add_settlement_turmoil Karakorum 1 destroy_units, mongols, free_upkeep_unit spawn_army faction mongols character random_name, named character, age 30, x 396, y 181, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction mongols character Genghis of the Jurkin, named character, age 30, x 395, y 181, family, label genghis1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 end move genghis1, 395, 181 add_money mongols 20000 destroy_buildings mongols ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Oirat and I_NumberOfSettlements mongols < 1 and not I_SettlementUnderSiege Oirat and IsSettlementRioting console_command create_building Oirat ros_target add_settlement_turmoil Oirat 14 spawn_army faction mongols character random_name, named character, age 30, x 369, y 178, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 end if I_SettlementOwner Oirat = ireland faction_emerge mongols ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = england faction_emerge mongols england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = france faction_emerge mongols france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = sicily faction_emerge mongols sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = spain faction_emerge mongols spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = byzantium faction_emerge mongols byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = venice faction_emerge mongols venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = hungary faction_emerge mongols hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = denmark faction_emerge mongols denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = hre faction_emerge mongols hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = portugal faction_emerge mongols portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = russia faction_emerge mongols russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = lithuania faction_emerge mongols lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = norway faction_emerge mongols norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = poland faction_emerge mongols poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = cilicia faction_emerge mongols cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = damascus faction_emerge mongols damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = novgorod faction_emerge mongols novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = egypt faction_emerge mongols egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = moors faction_emerge mongols moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = tuareg faction_emerge mongols tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = azumi faction_emerge mongols azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = timurids faction_emerge mongols timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = turks faction_emerge mongols turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = apachean faction_emerge mongols apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = aztecs faction_emerge mongols aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = papal_states faction_emerge mongols papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = milan faction_emerge mongols milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Oirat = scotland faction_emerge mongols scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event mongols_rises event/uprising.bik add_settlement_turmoil Oirat 1 destroy_units, mongols, free_upkeep_unit spawn_army faction mongols character random_name, named character, age 30, x 369, y 178, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 end spawn_army faction mongols character Genghis of the Jurkin, named character, age 30, x 369, y 179, family, label genghis2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Mongol Bodyguard exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Mongol Infantry exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Light Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 1 weapon_lvl 0 unit Dismounted Heavy Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Light Lancers exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Heavy Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 unit Mongol Horse Archers exp 1 armour 1 weapon_lvl 0 end move genghis2, 369, 179 add_money mongols 20000 destroy_buildings mongols ros_temp_buildings false end_monitor ;AZTECS EMERGE monitor_event SettlementTurnStart SettlementName Tenochtitlan and I_NumberOfSettlements aztecs < 1 and not I_SettlementUnderSiege Tenochtitlan and IsSettlementRioting console_command create_building Tenochtitlan ros_target add_settlement_turmoil Tenochtitlan 14 spawn_army faction aztecs character random_name, named character, age 30, x 6, y 92, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Aztec Bodyguard exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Coyote Priests exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Spear Throwers exp 1 armour 0 weapon_lvl 0 unit Aztec Spear Throwers exp 1 armour 0 weapon_lvl 0 unit Eagle Warriors exp 1 armour 0 weapon_lvl 0 unit Eagle Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 end if I_SettlementOwner Tenochtitlan = ireland faction_emerge aztecs ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = england faction_emerge aztecs england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = france faction_emerge aztecs france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = sicily faction_emerge aztecs sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = spain faction_emerge aztecs spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = byzantium faction_emerge aztecs byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = venice faction_emerge aztecs venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = hungary faction_emerge aztecs hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = denmark faction_emerge aztecs denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = hre faction_emerge aztecs hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = portugal faction_emerge aztecs portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = russia faction_emerge aztecs russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = lithuania faction_emerge aztecs lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = norway faction_emerge aztecs norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = poland faction_emerge aztecs poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = cilicia faction_emerge aztecs cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = damascus faction_emerge aztecs damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = novgorod faction_emerge aztecs novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = egypt faction_emerge aztecs egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = moors faction_emerge aztecs moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = tuareg faction_emerge aztecs tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = azumi faction_emerge aztecs azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = timurids faction_emerge aztecs timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = turks faction_emerge aztecs turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = apachean faction_emerge aztecs apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = mongols faction_emerge aztecs mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = papal_states faction_emerge aztecs papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = milan faction_emerge aztecs milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Tenochtitlan = scotland faction_emerge aztecs scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event aztecs_rises event/uprising.bik add_settlement_turmoil Tenochtitlan 1 destroy_units, aztecs, free_upkeep_unit spawn_army faction aztecs character random_name, named character, age 30, x 6, y 92, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Aztec Bodyguard exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Coyote Priests exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Spear Throwers exp 1 armour 0 weapon_lvl 0 unit Aztec Spear Throwers exp 1 armour 0 weapon_lvl 0 unit Eagle Warriors exp 1 armour 0 weapon_lvl 0 unit Eagle Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 end spawn_army faction aztecs character Huitzilihuitl of Tenochtitlan, named character, age 30, x 6, y 94, family, label hutzli1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit Aztec Bodyguard exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Coyote Priests exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Spear Throwers exp 1 armour 0 weapon_lvl 0 unit Aztec Spear Throwers exp 1 armour 0 weapon_lvl 0 unit Eagle Warriors exp 1 armour 0 weapon_lvl 0 unit Eagle Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 end move hutzli1, 6, 94 add_money aztecs 20000 destroy_buildings aztecs ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Texcoco and I_NumberOfSettlements aztecs < 1 and not I_SettlementUnderSiege Texcoco and IsSettlementRioting console_command create_building Texcoco ros_target add_settlement_turmoil Texcoco 14 spawn_army faction aztecs character random_name, named character, age 30, x 9, y 97, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Aztec Bodyguard exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Coyote Priests exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Spear Throwers exp 1 armour 0 weapon_lvl 0 unit Aztec Spear Throwers exp 1 armour 0 weapon_lvl 0 unit Eagle Warriors exp 1 armour 0 weapon_lvl 0 unit Eagle Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 end if I_SettlementOwner Texcoco = ireland faction_emerge aztecs ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = england faction_emerge aztecs england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = france faction_emerge aztecs france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = sicily faction_emerge aztecs sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = spain faction_emerge aztecs spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = byzantium faction_emerge aztecs byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = venice faction_emerge aztecs venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = hungary faction_emerge aztecs hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = denmark faction_emerge aztecs denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = hre faction_emerge aztecs hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = portugal faction_emerge aztecs portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = russia faction_emerge aztecs russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = lithuania faction_emerge aztecs lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = norway faction_emerge aztecs norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = poland faction_emerge aztecs poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = cilicia faction_emerge aztecs cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = damascus faction_emerge aztecs damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = novgorod faction_emerge aztecs novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = egypt faction_emerge aztecs egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = moors faction_emerge aztecs moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = tuareg faction_emerge aztecs tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = azumi faction_emerge aztecs azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = timurids faction_emerge aztecs timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = turks faction_emerge aztecs turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = apachean faction_emerge aztecs apachean 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = mongols faction_emerge aztecs mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = papal_states faction_emerge aztecs papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = milan faction_emerge aztecs milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Texcoco = scotland faction_emerge aztecs scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event aztecs_rises event/uprising.bik add_settlement_turmoil Texcoco 1 destroy_units, aztecs, free_upkeep_unit spawn_army faction aztecs character random_name, named character, age 30, x 9, y 97, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit Aztec Bodyguard exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Coyote Priests exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Spear Throwers exp 1 armour 0 weapon_lvl 0 unit Aztec Spear Throwers exp 1 armour 0 weapon_lvl 0 unit Eagle Warriors exp 1 armour 0 weapon_lvl 0 unit Eagle Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 end spawn_army faction aztecs character Huitzilihuitl of Tenochtitlan, named character, age 30, x 8, y 97, family, label hutzli2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit Aztec Bodyguard exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Spearmen exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Aztec Warriors exp 1 armour 0 weapon_lvl 0 unit Coyote Priests exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Archers exp 1 armour 0 weapon_lvl 0 unit Aztec Spear Throwers exp 1 armour 0 weapon_lvl 0 unit Aztec Spear Throwers exp 1 armour 0 weapon_lvl 0 unit Eagle Warriors exp 1 armour 0 weapon_lvl 0 unit Eagle Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 unit Jaguar Warriors exp 1 armour 0 weapon_lvl 0 end move hutzli2, 8, 97 add_money aztecs 20000 destroy_buildings aztecs ros_temp_buildings false end_monitor ;APACHEAN EMERGE monitor_event SettlementTurnStart SettlementName Chickasaw and I_NumberOfSettlements apachean < 1 and not I_SettlementUnderSiege Chickasaw and IsSettlementRioting console_command create_building Chickasaw ros_target add_settlement_turmoil Chickasaw 14 spawn_army faction apachean character random_name, named character, age 30, x 8, y 173, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit War Chief exp 1 armour 0 weapon_lvl 0 unit Dog Soldiers exp 1 armour 0 weapon_lvl 0 unit Dog Soldiers exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Medicine Men exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Onde's Men exp 1 armour 0 weapon_lvl 0 unit Onde's Men exp 1 armour 0 weapon_lvl 0 unit Apachean Scouts exp 1 armour 0 weapon_lvl 0 unit Apachean Scouts exp 1 armour 0 weapon_lvl 0 end if I_SettlementOwner Chickasaw = ireland faction_emerge apachean ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = england faction_emerge apachean england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = france faction_emerge apachean france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = sicily faction_emerge apachean sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = spain faction_emerge apachean spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = byzantium faction_emerge apachean byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = venice faction_emerge apachean venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = hungary faction_emerge apachean hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = denmark faction_emerge apachean denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = hre faction_emerge apachean hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = portugal faction_emerge apachean portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = russia faction_emerge apachean russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = lithuania faction_emerge apachean lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = norway faction_emerge apachean norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = poland faction_emerge apachean poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = cilicia faction_emerge apachean cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = damascus faction_emerge apachean damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = novgorod faction_emerge apachean novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = egypt faction_emerge apachean egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = moors faction_emerge apachean moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = tuareg faction_emerge apachean tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = azumi faction_emerge apachean azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = timurids faction_emerge apachean timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = turks faction_emerge apachean turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = aztecs faction_emerge apachean aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = mongols faction_emerge apachean mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = papal_states faction_emerge apachean papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = milan faction_emerge apachean milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Chickasaw = scotland faction_emerge apachean scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event apachean_rises event/uprising.bik add_settlement_turmoil Chickasaw 1 destroy_units, apachean, free_upkeep_unit spawn_army faction apachean character random_name, named character, age 30, x 8, y 173, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit War Chief exp 1 armour 0 weapon_lvl 0 unit Dog Soldiers exp 1 armour 0 weapon_lvl 0 unit Dog Soldiers exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Medicine Men exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Onde's Men exp 1 armour 0 weapon_lvl 0 unit Onde's Men exp 1 armour 0 weapon_lvl 0 unit Apachean Scouts exp 1 armour 0 weapon_lvl 0 unit Apachean Scouts exp 1 armour 0 weapon_lvl 0 end spawn_army faction apachean character Eskiminzin of Choctaw, named character, age 30, x 9, y 173, family, label eskimin1 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit War Chief exp 1 armour 0 weapon_lvl 0 unit Dog Soldiers exp 1 armour 0 weapon_lvl 0 unit Dog Soldiers exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Medicine Men exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Onde's Men exp 1 armour 0 weapon_lvl 0 unit Onde's Men exp 1 armour 0 weapon_lvl 0 unit Apachean Scouts exp 1 armour 0 weapon_lvl 0 unit Apachean Scouts exp 1 armour 0 weapon_lvl 0 end move eskimin1, 9, 173 add_money apachean 20000 destroy_buildings apachean ros_temp_buildings false end_monitor monitor_event SettlementTurnStart SettlementName Cherokee and I_NumberOfSettlements apachean < 1 and not I_SettlementUnderSiege Cherokee and IsSettlementRioting console_command create_building Cherokee ros_target add_settlement_turmoil Cherokee 14 spawn_army faction apachean character random_name, named character, age 30, x 25, y 177, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit War Chief exp 1 armour 0 weapon_lvl 0 unit Dog Soldiers exp 1 armour 0 weapon_lvl 0 unit Dog Soldiers exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Medicine Men exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Onde's Men exp 1 armour 0 weapon_lvl 0 unit Onde's Men exp 1 armour 0 weapon_lvl 0 unit Apachean Scouts exp 1 armour 0 weapon_lvl 0 unit Apachean Scouts exp 1 armour 0 weapon_lvl 0 end if I_SettlementOwner Cherokee = ireland faction_emerge apachean ireland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = england faction_emerge apachean england 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = france faction_emerge apachean france 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = sicily faction_emerge apachean sicily 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = spain faction_emerge apachean spain 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = byzantium faction_emerge apachean byzantium 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = venice faction_emerge apachean venice 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = hungary faction_emerge apachean hungary 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = denmark faction_emerge apachean denmark 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = hre faction_emerge apachean hre 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = portugal faction_emerge apachean portugal 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = russia faction_emerge apachean russia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = lithuania faction_emerge apachean lithuania 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = norway faction_emerge apachean norway 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = poland faction_emerge apachean poland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = cilicia faction_emerge apachean cilicia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = damascus faction_emerge apachean damascus 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = novgorod faction_emerge apachean novgorod 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = egypt faction_emerge apachean egypt 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = moors faction_emerge apachean moors 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = tuareg faction_emerge apachean tuareg 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = azumi faction_emerge apachean azumi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = timurids faction_emerge apachean timurids 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = turks faction_emerge apachean turks 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = aztecs faction_emerge apachean aztecs 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = mongols faction_emerge apachean mongols 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = papal_states faction_emerge apachean papal_states 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = milan faction_emerge apachean milan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if if I_SettlementOwner Cherokee = scotland faction_emerge apachean scotland 1 400.0 0.0 1.2 town true unused_label1 unused_name 30 end_if historic_event apachean_rises event/uprising.bik add_settlement_turmoil Cherokee 1 destroy_units, apachean, free_upkeep_unit spawn_army faction apachean character random_name, named character, age 30, x 25, y 177, family traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodCommander 2, BattleChivalry 2, Loyal 2, Just 2 unit War Chief exp 1 armour 0 weapon_lvl 0 unit Dog Soldiers exp 1 armour 0 weapon_lvl 0 unit Dog Soldiers exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Medicine Men exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Onde's Men exp 1 armour 0 weapon_lvl 0 unit Onde's Men exp 1 armour 0 weapon_lvl 0 unit Apachean Scouts exp 1 armour 0 weapon_lvl 0 unit Apachean Scouts exp 1 armour 0 weapon_lvl 0 end spawn_army faction apachean character Eskiminzin of Choctaw, named character, age 30, x 26, y 177, family, label eskimin2 traits ReligionStarter 1, LoyaltyStarter 1, NaturalMilitarySkill 2, GoodAdministrator 2, BattleChivalry 2, Loyal 2, Just 2 unit War Chief exp 1 armour 0 weapon_lvl 0 unit Dog Soldiers exp 1 armour 0 weapon_lvl 0 unit Dog Soldiers exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Koitsenko exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Apachean Brave exp 1 armour 0 weapon_lvl 0 unit Medicine Men exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Mounted Apache exp 1 armour 0 weapon_lvl 0 unit Onde's Men exp 1 armour 0 weapon_lvl 0 unit Onde's Men exp 1 armour 0 weapon_lvl 0 unit Apachean Scouts exp 1 armour 0 weapon_lvl 0 unit Apachean Scouts exp 1 armour 0 weapon_lvl 0 end move eskimin2, 26, 177 add_money apachean 20000 destroy_buildings apachean ros_temp_buildings false end_monitor monitor_event FactionTurnEnd FactionType slave destroy_buildings scotland ros_temp_buildings false destroy_buildings ireland ros_temp_buildings false destroy_buildings england ros_temp_buildings false destroy_buildings hre ros_temp_buildings false destroy_buildings france ros_temp_buildings false destroy_buildings spain ros_temp_buildings false destroy_buildings portugal ros_temp_buildings false destroy_buildings moors ros_temp_buildings false destroy_buildings aztecs ros_temp_buildings false destroy_buildings apachean ros_temp_buildings false destroy_buildings norway ros_temp_buildings false destroy_buildings denmark ros_temp_buildings false destroy_buildings poland ros_temp_buildings false destroy_buildings hungary ros_temp_buildings false destroy_buildings novgorod ros_temp_buildings false destroy_buildings russia ros_temp_buildings false destroy_buildings byzantium ros_temp_buildings false destroy_buildings milan ros_temp_buildings false destroy_buildings venice ros_temp_buildings false destroy_buildings papal_states ros_temp_buildings false destroy_buildings sicily ros_temp_buildings false destroy_buildings egypt ros_temp_buildings false destroy_buildings damascus ros_temp_buildings false destroy_buildings tuareg ros_temp_buildings false destroy_buildings azumi ros_temp_buildings false destroy_buildings mongols ros_temp_buildings false destroy_buildings timurids ros_temp_buildings false destroy_buildings cilicia ros_temp_buildings false destroy_buildings turks ros_temp_buildings false destroy_buildings lithuania ros_temp_buildings false end_monitor monitor_event FactionTurnStart FactionIsLocal if I_NumberOfSettlements england >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements scotland >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements ireland >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements norway >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements denmark >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements france >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements hre >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements spain >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements portugal >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements milan >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements venice >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements papal_states >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements sicily >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements hungary >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements poland >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements lithuania >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements novgorod >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements russia >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements byzantium >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements cilicia >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements turks >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements moors >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements egypt >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements damascus >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements tuareg >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements timurids >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements azumi >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements mongols >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements apachean >= 197 historic_event world_dom event/minor_win.bik end_if if I_NumberOfSettlements aztecs >= 197 historic_event world_dom event/minor_win.bik end_if terminate_monitor end_monitor ;GARRISON SCRIPS TENOCH AND CHOCTAW declare_counter tenochtitlan_siege monitor_conditions not I_SettlementUnderSiege Tenochtitlan set_counter tenochtitlan_siege 0 end_monitor monitor_conditions I_SettlementUnderSiege Tenochtitlan and I_CompareCounter tenochtitlan_siege = 0 if I_SettlementOwner Tenochtitlan = aztecs create_unit Tenochtitlan, Jaguar Warriors, num 4, exp 6, arm 1, wep 1 create_unit Tenochtitlan, Eagle Warriors, num 4, exp 6, arm 1, wep 1 create_unit Tenochtitlan, Cuahchiqueh, num 2, exp 6, arm 1, wep 1 create_unit Tenochtitlan, Coyote Priests, num 2, exp 6, arm 1, wep 1 create_unit Tenochtitlan, Arrow Warriors, num 2, exp 6, arm 1, wep 1 create_unit Tenochtitlan, Aztec Archers, num 4, exp 6, arm 1, wep 1 create_unit Tenochtitlan, Aztec Spearmen, num 2, exp 6, arm 1, wep 1 end_if set_counter tenochtitlan_siege 1 end_monitor declare_counter choctaw_siege monitor_conditions not I_SettlementUnderSiege Choctaw set_counter choctaw_siege 0 end_monitor monitor_conditions I_SettlementUnderSiege Choctaw and I_CompareCounter choctaw_siege = 0 if I_SettlementOwner Choctaw = apachean create_unit Choctaw, Koitsenko, num 4, exp 6, arm 1, wep 1 create_unit Choctaw, Onde's Men, num 4, exp 6, arm 1, wep 1 create_unit Choctaw, Medicine Men, num 2, exp 6, arm 1, wep 1 create_unit Choctaw, Apachean Brave, num 4, exp 6, arm 1, wep 1 create_unit Choctaw, Dog Soldiers, num 4, exp 6, arm 1, wep 1 create_unit Choctaw, Mounted Apache, num 2, exp 6, arm 1, wep 1 end_if set_counter choctaw_siege 1 end_monitor ;UI SHOWING----------------------------------------------------------------------------------- declare_counter ui_showing monitor_event ShortcutTriggered ShortcutTriggered object_manager hide_gui wait 0.1 if I_CompareCounter ui_showing = 0 hide_ui disable_movie_view set_counter ui_showing 2 end_if if I_CompareCounter ui_showing = 1 show_ui set_counter ui_showing 0 end_if if I_CompareCounter ui_showing = 2 set_counter ui_showing 1 end_if end_monitor ;======================================================== ;===================== G5 BAI STUFF ===================== ;======================================================== ;### Germanicu5 ReallyBadAI Battle System Scrips v5.x ;### This file contains manually programmed AI behaviour eliminating previously unfixable, hardcoded bugs and greatly influences battle performance ;### Support available at http://www.twcenter.net/forums/forumdisplay.php?f=1745 , http://www.twcenter.net/forums/showthread.php?t=257970 and http://www.twcenter.net/forums/showthread.php?t=253132 ;### Non-private use of code only by permission, ;### coded by Germanicu5 ;;;;;;;Print Info log always Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS. monitor_event GameReloaded log always Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS. end_monitor ;;;;;;; declare_counter g5_battle_difficulty_high ;;;;;;; declare_counter fire_labels declare_counter panel_check declare_counter player_unit_count declare_counter enemy_unit_count declare_counter open_battle declare_counter labels_only declare_counter stakes_lock ;;;;;;; declare_counter pu1_missile declare_counter pu2_missile declare_counter pu3_missile declare_counter pu4_missile declare_counter pu5_missile declare_counter pu6_missile declare_counter pu7_missile declare_counter pu8_missile declare_counter pu9_missile declare_counter pu10_missile declare_counter pu11_missile declare_counter pu12_missile declare_counter pu13_missile declare_counter pu14_missile declare_counter pu15_missile declare_counter pu16_missile declare_counter pu17_missile declare_counter pu18_missile declare_counter pu19_missile declare_counter pu20_missile ;;;;;;;Checks declare_counter check_timer declare_counter elephant_fix_check declare_counter elephant_fix_check_sally declare_counter script_delay declare_counter reinf_check declare_counter sally_defense_check declare_counter sally_check ;;;;;;;Stakes declare_counter label_ready declare_counter stakes_on ;;;;;;;Reinforcements declare_counter army4_ready declare_counter reinf_late declare_counter distance_trigger1 declare_counter distance_trigger2 declare_counter distance_trigger3 declare_counter distance_trigger4 declare_counter distance_trigger5 declare_counter kill_labelling_reinf_allied declare_counter army3_reinf_allied declare_counter army4_reinf_allied declare_counter army5_reinf_allied declare_counter army6_reinf_allied declare_counter army7_reinf_allied declare_counter army8_reinf_allied declare_counter army9_reinf_allied declare_counter army10_reinf_allied declare_counter army11_reinf_allied declare_counter army12_reinf_allied declare_counter army13_reinf_allied declare_counter army14_reinf_allied declare_counter army15_reinf_allied declare_counter army16_reinf_allied declare_counter launch_alliance_0 declare_counter launch_alliance_1 declare_counter apply_strategy declare_counter relaunch_movement declare_counter att_alliance_ready declare_counter def_alliance_ready declare_counter def_alliance_ready_siege declare_counter army3_moving declare_counter army3_run declare_counter army3_reinf_late declare_counter army4_moving declare_counter army4_run declare_counter army4_reinf_late declare_counter army5_moving declare_counter army5_run declare_counter army5_reinf_late declare_counter army6_moving declare_counter army6_run declare_counter army6_reinf_late declare_counter army7_moving declare_counter army7_run declare_counter army7_reinf_late declare_counter army8_moving declare_counter army8_run declare_counter army8_reinf_late declare_counter army9_moving declare_counter army9_run declare_counter army9_reinf_late declare_counter army10_moving declare_counter army10_run declare_counter army10_reinf_late declare_counter army11_moving declare_counter army11_run declare_counter army11_reinf_late declare_counter army12_moving declare_counter army12_run declare_counter army12_reinf_late declare_counter army13_moving declare_counter army13_run declare_counter army13_reinf_late declare_counter army14_moving declare_counter army14_run declare_counter army14_reinf_late declare_counter army15_moving declare_counter army15_run declare_counter army15_reinf_late declare_counter army16_moving declare_counter army16_run declare_counter army16_reinf_late declare_counter army4_ready_siege ; acts as launching counter declare_counter army4_moving_siege declare_counter army4_run_siege declare_counter reinf_check_interval ;;;;;;;HA Fix declare_counter ha_fix ;;;;;;;Elephant Fix declare_counter elephant_fix declare_counter elephant_gate declare_counter elephant_gate_s declare_counter elephant_gate_tier2 declare_counter elephant_gate_tier3 declare_counter elephant_gate_tier2s declare_counter elephant_gate_tier3s declare_counter rally_walls declare_counter rally_walls_s declare_counter second_ring declare_counter third_ring declare_counter second_ring_s declare_counter third_ring_s declare_counter del_objective declare_counter del_objective_s ;;;;;;;Sally-out declare_counter sally-out_fix declare_counter sally_defense declare_counter reform_back declare_counter reform_multi declare_counter unit_under_fire declare_counter kill_sally declare_counter sally_reinf declare_counter reset_position declare_counter defend_location declare_counter reset_army2 declare_counter assign_labels ;;;;;;;Siege declare_counter siege_fix declare_counter army_sieging declare_counter army_south declare_counter army_north declare_counter army_east declare_counter army_west declare_counter emergency_stop declare_counter omfg_cannon_tower declare_counter army2_sally declare_counter wall_advance_s ;;;;;;;Protect General declare_counter protect_general declare_counter general_wait declare_counter protect_siege declare_counter g_stop ;;;;;;;Sally-out, AI defending declare_counter army4_ready_sally declare_counter army4_location declare_counter path_n declare_counter path_ne declare_counter path_e declare_counter path_se declare_counter path_s declare_counter path_sw declare_counter path_w declare_counter path_nw declare_counter obstacle_check declare_counter label_army4 declare_counter army4_moving_s declare_counter army4_idle_s declare_counter line_passed declare_counter army2_idle_s declare_counter army4_idle_r declare_counter wall_line_passed declare_counter reset_position_s declare_counter repeat_test1 declare_counter repeat_test2 declare_counter repeat_test3 declare_counter repeat_test4 declare_counter repeat_test5 declare_counter repeat_test6 ;;;;;;;Open Battles declare_counter ob_defense_launch declare_counter ob_defend declare_counter ob_siege_attack declare_counter ob_under_fire declare_counter ob_repeat_test declare_counter ob_engaged declare_counter player_units_closing declare_counter player_enveloping declare_counter player_engaged_reinf ;;;;;;;AI Stuck Fix declare_counter ai_stuck_launch declare_counter a2u1_stuck declare_counter a2u2_stuck declare_counter a2u3_stuck declare_counter a2u4_stuck declare_counter a2u5_stuck declare_counter a2u6_stuck declare_counter a2u7_stuck declare_counter a2u8_stuck declare_counter a2u9_stuck declare_counter a2u10_stuck declare_counter a2u11_stuck declare_counter a2u12_stuck declare_counter a2u13_stuck declare_counter a2u14_stuck declare_counter a2u15_stuck declare_counter a2u16_stuck declare_counter a2u17_stuck declare_counter a2u18_stuck declare_counter a2u19_stuck declare_counter a2u20_stuck declare_counter a2u1_status declare_counter a2u2_status declare_counter a2u3_status declare_counter a2u4_status declare_counter a2u5_status declare_counter a2u6_status declare_counter a2u7_status declare_counter a2u8_status declare_counter a2u9_status declare_counter a2u10_status declare_counter a2u11_status declare_counter a2u12_status declare_counter a2u13_status declare_counter a2u14_status declare_counter a2u15_status declare_counter a2u16_status declare_counter a2u17_status declare_counter a2u18_status declare_counter a2u19_status declare_counter a2u20_status declare_counter a2u1_distance declare_counter a2u2_distance declare_counter a2u3_distance declare_counter a2u4_distance declare_counter a2u5_distance declare_counter a2u6_distance declare_counter a2u7_distance declare_counter a2u8_distance declare_counter a2u9_distance declare_counter a2u10_distance declare_counter a2u11_distance declare_counter a2u12_distance declare_counter a2u13_distance declare_counter a2u14_distance declare_counter a2u15_distance declare_counter a2u16_distance declare_counter a2u17_distance declare_counter a2u18_distance declare_counter a2u19_distance declare_counter a2u20_distance ;;;;;;; set_event_counter no_advice 1 monitor_event PreFactionTurnStart FactionIsLocal and BattleDifficulty > medium set_counter g5_battle_difficulty_high 1 terminate_monitor end_monitor monitor_event PreFactionTurnStart FactionIsLocal and I_CompareCounter panel_check != 1 set_counter panel_check 1 end_monitor monitor_event GeneralAssaultsGeneral TargetFactionIsLocal and I_CompareCounter panel_check != 1 set_counter panel_check 1 end_monitor monitor_event GeneralAssaultsGeneral ! FactionIsLocal and ! TargetFactionIsLocal and I_CompareCounter panel_check != 2 set_counter panel_check 2 end_monitor monitor_event GeneralAssaultsResidence TargetFactionIsLocal and I_CompareCounter panel_check != 1 set_counter panel_check 1 end_monitor monitor_event GeneralAssaultsResidence ! FactionIsLocal and ! TargetFactionIsLocal and I_CompareCounter panel_check != 2 set_counter panel_check 2 end_monitor monitor_event ButtonPressed ButtonPressed prebattle_fight_button and I_CompareCounter panel_check = 1 ; suspend_unscripted_advice true set_counter fire_labels 10 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; set_counter player_unit_count 0 set_counter enemy_unit_count 0 set_counter open_battle 0 set_counter labels_only 0 set_counter stakes_lock 0 ;;;;;;; set_counter pu1_missile 0 set_counter pu2_missile 0 set_counter pu3_missile 0 set_counter pu4_missile 0 set_counter pu5_missile 0 set_counter pu6_missile 0 set_counter pu7_missile 0 set_counter pu8_missile 0 set_counter pu9_missile 0 set_counter pu10_missile 0 set_counter pu11_missile 0 set_counter pu12_missile 0 set_counter pu13_missile 0 set_counter pu14_missile 0 set_counter pu15_missile 0 set_counter pu16_missile 0 set_counter pu17_missile 0 set_counter pu18_missile 0 set_counter pu19_missile 0 set_counter pu20_missile 0 ;;;;;;;Checks set_counter check_timer 0 set_counter elephant_fix_check 0 set_counter elephant_fix_check_sally 0 set_counter reinf_check 0 set_counter script_delay 0 set_counter sally_defense_check 0 set_counter sally_check 0 ;;;;;;;Stakes set_counter label_ready 0 set_counter stakes_on 0 ;;;;;;;Reinforcements set_counter army4_ready 0 set_counter reinf_late 0 set_counter distance_trigger1 0 set_counter distance_trigger2 0 set_counter distance_trigger3 0 set_counter distance_trigger4 0 set_counter distance_trigger5 0 set_counter kill_labelling_reinf_allied 0 set_counter army3_reinf_allied 0 set_counter army4_reinf_allied 0 set_counter army5_reinf_allied 0 set_counter army6_reinf_allied 0 set_counter army7_reinf_allied 0 set_counter army8_reinf_allied 0 set_counter army9_reinf_allied 0 set_counter army10_reinf_allied 0 set_counter army11_reinf_allied 0 set_counter army12_reinf_allied 0 set_counter army13_reinf_allied 0 set_counter army14_reinf_allied 0 set_counter army15_reinf_allied 0 set_counter army16_reinf_allied 0 set_counter launch_alliance_0 0 set_counter launch_alliance_1 0 set_counter apply_strategy 0 set_counter relaunch_movement 0 set_counter att_alliance_ready 0 set_counter def_alliance_ready 0 set_counter def_alliance_ready_siege 0 set_counter army3_moving 0 set_counter army3_run 0 set_counter army3_reinf_late 0 set_counter army4_moving 0 set_counter army4_run 0 set_counter army4_reinf_late 0 set_counter army5_moving 0 set_counter army5_run 0 set_counter army5_reinf_late 0 set_counter army6_moving 0 set_counter army6_run 0 set_counter army6_reinf_late 0 set_counter army7_moving 0 set_counter army7_run 0 set_counter army7_reinf_late 0 set_counter army8_moving 0 set_counter army8_run 0 set_counter army8_reinf_late 0 set_counter army9_moving 0 set_counter army9_run 0 set_counter army9_reinf_late 0 set_counter army10_moving 0 set_counter army10_run 0 set_counter army10_reinf_late 0 set_counter army11_moving 0 set_counter army11_run 0 set_counter army11_reinf_late 0 set_counter army12_moving 0 set_counter army12_run 0 set_counter army12_reinf_late 0 set_counter army13_moving 0 set_counter army13_run 0 set_counter army13_reinf_late 0 set_counter army14_moving 0 set_counter army14_run 0 set_counter army14_reinf_late 0 set_counter army15_moving 0 set_counter army15_run 0 set_counter army15_reinf_late 0 set_counter army16_moving 0 set_counter army16_run 0 set_counter army16_reinf_late 0 set_counter army4_ready_siege 0 ; acts as launching counter set_counter army4_moving_siege 0 set_counter army4_run_siege 0 set_counter reinf_check_interval 0 ;;;;;;;HA Fix set_counter ha_fix 0 ;;;;;;;Elephant Fix set_counter elephant_fix 0 set_counter elephant_gate 0 set_counter elephant_gate_s 0 set_counter elephant_gate_tier2 0 set_counter elephant_gate_tier3 0 set_counter elephant_gate_tier2s 0 set_counter elephant_gate_tier3s 0 set_counter rally_walls 0 set_counter rally_walls_s 0 set_counter second_ring 0 set_counter third_ring 0 set_counter second_ring_s 0 set_counter third_ring_s 0 set_counter del_objective 0 set_counter del_objective_s 0 ;;;;;;;Sally-out set_counter sally-out_fix 0 set_counter sally_defense 0 set_counter reform_back 0 set_counter reform_multi 0 set_counter unit_under_fire 0 set_counter kill_sally 0 set_counter sally_reinf 0 set_counter reset_position 0 set_counter defend_location 0 set_counter reset_army2 0 set_counter assign_labels 0 ;;;;;;;Siege set_counter siege_fix 0 set_counter army_sieging 0 set_counter army_south 0 set_counter army_north 0 set_counter army_east 0 set_counter army_west 0 set_counter emergency_stop 0 set_counter omfg_cannon_tower 0 set_counter army2_sally 0 set_counter wall_advance_s 0 ;;;;;;;Protect General set_counter protect_general 0 set_counter general_wait 0 set_counter protect_siege 0 set_counter g_stop 0 ;;;;;;;Sally-out, AI defending set_counter army4_ready_sally 0 set_counter army4_location 0 set_counter path_n 0 set_counter path_ne 0 set_counter path_e 0 set_counter path_se 0 set_counter path_s 0 set_counter path_sw 0 set_counter path_w 0 set_counter path_nw 0 set_counter obstacle_check 0 set_counter label_army4 0 set_counter army4_moving_s 0 set_counter army4_idle_s 0 set_counter line_passed 0 set_counter army2_idle_s 0 set_counter army4_idle_r 0 set_counter wall_line_passed 0 set_counter reset_position_s 0 set_counter repeat_test1 0 set_counter repeat_test2 0 set_counter repeat_test3 0 set_counter repeat_test4 0 set_counter repeat_test5 0 set_counter repeat_test6 0 ;;;;;;;Open Battles set_counter ob_defense_launch 0 set_counter ob_defend 0 set_counter ob_siege_attack 0 set_counter ob_under_fire 0 set_counter ob_repeat_test 0 set_counter ob_engaged 0 set_counter player_units_closing 0 set_counter player_enveloping 0 set_counter player_engaged_reinf 0 ;;;;;;;AI Stuck Fix set_counter ai_stuck_launch 0 set_counter a2u1_stuck 0 set_counter a2u2_stuck 0 set_counter a2u3_stuck 0 set_counter a2u4_stuck 0 set_counter a2u5_stuck 0 set_counter a2u6_stuck 0 set_counter a2u7_stuck 0 set_counter a2u8_stuck 0 set_counter a2u9_stuck 0 set_counter a2u10_stuck 0 set_counter a2u11_stuck 0 set_counter a2u12_stuck 0 set_counter a2u13_stuck 0 set_counter a2u14_stuck 0 set_counter a2u15_stuck 0 set_counter a2u16_stuck 0 set_counter a2u17_stuck 0 set_counter a2u18_stuck 0 set_counter a2u19_stuck 0 set_counter a2u20_stuck 0 set_counter a2u1_status 0 set_counter a2u2_status 0 set_counter a2u3_status 0 set_counter a2u4_status 0 set_counter a2u5_status 0 set_counter a2u6_status 0 set_counter a2u7_status 0 set_counter a2u8_status 0 set_counter a2u9_status 0 set_counter a2u10_status 0 set_counter a2u11_status 0 set_counter a2u12_status 0 set_counter a2u13_status 0 set_counter a2u14_status 0 set_counter a2u15_status 0 set_counter a2u16_status 0 set_counter a2u17_status 0 set_counter a2u18_status 0 set_counter a2u19_status 0 set_counter a2u20_status 0 set_counter a2u1_distance 0 set_counter a2u2_distance 0 set_counter a2u3_distance 0 set_counter a2u4_distance 0 set_counter a2u5_distance 0 set_counter a2u6_distance 0 set_counter a2u7_distance 0 set_counter a2u8_distance 0 set_counter a2u9_distance 0 set_counter a2u10_distance 0 set_counter a2u11_distance 0 set_counter a2u12_distance 0 set_counter a2u13_distance 0 set_counter a2u14_distance 0 set_counter a2u15_distance 0 set_counter a2u16_distance 0 set_counter a2u17_distance 0 set_counter a2u18_distance 0 set_counter a2u19_distance 0 set_counter a2u20_distance 0 prepare_for_battle end_monitor monitor_conditions I_InBattle and I_CompareCounter fire_labels = 10 set_counter fire_labels 0 battle_wait 0.1 if ! I_BattleIsSiegeBattle set_counter fire_labels 1 end_if if I_BattleIsSiegeBattle and I_BattleEnemyArmyNumberOfMountClass elephant > 0 set_counter fire_labels 1 end_if if I_BattlePlayerArmyIsAttacker ;;;Army 1 set_counter player_unit_count 0 if I_BattlePlayerArmyNumberOfUnits > 0 label_unit 0 0 0 a1u1 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 1 label_unit 0 0 1 a1u2 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 2 label_unit 0 0 2 a1u3 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 3 label_unit 0 0 3 a1u4 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 4 label_unit 0 0 4 a1u5 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 5 label_unit 0 0 5 a1u6 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 6 label_unit 0 0 6 a1u7 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 7 label_unit 0 0 7 a1u8 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 8 label_unit 0 0 8 a1u9 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 9 label_unit 0 0 9 a1u10 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 10 label_unit 0 0 10 a1u11 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 11 label_unit 0 0 11 a1u12 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 12 label_unit 0 0 12 a1u13 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 13 label_unit 0 0 13 a1u14 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 14 label_unit 0 0 14 a1u15 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 15 label_unit 0 0 15 a1u16 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 16 label_unit 0 0 16 a1u17 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 17 label_unit 0 0 17 a1u18 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 18 label_unit 0 0 18 a1u19 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits = 20 label_unit 0 0 19 a1u20 inc_counter player_unit_count 1 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if if I_BattlePlayerArmyIsAttacker ; and ! I_BattleIsSiegeBattle ;;;Army 2 set_counter enemy_unit_count 0 if I_BattleEnemyArmyNumberOfUnits > 0 label_unit 1 0 0 a2u1 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 1 label_unit 1 0 1 a2u2 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 2 label_unit 1 0 2 a2u3 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 3 label_unit 1 0 3 a2u4 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 4 label_unit 1 0 4 a2u5 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 5 label_unit 1 0 5 a2u6 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 6 label_unit 1 0 6 a2u7 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 7 label_unit 1 0 7 a2u8 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 8 label_unit 1 0 8 a2u9 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 9 label_unit 1 0 9 a2u10 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 10 label_unit 1 0 10 a2u11 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 11 label_unit 1 0 11 a2u12 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 12 label_unit 1 0 12 a2u13 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 13 label_unit 1 0 13 a2u14 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 14 label_unit 1 0 14 a2u15 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 15 label_unit 1 0 15 a2u16 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 16 label_unit 1 0 16 a2u17 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 17 label_unit 1 0 17 a2u18 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 18 label_unit 1 0 18 a2u19 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits = 20 label_unit 1 0 19 a2u20 inc_counter enemy_unit_count 1 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if if I_BattlePlayerArmyIsAttacker if I_BattlePlayerArmyNumberOfUnits = 1 define_unit_group army1 a1u1 end_if if I_BattlePlayerArmyNumberOfUnits = 2 define_unit_group army1 a1u1 a1u2 end_if if I_BattlePlayerArmyNumberOfUnits = 3 define_unit_group army1 a1u1 a1u2 a1u3 end_if if I_BattlePlayerArmyNumberOfUnits = 4 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 end_if if I_BattlePlayerArmyNumberOfUnits = 5 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 end_if if I_BattlePlayerArmyNumberOfUnits = 6 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 end_if if I_BattlePlayerArmyNumberOfUnits = 7 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 end_if if I_BattlePlayerArmyNumberOfUnits = 8 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 end_if if I_BattlePlayerArmyNumberOfUnits = 9 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 end_if if I_BattlePlayerArmyNumberOfUnits = 10 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 end_if if I_BattlePlayerArmyNumberOfUnits = 11 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 end_if if I_BattlePlayerArmyNumberOfUnits = 12 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 end_if if I_BattlePlayerArmyNumberOfUnits = 13 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 end_if if I_BattlePlayerArmyNumberOfUnits = 14 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 end_if if I_BattlePlayerArmyNumberOfUnits = 15 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 a1u15 end_if if I_BattlePlayerArmyNumberOfUnits = 16 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 a1u15 a1u16 end_if if I_BattlePlayerArmyNumberOfUnits = 17 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 a1u15 a1u16 a1u17 end_if if I_BattlePlayerArmyNumberOfUnits = 18 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 a1u15 a1u16 a1u17 a1u18 end_if if I_BattlePlayerArmyNumberOfUnits = 19 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 a1u15 a1u16 a1u17 a1u18 a1u19 end_if if I_BattlePlayerArmyNumberOfUnits = 20 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 a1u15 a1u16 a1u17 a1u18 a1u19 a1u20 end_if end_if if I_BattlePlayerArmyIsAttacker ; and ! I_BattleIsSiegeBattle if I_BattleEnemyArmyNumberOfUnits = 1 define_unit_group army2 a2u1 end_if if I_BattleEnemyArmyNumberOfUnits = 2 define_unit_group army2 a2u1 a2u2 end_if if I_BattleEnemyArmyNumberOfUnits = 3 define_unit_group army2 a2u1 a2u2 a2u3 end_if if I_BattleEnemyArmyNumberOfUnits = 4 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 end_if if I_BattleEnemyArmyNumberOfUnits = 5 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 end_if if I_BattleEnemyArmyNumberOfUnits = 6 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 end_if if I_BattleEnemyArmyNumberOfUnits = 7 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 end_if if I_BattleEnemyArmyNumberOfUnits = 8 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 end_if if I_BattleEnemyArmyNumberOfUnits = 9 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 end_if if I_BattleEnemyArmyNumberOfUnits = 10 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 end_if if I_BattleEnemyArmyNumberOfUnits = 11 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 end_if if I_BattleEnemyArmyNumberOfUnits = 12 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 end_if if I_BattleEnemyArmyNumberOfUnits = 13 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 end_if if I_BattleEnemyArmyNumberOfUnits = 14 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 end_if if I_BattleEnemyArmyNumberOfUnits = 15 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 a2u15 end_if if I_BattleEnemyArmyNumberOfUnits = 16 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 a2u15 a2u16 end_if if I_BattleEnemyArmyNumberOfUnits = 17 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 a2u15 a2u16 a2u17 end_if if I_BattleEnemyArmyNumberOfUnits = 18 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 a2u15 a2u16 a2u17 a2u18 end_if if I_BattleEnemyArmyNumberOfUnits = 19 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 a2u15 a2u16 a2u17 a2u18 a2u19 end_if if I_BattleEnemyArmyNumberOfUnits = 20 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 a2u15 a2u16 a2u17 a2u18 a2u19 a2u20 end_if end_if if ! I_BattlePlayerArmyIsAttacker ;;;Army 1 set_counter enemy_unit_count 0 if I_BattleEnemyArmyNumberOfUnits > 0 label_unit 0 0 0 a1u1 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 1 label_unit 0 0 1 a1u2 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 2 label_unit 0 0 2 a1u3 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 3 label_unit 0 0 3 a1u4 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 4 label_unit 0 0 4 a1u5 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 5 label_unit 0 0 5 a1u6 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 6 label_unit 0 0 6 a1u7 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 7 label_unit 0 0 7 a1u8 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 8 label_unit 0 0 8 a1u9 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 9 label_unit 0 0 9 a1u10 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 10 label_unit 0 0 10 a1u11 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 11 label_unit 0 0 11 a1u12 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 12 label_unit 0 0 12 a1u13 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 13 label_unit 0 0 13 a1u14 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 14 label_unit 0 0 14 a1u15 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 15 label_unit 0 0 15 a1u16 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 16 label_unit 0 0 16 a1u17 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 17 label_unit 0 0 17 a1u18 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 18 label_unit 0 0 18 a1u19 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits = 20 label_unit 0 0 19 a1u20 inc_counter enemy_unit_count 1 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if ;;;Army 2 set_counter player_unit_count 0 if I_BattlePlayerArmyNumberOfUnits > 0 label_unit 1 0 0 a2u1 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 1 label_unit 1 0 1 a2u2 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 2 label_unit 1 0 2 a2u3 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 3 label_unit 1 0 3 a2u4 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 4 label_unit 1 0 4 a2u5 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 5 label_unit 1 0 5 a2u6 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 6 label_unit 1 0 6 a2u7 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 7 label_unit 1 0 7 a2u8 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 8 label_unit 1 0 8 a2u9 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 9 label_unit 1 0 9 a2u10 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 10 label_unit 1 0 10 a2u11 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 11 label_unit 1 0 11 a2u12 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 12 label_unit 1 0 12 a2u13 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 13 label_unit 1 0 13 a2u14 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 14 label_unit 1 0 14 a2u15 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 15 label_unit 1 0 15 a2u16 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 16 label_unit 1 0 16 a2u17 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 17 label_unit 1 0 17 a2u18 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits > 18 label_unit 1 0 18 a2u19 inc_counter player_unit_count 1 if I_BattlePlayerArmyNumberOfUnits = 20 label_unit 1 0 19 a2u20 inc_counter player_unit_count 1 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if if I_BattleEnemyArmyNumberOfUnits = 1 define_unit_group army1 a1u1 end_if if I_BattleEnemyArmyNumberOfUnits = 2 define_unit_group army1 a1u1 a1u2 end_if if I_BattleEnemyArmyNumberOfUnits = 3 define_unit_group army1 a1u1 a1u2 a1u3 end_if if I_BattleEnemyArmyNumberOfUnits = 4 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 end_if if I_BattleEnemyArmyNumberOfUnits = 5 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 end_if if I_BattleEnemyArmyNumberOfUnits = 6 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 end_if if I_BattleEnemyArmyNumberOfUnits = 7 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 end_if if I_BattleEnemyArmyNumberOfUnits = 8 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 end_if if I_BattleEnemyArmyNumberOfUnits = 9 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 end_if if I_BattleEnemyArmyNumberOfUnits = 10 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 end_if if I_BattleEnemyArmyNumberOfUnits = 11 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 end_if if I_BattleEnemyArmyNumberOfUnits = 12 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 end_if if I_BattleEnemyArmyNumberOfUnits = 13 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 end_if if I_BattleEnemyArmyNumberOfUnits = 14 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 end_if if I_BattleEnemyArmyNumberOfUnits = 15 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 a1u15 end_if if I_BattleEnemyArmyNumberOfUnits = 16 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 a1u15 a1u16 end_if if I_BattleEnemyArmyNumberOfUnits = 17 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 a1u15 a1u16 a1u17 end_if if I_BattleEnemyArmyNumberOfUnits = 18 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 a1u15 a1u16 a1u17 a1u18 end_if if I_BattleEnemyArmyNumberOfUnits = 19 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 a1u15 a1u16 a1u17 a1u18 a1u19 end_if if I_BattleEnemyArmyNumberOfUnits = 20 define_unit_group army1 a1u1 a1u2 a1u3 a1u4 a1u5 a1u6 a1u7 a1u8 a1u9 a1u10 a1u11 a1u12 a1u13 a1u14 a1u15 a1u16 a1u17 a1u18 a1u19 a1u20 end_if if I_BattlePlayerArmyNumberOfUnits = 1 define_unit_group army2 a2u1 end_if if I_BattlePlayerArmyNumberOfUnits = 2 define_unit_group army2 a2u1 a2u2 end_if if I_BattlePlayerArmyNumberOfUnits = 3 define_unit_group army2 a2u1 a2u2 a2u3 end_if if I_BattlePlayerArmyNumberOfUnits = 4 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 end_if if I_BattlePlayerArmyNumberOfUnits = 5 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 end_if if I_BattlePlayerArmyNumberOfUnits = 6 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 end_if if I_BattlePlayerArmyNumberOfUnits = 7 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 end_if if I_BattlePlayerArmyNumberOfUnits = 8 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 end_if if I_BattlePlayerArmyNumberOfUnits = 9 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 end_if if I_BattlePlayerArmyNumberOfUnits = 10 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 end_if if I_BattlePlayerArmyNumberOfUnits = 11 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 end_if if I_BattlePlayerArmyNumberOfUnits = 12 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 end_if if I_BattlePlayerArmyNumberOfUnits = 13 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 end_if if I_BattlePlayerArmyNumberOfUnits = 14 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 end_if if I_BattlePlayerArmyNumberOfUnits = 15 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 a2u15 end_if if I_BattlePlayerArmyNumberOfUnits = 16 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 a2u15 a2u16 end_if if I_BattlePlayerArmyNumberOfUnits = 17 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 a2u15 a2u16 a2u17 end_if if I_BattlePlayerArmyNumberOfUnits = 18 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 a2u15 a2u16 a2u17 a2u18 end_if if I_BattlePlayerArmyNumberOfUnits = 19 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 a2u15 a2u16 a2u17 a2u18 a2u19 end_if if I_BattlePlayerArmyNumberOfUnits = 20 define_unit_group army2 a2u1 a2u2 a2u3 a2u4 a2u5 a2u6 a2u7 a2u8 a2u9 a2u10 a2u11 a2u12 a2u13 a2u14 a2u15 a2u16 a2u17 a2u18 a2u19 a2u20 end_if end_if if I_BattlePlayerArmyIsAttacker if I_CompareCounter player_unit_count >= 1 if I_UnitPercentageAmmoLeft a1u1 > 0 set_counter pu1_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u1 = horde set_counter pu1_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 2 if I_UnitPercentageAmmoLeft a1u2 > 0 set_counter pu2_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u2 = horde set_counter pu2_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 3 if I_UnitPercentageAmmoLeft a1u3 > 0 set_counter pu3_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u3 = horde set_counter pu3_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 4 if I_UnitPercentageAmmoLeft a1u4 > 0 set_counter pu4_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u4 = horde set_counter pu4_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 5 if I_UnitPercentageAmmoLeft a1u5 > 0 set_counter pu5_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u5 = horde set_counter pu5_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 6 if I_UnitPercentageAmmoLeft a1u6 > 0 set_counter pu6_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u6 = horde set_counter pu6_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 7 if I_UnitPercentageAmmoLeft a1u7 > 0 set_counter pu7_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u7 = horde set_counter pu7_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 8 if I_UnitPercentageAmmoLeft a1u8 > 0 set_counter pu8_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u8 = horde set_counter pu8_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 9 if I_UnitPercentageAmmoLeft a1u9 > 0 set_counter pu9_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u9 = horde set_counter pu9_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 10 if I_UnitPercentageAmmoLeft a1u10 > 0 set_counter pu10_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u10 = horde set_counter pu10_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 11 if I_UnitPercentageAmmoLeft a1u11 > 0 set_counter pu11_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u11 = horde set_counter pu11_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 12 if I_UnitPercentageAmmoLeft a1u12 > 0 set_counter pu12_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u12 = horde set_counter pu12_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 13 if I_UnitPercentageAmmoLeft a1u13 > 0 set_counter pu13_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u13 = horde set_counter pu13_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 14 if I_UnitPercentageAmmoLeft a1u14 > 0 set_counter pu14_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u14 = horde set_counter pu14_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 15 if I_UnitPercentageAmmoLeft a1u15 > 0 set_counter pu15_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u15 = horde set_counter pu15_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 16 if I_UnitPercentageAmmoLeft a1u16 > 0 set_counter pu16_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u16 = horde set_counter pu16_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 17 if I_UnitPercentageAmmoLeft a1u17 > 0 set_counter pu17_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u17 = horde set_counter pu17_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 18 if I_UnitPercentageAmmoLeft a1u18 > 0 set_counter pu18_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u18 = horde set_counter pu18_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 19 if I_UnitPercentageAmmoLeft a1u19 > 0 set_counter pu19_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u19 = horde set_counter pu19_missile 2 end_if end_if if I_CompareCounter player_unit_count = 20 if I_UnitPercentageAmmoLeft a1u20 > 0 set_counter pu20_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a1u20 = horde set_counter pu20_missile 2 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if if ! I_BattlePlayerArmyIsAttacker if I_CompareCounter player_unit_count >= 1 if I_UnitPercentageAmmoLeft a2u1 > 0 set_counter pu1_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u1 = horde set_counter pu1_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 2 if I_UnitPercentageAmmoLeft a2u2 > 0 set_counter pu2_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u2 = horde set_counter pu2_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 3 if I_UnitPercentageAmmoLeft a2u3 > 0 set_counter pu3_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u3 = horde set_counter pu3_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 4 if I_UnitPercentageAmmoLeft a2u4 > 0 set_counter pu4_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u4 = horde set_counter pu4_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 5 if I_UnitPercentageAmmoLeft a2u5 > 0 set_counter pu5_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u5 = horde set_counter pu5_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 6 if I_UnitPercentageAmmoLeft a2u6 > 0 set_counter pu6_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u6 = horde set_counter pu6_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 7 if I_UnitPercentageAmmoLeft a2u7 > 0 set_counter pu7_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u7 = horde set_counter pu7_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 8 if I_UnitPercentageAmmoLeft a2u8 > 0 set_counter pu8_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u8 = horde set_counter pu8_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 9 if I_UnitPercentageAmmoLeft a2u9 > 0 set_counter pu9_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u9 = horde set_counter pu9_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 10 if I_UnitPercentageAmmoLeft a2u10 > 0 set_counter pu10_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u10 = horde set_counter pu10_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 11 if I_UnitPercentageAmmoLeft a2u11 > 0 set_counter pu11_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u11 = horde set_counter pu11_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 12 if I_UnitPercentageAmmoLeft a2u12 > 0 set_counter pu12_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u12 = horde set_counter pu12_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 13 if I_UnitPercentageAmmoLeft a2u13 > 0 set_counter pu13_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u13 = horde set_counter pu13_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 14 if I_UnitPercentageAmmoLeft a2u14 > 0 set_counter pu14_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u14 = horde set_counter pu14_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 15 if I_UnitPercentageAmmoLeft a2u15 > 0 set_counter pu15_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u15 = horde set_counter pu15_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 16 if I_UnitPercentageAmmoLeft a2u16 > 0 set_counter pu16_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u16 = horde set_counter pu16_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 17 if I_UnitPercentageAmmoLeft a2u17 > 0 set_counter pu17_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u17 = horde set_counter pu17_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 18 if I_UnitPercentageAmmoLeft a2u18 > 0 set_counter pu18_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u18 = horde set_counter pu18_missile 2 end_if end_if if I_CompareCounter player_unit_count >= 19 if I_UnitPercentageAmmoLeft a2u19 > 0 set_counter pu19_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u19 = horde set_counter pu19_missile 2 end_if end_if if I_CompareCounter player_unit_count = 20 if I_UnitPercentageAmmoLeft a2u20 > 0 set_counter pu20_missile 1 if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_UnitFormation a2u20 = horde set_counter pu20_missile 2 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if ; battle_wait 0.1 ; ai_active_set off battle_wait 0.1 ai_active_set on set_counter labels_only 1 if I_BattleIsSiegeBattle and I_BattlePlayerArmyIsAttacker set_counter ai_stuck_launch 1 end_if if I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker and I_BattlePlayerArmyNumberOfAttribute stakes > 0 set_counter stakes_lock 1 end_if if I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker ; and I_BattleEnemyArmyNumberOfSpecialAbility rally > 0 set_counter protect_siege 1 end_if if ! I_BattleIsSiegeBattle and ! I_BattleIsSallyOutBattle and ! I_BattleIsRiverBattle and ! I_ConflictType SuccessfulAmbush set_counter open_battle 1 end_if if I_CompareCounter fire_labels = 1 if I_BattleIsSiegeBattle label_location 0, -850, south_side label_location 0, 850, north_side label_location -850, 0, west_side label_location 850, 0, east_side end_if if I_BattleIsSallyOutBattle label_location 0, -850, south_side label_location 0, 850, north_side label_location -850, 0, west_side label_location 850, 0, east_side end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker label_location -470, -470, sw label_location 470, -470, se label_location -470, 470, nw label_location 470, 470, ne label_location -400, -400, sw_wall label_location 400, -400, se_wall label_location -400, 400, nw_wall label_location 400, 400, ne_wall end_if if I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker and I_UnitDistanceFromLine a1u1 west_side east_side > 200 set_counter army_south 1 end_if if I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker and I_UnitDistanceFromLine a1u1 west_side east_side < -200 set_counter army_north 1 end_if if I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker and I_UnitDistanceFromLine a1u1 south_side north_side > 200 set_counter army_east 1 end_if if I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker and I_UnitDistanceFromLine a1u1 south_side north_side < -200 set_counter army_west 1 end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_UnitDistanceFromLine a2u1 west_side east_side > 200 set_counter army_south 1 end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_UnitDistanceFromLine a2u1 west_side east_side < -200 set_counter army_north 1 end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_UnitDistanceFromLine a2u1 south_side north_side > 200 set_counter army_east 1 end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_UnitDistanceFromLine a2u1 south_side north_side < -200 set_counter army_west 1 end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker set_counter sally-out_fix 1 end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker set_counter siege_fix 1 end_if if I_BattleEnemyArmyNumberOfMountClass elephant > 0 and I_BattleIsSiegeBattle set_counter elephant_fix 1 end_if end_if end_monitor monitor_event BattleConflictPhaseCommenced FactionIsLocal and I_CompareCounter panel_check = 1 set_counter script_delay 1 battle_wait 15 if I_CompareCounter script_delay = 1 if I_CompareCounter fire_labels = 0 and I_BattleEnemyArmyNumberOfAttribute stakes > 0 and I_CompareCounter g5_battle_difficulty_high = 1 and I_BattleIsSiegeBattle set_counter label_ready 1 end_if if I_CompareCounter fire_labels = 1 if I_BattleEnemyArmyNumberOfAttribute stakes > 0 and I_CompareCounter g5_battle_difficulty_high = 1 and ! I_BattleIsSiegeBattle set_counter label_ready 1 end_if if I_BattlePlayerArmyIsAttacker and I_CompareCounter open_battle = 1 ai_gta_plan_set 1 DEFEND_FEATURE battle_wait 1 ai_active_set on set_counter ob_defense_launch 1 end_if end_if if ! I_BattleIsSiegeBattle and ! I_BattleIsSallyOutBattle and ! I_BattleIsRiverBattle and ! I_ConflictType SuccessfulAmbush and I_BattleEnemyArmyNumberOfUnits > 2 set_counter g_stop 1 end_if if I_BattleStarted and I_CompareCounter kill_sally = 0 and I_CompareCounter fire_labels = 1 and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker set_counter sally_defense 1 set_counter assign_labels 1 end_if if I_BattleStarted and I_CompareCounter fire_labels = 1 and I_CompareCounter open_battle = 1 set_counter ha_fix 1 end_if if I_BattleStarted and I_CompareCounter fire_labels = 1 and I_BattleIsRiverBattle and ! I_BattlePlayerArmyIsAttacker set_counter ha_fix 1 end_if set_counter script_delay 0 end_if end_monitor monitor_event BattleReinforcementsArrive ! ArmyIsLocal and I_CompareCounter panel_check = 1 and I_CompareCounter fire_labels = 1 set_counter reinf_check 1 battle_wait 15 if I_CompareCounter reinf_check = 1 set_counter reinf_check 2 battle_wait 15 if I_CompareCounter reinf_check = 2 set_counter reinf_check 3 battle_wait 15 if I_CompareCounter reinf_check = 3 if ! I_BattlePlayerArmyIsAttacker ;;;Army 3 label_unit 0 1 0 a3u1 define_unit_group army3a a3u1 if ! I_PercentageUnitGroupKilled army3a = 100 undefine_unit_group army3a ;;;Army 3 label_unit 0 1 0 a3u1 label_unit 0 1 1 a3u2 label_unit 0 1 2 a3u3 label_unit 0 1 3 a3u4 label_unit 0 1 4 a3u5 label_unit 0 1 5 a3u6 label_unit 0 1 6 a3u7 label_unit 0 1 7 a3u8 label_unit 0 1 8 a3u9 label_unit 0 1 9 a3u10 label_unit 0 1 10 a3u11 label_unit 0 1 11 a3u12 label_unit 0 1 12 a3u13 label_unit 0 1 13 a3u14 label_unit 0 1 14 a3u15 label_unit 0 1 15 a3u16 label_unit 0 1 16 a3u17 label_unit 0 1 17 a3u18 label_unit 0 1 18 a3u19 label_unit 0 1 19 a3u20 define_unit_group army3 a3u1 a3u2 a3u3 a3u4 a3u5 a3u6 a3u7 a3u8 a3u9 a3u10 a3u11 a3u12 a3u13 a3u14 a3u15 a3u16 a3u17 a3u18 a3u19 a3u20 end_if end_if if I_BattlePlayerArmyIsAttacker ;;;Army 4 label_unit 1 1 0 a4u1 define_unit_group army4a a4u1 if ! I_PercentageUnitGroupKilled army4a = 100 undefine_unit_group army4a ;;;Army 4 label_unit 1 1 0 a4u1 label_unit 1 1 1 a4u2 label_unit 1 1 2 a4u3 label_unit 1 1 3 a4u4 label_unit 1 1 4 a4u5 label_unit 1 1 5 a4u6 label_unit 1 1 6 a4u7 label_unit 1 1 7 a4u8 label_unit 1 1 8 a4u9 label_unit 1 1 9 a4u10 label_unit 1 1 10 a4u11 label_unit 1 1 11 a4u12 label_unit 1 1 12 a4u13 label_unit 1 1 13 a4u14 label_unit 1 1 14 a4u15 label_unit 1 1 15 a4u16 label_unit 1 1 16 a4u17 label_unit 1 1 17 a4u18 label_unit 1 1 18 a4u19 label_unit 1 1 19 a4u20 define_unit_group army4 a4u1 a4u2 a4u3 a4u4 a4u5 a4u6 a4u7 a4u8 a4u9 a4u10 a4u11 a4u12 a4u13 a4u14 a4u15 a4u16 a4u17 a4u18 a4u19 a4u20 end_if end_if if ! I_PercentageUnitGroupKilled army3 = 100 set_counter army3_reinf_allied 1 end_if if ! I_PercentageUnitGroupKilled army4 = 100 set_counter army4_reinf_allied 1 end_if if I_PercentageUnitGroupKilled army3 = 100 and I_PercentageUnitGroupKilled army4 = 100 set_counter kill_labelling_reinf_allied 1 end_if if ! I_BattleIsSallyOutBattle if I_CompareCounter kill_labelling_reinf_allied = 0 if ! I_BattlePlayerArmyIsAttacker ;;;Army 5 label_unit 0 2 0 a5u1 define_unit_group army5a a5u1 if ! I_PercentageUnitGroupKilled army5a = 100 undefine_unit_group army5a ;;;Army 5 label_unit 0 2 0 a5u1 label_unit 0 2 1 a5u2 label_unit 0 2 2 a5u3 label_unit 0 2 3 a5u4 label_unit 0 2 4 a5u5 label_unit 0 2 5 a5u6 label_unit 0 2 6 a5u7 label_unit 0 2 7 a5u8 label_unit 0 2 8 a5u9 label_unit 0 2 9 a5u10 label_unit 0 2 10 a5u11 label_unit 0 2 11 a5u12 label_unit 0 2 12 a5u13 label_unit 0 2 13 a5u14 label_unit 0 2 14 a5u15 label_unit 0 2 15 a5u16 label_unit 0 2 16 a5u17 label_unit 0 2 17 a5u18 label_unit 0 2 18 a5u19 label_unit 0 2 19 a5u20 define_unit_group army5 a5u1 a5u2 a5u3 a5u4 a5u5 a5u6 a5u7 a5u8 a5u9 a5u10 a5u11 a5u12 a5u13 a5u14 a5u15 a5u16 a5u17 a5u18 a5u19 a5u20 end_if end_if if I_BattlePlayerArmyIsAttacker ;;;Army 6 label_unit 1 2 0 a6u1 define_unit_group army6a a6u1 if ! I_PercentageUnitGroupKilled army6a = 100 undefine_unit_group army6a ;;;Army 6 label_unit 1 2 0 a6u1 label_unit 1 2 1 a6u2 label_unit 1 2 2 a6u3 label_unit 1 2 3 a6u4 label_unit 1 2 4 a6u5 label_unit 1 2 5 a6u6 label_unit 1 2 6 a6u7 label_unit 1 2 7 a6u8 label_unit 1 2 8 a6u9 label_unit 1 2 9 a6u10 label_unit 1 2 10 a6u11 label_unit 1 2 11 a6u12 label_unit 1 2 12 a6u13 label_unit 1 2 13 a6u14 label_unit 1 2 14 a6u15 label_unit 1 2 15 a6u16 label_unit 1 2 16 a6u17 label_unit 1 2 17 a6u18 label_unit 1 2 18 a6u19 label_unit 1 2 19 a6u20 define_unit_group army6 a6u1 a6u2 a6u3 a6u4 a6u5 a6u6 a6u7 a6u8 a6u9 a6u10 a6u11 a6u12 a6u13 a6u14 a6u15 a6u16 a6u17 a6u18 a6u19 a6u20 end_if end_if if ! I_PercentageUnitGroupKilled army5 = 100 set_counter army5_reinf_allied 1 end_if if ! I_PercentageUnitGroupKilled army6 = 100 set_counter army6_reinf_allied 1 end_if if I_PercentageUnitGroupKilled army5 = 100 and I_PercentageUnitGroupKilled army6 = 100 set_counter kill_labelling_reinf_allied 1 end_if end_if if I_CompareCounter kill_labelling_reinf_allied = 0 if ! I_BattlePlayerArmyIsAttacker ;;;Army 7 label_unit 0 3 0 a7u1 define_unit_group army7a a7u1 if ! I_PercentageUnitGroupKilled army7a = 100 undefine_unit_group army7a ;;;Army 7 label_unit 0 3 0 a7u1 label_unit 0 3 1 a7u2 label_unit 0 3 2 a7u3 label_unit 0 3 3 a7u4 label_unit 0 3 4 a7u5 label_unit 0 3 5 a7u6 label_unit 0 3 6 a7u7 label_unit 0 3 7 a7u8 label_unit 0 3 8 a7u9 label_unit 0 3 9 a7u10 label_unit 0 3 10 a7u11 label_unit 0 3 11 a7u12 label_unit 0 3 12 a7u13 label_unit 0 3 13 a7u14 label_unit 0 3 14 a7u15 label_unit 0 3 15 a7u16 label_unit 0 3 16 a7u17 label_unit 0 3 17 a7u18 label_unit 0 3 18 a7u19 label_unit 0 3 19 a7u20 define_unit_group army7 a7u1 a7u2 a7u3 a7u4 a7u5 a7u6 a7u7 a7u8 a7u9 a7u10 a7u11 a7u12 a7u13 a7u14 a7u15 a7u16 a7u17 a7u18 a7u19 a7u20 end_if end_if if I_BattlePlayerArmyIsAttacker ;;;Army 8 label_unit 1 3 0 a8u1 define_unit_group army8a a8u1 if ! I_PercentageUnitGroupKilled army8a = 100 undefine_unit_group army8a ;;;Army 8 label_unit 1 3 0 a8u1 label_unit 1 3 1 a8u2 label_unit 1 3 2 a8u3 label_unit 1 3 3 a8u4 label_unit 1 3 4 a8u5 label_unit 1 3 5 a8u6 label_unit 1 3 6 a8u7 label_unit 1 3 7 a8u8 label_unit 1 3 8 a8u9 label_unit 1 3 9 a8u10 label_unit 1 3 10 a8u11 label_unit 1 3 11 a8u12 label_unit 1 3 12 a8u13 label_unit 1 3 13 a8u14 label_unit 1 3 14 a8u15 label_unit 1 3 15 a8u16 label_unit 1 3 16 a8u17 label_unit 1 3 17 a8u18 label_unit 1 3 18 a8u19 label_unit 1 3 19 a8u20 define_unit_group army8 a8u1 a8u2 a8u3 a8u4 a8u5 a8u6 a8u7 a8u8 a8u9 a8u10 a8u11 a8u12 a8u13 a8u14 a8u15 a8u16 a8u17 a8u18 a8u19 a8u20 end_if end_if if ! I_PercentageUnitGroupKilled army7 = 100 set_counter army7_reinf_allied 1 end_if if ! I_PercentageUnitGroupKilled army8 = 100 set_counter army8_reinf_allied 1 end_if if I_PercentageUnitGroupKilled army7 = 100 and I_PercentageUnitGroupKilled army8 = 100 set_counter kill_labelling_reinf_allied 1 end_if end_if if I_CompareCounter kill_labelling_reinf_allied = 0 if ! I_BattlePlayerArmyIsAttacker ;;;Army 9 label_unit 0 4 0 a9u1 define_unit_group army9a a9u1 if ! I_PercentageUnitGroupKilled army9a = 100 undefine_unit_group army9a ;;;Army 9 label_unit 0 4 0 a9u1 label_unit 0 4 1 a9u2 label_unit 0 4 2 a9u3 label_unit 0 4 3 a9u4 label_unit 0 4 4 a9u5 label_unit 0 4 5 a9u6 label_unit 0 4 6 a9u7 label_unit 0 4 7 a9u8 label_unit 0 4 8 a9u9 label_unit 0 4 9 a9u10 label_unit 0 4 10 a9u11 label_unit 0 4 11 a9u12 label_unit 0 4 12 a9u13 label_unit 0 4 13 a9u14 label_unit 0 4 14 a9u15 label_unit 0 4 15 a9u16 label_unit 0 4 16 a9u17 label_unit 0 4 17 a9u18 label_unit 0 4 18 a9u19 label_unit 0 4 19 a9u20 define_unit_group army9 a9u1 a9u2 a9u3 a9u4 a9u5 a9u6 a9u7 a9u8 a9u9 a9u10 a9u11 a9u12 a9u13 a9u14 a9u15 a9u16 a9u17 a9u18 a9u19 a9u20 end_if end_if if I_BattlePlayerArmyIsAttacker ;;;Army 10 label_unit 1 4 0 a10u1 define_unit_group army10a a10u1 if ! I_PercentageUnitGroupKilled army10a = 100 undefine_unit_group army10a ;;;Army 10 label_unit 1 4 0 a10u1 label_unit 1 4 1 a10u2 label_unit 1 4 2 a10u3 label_unit 1 4 3 a10u4 label_unit 1 4 4 a10u5 label_unit 1 4 5 a10u6 label_unit 1 4 6 a10u7 label_unit 1 4 7 a10u8 label_unit 1 4 8 a10u9 label_unit 1 4 9 a10u10 label_unit 1 4 10 a10u11 label_unit 1 4 11 a10u12 label_unit 1 4 12 a10u13 label_unit 1 4 13 a10u14 label_unit 1 4 14 a10u15 label_unit 1 4 15 a10u16 label_unit 1 4 16 a10u17 label_unit 1 4 17 a10u18 label_unit 1 4 18 a10u19 label_unit 1 4 19 a10u20 define_unit_group army10 a10u1 a10u2 a10u3 a10u4 a10u5 a10u6 a10u7 a10u8 a10u9 a10u10 a10u11 a10u12 a10u13 a10u14 a10u15 a10u16 a10u17 a10u18 a10u19 a10u20 end_if end_if if ! I_PercentageUnitGroupKilled army9 = 100 set_counter army9_reinf_allied 1 end_if if ! I_PercentageUnitGroupKilled army10 = 100 set_counter army10_reinf_allied 1 end_if if I_PercentageUnitGroupKilled army9 = 100 and I_PercentageUnitGroupKilled army10 = 100 set_counter kill_labelling_reinf_allied 1 end_if end_if if I_CompareCounter kill_labelling_reinf_allied = 0 if ! I_BattlePlayerArmyIsAttacker ;;;Army 11 label_unit 0 5 0 a11u1 define_unit_group army11a a11u1 if ! I_PercentageUnitGroupKilled army11a = 100 undefine_unit_group army11a ;;;Army 11 label_unit 0 5 0 a11u1 label_unit 0 5 1 a11u2 label_unit 0 5 2 a11u3 label_unit 0 5 3 a11u4 label_unit 0 5 4 a11u5 label_unit 0 5 5 a11u6 label_unit 0 5 6 a11u7 label_unit 0 5 7 a11u8 label_unit 0 5 8 a11u9 label_unit 0 5 9 a11u10 label_unit 0 5 10 a11u11 label_unit 0 5 11 a11u12 label_unit 0 5 12 a11u13 label_unit 0 5 13 a11u14 label_unit 0 5 14 a11u15 label_unit 0 5 15 a11u16 label_unit 0 5 16 a11u17 label_unit 0 5 17 a11u18 label_unit 0 5 18 a11u19 label_unit 0 5 19 a11u20 define_unit_group army11 a11u1 a11u2 a11u3 a11u4 a11u5 a11u6 a11u7 a11u8 a11u9 a11u10 a11u11 a11u12 a11u13 a11u14 a11u15 a11u16 a11u17 a11u18 a11u19 a11u20 end_if end_if if I_BattlePlayerArmyIsAttacker ;;;Army 12 label_unit 1 5 0 a12u1 define_unit_group army12a a12u1 if ! I_PercentageUnitGroupKilled army12a = 100 undefine_unit_group army12a ;;;Army 12 label_unit 1 5 0 a12u1 label_unit 1 5 1 a12u2 label_unit 1 5 2 a12u3 label_unit 1 5 3 a12u4 label_unit 1 5 4 a12u5 label_unit 1 5 5 a12u6 label_unit 1 5 6 a12u7 label_unit 1 5 7 a12u8 label_unit 1 5 8 a12u9 label_unit 1 5 9 a12u10 label_unit 1 5 10 a12u11 label_unit 1 5 11 a12u12 label_unit 1 5 12 a12u13 label_unit 1 5 13 a12u14 label_unit 1 5 14 a12u15 label_unit 1 5 15 a12u16 label_unit 1 5 16 a12u17 label_unit 1 5 17 a12u18 label_unit 1 5 18 a12u19 label_unit 1 5 19 a12u20 define_unit_group army12 a12u1 a12u2 a12u3 a12u4 a12u5 a12u6 a12u7 a12u8 a12u9 a12u10 a12u11 a12u12 a12u13 a12u14 a12u15 a12u16 a12u17 a12u18 a12u19 a12u20 end_if end_if if ! I_PercentageUnitGroupKilled army11 = 100 set_counter army11_reinf_allied 1 end_if if ! I_PercentageUnitGroupKilled army12 = 100 set_counter army12_reinf_allied 1 end_if if I_PercentageUnitGroupKilled army11 = 100 and I_PercentageUnitGroupKilled army12 = 100 set_counter kill_labelling_reinf_allied 1 end_if end_if if I_CompareCounter kill_labelling_reinf_allied = 0 if ! I_BattlePlayerArmyIsAttacker ;;;Army 13 label_unit 0 6 0 a13u1 define_unit_group army13a a13u1 if ! I_PercentageUnitGroupKilled army13a = 100 undefine_unit_group army13a ;;;Army 13 label_unit 0 6 0 a13u1 label_unit 0 6 1 a13u2 label_unit 0 6 2 a13u3 label_unit 0 6 3 a13u4 label_unit 0 6 4 a13u5 label_unit 0 6 5 a13u6 label_unit 0 6 6 a13u7 label_unit 0 6 7 a13u8 label_unit 0 6 8 a13u9 label_unit 0 6 9 a13u10 label_unit 0 6 10 a13u11 label_unit 0 6 11 a13u12 label_unit 0 6 12 a13u13 label_unit 0 6 13 a13u14 label_unit 0 6 14 a13u15 label_unit 0 6 15 a13u16 label_unit 0 6 16 a13u17 label_unit 0 6 17 a13u18 label_unit 0 6 18 a13u19 label_unit 0 6 19 a13u20 define_unit_group army13 a13u1 a13u2 a13u3 a13u4 a13u5 a13u6 a13u7 a13u8 a13u9 a13u10 a13u11 a13u12 a13u13 a13u14 a13u15 a13u16 a13u17 a13u18 a13u19 a13u20 end_if end_if if I_BattlePlayerArmyIsAttacker ;;;Army 14 label_unit 1 6 0 a14u1 define_unit_group army14a a14u1 if ! I_PercentageUnitGroupKilled army14a = 100 undefine_unit_group army14a ;;;Army 14 label_unit 1 6 0 a14u1 label_unit 1 6 1 a14u2 label_unit 1 6 2 a14u3 label_unit 1 6 3 a14u4 label_unit 1 6 4 a14u5 label_unit 1 6 5 a14u6 label_unit 1 6 6 a14u7 label_unit 1 6 7 a14u8 label_unit 1 6 8 a14u9 label_unit 1 6 9 a14u10 label_unit 1 6 10 a14u11 label_unit 1 6 11 a14u12 label_unit 1 6 12 a14u13 label_unit 1 6 13 a14u14 label_unit 1 6 14 a14u15 label_unit 1 6 15 a14u16 label_unit 1 6 16 a14u17 label_unit 1 6 17 a14u18 label_unit 1 6 18 a14u19 label_unit 1 6 19 a14u20 define_unit_group army14 a14u1 a14u2 a14u3 a14u4 a14u5 a14u6 a14u7 a14u8 a14u9 a14u10 a14u11 a14u12 a14u13 a14u14 a14u15 a14u16 a14u17 a14u18 a14u19 a14u20 end_if end_if if ! I_PercentageUnitGroupKilled army13 = 100 set_counter army13_reinf_allied 1 end_if if ! I_PercentageUnitGroupKilled army14 = 100 set_counter army14_reinf_allied 1 end_if if I_PercentageUnitGroupKilled army13 = 100 and I_PercentageUnitGroupKilled army14 = 100 set_counter kill_labelling_reinf_allied 1 end_if end_if if I_CompareCounter kill_labelling_reinf_allied = 0 if ! I_BattlePlayerArmyIsAttacker ;;;Army 15 label_unit 0 7 0 a15u1 define_unit_group army15a a15u1 if ! I_PercentageUnitGroupKilled army15a = 100 undefine_unit_group army15a ;;;Army 15 label_unit 0 7 0 a15u1 label_unit 0 7 1 a15u2 label_unit 0 7 2 a15u3 label_unit 0 7 3 a15u4 label_unit 0 7 4 a15u5 label_unit 0 7 5 a15u6 label_unit 0 7 6 a15u7 label_unit 0 7 7 a15u8 label_unit 0 7 8 a15u9 label_unit 0 7 9 a15u10 label_unit 0 7 10 a15u11 label_unit 0 7 11 a15u12 label_unit 0 7 12 a15u13 label_unit 0 7 13 a15u14 label_unit 0 7 14 a15u15 label_unit 0 7 15 a15u16 label_unit 0 7 16 a15u17 label_unit 0 7 17 a15u18 label_unit 0 7 18 a15u19 label_unit 0 7 19 a15u20 define_unit_group army15 a15u1 a15u2 a15u3 a15u4 a15u5 a15u6 a15u7 a15u8 a15u9 a15u10 a15u11 a15u12 a15u13 a15u14 a15u15 a15u16 a15u17 a15u18 a15u19 a15u20 end_if end_if if I_BattlePlayerArmyIsAttacker ;;;Army 16 label_unit 1 7 0 a16u1 define_unit_group army16a a16u1 if ! I_PercentageUnitGroupKilled army16a = 100 undefine_unit_group army16a ;;;Army 16 label_unit 1 7 0 a16u1 label_unit 1 7 1 a16u2 label_unit 1 7 2 a16u3 label_unit 1 7 3 a16u4 label_unit 1 7 4 a16u5 label_unit 1 7 5 a16u6 label_unit 1 7 6 a16u7 label_unit 1 7 7 a16u8 label_unit 1 7 8 a16u9 label_unit 1 7 9 a16u10 label_unit 1 7 10 a16u11 label_unit 1 7 11 a16u12 label_unit 1 7 12 a16u13 label_unit 1 7 13 a16u14 label_unit 1 7 14 a16u15 label_unit 1 7 15 a16u16 label_unit 1 7 16 a16u17 label_unit 1 7 17 a16u18 label_unit 1 7 18 a16u19 label_unit 1 7 19 a16u20 define_unit_group army16 a16u1 a16u2 a16u3 a16u4 a16u5 a16u6 a16u7 a16u8 a16u9 a16u10 a16u11 a16u12 a16u13 a16u14 a16u15 a16u16 a16u17 a16u18 a16u19 a16u20 end_if end_if if ! I_PercentageUnitGroupKilled army15 = 100 set_counter army15_reinf_allied 1 end_if if ! I_PercentageUnitGroupKilled army16 = 100 set_counter army16_reinf_allied 1 end_if end_if end_if battle_wait 0.5 ai_active_set on ;;;;;;;Reinforcements ;;;;;;; Attacking if ! I_BattlePlayerArmyIsAttacker and ! I_ConflictType SuccessfulAmbush ; and ! I_ConflictType FailedAmbush and ! I_BattleIsSiegeBattle and I_CompareCounter army3_reinf_allied = 1 set_counter apply_strategy 1 ; battle_wait 1 ; set_counter att_alliance_ready 1 end_if ;;;;;;; Defending if I_BattlePlayerArmyIsAttacker and ! I_ConflictType SuccessfulAmbush ; and ! I_ConflictType FailedAmbush and I_CompareCounter army4_reinf_allied = 1 if ! I_BattleIsSiegeBattle and ! I_BattleIsSallyOutBattle set_counter army4_ready 1 set_counter def_alliance_ready 1 end_if if ! I_BattleIsSiegeBattle and I_BattleIsSallyOutBattle set_counter army4_ready_sally 1 set_counter sally_reinf 1 end_if ;;;;;;; Siege if I_BattleIsSiegeBattle set_counter def_alliance_ready_siege 1 end_if end_if end_if end_if end_if end_monitor ;Apply Strategy monitor_conditions I_BattleStarted and I_CompareCounter apply_strategy = 1 if ! I_BattlePlayerArmyIsAttacker and I_CompareCounter open_battle = 1 ; ai_gta_plan_set 0 ATTACK_ALL ai_gta_add_objective 0 ATTACK_ENEMY_BATTLEGROUP 999 set_counter launch_alliance_0 1 end_if if I_BattlePlayerArmyIsAttacker and I_CompareCounter open_battle = 1 ; ai_gta_plan_set 1 ATTACK_ALL ai_gta_add_objective 1 ATTACK_ENEMY_BATTLEGROUP 999 set_counter launch_alliance_1 1 end_if if I_CompareCounter launch_alliance_0 = 1 and I_CompareCounter army3_reinf_allied = 1 ;;;Army 1 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u1 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u2 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u3 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u4 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u5 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u6 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u7 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u8 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u9 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u10 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u11 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u12 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u13 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u14 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u15 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u16 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u17 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u18 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u19 ai_gta_add_unit_label 0 G5_OBJECTIVE a1u20 ;;;Army 3 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u1 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u2 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u3 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u4 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u5 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u6 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u7 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u8 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u9 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u10 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u11 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u12 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u13 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u14 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u15 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u16 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u17 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u18 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u19 ai_gta_add_unit_label 0 G5_OBJECTIVE a3u20 if I_CompareCounter army5_reinf_allied = 1 ;;;Army 5 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u1 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u2 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u3 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u4 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u5 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u6 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u7 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u8 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u9 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u10 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u11 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u12 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u13 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u14 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u15 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u16 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u17 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u18 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u19 ai_gta_add_unit_label 0 G5_OBJECTIVE a5u20 if I_CompareCounter army7_reinf_allied = 1 ;;;Army 7 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u1 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u2 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u3 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u4 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u5 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u6 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u7 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u8 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u9 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u10 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u11 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u12 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u13 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u14 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u15 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u16 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u17 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u18 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u19 ai_gta_add_unit_label 0 G5_OBJECTIVE a7u20 if I_CompareCounter army9_reinf_allied = 1 ;;;Army 9 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u1 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u2 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u3 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u4 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u5 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u6 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u7 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u8 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u9 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u10 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u11 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u12 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u13 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u14 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u15 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u16 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u17 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u18 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u19 ai_gta_add_unit_label 0 G5_OBJECTIVE a9u20 if I_CompareCounter army11_reinf_allied = 1 ;;;Army 11 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u1 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u2 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u3 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u4 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u5 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u6 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u7 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u8 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u9 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u10 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u11 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u12 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u13 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u14 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u15 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u16 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u17 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u18 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u19 ai_gta_add_unit_label 0 G5_OBJECTIVE a11u20 if I_CompareCounter army13_reinf_allied = 1 ;;;Army 13 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u1 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u2 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u3 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u4 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u5 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u6 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u7 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u8 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u9 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u10 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u11 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u12 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u13 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u14 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u15 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u16 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u17 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u18 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u19 ai_gta_add_unit_label 0 G5_OBJECTIVE a13u20 if I_CompareCounter army15_reinf_allied = 1 ;;;Army 15 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u1 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u2 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u3 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u4 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u5 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u6 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u7 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u8 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u9 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u10 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u11 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u12 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u13 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u14 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u15 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u16 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u17 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u18 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u19 ai_gta_add_unit_label 0 G5_OBJECTIVE a15u20 end_if end_if end_if end_if end_if end_if end_if if I_CompareCounter launch_alliance_1 = 1 and I_CompareCounter army4_reinf_allied = 1 ;;;Army 2 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u1 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u2 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u3 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u4 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u5 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u6 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u7 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u8 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u9 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u10 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u11 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u12 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u13 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u14 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u15 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u16 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u17 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u18 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u19 ai_gta_add_unit_label 1 G5_OBJECTIVE a2u20 ;;;Army 4 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u1 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u2 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u3 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u4 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u5 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u6 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u7 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u8 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u9 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u10 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u11 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u12 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u13 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u14 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u15 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u16 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u17 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u18 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u19 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u20 if I_CompareCounter army6_reinf_allied = 1 ;;;Army 6 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u1 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u2 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u3 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u4 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u5 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u6 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u7 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u8 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u9 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u10 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u11 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u12 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u13 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u14 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u15 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u16 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u17 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u18 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u19 ai_gta_add_unit_label 1 G5_OBJECTIVE a6u20 if I_CompareCounter army8_reinf_allied = 1 ;;;Army 8 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u1 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u2 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u3 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u4 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u5 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u6 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u7 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u8 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u9 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u10 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u11 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u12 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u13 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u14 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u15 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u16 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u17 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u18 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u19 ai_gta_add_unit_label 1 G5_OBJECTIVE a8u20 if I_CompareCounter army10_reinf_allied = 1 ;;;Army 10 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u1 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u2 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u3 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u4 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u5 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u6 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u7 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u8 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u9 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u10 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u11 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u12 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u13 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u14 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u15 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u16 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u17 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u18 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u19 ai_gta_add_unit_label 1 G5_OBJECTIVE a10u20 if I_CompareCounter army12_reinf_allied = 1 ;;;Army 12 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u1 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u2 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u3 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u4 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u5 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u6 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u7 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u8 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u9 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u10 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u11 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u12 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u13 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u14 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u15 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u16 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u17 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u18 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u19 ai_gta_add_unit_label 1 G5_OBJECTIVE a12u20 if I_CompareCounter army14_reinf_allied = 1 ;;;Army 14 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u1 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u2 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u3 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u4 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u5 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u6 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u7 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u8 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u9 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u10 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u11 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u12 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u13 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u14 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u15 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u16 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u17 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u18 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u19 ai_gta_add_unit_label 1 G5_OBJECTIVE a14u20 if I_CompareCounter army16_reinf_allied = 1 ;;;Army 16 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u1 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u2 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u3 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u4 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u5 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u6 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u7 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u8 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u9 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u10 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u11 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u12 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u13 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u14 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u15 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u16 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u17 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u18 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u19 ai_gta_add_unit_label 1 G5_OBJECTIVE a16u20 end_if end_if end_if end_if end_if end_if end_if battle_wait 0.5 ai_active_set on set_counter apply_strategy 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter relaunch_movement = 1 ai_active_set on battle_wait 0.5 set_counter army3_moving 0 set_counter army4_moving 0 set_counter army5_moving 0 set_counter army6_moving 0 set_counter army7_moving 0 set_counter army8_moving 0 set_counter army9_moving 0 set_counter army10_moving 0 set_counter army11_moving 0 set_counter army12_moving 0 set_counter army13_moving 0 set_counter army14_moving 0 set_counter army15_moving 0 set_counter army16_moving 0 battle_wait 5 set_counter relaunch_movement 0 end_monitor ;;;;;;; Attacking monitor_conditions I_BattleStarted and I_CompareCounter att_alliance_ready = 1 and ! I_BattlePlayerArmyIsAttacker ; inc_counter reinf_check_interval 1 if I_CompareCounter army3_reinf_allied = 1 if I_CompareCounter army3_reinf_allied = 1 and I_CompareCounter army3_moving = 1 and I_UnitEnemyUnitInRadius a3u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army3 unit_group_order_halt army3 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army3_moving 0 end_if if I_CompareCounter army3_reinf_allied = 1 and I_CompareCounter army3_moving = 1 and ! I_UnitEnemyUnitInRadius a3u1 160 and I_UnitDistanceFromUnit a1u1 a3u1 > 150 and I_IsUnitIdle a3u1 set_counter army3_reinf_late 1 battle_wait 1 set_counter army3_moving 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_CompareCounter army3_moving = 0 and ! I_UnitEnemyUnitInRadius a3u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army3 set_counter army3_run 1 set_counter army3_moving 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a3u1 a1u1 < 1000 set_counter army3_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a3u1 a1u1 < 750 set_counter army3_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a3u1 a1u1 < 500 set_counter army3_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a3u1 a1u1 < 300 set_counter army3_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a3u1 a1u1 < 200 set_counter army3_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_CompareCounter army3_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a3u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army1 army3 set_counter army3_run 1 battle_wait 0.5 set_counter army3_moving 1 set_counter army3_reinf_late 0 end_if if I_CompareCounter army3_reinf_allied = 1 and I_UnitDistanceFromUnit a3u1 a1u1 < 150 and I_UnitEnemyUnitInRadius a1u1 100 set_counter army3_reinf_allied 0 unit_group_order_halt army3 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_UnitDistanceFromUnit a3u1 a1u1 < 100 set_counter army3_reinf_allied 0 unit_group_order_halt army3 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_PercentageUnitKilled a3u1 > 60 set_counter army3_reinf_allied 0 unit_group_order_halt army3 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_UnitDistanceFromUnit a3u1 a2u1 < 200 and I_UnitDistanceFromUnit a1u1 a2u1 < 200 set_counter army3_reinf_allied 0 unit_group_order_halt army3 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_PercentageUnitGroupKilled army3 > 50 set_counter army3_reinf_allied 0 unit_group_order_halt army3 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_UnitDistanceFromUnit a3u1 a1u1 < 250 and I_UnitGroupInRangeOfUnit army3 a1u1 set_counter army3_reinf_allied 0 unit_group_order_halt army3 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a3u1 < 250 and I_IsUnitIdle a3u1 set_counter army3_reinf_allied 0 unit_group_order_halt army3 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_IsUnitRouting a1u1 set_counter army3_reinf_allied 0 unit_group_order_halt army3 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_PercentageUnitKilled a1u1 > 80 set_counter army3_reinf_allied 0 unit_group_order_halt army3 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a3u1 < 250 and I_IsUnitUnderFire a3u1 set_counter army3_reinf_allied 0 unit_group_order_halt army3 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army3_reinf_allied = 1 and I_CompareCounter army3_run = 1 ; unit_group_order_halt army3 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army3 a1u1 run battle_wait 0.5 set_counter army3_run 0 end_if end_if if I_CompareCounter army5_reinf_allied = 1 if I_CompareCounter army5_reinf_allied = 1 and I_CompareCounter army5_moving = 1 and I_UnitEnemyUnitInRadius a5u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army5 unit_group_order_halt army5 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army5_moving 0 end_if if I_CompareCounter army5_reinf_allied = 1 and I_CompareCounter army5_moving = 1 and ! I_UnitEnemyUnitInRadius a5u1 160 and I_UnitDistanceFromUnit a1u1 a5u1 > 150 and I_IsUnitIdle a5u1 set_counter army5_reinf_late 1 battle_wait 1 set_counter army5_moving 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_CompareCounter army5_moving = 0 and ! I_UnitEnemyUnitInRadius a5u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army5 set_counter army5_run 1 set_counter army5_moving 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a5u1 a1u1 < 1000 set_counter army5_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a5u1 a1u1 < 750 set_counter army5_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a5u1 a1u1 < 500 set_counter army5_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a5u1 a1u1 < 300 set_counter army5_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a5u1 a1u1 < 200 set_counter army5_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_CompareCounter army5_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a5u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army1 army5 set_counter army5_run 1 battle_wait 0.5 set_counter army5_moving 1 set_counter army5_reinf_late 0 end_if if I_CompareCounter army5_reinf_allied = 1 and I_UnitDistanceFromUnit a5u1 a1u1 < 150 and I_UnitEnemyUnitInRadius a1u1 100 set_counter army5_reinf_allied 0 unit_group_order_halt army5 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_UnitDistanceFromUnit a5u1 a1u1 < 100 set_counter army5_reinf_allied 0 unit_group_order_halt army5 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_PercentageUnitKilled a5u1 > 60 set_counter army5_reinf_allied 0 unit_group_order_halt army5 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_UnitDistanceFromUnit a5u1 a2u1 < 200 and I_UnitDistanceFromUnit a1u1 a2u1 < 200 set_counter army5_reinf_allied 0 unit_group_order_halt army5 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_PercentageUnitGroupKilled army5 > 50 set_counter army5_reinf_allied 0 unit_group_order_halt army5 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_UnitDistanceFromUnit a5u1 a1u1 < 250 and I_UnitGroupInRangeOfUnit army5 a1u1 set_counter army5_reinf_allied 0 unit_group_order_halt army5 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a5u1 < 250 and I_IsUnitIdle a5u1 set_counter army5_reinf_allied 0 unit_group_order_halt army5 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_IsUnitRouting a1u1 set_counter army5_reinf_allied 0 unit_group_order_halt army5 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_PercentageUnitKilled a1u1 > 80 set_counter army5_reinf_allied 0 unit_group_order_halt army5 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a5u1 < 250 and I_IsUnitUnderFire a5u1 set_counter army5_reinf_allied 0 unit_group_order_halt army5 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army5_reinf_allied = 1 and I_CompareCounter army5_run = 1 ; unit_group_order_halt army5 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army5 a1u1 run battle_wait 0.5 set_counter army5_run 0 end_if end_if if I_CompareCounter army7_reinf_allied = 1 if I_CompareCounter army7_reinf_allied = 1 and I_CompareCounter army7_moving = 1 and I_UnitEnemyUnitInRadius a7u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army7 unit_group_order_halt army7 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army7_moving 0 end_if if I_CompareCounter army7_reinf_allied = 1 and I_CompareCounter army7_moving = 1 and ! I_UnitEnemyUnitInRadius a7u1 160 and I_UnitDistanceFromUnit a1u1 a7u1 > 150 and I_IsUnitIdle a7u1 set_counter army7_reinf_late 1 battle_wait 1 set_counter army7_moving 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_CompareCounter army7_moving = 0 and ! I_UnitEnemyUnitInRadius a7u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army7 set_counter army7_run 1 set_counter army7_moving 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a7u1 a1u1 < 1000 set_counter army7_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a7u1 a1u1 < 750 set_counter army7_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a7u1 a1u1 < 500 set_counter army7_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a7u1 a1u1 < 300 set_counter army7_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a7u1 a1u1 < 200 set_counter army7_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_CompareCounter army7_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a7u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army1 army7 set_counter army7_run 1 battle_wait 0.5 set_counter army7_moving 1 set_counter army7_reinf_late 0 end_if if I_CompareCounter army7_reinf_allied = 1 and I_UnitDistanceFromUnit a7u1 a1u1 < 150 and I_UnitEnemyUnitInRadius a1u1 100 set_counter army7_reinf_allied 0 unit_group_order_halt army7 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_UnitDistanceFromUnit a7u1 a1u1 < 100 set_counter army7_reinf_allied 0 unit_group_order_halt army7 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_PercentageUnitKilled a7u1 > 60 set_counter army7_reinf_allied 0 unit_group_order_halt army7 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_UnitDistanceFromUnit a7u1 a2u1 < 200 and I_UnitDistanceFromUnit a1u1 a2u1 < 200 set_counter army7_reinf_allied 0 unit_group_order_halt army7 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_PercentageUnitGroupKilled army7 > 50 set_counter army7_reinf_allied 0 unit_group_order_halt army7 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_UnitDistanceFromUnit a7u1 a1u1 < 250 and I_UnitGroupInRangeOfUnit army7 a1u1 set_counter army7_reinf_allied 0 unit_group_order_halt army7 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a7u1 < 250 and I_IsUnitIdle a7u1 set_counter army7_reinf_allied 0 unit_group_order_halt army7 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_IsUnitRouting a1u1 set_counter army7_reinf_allied 0 unit_group_order_halt army7 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_PercentageUnitKilled a1u1 > 80 set_counter army7_reinf_allied 0 unit_group_order_halt army7 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a7u1 < 250 and I_IsUnitUnderFire a7u1 set_counter army7_reinf_allied 0 unit_group_order_halt army7 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army7_reinf_allied = 1 and I_CompareCounter army7_run = 1 ; unit_group_order_halt army7 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army7 a1u1 run battle_wait 0.5 set_counter army7_run 0 end_if end_if if I_CompareCounter army9_reinf_allied = 1 if I_CompareCounter army9_reinf_allied = 1 and I_CompareCounter army9_moving = 1 and I_UnitEnemyUnitInRadius a9u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army9 unit_group_order_halt army9 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army9_moving 0 end_if if I_CompareCounter army9_reinf_allied = 1 and I_CompareCounter army9_moving = 1 and ! I_UnitEnemyUnitInRadius a9u1 160 and I_UnitDistanceFromUnit a1u1 a9u1 > 150 and I_IsUnitIdle a9u1 set_counter army9_reinf_late 1 battle_wait 1 set_counter army9_moving 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_CompareCounter army9_moving = 0 and ! I_UnitEnemyUnitInRadius a9u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army9 set_counter army9_run 1 set_counter army9_moving 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a9u1 a1u1 < 1000 set_counter army9_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a9u1 a1u1 < 750 set_counter army9_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a9u1 a1u1 < 500 set_counter army9_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a9u1 a1u1 < 300 set_counter army9_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a9u1 a1u1 < 200 set_counter army9_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_CompareCounter army9_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a9u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army1 army9 set_counter army9_run 1 battle_wait 0.5 set_counter army9_moving 1 set_counter army9_reinf_late 0 end_if if I_CompareCounter army9_reinf_allied = 1 and I_UnitDistanceFromUnit a9u1 a1u1 < 150 and I_UnitEnemyUnitInRadius a1u1 100 set_counter army9_reinf_allied 0 unit_group_order_halt army9 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_UnitDistanceFromUnit a9u1 a1u1 < 100 set_counter army9_reinf_allied 0 unit_group_order_halt army9 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_PercentageUnitKilled a9u1 > 60 set_counter army9_reinf_allied 0 unit_group_order_halt army9 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_UnitDistanceFromUnit a9u1 a2u1 < 200 and I_UnitDistanceFromUnit a1u1 a2u1 < 200 set_counter army9_reinf_allied 0 unit_group_order_halt army9 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_PercentageUnitGroupKilled army9 > 50 set_counter army9_reinf_allied 0 unit_group_order_halt army9 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_UnitDistanceFromUnit a9u1 a1u1 < 250 and I_UnitGroupInRangeOfUnit army9 a1u1 set_counter army9_reinf_allied 0 unit_group_order_halt army9 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a9u1 < 250 and I_IsUnitIdle a9u1 set_counter army9_reinf_allied 0 unit_group_order_halt army9 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_IsUnitRouting a1u1 set_counter army9_reinf_allied 0 unit_group_order_halt army9 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_PercentageUnitKilled a1u1 > 80 set_counter army9_reinf_allied 0 unit_group_order_halt army9 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a9u1 < 250 and I_IsUnitUnderFire a9u1 set_counter army9_reinf_allied 0 unit_group_order_halt army9 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army9_reinf_allied = 1 and I_CompareCounter army9_run = 1 ; unit_group_order_halt army9 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army9 a1u1 run battle_wait 0.5 set_counter army9_run 0 end_if end_if if I_CompareCounter army11_reinf_allied = 1 if I_CompareCounter army11_reinf_allied = 1 and I_CompareCounter army11_moving = 1 and I_UnitEnemyUnitInRadius a11u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army11 unit_group_order_halt army11 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army11_moving 0 end_if if I_CompareCounter army11_reinf_allied = 1 and I_CompareCounter army11_moving = 1 and ! I_UnitEnemyUnitInRadius a11u1 160 and I_UnitDistanceFromUnit a1u1 a11u1 > 150 and I_IsUnitIdle a11u1 set_counter army11_reinf_late 1 battle_wait 1 set_counter army11_moving 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_CompareCounter army11_moving = 0 and ! I_UnitEnemyUnitInRadius a11u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army11 set_counter army11_run 1 set_counter army11_moving 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a11u1 a1u1 < 1000 set_counter army11_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a11u1 a1u1 < 750 set_counter army11_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a11u1 a1u1 < 500 set_counter army11_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a11u1 a1u1 < 300 set_counter army11_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a11u1 a1u1 < 200 set_counter army11_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_CompareCounter army11_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a11u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army1 army11 set_counter army11_run 1 battle_wait 0.5 set_counter army11_moving 1 set_counter army11_reinf_late 0 end_if if I_CompareCounter army11_reinf_allied = 1 and I_UnitDistanceFromUnit a11u1 a1u1 < 150 and I_UnitEnemyUnitInRadius a1u1 100 set_counter army11_reinf_allied 0 unit_group_order_halt army11 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_UnitDistanceFromUnit a11u1 a1u1 < 100 set_counter army11_reinf_allied 0 unit_group_order_halt army11 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_PercentageUnitKilled a11u1 > 60 set_counter army11_reinf_allied 0 unit_group_order_halt army11 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_UnitDistanceFromUnit a11u1 a2u1 < 200 and I_UnitDistanceFromUnit a1u1 a2u1 < 200 set_counter army11_reinf_allied 0 unit_group_order_halt army11 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_PercentageUnitGroupKilled army11 > 50 set_counter army11_reinf_allied 0 unit_group_order_halt army11 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_UnitDistanceFromUnit a11u1 a1u1 < 250 and I_UnitGroupInRangeOfUnit army11 a1u1 set_counter army11_reinf_allied 0 unit_group_order_halt army11 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a11u1 < 250 and I_IsUnitIdle a11u1 set_counter army11_reinf_allied 0 unit_group_order_halt army11 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_IsUnitRouting a1u1 set_counter army11_reinf_allied 0 unit_group_order_halt army11 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_PercentageUnitKilled a1u1 > 80 set_counter army11_reinf_allied 0 unit_group_order_halt army11 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a11u1 < 250 and I_IsUnitUnderFire a11u1 set_counter army11_reinf_allied 0 unit_group_order_halt army11 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army11_reinf_allied = 1 and I_CompareCounter army11_run = 1 ; unit_group_order_halt army11 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army11 a1u1 run battle_wait 0.5 set_counter army11_run 0 end_if end_if if I_CompareCounter army13_reinf_allied = 1 if I_CompareCounter army13_reinf_allied = 1 and I_CompareCounter army13_moving = 1 and I_UnitEnemyUnitInRadius a13u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army13 unit_group_order_halt army13 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army13_moving 0 end_if if I_CompareCounter army13_reinf_allied = 1 and I_CompareCounter army13_moving = 1 and ! I_UnitEnemyUnitInRadius a13u1 160 and I_UnitDistanceFromUnit a1u1 a13u1 > 150 and I_IsUnitIdle a13u1 set_counter army13_reinf_late 1 battle_wait 1 set_counter army13_moving 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_CompareCounter army13_moving = 0 and ! I_UnitEnemyUnitInRadius a13u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army13 set_counter army13_run 1 set_counter army13_moving 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a13u1 a1u1 < 1000 set_counter army13_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a13u1 a1u1 < 750 set_counter army13_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a13u1 a1u1 < 500 set_counter army13_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a13u1 a1u1 < 300 set_counter army13_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a13u1 a1u1 < 200 set_counter army13_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_CompareCounter army13_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a13u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army1 army13 set_counter army13_run 1 battle_wait 0.5 set_counter army13_moving 1 set_counter army13_reinf_late 0 end_if if I_CompareCounter army13_reinf_allied = 1 and I_UnitDistanceFromUnit a13u1 a1u1 < 150 and I_UnitEnemyUnitInRadius a1u1 100 set_counter army13_reinf_allied 0 unit_group_order_halt army13 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_UnitDistanceFromUnit a13u1 a1u1 < 100 set_counter army13_reinf_allied 0 unit_group_order_halt army13 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_PercentageUnitKilled a13u1 > 60 set_counter army13_reinf_allied 0 unit_group_order_halt army13 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_UnitDistanceFromUnit a13u1 a2u1 < 200 and I_UnitDistanceFromUnit a1u1 a2u1 < 200 set_counter army13_reinf_allied 0 unit_group_order_halt army13 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_PercentageUnitGroupKilled army13 > 50 set_counter army13_reinf_allied 0 unit_group_order_halt army13 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_UnitDistanceFromUnit a13u1 a1u1 < 250 and I_UnitGroupInRangeOfUnit army13 a1u1 set_counter army13_reinf_allied 0 unit_group_order_halt army13 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a13u1 < 250 and I_IsUnitIdle a13u1 set_counter army13_reinf_allied 0 unit_group_order_halt army13 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_IsUnitRouting a1u1 set_counter army13_reinf_allied 0 unit_group_order_halt army13 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_PercentageUnitKilled a1u1 > 80 set_counter army13_reinf_allied 0 unit_group_order_halt army13 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a13u1 < 250 and I_IsUnitUnderFire a13u1 set_counter army13_reinf_allied 0 unit_group_order_halt army13 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army13_reinf_allied = 1 and I_CompareCounter army13_run = 1 ; unit_group_order_halt army13 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army13 a1u1 run battle_wait 0.5 set_counter army13_run 0 end_if end_if if I_CompareCounter army15_reinf_allied = 1 if I_CompareCounter army15_reinf_allied = 1 and I_CompareCounter army15_moving = 1 and I_UnitEnemyUnitInRadius a15u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army15 unit_group_order_halt army15 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army15_moving 0 end_if if I_CompareCounter army15_reinf_allied = 1 and I_CompareCounter army15_moving = 1 and ! I_UnitEnemyUnitInRadius a15u1 160 and I_UnitDistanceFromUnit a1u1 a15u1 > 150 and I_IsUnitIdle a15u1 set_counter army15_reinf_late 1 battle_wait 1 set_counter army15_moving 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_CompareCounter army15_moving = 0 and ! I_UnitEnemyUnitInRadius a15u1 160 and ! I_UnitGroupInRangeOfUnitGroup army1 army15 set_counter army15_run 1 set_counter army15_moving 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a15u1 a1u1 < 1000 set_counter army15_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a15u1 a1u1 < 750 set_counter army15_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a15u1 a1u1 < 500 set_counter army15_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a15u1 a1u1 < 300 set_counter army15_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a15u1 a1u1 < 200 set_counter army15_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_CompareCounter army15_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a15u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army1 army15 set_counter army15_run 1 battle_wait 0.5 set_counter army15_moving 1 set_counter army15_reinf_late 0 end_if if I_CompareCounter army15_reinf_allied = 1 and I_UnitDistanceFromUnit a15u1 a1u1 < 150 and I_UnitEnemyUnitInRadius a1u1 100 set_counter army15_reinf_allied 0 unit_group_order_halt army15 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_UnitDistanceFromUnit a15u1 a1u1 < 100 set_counter army15_reinf_allied 0 unit_group_order_halt army15 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_PercentageUnitKilled a15u1 > 60 set_counter army15_reinf_allied 0 unit_group_order_halt army15 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_UnitDistanceFromUnit a15u1 a2u1 < 200 and I_UnitDistanceFromUnit a1u1 a2u1 < 200 set_counter army15_reinf_allied 0 unit_group_order_halt army15 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_PercentageUnitGroupKilled army15 > 50 set_counter army15_reinf_allied 0 unit_group_order_halt army15 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_UnitDistanceFromUnit a15u1 a1u1 < 250 and I_UnitGroupInRangeOfUnit army15 a1u1 set_counter army15_reinf_allied 0 unit_group_order_halt army15 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a15u1 < 250 and I_IsUnitIdle a15u1 set_counter army15_reinf_allied 0 unit_group_order_halt army15 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_IsUnitRouting a1u1 set_counter army15_reinf_allied 0 unit_group_order_halt army15 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_PercentageUnitKilled a1u1 > 80 set_counter army15_reinf_allied 0 unit_group_order_halt army15 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_UnitDistanceFromUnit a1u1 a15u1 < 250 and I_IsUnitUnderFire a15u1 set_counter army15_reinf_allied 0 unit_group_order_halt army15 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army15_reinf_allied = 1 and I_CompareCounter army15_run = 1 ; unit_group_order_halt army15 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army15 a1u1 run battle_wait 0.5 set_counter army15_run 0 end_if end_if ; if I_CompareCounter reinf_check_interval = 2 ; set_counter reinf_check_interval 0 ; end_if battle_wait 5 end_monitor ;;;;;;; Defending monitor_conditions I_BattleStarted and I_CompareCounter def_alliance_ready = 1 and I_BattlePlayerArmyIsAttacker ; inc_counter reinf_check_interval 1 if I_CompareCounter army4_reinf_allied = 1 if I_CompareCounter army4_reinf_allied = 1 and I_CompareCounter army4_moving = 1 and I_UnitEnemyUnitInRadius a4u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army4 unit_group_order_halt army4 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army4_moving 0 end_if if I_CompareCounter army4_reinf_allied = 1 and I_CompareCounter army4_moving = 1 and ! I_UnitEnemyUnitInRadius a4u1 160 and I_UnitDistanceFromUnit a2u1 a4u1 > 150 and I_IsUnitIdle a4u1 set_counter army4_reinf_late 1 battle_wait 1 set_counter army4_moving 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_CompareCounter army4_moving = 0 and ! I_UnitEnemyUnitInRadius a4u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army4 set_counter army4_run 1 set_counter army4_moving 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a4u1 a2u1 < 1000 set_counter army4_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a4u1 a2u1 < 750 set_counter army4_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a4u1 a2u1 < 500 set_counter army4_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a4u1 a2u1 < 300 set_counter army4_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a4u1 a2u1 < 200 set_counter army4_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_CompareCounter army4_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a4u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army2 army4 set_counter army4_run 1 battle_wait 0.5 set_counter army4_moving 1 set_counter army4_reinf_late 0 end_if if I_CompareCounter army4_reinf_allied = 1 and I_UnitDistanceFromUnit a4u1 a2u1 < 150 and I_UnitEnemyUnitInRadius a2u1 100 set_counter army4_reinf_allied 0 unit_group_order_halt army4 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_UnitDistanceFromUnit a4u1 a2u1 < 100 set_counter army4_reinf_allied 0 unit_group_order_halt army4 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_PercentageUnitKilled a4u1 > 60 set_counter army4_reinf_allied 0 unit_group_order_halt army4 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_UnitDistanceFromUnit a4u1 a2u1 < 200 and I_UnitDistanceFromUnit a2u1 a2u1 < 200 set_counter army4_reinf_allied 0 unit_group_order_halt army4 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_PercentageUnitGroupKilled army4 > 50 set_counter army4_reinf_allied 0 unit_group_order_halt army4 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_UnitDistanceFromUnit a4u1 a2u1 < 250 and I_UnitGroupInRangeOfUnit army4 a2u1 set_counter army4_reinf_allied 0 unit_group_order_halt army4 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a4u1 < 250 and I_IsUnitIdle a4u1 set_counter army4_reinf_allied 0 unit_group_order_halt army4 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_IsUnitRouting a2u1 set_counter army4_reinf_allied 0 unit_group_order_halt army4 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_PercentageUnitKilled a2u1 > 80 set_counter army4_reinf_allied 0 unit_group_order_halt army4 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a4u1 < 250 and I_IsUnitUnderFire a4u1 set_counter army4_reinf_allied 0 unit_group_order_halt army4 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army4_reinf_allied = 1 and I_CompareCounter army4_run = 1 ; unit_group_order_halt army4 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army4 a2u1 run battle_wait 0.5 set_counter army4_run 0 end_if end_if if I_CompareCounter army6_reinf_allied = 1 if I_CompareCounter army6_reinf_allied = 1 and I_CompareCounter army6_moving = 1 and I_UnitEnemyUnitInRadius a6u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army6 unit_group_order_halt army6 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army6_moving 0 end_if if I_CompareCounter army6_reinf_allied = 1 and I_CompareCounter army6_moving = 1 and ! I_UnitEnemyUnitInRadius a6u1 160 and I_UnitDistanceFromUnit a2u1 a6u1 > 150 and I_IsUnitIdle a6u1 set_counter army6_reinf_late 1 battle_wait 1 set_counter army6_moving 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_CompareCounter army6_moving = 0 and ! I_UnitEnemyUnitInRadius a6u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army6 set_counter army6_run 1 set_counter army6_moving 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a6u1 a2u1 < 1000 set_counter army6_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a6u1 a2u1 < 750 set_counter army6_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a6u1 a2u1 < 500 set_counter army6_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a6u1 a2u1 < 300 set_counter army6_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a6u1 a2u1 < 200 set_counter army6_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_CompareCounter army6_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a6u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army2 army6 set_counter army6_run 1 battle_wait 0.5 set_counter army6_moving 1 set_counter army6_reinf_late 0 end_if if I_CompareCounter army6_reinf_allied = 1 and I_UnitDistanceFromUnit a6u1 a2u1 < 150 and I_UnitEnemyUnitInRadius a2u1 100 set_counter army6_reinf_allied 0 unit_group_order_halt army6 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_UnitDistanceFromUnit a6u1 a2u1 < 100 set_counter army6_reinf_allied 0 unit_group_order_halt army6 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_PercentageUnitKilled a6u1 > 60 set_counter army6_reinf_allied 0 unit_group_order_halt army6 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_UnitDistanceFromUnit a6u1 a2u1 < 200 and I_UnitDistanceFromUnit a2u1 a2u1 < 200 set_counter army6_reinf_allied 0 unit_group_order_halt army6 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_PercentageUnitGroupKilled army6 > 50 set_counter army6_reinf_allied 0 unit_group_order_halt army6 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_UnitDistanceFromUnit a6u1 a2u1 < 250 and I_UnitGroupInRangeOfUnit army6 a2u1 set_counter army6_reinf_allied 0 unit_group_order_halt army6 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a6u1 < 250 and I_IsUnitIdle a6u1 set_counter army6_reinf_allied 0 unit_group_order_halt army6 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_IsUnitRouting a2u1 set_counter army6_reinf_allied 0 unit_group_order_halt army6 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_PercentageUnitKilled a2u1 > 80 set_counter army6_reinf_allied 0 unit_group_order_halt army6 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a6u1 < 250 and I_IsUnitUnderFire a6u1 set_counter army6_reinf_allied 0 unit_group_order_halt army6 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army6_reinf_allied = 1 and I_CompareCounter army6_run = 1 ; unit_group_order_halt army6 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army6 a2u1 run battle_wait 0.5 set_counter army6_run 0 end_if end_if if I_CompareCounter army8_reinf_allied = 1 if I_CompareCounter army8_reinf_allied = 1 and I_CompareCounter army8_moving = 1 and I_UnitEnemyUnitInRadius a8u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army8 unit_group_order_halt army8 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army8_moving 0 end_if if I_CompareCounter army8_reinf_allied = 1 and I_CompareCounter army8_moving = 1 and ! I_UnitEnemyUnitInRadius a8u1 160 and I_UnitDistanceFromUnit a2u1 a8u1 > 150 and I_IsUnitIdle a8u1 set_counter army8_reinf_late 1 battle_wait 1 set_counter army8_moving 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_CompareCounter army8_moving = 0 and ! I_UnitEnemyUnitInRadius a8u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army8 set_counter army8_run 1 set_counter army8_moving 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a8u1 a2u1 < 1000 set_counter army8_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a8u1 a2u1 < 750 set_counter army8_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a8u1 a2u1 < 500 set_counter army8_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a8u1 a2u1 < 300 set_counter army8_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a8u1 a2u1 < 200 set_counter army8_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_CompareCounter army8_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a8u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army2 army8 set_counter army8_run 1 battle_wait 0.5 set_counter army8_moving 1 set_counter army8_reinf_late 0 end_if if I_CompareCounter army8_reinf_allied = 1 and I_UnitDistanceFromUnit a8u1 a2u1 < 150 and I_UnitEnemyUnitInRadius a2u1 100 set_counter army8_reinf_allied 0 unit_group_order_halt army8 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_UnitDistanceFromUnit a8u1 a2u1 < 100 set_counter army8_reinf_allied 0 unit_group_order_halt army8 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_PercentageUnitKilled a8u1 > 60 set_counter army8_reinf_allied 0 unit_group_order_halt army8 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_UnitDistanceFromUnit a8u1 a2u1 < 200 and I_UnitDistanceFromUnit a2u1 a2u1 < 200 set_counter army8_reinf_allied 0 unit_group_order_halt army8 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_PercentageUnitGroupKilled army8 > 50 set_counter army8_reinf_allied 0 unit_group_order_halt army8 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_UnitDistanceFromUnit a8u1 a2u1 < 250 and I_UnitGroupInRangeOfUnit army8 a2u1 set_counter army8_reinf_allied 0 unit_group_order_halt army8 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a8u1 < 250 and I_IsUnitIdle a8u1 set_counter army8_reinf_allied 0 unit_group_order_halt army8 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_IsUnitRouting a2u1 set_counter army8_reinf_allied 0 unit_group_order_halt army8 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_PercentageUnitKilled a2u1 > 80 set_counter army8_reinf_allied 0 unit_group_order_halt army8 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a8u1 < 250 and I_IsUnitUnderFire a8u1 set_counter army8_reinf_allied 0 unit_group_order_halt army8 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army8_reinf_allied = 1 and I_CompareCounter army8_run = 1 ; unit_group_order_halt army8 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army8 a2u1 run battle_wait 0.5 set_counter army8_run 0 end_if end_if if I_CompareCounter army10_reinf_allied = 1 if I_CompareCounter army10_reinf_allied = 1 and I_CompareCounter army10_moving = 1 and I_UnitEnemyUnitInRadius a10u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army10 unit_group_order_halt army10 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army10_moving 0 end_if if I_CompareCounter army10_reinf_allied = 1 and I_CompareCounter army10_moving = 1 and ! I_UnitEnemyUnitInRadius a10u1 160 and I_UnitDistanceFromUnit a2u1 a10u1 > 150 and I_IsUnitIdle a10u1 set_counter army10_reinf_late 1 battle_wait 1 set_counter army10_moving 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_CompareCounter army10_moving = 0 and ! I_UnitEnemyUnitInRadius a10u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army10 set_counter army10_run 1 set_counter army10_moving 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a10u1 a2u1 < 1000 set_counter army10_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a10u1 a2u1 < 750 set_counter army10_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a10u1 a2u1 < 500 set_counter army10_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a10u1 a2u1 < 300 set_counter army10_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a10u1 a2u1 < 200 set_counter army10_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_CompareCounter army10_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a10u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army2 army10 set_counter army10_run 1 battle_wait 0.5 set_counter army10_moving 1 set_counter army10_reinf_late 0 end_if if I_CompareCounter army10_reinf_allied = 1 and I_UnitDistanceFromUnit a10u1 a2u1 < 150 and I_UnitEnemyUnitInRadius a2u1 100 set_counter army10_reinf_allied 0 unit_group_order_halt army10 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_UnitDistanceFromUnit a10u1 a2u1 < 100 set_counter army10_reinf_allied 0 unit_group_order_halt army10 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_PercentageUnitKilled a10u1 > 60 set_counter army10_reinf_allied 0 unit_group_order_halt army10 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_UnitDistanceFromUnit a10u1 a2u1 < 200 and I_UnitDistanceFromUnit a2u1 a2u1 < 200 set_counter army10_reinf_allied 0 unit_group_order_halt army10 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_PercentageUnitGroupKilled army10 > 50 set_counter army10_reinf_allied 0 unit_group_order_halt army10 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_UnitDistanceFromUnit a10u1 a2u1 < 250 and I_UnitGroupInRangeOfUnit army10 a2u1 set_counter army10_reinf_allied 0 unit_group_order_halt army10 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a10u1 < 250 and I_IsUnitIdle a10u1 set_counter army10_reinf_allied 0 unit_group_order_halt army10 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_IsUnitRouting a2u1 set_counter army10_reinf_allied 0 unit_group_order_halt army10 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_PercentageUnitKilled a2u1 > 80 set_counter army10_reinf_allied 0 unit_group_order_halt army10 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a10u1 < 250 and I_IsUnitUnderFire a10u1 set_counter army10_reinf_allied 0 unit_group_order_halt army10 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army10_reinf_allied = 1 and I_CompareCounter army10_run = 1 ; unit_group_order_halt army10 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army10 a2u1 run battle_wait 0.5 set_counter army10_run 0 end_if end_if if I_CompareCounter army12_reinf_allied = 1 if I_CompareCounter army12_reinf_allied = 1 and I_CompareCounter army12_moving = 1 and I_UnitEnemyUnitInRadius a12u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army12 unit_group_order_halt army12 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army12_moving 0 end_if if I_CompareCounter army12_reinf_allied = 1 and I_CompareCounter army12_moving = 1 and ! I_UnitEnemyUnitInRadius a12u1 160 and I_UnitDistanceFromUnit a2u1 a12u1 > 150 and I_IsUnitIdle a12u1 set_counter army12_reinf_late 1 battle_wait 1 set_counter army12_moving 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_CompareCounter army12_moving = 0 and ! I_UnitEnemyUnitInRadius a12u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army12 set_counter army12_run 1 set_counter army12_moving 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a12u1 a2u1 < 1000 set_counter army12_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a12u1 a2u1 < 750 set_counter army12_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a12u1 a2u1 < 500 set_counter army12_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a12u1 a2u1 < 300 set_counter army12_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a12u1 a2u1 < 200 set_counter army12_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_CompareCounter army12_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a12u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army2 army12 set_counter army12_run 1 battle_wait 0.5 set_counter army12_moving 1 set_counter army12_reinf_late 0 end_if if I_CompareCounter army12_reinf_allied = 1 and I_UnitDistanceFromUnit a12u1 a2u1 < 150 and I_UnitEnemyUnitInRadius a2u1 100 set_counter army12_reinf_allied 0 unit_group_order_halt army12 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_UnitDistanceFromUnit a12u1 a2u1 < 100 set_counter army12_reinf_allied 0 unit_group_order_halt army12 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_PercentageUnitKilled a12u1 > 60 set_counter army12_reinf_allied 0 unit_group_order_halt army12 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_UnitDistanceFromUnit a12u1 a2u1 < 200 and I_UnitDistanceFromUnit a2u1 a2u1 < 200 set_counter army12_reinf_allied 0 unit_group_order_halt army12 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_PercentageUnitGroupKilled army12 > 50 set_counter army12_reinf_allied 0 unit_group_order_halt army12 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_UnitDistanceFromUnit a12u1 a2u1 < 250 and I_UnitGroupInRangeOfUnit army12 a2u1 set_counter army12_reinf_allied 0 unit_group_order_halt army12 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a12u1 < 250 and I_IsUnitIdle a12u1 set_counter army12_reinf_allied 0 unit_group_order_halt army12 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_IsUnitRouting a2u1 set_counter army12_reinf_allied 0 unit_group_order_halt army12 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_PercentageUnitKilled a2u1 > 80 set_counter army12_reinf_allied 0 unit_group_order_halt army12 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a12u1 < 250 and I_IsUnitUnderFire a12u1 set_counter army12_reinf_allied 0 unit_group_order_halt army12 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army12_reinf_allied = 1 and I_CompareCounter army12_run = 1 ; unit_group_order_halt army12 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army12 a2u1 run battle_wait 0.5 set_counter army12_run 0 end_if end_if if I_CompareCounter army14_reinf_allied = 1 if I_CompareCounter army14_reinf_allied = 1 and I_CompareCounter army14_moving = 1 and I_UnitEnemyUnitInRadius a14u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army14 unit_group_order_halt army14 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army14_moving 0 end_if if I_CompareCounter army14_reinf_allied = 1 and I_CompareCounter army14_moving = 1 and ! I_UnitEnemyUnitInRadius a14u1 160 and I_UnitDistanceFromUnit a2u1 a14u1 > 150 and I_IsUnitIdle a14u1 set_counter army14_reinf_late 1 battle_wait 1 set_counter army14_moving 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_CompareCounter army14_moving = 0 and ! I_UnitEnemyUnitInRadius a14u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army14 set_counter army14_run 1 set_counter army14_moving 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a14u1 a2u1 < 1000 set_counter army14_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a14u1 a2u1 < 750 set_counter army14_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a14u1 a2u1 < 500 set_counter army14_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a14u1 a2u1 < 300 set_counter army14_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a14u1 a2u1 < 200 set_counter army14_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_CompareCounter army14_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a14u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army2 army14 set_counter army14_run 1 battle_wait 0.5 set_counter army14_moving 1 set_counter army14_reinf_late 0 end_if if I_CompareCounter army14_reinf_allied = 1 and I_UnitDistanceFromUnit a14u1 a2u1 < 150 and I_UnitEnemyUnitInRadius a2u1 100 set_counter army14_reinf_allied 0 unit_group_order_halt army14 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_UnitDistanceFromUnit a14u1 a2u1 < 100 set_counter army14_reinf_allied 0 unit_group_order_halt army14 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_PercentageUnitKilled a14u1 > 60 set_counter army14_reinf_allied 0 unit_group_order_halt army14 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_UnitDistanceFromUnit a14u1 a2u1 < 200 and I_UnitDistanceFromUnit a2u1 a2u1 < 200 set_counter army14_reinf_allied 0 unit_group_order_halt army14 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_PercentageUnitGroupKilled army14 > 50 set_counter army14_reinf_allied 0 unit_group_order_halt army14 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_UnitDistanceFromUnit a14u1 a2u1 < 250 and I_UnitGroupInRangeOfUnit army14 a2u1 set_counter army14_reinf_allied 0 unit_group_order_halt army14 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a14u1 < 250 and I_IsUnitIdle a14u1 set_counter army14_reinf_allied 0 unit_group_order_halt army14 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_IsUnitRouting a2u1 set_counter army14_reinf_allied 0 unit_group_order_halt army14 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_PercentageUnitKilled a2u1 > 80 set_counter army14_reinf_allied 0 unit_group_order_halt army14 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a14u1 < 250 and I_IsUnitUnderFire a14u1 set_counter army14_reinf_allied 0 unit_group_order_halt army14 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army14_reinf_allied = 1 and I_CompareCounter army14_run = 1 ; unit_group_order_halt army14 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army14 a2u1 run battle_wait 0.5 set_counter army14_run 0 end_if end_if if I_CompareCounter army16_reinf_allied = 1 if I_CompareCounter army16_reinf_allied = 1 and I_CompareCounter army16_moving = 1 and I_UnitEnemyUnitInRadius a16u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army16 unit_group_order_halt army16 battle_wait 0.5 set_counter relaunch_movement 1 set_counter army16_moving 0 end_if if I_CompareCounter army16_reinf_allied = 1 and I_CompareCounter army16_moving = 1 and ! I_UnitEnemyUnitInRadius a16u1 160 and I_UnitDistanceFromUnit a2u1 a16u1 > 150 and I_IsUnitIdle a16u1 set_counter army16_reinf_late 1 battle_wait 1 set_counter army16_moving 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_CompareCounter army16_moving = 0 and ! I_UnitEnemyUnitInRadius a16u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army16 set_counter army16_run 1 set_counter army16_moving 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_CompareCounter distance_trigger1 = 0 and I_UnitDistanceFromUnit a16u1 a2u1 < 1000 set_counter army16_reinf_late 1 set_counter distance_trigger1 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_CompareCounter distance_trigger2 = 0 and I_UnitDistanceFromUnit a16u1 a2u1 < 750 set_counter army16_reinf_late 1 set_counter distance_trigger2 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_CompareCounter distance_trigger3 = 0 and I_UnitDistanceFromUnit a16u1 a2u1 < 500 set_counter army16_reinf_late 1 set_counter distance_trigger3 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_CompareCounter distance_trigger4 = 0 and I_UnitDistanceFromUnit a16u1 a2u1 < 300 set_counter army16_reinf_late 1 set_counter distance_trigger4 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_CompareCounter distance_trigger5 = 0 and I_UnitDistanceFromUnit a16u1 a2u1 < 200 set_counter army16_reinf_late 1 set_counter distance_trigger5 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_CompareCounter army16_reinf_late = 1 and ! I_UnitEnemyUnitInRadius a16u1 160 ; and ! I_UnitGroupInRangeOfUnitGroup army2 army16 set_counter army16_run 1 battle_wait 0.5 set_counter army16_moving 1 set_counter army16_reinf_late 0 end_if if I_CompareCounter army16_reinf_allied = 1 and I_UnitDistanceFromUnit a16u1 a2u1 < 150 and I_UnitEnemyUnitInRadius a2u1 100 set_counter army16_reinf_allied 0 unit_group_order_halt army16 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_UnitDistanceFromUnit a16u1 a2u1 < 100 set_counter army16_reinf_allied 0 unit_group_order_halt army16 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_PercentageUnitKilled a16u1 > 60 set_counter army16_reinf_allied 0 unit_group_order_halt army16 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_UnitDistanceFromUnit a16u1 a2u1 < 200 and I_UnitDistanceFromUnit a2u1 a2u1 < 200 set_counter army16_reinf_allied 0 unit_group_order_halt army16 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_PercentageUnitGroupKilled army16 > 50 set_counter army16_reinf_allied 0 unit_group_order_halt army16 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_UnitDistanceFromUnit a16u1 a2u1 < 250 and I_UnitGroupInRangeOfUnit army16 a2u1 set_counter army16_reinf_allied 0 unit_group_order_halt army16 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a16u1 < 250 and I_IsUnitIdle a16u1 set_counter army16_reinf_allied 0 unit_group_order_halt army16 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_IsUnitRouting a2u1 set_counter army16_reinf_allied 0 unit_group_order_halt army16 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_PercentageUnitKilled a2u1 > 80 set_counter army16_reinf_allied 0 unit_group_order_halt army16 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_UnitDistanceFromUnit a2u1 a16u1 < 250 and I_IsUnitUnderFire a16u1 set_counter army16_reinf_allied 0 unit_group_order_halt army16 battle_wait 0.5 set_counter relaunch_movement 1 end_if if I_CompareCounter army16_reinf_allied = 1 and I_CompareCounter army16_run = 1 ; unit_group_order_halt army16 battle_wait 0.5 unit_group_move_to_missile_range_of_unit army16 a2u1 run battle_wait 0.5 set_counter army16_run 0 end_if end_if ; if I_CompareCounter reinf_check_interval = 2 ; set_counter reinf_check_interval 0 ; end_if battle_wait 5 end_monitor ;;;;;;; Defending Siege monitor_conditions I_BattleStarted and I_CompareCounter def_alliance_ready_siege = 1 and I_BattlePlayerArmyIsAttacker and I_CompareCounter army4_ready_siege = 1 ; inc_counter reinf_check_interval 1 if I_CompareCounter army4_ready_siege = 1 and I_CompareCounter army4_moving_siege = 1 and I_UnitEnemyUnitInRadius a4u1 160 unit_group_order_halt army4 battle_wait 0.5 ai_active_set on set_counter army4_moving_siege 0 end_if if I_CompareCounter army4_ready_siege = 1 and I_CompareCounter army4_moving_siege = 1 and ! I_UnitEnemyUnitInRadius a4u1 160 and I_UnitDistanceFromUnit a2u1 a4u1 > 150 and I_IsUnitIdle a4u1 set_counter army4_run_siege 1 battle_wait 2 set_counter army4_moving_siege 1 end_if if I_CompareCounter army4_ready_siege = 1 and I_CompareCounter army4_moving_siege = 0 and ! I_UnitEnemyUnitInRadius a4u1 160 and ! I_UnitGroupInRangeOfUnitGroup army2 army4 set_counter army4_run_siege 1 set_counter army4_moving_siege 1 end_if if I_CompareCounter army4_ready_siege = 1 and I_UnitDistanceFromUnit a4u1 a2u1 < 200 set_counter army4_ready_siege 0 unit_group_order_halt army4 battle_wait 0.5 ai_active_set on end_if if I_CompareCounter army4_ready_siege = 1 and I_UnitDistanceFromPosition a4u1 1 1 < 150 set_counter army4_ready_siege 0 unit_group_order_halt army4 battle_wait 0.5 ai_active_set on end_if if I_CompareCounter army4_ready_siege = 1 and I_UnitDistanceFromUnit a2u1 a4u1 < 250 and I_IsUnitIdle a4u1 set_counter army4_ready_siege 0 unit_group_order_halt army4 battle_wait 0.5 ai_active_set on end_if if I_CompareCounter army4_ready_siege = 1 and I_UnitDistanceFromUnit a2u1 a4u1 < 250 and I_IsUnitUnderFire a4u1 set_counter army4_ready_siege 0 unit_group_order_halt army4 battle_wait 0.5 ai_active_set on end_if if I_CompareCounter army4_ready_siege = 1 and I_PercentageUnitGroupKilled army4 > 50 set_counter army4_ready_siege 0 unit_group_order_halt army4 battle_wait 0.5 ai_active_set on end_if if I_CompareCounter army4_ready_siege = 1 and I_CompareCounter army4_run_siege = 1 unit_group_order_halt army4 battle_wait 0.5 unit_group_order_move_formed army4 1 1 run set_counter army4_run_siege 0 end_if ; if I_CompareCounter reinf_check_interval = 2 ; set_counter reinf_check_interval 0 ; end_if battle_wait 5 end_monitor ;;;;;;;;;;;Sally-out, AI defending monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 1 if I_UnitDistanceFromPosition a4u1 0 850 < 200 set_counter army4_location 1 ;north end_if if I_UnitDistanceFromPosition a4u1 0 -850 < 200 set_counter army4_location 2 ;south end_if if I_UnitDistanceFromPosition a4u1 -850 0 < 200 set_counter army4_location 3 ;west end_if if I_UnitDistanceFromPosition a4u1 850 0 < 200 set_counter army4_location 4 ;east end_if if I_UnitDistanceFromPosition a4u1 -850 850 < 200 set_counter army4_location 5 ;nw end_if if I_UnitDistanceFromPosition a4u1 850 850 < 200 set_counter army4_location 6 ;ne end_if if I_UnitDistanceFromPosition a4u1 -850 850 < 200 set_counter army4_location 7 ;sw end_if if I_UnitDistanceFromPosition a4u1 850 -850 < 200 set_counter army4_location 8 ;se end_if if I_CompareCounter army4_location = 1 and I_CompareCounter army_west = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_n 1 set_counter path_w 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_n 1 set_counter path_nw 2 set_counter path_w 3 end_if end_if if I_CompareCounter army4_location = 1 and I_CompareCounter army_south = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_n 1 set_counter path_w 2 set_counter path_s 3 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_n 1 set_counter path_nw 2 set_counter path_w 3 set_counter path_sw 4 set_counter path_s 5 end_if end_if if I_CompareCounter army4_location = 1 and I_CompareCounter army_east = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_n 1 set_counter path_e 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_n 1 set_counter path_ne 2 set_counter path_e 3 end_if end_if if I_CompareCounter army4_location = 2 and I_CompareCounter army_west = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_s 1 set_counter path_w 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_s 1 set_counter path_sw 2 set_counter path_w 3 end_if end_if if I_CompareCounter army4_location = 2 and I_CompareCounter army_north = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_s 1 set_counter path_w 2 set_counter path_n 3 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_s 1 set_counter path_sw 2 set_counter path_w 3 set_counter path_nw 4 set_counter path_n 5 end_if end_if if I_CompareCounter army4_location = 2 and I_CompareCounter army_east = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_s 1 set_counter path_e 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_s 1 set_counter path_se 2 set_counter path_e 3 end_if end_if if I_CompareCounter army4_location = 3 and I_CompareCounter army_north = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_w 1 set_counter path_n 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_w 1 set_counter path_nw 2 set_counter path_n 3 end_if end_if if I_CompareCounter army4_location = 3 and I_CompareCounter army_east = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_w 1 set_counter path_n 2 set_counter path_e 3 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_w 1 set_counter path_nw 2 set_counter path_n 3 set_counter path_ne 4 set_counter path_e 5 end_if end_if if I_CompareCounter army4_location = 3 and I_CompareCounter army_south = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_w 1 set_counter path_s 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_w 1 set_counter path_sw 2 set_counter path_s 3 end_if end_if if I_CompareCounter army4_location = 4 and I_CompareCounter army_south = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_e 1 set_counter path_s 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_e 1 set_counter path_se 2 set_counter path_s 3 end_if end_if if I_CompareCounter army4_location = 4 and I_CompareCounter army_west = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_e 1 set_counter path_s 2 set_counter path_w 3 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_e 1 set_counter path_se 2 set_counter path_s 3 set_counter path_sw 4 set_counter path_w 5 end_if end_if if I_CompareCounter army4_location = 4 and I_CompareCounter army_north = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_e 1 set_counter path_n 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_e 1 set_counter path_ne 2 set_counter path_n 3 end_if end_if if I_CompareCounter army4_location = 5 ;nw and I_CompareCounter army_north = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_n 1 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_n 1 end_if end_if if I_CompareCounter army4_location = 5 and I_CompareCounter army_west = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_w 1 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_w 1 end_if end_if if I_CompareCounter army4_location = 5 and I_CompareCounter army_south = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_w 1 set_counter path_s 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_w 1 set_counter path_sw 2 set_counter path_s 3 end_if end_if if I_CompareCounter army4_location = 5 and I_CompareCounter army_east = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_n 1 set_counter path_e 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_n 1 set_counter path_ne 2 set_counter path_e 3 end_if end_if if I_CompareCounter army4_location = 6 ;ne and I_CompareCounter army_west = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_n 1 set_counter path_w 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_n 1 set_counter path_nw 2 set_counter path_w 3 end_if end_if if I_CompareCounter army4_location = 6 and I_CompareCounter army_north = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_n 1 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_n 1 end_if end_if if I_CompareCounter army4_location = 6 and I_CompareCounter army_east = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_e 1 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_e 1 end_if end_if if I_CompareCounter army4_location = 6 and I_CompareCounter army_south = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_e 1 set_counter path_s 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_e 1 set_counter path_se 2 set_counter path_s 3 end_if end_if if I_CompareCounter army4_location = 7 ;sw and I_CompareCounter army_north = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_w 1 set_counter path_n 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_w 1 set_counter path_nw 2 set_counter path_n 3 end_if end_if if I_CompareCounter army4_location = 7 and I_CompareCounter army_east = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_s 1 set_counter path_e 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_s 1 set_counter path_se 2 set_counter path_e 3 end_if end_if if I_CompareCounter army4_location = 7 and I_CompareCounter army_south = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_s 1 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_s 1 end_if end_if if I_CompareCounter army4_location = 7 and I_CompareCounter army_west = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_w 1 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_w 1 end_if end_if if I_CompareCounter army4_location = 8 ;se and I_CompareCounter army_south = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_s 1 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_s 1 end_if end_if if I_CompareCounter army4_location = 8 and I_CompareCounter army_west = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_s 1 set_counter path_w 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_s 1 set_counter path_sw 2 set_counter path_w 3 end_if end_if if I_CompareCounter army4_location = 8 and I_CompareCounter army_north = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_e 1 set_counter path_n 2 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_e 1 set_counter path_ne 2 set_counter path_n 3 end_if end_if if I_CompareCounter army4_location = 8 and I_CompareCounter army_east = 1 if I_BattleSettlementFortificationLevel < 2 set_counter path_e 1 end_if if I_BattleSettlementFortificationLevel > 1 set_counter path_e 1 end_if end_if if I_CompareCounter army4_location = 1 and I_CompareCounter army_north = 1 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if if I_CompareCounter army4_location = 2 and I_CompareCounter army_south = 1 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if if I_CompareCounter army4_location = 3 and I_CompareCounter army_west = 1 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if if I_CompareCounter army4_location = 4 and I_CompareCounter army_east = 1 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if if I_CompareCounter army4_ready_sally = 1 unit_group_order_halt army4 battle_wait 0.5 unit_group_order_change_group_formation army4 ai_infantry_protecting ; battle_wait 45 battle_wait 20 if I_CompareCounter army4_ready_sally = 1 and I_BattleIsSallyOutBattle battle_wait 25 end_if if I_CompareCounter army4_ready_sally = 1 and I_BattleIsSallyOutBattle set_counter army4_ready_sally 2 end_if end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter label_army4 = 1 label_unit 1 1 0 a4u1 label_unit 1 1 1 a4u2 label_unit 1 1 2 a4u3 label_unit 1 1 3 a4u4 label_unit 1 1 4 a4u5 label_unit 1 1 5 a4u6 label_unit 1 1 6 a4u7 label_unit 1 1 7 a4u8 label_unit 1 1 8 a4u9 label_unit 1 1 9 a4u10 label_unit 1 1 10 a4u11 label_unit 1 1 11 a4u12 label_unit 1 1 12 a4u13 label_unit 1 1 13 a4u14 label_unit 1 1 14 a4u15 label_unit 1 1 15 a4u16 label_unit 1 1 16 a4u17 label_unit 1 1 17 a4u18 label_unit 1 1 18 a4u19 label_unit 1 1 19 a4u20 ; unit_group_order_halt army4 set_counter label_army4 0 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter army4_moving_s = 1 and I_UnitEnemyUnitInRadius a4u1 130 and ! I_UnitGroupInRangeOfUnitGroup army2 army4 unit_group_order_halt army4 ; ai_active_set off battle_wait 0.5 ai_active_set on set_counter army4_moving_s 0 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter path_n = 1 and ! I_UnitEnemyUnitInRadius a4u1 130 if I_UnitGroupDistanceFromPosition army4 0 700 > 100 and I_BattleSettlementFortificationLevel > 2 set_counter label_army4 1 battle_wait 0.5 unit_group_order_move_formed army4 0 700 run set_counter army4_moving_s 1 end_if if I_UnitGroupDistanceFromPosition army4 0 500 > 100 and I_BattleSettlementFortificationLevel < 3 set_counter label_army4 1 battle_wait 0.5 unit_group_order_move_formed army4 0 500 run set_counter army4_moving_s 1 end_if if I_UnitGroupDistanceFromPosition army4 0 700 < 100 and I_BattleSettlementFortificationLevel > 2 unit_group_order_halt army4 battle_wait 0.5 if I_UnitGroupDistanceFromPosition army4 0 700 < 100 set_counter path_n 0 if I_CompareCounter path_nw > 1 set_counter path_nw 1 end_if if I_CompareCounter path_ne > 1 set_counter path_ne 1 end_if if I_CompareCounter path_nw = 0 and I_CompareCounter path_ne = 0 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if end_if end_if if I_UnitGroupDistanceFromPosition army4 0 500 < 100 and I_BattleSettlementFortificationLevel < 3 unit_group_order_halt army4 battle_wait 0.5 if I_UnitGroupDistanceFromPosition army4 0 500 < 100 set_counter path_n 0 if I_CompareCounter path_w > 1 set_counter path_w 1 end_if if I_CompareCounter path_e > 1 set_counter path_e 1 end_if if I_CompareCounter path_w = 0 and I_CompareCounter path_e = 0 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if end_if end_if battle_wait 30 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter path_s = 1 and ! I_UnitEnemyUnitInRadius a4u1 130 if I_UnitGroupDistanceFromPosition army4 0 -700 > 100 and I_BattleSettlementFortificationLevel > 2 set_counter label_army4 1 battle_wait 0.5 unit_group_order_move_formed army4 0 -700 run set_counter army4_moving_s 1 end_if if I_UnitGroupDistanceFromPosition army4 0 -500 > 100 and I_BattleSettlementFortificationLevel < 3 set_counter label_army4 1 battle_wait 0.5 unit_group_order_move_formed army4 0 -500 run set_counter army4_moving_s 1 end_if if I_UnitGroupDistanceFromPosition army4 0 -700 < 100 and I_BattleSettlementFortificationLevel > 2 unit_group_order_halt army4 battle_wait 0.5 if I_UnitGroupDistanceFromPosition army4 0 -700 < 100 set_counter path_s 0 if I_CompareCounter path_sw > 1 set_counter path_sw 1 end_if if I_CompareCounter path_se > 1 set_counter path_se 1 end_if if I_CompareCounter path_sw = 0 and I_CompareCounter path_se = 0 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if end_if end_if if I_UnitGroupDistanceFromPosition army4 0 -500 < 100 and I_BattleSettlementFortificationLevel < 3 unit_group_order_halt army4 battle_wait 0.5 if I_UnitGroupDistanceFromPosition army4 0 -500 < 100 set_counter path_s 0 if I_CompareCounter path_w > 1 set_counter path_w 1 end_if if I_CompareCounter path_e > 1 set_counter path_e 1 end_if if I_CompareCounter path_w = 0 and I_CompareCounter path_e = 0 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if end_if end_if battle_wait 20 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter path_w = 1 and ! I_UnitEnemyUnitInRadius a4u1 130 if I_UnitGroupDistanceFromPosition army4 -700 0 > 100 and I_BattleSettlementFortificationLevel > 2 set_counter label_army4 1 battle_wait 0.5 unit_group_order_move_formed army4 -700 0 run set_counter army4_moving_s 1 end_if if I_UnitGroupDistanceFromPosition army4 -500 0 > 100 and I_BattleSettlementFortificationLevel < 3 set_counter label_army4 1 battle_wait 0.5 unit_group_order_move_formed army4 -500 0 run set_counter army4_moving_s 1 end_if if I_UnitGroupDistanceFromPosition army4 -700 0 < 100 and I_BattleSettlementFortificationLevel > 2 unit_group_order_halt army4 battle_wait 0.5 if I_UnitGroupDistanceFromPosition army4 -700 0 < 100 set_counter path_w 0 if I_CompareCounter path_nw > 1 set_counter path_nw 1 end_if if I_CompareCounter path_sw > 1 set_counter path_sw 1 end_if if I_CompareCounter path_nw = 0 and I_CompareCounter path_sw = 0 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if end_if end_if if I_UnitGroupDistanceFromPosition army4 -500 0 < 100 and I_BattleSettlementFortificationLevel < 3 unit_group_order_halt army4 battle_wait 0.5 if I_UnitGroupDistanceFromPosition army4 -500 0 < 100 set_counter path_w 0 if I_CompareCounter path_n > 1 set_counter path_n 1 end_if if I_CompareCounter path_s > 1 set_counter path_s 1 end_if if I_CompareCounter path_n = 0 and I_CompareCounter path_s = 0 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if end_if end_if battle_wait 20 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter path_e = 1 and ! I_UnitEnemyUnitInRadius a4u1 130 if I_UnitGroupDistanceFromPosition army4 700 0 > 100 and I_BattleSettlementFortificationLevel > 2 set_counter label_army4 1 battle_wait 0.5 unit_group_order_move_formed army4 700 0 run set_counter army4_moving_s 1 end_if if I_UnitGroupDistanceFromPosition army4 500 0 > 100 and I_BattleSettlementFortificationLevel < 3 set_counter label_army4 1 battle_wait 0.5 unit_group_order_move_formed army4 500 0 run set_counter army4_moving_s 1 end_if if I_UnitGroupDistanceFromPosition army4 700 0 < 100 and I_BattleSettlementFortificationLevel > 2 unit_group_order_halt army4 battle_wait 0.5 if I_UnitGroupDistanceFromPosition army4 700 0 < 100 set_counter path_e 0 if I_CompareCounter path_ne > 1 set_counter path_ne 1 end_if if I_CompareCounter path_se > 1 set_counter path_se 1 end_if if I_CompareCounter path_ne = 0 and I_CompareCounter path_se = 0 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if end_if end_if if I_UnitGroupDistanceFromPosition army4 500 0 < 100 and I_BattleSettlementFortificationLevel < 3 unit_group_order_halt army4 battle_wait 0.5 if I_UnitGroupDistanceFromPosition army4 500 0 < 100 set_counter path_e 0 if I_CompareCounter path_n > 1 set_counter path_n 1 end_if if I_CompareCounter path_s > 1 set_counter path_s 1 end_if if I_CompareCounter path_n = 0 and I_CompareCounter path_s = 0 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if end_if end_if battle_wait 20 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter path_nw = 1 and I_BattleSettlementFortificationLevel > 2 and ! I_UnitEnemyUnitInRadius a4u1 130 if I_UnitGroupDistanceFromPosition army4 -700 700 > 100 set_counter label_army4 1 battle_wait 0.5 unit_group_order_move_formed army4 -700 700 run set_counter army4_moving_s 1 end_if if I_UnitGroupDistanceFromPosition army4 -700 700 < 100 unit_group_order_halt army4 battle_wait 0.5 if I_UnitGroupDistanceFromPosition army4 -700 700 < 100 set_counter path_nw 0 if I_CompareCounter path_n > 1 set_counter path_n 1 end_if if I_CompareCounter path_w > 1 set_counter path_w 1 end_if if I_CompareCounter path_n = 0 and I_CompareCounter path_w = 0 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if end_if end_if battle_wait 20 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter path_ne = 1 and I_BattleSettlementFortificationLevel > 2 and ! I_UnitEnemyUnitInRadius a4u1 130 if I_UnitGroupDistanceFromPosition army4 700 700 > 100 set_counter label_army4 1 battle_wait 0.5 unit_group_order_move_formed army4 700 700 run set_counter army4_moving_s 1 end_if if I_UnitGroupDistanceFromPosition army4 700 700 < 100 unit_group_order_halt army4 battle_wait 0.5 if I_UnitGroupDistanceFromPosition army4 700 700 < 100 set_counter path_ne 0 if I_CompareCounter path_e > 1 set_counter path_e 1 end_if if I_CompareCounter path_n > 1 set_counter path_n 1 end_if if I_CompareCounter path_e = 0 and I_CompareCounter path_n = 0 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if end_if end_if battle_wait 20 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter path_sw = 1 and I_BattleSettlementFortificationLevel > 2 and ! I_UnitEnemyUnitInRadius a4u1 130 if I_UnitGroupDistanceFromPosition army4 -700 -700 > 100 set_counter label_army4 1 battle_wait 0.5 unit_group_order_move_formed army4 -700 -700 run set_counter army4_moving_s 1 end_if if I_UnitGroupDistanceFromPosition army4 -700 -700 < 100 unit_group_order_halt army4 battle_wait 0.5 if I_UnitGroupDistanceFromPosition army4 -700 -700 < 100 set_counter path_sw 0 if I_CompareCounter path_w > 1 set_counter path_w 1 end_if if I_CompareCounter path_s > 1 set_counter path_s 1 end_if if I_CompareCounter path_w = 0 and I_CompareCounter path_s = 0 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if end_if end_if battle_wait 20 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter path_se = 1 and I_BattleSettlementFortificationLevel > 2 and ! I_UnitEnemyUnitInRadius a4u1 130 if I_UnitGroupDistanceFromPosition army4 700 -700 > 100 set_counter label_army4 1 battle_wait 0.5 unit_group_order_move_formed army4 700 -700 run set_counter army4_moving_s 1 end_if if I_UnitGroupDistanceFromPosition army4 700 -700 < 100 unit_group_order_halt army4 battle_wait 0.5 if I_UnitGroupDistanceFromPosition army4 700 -700 < 100 set_counter path_se 0 if I_CompareCounter path_s > 1 set_counter path_s 1 end_if if I_CompareCounter path_e > 1 set_counter path_e 1 end_if if I_CompareCounter path_s = 0 and I_CompareCounter path_e = 0 set_counter army4_ready_sally 3 set_counter army4_ready 0 end_if end_if end_if battle_wait 20 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 3 set_counter army4_ready_sally 0 unit_group_order_halt army4 ; ai_active_set off battle_wait 0.5 ai_active_set on end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and I_IsUnitRouting a4u1 set_counter army4_ready_sally 3 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and I_PercentageUnitKilled a4u1 > 80 set_counter army4_ready_sally 3 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 if I_IsUnitGroupIdle army4 inc_counter army4_idle_r 1 end_if if ! I_IsUnitGroupIdle army4 set_counter army4_idle_r 0 end_if if I_CompareCounter army4_idle_r > 12 set_counter army4_ready_sally 0 end_if battle_wait 10 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and ! I_UnitEnemyUnitInRadius a4u1 130 and I_CompareCounter path_n = 1 set_counter check_timer 1 ; battle_wait 600 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 1 set_counter check_timer 2 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 2 set_counter check_timer 3 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 3 set_counter check_timer 4 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 4 set_counter check_timer 5 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 5 set_counter check_timer 6 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 6 set_counter check_timer 7 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 7 set_counter check_timer 8 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 8 set_counter check_timer 9 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 9 set_counter check_timer 10 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 10 set_counter check_timer 11 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 11 set_counter check_timer 12 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 12 set_counter check_timer 13 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 13 set_counter check_timer 14 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 14 set_counter check_timer 15 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 15 set_counter check_timer 16 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 16 set_counter check_timer 17 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 17 set_counter check_timer 18 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 18 set_counter check_timer 19 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 19 set_counter check_timer 20 battle_wait 30 if I_CompareCounter path_n = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 20 set_counter path_n 0 set_counter sally_reinf 0 set_counter army4_ready_sally 0 set_counter label_army4 1 ; battle_wait 0.5 ; ai_active_set off battle_wait 0.5 ai_active_set on end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and ! I_UnitEnemyUnitInRadius a4u1 130 and I_CompareCounter path_s = 1 set_counter check_timer 1 ; battle_wait 600 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 1 set_counter check_timer 2 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 2 set_counter check_timer 3 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 3 set_counter check_timer 4 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 4 set_counter check_timer 5 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 5 set_counter check_timer 6 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 6 set_counter check_timer 7 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 7 set_counter check_timer 8 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 8 set_counter check_timer 9 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 9 set_counter check_timer 10 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 10 set_counter check_timer 11 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 11 set_counter check_timer 12 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 12 set_counter check_timer 13 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 13 set_counter check_timer 14 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 14 set_counter check_timer 15 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 15 set_counter check_timer 16 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 16 set_counter check_timer 17 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 17 set_counter check_timer 18 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 18 set_counter check_timer 19 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 19 set_counter check_timer 20 battle_wait 30 if I_CompareCounter path_s = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 20 set_counter path_s 0 set_counter sally_reinf 0 set_counter army4_ready_sally 0 set_counter label_army4 1 ; battle_wait 0.5 ; ai_active_set off battle_wait 0.5 ai_active_set on end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and ! I_UnitEnemyUnitInRadius a4u1 130 and I_CompareCounter path_w = 1 set_counter check_timer 1 ; battle_wait 600 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 1 set_counter check_timer 2 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 2 set_counter check_timer 3 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 3 set_counter check_timer 4 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 4 set_counter check_timer 5 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 5 set_counter check_timer 6 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 6 set_counter check_timer 7 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 7 set_counter check_timer 8 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 8 set_counter check_timer 9 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 9 set_counter check_timer 10 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 10 set_counter check_timer 11 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 11 set_counter check_timer 12 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 12 set_counter check_timer 13 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 13 set_counter check_timer 14 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 14 set_counter check_timer 15 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 15 set_counter check_timer 16 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 16 set_counter check_timer 17 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 17 set_counter check_timer 18 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 18 set_counter check_timer 19 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 19 set_counter check_timer 20 battle_wait 30 if I_CompareCounter path_w = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 20 set_counter path_w 0 set_counter sally_reinf 0 set_counter army4_ready_sally 0 set_counter label_army4 1 ; battle_wait 0.5 ; ai_active_set off battle_wait 0.5 ai_active_set on end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and ! I_UnitEnemyUnitInRadius a4u1 130 and I_CompareCounter path_e = 1 set_counter check_timer 1 ; battle_wait 600 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 1 set_counter check_timer 2 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 2 set_counter check_timer 3 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 3 set_counter check_timer 4 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 4 set_counter check_timer 5 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 5 set_counter check_timer 6 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 6 set_counter check_timer 7 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 7 set_counter check_timer 8 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 8 set_counter check_timer 9 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 9 set_counter check_timer 10 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 10 set_counter check_timer 11 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 11 set_counter check_timer 12 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 12 set_counter check_timer 13 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 13 set_counter check_timer 14 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 14 set_counter check_timer 15 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 15 set_counter check_timer 16 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 16 set_counter check_timer 17 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 17 set_counter check_timer 18 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 18 set_counter check_timer 19 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 19 set_counter check_timer 20 battle_wait 30 if I_CompareCounter path_e = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 20 set_counter path_e 0 set_counter sally_reinf 0 set_counter army4_ready_sally 0 set_counter label_army4 1 ; battle_wait 0.5 ; ai_active_set off battle_wait 0.5 ai_active_set on end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and ! I_UnitEnemyUnitInRadius a4u1 130 and I_CompareCounter path_nw = 1 set_counter check_timer 1 ; battle_wait 600 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 1 set_counter check_timer 2 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 2 set_counter check_timer 3 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 3 set_counter check_timer 4 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 4 set_counter check_timer 5 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 5 set_counter check_timer 6 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 6 set_counter check_timer 7 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 7 set_counter check_timer 8 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 8 set_counter check_timer 9 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 9 set_counter check_timer 10 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 10 set_counter check_timer 11 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 11 set_counter check_timer 12 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 12 set_counter check_timer 13 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 13 set_counter check_timer 14 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 14 set_counter check_timer 15 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 15 set_counter check_timer 16 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 16 set_counter check_timer 17 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 17 set_counter check_timer 18 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 18 set_counter check_timer 19 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 19 set_counter check_timer 20 battle_wait 30 if I_CompareCounter path_nw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 20 set_counter path_nw 0 set_counter sally_reinf 0 set_counter army4_ready_sally 0 set_counter label_army4 1 ; battle_wait 0.5 ; ai_active_set off battle_wait 0.5 ai_active_set on end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and ! I_UnitEnemyUnitInRadius a4u1 130 and I_CompareCounter path_ne = 1 set_counter check_timer 1 ; battle_wait 600 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 1 set_counter check_timer 2 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 2 set_counter check_timer 3 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 3 set_counter check_timer 4 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 4 set_counter check_timer 5 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 5 set_counter check_timer 6 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 6 set_counter check_timer 7 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 7 set_counter check_timer 8 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 8 set_counter check_timer 9 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 9 set_counter check_timer 10 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 10 set_counter check_timer 11 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 11 set_counter check_timer 12 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 12 set_counter check_timer 13 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 13 set_counter check_timer 14 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 14 set_counter check_timer 15 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 15 set_counter check_timer 16 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 16 set_counter check_timer 17 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 17 set_counter check_timer 18 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 18 set_counter check_timer 19 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 19 set_counter check_timer 20 battle_wait 30 if I_CompareCounter path_ne = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 20 set_counter path_ne 0 set_counter sally_reinf 0 set_counter army4_ready_sally 0 set_counter label_army4 1 ; battle_wait 0.5 ; ai_active_set off battle_wait 0.5 ai_active_set on end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and ! I_UnitEnemyUnitInRadius a4u1 130 and I_CompareCounter path_sw = 1 set_counter check_timer 1 ; battle_wait 600 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 1 set_counter check_timer 2 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 2 set_counter check_timer 3 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 3 set_counter check_timer 4 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 4 set_counter check_timer 5 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 5 set_counter check_timer 6 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 6 set_counter check_timer 7 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 7 set_counter check_timer 8 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 8 set_counter check_timer 9 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 9 set_counter check_timer 10 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 10 set_counter check_timer 11 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 11 set_counter check_timer 12 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 12 set_counter check_timer 13 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 13 set_counter check_timer 14 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 14 set_counter check_timer 15 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 15 set_counter check_timer 16 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 16 set_counter check_timer 17 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 17 set_counter check_timer 18 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 18 set_counter check_timer 19 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 19 set_counter check_timer 20 battle_wait 30 if I_CompareCounter path_sw = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 20 set_counter path_sw 0 set_counter sally_reinf 0 set_counter army4_ready_sally 0 set_counter label_army4 1 ; battle_wait 0.5 ; ai_active_set off battle_wait 0.5 ai_active_set on end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter army4_ready_sally = 2 and ! I_UnitEnemyUnitInRadius a4u1 130 and I_CompareCounter path_se = 1 set_counter check_timer 1 ; battle_wait 600 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 1 set_counter check_timer 2 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 2 set_counter check_timer 3 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 3 set_counter check_timer 4 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 4 set_counter check_timer 5 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 5 set_counter check_timer 6 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 6 set_counter check_timer 7 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 7 set_counter check_timer 8 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 8 set_counter check_timer 9 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 9 set_counter check_timer 10 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 10 set_counter check_timer 11 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 11 set_counter check_timer 12 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 12 set_counter check_timer 13 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 13 set_counter check_timer 14 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 14 set_counter check_timer 15 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 15 set_counter check_timer 16 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 16 set_counter check_timer 17 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 17 set_counter check_timer 18 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 18 set_counter check_timer 19 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 19 set_counter check_timer 20 battle_wait 30 if I_CompareCounter path_se = 1 and I_CompareCounter army4_ready_sally = 2 and I_CompareCounter check_timer = 20 set_counter path_se 0 set_counter sally_reinf 0 set_counter army4_ready_sally 0 set_counter label_army4 1 ; battle_wait 0.5 ; ai_active_set off battle_wait 0.5 ai_active_set on end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_monitor ;################## Germanicu5 Integrated Stakes script ########################### monitor_conditions I_BattleStarted and I_CompareCounter label_ready = 1 and I_BattlePlayerArmyIsAttacker and ! I_BattleAiAttacking and ! I_ConflictType SuccessfulAmbush and ! I_BattleIsSiegeBattle and ! I_BattleIsSallyOutBattle and I_BattlePlayerArmyNumberOfUnitCategory cavalry > 0 and I_BattleEnemyArmyNumberOfAttribute stakes > 0 and I_UnitEnemyUnitInRadius a2u1 150 set_counter stakes_on 1 set_counter label_ready 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter label_ready = 1 and I_BattlePlayerArmyIsAttacker ; and ! I_BattleAiAttacking and I_BattleIsSallyOutBattle and I_BattleSettlementFortificationLevel < 3 and I_IsBattleSettlementCastle and I_BattlePlayerAllianceOddsAgainst < 2.0 and I_BattleEnemyArmyNumberOfSpecialAbility drop_engines < 3 and I_BattlePlayerArmyNumberOfUnitCategory cavalry > 0 and I_BattleEnemyArmyNumberOfAttribute stakes > 0 and I_BattleEnemyArmyNumberOfUnitCategory cavalry = 0 and I_UnitEnemyUnitInRadius a2u1 150 set_counter stakes_on 1 set_counter label_ready 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter label_ready = 1 and I_BattlePlayerArmyIsAttacker ; and ! I_BattleAiAttacking and I_BattleIsSallyOutBattle and I_BattleSettlementFortificationLevel > 2 and I_IsBattleSettlementCastle and I_BattlePlayerAllianceOddsAgainst < 2.5 and I_BattleEnemyArmyNumberOfSpecialAbility drop_engines < 4 and I_BattlePlayerArmyNumberOfUnitCategory cavalry > 0 and I_BattleEnemyArmyNumberOfAttribute stakes > 0 and I_BattleEnemyArmyNumberOfUnitCategory cavalry = 0 and I_UnitEnemyUnitInRadius a2u1 150 set_counter stakes_on 1 set_counter label_ready 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter label_ready = 1 and I_BattlePlayerArmyIsAttacker ; and ! I_BattleAiAttacking and I_BattleIsSallyOutBattle and I_BattleSettlementFortificationLevel < 3 and ! I_IsBattleSettlementCastle and I_BattleEnemyArmyNumberOfSpecialAbility drop_engines < 3 and I_BattlePlayerAllianceOddsAgainst < 1.7 and I_BattlePlayerArmyNumberOfUnitCategory cavalry > 0 and I_BattleEnemyArmyNumberOfAttribute stakes > 0 and I_BattleEnemyArmyNumberOfUnitCategory cavalry = 0 and I_UnitEnemyUnitInRadius a2u1 150 set_counter stakes_on 1 set_counter label_ready 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter label_ready = 1 and I_BattlePlayerArmyIsAttacker ; and ! I_BattleAiAttacking and I_BattleIsSallyOutBattle and I_BattleSettlementFortificationLevel > 2 and ! I_IsBattleSettlementCastle and I_BattleEnemyArmyNumberOfSpecialAbility drop_engines < 3 and I_BattlePlayerAllianceOddsAgainst < 2.2 and I_BattlePlayerArmyNumberOfUnitCategory cavalry > 0 and I_BattleEnemyArmyNumberOfAttribute stakes > 0 and I_BattleEnemyArmyNumberOfUnitCategory cavalry = 0 and I_UnitEnemyUnitInRadius a2u1 150 set_counter stakes_on 1 set_counter label_ready 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter stakes_on = 1 and I_BattlePlayerArmyNumberOfUnitCategory cavalry > 0 and I_BattleEnemyArmyNumberOfAttribute stakes > 0 if I_CompareCounter enemy_unit_count > 0 if ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle and ! I_IsUnitRouting a2u1 and I_UnitEnemyUnitInRadius a2u1 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 1 if ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle and ! I_IsUnitRouting a2u2 and I_UnitEnemyUnitInRadius a2u2 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 2 if ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle and ! I_IsUnitRouting a2u3 and I_UnitEnemyUnitInRadius a2u3 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 3 if ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle and ! I_IsUnitRouting a2u4 and I_UnitEnemyUnitInRadius a2u4 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 4 if ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle and ! I_IsUnitRouting a2u5 and I_UnitEnemyUnitInRadius a2u5 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 5 if ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle and ! I_IsUnitRouting a2u6 and I_UnitEnemyUnitInRadius a2u6 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 6 if ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle and ! I_IsUnitRouting a2u7 and I_UnitEnemyUnitInRadius a2u7 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 7 if ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle and ! I_IsUnitRouting a2u8 and I_UnitEnemyUnitInRadius a2u8 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 8 if ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle and ! I_IsUnitRouting a2u9 and I_UnitEnemyUnitInRadius a2u9 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 9 if ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle and ! I_IsUnitRouting a2u10 and I_UnitEnemyUnitInRadius a2u10 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 10 if ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle and ! I_IsUnitRouting a2u11 and I_UnitEnemyUnitInRadius a2u11 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 11 if ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle and ! I_IsUnitRouting a2u12 and I_UnitEnemyUnitInRadius a2u12 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 12 if ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle and ! I_IsUnitRouting a2u13 and I_UnitEnemyUnitInRadius a2u13 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 13 if ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle and ! I_IsUnitRouting a2u14 and I_UnitEnemyUnitInRadius a2u14 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 14 if ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle and ! I_IsUnitRouting a2u15 and I_UnitEnemyUnitInRadius a2u15 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 15 if ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle and ! I_IsUnitRouting a2u16 and I_UnitEnemyUnitInRadius a2u16 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 16 if ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle and ! I_IsUnitRouting a2u17 and I_UnitEnemyUnitInRadius a2u17 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 17 if ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle and ! I_IsUnitRouting a2u18 and I_UnitEnemyUnitInRadius a2u18 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count > 18 if ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle and ! I_IsUnitRouting a2u19 and I_UnitEnemyUnitInRadius a2u19 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if if I_CompareCounter enemy_unit_count = 20 if ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle and ! I_IsUnitRouting a2u20 and I_UnitEnemyUnitInRadius a2u20 60 and I_CompareCounter stakes_on != 2 set_counter stakes_on 2 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if if I_CompareCounter stakes_on = 2 ; ai_active_set off unit_group_order_halt army2 if I_CompareCounter enemy_unit_count > 0 if ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle and ! I_IsUnitRouting a2u1 unit_deploy_stakes a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle and ! I_IsUnitRouting a2u2 unit_deploy_stakes a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle and ! I_IsUnitRouting a2u3 unit_deploy_stakes a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle and ! I_IsUnitRouting a2u4 unit_deploy_stakes a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle and ! I_IsUnitRouting a2u5 unit_deploy_stakes a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle and ! I_IsUnitRouting a2u6 unit_deploy_stakes a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle and ! I_IsUnitRouting a2u7 unit_deploy_stakes a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle and ! I_IsUnitRouting a2u8 unit_deploy_stakes a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle and ! I_IsUnitRouting a2u9 unit_deploy_stakes a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle and ! I_IsUnitRouting a2u10 unit_deploy_stakes a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle and ! I_IsUnitRouting a2u11 unit_deploy_stakes a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle and ! I_IsUnitRouting a2u12 unit_deploy_stakes a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle and ! I_IsUnitRouting a2u13 unit_deploy_stakes a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle and ! I_IsUnitRouting a2u14 unit_deploy_stakes a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle and ! I_IsUnitRouting a2u15 unit_deploy_stakes a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle and ! I_IsUnitRouting a2u16 unit_deploy_stakes a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle and ! I_IsUnitRouting a2u17 unit_deploy_stakes a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle and ! I_IsUnitRouting a2u18 unit_deploy_stakes a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle and ! I_IsUnitRouting a2u19 unit_deploy_stakes a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle and ! I_IsUnitRouting a2u20 unit_deploy_stakes a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if battle_wait 0.5 ai_active_set on set_counter stakes_on 0 end_if battle_wait 1.5 end_monitor monitor_event BattleDeploymentPhaseCommenced FactionIsLocal and I_BattlePlayerArmyIsAttacker and I_BattleIsSiegeBattle and I_CompareCounter panel_check = 1 and I_CompareCounter label_ready = 1 and I_BattlePlayerArmyNumberOfUnitCategory cavalry > 0 and I_BattleEnemyArmyNumberOfUnitCategory cavalry = 0 and I_BattleEnemyArmyNumberOfAttribute stakes > 0 if I_CompareCounter enemy_unit_count > 0 unit_deploy_stakes a2u1 if I_CompareCounter enemy_unit_count > 1 unit_deploy_stakes a2u2 if I_CompareCounter enemy_unit_count > 2 unit_deploy_stakes a2u3 if I_CompareCounter enemy_unit_count > 3 unit_deploy_stakes a2u4 if I_CompareCounter enemy_unit_count > 4 unit_deploy_stakes a2u5 if I_CompareCounter enemy_unit_count > 5 unit_deploy_stakes a2u6 if I_CompareCounter enemy_unit_count > 6 unit_deploy_stakes a2u7 if I_CompareCounter enemy_unit_count > 7 unit_deploy_stakes a2u8 if I_CompareCounter enemy_unit_count > 8 unit_deploy_stakes a2u9 if I_CompareCounter enemy_unit_count > 9 unit_deploy_stakes a2u10 if I_CompareCounter enemy_unit_count > 10 unit_deploy_stakes a2u11 if I_CompareCounter enemy_unit_count > 11 unit_deploy_stakes a2u12 if I_CompareCounter enemy_unit_count > 12 unit_deploy_stakes a2u13 if I_CompareCounter enemy_unit_count > 13 unit_deploy_stakes a2u14 if I_CompareCounter enemy_unit_count > 14 unit_deploy_stakes a2u15 if I_CompareCounter enemy_unit_count > 15 unit_deploy_stakes a2u16 if I_CompareCounter enemy_unit_count > 16 unit_deploy_stakes a2u17 if I_CompareCounter enemy_unit_count > 17 unit_deploy_stakes a2u18 if I_CompareCounter enemy_unit_count > 18 unit_deploy_stakes a2u19 if I_CompareCounter enemy_unit_count = 20 unit_deploy_stakes a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if battle_wait 0.5 ai_active_set on set_counter label_ready 0 end_monitor ;;;;;;;;HA fix;;;;;;;;;;;; ;monitor_conditions I_BattleStarted ; and I_CompareCounter ha_fix = 1 ; and I_CompareCounter open_battle = 1 ; and I_BattlePlayerArmyIsAttacker ; and ! I_BattleAiAttacking ; and I_BattleEnemyArmyPercentageOfUnitCategory cavalry > 60 ; and I_UnitEnemyUnitInRadius a2u1 250 ; ai_gta_plan_set 1 ATTACK_ALL ; set_counter ha_fix 0 ; set_counter ob_defense_launch 0 ; set_counter ob_defend 4 ;end_monitor monitor_conditions I_BattleStarted and I_CompareCounter ha_fix = 1 and I_CompareCounter open_battle = 1 and ! I_BattlePlayerArmyIsAttacker and ! I_BattleAiAttacking ; and I_BattleEnemyArmyPercentageOfUnitCategory cavalry > 60 ai_gta_plan_set 0 ATTACK_ALL set_counter apply_strategy 1 set_counter ha_fix 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter ha_fix = 1 and I_BattleIsRiverBattle and ! I_BattlePlayerArmyIsAttacker and ! I_BattleAiAssaultingCrossing ; and I_BattleEnemyArmyPercentageOfUnitCategory cavalry >= 60 ai_gta_add_objective 0 ASSAULT_CROSSING 999 ; ai_active_set off if I_CompareCounter enemy_unit_count > 0 ai_gta_add_unit_label 0 0 a1u1 if I_CompareCounter enemy_unit_count > 1 ai_gta_add_unit_label 0 0 a1u2 if I_CompareCounter enemy_unit_count > 2 ai_gta_add_unit_label 0 0 a1u3 if I_CompareCounter enemy_unit_count > 3 ai_gta_add_unit_label 0 0 a1u4 if I_CompareCounter enemy_unit_count > 4 ai_gta_add_unit_label 0 0 a1u5 if I_CompareCounter enemy_unit_count > 5 ai_gta_add_unit_label 0 0 a1u6 if I_CompareCounter enemy_unit_count > 6 ai_gta_add_unit_label 0 0 a1u7 if I_CompareCounter enemy_unit_count > 7 ai_gta_add_unit_label 0 0 a1u8 if I_CompareCounter enemy_unit_count > 8 ai_gta_add_unit_label 0 0 a1u9 if I_CompareCounter enemy_unit_count > 9 ai_gta_add_unit_label 0 0 a1u10 if I_CompareCounter enemy_unit_count > 10 ai_gta_add_unit_label 0 0 a1u11 if I_CompareCounter enemy_unit_count > 11 ai_gta_add_unit_label 0 0 a1u12 if I_CompareCounter enemy_unit_count > 12 ai_gta_add_unit_label 0 0 a1u13 if I_CompareCounter enemy_unit_count > 13 ai_gta_add_unit_label 0 0 a1u14 if I_CompareCounter enemy_unit_count > 14 ai_gta_add_unit_label 0 0 a1u15 if I_CompareCounter enemy_unit_count > 15 ai_gta_add_unit_label 0 0 a1u16 if I_CompareCounter enemy_unit_count > 16 ai_gta_add_unit_label 0 0 a1u17 if I_CompareCounter enemy_unit_count > 17 ai_gta_add_unit_label 0 0 a1u18 if I_CompareCounter enemy_unit_count > 18 ai_gta_add_unit_label 0 0 a1u19 if I_CompareCounter enemy_unit_count = 20 ai_gta_add_unit_label 0 0 a1u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if battle_wait 0.5 ai_active_set on set_counter ha_fix 0 end_monitor ;;;;;;;;Elephant;;;;;;;;;;;; monitor_conditions I_BattleStarted and I_CompareCounter elephant_fix = 1 and I_BattleIsSiegeBattle and ! I_BattleIsFortBattle and ! I_BattlePlayerArmyIsAttacker and I_IsBattleSettlementCastle and I_BattleEnemyArmyNumberOfMountClass elephant > 0 ai_gta_add_objective 0 ATTACK_ENEMY_BATTLEGROUP 999 ; ai_active_set off if I_CompareCounter enemy_unit_count > 0 if I_UnitFormation a1u1 = horde and ! I_UnitStatus a1u1 running_amok and ! I_UnitDestroyed a1u1 and ! I_UnitStatus a1u1 left_battle and ! I_IsUnitRouting a1u1 ai_gta_add_unit_label 0 0 a1u1 end_if if I_CompareCounter enemy_unit_count > 1 if I_UnitFormation a1u2 = horde and ! I_UnitStatus a1u2 running_amok and ! I_UnitDestroyed a1u2 and ! I_UnitStatus a1u2 left_battle and ! I_IsUnitRouting a1u2 ai_gta_add_unit_label 0 0 a1u2 end_if if I_CompareCounter enemy_unit_count > 2 if I_UnitFormation a1u3 = horde and ! I_UnitStatus a1u3 running_amok and ! I_UnitDestroyed a1u3 and ! I_UnitStatus a1u3 left_battle and ! I_IsUnitRouting a1u3 ai_gta_add_unit_label 0 0 a1u3 end_if if I_CompareCounter enemy_unit_count > 3 if I_UnitFormation a1u4 = horde and ! I_UnitStatus a1u4 running_amok and ! I_UnitDestroyed a1u4 and ! I_UnitStatus a1u4 left_battle and ! I_IsUnitRouting a1u4 ai_gta_add_unit_label 0 0 a1u4 end_if if I_CompareCounter enemy_unit_count > 4 if I_UnitFormation a1u5 = horde and ! I_UnitStatus a1u5 running_amok and ! I_UnitDestroyed a1u5 and ! I_UnitStatus a1u5 left_battle and ! I_IsUnitRouting a1u5 ai_gta_add_unit_label 0 0 a1u5 end_if if I_CompareCounter enemy_unit_count > 5 if I_UnitFormation a1u6 = horde and ! I_UnitStatus a1u6 running_amok and ! I_UnitDestroyed a1u6 and ! I_UnitStatus a1u6 left_battle and ! I_IsUnitRouting a1u6 ai_gta_add_unit_label 0 0 a1u6 end_if if I_CompareCounter enemy_unit_count > 6 if I_UnitFormation a1u7 = horde and ! I_UnitStatus a1u7 running_amok and ! I_UnitDestroyed a1u7 and ! I_UnitStatus a1u7 left_battle and ! I_IsUnitRouting a1u7 ai_gta_add_unit_label 0 0 a1u7 end_if if I_CompareCounter enemy_unit_count > 7 if I_UnitFormation a1u8 = horde and ! I_UnitStatus a1u8 running_amok and ! I_UnitDestroyed a1u8 and ! I_UnitStatus a1u8 left_battle and ! I_IsUnitRouting a1u8 ai_gta_add_unit_label 0 0 a1u8 end_if if I_CompareCounter enemy_unit_count > 8 if I_UnitFormation a1u9 = horde and ! I_UnitStatus a1u9 running_amok and ! I_UnitDestroyed a1u9 and ! I_UnitStatus a1u9 left_battle and ! I_IsUnitRouting a1u9 ai_gta_add_unit_label 0 0 a1u9 end_if if I_CompareCounter enemy_unit_count > 9 if I_UnitFormation a1u10 = horde and ! I_UnitStatus a1u10 running_amok and ! I_UnitDestroyed a1u10 and ! I_UnitStatus a1u10 left_battle and ! I_IsUnitRouting a1u10 ai_gta_add_unit_label 0 0 a1u10 end_if if I_CompareCounter enemy_unit_count > 10 if I_UnitFormation a1u11 = horde and ! I_UnitStatus a1u11 running_amok and ! I_UnitDestroyed a1u11 and ! I_UnitStatus a1u11 left_battle and ! I_IsUnitRouting a1u11 ai_gta_add_unit_label 0 0 a1u11 end_if if I_CompareCounter enemy_unit_count > 11 if I_UnitFormation a1u12 = horde and ! I_UnitStatus a1u12 running_amok and ! I_UnitDestroyed a1u12 and ! I_UnitStatus a1u12 left_battle and ! I_IsUnitRouting a1u12 ai_gta_add_unit_label 0 0 a1u12 end_if if I_CompareCounter enemy_unit_count > 12 if I_UnitFormation a1u13 = horde and ! I_UnitStatus a1u13 running_amok and ! I_UnitDestroyed a1u13 and ! I_UnitStatus a1u13 left_battle and ! I_IsUnitRouting a1u13 ai_gta_add_unit_label 0 0 a1u13 end_if if I_CompareCounter enemy_unit_count > 13 if I_UnitFormation a1u14 = horde and ! I_UnitStatus a1u14 running_amok and ! I_UnitDestroyed a1u14 and ! I_UnitStatus a1u14 left_battle and ! I_IsUnitRouting a1u14 ai_gta_add_unit_label 0 0 a1u14 end_if if I_CompareCounter enemy_unit_count > 14 if I_UnitFormation a1u15 = horde and ! I_UnitStatus a1u15 running_amok and ! I_UnitDestroyed a1u15 and ! I_UnitStatus a1u15 left_battle and ! I_IsUnitRouting a1u15 ai_gta_add_unit_label 0 0 a1u15 end_if if I_CompareCounter enemy_unit_count > 15 if I_UnitFormation a1u16 = horde and ! I_UnitStatus a1u16 running_amok and ! I_UnitDestroyed a1u16 and ! I_UnitStatus a1u16 left_battle and ! I_IsUnitRouting a1u16 ai_gta_add_unit_label 0 0 a1u16 end_if if I_CompareCounter enemy_unit_count > 16 if I_UnitFormation a1u17 = horde and ! I_UnitStatus a1u17 running_amok and ! I_UnitDestroyed a1u17 and ! I_UnitStatus a1u17 left_battle and ! I_IsUnitRouting a1u17 ai_gta_add_unit_label 0 0 a1u17 end_if if I_CompareCounter enemy_unit_count > 17 if I_UnitFormation a1u18 = horde and ! I_UnitStatus a1u18 running_amok and ! I_UnitDestroyed a1u18 and ! I_UnitStatus a1u18 left_battle and ! I_IsUnitRouting a1u18 ai_gta_add_unit_label 0 0 a1u18 end_if if I_CompareCounter enemy_unit_count > 18 if I_UnitFormation a1u19 = horde and ! I_UnitStatus a1u19 running_amok and ! I_UnitDestroyed a1u19 and ! I_UnitStatus a1u19 left_battle and ! I_IsUnitRouting a1u19 ai_gta_add_unit_label 0 0 a1u19 end_if if I_CompareCounter enemy_unit_count = 20 if I_UnitFormation a1u20 = horde and ! I_UnitStatus a1u20 running_amok and ! I_UnitDestroyed a1u20 and ! I_UnitStatus a1u20 left_battle and ! I_IsUnitRouting a1u20 ai_gta_add_unit_label 0 0 a1u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if battle_wait 0.5 ai_active_set on set_counter elephant_gate 1 set_counter elephant_fix 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter elephant_fix = 1 and I_BattleIsSiegeBattle and ! I_BattleIsFortBattle and ! I_BattlePlayerArmyIsAttacker and ! I_IsBattleSettlementCastle and I_BattleEnemyArmyNumberOfMountClass elephant > 0 ai_gta_add_objective 0 ATTACK_ENEMY_BATTLEGROUP 999 ; ai_active_set off unit_group_order_halt army1 if I_CompareCounter enemy_unit_count > 0 if I_UnitFormation a1u1 = horde and ! I_UnitStatus a1u1 running_amok and ! I_UnitDestroyed a1u1 and ! I_UnitStatus a1u1 left_battle and ! I_IsUnitRouting a1u1 ai_gta_add_unit_label 0 0 a1u1 end_if if I_CompareCounter enemy_unit_count > 1 if I_UnitFormation a1u2 = horde and ! I_UnitStatus a1u2 running_amok and ! I_UnitDestroyed a1u2 and ! I_UnitStatus a1u2 left_battle and ! I_IsUnitRouting a1u2 ai_gta_add_unit_label 0 0 a1u2 end_if if I_CompareCounter enemy_unit_count > 2 if I_UnitFormation a1u3 = horde and ! I_UnitStatus a1u3 running_amok and ! I_UnitDestroyed a1u3 and ! I_UnitStatus a1u3 left_battle and ! I_IsUnitRouting a1u3 ai_gta_add_unit_label 0 0 a1u3 end_if if I_CompareCounter enemy_unit_count > 3 if I_UnitFormation a1u4 = horde and ! I_UnitStatus a1u4 running_amok and ! I_UnitDestroyed a1u4 and ! I_UnitStatus a1u4 left_battle and ! I_IsUnitRouting a1u4 ai_gta_add_unit_label 0 0 a1u4 end_if if I_CompareCounter enemy_unit_count > 4 if I_UnitFormation a1u5 = horde and ! I_UnitStatus a1u5 running_amok and ! I_UnitDestroyed a1u5 and ! I_UnitStatus a1u5 left_battle and ! I_IsUnitRouting a1u5 ai_gta_add_unit_label 0 0 a1u5 end_if if I_CompareCounter enemy_unit_count > 5 if I_UnitFormation a1u6 = horde and ! I_UnitStatus a1u6 running_amok and ! I_UnitDestroyed a1u6 and ! I_UnitStatus a1u6 left_battle and ! I_IsUnitRouting a1u6 ai_gta_add_unit_label 0 0 a1u6 end_if if I_CompareCounter enemy_unit_count > 6 if I_UnitFormation a1u7 = horde and ! I_UnitStatus a1u7 running_amok and ! I_UnitDestroyed a1u7 and ! I_UnitStatus a1u7 left_battle and ! I_IsUnitRouting a1u7 ai_gta_add_unit_label 0 0 a1u7 end_if if I_CompareCounter enemy_unit_count > 7 if I_UnitFormation a1u8 = horde and ! I_UnitStatus a1u8 running_amok and ! I_UnitDestroyed a1u8 and ! I_UnitStatus a1u8 left_battle and ! I_IsUnitRouting a1u8 ai_gta_add_unit_label 0 0 a1u8 end_if if I_CompareCounter enemy_unit_count > 8 if I_UnitFormation a1u9 = horde and ! I_UnitStatus a1u9 running_amok and ! I_UnitDestroyed a1u9 and ! I_UnitStatus a1u9 left_battle and ! I_IsUnitRouting a1u9 ai_gta_add_unit_label 0 0 a1u9 end_if if I_CompareCounter enemy_unit_count > 9 if I_UnitFormation a1u10 = horde and ! I_UnitStatus a1u10 running_amok and ! I_UnitDestroyed a1u10 and ! I_UnitStatus a1u10 left_battle and ! I_IsUnitRouting a1u10 ai_gta_add_unit_label 0 0 a1u10 end_if if I_CompareCounter enemy_unit_count > 10 if I_UnitFormation a1u11 = horde and ! I_UnitStatus a1u11 running_amok and ! I_UnitDestroyed a1u11 and ! I_UnitStatus a1u11 left_battle and ! I_IsUnitRouting a1u11 ai_gta_add_unit_label 0 0 a1u11 end_if if I_CompareCounter enemy_unit_count > 11 if I_UnitFormation a1u12 = horde and ! I_UnitStatus a1u12 running_amok and ! I_UnitDestroyed a1u12 and ! I_UnitStatus a1u12 left_battle and ! I_IsUnitRouting a1u12 ai_gta_add_unit_label 0 0 a1u12 end_if if I_CompareCounter enemy_unit_count > 12 if I_UnitFormation a1u13 = horde and ! I_UnitStatus a1u13 running_amok and ! I_UnitDestroyed a1u13 and ! I_UnitStatus a1u13 left_battle and ! I_IsUnitRouting a1u13 ai_gta_add_unit_label 0 0 a1u13 end_if if I_CompareCounter enemy_unit_count > 13 if I_UnitFormation a1u14 = horde and ! I_UnitStatus a1u14 running_amok and ! I_UnitDestroyed a1u14 and ! I_UnitStatus a1u14 left_battle and ! I_IsUnitRouting a1u14 ai_gta_add_unit_label 0 0 a1u14 end_if if I_CompareCounter enemy_unit_count > 14 if I_UnitFormation a1u15 = horde and ! I_UnitStatus a1u15 running_amok and ! I_UnitDestroyed a1u15 and ! I_UnitStatus a1u15 left_battle and ! I_IsUnitRouting a1u15 ai_gta_add_unit_label 0 0 a1u15 end_if if I_CompareCounter enemy_unit_count > 15 if I_UnitFormation a1u16 = horde and ! I_UnitStatus a1u16 running_amok and ! I_UnitDestroyed a1u16 and ! I_UnitStatus a1u16 left_battle and ! I_IsUnitRouting a1u16 ai_gta_add_unit_label 0 0 a1u16 end_if if I_CompareCounter enemy_unit_count > 16 if I_UnitFormation a1u17 = horde and ! I_UnitStatus a1u17 running_amok and ! I_UnitDestroyed a1u17 and ! I_UnitStatus a1u17 left_battle and ! I_IsUnitRouting a1u17 ai_gta_add_unit_label 0 0 a1u17 end_if if I_CompareCounter enemy_unit_count > 17 if I_UnitFormation a1u18 = horde and ! I_UnitStatus a1u18 running_amok and ! I_UnitDestroyed a1u18 and ! I_UnitStatus a1u18 left_battle and ! I_IsUnitRouting a1u18 ai_gta_add_unit_label 0 0 a1u18 end_if if I_CompareCounter enemy_unit_count > 18 if I_UnitFormation a1u19 = horde and ! I_UnitStatus a1u19 running_amok and ! I_UnitDestroyed a1u19 and ! I_UnitStatus a1u19 left_battle and ! I_IsUnitRouting a1u19 ai_gta_add_unit_label 0 0 a1u19 end_if if I_CompareCounter enemy_unit_count = 20 if I_UnitFormation a1u20 = horde and ! I_UnitStatus a1u20 running_amok and ! I_UnitDestroyed a1u20 and ! I_UnitStatus a1u20 left_battle and ! I_IsUnitRouting a1u20 ai_gta_add_unit_label 0 0 a1u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if unit_group_order_halt army1 battle_wait 0.5 unit_group_order_change_group_formation army1 ai_wall_assault battle_wait 0.5 ai_active_set on set_counter elephant_gate 1 set_counter elephant_fix 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter elephant_fix = 1 and I_BattleIsSiegeBattle and I_BattleIsFortBattle and ! I_BattlePlayerArmyIsAttacker and I_BattleEnemyArmyNumberOfMountClass elephant > 0 ai_gta_add_objective 0 ATTACK_ENEMY_BATTLEGROUP 999 ; ai_active_set off if I_CompareCounter enemy_unit_count > 0 if I_UnitFormation a1u1 = horde and ! I_UnitStatus a1u1 running_amok and ! I_UnitDestroyed a1u1 and ! I_UnitStatus a1u1 left_battle and ! I_IsUnitRouting a1u1 ai_gta_add_unit_label 0 0 a1u1 end_if if I_CompareCounter enemy_unit_count > 1 if I_UnitFormation a1u2 = horde and ! I_UnitStatus a1u2 running_amok and ! I_UnitDestroyed a1u2 and ! I_UnitStatus a1u2 left_battle and ! I_IsUnitRouting a1u2 ai_gta_add_unit_label 0 0 a1u2 end_if if I_CompareCounter enemy_unit_count > 2 if I_UnitFormation a1u3 = horde and ! I_UnitStatus a1u3 running_amok and ! I_UnitDestroyed a1u3 and ! I_UnitStatus a1u3 left_battle and ! I_IsUnitRouting a1u3 ai_gta_add_unit_label 0 0 a1u3 end_if if I_CompareCounter enemy_unit_count > 3 if I_UnitFormation a1u4 = horde and ! I_UnitStatus a1u4 running_amok and ! I_UnitDestroyed a1u4 and ! I_UnitStatus a1u4 left_battle and ! I_IsUnitRouting a1u4 ai_gta_add_unit_label 0 0 a1u4 end_if if I_CompareCounter enemy_unit_count > 4 if I_UnitFormation a1u5 = horde and ! I_UnitStatus a1u5 running_amok and ! I_UnitDestroyed a1u5 and ! I_UnitStatus a1u5 left_battle and ! I_IsUnitRouting a1u5 ai_gta_add_unit_label 0 0 a1u5 end_if if I_CompareCounter enemy_unit_count > 5 if I_UnitFormation a1u6 = horde and ! I_UnitStatus a1u6 running_amok and ! I_UnitDestroyed a1u6 and ! I_UnitStatus a1u6 left_battle and ! I_IsUnitRouting a1u6 ai_gta_add_unit_label 0 0 a1u6 end_if if I_CompareCounter enemy_unit_count > 6 if I_UnitFormation a1u7 = horde and ! I_UnitStatus a1u7 running_amok and ! I_UnitDestroyed a1u7 and ! I_UnitStatus a1u7 left_battle and ! I_IsUnitRouting a1u7 ai_gta_add_unit_label 0 0 a1u7 end_if if I_CompareCounter enemy_unit_count > 7 if I_UnitFormation a1u8 = horde and ! I_UnitStatus a1u8 running_amok and ! I_UnitDestroyed a1u8 and ! I_UnitStatus a1u8 left_battle and ! I_IsUnitRouting a1u8 ai_gta_add_unit_label 0 0 a1u8 end_if if I_CompareCounter enemy_unit_count > 8 if I_UnitFormation a1u9 = horde and ! I_UnitStatus a1u9 running_amok and ! I_UnitDestroyed a1u9 and ! I_UnitStatus a1u9 left_battle and ! I_IsUnitRouting a1u9 ai_gta_add_unit_label 0 0 a1u9 end_if if I_CompareCounter enemy_unit_count > 9 if I_UnitFormation a1u10 = horde and ! I_UnitStatus a1u10 running_amok and ! I_UnitDestroyed a1u10 and ! I_UnitStatus a1u10 left_battle and ! I_IsUnitRouting a1u10 ai_gta_add_unit_label 0 0 a1u10 end_if if I_CompareCounter enemy_unit_count > 10 if I_UnitFormation a1u11 = horde and ! I_UnitStatus a1u11 running_amok and ! I_UnitDestroyed a1u11 and ! I_UnitStatus a1u11 left_battle and ! I_IsUnitRouting a1u11 ai_gta_add_unit_label 0 0 a1u11 end_if if I_CompareCounter enemy_unit_count > 11 if I_UnitFormation a1u12 = horde and ! I_UnitStatus a1u12 running_amok and ! I_UnitDestroyed a1u12 and ! I_UnitStatus a1u12 left_battle and ! I_IsUnitRouting a1u12 ai_gta_add_unit_label 0 0 a1u12 end_if if I_CompareCounter enemy_unit_count > 12 if I_UnitFormation a1u13 = horde and ! I_UnitStatus a1u13 running_amok and ! I_UnitDestroyed a1u13 and ! I_UnitStatus a1u13 left_battle and ! I_IsUnitRouting a1u13 ai_gta_add_unit_label 0 0 a1u13 end_if if I_CompareCounter enemy_unit_count > 13 if I_UnitFormation a1u14 = horde and ! I_UnitStatus a1u14 running_amok and ! I_UnitDestroyed a1u14 and ! I_UnitStatus a1u14 left_battle and ! I_IsUnitRouting a1u14 ai_gta_add_unit_label 0 0 a1u14 end_if if I_CompareCounter enemy_unit_count > 14 if I_UnitFormation a1u15 = horde and ! I_UnitStatus a1u15 running_amok and ! I_UnitDestroyed a1u15 and ! I_UnitStatus a1u15 left_battle and ! I_IsUnitRouting a1u15 ai_gta_add_unit_label 0 0 a1u15 end_if if I_CompareCounter enemy_unit_count > 15 if I_UnitFormation a1u16 = horde and ! I_UnitStatus a1u16 running_amok and ! I_UnitDestroyed a1u16 and ! I_UnitStatus a1u16 left_battle and ! I_IsUnitRouting a1u16 ai_gta_add_unit_label 0 0 a1u16 end_if if I_CompareCounter enemy_unit_count > 16 if I_UnitFormation a1u17 = horde and ! I_UnitStatus a1u17 running_amok and ! I_UnitDestroyed a1u17 and ! I_UnitStatus a1u17 left_battle and ! I_IsUnitRouting a1u17 ai_gta_add_unit_label 0 0 a1u17 end_if if I_CompareCounter enemy_unit_count > 17 if I_UnitFormation a1u18 = horde and ! I_UnitStatus a1u18 running_amok and ! I_UnitDestroyed a1u18 and ! I_UnitStatus a1u18 left_battle and ! I_IsUnitRouting a1u18 ai_gta_add_unit_label 0 0 a1u18 end_if if I_CompareCounter enemy_unit_count > 18 if I_UnitFormation a1u19 = horde and ! I_UnitStatus a1u19 running_amok and ! I_UnitDestroyed a1u19 and ! I_UnitStatus a1u19 left_battle and ! I_IsUnitRouting a1u19 ai_gta_add_unit_label 0 0 a1u19 end_if if I_CompareCounter enemy_unit_count = 20 if I_UnitFormation a1u20 = horde and ! I_UnitStatus a1u20 running_amok and ! I_UnitDestroyed a1u20 and ! I_UnitStatus a1u20 left_battle and ! I_IsUnitRouting a1u20 ai_gta_add_unit_label 0 0 a1u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if battle_wait 0.5 ai_active_set on set_counter elephant_gate 1 set_counter elephant_fix 0 end_monitor monitor_event BattleEnemyUnitAttacksPlayerUnit TrueCondition and I_CompareCounter panel_check = 1 and I_CompareCounter rally_walls = 1 and BattleIsMeleeAttack and ! BattlePlayerUnitOnWalls and ! BattleEnemyUnitOnWalls if I_CompareCounter elephant_gate != 2 set_counter elephant_gate 0 set_counter del_objective 1 end_if set_counter elephant_fix_check 1 set_counter rally_walls 3 ; battle_wait 180 battle_wait 30 if I_CompareCounter rally_walls = 3 and I_CompareCounter elephant_fix_check = 1 set_counter elephant_fix_check 2 battle_wait 30 if I_CompareCounter rally_walls = 3 and I_CompareCounter elephant_fix_check = 2 set_counter elephant_fix_check 3 battle_wait 30 if I_CompareCounter rally_walls = 3 and I_CompareCounter elephant_fix_check = 3 set_counter elephant_fix_check 4 battle_wait 30 if I_CompareCounter rally_walls = 3 and I_CompareCounter elephant_fix_check = 4 set_counter elephant_fix_check 5 battle_wait 30 if I_CompareCounter rally_walls = 3 and I_CompareCounter elephant_fix_check = 5 set_counter elephant_fix_check 6 battle_wait 30 if I_CompareCounter rally_walls = 3 and I_CompareCounter elephant_fix_check = 6 set_counter elephant_gate_tier2 1 set_counter rally_walls 0 end_if end_if end_if end_if end_if end_if end_monitor monitor_event BattlePlayerUnitAttacksEnemyUnit BattleIsMeleeAttack and I_CompareCounter panel_check = 1 and I_CompareCounter rally_walls = 1 and ! BattlePlayerUnitOnWalls and ! BattleEnemyUnitOnWalls if I_CompareCounter elephant_gate != 2 set_counter elephant_gate 0 set_counter del_objective 1 end_if set_counter elephant_fix_check 1 set_counter rally_walls 3 ; battle_wait 180 battle_wait 30 if I_CompareCounter rally_walls = 3 and I_CompareCounter elephant_fix_check = 1 set_counter elephant_fix_check 2 battle_wait 30 if I_CompareCounter rally_walls = 3 and I_CompareCounter elephant_fix_check = 2 set_counter elephant_fix_check 3 battle_wait 30 if I_CompareCounter rally_walls = 3 and I_CompareCounter elephant_fix_check = 3 set_counter elephant_fix_check 4 battle_wait 30 if I_CompareCounter rally_walls = 3 and I_CompareCounter elephant_fix_check = 4 set_counter elephant_fix_check 5 battle_wait 30 if I_CompareCounter rally_walls = 3 and I_CompareCounter elephant_fix_check = 5 set_counter elephant_fix_check 6 battle_wait 30 if I_CompareCounter rally_walls = 3 and I_CompareCounter elephant_fix_check = 6 set_counter elephant_gate_tier2 1 set_counter rally_walls 0 end_if end_if end_if end_if end_if end_if end_monitor monitor_conditions I_BattleStarted and I_CompareCounter del_objective = 1 and I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker and I_BattleEnemyArmyNumberOfMountClass elephant > 0 set_counter del_objective 2 battle_wait 15 if I_CompareCounter del_objective = 2 ai_gta_del_objective 0 ai_active_set off battle_wait 0.5 ai_active_set on set_counter del_objective 0 end_if end_monitor monitor_conditions I_BattleStarted and I_CompareCounter elephant_gate_tier2 = 1 and ! I_BattleIsFortBattle and I_BattleIsSiegeBattle and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 ai_gta_add_objective 0 ATTACK_ENEMY_BATTLEGROUP 999 if I_CompareCounter enemy_unit_count > 0 if I_UnitFormation a1u1 = horde and ! I_UnitStatus a1u1 running_amok and ! I_UnitDestroyed a1u1 and ! I_UnitStatus a1u1 left_battle and ! I_IsUnitRouting a1u1 ai_gta_add_unit_label 0 0 a1u1 end_if if I_CompareCounter enemy_unit_count > 1 if I_UnitFormation a1u2 = horde and ! I_UnitStatus a1u2 running_amok and ! I_UnitDestroyed a1u2 and ! I_UnitStatus a1u2 left_battle and ! I_IsUnitRouting a1u2 ai_gta_add_unit_label 0 0 a1u2 end_if if I_CompareCounter enemy_unit_count > 2 if I_UnitFormation a1u3 = horde and ! I_UnitStatus a1u3 running_amok and ! I_UnitDestroyed a1u3 and ! I_UnitStatus a1u3 left_battle and ! I_IsUnitRouting a1u3 ai_gta_add_unit_label 0 0 a1u3 end_if if I_CompareCounter enemy_unit_count > 3 if I_UnitFormation a1u4 = horde and ! I_UnitStatus a1u4 running_amok and ! I_UnitDestroyed a1u4 and ! I_UnitStatus a1u4 left_battle and ! I_IsUnitRouting a1u4 ai_gta_add_unit_label 0 0 a1u4 end_if if I_CompareCounter enemy_unit_count > 4 if I_UnitFormation a1u5 = horde and ! I_UnitStatus a1u5 running_amok and ! I_UnitDestroyed a1u5 and ! I_UnitStatus a1u5 left_battle and ! I_IsUnitRouting a1u5 ai_gta_add_unit_label 0 0 a1u5 end_if if I_CompareCounter enemy_unit_count > 5 if I_UnitFormation a1u6 = horde and ! I_UnitStatus a1u6 running_amok and ! I_UnitDestroyed a1u6 and ! I_UnitStatus a1u6 left_battle and ! I_IsUnitRouting a1u6 ai_gta_add_unit_label 0 0 a1u6 end_if if I_CompareCounter enemy_unit_count > 6 if I_UnitFormation a1u7 = horde and ! I_UnitStatus a1u7 running_amok and ! I_UnitDestroyed a1u7 and ! I_UnitStatus a1u7 left_battle and ! I_IsUnitRouting a1u7 ai_gta_add_unit_label 0 0 a1u7 end_if if I_CompareCounter enemy_unit_count > 7 if I_UnitFormation a1u8 = horde and ! I_UnitStatus a1u8 running_amok and ! I_UnitDestroyed a1u8 and ! I_UnitStatus a1u8 left_battle and ! I_IsUnitRouting a1u8 ai_gta_add_unit_label 0 0 a1u8 end_if if I_CompareCounter enemy_unit_count > 8 if I_UnitFormation a1u9 = horde and ! I_UnitStatus a1u9 running_amok and ! I_UnitDestroyed a1u9 and ! I_UnitStatus a1u9 left_battle and ! I_IsUnitRouting a1u9 ai_gta_add_unit_label 0 0 a1u9 end_if if I_CompareCounter enemy_unit_count > 9 if I_UnitFormation a1u10 = horde and ! I_UnitStatus a1u10 running_amok and ! I_UnitDestroyed a1u10 and ! I_UnitStatus a1u10 left_battle and ! I_IsUnitRouting a1u10 ai_gta_add_unit_label 0 0 a1u10 end_if if I_CompareCounter enemy_unit_count > 10 if I_UnitFormation a1u11 = horde and ! I_UnitStatus a1u11 running_amok and ! I_UnitDestroyed a1u11 and ! I_UnitStatus a1u11 left_battle and ! I_IsUnitRouting a1u11 ai_gta_add_unit_label 0 0 a1u11 end_if if I_CompareCounter enemy_unit_count > 11 if I_UnitFormation a1u12 = horde and ! I_UnitStatus a1u12 running_amok and ! I_UnitDestroyed a1u12 and ! I_UnitStatus a1u12 left_battle and ! I_IsUnitRouting a1u12 ai_gta_add_unit_label 0 0 a1u12 end_if if I_CompareCounter enemy_unit_count > 12 if I_UnitFormation a1u13 = horde and ! I_UnitStatus a1u13 running_amok and ! I_UnitDestroyed a1u13 and ! I_UnitStatus a1u13 left_battle and ! I_IsUnitRouting a1u13 ai_gta_add_unit_label 0 0 a1u13 end_if if I_CompareCounter enemy_unit_count > 13 if I_UnitFormation a1u14 = horde and ! I_UnitStatus a1u14 running_amok and ! I_UnitDestroyed a1u14 and ! I_UnitStatus a1u14 left_battle and ! I_IsUnitRouting a1u14 ai_gta_add_unit_label 0 0 a1u14 end_if if I_CompareCounter enemy_unit_count > 14 if I_UnitFormation a1u15 = horde and ! I_UnitStatus a1u15 running_amok and ! I_UnitDestroyed a1u15 and ! I_UnitStatus a1u15 left_battle and ! I_IsUnitRouting a1u15 ai_gta_add_unit_label 0 0 a1u15 end_if if I_CompareCounter enemy_unit_count > 15 if I_UnitFormation a1u16 = horde and ! I_UnitStatus a1u16 running_amok and ! I_UnitDestroyed a1u16 and ! I_UnitStatus a1u16 left_battle and ! I_IsUnitRouting a1u16 ai_gta_add_unit_label 0 0 a1u16 end_if if I_CompareCounter enemy_unit_count > 16 if I_UnitFormation a1u17 = horde and ! I_UnitStatus a1u17 running_amok and ! I_UnitDestroyed a1u17 and ! I_UnitStatus a1u17 left_battle and ! I_IsUnitRouting a1u17 ai_gta_add_unit_label 0 0 a1u17 end_if if I_CompareCounter enemy_unit_count > 17 if I_UnitFormation a1u18 = horde and ! I_UnitStatus a1u18 running_amok and ! I_UnitDestroyed a1u18 and ! I_UnitStatus a1u18 left_battle and ! I_IsUnitRouting a1u18 ai_gta_add_unit_label 0 0 a1u18 end_if if I_CompareCounter enemy_unit_count > 18 if I_UnitFormation a1u19 = horde and ! I_UnitStatus a1u19 running_amok and ! I_UnitDestroyed a1u19 and ! I_UnitStatus a1u19 left_battle and ! I_IsUnitRouting a1u19 ai_gta_add_unit_label 0 0 a1u19 end_if if I_CompareCounter enemy_unit_count = 20 if I_UnitFormation a1u20 = horde and ! I_UnitStatus a1u20 running_amok and ! I_UnitDestroyed a1u20 and ! I_UnitStatus a1u20 left_battle and ! I_IsUnitRouting a1u20 ai_gta_add_unit_label 0 0 a1u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if battle_wait 0.5 ai_active_set on set_counter second_ring 1 set_counter elephant_gate_tier2 0 end_monitor monitor_event BattleEnemyUnitAttacksPlayerUnit TrueCondition and I_CompareCounter panel_check = 1 and I_CompareCounter rally_walls = 2 and BattleIsMeleeAttack and ! BattlePlayerUnitOnWalls and ! BattleEnemyUnitOnWalls if I_CompareCounter second_ring != 2 set_counter second_ring 0 set_counter del_objective 1 end_if set_counter elephant_fix_check 1 set_counter rally_walls 4 ; battle_wait 180 battle_wait 30 if I_CompareCounter rally_walls = 4 and I_CompareCounter elephant_fix_check = 1 set_counter elephant_fix_check 2 battle_wait 30 if I_CompareCounter rally_walls = 4 and I_CompareCounter elephant_fix_check = 2 set_counter elephant_fix_check 3 battle_wait 30 if I_CompareCounter rally_walls = 4 and I_CompareCounter elephant_fix_check = 3 set_counter elephant_fix_check 4 battle_wait 30 if I_CompareCounter rally_walls = 4 and I_CompareCounter elephant_fix_check = 4 set_counter elephant_fix_check 5 battle_wait 30 if I_CompareCounter rally_walls = 4 and I_CompareCounter elephant_fix_check = 5 set_counter elephant_fix_check 6 battle_wait 30 if I_CompareCounter rally_walls = 4 and I_CompareCounter elephant_fix_check = 6 set_counter elephant_gate_tier3 1 end_if end_if end_if end_if end_if end_if end_monitor monitor_event BattlePlayerUnitAttacksEnemyUnit BattleIsMeleeAttack and I_CompareCounter panel_check = 1 and I_CompareCounter rally_walls = 2 and ! BattlePlayerUnitOnWalls and ! BattleEnemyUnitOnWalls if I_CompareCounter second_ring != 2 set_counter second_ring 0 set_counter del_objective 1 end_if set_counter elephant_fix_check 1 set_counter rally_walls 4 ; battle_wait 180 battle_wait 30 if I_CompareCounter rally_walls = 4 and I_CompareCounter elephant_fix_check = 1 set_counter elephant_fix_check 2 battle_wait 30 if I_CompareCounter rally_walls = 4 and I_CompareCounter elephant_fix_check = 2 set_counter elephant_fix_check 3 battle_wait 30 if I_CompareCounter rally_walls = 4 and I_CompareCounter elephant_fix_check = 3 set_counter elephant_fix_check 4 battle_wait 30 if I_CompareCounter rally_walls = 4 and I_CompareCounter elephant_fix_check = 4 set_counter elephant_fix_check 5 battle_wait 30 if I_CompareCounter rally_walls = 4 and I_CompareCounter elephant_fix_check = 5 set_counter elephant_fix_check 6 battle_wait 30 if I_CompareCounter rally_walls = 4 and I_CompareCounter elephant_fix_check = 6 set_counter elephant_gate_tier3 1 end_if end_if end_if end_if end_if end_if end_monitor monitor_conditions I_BattleStarted and I_CompareCounter elephant_gate_tier3 = 1 and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 ai_gta_add_objective 0 ATTACK_ENEMY_BATTLEGROUP 999 if I_CompareCounter enemy_unit_count > 0 if I_UnitFormation a1u1 = horde and ! I_UnitStatus a1u1 running_amok and ! I_UnitDestroyed a1u1 and ! I_UnitStatus a1u1 left_battle and ! I_IsUnitRouting a1u1 ai_gta_add_unit_label 0 0 a1u1 end_if if I_CompareCounter enemy_unit_count > 1 if I_UnitFormation a1u2 = horde and ! I_UnitStatus a1u2 running_amok and ! I_UnitDestroyed a1u2 and ! I_UnitStatus a1u2 left_battle and ! I_IsUnitRouting a1u2 ai_gta_add_unit_label 0 0 a1u2 end_if if I_CompareCounter enemy_unit_count > 2 if I_UnitFormation a1u3 = horde and ! I_UnitStatus a1u3 running_amok and ! I_UnitDestroyed a1u3 and ! I_UnitStatus a1u3 left_battle and ! I_IsUnitRouting a1u3 ai_gta_add_unit_label 0 0 a1u3 end_if if I_CompareCounter enemy_unit_count > 3 if I_UnitFormation a1u4 = horde and ! I_UnitStatus a1u4 running_amok and ! I_UnitDestroyed a1u4 and ! I_UnitStatus a1u4 left_battle and ! I_IsUnitRouting a1u4 ai_gta_add_unit_label 0 0 a1u4 end_if if I_CompareCounter enemy_unit_count > 4 if I_UnitFormation a1u5 = horde and ! I_UnitStatus a1u5 running_amok and ! I_UnitDestroyed a1u5 and ! I_UnitStatus a1u5 left_battle and ! I_IsUnitRouting a1u5 ai_gta_add_unit_label 0 0 a1u5 end_if if I_CompareCounter enemy_unit_count > 5 if I_UnitFormation a1u6 = horde and ! I_UnitStatus a1u6 running_amok and ! I_UnitDestroyed a1u6 and ! I_UnitStatus a1u6 left_battle and ! I_IsUnitRouting a1u6 ai_gta_add_unit_label 0 0 a1u6 end_if if I_CompareCounter enemy_unit_count > 6 if I_UnitFormation a1u7 = horde and ! I_UnitStatus a1u7 running_amok and ! I_UnitDestroyed a1u7 and ! I_UnitStatus a1u7 left_battle and ! I_IsUnitRouting a1u7 ai_gta_add_unit_label 0 0 a1u7 end_if if I_CompareCounter enemy_unit_count > 7 if I_UnitFormation a1u8 = horde and ! I_UnitStatus a1u8 running_amok and ! I_UnitDestroyed a1u8 and ! I_UnitStatus a1u8 left_battle and ! I_IsUnitRouting a1u8 ai_gta_add_unit_label 0 0 a1u8 end_if if I_CompareCounter enemy_unit_count > 8 if I_UnitFormation a1u9 = horde and ! I_UnitStatus a1u9 running_amok and ! I_UnitDestroyed a1u9 and ! I_UnitStatus a1u9 left_battle and ! I_IsUnitRouting a1u9 ai_gta_add_unit_label 0 0 a1u9 end_if if I_CompareCounter enemy_unit_count > 9 if I_UnitFormation a1u10 = horde and ! I_UnitStatus a1u10 running_amok and ! I_UnitDestroyed a1u10 and ! I_UnitStatus a1u10 left_battle and ! I_IsUnitRouting a1u10 ai_gta_add_unit_label 0 0 a1u10 end_if if I_CompareCounter enemy_unit_count > 10 if I_UnitFormation a1u11 = horde and ! I_UnitStatus a1u11 running_amok and ! I_UnitDestroyed a1u11 and ! I_UnitStatus a1u11 left_battle and ! I_IsUnitRouting a1u11 ai_gta_add_unit_label 0 0 a1u11 end_if if I_CompareCounter enemy_unit_count > 11 if I_UnitFormation a1u12 = horde and ! I_UnitStatus a1u12 running_amok and ! I_UnitDestroyed a1u12 and ! I_UnitStatus a1u12 left_battle and ! I_IsUnitRouting a1u12 ai_gta_add_unit_label 0 0 a1u12 end_if if I_CompareCounter enemy_unit_count > 12 if I_UnitFormation a1u13 = horde and ! I_UnitStatus a1u13 running_amok and ! I_UnitDestroyed a1u13 and ! I_UnitStatus a1u13 left_battle and ! I_IsUnitRouting a1u13 ai_gta_add_unit_label 0 0 a1u13 end_if if I_CompareCounter enemy_unit_count > 13 if I_UnitFormation a1u14 = horde and ! I_UnitStatus a1u14 running_amok and ! I_UnitDestroyed a1u14 and ! I_UnitStatus a1u14 left_battle and ! I_IsUnitRouting a1u14 ai_gta_add_unit_label 0 0 a1u14 end_if if I_CompareCounter enemy_unit_count > 14 if I_UnitFormation a1u15 = horde and ! I_UnitStatus a1u15 running_amok and ! I_UnitDestroyed a1u15 and ! I_UnitStatus a1u15 left_battle and ! I_IsUnitRouting a1u15 ai_gta_add_unit_label 0 0 a1u15 end_if if I_CompareCounter enemy_unit_count > 15 if I_UnitFormation a1u16 = horde and ! I_UnitStatus a1u16 running_amok and ! I_UnitDestroyed a1u16 and ! I_UnitStatus a1u16 left_battle and ! I_IsUnitRouting a1u16 ai_gta_add_unit_label 0 0 a1u16 end_if if I_CompareCounter enemy_unit_count > 16 if I_UnitFormation a1u17 = horde and ! I_UnitStatus a1u17 running_amok and ! I_UnitDestroyed a1u17 and ! I_UnitStatus a1u17 left_battle and ! I_IsUnitRouting a1u17 ai_gta_add_unit_label 0 0 a1u17 end_if if I_CompareCounter enemy_unit_count > 17 if I_UnitFormation a1u18 = horde and ! I_UnitStatus a1u18 running_amok and ! I_UnitDestroyed a1u18 and ! I_UnitStatus a1u18 left_battle and ! I_IsUnitRouting a1u18 ai_gta_add_unit_label 0 0 a1u18 end_if if I_CompareCounter enemy_unit_count > 18 if I_UnitFormation a1u19 = horde and ! I_UnitStatus a1u19 running_amok and ! I_UnitDestroyed a1u19 and ! I_UnitStatus a1u19 left_battle and ! I_IsUnitRouting a1u19 ai_gta_add_unit_label 0 0 a1u19 end_if if I_CompareCounter enemy_unit_count = 20 if I_UnitFormation a1u20 = horde and ! I_UnitStatus a1u20 running_amok and ! I_UnitDestroyed a1u20 and ! I_UnitStatus a1u20 left_battle and ! I_IsUnitRouting a1u20 ai_gta_add_unit_label 0 0 a1u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if ai_active_set on set_counter third_ring 1 set_counter elephant_gate_tier3 0 end_monitor ;;;;;;;;Sally-Out Elephant;;;;;;;;;;;; monitor_conditions I_BattleStarted and I_CompareCounter elephant_fix = 1 and I_BattleIsSallyOutBattle and ! I_BattleIsFortBattle and I_BattlePlayerArmyIsAttacker and I_BattleEnemyArmyNumberOfMountClass elephant > 0 ; set_counter sally-out_fix 1 ai_gta_add_objective 1 ATTACK_ENEMY_BATTLEGROUP 999 if I_CompareCounter enemy_unit_count > 0 if I_UnitFormation a2u1 = horde and ! I_UnitStatus a2u1 running_amok and ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle and ! I_IsUnitRouting a2u1 ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if I_UnitFormation a2u2 = horde and ! I_UnitStatus a2u2 running_amok and ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle and ! I_IsUnitRouting a2u2 ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if I_UnitFormation a2u3 = horde and ! I_UnitStatus a2u3 running_amok and ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle and ! I_IsUnitRouting a2u3 ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if I_UnitFormation a2u4 = horde and ! I_UnitStatus a2u4 running_amok and ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle and ! I_IsUnitRouting a2u4 ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if I_UnitFormation a2u5 = horde and ! I_UnitStatus a2u5 running_amok and ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle and ! I_IsUnitRouting a2u5 ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if I_UnitFormation a2u6 = horde and ! I_UnitStatus a2u6 running_amok and ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle and ! I_IsUnitRouting a2u6 ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if I_UnitFormation a2u7 = horde and ! I_UnitStatus a2u7 running_amok and ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle and ! I_IsUnitRouting a2u7 ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if I_UnitFormation a2u8 = horde and ! I_UnitStatus a2u8 running_amok and ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle and ! I_IsUnitRouting a2u8 ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if I_UnitFormation a2u9 = horde and ! I_UnitStatus a2u9 running_amok and ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle and ! I_IsUnitRouting a2u9 ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if I_UnitFormation a2u10 = horde and ! I_UnitStatus a2u10 running_amok and ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle and ! I_IsUnitRouting a2u10 ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if I_UnitFormation a2u11 = horde and ! I_UnitStatus a2u11 running_amok and ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle and ! I_IsUnitRouting a2u11 ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if I_UnitFormation a2u12 = horde and ! I_UnitStatus a2u12 running_amok and ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle and ! I_IsUnitRouting a2u12 ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if I_UnitFormation a2u13 = horde and ! I_UnitStatus a2u13 running_amok and ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle and ! I_IsUnitRouting a2u13 ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if I_UnitFormation a2u14 = horde and ! I_UnitStatus a2u14 running_amok and ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle and ! I_IsUnitRouting a2u14 ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if I_UnitFormation a2u15 = horde and ! I_UnitStatus a2u15 running_amok and ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle and ! I_IsUnitRouting a2u15 ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if I_UnitFormation a2u16 = horde and ! I_UnitStatus a2u16 running_amok and ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle and ! I_IsUnitRouting a2u16 ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if I_UnitFormation a2u17 = horde and ! I_UnitStatus a2u17 running_amok and ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle and ! I_IsUnitRouting a2u17 ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if I_UnitFormation a2u18 = horde and ! I_UnitStatus a2u18 running_amok and ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle and ! I_IsUnitRouting a2u18 ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if I_UnitFormation a2u19 = horde and ! I_UnitStatus a2u19 running_amok and ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle and ! I_IsUnitRouting a2u19 ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if I_UnitFormation a2u20 = horde and ! I_UnitStatus a2u20 running_amok and ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle and ! I_IsUnitRouting a2u20 ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if ai_active_set on set_counter elephant_gate_s 1 set_counter elephant_fix 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter elephant_fix = 1 and I_BattleIsSallyOutBattle and I_BattleIsFortBattle and I_BattlePlayerArmyIsAttacker and I_BattleEnemyArmyNumberOfMountClass elephant > 0 ; set_counter sally-out_fix 1 ai_gta_add_objective 1 ATTACK_ENEMY_BATTLEGROUP 999 if I_CompareCounter enemy_unit_count > 0 if I_UnitFormation a2u1 = horde and ! I_UnitStatus a2u1 running_amok and ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle and ! I_IsUnitRouting a2u1 ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if I_UnitFormation a2u2 = horde and ! I_UnitStatus a2u2 running_amok and ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle and ! I_IsUnitRouting a2u2 ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if I_UnitFormation a2u3 = horde and ! I_UnitStatus a2u3 running_amok and ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle and ! I_IsUnitRouting a2u3 ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if I_UnitFormation a2u4 = horde and ! I_UnitStatus a2u4 running_amok and ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle and ! I_IsUnitRouting a2u4 ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if I_UnitFormation a2u5 = horde and ! I_UnitStatus a2u5 running_amok and ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle and ! I_IsUnitRouting a2u5 ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if I_UnitFormation a2u6 = horde and ! I_UnitStatus a2u6 running_amok and ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle and ! I_IsUnitRouting a2u6 ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if I_UnitFormation a2u7 = horde and ! I_UnitStatus a2u7 running_amok and ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle and ! I_IsUnitRouting a2u7 ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if I_UnitFormation a2u8 = horde and ! I_UnitStatus a2u8 running_amok and ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle and ! I_IsUnitRouting a2u8 ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if I_UnitFormation a2u9 = horde and ! I_UnitStatus a2u9 running_amok and ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle and ! I_IsUnitRouting a2u9 ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if I_UnitFormation a2u10 = horde and ! I_UnitStatus a2u10 running_amok and ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle and ! I_IsUnitRouting a2u10 ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if I_UnitFormation a2u11 = horde and ! I_UnitStatus a2u11 running_amok and ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle and ! I_IsUnitRouting a2u11 ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if I_UnitFormation a2u12 = horde and ! I_UnitStatus a2u12 running_amok and ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle and ! I_IsUnitRouting a2u12 ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if I_UnitFormation a2u13 = horde and ! I_UnitStatus a2u13 running_amok and ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle and ! I_IsUnitRouting a2u13 ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if I_UnitFormation a2u14 = horde and ! I_UnitStatus a2u14 running_amok and ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle and ! I_IsUnitRouting a2u14 ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if I_UnitFormation a2u15 = horde and ! I_UnitStatus a2u15 running_amok and ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle and ! I_IsUnitRouting a2u15 ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if I_UnitFormation a2u16 = horde and ! I_UnitStatus a2u16 running_amok and ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle and ! I_IsUnitRouting a2u16 ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if I_UnitFormation a2u17 = horde and ! I_UnitStatus a2u17 running_amok and ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle and ! I_IsUnitRouting a2u17 ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if I_UnitFormation a2u18 = horde and ! I_UnitStatus a2u18 running_amok and ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle and ! I_IsUnitRouting a2u18 ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if I_UnitFormation a2u19 = horde and ! I_UnitStatus a2u19 running_amok and ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle and ! I_IsUnitRouting a2u19 ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if I_UnitFormation a2u20 = horde and ! I_UnitStatus a2u20 running_amok and ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle and ! I_IsUnitRouting a2u20 ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if ai_active_set on set_counter elephant_gate_s 1 set_counter elephant_fix 0 end_monitor monitor_event BattleEnemyUnitAttacksPlayerUnit TrueCondition and I_CompareCounter panel_check = 1 and I_CompareCounter rally_walls_s = 1 and BattleIsMeleeAttack and ! BattlePlayerUnitOnWalls and ! BattleEnemyUnitOnWalls if I_CompareCounter elephant_gate_s != 2 set_counter elephant_gate_s 0 set_counter del_objective_s 1 end_if set_counter elephant_fix_check_sally 1 set_counter rally_walls_s 3 ; battle_wait 180 battle_wait 30 if I_CompareCounter rally_walls_s = 3 and I_CompareCounter elephant_fix_check_sally = 1 set_counter elephant_fix_check_sally 2 battle_wait 30 if I_CompareCounter rally_walls_s = 3 and I_CompareCounter elephant_fix_check_sally = 2 set_counter elephant_fix_check_sally 3 battle_wait 30 if I_CompareCounter rally_walls_s = 3 and I_CompareCounter elephant_fix_check_sally = 3 set_counter elephant_fix_check_sally 4 battle_wait 30 if I_CompareCounter rally_walls_s = 3 and I_CompareCounter elephant_fix_check_sally = 4 set_counter elephant_fix_check_sally 5 battle_wait 30 if I_CompareCounter rally_walls_s = 3 and I_CompareCounter elephant_fix_check_sally = 5 set_counter elephant_fix_check_sally 6 battle_wait 30 if I_CompareCounter rally_walls_s = 3 and I_CompareCounter elephant_fix_check_sally = 6 set_counter elephant_gate_tier2s 1 set_counter rally_walls_s 0 end_if end_if end_if end_if end_if end_if end_monitor monitor_event BattlePlayerUnitAttacksEnemyUnit BattleIsMeleeAttack and I_CompareCounter panel_check = 1 and I_CompareCounter rally_walls_s = 1 and ! BattlePlayerUnitOnWalls and ! BattleEnemyUnitOnWalls if I_CompareCounter elephant_gate_s != 2 set_counter elephant_gate_s 0 set_counter del_objective_s 1 end_if set_counter elephant_fix_check_sally 1 set_counter rally_walls_s 3 ; battle_wait 180 battle_wait 30 if I_CompareCounter rally_walls_s = 3 and I_CompareCounter elephant_fix_check_sally = 1 set_counter elephant_fix_check_sally 2 battle_wait 30 if I_CompareCounter rally_walls_s = 3 and I_CompareCounter elephant_fix_check_sally = 2 set_counter elephant_fix_check_sally 3 battle_wait 30 if I_CompareCounter rally_walls_s = 3 and I_CompareCounter elephant_fix_check_sally = 3 set_counter elephant_fix_check_sally 4 battle_wait 30 if I_CompareCounter rally_walls_s = 3 and I_CompareCounter elephant_fix_check_sally = 4 set_counter elephant_fix_check_sally 5 battle_wait 30 if I_CompareCounter rally_walls_s = 3 and I_CompareCounter elephant_fix_check_sally = 5 set_counter elephant_fix_check_sally 6 battle_wait 30 if I_CompareCounter rally_walls_s = 3 and I_CompareCounter elephant_fix_check_sally = 6 set_counter elephant_gate_tier2s 1 set_counter rally_walls_s 0 end_if end_if end_if end_if end_if end_if end_monitor monitor_conditions I_BattleStarted and I_CompareCounter del_objective_s = 1 and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_BattleEnemyArmyNumberOfMountClass elephant > 0 set_counter del_objective_s 2 battle_wait 15 if I_CompareCounter del_objective_s = 2 ai_gta_del_objective 1 ai_active_set off battle_wait 0.5 ai_active_set on set_counter del_objective_s 0 end_if end_monitor monitor_conditions I_BattleStarted and I_CompareCounter elephant_gate_tier2s = 1 and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 and I_BattleEnemyArmyNumberOfMountClass elephant > 0 ai_gta_add_objective 1 ATTACK_ENEMY_BATTLEGROUP 999 if I_CompareCounter enemy_unit_count > 0 if I_UnitFormation a2u1 = horde and ! I_UnitStatus a2u1 running_amok and ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle and ! I_IsUnitRouting a2u1 ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if I_UnitFormation a2u2 = horde and ! I_UnitStatus a2u2 running_amok and ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle and ! I_IsUnitRouting a2u2 ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if I_UnitFormation a2u3 = horde and ! I_UnitStatus a2u3 running_amok and ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle and ! I_IsUnitRouting a2u3 ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if I_UnitFormation a2u4 = horde and ! I_UnitStatus a2u4 running_amok and ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle and ! I_IsUnitRouting a2u4 ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if I_UnitFormation a2u5 = horde and ! I_UnitStatus a2u5 running_amok and ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle and ! I_IsUnitRouting a2u5 ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if I_UnitFormation a2u6 = horde and ! I_UnitStatus a2u6 running_amok and ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle and ! I_IsUnitRouting a2u6 ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if I_UnitFormation a2u7 = horde and ! I_UnitStatus a2u7 running_amok and ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle and ! I_IsUnitRouting a2u7 ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if I_UnitFormation a2u8 = horde and ! I_UnitStatus a2u8 running_amok and ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle and ! I_IsUnitRouting a2u8 ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if I_UnitFormation a2u9 = horde and ! I_UnitStatus a2u9 running_amok and ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle and ! I_IsUnitRouting a2u9 ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if I_UnitFormation a2u10 = horde and ! I_UnitStatus a2u10 running_amok and ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle and ! I_IsUnitRouting a2u10 ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if I_UnitFormation a2u11 = horde and ! I_UnitStatus a2u11 running_amok and ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle and ! I_IsUnitRouting a2u11 ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if I_UnitFormation a2u12 = horde and ! I_UnitStatus a2u12 running_amok and ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle and ! I_IsUnitRouting a2u12 ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if I_UnitFormation a2u13 = horde and ! I_UnitStatus a2u13 running_amok and ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle and ! I_IsUnitRouting a2u13 ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if I_UnitFormation a2u14 = horde and ! I_UnitStatus a2u14 running_amok and ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle and ! I_IsUnitRouting a2u14 ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if I_UnitFormation a2u15 = horde and ! I_UnitStatus a2u15 running_amok and ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle and ! I_IsUnitRouting a2u15 ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if I_UnitFormation a2u16 = horde and ! I_UnitStatus a2u16 running_amok and ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle and ! I_IsUnitRouting a2u16 ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if I_UnitFormation a2u17 = horde and ! I_UnitStatus a2u17 running_amok and ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle and ! I_IsUnitRouting a2u17 ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if I_UnitFormation a2u18 = horde and ! I_UnitStatus a2u18 running_amok and ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle and ! I_IsUnitRouting a2u18 ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if I_UnitFormation a2u19 = horde and ! I_UnitStatus a2u19 running_amok and ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle and ! I_IsUnitRouting a2u19 ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if I_UnitFormation a2u20 = horde and ! I_UnitStatus a2u20 running_amok and ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle and ! I_IsUnitRouting a2u20 ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if ai_active_set on set_counter second_ring_s 1 set_counter elephant_gate_tier2s 0 end_monitor monitor_event BattleEnemyUnitAttacksPlayerUnit TrueCondition and I_CompareCounter panel_check = 1 and I_CompareCounter rally_walls_s = 2 and BattleIsMeleeAttack and ! BattlePlayerUnitOnWalls and ! BattleEnemyUnitOnWalls if I_CompareCounter second_ring_s != 2 set_counter second_ring_s 0 set_counter del_objective_s 1 end_if set_counter elephant_fix_check_sally 1 set_counter rally_walls_s 4 ; battle_wait 180 battle_wait 30 if I_CompareCounter rally_walls_s = 4 and I_CompareCounter elephant_fix_check_sally = 1 set_counter elephant_fix_check_sally 2 battle_wait 30 if I_CompareCounter rally_walls_s = 4 and I_CompareCounter elephant_fix_check_sally = 2 set_counter elephant_fix_check_sally 3 battle_wait 30 if I_CompareCounter rally_walls_s = 4 and I_CompareCounter elephant_fix_check_sally = 3 set_counter elephant_fix_check_sally 4 battle_wait 30 if I_CompareCounter rally_walls_s = 4 and I_CompareCounter elephant_fix_check_sally = 4 set_counter elephant_fix_check_sally 5 battle_wait 30 if I_CompareCounter rally_walls_s = 4 and I_CompareCounter elephant_fix_check_sally = 5 set_counter elephant_fix_check_sally 6 battle_wait 30 if I_CompareCounter rally_walls_s = 4 and I_CompareCounter elephant_fix_check_sally = 6 set_counter elephant_gate_tier3s 1 set_counter rally_walls_s 0 end_if end_if end_if end_if end_if end_if end_monitor monitor_event BattlePlayerUnitAttacksEnemyUnit BattleIsMeleeAttack and I_CompareCounter panel_check = 1 and I_CompareCounter rally_walls_s = 2 and ! BattlePlayerUnitOnWalls and ! BattleEnemyUnitOnWalls if I_CompareCounter second_ring_s != 2 set_counter second_ring_s 0 set_counter del_objective_s 1 end_if set_counter elephant_fix_check_sally 1 set_counter rally_walls_s 4 ; battle_wait 180 battle_wait 30 if I_CompareCounter rally_walls_s = 4 and I_CompareCounter elephant_fix_check_sally = 1 set_counter elephant_fix_check_sally 2 battle_wait 30 if I_CompareCounter rally_walls_s = 4 and I_CompareCounter elephant_fix_check_sally = 2 set_counter elephant_fix_check_sally 3 battle_wait 30 if I_CompareCounter rally_walls_s = 4 and I_CompareCounter elephant_fix_check_sally = 3 set_counter elephant_fix_check_sally 4 battle_wait 30 if I_CompareCounter rally_walls_s = 4 and I_CompareCounter elephant_fix_check_sally = 4 set_counter elephant_fix_check_sally 5 battle_wait 30 if I_CompareCounter rally_walls_s = 4 and I_CompareCounter elephant_fix_check_sally = 5 set_counter elephant_fix_check_sally 6 battle_wait 30 if I_CompareCounter rally_walls_s = 4 and I_CompareCounter elephant_fix_check_sally = 6 set_counter elephant_gate_tier3s 1 set_counter rally_walls_s 0 end_if end_if end_if end_if end_if end_if end_monitor monitor_conditions I_BattleStarted and I_CompareCounter elephant_gate_tier3s = 1 and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 and I_BattleEnemyArmyNumberOfMountClass elephant > 0 ai_gta_add_objective 1 ATTACK_ENEMY_BATTLEGROUP 999 if I_CompareCounter enemy_unit_count > 0 if I_UnitFormation a2u1 = horde and ! I_UnitStatus a2u1 running_amok and ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle and ! I_IsUnitRouting a2u1 ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if I_UnitFormation a2u2 = horde and ! I_UnitStatus a2u2 running_amok and ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle and ! I_IsUnitRouting a2u2 ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if I_UnitFormation a2u3 = horde and ! I_UnitStatus a2u3 running_amok and ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle and ! I_IsUnitRouting a2u3 ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if I_UnitFormation a2u4 = horde and ! I_UnitStatus a2u4 running_amok and ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle and ! I_IsUnitRouting a2u4 ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if I_UnitFormation a2u5 = horde and ! I_UnitStatus a2u5 running_amok and ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle and ! I_IsUnitRouting a2u5 ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if I_UnitFormation a2u6 = horde and ! I_UnitStatus a2u6 running_amok and ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle and ! I_IsUnitRouting a2u6 ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if I_UnitFormation a2u7 = horde and ! I_UnitStatus a2u7 running_amok and ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle and ! I_IsUnitRouting a2u7 ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if I_UnitFormation a2u8 = horde and ! I_UnitStatus a2u8 running_amok and ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle and ! I_IsUnitRouting a2u8 ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if I_UnitFormation a2u9 = horde and ! I_UnitStatus a2u9 running_amok and ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle and ! I_IsUnitRouting a2u9 ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if I_UnitFormation a2u10 = horde and ! I_UnitStatus a2u10 running_amok and ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle and ! I_IsUnitRouting a2u10 ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if I_UnitFormation a2u11 = horde and ! I_UnitStatus a2u11 running_amok and ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle and ! I_IsUnitRouting a2u11 ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if I_UnitFormation a2u12 = horde and ! I_UnitStatus a2u12 running_amok and ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle and ! I_IsUnitRouting a2u12 ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if I_UnitFormation a2u13 = horde and ! I_UnitStatus a2u13 running_amok and ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle and ! I_IsUnitRouting a2u13 ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if I_UnitFormation a2u14 = horde and ! I_UnitStatus a2u14 running_amok and ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle and ! I_IsUnitRouting a2u14 ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if I_UnitFormation a2u15 = horde and ! I_UnitStatus a2u15 running_amok and ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle and ! I_IsUnitRouting a2u15 ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if I_UnitFormation a2u16 = horde and ! I_UnitStatus a2u16 running_amok and ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle and ! I_IsUnitRouting a2u16 ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if I_UnitFormation a2u17 = horde and ! I_UnitStatus a2u17 running_amok and ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle and ! I_IsUnitRouting a2u17 ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if I_UnitFormation a2u18 = horde and ! I_UnitStatus a2u18 running_amok and ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle and ! I_IsUnitRouting a2u18 ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if I_UnitFormation a2u19 = horde and ! I_UnitStatus a2u19 running_amok and ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle and ! I_IsUnitRouting a2u19 ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if I_UnitFormation a2u20 = horde and ! I_UnitStatus a2u20 running_amok and ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle and ! I_IsUnitRouting a2u20 ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if ai_active_set on set_counter third_ring_s 1 set_counter elephant_gate_tier3s 0 end_monitor ;;;;;;;Elephants Gate and Walls monitor_event BattleBattleGatesDestroyedByEngine TrueCondition ;wtf and I_CompareCounter panel_check = 1 if I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker and I_BattleEnemyArmyNumberOfMountClass elephant > 0 if I_CompareCounter elephant_gate = 1 set_counter elephant_gate 0 set_counter rally_walls 1 end_if if I_CompareCounter second_ring = 1 and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 set_counter second_ring 0 set_counter rally_walls 2 end_if if I_CompareCounter third_ring = 1 and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 set_counter third_ring 0 set_counter del_objective 1 end_if end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_BattleEnemyArmyNumberOfMountClass elephant > 0 if I_CompareCounter elephant_gate_s = 1 set_counter elephant_gate_s 0 set_counter rally_walls_s 1 end_if if I_CompareCounter second_ring_s = 1 and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 set_counter second_ring_s 0 set_counter rally_walls_s 2 end_if if I_CompareCounter third_ring_s = 1 and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 set_counter third_ring_s 0 set_counter del_objective_s 1 end_if end_if end_monitor monitor_event BattleWallsCaptured TrueCondition and I_CompareCounter panel_check = 1 if I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker and I_BattleEnemyArmyNumberOfMountClass elephant > 0 if I_CompareCounter elephant_gate = 1 set_counter elephant_gate 0 set_counter rally_walls 1 end_if if I_CompareCounter second_ring = 1 and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 set_counter second_ring 0 set_counter rally_walls 2 end_if if I_CompareCounter third_ring = 1 and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 set_counter third_ring 0 set_counter del_objective 1 end_if end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_BattleEnemyArmyNumberOfMountClass elephant > 0 if I_CompareCounter elephant_gate_s = 1 set_counter elephant_gate_s 0 set_counter rally_walls_s 1 end_if if I_CompareCounter second_ring_s = 1 and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 set_counter second_ring_s 0 set_counter rally_walls_s 2 end_if if I_CompareCounter third_ring_s = 1 and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 set_counter third_ring_s 0 set_counter del_objective_s 1 end_if end_if end_monitor monitor_event BattleWallsBreachedByEngine TrueCondition and I_CompareCounter panel_check = 1 if I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker and I_BattleEnemyArmyNumberOfMountClass elephant > 0 if I_CompareCounter elephant_gate = 1 ai_gta_del_objective 0 ai_active_set off battle_wait 0.5 ai_active_set on set_counter elephant_gate 2 set_counter rally_walls 0 end_if if I_CompareCounter second_ring = 1 and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 ai_gta_del_objective 0 ai_active_set off battle_wait 0.5 ai_active_set on set_counter second_ring 2 set_counter rally_walls 2 end_if if I_CompareCounter third_ring = 1 and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 set_counter third_ring 0 set_counter del_objective 1 end_if end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_BattleEnemyArmyNumberOfMountClass elephant > 0 if I_CompareCounter elephant_gate_s = 1 ai_gta_del_objective 1 ai_active_set off battle_wait 0.5 ai_active_set on set_counter elephant_gate_s 2 set_counter rally_walls_s 1 end_if if I_CompareCounter second_ring_s = 1 and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 ai_gta_del_objective 1 ai_active_set off battle_wait 0.5 ai_active_set on set_counter second_ring_s 2 set_counter rally_walls_s 2 end_if if I_CompareCounter third_ring_s = 1 and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel > 2 set_counter third_ring_s 0 set_counter del_objective_s 1 end_if end_if end_monitor ;;;;;;;Sally Out Assault monitor_conditions I_BattleStarted and I_CompareCounter sally-out_fix = 1 and ! I_BattleIsFortBattle and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_BattleSettlementFortificationLevel < 3 and I_IsBattleSettlementCastle and I_BattleEnemyArmyNumberOfSpecialAbility drop_engines > 2 and I_BattlePlayerAllianceOddsAgainst > 2.0 set_counter kill_sally 1 ai_gta_plan_set 1 ATTACK_SETTLEMENT ai_active_set on if I_BattleEnemyArmyNumberOfMountClass elephant > 0 set_counter elephant_fix 1 battle_wait 1 end_if set_counter army2_sally 1 if I_BattleEnemyArmyNumberOfClassAndCategory missile siege = 0 set_counter wall_advance_s 1 end_if set_counter sally-out_fix 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter sally-out_fix = 1 and ! I_BattleIsFortBattle and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_BattleSettlementFortificationLevel > 2 and I_IsBattleSettlementCastle and I_BattleEnemyArmyNumberOfSpecialAbility drop_engines > 3 and I_BattlePlayerAllianceOddsAgainst > 2.5 set_counter kill_sally 1 ai_gta_plan_set 1 ATTACK_SETTLEMENT ai_active_set on if I_BattleEnemyArmyNumberOfMountClass elephant > 0 set_counter elephant_fix 1 battle_wait 1 end_if set_counter army2_sally 1 if I_BattleEnemyArmyNumberOfClassAndCategory missile siege = 0 set_counter wall_advance_s 1 end_if set_counter sally-out_fix 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter sally-out_fix = 1 and ! I_BattleIsFortBattle and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_BattleSettlementFortificationLevel < 3 and ! I_IsBattleSettlementCastle and I_BattleEnemyArmyNumberOfSpecialAbility drop_engines > 2 and I_BattlePlayerAllianceOddsAgainst > 1.7 set_counter kill_sally 1 ai_gta_plan_set 1 ATTACK_SETTLEMENT ai_active_set on if I_BattleEnemyArmyNumberOfMountClass elephant > 0 set_counter elephant_fix 1 battle_wait 1 end_if set_counter army2_sally 1 if I_BattleEnemyArmyNumberOfClassAndCategory missile siege = 0 set_counter wall_advance_s 1 end_if set_counter sally-out_fix 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter sally-out_fix = 1 and ! I_BattleIsFortBattle and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_BattleSettlementFortificationLevel > 2 and ! I_IsBattleSettlementCastle and I_BattleEnemyArmyNumberOfSpecialAbility drop_engines > 2 and I_BattlePlayerAllianceOddsAgainst > 2.2 set_counter kill_sally 1 ai_gta_plan_set 1 ATTACK_SETTLEMENT ai_active_set on if I_BattleEnemyArmyNumberOfMountClass elephant > 0 set_counter elephant_fix 1 battle_wait 1 end_if set_counter army2_sally 1 if I_BattleEnemyArmyNumberOfClassAndCategory missile siege = 0 set_counter wall_advance_s 1 end_if set_counter sally-out_fix 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter sally-out_fix = 1 and I_BattleIsFortBattle and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_BattleEnemyArmyNumberOfSpecialAbility drop_engines > 2 and I_BattlePlayerAllianceOddsAgainst > 1.8 set_counter kill_sally 1 ai_gta_plan_set 1 ATTACK_SETTLEMENT ai_active_set on if I_BattleEnemyArmyNumberOfMountClass elephant > 0 set_counter elephant_fix 1 battle_wait 1 end_if set_counter army2_sally 1 if I_BattleEnemyArmyNumberOfClassAndCategory missile siege = 0 set_counter wall_advance_s 1 end_if set_counter sally-out_fix 0 end_monitor ;;;;;;;Sally Out Defense monitor_conditions I_BattleStarted and I_CompareCounter sally_defense = 1 and I_CompareCounter kill_sally = 0 ; and ! I_BattleIsFortBattle and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker if I_CompareCounter army_south = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -750, 100 end_if if I_CompareCounter army_north = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 750, 100 end_if if I_CompareCounter army_east = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 750, 0, 100 end_if if I_CompareCounter army_west = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -750, 0, 100 end_if if I_CompareCounter enemy_unit_count > 0 ai_gta_add_unit_label 1 0 a2u1 if I_CompareCounter enemy_unit_count > 1 ai_gta_add_unit_label 1 0 a2u2 if I_CompareCounter enemy_unit_count > 2 ai_gta_add_unit_label 1 0 a2u3 if I_CompareCounter enemy_unit_count > 3 ai_gta_add_unit_label 1 0 a2u4 if I_CompareCounter enemy_unit_count > 4 ai_gta_add_unit_label 1 0 a2u5 if I_CompareCounter enemy_unit_count > 5 ai_gta_add_unit_label 1 0 a2u6 if I_CompareCounter enemy_unit_count > 6 ai_gta_add_unit_label 1 0 a2u7 if I_CompareCounter enemy_unit_count > 7 ai_gta_add_unit_label 1 0 a2u8 if I_CompareCounter enemy_unit_count > 8 ai_gta_add_unit_label 1 0 a2u9 if I_CompareCounter enemy_unit_count > 9 ai_gta_add_unit_label 1 0 a2u10 if I_CompareCounter enemy_unit_count > 10 ai_gta_add_unit_label 1 0 a2u11 if I_CompareCounter enemy_unit_count > 11 ai_gta_add_unit_label 1 0 a2u12 if I_CompareCounter enemy_unit_count > 12 ai_gta_add_unit_label 1 0 a2u13 if I_CompareCounter enemy_unit_count > 13 ai_gta_add_unit_label 1 0 a2u14 if I_CompareCounter enemy_unit_count > 14 ai_gta_add_unit_label 1 0 a2u15 if I_CompareCounter enemy_unit_count > 15 ai_gta_add_unit_label 1 0 a2u16 if I_CompareCounter enemy_unit_count > 16 ai_gta_add_unit_label 1 0 a2u17 if I_CompareCounter enemy_unit_count > 17 ai_gta_add_unit_label 1 0 a2u18 if I_CompareCounter enemy_unit_count > 18 ai_gta_add_unit_label 1 0 a2u19 if I_CompareCounter enemy_unit_count = 20 ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if set_counter sally_defense 2 set_counter defend_location 1 ; ai_active_set off battle_wait 0.5 ai_active_set on end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter sally_defense = 2 ; and I_BattlePlayerArmyNumberOfClassAndCategory missile siege > 0 and I_UnitDistanceFromPosition a2u1 1 1 > 630 and ! I_UnitEnemyUnitInRadius a2u1 160 and ! I_IsUnitGroupEngaged army2 set_counter sally_defense 0 if I_CompareCounter enemy_unit_count > 0 if I_IsUnitUnderFire a2u1 inc_counter unit_under_fire 2 end_if if I_UnitStatus a2u1 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u1 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u1 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 1 if I_IsUnitUnderFire a2u2 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u2 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u2 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u2 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 2 if I_IsUnitUnderFire a2u3 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u3 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u3 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u3 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 3 if I_IsUnitUnderFire a2u4 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u4 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u4 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u4 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 4 if I_IsUnitUnderFire a2u5 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u5 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u5 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u5 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 5 if I_IsUnitUnderFire a2u6 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u6 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u6 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u6 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 6 if I_IsUnitUnderFire a2u7 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u7 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u7 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u7 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 7 if I_IsUnitUnderFire a2u8 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u8 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u8 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u8 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 8 if I_IsUnitUnderFire a2u9 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u9 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u9 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u9 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 9 if I_IsUnitUnderFire a2u10 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u10 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u10 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u10 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 10 if I_IsUnitUnderFire a2u11 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u11 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u11 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u11 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 11 if I_IsUnitUnderFire a2u12 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u12 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u12 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u12 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 12 if I_IsUnitUnderFire a2u13 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u13 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u13 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u13 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 13 if I_IsUnitUnderFire a2u14 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u14 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u14 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u14 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 14 if I_IsUnitUnderFire a2u15 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u15 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u15 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u15 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 15 if I_IsUnitUnderFire a2u16 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u16 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u16 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u16 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 16 if I_IsUnitUnderFire a2u17 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u17 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u17 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u17 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 17 if I_IsUnitUnderFire a2u18 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u18 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u18 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u18 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 18 if I_IsUnitUnderFire a2u19 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u19 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u19 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u19 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count = 20 if I_IsUnitUnderFire a2u20 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u20 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u20 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u20 charging inc_counter reform_back 1 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if if I_CompareCounter sally_reinf > 0 and I_UnitDistanceFromUnit a4u1 a2u1 < 300 if I_IsUnitUnderFire a4u1 inc_counter unit_under_fire 2 end_if if I_UnitStatus a4u1 fighting inc_counter reform_back 1 end_if if I_UnitStatus a4u1 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a4u1 charging inc_counter reform_back 1 end_if end_if if I_CompareCounter unit_under_fire > 0 and I_CompareCounter reform_back < 1 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 ai_gta_add_objective 1 ATTACK_ENEMY_BATTLEGROUP 999 if I_CompareCounter enemy_unit_count > 0 if ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if ; ai_active_set off battle_wait 0.5 ai_active_set on inc_counter reform_multi 1 set_counter unit_under_fire 0 set_counter defend_location 2 set_counter sally_defense_check 1 battle_wait 30 if I_CompareCounter sally_defense_check = 1 set_counter sally_defense 3 end_if end_if if I_CompareCounter sally_defense = 0 set_counter sally_defense 2 end_if set_counter reform_back 0 battle_wait 7 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter sally_defense = 2 ; and I_BattlePlayerArmyNumberOfClassAndCategory missile siege > 0 and I_UnitDistanceFromPosition a2u1 1 1 > 560 and I_UnitDistanceFromPosition a2u1 1 1 < 630 and ! I_UnitEnemyUnitInRadius a2u1 160 and ! I_IsUnitGroupEngaged army2 set_counter sally_defense 0 if I_CompareCounter enemy_unit_count > 0 if I_IsUnitUnderFire a2u1 inc_counter unit_under_fire 2 end_if if I_UnitStatus a2u1 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u1 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u1 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 1 if I_IsUnitUnderFire a2u2 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u2 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u2 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u2 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 2 if I_IsUnitUnderFire a2u3 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u3 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u3 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u3 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 3 if I_IsUnitUnderFire a2u4 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u4 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u4 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u4 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 4 if I_IsUnitUnderFire a2u5 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u5 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u5 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u5 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 5 if I_IsUnitUnderFire a2u6 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u6 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u6 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u6 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 6 if I_IsUnitUnderFire a2u7 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u7 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u7 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u7 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 7 if I_IsUnitUnderFire a2u8 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u8 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u8 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u8 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 8 if I_IsUnitUnderFire a2u9 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u9 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u9 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u9 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 9 if I_IsUnitUnderFire a2u10 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u10 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u10 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u10 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 10 if I_IsUnitUnderFire a2u11 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u11 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u11 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u11 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 11 if I_IsUnitUnderFire a2u12 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u12 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u12 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u12 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 12 if I_IsUnitUnderFire a2u13 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u13 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u13 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u13 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 13 if I_IsUnitUnderFire a2u14 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u14 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u14 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u14 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 14 if I_IsUnitUnderFire a2u15 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u15 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u15 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u15 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 15 if I_IsUnitUnderFire a2u16 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u16 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u16 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u16 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 16 if I_IsUnitUnderFire a2u17 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u17 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u17 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u17 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 17 if I_IsUnitUnderFire a2u18 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u18 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u18 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u18 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 18 if I_IsUnitUnderFire a2u19 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u19 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u19 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u19 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count = 20 if I_IsUnitUnderFire a2u20 inc_counter unit_under_fire 1 end_if if I_UnitStatus a2u20 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u20 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u20 charging inc_counter reform_back 1 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if if I_CompareCounter sally_reinf > 0 and I_UnitDistanceFromUnit a4u1 a2u1 < 300 if I_IsUnitUnderFire a4u1 inc_counter unit_under_fire 2 end_if if I_UnitStatus a4u1 fighting inc_counter reform_back 1 end_if if I_UnitStatus a4u1 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a4u1 charging inc_counter reform_back 1 end_if end_if if I_CompareCounter repeat_test1 = 1 set_counter repeat_test1 2 end_if if I_CompareCounter unit_under_fire > 0 and I_CompareCounter reform_back < 1 and I_CompareCounter repeat_test1 = 0 set_counter unit_under_fire 0 set_counter repeat_test1 1 ;battle_wait 10 end_if if I_CompareCounter unit_under_fire > 0 and I_CompareCounter reform_back < 1 and I_CompareCounter repeat_test1 = 2 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 ai_gta_add_objective 1 ATTACK_ENEMY_BATTLEGROUP 999 if I_CompareCounter enemy_unit_count > 0 if ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if ; ai_active_set off battle_wait 0.5 ai_active_set on inc_counter reform_multi 1 set_counter unit_under_fire 0 set_counter defend_location 2 set_counter sally_defense_check 1 battle_wait 30 if I_CompareCounter sally_defense_check = 1 set_counter sally_defense 3 end_if end_if if I_CompareCounter sally_defense = 0 set_counter sally_defense 2 end_if set_counter reform_back 0 battle_wait 7 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter sally_defense = 2 and I_BattleIsSallyOutBattle and I_UnitDistanceFromPosition a2u1 1 1 > 630 and I_UnitEnemyUnitInRadius a2u1 160 set_counter sally_defense 0 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 ai_gta_add_objective 1 ATTACK_ENEMY_BATTLEGROUP 999 if I_CompareCounter enemy_unit_count > 0 if ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if ; ai_active_set off battle_wait 0.5 ai_active_set on inc_counter reform_multi 1 set_counter defend_location 2 set_counter sally_defense_check 1 battle_wait 30 if I_CompareCounter sally_defense_check = 1 set_counter sally_defense 3 end_if end_monitor monitor_conditions I_BattleStarted and I_CompareCounter sally_defense = 2 and I_UnitDistanceFromPosition a2u1 1 1 > 560 and I_UnitDistanceFromPosition a2u1 1 1 < 630 and I_UnitEnemyUnitInRadius a2u1 160 set_counter sally_defense 0 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 ai_gta_add_objective 1 ATTACK_ENEMY_BATTLEGROUP 999 if I_CompareCounter enemy_unit_count > 0 if ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if ; ai_active_set off battle_wait 0.5 ai_active_set on inc_counter reform_multi 1 set_counter defend_location 2 set_counter sally_defense_check 1 battle_wait 30 if I_CompareCounter sally_defense_check = 1 set_counter sally_defense 3 end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter sally_defense = 3 and I_CompareCounter reform_multi < 2 ; and I_UnitDistanceFromPosition a2u1 1 1 < 660 and I_UnitGroupDistanceFromPosition army2 1 1 < 630 and ! I_IsUnitGroupEngaged army2 set_counter sally_defense 6 if I_CompareCounter enemy_unit_count > 0 if I_UnitStatus a2u1 fighting inc_counter reform_back 3 end_if if I_UnitStatus a2u1 pursuing inc_counter reform_back 3 end_if if I_UnitStatus a2u1 charging inc_counter reform_back 3 end_if if I_CompareCounter enemy_unit_count > 1 if I_UnitStatus a2u2 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u2 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u2 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 2 if I_UnitStatus a2u3 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u3 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u3 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 3 if I_UnitStatus a2u4 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u4 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u4 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 4 if I_UnitStatus a2u5 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u5 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u5 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 5 if I_UnitStatus a2u6 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u6 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u6 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 6 if I_UnitStatus a2u7 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u7 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u7 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 7 if I_UnitStatus a2u8 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u8 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u8 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 8 if I_UnitStatus a2u9 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u9 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u9 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 9 if I_UnitStatus a2u10 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u10 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u10 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 10 if I_UnitStatus a2u11 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u11 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u11 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 11 if I_UnitStatus a2u12 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u12 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u12 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 12 if I_UnitStatus a2u13 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u13 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u13 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 13 if I_UnitStatus a2u14 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u14 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u14 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 14 if I_UnitStatus a2u15 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u15 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u15 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 15 if I_UnitStatus a2u16 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u16 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u16 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 16 if I_UnitStatus a2u17 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u17 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u17 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 17 if I_UnitStatus a2u18 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u18 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u18 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 18 if I_UnitStatus a2u19 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u19 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u19 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count = 20 if I_UnitStatus a2u20 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u20 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u20 charging inc_counter reform_back 1 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if if I_CompareCounter repeat_test2 = 1 set_counter repeat_test2 2 end_if if I_CompareCounter reform_back = 0 and I_CompareCounter repeat_test2 = 0 set_counter repeat_test2 1 set_counter sally_defense 3 end_if if I_CompareCounter reform_back = 0 and I_CompareCounter repeat_test2 = 2 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 if I_CompareCounter army_south = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -750, 100 end_if if I_CompareCounter army_north = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 750, 100 end_if if I_CompareCounter army_east = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 750, 0, 100 end_if if I_CompareCounter army_west = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -750, 0, 100 end_if if I_CompareCounter enemy_unit_count > 0 if ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if battle_wait 0.5 ; unit_group_order_halt army2 ; ai_active_set off battle_wait 0.5 ai_active_set on set_counter sally_defense 2 set_counter defend_location 1 set_counter reform_multi 1 set_counter reset_position 0 set_counter repeat_test1 0 set_counter repeat_test2 0 set_counter repeat_test3 0 set_counter repeat_test4 0 set_counter repeat_test5 0 set_counter repeat_test6 0 end_if if I_CompareCounter reform_back > 0 and I_CompareCounter reform_back < 3 set_counter reform_back 0 set_counter sally_defense 3 battle_wait 20 end_if if I_CompareCounter reform_back > 2 set_counter reform_back 0 set_counter sally_defense 3 ;battle_wait 60 battle_wait 30 if I_CompareCounter sally_defense > 2 battle_wait 30 end_if end_if set_counter reform_back 0 if I_CompareCounter repeat_test2 = 1 battle_wait 20 end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter sally_defense = 3 and I_CompareCounter reform_multi = 2 ; and I_UnitDistanceFromPosition a2u1 1 1 < 620 and I_UnitGroupDistanceFromPosition army2 1 1 < 600 and ! I_IsUnitGroupEngaged army2 set_counter sally_defense 6 if I_CompareCounter enemy_unit_count > 0 if I_UnitStatus a2u1 fighting inc_counter reform_back 3 end_if if I_UnitStatus a2u1 pursuing inc_counter reform_back 3 end_if if I_UnitStatus a2u1 charging inc_counter reform_back 3 end_if if I_CompareCounter enemy_unit_count > 1 if I_UnitStatus a2u2 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u2 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u2 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 2 if I_UnitStatus a2u3 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u3 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u3 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 3 if I_UnitStatus a2u4 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u4 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u4 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 4 if I_UnitStatus a2u5 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u5 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u5 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 5 if I_UnitStatus a2u6 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u6 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u6 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 6 if I_UnitStatus a2u7 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u7 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u7 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 7 if I_UnitStatus a2u8 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u8 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u8 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 8 if I_UnitStatus a2u9 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u9 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u9 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 9 if I_UnitStatus a2u10 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u10 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u10 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 10 if I_UnitStatus a2u11 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u11 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u11 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 11 if I_UnitStatus a2u12 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u12 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u12 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 12 if I_UnitStatus a2u13 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u13 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u13 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 13 if I_UnitStatus a2u14 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u14 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u14 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 14 if I_UnitStatus a2u15 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u15 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u15 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 15 if I_UnitStatus a2u16 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u16 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u16 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 16 if I_UnitStatus a2u17 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u17 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u17 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 17 if I_UnitStatus a2u18 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u18 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u18 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 18 if I_UnitStatus a2u19 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u19 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u19 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count = 20 if I_UnitStatus a2u20 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u20 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u20 charging inc_counter reform_back 1 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if if I_CompareCounter repeat_test3 = 1 set_counter repeat_test3 2 end_if if I_CompareCounter reform_back = 0 and I_CompareCounter repeat_test3 = 0 set_counter repeat_test3 1 set_counter sally_defense 3 end_if if I_CompareCounter reform_back = 0 and I_CompareCounter repeat_test3 = 2 if ! I_UnitEnemyUnitInRadius a2u1 150 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 if I_CompareCounter army_south = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -750, 100 end_if if I_CompareCounter army_north = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 750, -100 end_if if I_CompareCounter army_east = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 750, 0, -100 end_if if I_CompareCounter army_west = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -750, 0, 100 end_if set_counter reform_multi 1 if I_CompareCounter enemy_unit_count > 0 if ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if battle_wait 0.5 ; unit_group_order_halt army2 ; ai_active_set off battle_wait 0.5 ai_active_set on set_counter sally_defense 2 set_counter defend_location 1 set_counter reset_position 0 set_counter repeat_test1 0 set_counter repeat_test2 0 set_counter repeat_test3 0 set_counter repeat_test4 0 set_counter repeat_test5 0 set_counter repeat_test6 0 end_if if I_UnitEnemyUnitInRadius a2u1 150 set_counter sally_defense 3 battle_wait 7 end_if end_if if I_CompareCounter reform_back > 0 and I_CompareCounter reform_back < 3 set_counter reform_back 0 set_counter sally_defense 3 battle_wait 20 end_if if I_CompareCounter reform_back > 2 set_counter reform_back 0 set_counter sally_defense 3 ;battle_wait 60 battle_wait 30 if I_CompareCounter sally_defense > 2 battle_wait 30 end_if end_if set_counter reform_back 0 if I_CompareCounter repeat_test3 = 1 battle_wait 20 end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter sally_defense = 3 and I_CompareCounter reform_multi = 3 ; and I_UnitDistanceFromPosition a2u1 1 1 < 580 and I_UnitGroupDistanceFromPosition army2 1 1 < 560 and ! I_IsUnitGroupEngaged army2 set_counter sally_defense 6 if I_CompareCounter enemy_unit_count > 0 if I_UnitStatus a2u1 fighting inc_counter reform_back 3 end_if if I_UnitStatus a2u1 pursuing inc_counter reform_back 3 end_if if I_UnitStatus a2u1 charging inc_counter reform_back 3 end_if if I_CompareCounter enemy_unit_count > 1 if I_UnitStatus a2u2 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u2 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u2 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 2 if I_UnitStatus a2u3 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u3 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u3 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 3 if I_UnitStatus a2u4 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u4 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u4 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 4 if I_UnitStatus a2u5 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u5 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u5 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 5 if I_UnitStatus a2u6 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u6 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u6 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 6 if I_UnitStatus a2u7 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u7 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u7 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 7 if I_UnitStatus a2u8 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u8 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u8 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 8 if I_UnitStatus a2u9 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u9 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u9 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 9 if I_UnitStatus a2u10 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u10 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u10 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 10 if I_UnitStatus a2u11 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u11 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u11 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 11 if I_UnitStatus a2u12 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u12 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u12 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 12 if I_UnitStatus a2u13 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u13 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u13 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 13 if I_UnitStatus a2u14 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u14 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u14 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 14 if I_UnitStatus a2u15 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u15 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u15 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 15 if I_UnitStatus a2u16 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u16 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u16 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 16 if I_UnitStatus a2u17 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u17 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u17 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 17 if I_UnitStatus a2u18 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u18 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u18 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 18 if I_UnitStatus a2u19 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u19 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u19 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count = 20 if I_UnitStatus a2u20 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u20 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u20 charging inc_counter reform_back 1 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if if I_CompareCounter sally_reinf > 0 and I_UnitDistanceFromUnit a4u1 a2u1 < 300 if I_UnitStatus a4u1 fighting inc_counter reform_back 1 end_if if I_UnitStatus a4u1 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a4u1 charging inc_counter reform_back 1 end_if end_if if I_CompareCounter repeat_test4 = 1 set_counter repeat_test4 2 end_if if I_CompareCounter reform_back = 0 and I_CompareCounter repeat_test4 = 0 set_counter repeat_test4 1 set_counter sally_defense 3 end_if if I_CompareCounter reform_back = 0 and I_CompareCounter repeat_test4 = 2 if I_UnitEnemyUnitInRadius a2u1 180 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 if I_CompareCounter army_south = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -700, 100 end_if if I_CompareCounter army_north = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 700, 100 end_if if I_CompareCounter army_east = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 700, 0, 100 end_if if I_CompareCounter army_west = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -700, 0, 100 end_if set_counter reform_multi 2 end_if if ! I_UnitEnemyUnitInRadius a2u1 180 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 if I_CompareCounter army_south = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -725, 100 end_if if I_CompareCounter army_north = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 725, 100 end_if if I_CompareCounter army_east = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 725, 0, 100 end_if if I_CompareCounter army_west = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -725, 0, 100 end_if set_counter reform_multi 1 end_if if I_CompareCounter enemy_unit_count > 0 if ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if battle_wait 0.5 ; unit_group_order_halt army2 ; ai_active_set off battle_wait 0.5 ai_active_set on set_counter sally_defense 2 set_counter defend_location 1 set_counter reset_position 0 set_counter repeat_test1 0 set_counter repeat_test2 0 set_counter repeat_test3 0 set_counter repeat_test4 0 set_counter repeat_test5 0 set_counter repeat_test6 0 end_if if I_CompareCounter reform_back > 0 and I_CompareCounter reform_back < 3 set_counter reform_back 0 set_counter sally_defense 3 battle_wait 20 end_if if I_CompareCounter reform_back > 2 set_counter reform_back 0 set_counter sally_defense 3 ;battle_wait 60 battle_wait 30 if I_CompareCounter sally_defense > 2 battle_wait 30 end_if end_if set_counter reform_back 0 if I_CompareCounter repeat_test4 = 1 battle_wait 20 end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter sally_defense = 3 and I_CompareCounter reform_multi > 3 and ! I_IsUnitGroupEngaged army2 set_counter sally_defense 6 if I_CompareCounter army_south = 1 and I_UnitDistanceFromLine a2u1 sw se < 0 set_counter line_passed 1 end_if if I_CompareCounter army_north = 1 and I_UnitDistanceFromLine a2u1 nw ne > 0 set_counter line_passed 1 end_if if I_CompareCounter army_west = 1 and I_UnitDistanceFromLine a2u1 sw nw > 0 set_counter line_passed 1 end_if if I_CompareCounter army_east = 1 and I_UnitDistanceFromLine a2u1 se ne < 0 set_counter line_passed 1 end_if if I_CompareCounter line_passed = 1 set_counter line_passed 0 if I_CompareCounter enemy_unit_count > 0 if I_UnitStatus a2u1 fighting inc_counter reform_back 3 end_if if I_UnitStatus a2u1 pursuing inc_counter reform_back 3 end_if if I_UnitStatus a2u1 charging inc_counter reform_back 3 end_if if I_CompareCounter enemy_unit_count > 1 if I_UnitStatus a2u2 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u2 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u2 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 2 if I_UnitStatus a2u3 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u3 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u3 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 3 if I_UnitStatus a2u4 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u4 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u4 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 4 if I_UnitStatus a2u5 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u5 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u5 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 5 if I_UnitStatus a2u6 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u6 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u6 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 6 if I_UnitStatus a2u7 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u7 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u7 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 7 if I_UnitStatus a2u8 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u8 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u8 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 8 if I_UnitStatus a2u9 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u9 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u9 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 9 if I_UnitStatus a2u10 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u10 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u10 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 10 if I_UnitStatus a2u11 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u11 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u11 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 11 if I_UnitStatus a2u12 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u12 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u12 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 12 if I_UnitStatus a2u13 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u13 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u13 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 13 if I_UnitStatus a2u14 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u14 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u14 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 14 if I_UnitStatus a2u15 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u15 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u15 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 15 if I_UnitStatus a2u16 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u16 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u16 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 16 if I_UnitStatus a2u17 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u17 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u17 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 17 if I_UnitStatus a2u18 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u18 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u18 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count > 18 if I_UnitStatus a2u19 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u19 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u19 charging inc_counter reform_back 1 end_if if I_CompareCounter enemy_unit_count = 20 if I_UnitStatus a2u20 fighting inc_counter reform_back 1 end_if if I_UnitStatus a2u20 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a2u20 charging inc_counter reform_back 1 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if if I_CompareCounter sally_reinf > 0 and I_UnitDistanceFromUnit a4u1 a2u1 < 300 if I_UnitStatus a4u1 fighting inc_counter reform_back 1 end_if if I_UnitStatus a4u1 pursuing inc_counter reform_back 1 end_if if I_UnitStatus a4u1 charging inc_counter reform_back 1 end_if end_if if I_CompareCounter repeat_test5 = 1 set_counter repeat_test5 2 end_if if I_CompareCounter reform_back = 0 and I_CompareCounter repeat_test5 = 0 set_counter repeat_test5 1 end_if if I_CompareCounter reform_back = 0 and I_CompareCounter repeat_test5 = 2 if ! I_UnitEnemyUnitInRadius a2u1 20 if ! I_UnitEnemyUnitInRadius a2u1 20 and I_BattleSettlementFortificationLevel > 2 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 if I_CompareCounter army_south = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -675, 100 end_if if I_CompareCounter army_north = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 675, 100 end_if if I_CompareCounter army_east = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 675, 0, 100 end_if if I_CompareCounter army_west = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -675, 0, 100 end_if set_counter reform_multi 2 end_if if ! I_UnitEnemyUnitInRadius a2u1 150 and I_BattleSettlementFortificationLevel < 3 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 if I_CompareCounter army_south = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -675, 100 end_if if I_CompareCounter army_north = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 675, 100 end_if if I_CompareCounter army_east = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 675, 0, 100 end_if if I_CompareCounter army_west = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -675, 0, 100 end_if set_counter reform_multi 2 end_if if I_CompareCounter enemy_unit_count > 0 if ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if battle_wait 0.5 ; unit_group_order_halt army2 ; ai_active_set off battle_wait 0.5 ai_active_set on set_counter sally_defense 2 set_counter defend_location 1 set_counter reset_position 0 set_counter repeat_test1 0 set_counter repeat_test2 0 set_counter repeat_test3 0 set_counter repeat_test4 0 set_counter repeat_test5 0 set_counter repeat_test6 0 end_if if I_UnitEnemyUnitInRadius a2u1 20 set_counter sally_defense 3 battle_wait 20 end_if end_if if I_CompareCounter reform_back > 0 and I_CompareCounter reform_back < 3 set_counter reform_back 0 set_counter sally_defense 3 battle_wait 20 end_if if I_CompareCounter reform_back > 2 set_counter reform_back 0 set_counter sally_defense 3 ;battle_wait 60 battle_wait 30 if I_CompareCounter sally_defense > 2 battle_wait 30 end_if end_if set_counter reform_back 0 if I_CompareCounter repeat_test5 = 1 battle_wait 10 end_if end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter sally_defense > 0 ;check and I_CompareCounter reform_multi > 2 and ! I_IsUnitGroupEngaged army2 and I_UnitEnemyUnitInRadius a2u1 160 ; and I_UnitDistanceFromPosition a2u1 1 1 < 560 and I_UnitGroupDistanceFromPosition army2 1 1 < 560 ; and I_BattleSettlementFortificationLevel > 2 if I_CompareCounter enemy_unit_count > 0 and I_IsUnitUnderFire a2u1 and ! I_IsUnitEngaged a2u1 and ! I_UnitStatus a2u1 pursuing and ! I_UnitStatus a2u1 charging and ! I_UnitStatus a2u1 moving inc_counter reset_position 2 end_if if I_CompareCounter enemy_unit_count > 1 and I_IsUnitUnderFire a2u2 and ! I_IsUnitEngaged a2u2 and ! I_UnitStatus a2u2 pursuing and ! I_UnitStatus a2u2 charging and ! I_UnitStatus a2u2 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 2 and I_IsUnitUnderFire a2u3 and ! I_IsUnitEngaged a2u3 and ! I_UnitStatus a2u3 pursuing and ! I_UnitStatus a2u3 charging and ! I_UnitStatus a2u3 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 3 and I_IsUnitUnderFire a2u4 and ! I_IsUnitEngaged a2u4 and ! I_UnitStatus a2u4 pursuing and ! I_UnitStatus a2u4 charging and ! I_UnitStatus a2u4 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 4 and I_IsUnitUnderFire a2u5 and ! I_IsUnitEngaged a2u5 and ! I_UnitStatus a2u5 pursuing and ! I_UnitStatus a2u5 charging and ! I_UnitStatus a2u5 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 5 and I_IsUnitUnderFire a2u6 and ! I_IsUnitEngaged a2u6 and ! I_UnitStatus a2u6 pursuing and ! I_UnitStatus a2u6 charging and ! I_UnitStatus a2u6 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 6 and I_IsUnitUnderFire a2u7 and ! I_IsUnitEngaged a2u7 and ! I_UnitStatus a2u7 pursuing and ! I_UnitStatus a2u7 charging and ! I_UnitStatus a2u7 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 7 and I_IsUnitUnderFire a2u8 and ! I_IsUnitEngaged a2u8 and ! I_UnitStatus a2u8 pursuing and ! I_UnitStatus a2u8 charging and ! I_UnitStatus a2u8 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 8 and I_IsUnitUnderFire a2u9 and ! I_IsUnitEngaged a2u9 and ! I_UnitStatus a2u9 pursuing and ! I_UnitStatus a2u9 charging and ! I_UnitStatus a2u9 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 9 and I_IsUnitUnderFire a2u10 and ! I_IsUnitEngaged a2u10 and ! I_UnitStatus a2u10 pursuing and ! I_UnitStatus a2u10 charging and ! I_UnitStatus a2u10 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 10 and I_IsUnitUnderFire a2u11 and ! I_IsUnitEngaged a2u11 and ! I_UnitStatus a2u11 pursuing and ! I_UnitStatus a2u11 charging and ! I_UnitStatus a2u11 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 11 and I_IsUnitUnderFire a2u12 and ! I_IsUnitEngaged a2u12 and ! I_UnitStatus a2u12 pursuing and ! I_UnitStatus a2u12 charging and ! I_UnitStatus a2u12 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 12 and I_IsUnitUnderFire a2u13 and ! I_IsUnitEngaged a2u13 and ! I_UnitStatus a2u13 pursuing and ! I_UnitStatus a2u13 charging and ! I_UnitStatus a2u13 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 13 and I_IsUnitUnderFire a2u14 and ! I_IsUnitEngaged a2u14 and ! I_UnitStatus a2u14 pursuing and ! I_UnitStatus a2u14 charging and ! I_UnitStatus a2u14 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 14 and I_IsUnitUnderFire a2u15 and ! I_IsUnitEngaged a2u15 and ! I_UnitStatus a2u15 pursuing and ! I_UnitStatus a2u15 charging and ! I_UnitStatus a2u15 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 15 and I_IsUnitUnderFire a2u16 and ! I_IsUnitEngaged a2u16 and ! I_UnitStatus a2u16 pursuing and ! I_UnitStatus a2u16 charging and ! I_UnitStatus a2u16 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 16 and I_IsUnitUnderFire a2u17 and ! I_IsUnitEngaged a2u17 and ! I_UnitStatus a2u17 pursuing and ! I_UnitStatus a2u17 charging and ! I_UnitStatus a2u17 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 17 and I_IsUnitUnderFire a2u18 and ! I_IsUnitEngaged a2u18 and ! I_UnitStatus a2u18 pursuing and ! I_UnitStatus a2u18 charging and ! I_UnitStatus a2u18 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count > 18 and I_IsUnitUnderFire a2u19 and ! I_IsUnitEngaged a2u19 and ! I_UnitStatus a2u19 pursuing and ! I_UnitStatus a2u19 charging and ! I_UnitStatus a2u19 moving inc_counter reset_position 1 end_if if I_CompareCounter enemy_unit_count = 20 and I_IsUnitUnderFire a2u20 and ! I_IsUnitEngaged a2u20 and ! I_UnitStatus a2u20 pursuing and ! I_UnitStatus a2u20 charging and ! I_UnitStatus a2u20 moving inc_counter reset_position 1 end_if if I_CompareCounter sally_reinf > 0 and I_CompareCounter army4_ready = 0 and I_IsUnitUnderFire a4u1 and ! I_IsUnitEngaged a4u1 and ! I_UnitStatus a4u1 pursuing and ! I_UnitStatus a4u1 charging and ! I_UnitStatus a4u1 moving inc_counter reset_position 2 end_if if I_CompareCounter reset_position > 3 if ! I_UnitEnemyUnitInRadius a2u1 20 and I_BattleSettlementFortificationLevel > 2 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 if I_CompareCounter army_south = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -675, 100 end_if if I_CompareCounter army_north = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 675, 100 end_if if I_CompareCounter army_east = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 675, 0, 100 end_if if I_CompareCounter army_west = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -675, 0, 100 end_if set_counter reform_multi 1 end_if if ! I_UnitEnemyUnitInRadius a2u1 150 and I_BattleSettlementFortificationLevel < 3 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 if I_CompareCounter army_south = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -675, 100 end_if if I_CompareCounter army_north = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 675, 100 end_if if I_CompareCounter army_east = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 675, 0, 100 end_if if I_CompareCounter army_west = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -675, 0, 100 end_if set_counter reform_multi 2 end_if if I_CompareCounter enemy_unit_count > 0 if ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if battle_wait 0.5 ; unit_group_order_halt army2 ; ai_active_set off battle_wait 0.5 ai_active_set on set_counter reset_position 0 set_counter sally_defense 2 set_counter defend_location 1 end_if if I_CompareCounter sally_defense != 2 set_counter sally_defense 3 battle_wait 15 end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_CompareCounter sally_defense > 0 and I_UnitEnemyUnitInRadius a2u1 200 if ! I_IsUnitGroupEngaged army2 and ! I_IsUnitGroupMoving army2 and ! I_UnitStatus a2u1 pursuing and ! I_UnitStatus a2u1 charging inc_counter army2_idle_s 1 end_if if I_CompareCounter army2_idle_s > 5 set_counter army2_idle_s 0 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 if I_CompareCounter army_south = 1 if I_CompareCounter reform_multi > 2 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -675, 100 set_counter reform_multi 2 end_if if I_CompareCounter reform_multi < 3 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -725, 100 set_counter reform_multi 1 end_if end_if if I_CompareCounter army_north = 1 if I_CompareCounter reform_multi > 2 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 675, 100 set_counter reform_multi 2 end_if if I_CompareCounter reform_multi < 3 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 725, 100 set_counter reform_multi 1 end_if end_if if I_CompareCounter army_east = 1 if I_CompareCounter reform_multi > 2 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 675, 0, 100 set_counter reform_multi 2 end_if if I_CompareCounter reform_multi < 3 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 725, 0, 100 set_counter reform_multi 1 end_if end_if if I_CompareCounter army_west = 1 if I_CompareCounter reform_multi > 2 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -675, 0, 100 set_counter reform_multi 2 end_if if I_CompareCounter reform_multi < 3 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -725, 0, 100 set_counter reform_multi 1 end_if end_if if I_CompareCounter enemy_unit_count > 0 if ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if ; battle_wait 0.5 ; unit_group_order_halt army2 ; ai_active_set off battle_wait 0.5 ai_active_set on set_counter reset_position 0 set_counter sally_defense 2 set_counter defend_location 1 end_if if I_IsUnitGroupEngaged army2 set_counter army2_idle_s 0 end_if if I_IsUnitGroupMoving army2 set_counter army2_idle_s 0 end_if if I_UnitStatus a2u1 pursuing set_counter army2_idle_s 0 end_if if I_UnitStatus a2u1 charging set_counter army2_idle_s 0 end_if battle_wait 10 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter sally_defense > 2 and I_BattleSettlementFortificationLevel > 2 ; and I_CompareCounter reform_multi > 3 and ! I_IsUnitGroupEngaged army2 and ! I_UnitEnemyUnitInRadius a2u1 80 set_counter sally_defense 6 set_counter wall_line_passed 0 set_counter reset_position_s 0 if I_CompareCounter enemy_unit_count > 0 if I_IsUnitEngaged a2u1 inc_counter reset_position_s 2 end_if if I_UnitStatus a2u1 pursuing inc_counter reset_position_s 2 end_if if I_UnitStatus a2u1 charging inc_counter reset_position_s 2 end_if end_if if I_CompareCounter enemy_unit_count > 1 if I_IsUnitEngaged a2u2 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u2 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u2 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 2 if I_IsUnitEngaged a2u3 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u3 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u3 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 3 if I_IsUnitEngaged a2u4 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u4 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u4 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 4 if I_IsUnitEngaged a2u5 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u5 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u5 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 5 if I_IsUnitEngaged a2u6 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u6 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u6 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 6 if I_IsUnitEngaged a2u7 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u7 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u7 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 7 if I_IsUnitEngaged a2u8 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u8 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u8 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 8 if I_IsUnitEngaged a2u9 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u9 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u9 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 9 if I_IsUnitEngaged a2u10 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u10 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u10 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 10 if I_IsUnitEngaged a2u11 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u11 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u11 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 11 if I_IsUnitEngaged a2u12 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u12 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u12 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 12 if I_IsUnitEngaged a2u13 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u13 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u13 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 13 if I_IsUnitEngaged a2u14 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u14 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u14 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 14 if I_IsUnitEngaged a2u15 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u15 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u15 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 15 if I_IsUnitEngaged a2u16 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u16 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u16 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 16 if I_IsUnitEngaged a2u17 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u17 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u17 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 17 if I_IsUnitEngaged a2u18 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u18 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u18 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count > 18 if I_IsUnitEngaged a2u19 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u19 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u19 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter enemy_unit_count = 20 if I_IsUnitEngaged a2u20 inc_counter reset_position_s 1 end_if if I_UnitStatus a2u20 pursuing inc_counter reset_position_s 1 end_if if I_UnitStatus a2u20 charging inc_counter reset_position_s 1 end_if end_if if I_CompareCounter reset_position_s = 0 if I_CompareCounter army_south = 1 if I_CompareCounter player_unit_count > 0 and I_UnitDistanceFromLine a1u1 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 1 and I_UnitDistanceFromLine a1u2 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 2 and I_UnitDistanceFromLine a1u3 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 3 and I_UnitDistanceFromLine a1u4 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 4 and I_UnitDistanceFromLine a1u5 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 5 and I_UnitDistanceFromLine a1u6 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 6 and I_UnitDistanceFromLine a1u7 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 7 and I_UnitDistanceFromLine a1u8 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 8 and I_UnitDistanceFromLine a1u9 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 9 and I_UnitDistanceFromLine a1u10 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 10 and I_UnitDistanceFromLine a1u11 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 11 and I_UnitDistanceFromLine a1u12 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 12 and I_UnitDistanceFromLine a1u13 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 13 and I_UnitDistanceFromLine a1u14 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 14 and I_UnitDistanceFromLine a1u15 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 15 and I_UnitDistanceFromLine a1u16 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 16 and I_UnitDistanceFromLine a1u17 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 17 and I_UnitDistanceFromLine a1u18 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 18 and I_UnitDistanceFromLine a1u19 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count = 20 and I_UnitDistanceFromLine a1u20 sw_wall se_wall > 0 inc_counter wall_line_passed 1 end_if end_if if I_CompareCounter army_north = 1 if I_CompareCounter player_unit_count > 0 and I_UnitDistanceFromLine a1u1 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 1 and I_UnitDistanceFromLine a1u2 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 2 and I_UnitDistanceFromLine a1u3 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 3 and I_UnitDistanceFromLine a1u4 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 4 and I_UnitDistanceFromLine a1u5 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 5 and I_UnitDistanceFromLine a1u6 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 6 and I_UnitDistanceFromLine a1u7 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 7 and I_UnitDistanceFromLine a1u8 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 8 and I_UnitDistanceFromLine a1u9 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 9 and I_UnitDistanceFromLine a1u10 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 10 and I_UnitDistanceFromLine a1u11 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 11 and I_UnitDistanceFromLine a1u12 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 12 and I_UnitDistanceFromLine a1u13 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 13 and I_UnitDistanceFromLine a1u14 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 14 and I_UnitDistanceFromLine a1u15 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 15 and I_UnitDistanceFromLine a1u16 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 16 and I_UnitDistanceFromLine a1u17 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 17 and I_UnitDistanceFromLine a1u18 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 18 and I_UnitDistanceFromLine a1u19 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count = 20 and I_UnitDistanceFromLine a1u20 nw_wall ne_wall < 0 inc_counter wall_line_passed 1 end_if end_if if I_CompareCounter army_west = 1 if I_CompareCounter player_unit_count > 0 and I_UnitDistanceFromLine a1u1 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 1 and I_UnitDistanceFromLine a1u2 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 2 and I_UnitDistanceFromLine a1u3 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 3 and I_UnitDistanceFromLine a1u4 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 4 and I_UnitDistanceFromLine a1u5 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 5 and I_UnitDistanceFromLine a1u6 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 6 and I_UnitDistanceFromLine a1u7 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 7 and I_UnitDistanceFromLine a1u8 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 8 and I_UnitDistanceFromLine a1u9 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 9 and I_UnitDistanceFromLine a1u10 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 10 and I_UnitDistanceFromLine a1u11 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 11 and I_UnitDistanceFromLine a1u12 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 12 and I_UnitDistanceFromLine a1u13 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 13 and I_UnitDistanceFromLine a1u14 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 14 and I_UnitDistanceFromLine a1u15 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 15 and I_UnitDistanceFromLine a1u16 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 16 and I_UnitDistanceFromLine a1u17 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 17 and I_UnitDistanceFromLine a1u18 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 18 and I_UnitDistanceFromLine a1u19 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count = 20 and I_UnitDistanceFromLine a1u20 sw_wall nw_wall < 0 inc_counter wall_line_passed 1 end_if end_if if I_CompareCounter army_east = 1 if I_CompareCounter player_unit_count > 0 and I_UnitDistanceFromLine a1u1 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 1 and I_UnitDistanceFromLine a1u2 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 2 and I_UnitDistanceFromLine a1u3 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 3 and I_UnitDistanceFromLine a1u4 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 4 and I_UnitDistanceFromLine a1u5 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 5 and I_UnitDistanceFromLine a1u6 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 6 and I_UnitDistanceFromLine a1u7 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 7 and I_UnitDistanceFromLine a1u8 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 8 and I_UnitDistanceFromLine a1u9 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 9 and I_UnitDistanceFromLine a1u10 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 10 and I_UnitDistanceFromLine a1u11 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 11 and I_UnitDistanceFromLine a1u12 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 12 and I_UnitDistanceFromLine a1u13 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 13 and I_UnitDistanceFromLine a1u14 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 14 and I_UnitDistanceFromLine a1u15 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 15 and I_UnitDistanceFromLine a1u16 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 16 and I_UnitDistanceFromLine a1u17 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 17 and I_UnitDistanceFromLine a1u18 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count > 18 and I_UnitDistanceFromLine a1u19 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if if I_CompareCounter player_unit_count = 20 and I_UnitDistanceFromLine a1u20 se_wall ne_wall > 0 inc_counter wall_line_passed 1 end_if end_if end_if if I_CompareCounter repeat_test6 = 1 set_counter repeat_test6 2 end_if if I_CompareCounter wall_line_passed = 0 and I_CompareCounter reset_position_s = 0 and I_CompareCounter repeat_test6 = 0 set_counter repeat_test6 1 end_if if I_CompareCounter wall_line_passed = 0 and I_CompareCounter reset_position_s = 0 and I_CompareCounter repeat_test6 = 2 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 if I_CompareCounter army_south = 1 if I_CompareCounter reform_multi > 2 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -675, 100 set_counter reform_multi 2 end_if if I_CompareCounter reform_multi < 3 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -725, 100 set_counter reform_multi 1 end_if end_if if I_CompareCounter army_north = 1 if I_CompareCounter reform_multi > 2 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 675, 100 set_counter reform_multi 2 end_if if I_CompareCounter reform_multi < 3 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 725, 100 set_counter reform_multi 1 end_if end_if if I_CompareCounter army_east = 1 if I_CompareCounter reform_multi > 2 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 675, 0, 100 set_counter reform_multi 2 end_if if I_CompareCounter reform_multi < 3 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 725, 0, 100 set_counter reform_multi 1 end_if end_if if I_CompareCounter army_west = 1 if I_CompareCounter reform_multi > 2 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -675, 0, 100 set_counter reform_multi 2 end_if if I_CompareCounter reform_multi < 3 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -725, 0, 100 set_counter reform_multi 1 end_if end_if if I_CompareCounter enemy_unit_count > 0 if ! I_UnitDestroyed a2u1 and ! I_UnitStatus a2u1 left_battle ai_gta_add_unit_label 1 0 a2u1 end_if if I_CompareCounter enemy_unit_count > 1 if ! I_UnitDestroyed a2u2 and ! I_UnitStatus a2u2 left_battle ai_gta_add_unit_label 1 0 a2u2 end_if if I_CompareCounter enemy_unit_count > 2 if ! I_UnitDestroyed a2u3 and ! I_UnitStatus a2u3 left_battle ai_gta_add_unit_label 1 0 a2u3 end_if if I_CompareCounter enemy_unit_count > 3 if ! I_UnitDestroyed a2u4 and ! I_UnitStatus a2u4 left_battle ai_gta_add_unit_label 1 0 a2u4 end_if if I_CompareCounter enemy_unit_count > 4 if ! I_UnitDestroyed a2u5 and ! I_UnitStatus a2u5 left_battle ai_gta_add_unit_label 1 0 a2u5 end_if if I_CompareCounter enemy_unit_count > 5 if ! I_UnitDestroyed a2u6 and ! I_UnitStatus a2u6 left_battle ai_gta_add_unit_label 1 0 a2u6 end_if if I_CompareCounter enemy_unit_count > 6 if ! I_UnitDestroyed a2u7 and ! I_UnitStatus a2u7 left_battle ai_gta_add_unit_label 1 0 a2u7 end_if if I_CompareCounter enemy_unit_count > 7 if ! I_UnitDestroyed a2u8 and ! I_UnitStatus a2u8 left_battle ai_gta_add_unit_label 1 0 a2u8 end_if if I_CompareCounter enemy_unit_count > 8 if ! I_UnitDestroyed a2u9 and ! I_UnitStatus a2u9 left_battle ai_gta_add_unit_label 1 0 a2u9 end_if if I_CompareCounter enemy_unit_count > 9 if ! I_UnitDestroyed a2u10 and ! I_UnitStatus a2u10 left_battle ai_gta_add_unit_label 1 0 a2u10 end_if if I_CompareCounter enemy_unit_count > 10 if ! I_UnitDestroyed a2u11 and ! I_UnitStatus a2u11 left_battle ai_gta_add_unit_label 1 0 a2u11 end_if if I_CompareCounter enemy_unit_count > 11 if ! I_UnitDestroyed a2u12 and ! I_UnitStatus a2u12 left_battle ai_gta_add_unit_label 1 0 a2u12 end_if if I_CompareCounter enemy_unit_count > 12 if ! I_UnitDestroyed a2u13 and ! I_UnitStatus a2u13 left_battle ai_gta_add_unit_label 1 0 a2u13 end_if if I_CompareCounter enemy_unit_count > 13 if ! I_UnitDestroyed a2u14 and ! I_UnitStatus a2u14 left_battle ai_gta_add_unit_label 1 0 a2u14 end_if if I_CompareCounter enemy_unit_count > 14 if ! I_UnitDestroyed a2u15 and ! I_UnitStatus a2u15 left_battle ai_gta_add_unit_label 1 0 a2u15 end_if if I_CompareCounter enemy_unit_count > 15 if ! I_UnitDestroyed a2u16 and ! I_UnitStatus a2u16 left_battle ai_gta_add_unit_label 1 0 a2u16 end_if if I_CompareCounter enemy_unit_count > 16 if ! I_UnitDestroyed a2u17 and ! I_UnitStatus a2u17 left_battle ai_gta_add_unit_label 1 0 a2u17 end_if if I_CompareCounter enemy_unit_count > 17 if ! I_UnitDestroyed a2u18 and ! I_UnitStatus a2u18 left_battle ai_gta_add_unit_label 1 0 a2u18 end_if if I_CompareCounter enemy_unit_count > 18 if ! I_UnitDestroyed a2u19 and ! I_UnitStatus a2u19 left_battle ai_gta_add_unit_label 1 0 a2u19 end_if if I_CompareCounter enemy_unit_count = 20 if ! I_UnitDestroyed a2u20 and ! I_UnitStatus a2u20 left_battle ai_gta_add_unit_label 1 0 a2u20 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if ; battle_wait 0.5 ; unit_group_order_halt army2 ; ai_active_set off battle_wait 0.5 ai_active_set on set_counter reset_position_s 0 set_counter sally_defense 2 set_counter defend_location 1 set_counter repeat_test1 0 set_counter repeat_test2 0 set_counter repeat_test3 0 set_counter repeat_test4 0 set_counter repeat_test5 0 set_counter repeat_test6 0 end_if if I_CompareCounter sally_defense != 2 set_counter sally_defense 3 end_if if I_CompareCounter wall_line_passed > 0 battle_wait 15 end_if if I_CompareCounter reset_position_s > 0 battle_wait 15 end_if if I_CompareCounter repeat_test6 = 1 battle_wait 20 end_if end_monitor ;;;;;Termination monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter sally_defense > 0 and I_CompareCounter kill_sally = 0 and I_IsUnitRouting a2u1 and ! I_IsUnitGroupEngaged army2 and ! I_IsUnitGroupDestroyed army2 ai_gta_del_objective 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 if I_CompareCounter army_south = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, -725, 100 end_if if I_CompareCounter army_north = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 0, 725, 100 end_if if I_CompareCounter army_east = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 725, 0, 100 end_if if I_CompareCounter army_west = 1 ai_gta_add_objective 1 DEFEND_TERRAIN_AREA 999 -725, 0, 100 end_if set_counter sally_defense 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter kill_sally = 0 and I_CompareCounter assign_labels = 1 and I_UnitDestroyed a2u1 and ! I_IsUnitGroupDestroyed army2 set_counter reset_army2 1 ; battle_wait 0.5 ; ai_active_set off battle_wait 0.5 ai_active_set on set_counter assign_labels 2 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter kill_sally = 0 and I_CompareCounter assign_labels = 2 and I_UnitDestroyed a2u1 and ! I_IsUnitGroupDestroyed army2 set_counter assign_labels 1 end_monitor ;;;Sally Reinforcements monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter sally_reinf = 1 and I_CompareCounter kill_sally = 0 ; and ! I_BattleIsFortBattle and I_BattlePlayerArmyIsAttacker and ! I_IsUnitEngaged a4u1 if I_CompareCounter sally_defense < 3 set_counter defend_location 1 set_counter sally_reinf 2 end_if if I_CompareCounter sally_defense > 2 set_counter defend_location 2 set_counter sally_reinf 2 end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_CompareCounter sally_reinf = 2 and I_CompareCounter sally_defense < 3 and I_CompareCounter sally_defense != 1 and I_CompareCounter defend_location = 1 and I_CompareCounter army4_ready_sally = 0 and I_CompareCounter army4_ready = 0 and ! I_IsUnitGroupEngaged army4 and ! I_IsUnitGroupEngaged army2 and ! I_UnitStatus a4u1 pursuing and ! I_UnitStatus a4u1 charging and ! I_UnitEnemyUnitInRadius a4u1 20 ;;;Army 4 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u1 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u2 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u3 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u4 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u5 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u6 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u7 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u8 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u9 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u10 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u11 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u12 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u13 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u14 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u15 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u16 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u17 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u18 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u19 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u20 battle_wait 0.5 ai_active_set on set_counter defend_location 0 ; set_counter army4_idle_s 0 battle_wait 20 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_CompareCounter sally_reinf = 2 and I_CompareCounter sally_defense > 2 and I_CompareCounter defend_location = 2 and I_CompareCounter army4_ready_sally = 0 and I_CompareCounter army4_ready = 0 ;;;Army 4 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u1 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u2 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u3 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u4 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u5 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u6 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u7 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u8 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u9 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u10 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u11 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u12 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u13 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u14 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u15 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u16 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u17 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u18 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u19 ai_gta_add_unit_label 1 G5_OBJECTIVE a4u20 ; ai_active_set off battle_wait 0.5 ai_active_set on set_counter defend_location 0 end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_CompareCounter sally_reinf = 2 ; and I_CompareCounter sally_defense > 2 and I_CompareCounter army4_ready_sally = 0 and I_CompareCounter army4_ready = 0 and I_CompareCounter defend_location = 0 ; and I_UnitEnemyUnitInRadius a4u1 200 if ! I_IsUnitGroupEngaged army4 and ! I_IsUnitGroupMoving army4 and ! I_UnitStatus a4u1 pursuing and ! I_UnitStatus a4u1 charging inc_counter army4_idle_s 1 end_if if I_CompareCounter army4_idle_s > 5 set_counter defend_location 1 set_counter sally_defense 2 end_if if I_IsUnitGroupEngaged army4 set_counter army4_idle_s 0 end_if if I_IsUnitGroupMoving army4 set_counter army4_idle_s 0 end_if if I_UnitStatus a4u1 pursuing set_counter army4_idle_s 0 end_if if I_UnitStatus a4u1 charging set_counter army4_idle_s 0 end_if battle_wait 10 end_monitor ;;;;;Termination monitor_conditions I_BattleStarted and I_CompareCounter sally_reinf > 0 and I_CompareCounter army4_ready_sally = 0 and I_CompareCounter army4_ready = 0 and I_IsUnitGroupDestroyed army4 and I_BattleIsSallyOutBattle set_counter sally_reinf 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter sally_reinf > 0 and I_CompareCounter army4_ready_sally = 0 and I_CompareCounter army4_ready = 0 and I_UnitDestroyed a4u1 and I_BattleIsSallyOutBattle set_counter label_army4 1 ; battle_wait 0.5 ; unit_group_enable_automation army4 false ; ai_active_set off battle_wait 0.5 ai_active_set on set_counter sally_reinf 0 end_monitor ;################## Germanicu5 Integrated Protect General script ########################### monitor_event BattleConflictPhaseCommenced FactionIsLocal and I_CompareCounter panel_check = 1 and I_BattleEnemyArmyNumberOfMountClass elephant = 0 and I_CompareCounter enemy_unit_count > 4 battle_wait 10 if I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker ; and I_BattleEnemyArmyNumberOfSpecialAbility rally > 0 and I_CompareCounter protect_siege = 1 set_counter protect_general 1 end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker ; and I_BattleEnemyArmyNumberOfSpecialAbility rally > 0 ; and I_CompareCounter labels_only = 1 and I_CompareCounter kill_sally = 1 set_counter protect_general 1 end_if end_monitor monitor_event BattleBattleGatesDestroyedByEngine TrueCondition and I_CompareCounter panel_check = 1 and I_CompareCounter protect_general = 1 set_counter protect_general 0 if I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker set_counter general_wait 1 end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_CompareCounter kill_sally = 1 set_counter general_wait 1 end_if end_monitor monitor_event BattleWallsCaptured TrueCondition and I_CompareCounter panel_check = 1 and I_CompareCounter protect_general = 1 set_counter protect_general 0 if I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker set_counter general_wait 1 end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker set_counter general_wait 1 end_if end_monitor monitor_event BattleWallsBreachedByEngine TrueCondition and I_CompareCounter panel_check = 1 and I_CompareCounter protect_general = 1 set_counter protect_general 0 if I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker set_counter general_wait 1 end_if if I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker set_counter general_wait 1 end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSiegeBattle and I_CompareCounter general_wait = 1 and I_IsUnitMoveFastSet a1u1 and I_BattleEnemyArmyNumberOfUnitCategory cavalry > 0 battle_wait 0.5 unit_order_halt a1u1 if I_CompareCounter enemy_unit_count < 7 set_counter general_wait 2 battle_wait 20 if I_BattleIsSiegeBattle and I_CompareCounter general_wait = 2 set_counter general_wait 3 battle_wait 20 end_if end_if if I_CompareCounter enemy_unit_count > 6 and I_CompareCounter enemy_unit_count < 12 set_counter general_wait 2 battle_wait 25 if I_BattleIsSiegeBattle and I_CompareCounter general_wait = 2 set_counter general_wait 3 battle_wait 25 end_if end_if if I_CompareCounter enemy_unit_count > 11 and I_CompareCounter enemy_unit_count < 16 set_counter general_wait 2 battle_wait 30 if I_BattleIsSiegeBattle and I_CompareCounter general_wait = 2 set_counter general_wait 3 battle_wait 30 end_if end_if if I_CompareCounter enemy_unit_count > 15 set_counter general_wait 2 battle_wait 35 if I_BattleIsSiegeBattle and I_CompareCounter general_wait = 2 set_counter general_wait 3 battle_wait 35 end_if end_if if I_BattleIsSiegeBattle and I_CompareCounter general_wait = 3 release_unit a1u1 set_counter general_wait 0 end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter general_wait = 1 and I_IsUnitMoveFastSet a2u1 and I_BattleEnemyArmyNumberOfUnitCategory cavalry > 0 battle_wait 0.5 unit_order_halt a2u1 if I_CompareCounter enemy_unit_count < 7 set_counter general_wait 2 battle_wait 20 if I_BattleIsSallyOutBattle and I_CompareCounter general_wait = 2 set_counter general_wait 3 battle_wait 20 end_if end_if if I_CompareCounter enemy_unit_count > 6 and I_CompareCounter enemy_unit_count < 12 set_counter general_wait 2 battle_wait 25 if I_BattleIsSallyOutBattle and I_CompareCounter general_wait = 2 set_counter general_wait 3 battle_wait 25 end_if end_if if I_CompareCounter enemy_unit_count > 11 and I_CompareCounter enemy_unit_count < 16 set_counter general_wait 2 battle_wait 30 if I_BattleIsSallyOutBattle and I_CompareCounter general_wait = 2 set_counter general_wait 3 battle_wait 30 end_if end_if if I_CompareCounter enemy_unit_count > 15 set_counter general_wait 2 battle_wait 35 if I_BattleIsSallyOutBattle and I_CompareCounter general_wait = 2 set_counter general_wait 3 battle_wait 35 end_if end_if if I_BattleIsSallyOutBattle and I_CompareCounter general_wait = 3 release_unit a2u1 set_counter general_wait 0 end_if end_monitor monitor_conditions I_BattleStarted and I_CompareCounter general_wait > 1 and I_BattleIsSiegeBattle and ! I_BattlePlayerArmyIsAttacker and I_UnitEnemyUnitInRadius a1u1 60 set_counter general_wait 0 release_unit a1u1 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter general_wait > 1 and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_UnitEnemyUnitInRadius a2u1 60 set_counter general_wait 0 release_unit a2u1 end_monitor ;################## Germanicu5 Integrated Siege script ########################### monitor_conditions I_BattleStarted and ! I_BattleIsFortBattle and I_BattleEnemyArmyNumberOfMountClass elephant = 0 and I_BattleSettlementFortificationLevel > 0 and I_CompareCounter siege_fix = 1 set_counter siege_fix 0 if I_BattleIsSallyOutBattle and I_BattleEnemyArmyNumberOfClassAndCategory missile siege > 0 set_counter army_sieging 1 end_if if I_BattleIsSallyOutBattle and I_BattleEnemyArmyNumberOfClassAndCategory missile siege = 0 set_counter wall_advance_s 1 end_if end_monitor ;;;;;;;Sally Out monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_BattlePlayerArmyIsAttacker and I_CompareCounter reset_army2 = 1 set_counter reset_army2 0 set_counter enemy_unit_count 0 if I_BattleEnemyArmyNumberOfUnits > 0 label_unit 1 0 0 a2u1 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 1 label_unit 1 0 1 a2u2 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 2 label_unit 1 0 2 a2u3 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 3 label_unit 1 0 3 a2u4 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 4 label_unit 1 0 4 a2u5 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 5 label_unit 1 0 5 a2u6 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 6 label_unit 1 0 6 a2u7 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 7 label_unit 1 0 7 a2u8 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 8 label_unit 1 0 8 a2u9 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 9 label_unit 1 0 9 a2u10 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 10 label_unit 1 0 10 a2u11 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 11 label_unit 1 0 11 a2u12 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 12 label_unit 1 0 12 a2u13 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 13 label_unit 1 0 13 a2u14 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 14 label_unit 1 0 14 a2u15 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 15 label_unit 1 0 15 a2u16 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 16 label_unit 1 0 16 a2u17 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 17 label_unit 1 0 17 a2u18 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits > 18 label_unit 1 0 18 a2u19 inc_counter enemy_unit_count 1 if I_BattleEnemyArmyNumberOfUnits = 20 label_unit 1 0 19 a2u20 inc_counter enemy_unit_count 1 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_monitor ;;;;;;;Huge City monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and ! I_BattleIsFortBattle and I_CompareCounter army_sieging = 1 and I_CompareCounter army2_sally = 1 and I_BattleEnemyArmyNumberOfClassAndCategory missile siege > 0 and I_BattlePlayerArmyNumberOfAttribute extreme_range > 0 and I_BattlePlayerArmyIsAttacker and ! I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel 4 battle_wait 2 set_counter reset_army2 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 unit_group_order_relative_move_formed army2 0 35 set_counter emergency_stop 1 set_counter omfg_cannon_tower 1 battle_wait 2 ai_active_set on set_counter sally_check 10 battle_wait 30 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 10 if I_BattleStarted and I_CompareCounter omfg_cannon_tower > 0 set_counter omfg_cannon_tower 0 end_if if I_BattleStarted and I_CompareCounter emergency_stop = 1 if ! I_IsUnitGroupMoving army2 set_counter emergency_stop 0 unit_group_order_halt army2 battle_wait 0.5 ai_active_set on end_if if I_IsUnitGroupMoving army2 ; battle_wait 170 set_counter sally_check 14 battle_wait 20 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 14 set_counter sally_check 15 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 15 set_counter sally_check 16 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 16 set_counter sally_check 17 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 17 set_counter sally_check 18 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 18 set_counter sally_check 19 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 19 set_counter emergency_stop 0 unit_group_order_halt army2 battle_wait 0.5 ai_active_set on end_if end_if end_if set_counter army_sieging 0 set_counter army2_sally 0 end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and ! I_BattleIsFortBattle and I_CompareCounter army_sieging = 1 and I_CompareCounter army2_sally = 1 and I_BattleEnemyArmyNumberOfClassAndCategory missile siege > 0 and I_BattlePlayerArmyNumberOfAttribute extreme_range = 0 and I_BattlePlayerArmyIsAttacker and ! I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel 4 battle_wait 2 set_counter reset_army2 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 unit_group_order_relative_move_formed army2 0 80 set_counter emergency_stop 1 set_counter omfg_cannon_tower 1 battle_wait 2 ai_active_set on ; battle_wait 60 set_counter sally_check 20 battle_wait 30 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 20 set_counter sally_check 21 battle_wait 30 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 21 if I_BattleStarted and I_CompareCounter omfg_cannon_tower > 0 set_counter omfg_cannon_tower 0 end_if if I_BattleStarted and I_CompareCounter emergency_stop = 1 if ! I_IsUnitGroupMoving army2 set_counter emergency_stop 0 unit_group_order_halt army2 battle_wait 0.5 ai_active_set on end_if if I_IsUnitGroupMoving army2 ; battle_wait 170 set_counter sally_check 24 battle_wait 20 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 24 set_counter sally_check 25 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 25 set_counter sally_check 26 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 26 set_counter sally_check 27 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 27 set_counter sally_check 28 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 28 set_counter sally_check 29 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 29 set_counter emergency_stop 0 unit_group_order_halt army2 battle_wait 0.5 ai_active_set on end_if end_if end_if set_counter army_sieging 0 set_counter army2_sally 0 end_if end_if end_monitor ;;;;;;;Large City monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and ! I_BattleIsFortBattle and I_CompareCounter army_sieging = 1 and I_CompareCounter army2_sally = 1 and I_BattleEnemyArmyNumberOfClassAndCategory missile siege > 0 and I_BattlePlayerArmyNumberOfAttribute extreme_range > 0 and I_BattlePlayerArmyIsAttacker and ! I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel 3 battle_wait 2 set_counter reset_army2 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 unit_group_order_relative_move_formed army2 0 45 set_counter emergency_stop 1 set_counter omfg_cannon_tower 1 battle_wait 2 ai_active_set on set_counter sally_check 30 battle_wait 37 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 30 if I_BattleStarted and I_CompareCounter omfg_cannon_tower > 0 set_counter omfg_cannon_tower 0 end_if if I_BattleStarted and I_CompareCounter emergency_stop = 1 if ! I_IsUnitGroupMoving army2 set_counter emergency_stop 0 unit_group_order_halt army2 battle_wait 0.5 ai_active_set on end_if if I_IsUnitGroupMoving army2 ; battle_wait 170 set_counter sally_check 34 battle_wait 20 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 34 set_counter sally_check 35 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 35 set_counter sally_check 36 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 36 set_counter sally_check 37 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 37 set_counter sally_check 38 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 38 set_counter sally_check 39 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 39 set_counter emergency_stop 0 unit_group_order_halt army2 battle_wait 0.5 ai_active_set on end_if end_if end_if set_counter army_sieging 0 set_counter army2_sally 0 end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and ! I_BattleIsFortBattle and I_CompareCounter army_sieging = 1 and I_CompareCounter army2_sally = 1 and I_BattleEnemyArmyNumberOfClassAndCategory missile siege > 0 and I_BattlePlayerArmyNumberOfAttribute extreme_range = 0 and I_BattlePlayerArmyIsAttacker and ! I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel 3 battle_wait 2 set_counter reset_army2 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 unit_group_order_relative_move_formed army2 0 90 set_counter emergency_stop 1 set_counter omfg_cannon_tower 1 battle_wait 2 ai_active_set on ; battle_wait 70 set_counter sally_check 40 battle_wait 35 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 40 set_counter sally_check 41 battle_wait 35 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 41 if I_BattleStarted and I_CompareCounter emergency_stop = 1 if ! I_IsUnitGroupMoving army2 set_counter emergency_stop 0 if I_CompareCounter omfg_cannon_tower > 0 set_counter omfg_cannon_tower 0 end_if unit_group_order_halt army2 battle_wait 0.5 ai_active_set on end_if if I_IsUnitGroupMoving army2 ; battle_wait 170 set_counter sally_check 44 battle_wait 20 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 44 set_counter sally_check 45 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 45 set_counter sally_check 46 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 46 set_counter sally_check 47 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 47 set_counter sally_check 48 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 48 set_counter sally_check 49 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 49 set_counter emergency_stop 0 if I_CompareCounter omfg_cannon_tower > 0 set_counter omfg_cannon_tower 0 end_if unit_group_order_halt army2 battle_wait 0.5 ai_active_set on end_if end_if end_if set_counter army_sieging 0 set_counter army2_sally 0 end_if end_monitor ;;;;;;;Castle, Citadel and Fortress monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and ! I_BattleIsFortBattle and I_CompareCounter army_sieging = 1 and I_CompareCounter army2_sally = 1 and I_BattleEnemyArmyNumberOfClassAndCategory missile siege > 0 and I_BattlePlayerArmyNumberOfAttribute extreme_range > 0 and I_BattlePlayerArmyIsAttacker and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel 3 battle_wait 2 set_counter reset_army2 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 unit_group_order_relative_move_formed army2 0 100 set_counter emergency_stop 1 set_counter omfg_cannon_tower 1 battle_wait 2 ai_active_set on ; battle_wait 75 set_counter sally_check 50 battle_wait 15 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 50 set_counter sally_check 51 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 51 set_counter sally_check 52 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 52 if I_BattleStarted and I_CompareCounter omfg_cannon_tower > 0 set_counter omfg_cannon_tower 0 end_if if I_BattleStarted and I_CompareCounter emergency_stop = 1 if ! I_IsUnitGroupMoving army2 set_counter emergency_stop 0 unit_group_order_halt army2 battle_wait 0.5 ai_active_set on end_if if I_IsUnitGroupMoving army2 ; battle_wait 170 set_counter sally_check 54 battle_wait 20 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 54 set_counter sally_check 55 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 55 set_counter sally_check 56 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 56 set_counter sally_check 57 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 57 set_counter sally_check 58 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 58 set_counter sally_check 59 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 59 set_counter emergency_stop 0 unit_group_order_halt army2 battle_wait 0.5 ai_active_set on end_if end_if end_if set_counter army_sieging 0 set_counter army2_sally 0 end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and ! I_BattleIsFortBattle and I_CompareCounter army_sieging = 1 and I_CompareCounter army2_sally = 1 and I_BattleEnemyArmyNumberOfClassAndCategory missile siege > 0 and I_BattlePlayerArmyNumberOfAttribute extreme_range = 0 and I_BattlePlayerArmyIsAttacker and I_IsBattleSettlementCastle and I_BattleSettlementFortificationLevel 3 battle_wait 2 set_counter reset_army2 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 unit_group_order_relative_move_formed army2 0 170 set_counter emergency_stop 1 set_counter omfg_cannon_tower 1 battle_wait 2 ai_active_set on ; battle_wait 125 set_counter sally_check 60 battle_wait 30 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 60 set_counter sally_check 61 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 61 set_counter sally_check 62 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 62 set_counter sally_check 63 battle_wait 35 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 63 if I_BattleStarted and I_CompareCounter omfg_cannon_tower > 0 set_counter omfg_cannon_tower 0 end_if if I_BattleStarted and I_CompareCounter emergency_stop = 1 if ! I_IsUnitGroupMoving army2 set_counter emergency_stop 0 unit_group_order_halt army2 battle_wait 0.5 ai_active_set on end_if if I_IsUnitGroupMoving army2 ; battle_wait 170 set_counter sally_check 64 battle_wait 20 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 64 set_counter sally_check 65 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 65 set_counter sally_check 66 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 66 set_counter sally_check 67 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 67 set_counter sally_check 68 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 68 set_counter sally_check 69 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 69 set_counter emergency_stop 0 unit_group_order_halt army2 battle_wait 0.5 ai_active_set on end_if end_if end_if set_counter army_sieging 0 set_counter army2_sally 0 end_if end_monitor ;;;;;;;Wall Advance monitor_conditions I_BattleStarted and I_CompareCounter wall_advance_s = 1 and I_CompareCounter kill_sally = 1 and I_BattleIsSallyOutBattle battle_wait 2 if I_BattleSettlementFortificationLevel < 3 and I_CompareCounter wall_advance_s = 1 set_counter reset_army2 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 unit_group_order_relative_move_unformed army2 0 95 end_if if I_BattleSettlementFortificationLevel > 2 and I_CompareCounter wall_advance_s = 1 set_counter reset_army2 1 battle_wait 0.5 unit_group_order_halt army2 battle_wait 0.5 unit_group_order_relative_move_unformed army2 0 200 end_if set_counter emergency_stop 1 if I_BattleSettlementFortificationLevel < 3 ; battle_wait 72 set_counter sally_check 113 battle_wait 36 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 113 set_counter sally_check 114 battle_wait 36 end_if end_if if I_BattleSettlementFortificationLevel > 2 ; battle_wait 145 set_counter sally_check 110 battle_wait 25 if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 110 set_counter sally_check 111 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 111 set_counter sally_check 112 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 112 set_counter sally_check 113 battle_wait 30 end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 113 set_counter sally_check 114 battle_wait 30 end_if end_if if I_BattleIsSallyOutBattle and I_CompareCounter sally_check = 114 if I_BattleStarted and I_CompareCounter emergency_stop = 1 set_counter emergency_stop 0 unit_group_order_halt army2 ; battle_wait 0.5 ; ai_active_set off battle_wait 0.5 ai_active_set on end_if set_counter wall_advance_s 0 end_if end_monitor monitor_conditions I_BattleStarted and I_BattleIsSallyOutBattle and I_CompareCounter omfg_cannon_tower > 0 set_counter omfg_cannon_tower 2 if I_CompareCounter player_unit_count > 0 if I_UnitStatus a1u1 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u1 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 1 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u2 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u2 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 2 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u3 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u3 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 3 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u4 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u4 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 4 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u5 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u5 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 5 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u6 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u6 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 6 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u7 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u7 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 7 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u8 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u8 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 8 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u9 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u9 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 9 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u10 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u10 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 10 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u11 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u11 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 11 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u12 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u12 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 12 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u13 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u13 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 13 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u14 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u14 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 14 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u15 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u15 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 15 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u16 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u16 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 16 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u17 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u17 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 17 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u18 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u18 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 18 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u19 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u19 missiles_reloading set_counter omfg_cannon_tower 1 end_if if I_CompareCounter player_unit_count > 19 and I_CompareCounter omfg_cannon_tower != 1 if I_UnitStatus a1u20 missiles_firing set_counter omfg_cannon_tower 1 end_if if I_UnitStatus a1u20 missiles_reloading set_counter omfg_cannon_tower 1 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if if I_CompareCounter omfg_cannon_tower = 2 if I_CompareCounter enemy_unit_count > 0 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u1 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 1 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u2 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 2 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u3 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 3 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u4 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 4 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u5 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 5 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u6 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 6 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u7 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 7 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u8 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 8 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u9 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 9 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u10 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 10 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u11 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 11 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u12 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 12 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u13 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 13 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u14 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 14 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u15 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 15 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u16 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 16 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u17 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 17 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u18 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count > 18 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u19 set_counter omfg_cannon_tower 3 end_if if I_CompareCounter enemy_unit_count = 20 and I_CompareCounter omfg_cannon_tower = 2 and I_IsUnitUnderFire a2u20 set_counter omfg_cannon_tower 3 end_if end_if if I_CompareCounter omfg_cannon_tower = 3 set_counter omfg_cannon_tower 0 set_counter emergency_stop 0 ; ai_active_set off ; battle_wait 0.5 ai_active_set on end_if battle_wait 7 end_monitor monitor_event BattlePlayerUnitAttacksEnemyUnit BattleIsMeleeAttack and I_CompareCounter panel_check = 1 and I_CompareCounter emergency_stop = 1 ; and I_CompareCounter labels_only = 1 and I_CompareCounter kill_sally = 1 if I_BattleIsSiegeBattle unit_group_order_halt army1 battle_wait 0.5 ai_active_set on set_counter emergency_stop 0 end_if if I_BattleIsSallyOutBattle unit_group_order_halt army2 battle_wait 0.5 ai_active_set on set_counter emergency_stop 0 end_if end_monitor ;################## Open Battles ################# monitor_conditions I_BattleStarted and I_CompareCounter ob_defense_launch = 1 and I_CompareCounter ob_defend = 0 and I_CompareCounter open_battle = 1 and I_BattlePlayerArmyIsAttacker set_counter ob_defend 2 if I_UnitDistanceFromUnit a1u1 a2u1 < 220 and I_BattleEnemyArmyNumberOfUnitClass missile = 0 and I_BattleEnemyArmyNumberOfUnitClass skirmish = 0 ai_gta_plan_set 1 ATTACK_ALL set_counter apply_strategy 1 set_counter ob_defend 4 set_counter ob_defense_launch 0 end_if if I_CompareCounter ob_defend = 2 and I_BattleEnemyArmyPercentageOfUnitCategory cavalry > 60 and I_UnitDistanceFromUnit a1u1 a2u1 < 270 ai_gta_plan_set 1 ATTACK_ALL set_counter apply_strategy 1 set_counter ob_defend 4 set_counter ob_defense_launch 0 end_if if I_CompareCounter ob_defend = 2 and I_BattleEnemyArmyPercentageOfUnitCategory cavalry > 60 set_counter ob_repeat_test 3 end_if if I_CompareCounter ob_defend = 2 and I_BattlePlayerAllianceOddsInFavour > 1.7 set_counter ob_repeat_test 3 end_if if I_CompareCounter ob_defend = 2 and I_BattleEnemyArmyNumberOfUnitClass missile = 0 and I_BattleEnemyArmyNumberOfUnitClass skirmish = 0 set_counter ob_repeat_test 1 end_if ; if I_BattlePlayerArmyNumberOfClassAndCategory missile siege > 0 ; end_if end_monitor monitor_event BattlePlayerUnitAttacksEnemyUnit BattleIsMeleeAttack and I_CompareCounter ob_defense_launch = 1 and I_CompareCounter open_battle = 1 and I_CompareCounter ob_defend != 4 and I_BattlePlayerArmyIsAttacker and I_UnitEnemyUnitInRadius a2u1 200 and BattleEnemyUnitClass != missile and BattleEnemyUnitClass != skirmish and BattleDirectionOfAttack != front and BattleRangeOfAttack < 200 ai_gta_plan_set 1 ATTACK_ALL set_counter ob_defend 4 set_counter ob_defense_launch 0 end_monitor monitor_event BattlePlayerUnitAttacksEnemyUnit BattleIsMeleeAttack and I_CompareCounter ob_defense_launch = 1 and I_CompareCounter open_battle = 1 and I_CompareCounter ob_defend != 4 and I_BattlePlayerArmyIsAttacker and BattleDirectionOfAttack != rear and I_UnitEnemyUnitInRadius a2u1 200 and BattleRangeOfAttack < 200 and BattlePlayerUnitCategory infantry ai_gta_plan_set 1 ATTACK_ALL set_counter ob_defend 4 set_counter ob_defense_launch 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter ob_defense_launch = 1 and I_CompareCounter open_battle = 1 and I_CompareCounter ob_defend != 4 and I_UnitEnemyUnitInRadius a2u1 100 and I_BattlePlayerArmyIsAttacker ai_gta_plan_set 1 ATTACK_ALL set_counter apply_strategy 1 set_counter ob_defend 4 set_counter ob_defense_launch 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter ob_defense_launch = 1 and I_CompareCounter open_battle = 1 and I_CompareCounter ob_defend != 4 and I_BattleEnemyArmyPercentageOfUnitCategory cavalry > 60 and I_UnitEnemyUnitInRadius a2u1 250 and I_BattlePlayerArmyIsAttacker ai_gta_plan_set 1 ATTACK_ALL set_counter apply_strategy 1 set_counter ob_defend 4 set_counter ob_defense_launch 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter ob_defense_launch = 1 and I_CompareCounter open_battle = 1 and I_CompareCounter ob_defend != 4 set_counter player_units_closing 0 if I_CompareCounter player_unit_count > 0 and I_UnitDistanceFromUnit a1u1 a2u1 < 180 and ! I_UnitStatus a1u1 missiles_firing and ! I_UnitStatus a1u1 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 1 and I_UnitDistanceFromUnit a1u2 a2u1 < 180 and ! I_UnitStatus a1u2 missiles_firing and ! I_UnitStatus a1u2 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 2 and I_UnitDistanceFromUnit a1u3 a2u1 < 180 and ! I_UnitStatus a1u3 missiles_firing and ! I_UnitStatus a1u3 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 3 and I_UnitDistanceFromUnit a1u4 a2u1 < 180 and ! I_UnitStatus a1u4 missiles_firing and ! I_UnitStatus a1u4 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 4 and I_UnitDistanceFromUnit a1u5 a2u1 < 180 and ! I_UnitStatus a1u5 missiles_firing and ! I_UnitStatus a1u5 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 5 and I_UnitDistanceFromUnit a1u6 a2u1 < 180 and ! I_UnitStatus a1u6 missiles_firing and ! I_UnitStatus a1u6 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 6 and I_UnitDistanceFromUnit a1u7 a2u1 < 180 and ! I_UnitStatus a1u7 missiles_firing and ! I_UnitStatus a1u7 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 7 and I_UnitDistanceFromUnit a1u8 a2u1 < 180 and ! I_UnitStatus a1u8 missiles_firing and ! I_UnitStatus a1u8 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 8 and I_UnitDistanceFromUnit a1u9 a2u1 < 180 and ! I_UnitStatus a1u9 missiles_firing and ! I_UnitStatus a1u9 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 9 and I_UnitDistanceFromUnit a1u10 a2u1 < 180 and ! I_UnitStatus a1u10 missiles_firing and ! I_UnitStatus a1u10 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 10 and I_UnitDistanceFromUnit a1u11 a2u1 < 180 and ! I_UnitStatus a1u11 missiles_firing and ! I_UnitStatus a1u11 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 11 and I_UnitDistanceFromUnit a1u12 a2u1 < 180 and ! I_UnitStatus a1u12 missiles_firing and ! I_UnitStatus a1u12 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 12 and I_UnitDistanceFromUnit a1u13 a2u1 < 180 and ! I_UnitStatus a1u13 missiles_firing and ! I_UnitStatus a1u13 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 13 and I_UnitDistanceFromUnit a1u14 a2u1 < 180 and ! I_UnitStatus a1u14 missiles_firing and ! I_UnitStatus a1u14 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 14 and I_UnitDistanceFromUnit a1u15 a2u1 < 180 and ! I_UnitStatus a1u15 missiles_firing and ! I_UnitStatus a1u15 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 15 and I_UnitDistanceFromUnit a1u16 a2u1 < 180 and ! I_UnitStatus a1u16 missiles_firing and ! I_UnitStatus a1u16 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 16 and I_UnitDistanceFromUnit a1u17 a2u1 < 180 and ! I_UnitStatus a1u17 missiles_firing and ! I_UnitStatus a1u17 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 17 and I_UnitDistanceFromUnit a1u18 a2u1 < 180 and ! I_UnitStatus a1u18 missiles_firing and ! I_UnitStatus a1u18 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count > 18 and I_UnitDistanceFromUnit a1u19 a2u1 < 180 and ! I_UnitStatus a1u19 missiles_firing and ! I_UnitStatus a1u19 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_unit_count = 20 and I_UnitDistanceFromUnit a1u20 a2u1 < 180 and ! I_UnitStatus a1u20 missiles_firing and ! I_UnitStatus a1u20 missiles_reloading inc_counter player_units_closing 1 end_if if I_CompareCounter player_units_closing > 1 inc_counter player_enveloping 1 end_if if I_CompareCounter player_units_closing < 1 set_counter player_enveloping 0 end_if if I_CompareCounter player_enveloping > 5 ai_gta_plan_set 1 ATTACK_ALL set_counter apply_strategy 1 set_counter ob_defend 4 set_counter ob_defense_launch 0 end_if battle_wait 10 end_monitor monitor_event BattleEnemyUnitAttacksPlayerUnit TrueCondition and I_CompareCounter panel_check = 1 and I_CompareCounter ob_defend > 1 and I_CompareCounter ob_defend != 4 and BattleIsMeleeAttack and BattleEnemyUnitClass heavy and BattleEnemyUnitCategory cavalry and ! BattlePlayerUnitClass heavy and ! BattlePlayerUnitClass heavy and I_CompareCounter open_battle = 1 and I_BattlePlayerArmyIsAttacker inc_counter ob_engaged -1 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter ob_defend > 1 and I_CompareCounter ob_defend != 4 and I_CompareCounter open_battle = 1 and I_BattlePlayerArmyIsAttacker if I_PercentageOfArmyKilled 0 0 < 5 and I_PercentageOfArmyKilled 1 0 > 10 set_counter ob_repeat_test 4 end_if if I_PercentageOfArmyKilled 0 0 < 10 and I_PercentageOfArmyKilled 1 0 > 20 set_counter ob_repeat_test 4 end_if if I_PercentageOfArmyKilled 0 0 < 15 and I_PercentageOfArmyKilled 1 0 > 25 set_counter ob_repeat_test 4 end_if battle_wait 30 end_monitor ;monitor_event BattlePlayerUnitAttacksEnemyUnit TrueCondition ; and I_CompareCounter panel_check = 1 ; and I_CompareCounter ob_defense_launch = 1 ; and ! I_CompareCounter ob_defend > 1 ; and BattlePlayerUnitCategory siege ; and BattlePlayerUnitClass missile ; and BattleRangeOfAttack < 400 ; and I_CompareCounter open_battle = 1 ; and I_BattlePlayerArmyIsAttacker ; set_counter ob_siege_attack 1 ;end_monitor ;monitor_conditions I_BattleStarted ; and I_CompareCounter ob_defense_launch = 1 ; and I_CompareCounter ob_siege_attack = 1 ; and I_CompareCounter open_battle = 1 ; and I_BattlePlayerArmyIsAttacker ; if I_PercentageOfArmyKilled 0 0 < 3 ; and I_PercentageOfArmyKilled 1 0 > 5 ; set_counter ob_defend 2 ; set_counter ob_siege_attack 0 ; end_if ; if I_PercentageOfArmyKilled 0 0 < 5 ; and I_PercentageOfArmyKilled 1 0 > 10 ; if I_CompareCounter ob_repeat_test < 2 ; set_counter ob_repeat_test 2 ; end_if ; set_counter ob_defend 2 ; set_counter ob_siege_attack 0 ; end_if ; battle_wait 30 ;end_monitor ;;;;;; Reinf triggers monitor_conditions I_BattleStarted and I_CompareCounter def_alliance_ready = 1 and I_CompareCounter ob_defense_launch = 1 and I_CompareCounter open_battle = 1 and I_CompareCounter ob_defend != 4 and I_BattlePlayerArmyIsAttacker if I_CompareCounter player_engaged_reinf = 4 ai_gta_plan_set 1 ATTACK_ALL set_counter apply_strategy 1 set_counter ob_defend 4 set_counter ob_defense_launch 0 set_counter def_alliance_ready 0 end_if if I_IsUnitGroupEngaged army1 inc_counter player_engaged_reinf 1 end_if if I_CompareCounter player_engaged_reinf > 0 and ! I_IsUnitGroupEngaged army1 set_counter player_engaged_reinf 0 end_if battle_wait 10 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter def_alliance_ready = 1 and I_CompareCounter ob_defense_launch = 1 and I_CompareCounter open_battle = 1 and I_CompareCounter ob_defend != 4 and I_PercentageUnitGroupKilled army4 > 10 and I_BattlePlayerArmyIsAttacker ai_gta_plan_set 1 ATTACK_ALL set_counter apply_strategy 1 set_counter ob_defend 4 set_counter ob_defense_launch 0 set_counter def_alliance_ready 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter def_alliance_ready = 1 and I_CompareCounter ob_defense_launch = 1 and I_CompareCounter open_battle = 1 and I_CompareCounter ob_defend != 4 and I_UnitEnemyUnitInRadius a4u1 100 and I_BattlePlayerArmyIsAttacker ai_gta_plan_set 1 ATTACK_ALL set_counter apply_strategy 1 set_counter ob_defend 4 set_counter ob_defense_launch 0 set_counter def_alliance_ready 0 end_monitor ;;;;;; Main monitor monitor_conditions I_BattleStarted and I_CompareCounter ob_defense_launch = 1 and I_CompareCounter ob_defend = 2 and I_CompareCounter open_battle = 1 and I_BattlePlayerArmyIsAttacker set_counter ob_defend 3 if I_CompareCounter enemy_unit_count > 0 if I_IsUnitUnderFire a2u1 inc_counter ob_under_fire 2 end_if if I_UnitStatus a2u1 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u1 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u1 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u1 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u1 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 1 if I_IsUnitUnderFire a2u2 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u2 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u2 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u2 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u2 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u2 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 2 if I_IsUnitUnderFire a2u3 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u3 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u3 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u3 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u3 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u3 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 3 if I_IsUnitUnderFire a2u4 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u4 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u4 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u4 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u4 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u4 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 4 if I_IsUnitUnderFire a2u5 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u5 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u5 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u5 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u5 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u5 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 5 if I_IsUnitUnderFire a2u6 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u6 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u6 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u6 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u6 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u6 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 6 if I_IsUnitUnderFire a2u7 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u7 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u7 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u7 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u7 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u7 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 7 if I_IsUnitUnderFire a2u8 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u8 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u8 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u8 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u8 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u8 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 8 if I_IsUnitUnderFire a2u9 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u9 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u9 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u9 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u9 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u9 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 9 if I_IsUnitUnderFire a2u10 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u10 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u10 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u10 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u10 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u10 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 10 if I_IsUnitUnderFire a2u11 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u11 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u11 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u11 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u11 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u11 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 11 if I_IsUnitUnderFire a2u12 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u12 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u12 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u12 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u12 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u12 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 12 if I_IsUnitUnderFire a2u13 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u13 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u13 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u13 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u13 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u13 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 13 if I_IsUnitUnderFire a2u14 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u14 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u14 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u14 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u14 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u14 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 14 if I_IsUnitUnderFire a2u15 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u15 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u15 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u15 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u15 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u15 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 15 if I_IsUnitUnderFire a2u16 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u16 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u16 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u16 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u16 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u16 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 16 if I_IsUnitUnderFire a2u17 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u17 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u17 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u17 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u17 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u17 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 17 if I_IsUnitUnderFire a2u18 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u18 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u18 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u18 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u18 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u18 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count > 18 if I_IsUnitUnderFire a2u19 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u19 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u19 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u19 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u19 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u19 missiles_reloading inc_counter ob_under_fire -1 end_if if I_CompareCounter enemy_unit_count = 20 if I_IsUnitUnderFire a2u20 inc_counter ob_under_fire 1 end_if if I_UnitStatus a2u20 fighting inc_counter ob_engaged 1 end_if if I_UnitStatus a2u20 pursuing inc_counter ob_engaged 1 end_if if I_UnitStatus a2u20 charging inc_counter ob_engaged 1 end_if if I_UnitStatus a2u20 missiles_firing inc_counter ob_under_fire -1 end_if if I_UnitStatus a2u20 missiles_reloading inc_counter ob_under_fire -1 end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if end_if if I_CompareCounter ob_under_fire < 1 if I_CompareCounter ob_engaged > 0 if I_CompareCounter ob_repeat_test = 3 set_counter ob_repeat_test 4 end_if if I_CompareCounter ob_repeat_test = 2 set_counter ob_engaged 0 set_counter ob_repeat_test 3 end_if if I_CompareCounter ob_repeat_test = 1 set_counter ob_engaged 0 set_counter ob_under_fire 0 set_counter ob_repeat_test 2 end_if if I_CompareCounter ob_repeat_test = 0 set_counter ob_engaged 0 set_counter ob_under_fire 0 set_counter ob_repeat_test 1 end_if end_if if I_CompareCounter ob_engaged < 1 if I_CompareCounter ob_repeat_test = 3 set_counter ob_repeat_test 2 set_counter ob_under_fire 0 set_counter ob_engaged 0 end_if if I_CompareCounter ob_repeat_test < 3 set_counter ob_repeat_test 1 set_counter ob_under_fire 0 set_counter ob_engaged 0 end_if end_if end_if if I_CompareCounter ob_under_fire > 0 if I_CompareCounter ob_engaged > 0 if I_CompareCounter ob_repeat_test = 3 set_counter ob_repeat_test 4 end_if if I_CompareCounter ob_repeat_test = 2 set_counter ob_engaged 0 set_counter ob_repeat_test 3 end_if if I_CompareCounter ob_repeat_test < 2 set_counter ob_under_fire 0 set_counter ob_engaged 0 set_counter ob_repeat_test 2 end_if end_if if I_CompareCounter ob_engaged < 1 if I_CompareCounter ob_repeat_test = 3 set_counter ob_repeat_test 4 end_if if I_CompareCounter ob_repeat_test = 2 set_counter ob_repeat_test 3 end_if if I_CompareCounter ob_repeat_test = 1 set_counter ob_under_fire 0 set_counter ob_repeat_test 2 end_if if I_CompareCounter ob_repeat_test = 0 set_counter ob_under_fire 0 set_counter ob_repeat_test 1 end_if end_if end_if if I_CompareCounter ob_repeat_test = 4 if I_CompareCounter ob_under_fire < 1 and I_CompareCounter ob_engaged < 1 set_counter ob_under_fire 0 set_counter ob_engaged 0 set_counter ob_defend 3 set_counter ob_repeat_test 2 end_if if I_CompareCounter ob_under_fire > 0 ai_gta_plan_set 1 ATTACK_ALL set_counter apply_strategy 1 set_counter ob_under_fire 0 set_counter ob_engaged 0 set_counter ob_defend 4 set_counter ob_repeat_test 0 set_counter ob_defense_launch 0 end_if if I_CompareCounter ob_engaged > 0 ai_gta_plan_set 1 ATTACK_ALL set_counter apply_strategy 1 set_counter ob_under_fire 0 set_counter ob_engaged 0 set_counter ob_defend 4 set_counter ob_repeat_test 0 set_counter ob_defense_launch 0 end_if end_if if I_CompareCounter ob_defend = 3 set_counter ob_defend 2 end_if battle_wait 15 end_monitor ;;;;;;;General Stop monitor_conditions I_BattleStarted and I_CompareCounter g_stop = 1 and I_CompareCounter open_battle = 1 and I_BattleEnemyArmyNumberOfUnits > 2 and I_BattlePlayerArmyIsAttacker and I_BattleAiAttacking and I_UnitEnemyUnitInRadius a2u1 120 set_counter g_stop 2 label_unit 1 0 0 a2u1 battle_wait 0.1 unit_order_halt a2u1 if I_BattleEnemyArmyNumberOfUnits > 5 battle_wait 30 end_if if I_BattleEnemyArmyNumberOfUnits < 6 battle_wait 15 end_if if I_BattlePlayerArmyIsAttacker and I_CompareCounter g_stop = 2 and I_BattleAiAttacking release_unit a2u1 set_counter g_stop 0 end_if end_monitor monitor_conditions I_BattleStarted and I_CompareCounter g_stop = 1 and I_CompareCounter open_battle = 1 and ! I_BattlePlayerArmyIsAttacker and I_BattleAiAttacking and I_UnitEnemyUnitInRadius a1u1 120 set_counter g_stop 3 label_unit 0 0 0 a1u1 battle_wait 0.1 unit_order_halt a1u1 battle_wait 30 if ! I_BattlePlayerArmyIsAttacker and I_CompareCounter g_stop = 3 and I_BattleAiAttacking release_unit a1u1 set_counter g_stop 0 end_if end_monitor monitor_conditions I_BattleStarted and I_CompareCounter g_stop = 2 and I_CompareCounter open_battle = 1 and I_BattlePlayerArmyIsAttacker and I_UnitEnemyUnitInRadius a2u1 60 release_unit a2u1 set_counter g_stop 0 end_monitor monitor_conditions I_BattleStarted and I_CompareCounter g_stop = 3 and I_CompareCounter open_battle = 1 and I_BattlePlayerArmyIsAttacker and I_UnitEnemyUnitInRadius a1u1 60 release_unit a1u1 set_counter g_stop 0 end_monitor ;;;;;;;AI Stuck Fix monitor_event BattleEnemyUnitAttacksPlayerUnit TrueCondition and I_CompareCounter ai_stuck_launch = 1 and BattleIsMeleeAttack and I_BattleIsSiegeBattle set_counter ai_stuck_launch 2 end_monitor monitor_conditions I_CompareCounter ai_stuck_launch = 2 and I_BattleIsSiegeBattle if I_CompareCounter enemy_unit_count > 0 and ! I_UnitDestroyed a2u1 if I_UnitStatus a2u1 moving if I_CompareCounter a2u1_status = 0 set_counter a2u1_status 1 end_if if I_CompareCounter a2u1_status != 1 set_counter a2u1_status 0 end_if end_if if I_UnitStatus a2u1 routing if I_CompareCounter a2u1_status = 0 set_counter a2u1_status 2 end_if if I_CompareCounter a2u1_status != 2 set_counter a2u1_status 0 end_if end_if if ! I_UnitStatus a2u1 moving and ! I_UnitStatus a2u1 routing set_counter a2u1_status 0 end_if if I_CompareCounter a2u1_status > 0 if I_UnitDistanceFromPosition a2u1 0,0 >= 150 and I_UnitDistanceFromPosition a2u1 0,0 < 175 if I_CompareCounter a2u1_distance != 1 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 1 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 175 and I_UnitDistanceFromPosition a2u1 0,0 < 200 if I_CompareCounter a2u1_distance != 2 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 2 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 200 and I_UnitDistanceFromPosition a2u1 0,0 < 225 if I_CompareCounter a2u1_distance != 3 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 3 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 225 and I_UnitDistanceFromPosition a2u1 0,0 < 250 if I_CompareCounter a2u1_distance != 4 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 4 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 250 and I_UnitDistanceFromPosition a2u1 0,0 < 275 if I_CompareCounter a2u1_distance != 5 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 5 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 275 and I_UnitDistanceFromPosition a2u1 0,0 < 300 if I_CompareCounter a2u1_distance != 6 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 6 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 300 and I_UnitDistanceFromPosition a2u1 0,0 < 325 if I_CompareCounter a2u1_distance != 7 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 7 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 325 and I_UnitDistanceFromPosition a2u1 0,0 < 350 if I_CompareCounter a2u1_distance != 8 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 8 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 350 and I_UnitDistanceFromPosition a2u1 0,0 < 375 if I_CompareCounter a2u1_distance != 9 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 9 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 375 and I_UnitDistanceFromPosition a2u1 0,0 < 400 if I_CompareCounter a2u1_distance != 10 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 10 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 400 and I_UnitDistanceFromPosition a2u1 0,0 < 425 if I_CompareCounter a2u1_distance != 11 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 11 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 425 and I_UnitDistanceFromPosition a2u1 0,0 < 450 if I_CompareCounter a2u1_distance != 12 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 12 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 450 and I_UnitDistanceFromPosition a2u1 0,0 < 500 if I_CompareCounter a2u1_distance != 13 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 13 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 500 and I_UnitDistanceFromPosition a2u1 0,0 < 550 if I_CompareCounter a2u1_distance != 14 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 14 inc_counter a2u1_stuck 1 end_if if I_UnitDistanceFromPosition a2u1 0,0 >= 550 and I_UnitDistanceFromPosition a2u1 0,0 < 600 if I_CompareCounter a2u1_distance != 15 set_counter a2u1_stuck 0 end_if set_counter a2u1_distance 15 inc_counter a2u1_stuck 1 end_if if I_CompareCounter a2u1_stuck = 4 unit_order_halt a2u1 unit_set_morale a2u1 wavering battle_wait 0.1 unit_unset_morale a2u1 release_unit a2u1 set_counter a2u1_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 1 and ! I_UnitDestroyed a2u2 if I_UnitStatus a2u2 moving if I_CompareCounter a2u2_status = 0 set_counter a2u2_status 1 end_if if I_CompareCounter a2u2_status != 1 set_counter a2u2_status 0 end_if end_if if I_UnitStatus a2u2 routing if I_CompareCounter a2u2_status = 0 set_counter a2u2_status 2 end_if if I_CompareCounter a2u2_status != 2 set_counter a2u2_status 0 end_if end_if if ! I_UnitStatus a2u2 moving and ! I_UnitStatus a2u2 routing set_counter a2u2_status 0 end_if if I_CompareCounter a2u2_status > 0 if I_UnitDistanceFromPosition a2u2 0,0 >= 150 and I_UnitDistanceFromPosition a2u2 0,0 < 175 if I_CompareCounter a2u2_distance != 1 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 1 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 175 and I_UnitDistanceFromPosition a2u2 0,0 < 200 if I_CompareCounter a2u2_distance != 2 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 2 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 200 and I_UnitDistanceFromPosition a2u2 0,0 < 225 if I_CompareCounter a2u2_distance != 3 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 3 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 225 and I_UnitDistanceFromPosition a2u2 0,0 < 250 if I_CompareCounter a2u2_distance != 4 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 4 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 250 and I_UnitDistanceFromPosition a2u2 0,0 < 275 if I_CompareCounter a2u2_distance != 5 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 5 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 275 and I_UnitDistanceFromPosition a2u2 0,0 < 300 if I_CompareCounter a2u2_distance != 6 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 6 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 300 and I_UnitDistanceFromPosition a2u2 0,0 < 325 if I_CompareCounter a2u2_distance != 7 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 7 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 325 and I_UnitDistanceFromPosition a2u2 0,0 < 350 if I_CompareCounter a2u2_distance != 8 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 8 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 350 and I_UnitDistanceFromPosition a2u2 0,0 < 375 if I_CompareCounter a2u2_distance != 9 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 9 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 375 and I_UnitDistanceFromPosition a2u2 0,0 < 400 if I_CompareCounter a2u2_distance != 10 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 10 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 400 and I_UnitDistanceFromPosition a2u2 0,0 < 425 if I_CompareCounter a2u2_distance != 11 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 11 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 425 and I_UnitDistanceFromPosition a2u2 0,0 < 450 if I_CompareCounter a2u2_distance != 12 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 12 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 450 and I_UnitDistanceFromPosition a2u2 0,0 < 500 if I_CompareCounter a2u2_distance != 13 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 13 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 500 and I_UnitDistanceFromPosition a2u2 0,0 < 550 if I_CompareCounter a2u2_distance != 14 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 14 inc_counter a2u2_stuck 1 end_if if I_UnitDistanceFromPosition a2u2 0,0 >= 550 and I_UnitDistanceFromPosition a2u2 0,0 < 600 if I_CompareCounter a2u2_distance != 15 set_counter a2u2_stuck 0 end_if set_counter a2u2_distance 15 inc_counter a2u2_stuck 1 end_if if I_CompareCounter a2u2_stuck = 4 unit_order_halt a2u2 unit_set_morale a2u2 wavering battle_wait 0.1 unit_unset_morale a2u2 release_unit a2u2 set_counter a2u2_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 2 and ! I_UnitDestroyed a2u3 if I_UnitStatus a2u3 moving if I_CompareCounter a2u3_status = 0 set_counter a2u3_status 1 end_if if I_CompareCounter a2u3_status != 1 set_counter a2u3_status 0 end_if end_if if I_UnitStatus a2u3 routing if I_CompareCounter a2u3_status = 0 set_counter a2u3_status 2 end_if if I_CompareCounter a2u3_status != 2 set_counter a2u3_status 0 end_if end_if if ! I_UnitStatus a2u3 moving and ! I_UnitStatus a2u3 routing set_counter a2u3_status 0 end_if if I_CompareCounter a2u3_status > 0 if I_UnitDistanceFromPosition a2u3 0,0 >= 150 and I_UnitDistanceFromPosition a2u3 0,0 < 175 if I_CompareCounter a2u3_distance != 1 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 1 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 175 and I_UnitDistanceFromPosition a2u3 0,0 < 200 if I_CompareCounter a2u3_distance != 2 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 2 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 200 and I_UnitDistanceFromPosition a2u3 0,0 < 225 if I_CompareCounter a2u3_distance != 3 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 3 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 225 and I_UnitDistanceFromPosition a2u3 0,0 < 250 if I_CompareCounter a2u3_distance != 4 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 4 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 250 and I_UnitDistanceFromPosition a2u3 0,0 < 275 if I_CompareCounter a2u3_distance != 5 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 5 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 275 and I_UnitDistanceFromPosition a2u3 0,0 < 300 if I_CompareCounter a2u3_distance != 6 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 6 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 300 and I_UnitDistanceFromPosition a2u3 0,0 < 325 if I_CompareCounter a2u3_distance != 7 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 7 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 325 and I_UnitDistanceFromPosition a2u3 0,0 < 350 if I_CompareCounter a2u3_distance != 8 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 8 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 350 and I_UnitDistanceFromPosition a2u3 0,0 < 375 if I_CompareCounter a2u3_distance != 9 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 9 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 375 and I_UnitDistanceFromPosition a2u3 0,0 < 400 if I_CompareCounter a2u3_distance != 10 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 10 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 400 and I_UnitDistanceFromPosition a2u3 0,0 < 425 if I_CompareCounter a2u3_distance != 11 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 11 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 425 and I_UnitDistanceFromPosition a2u3 0,0 < 450 if I_CompareCounter a2u3_distance != 12 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 12 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 450 and I_UnitDistanceFromPosition a2u3 0,0 < 500 if I_CompareCounter a2u3_distance != 13 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 13 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 500 and I_UnitDistanceFromPosition a2u3 0,0 < 550 if I_CompareCounter a2u3_distance != 14 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 14 inc_counter a2u3_stuck 1 end_if if I_UnitDistanceFromPosition a2u3 0,0 >= 550 and I_UnitDistanceFromPosition a2u3 0,0 < 600 if I_CompareCounter a2u3_distance != 15 set_counter a2u3_stuck 0 end_if set_counter a2u3_distance 15 inc_counter a2u3_stuck 1 end_if if I_CompareCounter a2u3_stuck = 4 unit_order_halt a2u3 unit_set_morale a2u3 wavering battle_wait 0.1 unit_unset_morale a2u3 release_unit a2u3 set_counter a2u3_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 3 and ! I_UnitDestroyed a2u4 if I_UnitStatus a2u4 moving if I_CompareCounter a2u4_status = 0 set_counter a2u4_status 1 end_if if I_CompareCounter a2u4_status != 1 set_counter a2u4_status 0 end_if end_if if I_UnitStatus a2u4 routing if I_CompareCounter a2u4_status = 0 set_counter a2u4_status 2 end_if if I_CompareCounter a2u4_status != 2 set_counter a2u4_status 0 end_if end_if if ! I_UnitStatus a2u4 moving and ! I_UnitStatus a2u4 routing set_counter a2u4_status 0 end_if if I_CompareCounter a2u4_status > 0 if I_UnitDistanceFromPosition a2u4 0,0 >= 150 and I_UnitDistanceFromPosition a2u4 0,0 < 175 if I_CompareCounter a2u4_distance != 1 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 1 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 175 and I_UnitDistanceFromPosition a2u4 0,0 < 200 if I_CompareCounter a2u4_distance != 2 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 2 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 200 and I_UnitDistanceFromPosition a2u4 0,0 < 225 if I_CompareCounter a2u4_distance != 3 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 3 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 225 and I_UnitDistanceFromPosition a2u4 0,0 < 250 if I_CompareCounter a2u4_distance != 4 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 4 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 250 and I_UnitDistanceFromPosition a2u4 0,0 < 275 if I_CompareCounter a2u4_distance != 5 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 5 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 275 and I_UnitDistanceFromPosition a2u4 0,0 < 300 if I_CompareCounter a2u4_distance != 6 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 6 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 300 and I_UnitDistanceFromPosition a2u4 0,0 < 325 if I_CompareCounter a2u4_distance != 7 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 7 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 325 and I_UnitDistanceFromPosition a2u4 0,0 < 350 if I_CompareCounter a2u4_distance != 8 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 8 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 350 and I_UnitDistanceFromPosition a2u4 0,0 < 375 if I_CompareCounter a2u4_distance != 9 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 9 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 375 and I_UnitDistanceFromPosition a2u4 0,0 < 400 if I_CompareCounter a2u4_distance != 10 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 10 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 400 and I_UnitDistanceFromPosition a2u4 0,0 < 425 if I_CompareCounter a2u4_distance != 11 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 11 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 425 and I_UnitDistanceFromPosition a2u4 0,0 < 450 if I_CompareCounter a2u4_distance != 12 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 12 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 450 and I_UnitDistanceFromPosition a2u4 0,0 < 500 if I_CompareCounter a2u4_distance != 13 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 13 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 500 and I_UnitDistanceFromPosition a2u4 0,0 < 550 if I_CompareCounter a2u4_distance != 14 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 14 inc_counter a2u4_stuck 1 end_if if I_UnitDistanceFromPosition a2u4 0,0 >= 550 and I_UnitDistanceFromPosition a2u4 0,0 < 600 if I_CompareCounter a2u4_distance != 15 set_counter a2u4_stuck 0 end_if set_counter a2u4_distance 15 inc_counter a2u4_stuck 1 end_if if I_CompareCounter a2u4_stuck = 4 unit_order_halt a2u4 unit_set_morale a2u4 wavering battle_wait 0.1 unit_unset_morale a2u4 release_unit a2u4 set_counter a2u4_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 4 and ! I_UnitDestroyed a2u5 if I_UnitStatus a2u5 moving if I_CompareCounter a2u5_status = 0 set_counter a2u5_status 1 end_if if I_CompareCounter a2u5_status != 1 set_counter a2u5_status 0 end_if end_if if I_UnitStatus a2u5 routing if I_CompareCounter a2u5_status = 0 set_counter a2u5_status 2 end_if if I_CompareCounter a2u5_status != 2 set_counter a2u5_status 0 end_if end_if if ! I_UnitStatus a2u5 moving and ! I_UnitStatus a2u5 routing set_counter a2u5_status 0 end_if if I_CompareCounter a2u5_status > 0 if I_UnitDistanceFromPosition a2u5 0,0 >= 150 and I_UnitDistanceFromPosition a2u5 0,0 < 175 if I_CompareCounter a2u5_distance != 1 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 1 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 175 and I_UnitDistanceFromPosition a2u5 0,0 < 200 if I_CompareCounter a2u5_distance != 2 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 2 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 200 and I_UnitDistanceFromPosition a2u5 0,0 < 225 if I_CompareCounter a2u5_distance != 3 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 3 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 225 and I_UnitDistanceFromPosition a2u5 0,0 < 250 if I_CompareCounter a2u5_distance != 4 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 4 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 250 and I_UnitDistanceFromPosition a2u5 0,0 < 275 if I_CompareCounter a2u5_distance != 5 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 5 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 275 and I_UnitDistanceFromPosition a2u5 0,0 < 300 if I_CompareCounter a2u5_distance != 6 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 6 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 300 and I_UnitDistanceFromPosition a2u5 0,0 < 325 if I_CompareCounter a2u5_distance != 7 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 7 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 325 and I_UnitDistanceFromPosition a2u5 0,0 < 350 if I_CompareCounter a2u5_distance != 8 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 8 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 350 and I_UnitDistanceFromPosition a2u5 0,0 < 375 if I_CompareCounter a2u5_distance != 9 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 9 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 375 and I_UnitDistanceFromPosition a2u5 0,0 < 400 if I_CompareCounter a2u5_distance != 10 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 10 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 400 and I_UnitDistanceFromPosition a2u5 0,0 < 425 if I_CompareCounter a2u5_distance != 11 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 11 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 425 and I_UnitDistanceFromPosition a2u5 0,0 < 450 if I_CompareCounter a2u5_distance != 12 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 12 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 450 and I_UnitDistanceFromPosition a2u5 0,0 < 500 if I_CompareCounter a2u5_distance != 13 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 13 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 500 and I_UnitDistanceFromPosition a2u5 0,0 < 550 if I_CompareCounter a2u5_distance != 14 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 14 inc_counter a2u5_stuck 1 end_if if I_UnitDistanceFromPosition a2u5 0,0 >= 550 and I_UnitDistanceFromPosition a2u5 0,0 < 600 if I_CompareCounter a2u5_distance != 15 set_counter a2u5_stuck 0 end_if set_counter a2u5_distance 15 inc_counter a2u5_stuck 1 end_if if I_CompareCounter a2u5_stuck = 4 unit_order_halt a2u5 unit_set_morale a2u5 wavering battle_wait 0.1 unit_unset_morale a2u5 release_unit a2u5 set_counter a2u5_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 5 and ! I_UnitDestroyed a2u6 if I_UnitStatus a2u6 moving if I_CompareCounter a2u6_status = 0 set_counter a2u6_status 1 end_if if I_CompareCounter a2u6_status != 1 set_counter a2u6_status 0 end_if end_if if I_UnitStatus a2u6 routing if I_CompareCounter a2u6_status = 0 set_counter a2u6_status 2 end_if if I_CompareCounter a2u6_status != 2 set_counter a2u6_status 0 end_if end_if if ! I_UnitStatus a2u6 moving and ! I_UnitStatus a2u6 routing set_counter a2u6_status 0 end_if if I_CompareCounter a2u6_status > 0 if I_UnitDistanceFromPosition a2u6 0,0 >= 150 and I_UnitDistanceFromPosition a2u6 0,0 < 175 if I_CompareCounter a2u6_distance != 1 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 1 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 175 and I_UnitDistanceFromPosition a2u6 0,0 < 200 if I_CompareCounter a2u6_distance != 2 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 2 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 200 and I_UnitDistanceFromPosition a2u6 0,0 < 225 if I_CompareCounter a2u6_distance != 3 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 3 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 225 and I_UnitDistanceFromPosition a2u6 0,0 < 250 if I_CompareCounter a2u6_distance != 4 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 4 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 250 and I_UnitDistanceFromPosition a2u6 0,0 < 275 if I_CompareCounter a2u6_distance != 5 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 5 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 275 and I_UnitDistanceFromPosition a2u6 0,0 < 300 if I_CompareCounter a2u6_distance != 6 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 6 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 300 and I_UnitDistanceFromPosition a2u6 0,0 < 325 if I_CompareCounter a2u6_distance != 7 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 7 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 325 and I_UnitDistanceFromPosition a2u6 0,0 < 350 if I_CompareCounter a2u6_distance != 8 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 8 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 350 and I_UnitDistanceFromPosition a2u6 0,0 < 375 if I_CompareCounter a2u6_distance != 9 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 9 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 375 and I_UnitDistanceFromPosition a2u6 0,0 < 400 if I_CompareCounter a2u6_distance != 10 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 10 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 400 and I_UnitDistanceFromPosition a2u6 0,0 < 425 if I_CompareCounter a2u6_distance != 11 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 11 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 425 and I_UnitDistanceFromPosition a2u6 0,0 < 450 if I_CompareCounter a2u6_distance != 12 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 12 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 450 and I_UnitDistanceFromPosition a2u6 0,0 < 500 if I_CompareCounter a2u6_distance != 13 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 13 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 500 and I_UnitDistanceFromPosition a2u6 0,0 < 550 if I_CompareCounter a2u6_distance != 14 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 14 inc_counter a2u6_stuck 1 end_if if I_UnitDistanceFromPosition a2u6 0,0 >= 550 and I_UnitDistanceFromPosition a2u6 0,0 < 600 if I_CompareCounter a2u6_distance != 15 set_counter a2u6_stuck 0 end_if set_counter a2u6_distance 15 inc_counter a2u6_stuck 1 end_if if I_CompareCounter a2u6_stuck = 4 unit_order_halt a2u6 unit_set_morale a2u6 wavering battle_wait 0.1 unit_unset_morale a2u6 release_unit a2u6 set_counter a2u6_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 6 and ! I_UnitDestroyed a2u7 if I_UnitStatus a2u7 moving if I_CompareCounter a2u7_status = 0 set_counter a2u7_status 1 end_if if I_CompareCounter a2u7_status != 1 set_counter a2u7_status 0 end_if end_if if I_UnitStatus a2u7 routing if I_CompareCounter a2u7_status = 0 set_counter a2u7_status 2 end_if if I_CompareCounter a2u7_status != 2 set_counter a2u7_status 0 end_if end_if if ! I_UnitStatus a2u7 moving and ! I_UnitStatus a2u7 routing set_counter a2u7_status 0 end_if if I_CompareCounter a2u7_status > 0 if I_UnitDistanceFromPosition a2u7 0,0 >= 150 and I_UnitDistanceFromPosition a2u7 0,0 < 175 if I_CompareCounter a2u7_distance != 1 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 1 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 175 and I_UnitDistanceFromPosition a2u7 0,0 < 200 if I_CompareCounter a2u7_distance != 2 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 2 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 200 and I_UnitDistanceFromPosition a2u7 0,0 < 225 if I_CompareCounter a2u7_distance != 3 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 3 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 225 and I_UnitDistanceFromPosition a2u7 0,0 < 250 if I_CompareCounter a2u7_distance != 4 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 4 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 250 and I_UnitDistanceFromPosition a2u7 0,0 < 275 if I_CompareCounter a2u7_distance != 5 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 5 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 275 and I_UnitDistanceFromPosition a2u7 0,0 < 300 if I_CompareCounter a2u7_distance != 6 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 6 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 300 and I_UnitDistanceFromPosition a2u7 0,0 < 325 if I_CompareCounter a2u7_distance != 7 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 7 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 325 and I_UnitDistanceFromPosition a2u7 0,0 < 350 if I_CompareCounter a2u7_distance != 8 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 8 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 350 and I_UnitDistanceFromPosition a2u7 0,0 < 375 if I_CompareCounter a2u7_distance != 9 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 9 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 375 and I_UnitDistanceFromPosition a2u7 0,0 < 400 if I_CompareCounter a2u7_distance != 10 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 10 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 400 and I_UnitDistanceFromPosition a2u7 0,0 < 425 if I_CompareCounter a2u7_distance != 11 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 11 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 425 and I_UnitDistanceFromPosition a2u7 0,0 < 450 if I_CompareCounter a2u7_distance != 12 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 12 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 450 and I_UnitDistanceFromPosition a2u7 0,0 < 500 if I_CompareCounter a2u7_distance != 13 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 13 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 500 and I_UnitDistanceFromPosition a2u7 0,0 < 550 if I_CompareCounter a2u7_distance != 14 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 14 inc_counter a2u7_stuck 1 end_if if I_UnitDistanceFromPosition a2u7 0,0 >= 550 and I_UnitDistanceFromPosition a2u7 0,0 < 600 if I_CompareCounter a2u7_distance != 15 set_counter a2u7_stuck 0 end_if set_counter a2u7_distance 15 inc_counter a2u7_stuck 1 end_if if I_CompareCounter a2u7_stuck = 4 unit_order_halt a2u7 unit_set_morale a2u7 wavering battle_wait 0.1 unit_unset_morale a2u7 release_unit a2u7 set_counter a2u7_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 7 and ! I_UnitDestroyed a2u8 if I_UnitStatus a2u8 moving if I_CompareCounter a2u8_status = 0 set_counter a2u8_status 1 end_if if I_CompareCounter a2u8_status != 1 set_counter a2u8_status 0 end_if end_if if I_UnitStatus a2u8 routing if I_CompareCounter a2u8_status = 0 set_counter a2u8_status 2 end_if if I_CompareCounter a2u8_status != 2 set_counter a2u8_status 0 end_if end_if if ! I_UnitStatus a2u8 moving and ! I_UnitStatus a2u8 routing set_counter a2u8_status 0 end_if if I_CompareCounter a2u8_status > 0 if I_UnitDistanceFromPosition a2u8 0,0 >= 150 and I_UnitDistanceFromPosition a2u8 0,0 < 175 if I_CompareCounter a2u8_distance != 1 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 1 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 175 and I_UnitDistanceFromPosition a2u8 0,0 < 200 if I_CompareCounter a2u8_distance != 2 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 2 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 200 and I_UnitDistanceFromPosition a2u8 0,0 < 225 if I_CompareCounter a2u8_distance != 3 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 3 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 225 and I_UnitDistanceFromPosition a2u8 0,0 < 250 if I_CompareCounter a2u8_distance != 4 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 4 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 250 and I_UnitDistanceFromPosition a2u8 0,0 < 275 if I_CompareCounter a2u8_distance != 5 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 5 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 275 and I_UnitDistanceFromPosition a2u8 0,0 < 300 if I_CompareCounter a2u8_distance != 6 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 6 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 300 and I_UnitDistanceFromPosition a2u8 0,0 < 325 if I_CompareCounter a2u8_distance != 7 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 7 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 325 and I_UnitDistanceFromPosition a2u8 0,0 < 350 if I_CompareCounter a2u8_distance != 8 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 8 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 350 and I_UnitDistanceFromPosition a2u8 0,0 < 375 if I_CompareCounter a2u8_distance != 9 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 9 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 375 and I_UnitDistanceFromPosition a2u8 0,0 < 400 if I_CompareCounter a2u8_distance != 10 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 10 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 400 and I_UnitDistanceFromPosition a2u8 0,0 < 425 if I_CompareCounter a2u8_distance != 11 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 11 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 425 and I_UnitDistanceFromPosition a2u8 0,0 < 450 if I_CompareCounter a2u8_distance != 12 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 12 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 450 and I_UnitDistanceFromPosition a2u8 0,0 < 500 if I_CompareCounter a2u8_distance != 13 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 13 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 500 and I_UnitDistanceFromPosition a2u8 0,0 < 550 if I_CompareCounter a2u8_distance != 14 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 14 inc_counter a2u8_stuck 1 end_if if I_UnitDistanceFromPosition a2u8 0,0 >= 550 and I_UnitDistanceFromPosition a2u8 0,0 < 600 if I_CompareCounter a2u8_distance != 15 set_counter a2u8_stuck 0 end_if set_counter a2u8_distance 15 inc_counter a2u8_stuck 1 end_if if I_CompareCounter a2u8_stuck = 4 unit_order_halt a2u8 unit_set_morale a2u8 wavering battle_wait 0.1 unit_unset_morale a2u8 release_unit a2u8 set_counter a2u8_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 8 and ! I_UnitDestroyed a2u9 if I_UnitStatus a2u9 moving if I_CompareCounter a2u9_status = 0 set_counter a2u9_status 1 end_if if I_CompareCounter a2u9_status != 1 set_counter a2u9_status 0 end_if end_if if I_UnitStatus a2u9 routing if I_CompareCounter a2u9_status = 0 set_counter a2u9_status 2 end_if if I_CompareCounter a2u9_status != 2 set_counter a2u9_status 0 end_if end_if if ! I_UnitStatus a2u9 moving and ! I_UnitStatus a2u9 routing set_counter a2u9_status 0 end_if if I_CompareCounter a2u9_status > 0 if I_UnitDistanceFromPosition a2u9 0,0 >= 150 and I_UnitDistanceFromPosition a2u9 0,0 < 175 if I_CompareCounter a2u9_distance != 1 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 1 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 175 and I_UnitDistanceFromPosition a2u9 0,0 < 200 if I_CompareCounter a2u9_distance != 2 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 2 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 200 and I_UnitDistanceFromPosition a2u9 0,0 < 225 if I_CompareCounter a2u9_distance != 3 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 3 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 225 and I_UnitDistanceFromPosition a2u9 0,0 < 250 if I_CompareCounter a2u9_distance != 4 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 4 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 250 and I_UnitDistanceFromPosition a2u9 0,0 < 275 if I_CompareCounter a2u9_distance != 5 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 5 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 275 and I_UnitDistanceFromPosition a2u9 0,0 < 300 if I_CompareCounter a2u9_distance != 6 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 6 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 300 and I_UnitDistanceFromPosition a2u9 0,0 < 325 if I_CompareCounter a2u9_distance != 7 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 7 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 325 and I_UnitDistanceFromPosition a2u9 0,0 < 350 if I_CompareCounter a2u9_distance != 8 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 8 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 350 and I_UnitDistanceFromPosition a2u9 0,0 < 375 if I_CompareCounter a2u9_distance != 9 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 9 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 375 and I_UnitDistanceFromPosition a2u9 0,0 < 400 if I_CompareCounter a2u9_distance != 10 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 10 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 400 and I_UnitDistanceFromPosition a2u9 0,0 < 425 if I_CompareCounter a2u9_distance != 11 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 11 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 425 and I_UnitDistanceFromPosition a2u9 0,0 < 450 if I_CompareCounter a2u9_distance != 12 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 12 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 450 and I_UnitDistanceFromPosition a2u9 0,0 < 500 if I_CompareCounter a2u9_distance != 13 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 13 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 500 and I_UnitDistanceFromPosition a2u9 0,0 < 550 if I_CompareCounter a2u9_distance != 14 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 14 inc_counter a2u9_stuck 1 end_if if I_UnitDistanceFromPosition a2u9 0,0 >= 550 and I_UnitDistanceFromPosition a2u9 0,0 < 600 if I_CompareCounter a2u9_distance != 15 set_counter a2u9_stuck 0 end_if set_counter a2u9_distance 15 inc_counter a2u9_stuck 1 end_if if I_CompareCounter a2u9_stuck = 4 unit_order_halt a2u9 unit_set_morale a2u9 wavering battle_wait 0.1 unit_unset_morale a2u9 release_unit a2u9 set_counter a2u9_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 9 and ! I_UnitDestroyed a2u10 if I_UnitStatus a2u10 moving if I_CompareCounter a2u10_status = 0 set_counter a2u10_status 1 end_if if I_CompareCounter a2u10_status != 1 set_counter a2u10_status 0 end_if end_if if I_UnitStatus a2u10 routing if I_CompareCounter a2u10_status = 0 set_counter a2u10_status 2 end_if if I_CompareCounter a2u10_status != 2 set_counter a2u10_status 0 end_if end_if if ! I_UnitStatus a2u10 moving and ! I_UnitStatus a2u10 routing set_counter a2u10_status 0 end_if if I_CompareCounter a2u10_status > 0 if I_UnitDistanceFromPosition a2u10 0,0 >= 150 and I_UnitDistanceFromPosition a2u10 0,0 < 175 if I_CompareCounter a2u10_distance != 1 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 1 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 175 and I_UnitDistanceFromPosition a2u10 0,0 < 200 if I_CompareCounter a2u10_distance != 2 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 2 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 200 and I_UnitDistanceFromPosition a2u10 0,0 < 225 if I_CompareCounter a2u10_distance != 3 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 3 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 225 and I_UnitDistanceFromPosition a2u10 0,0 < 250 if I_CompareCounter a2u10_distance != 4 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 4 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 250 and I_UnitDistanceFromPosition a2u10 0,0 < 275 if I_CompareCounter a2u10_distance != 5 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 5 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 275 and I_UnitDistanceFromPosition a2u10 0,0 < 300 if I_CompareCounter a2u10_distance != 6 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 6 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 300 and I_UnitDistanceFromPosition a2u10 0,0 < 325 if I_CompareCounter a2u10_distance != 7 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 7 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 325 and I_UnitDistanceFromPosition a2u10 0,0 < 350 if I_CompareCounter a2u10_distance != 8 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 8 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 350 and I_UnitDistanceFromPosition a2u10 0,0 < 375 if I_CompareCounter a2u10_distance != 9 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 9 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 375 and I_UnitDistanceFromPosition a2u10 0,0 < 400 if I_CompareCounter a2u10_distance != 10 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 10 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 400 and I_UnitDistanceFromPosition a2u10 0,0 < 425 if I_CompareCounter a2u10_distance != 11 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 11 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 425 and I_UnitDistanceFromPosition a2u10 0,0 < 450 if I_CompareCounter a2u10_distance != 12 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 12 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 450 and I_UnitDistanceFromPosition a2u10 0,0 < 500 if I_CompareCounter a2u10_distance != 13 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 13 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 500 and I_UnitDistanceFromPosition a2u10 0,0 < 550 if I_CompareCounter a2u10_distance != 14 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 14 inc_counter a2u10_stuck 1 end_if if I_UnitDistanceFromPosition a2u10 0,0 >= 550 and I_UnitDistanceFromPosition a2u10 0,0 < 600 if I_CompareCounter a2u10_distance != 15 set_counter a2u10_stuck 0 end_if set_counter a2u10_distance 15 inc_counter a2u10_stuck 1 end_if if I_CompareCounter a2u10_stuck = 4 unit_order_halt a2u10 unit_set_morale a2u10 wavering battle_wait 0.1 unit_unset_morale a2u10 release_unit a2u10 set_counter a2u10_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 10 and ! I_UnitDestroyed a2u11 if I_UnitStatus a2u11 moving if I_CompareCounter a2u11_status = 0 set_counter a2u11_status 1 end_if if I_CompareCounter a2u11_status != 1 set_counter a2u11_status 0 end_if end_if if I_UnitStatus a2u11 routing if I_CompareCounter a2u11_status = 0 set_counter a2u11_status 2 end_if if I_CompareCounter a2u11_status != 2 set_counter a2u11_status 0 end_if end_if if ! I_UnitStatus a2u11 moving and ! I_UnitStatus a2u11 routing set_counter a2u11_status 0 end_if if I_CompareCounter a2u11_status > 0 if I_UnitDistanceFromPosition a2u11 0,0 >= 150 and I_UnitDistanceFromPosition a2u11 0,0 < 175 if I_CompareCounter a2u11_distance != 1 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 1 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 175 and I_UnitDistanceFromPosition a2u11 0,0 < 200 if I_CompareCounter a2u11_distance != 2 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 2 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 200 and I_UnitDistanceFromPosition a2u11 0,0 < 225 if I_CompareCounter a2u11_distance != 3 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 3 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 225 and I_UnitDistanceFromPosition a2u11 0,0 < 250 if I_CompareCounter a2u11_distance != 4 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 4 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 250 and I_UnitDistanceFromPosition a2u11 0,0 < 275 if I_CompareCounter a2u11_distance != 5 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 5 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 275 and I_UnitDistanceFromPosition a2u11 0,0 < 300 if I_CompareCounter a2u11_distance != 6 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 6 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 300 and I_UnitDistanceFromPosition a2u11 0,0 < 325 if I_CompareCounter a2u11_distance != 7 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 7 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 325 and I_UnitDistanceFromPosition a2u11 0,0 < 350 if I_CompareCounter a2u11_distance != 8 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 8 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 350 and I_UnitDistanceFromPosition a2u11 0,0 < 375 if I_CompareCounter a2u11_distance != 9 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 9 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 375 and I_UnitDistanceFromPosition a2u11 0,0 < 400 if I_CompareCounter a2u11_distance != 10 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 10 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 400 and I_UnitDistanceFromPosition a2u11 0,0 < 425 if I_CompareCounter a2u11_distance != 11 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 11 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 425 and I_UnitDistanceFromPosition a2u11 0,0 < 450 if I_CompareCounter a2u11_distance != 12 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 12 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 450 and I_UnitDistanceFromPosition a2u11 0,0 < 500 if I_CompareCounter a2u11_distance != 13 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 13 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 500 and I_UnitDistanceFromPosition a2u11 0,0 < 550 if I_CompareCounter a2u11_distance != 14 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 14 inc_counter a2u11_stuck 1 end_if if I_UnitDistanceFromPosition a2u11 0,0 >= 550 and I_UnitDistanceFromPosition a2u11 0,0 < 600 if I_CompareCounter a2u11_distance != 15 set_counter a2u11_stuck 0 end_if set_counter a2u11_distance 15 inc_counter a2u11_stuck 1 end_if if I_CompareCounter a2u11_stuck = 4 unit_order_halt a2u11 unit_set_morale a2u11 wavering battle_wait 0.1 unit_unset_morale a2u11 release_unit a2u11 set_counter a2u11_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 11 and ! I_UnitDestroyed a2u12 if I_UnitStatus a2u12 moving if I_CompareCounter a2u12_status = 0 set_counter a2u12_status 1 end_if if I_CompareCounter a2u12_status != 1 set_counter a2u12_status 0 end_if end_if if I_UnitStatus a2u12 routing if I_CompareCounter a2u12_status = 0 set_counter a2u12_status 2 end_if if I_CompareCounter a2u12_status != 2 set_counter a2u12_status 0 end_if end_if if ! I_UnitStatus a2u12 moving and ! I_UnitStatus a2u12 routing set_counter a2u12_status 0 end_if if I_CompareCounter a2u12_status > 0 if I_UnitDistanceFromPosition a2u12 0,0 >= 150 and I_UnitDistanceFromPosition a2u12 0,0 < 175 if I_CompareCounter a2u12_distance != 1 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 1 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 175 and I_UnitDistanceFromPosition a2u12 0,0 < 200 if I_CompareCounter a2u12_distance != 2 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 2 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 200 and I_UnitDistanceFromPosition a2u12 0,0 < 225 if I_CompareCounter a2u12_distance != 3 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 3 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 225 and I_UnitDistanceFromPosition a2u12 0,0 < 250 if I_CompareCounter a2u12_distance != 4 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 4 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 250 and I_UnitDistanceFromPosition a2u12 0,0 < 275 if I_CompareCounter a2u12_distance != 5 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 5 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 275 and I_UnitDistanceFromPosition a2u12 0,0 < 300 if I_CompareCounter a2u12_distance != 6 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 6 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 300 and I_UnitDistanceFromPosition a2u12 0,0 < 325 if I_CompareCounter a2u12_distance != 7 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 7 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 325 and I_UnitDistanceFromPosition a2u12 0,0 < 350 if I_CompareCounter a2u12_distance != 8 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 8 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 350 and I_UnitDistanceFromPosition a2u12 0,0 < 375 if I_CompareCounter a2u12_distance != 9 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 9 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 375 and I_UnitDistanceFromPosition a2u12 0,0 < 400 if I_CompareCounter a2u12_distance != 10 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 10 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 400 and I_UnitDistanceFromPosition a2u12 0,0 < 425 if I_CompareCounter a2u12_distance != 11 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 11 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 425 and I_UnitDistanceFromPosition a2u12 0,0 < 450 if I_CompareCounter a2u12_distance != 12 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 12 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 450 and I_UnitDistanceFromPosition a2u12 0,0 < 500 if I_CompareCounter a2u12_distance != 13 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 13 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 500 and I_UnitDistanceFromPosition a2u12 0,0 < 550 if I_CompareCounter a2u12_distance != 14 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 14 inc_counter a2u12_stuck 1 end_if if I_UnitDistanceFromPosition a2u12 0,0 >= 550 and I_UnitDistanceFromPosition a2u12 0,0 < 600 if I_CompareCounter a2u12_distance != 15 set_counter a2u12_stuck 0 end_if set_counter a2u12_distance 15 inc_counter a2u12_stuck 1 end_if if I_CompareCounter a2u12_stuck = 4 unit_order_halt a2u12 unit_set_morale a2u12 wavering battle_wait 0.1 unit_unset_morale a2u12 release_unit a2u12 set_counter a2u12_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 12 and ! I_UnitDestroyed a2u13 if I_UnitStatus a2u13 moving if I_CompareCounter a2u13_status = 0 set_counter a2u13_status 1 end_if if I_CompareCounter a2u13_status != 1 set_counter a2u13_status 0 end_if end_if if I_UnitStatus a2u13 routing if I_CompareCounter a2u13_status = 0 set_counter a2u13_status 2 end_if if I_CompareCounter a2u13_status != 2 set_counter a2u13_status 0 end_if end_if if ! I_UnitStatus a2u13 moving and ! I_UnitStatus a2u13 routing set_counter a2u13_status 0 end_if if I_CompareCounter a2u13_status > 0 if I_UnitDistanceFromPosition a2u13 0,0 >= 150 and I_UnitDistanceFromPosition a2u13 0,0 < 175 if I_CompareCounter a2u13_distance != 1 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 1 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 175 and I_UnitDistanceFromPosition a2u13 0,0 < 200 if I_CompareCounter a2u13_distance != 2 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 2 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 200 and I_UnitDistanceFromPosition a2u13 0,0 < 225 if I_CompareCounter a2u13_distance != 3 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 3 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 225 and I_UnitDistanceFromPosition a2u13 0,0 < 250 if I_CompareCounter a2u13_distance != 4 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 4 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 250 and I_UnitDistanceFromPosition a2u13 0,0 < 275 if I_CompareCounter a2u13_distance != 5 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 5 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 275 and I_UnitDistanceFromPosition a2u13 0,0 < 300 if I_CompareCounter a2u13_distance != 6 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 6 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 300 and I_UnitDistanceFromPosition a2u13 0,0 < 325 if I_CompareCounter a2u13_distance != 7 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 7 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 325 and I_UnitDistanceFromPosition a2u13 0,0 < 350 if I_CompareCounter a2u13_distance != 8 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 8 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 350 and I_UnitDistanceFromPosition a2u13 0,0 < 375 if I_CompareCounter a2u13_distance != 9 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 9 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 375 and I_UnitDistanceFromPosition a2u13 0,0 < 400 if I_CompareCounter a2u13_distance != 10 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 10 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 400 and I_UnitDistanceFromPosition a2u13 0,0 < 425 if I_CompareCounter a2u13_distance != 11 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 11 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 425 and I_UnitDistanceFromPosition a2u13 0,0 < 450 if I_CompareCounter a2u13_distance != 12 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 12 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 450 and I_UnitDistanceFromPosition a2u13 0,0 < 500 if I_CompareCounter a2u13_distance != 13 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 13 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 500 and I_UnitDistanceFromPosition a2u13 0,0 < 550 if I_CompareCounter a2u13_distance != 14 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 14 inc_counter a2u13_stuck 1 end_if if I_UnitDistanceFromPosition a2u13 0,0 >= 550 and I_UnitDistanceFromPosition a2u13 0,0 < 600 if I_CompareCounter a2u13_distance != 15 set_counter a2u13_stuck 0 end_if set_counter a2u13_distance 15 inc_counter a2u13_stuck 1 end_if if I_CompareCounter a2u13_stuck = 4 unit_order_halt a2u13 unit_set_morale a2u13 wavering battle_wait 0.1 unit_unset_morale a2u13 release_unit a2u13 set_counter a2u13_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 13 and ! I_UnitDestroyed a2u14 if I_UnitStatus a2u14 moving if I_CompareCounter a2u14_status = 0 set_counter a2u14_status 1 end_if if I_CompareCounter a2u14_status != 1 set_counter a2u14_status 0 end_if end_if if I_UnitStatus a2u14 routing if I_CompareCounter a2u14_status = 0 set_counter a2u14_status 2 end_if if I_CompareCounter a2u14_status != 2 set_counter a2u14_status 0 end_if end_if if ! I_UnitStatus a2u14 moving and ! I_UnitStatus a2u14 routing set_counter a2u14_status 0 end_if if I_CompareCounter a2u14_status > 0 if I_UnitDistanceFromPosition a2u14 0,0 >= 150 and I_UnitDistanceFromPosition a2u14 0,0 < 175 if I_CompareCounter a2u14_distance != 1 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 1 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 175 and I_UnitDistanceFromPosition a2u14 0,0 < 200 if I_CompareCounter a2u14_distance != 2 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 2 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 200 and I_UnitDistanceFromPosition a2u14 0,0 < 225 if I_CompareCounter a2u14_distance != 3 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 3 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 225 and I_UnitDistanceFromPosition a2u14 0,0 < 250 if I_CompareCounter a2u14_distance != 4 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 4 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 250 and I_UnitDistanceFromPosition a2u14 0,0 < 275 if I_CompareCounter a2u14_distance != 5 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 5 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 275 and I_UnitDistanceFromPosition a2u14 0,0 < 300 if I_CompareCounter a2u14_distance != 6 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 6 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 300 and I_UnitDistanceFromPosition a2u14 0,0 < 325 if I_CompareCounter a2u14_distance != 7 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 7 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 325 and I_UnitDistanceFromPosition a2u14 0,0 < 350 if I_CompareCounter a2u14_distance != 8 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 8 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 350 and I_UnitDistanceFromPosition a2u14 0,0 < 375 if I_CompareCounter a2u14_distance != 9 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 9 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 375 and I_UnitDistanceFromPosition a2u14 0,0 < 400 if I_CompareCounter a2u14_distance != 10 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 10 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 400 and I_UnitDistanceFromPosition a2u14 0,0 < 425 if I_CompareCounter a2u14_distance != 11 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 11 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 425 and I_UnitDistanceFromPosition a2u14 0,0 < 450 if I_CompareCounter a2u14_distance != 12 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 12 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 450 and I_UnitDistanceFromPosition a2u14 0,0 < 500 if I_CompareCounter a2u14_distance != 13 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 13 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 500 and I_UnitDistanceFromPosition a2u14 0,0 < 550 if I_CompareCounter a2u14_distance != 14 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 14 inc_counter a2u14_stuck 1 end_if if I_UnitDistanceFromPosition a2u14 0,0 >= 550 and I_UnitDistanceFromPosition a2u14 0,0 < 600 if I_CompareCounter a2u14_distance != 15 set_counter a2u14_stuck 0 end_if set_counter a2u14_distance 15 inc_counter a2u14_stuck 1 end_if if I_CompareCounter a2u14_stuck = 4 unit_order_halt a2u14 unit_set_morale a2u14 wavering battle_wait 0.1 unit_unset_morale a2u14 release_unit a2u14 set_counter a2u14_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 14 and ! I_UnitDestroyed a2u15 if I_UnitStatus a2u15 moving if I_CompareCounter a2u15_status = 0 set_counter a2u15_status 1 end_if if I_CompareCounter a2u15_status != 1 set_counter a2u15_status 0 end_if end_if if I_UnitStatus a2u15 routing if I_CompareCounter a2u15_status = 0 set_counter a2u15_status 2 end_if if I_CompareCounter a2u15_status != 2 set_counter a2u15_status 0 end_if end_if if ! I_UnitStatus a2u15 moving and ! I_UnitStatus a2u15 routing set_counter a2u15_status 0 end_if if I_CompareCounter a2u15_status > 0 if I_UnitDistanceFromPosition a2u15 0,0 >= 150 and I_UnitDistanceFromPosition a2u15 0,0 < 175 if I_CompareCounter a2u15_distance != 1 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 1 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 175 and I_UnitDistanceFromPosition a2u15 0,0 < 200 if I_CompareCounter a2u15_distance != 2 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 2 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 200 and I_UnitDistanceFromPosition a2u15 0,0 < 225 if I_CompareCounter a2u15_distance != 3 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 3 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 225 and I_UnitDistanceFromPosition a2u15 0,0 < 250 if I_CompareCounter a2u15_distance != 4 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 4 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 250 and I_UnitDistanceFromPosition a2u15 0,0 < 275 if I_CompareCounter a2u15_distance != 5 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 5 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 275 and I_UnitDistanceFromPosition a2u15 0,0 < 300 if I_CompareCounter a2u15_distance != 6 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 6 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 300 and I_UnitDistanceFromPosition a2u15 0,0 < 325 if I_CompareCounter a2u15_distance != 7 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 7 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 325 and I_UnitDistanceFromPosition a2u15 0,0 < 350 if I_CompareCounter a2u15_distance != 8 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 8 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 350 and I_UnitDistanceFromPosition a2u15 0,0 < 375 if I_CompareCounter a2u15_distance != 9 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 9 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 375 and I_UnitDistanceFromPosition a2u15 0,0 < 400 if I_CompareCounter a2u15_distance != 10 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 10 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 400 and I_UnitDistanceFromPosition a2u15 0,0 < 425 if I_CompareCounter a2u15_distance != 11 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 11 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 425 and I_UnitDistanceFromPosition a2u15 0,0 < 450 if I_CompareCounter a2u15_distance != 12 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 12 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 450 and I_UnitDistanceFromPosition a2u15 0,0 < 500 if I_CompareCounter a2u15_distance != 13 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 13 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 500 and I_UnitDistanceFromPosition a2u15 0,0 < 550 if I_CompareCounter a2u15_distance != 14 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 14 inc_counter a2u15_stuck 1 end_if if I_UnitDistanceFromPosition a2u15 0,0 >= 550 and I_UnitDistanceFromPosition a2u15 0,0 < 600 if I_CompareCounter a2u15_distance != 15 set_counter a2u15_stuck 0 end_if set_counter a2u15_distance 15 inc_counter a2u15_stuck 1 end_if if I_CompareCounter a2u15_stuck = 4 unit_order_halt a2u15 unit_set_morale a2u15 wavering battle_wait 0.1 unit_unset_morale a2u15 release_unit a2u15 set_counter a2u15_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 15 and ! I_UnitDestroyed a2u16 if I_UnitStatus a2u16 moving if I_CompareCounter a2u16_status = 0 set_counter a2u16_status 1 end_if if I_CompareCounter a2u16_status != 1 set_counter a2u16_status 0 end_if end_if if I_UnitStatus a2u16 routing if I_CompareCounter a2u16_status = 0 set_counter a2u16_status 2 end_if if I_CompareCounter a2u16_status != 2 set_counter a2u16_status 0 end_if end_if if ! I_UnitStatus a2u16 moving and ! I_UnitStatus a2u16 routing set_counter a2u16_status 0 end_if if I_CompareCounter a2u16_status > 0 if I_UnitDistanceFromPosition a2u16 0,0 >= 150 and I_UnitDistanceFromPosition a2u16 0,0 < 175 if I_CompareCounter a2u16_distance != 1 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 1 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 175 and I_UnitDistanceFromPosition a2u16 0,0 < 200 if I_CompareCounter a2u16_distance != 2 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 2 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 200 and I_UnitDistanceFromPosition a2u16 0,0 < 225 if I_CompareCounter a2u16_distance != 3 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 3 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 225 and I_UnitDistanceFromPosition a2u16 0,0 < 250 if I_CompareCounter a2u16_distance != 4 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 4 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 250 and I_UnitDistanceFromPosition a2u16 0,0 < 275 if I_CompareCounter a2u16_distance != 5 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 5 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 275 and I_UnitDistanceFromPosition a2u16 0,0 < 300 if I_CompareCounter a2u16_distance != 6 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 6 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 300 and I_UnitDistanceFromPosition a2u16 0,0 < 325 if I_CompareCounter a2u16_distance != 7 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 7 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 325 and I_UnitDistanceFromPosition a2u16 0,0 < 350 if I_CompareCounter a2u16_distance != 8 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 8 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 350 and I_UnitDistanceFromPosition a2u16 0,0 < 375 if I_CompareCounter a2u16_distance != 9 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 9 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 375 and I_UnitDistanceFromPosition a2u16 0,0 < 400 if I_CompareCounter a2u16_distance != 10 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 10 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 400 and I_UnitDistanceFromPosition a2u16 0,0 < 425 if I_CompareCounter a2u16_distance != 11 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 11 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 425 and I_UnitDistanceFromPosition a2u16 0,0 < 450 if I_CompareCounter a2u16_distance != 12 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 12 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 450 and I_UnitDistanceFromPosition a2u16 0,0 < 500 if I_CompareCounter a2u16_distance != 13 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 13 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 500 and I_UnitDistanceFromPosition a2u16 0,0 < 550 if I_CompareCounter a2u16_distance != 14 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 14 inc_counter a2u16_stuck 1 end_if if I_UnitDistanceFromPosition a2u16 0,0 >= 550 and I_UnitDistanceFromPosition a2u16 0,0 < 600 if I_CompareCounter a2u16_distance != 15 set_counter a2u16_stuck 0 end_if set_counter a2u16_distance 15 inc_counter a2u16_stuck 1 end_if if I_CompareCounter a2u16_stuck = 4 unit_order_halt a2u16 unit_set_morale a2u16 wavering battle_wait 0.1 unit_unset_morale a2u16 release_unit a2u16 set_counter a2u16_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 16 and ! I_UnitDestroyed a2u17 if I_UnitStatus a2u17 moving if I_CompareCounter a2u17_status = 0 set_counter a2u17_status 1 end_if if I_CompareCounter a2u17_status != 1 set_counter a2u17_status 0 end_if end_if if I_UnitStatus a2u17 routing if I_CompareCounter a2u17_status = 0 set_counter a2u17_status 2 end_if if I_CompareCounter a2u17_status != 2 set_counter a2u17_status 0 end_if end_if if ! I_UnitStatus a2u17 moving and ! I_UnitStatus a2u17 routing set_counter a2u17_status 0 end_if if I_CompareCounter a2u17_status > 0 if I_UnitDistanceFromPosition a2u17 0,0 >= 150 and I_UnitDistanceFromPosition a2u17 0,0 < 175 if I_CompareCounter a2u17_distance != 1 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 1 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 175 and I_UnitDistanceFromPosition a2u17 0,0 < 200 if I_CompareCounter a2u17_distance != 2 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 2 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 200 and I_UnitDistanceFromPosition a2u17 0,0 < 225 if I_CompareCounter a2u17_distance != 3 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 3 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 225 and I_UnitDistanceFromPosition a2u17 0,0 < 250 if I_CompareCounter a2u17_distance != 4 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 4 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 250 and I_UnitDistanceFromPosition a2u17 0,0 < 275 if I_CompareCounter a2u17_distance != 5 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 5 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 275 and I_UnitDistanceFromPosition a2u17 0,0 < 300 if I_CompareCounter a2u17_distance != 6 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 6 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 300 and I_UnitDistanceFromPosition a2u17 0,0 < 325 if I_CompareCounter a2u17_distance != 7 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 7 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 325 and I_UnitDistanceFromPosition a2u17 0,0 < 350 if I_CompareCounter a2u17_distance != 8 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 8 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 350 and I_UnitDistanceFromPosition a2u17 0,0 < 375 if I_CompareCounter a2u17_distance != 9 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 9 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 375 and I_UnitDistanceFromPosition a2u17 0,0 < 400 if I_CompareCounter a2u17_distance != 10 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 10 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 400 and I_UnitDistanceFromPosition a2u17 0,0 < 425 if I_CompareCounter a2u17_distance != 11 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 11 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 425 and I_UnitDistanceFromPosition a2u17 0,0 < 450 if I_CompareCounter a2u17_distance != 12 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 12 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 450 and I_UnitDistanceFromPosition a2u17 0,0 < 500 if I_CompareCounter a2u17_distance != 13 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 13 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 500 and I_UnitDistanceFromPosition a2u17 0,0 < 550 if I_CompareCounter a2u17_distance != 14 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 14 inc_counter a2u17_stuck 1 end_if if I_UnitDistanceFromPosition a2u17 0,0 >= 550 and I_UnitDistanceFromPosition a2u17 0,0 < 600 if I_CompareCounter a2u17_distance != 15 set_counter a2u17_stuck 0 end_if set_counter a2u17_distance 15 inc_counter a2u17_stuck 1 end_if if I_CompareCounter a2u17_stuck = 4 unit_order_halt a2u17 unit_set_morale a2u17 wavering battle_wait 0.1 unit_unset_morale a2u17 release_unit a2u17 set_counter a2u17_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 17 and ! I_UnitDestroyed a2u18 if I_UnitStatus a2u18 moving if I_CompareCounter a2u18_status = 0 set_counter a2u18_status 1 end_if if I_CompareCounter a2u18_status != 1 set_counter a2u18_status 0 end_if end_if if I_UnitStatus a2u18 routing if I_CompareCounter a2u18_status = 0 set_counter a2u18_status 2 end_if if I_CompareCounter a2u18_status != 2 set_counter a2u18_status 0 end_if end_if if ! I_UnitStatus a2u18 moving and ! I_UnitStatus a2u18 routing set_counter a2u18_status 0 end_if if I_CompareCounter a2u18_status > 0 if I_UnitDistanceFromPosition a2u18 0,0 >= 150 and I_UnitDistanceFromPosition a2u18 0,0 < 175 if I_CompareCounter a2u18_distance != 1 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 1 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 175 and I_UnitDistanceFromPosition a2u18 0,0 < 200 if I_CompareCounter a2u18_distance != 2 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 2 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 200 and I_UnitDistanceFromPosition a2u18 0,0 < 225 if I_CompareCounter a2u18_distance != 3 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 3 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 225 and I_UnitDistanceFromPosition a2u18 0,0 < 250 if I_CompareCounter a2u18_distance != 4 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 4 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 250 and I_UnitDistanceFromPosition a2u18 0,0 < 275 if I_CompareCounter a2u18_distance != 5 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 5 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 275 and I_UnitDistanceFromPosition a2u18 0,0 < 300 if I_CompareCounter a2u18_distance != 6 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 6 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 300 and I_UnitDistanceFromPosition a2u18 0,0 < 325 if I_CompareCounter a2u18_distance != 7 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 7 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 325 and I_UnitDistanceFromPosition a2u18 0,0 < 350 if I_CompareCounter a2u18_distance != 8 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 8 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 350 and I_UnitDistanceFromPosition a2u18 0,0 < 375 if I_CompareCounter a2u18_distance != 9 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 9 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 375 and I_UnitDistanceFromPosition a2u18 0,0 < 400 if I_CompareCounter a2u18_distance != 10 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 10 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 400 and I_UnitDistanceFromPosition a2u18 0,0 < 425 if I_CompareCounter a2u18_distance != 11 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 11 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 425 and I_UnitDistanceFromPosition a2u18 0,0 < 450 if I_CompareCounter a2u18_distance != 12 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 12 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 450 and I_UnitDistanceFromPosition a2u18 0,0 < 500 if I_CompareCounter a2u18_distance != 13 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 13 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 500 and I_UnitDistanceFromPosition a2u18 0,0 < 550 if I_CompareCounter a2u18_distance != 14 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 14 inc_counter a2u18_stuck 1 end_if if I_UnitDistanceFromPosition a2u18 0,0 >= 550 and I_UnitDistanceFromPosition a2u18 0,0 < 600 if I_CompareCounter a2u18_distance != 15 set_counter a2u18_stuck 0 end_if set_counter a2u18_distance 15 inc_counter a2u18_stuck 1 end_if if I_CompareCounter a2u18_stuck = 4 unit_order_halt a2u18 unit_set_morale a2u18 wavering battle_wait 0.1 unit_unset_morale a2u18 release_unit a2u18 set_counter a2u18_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count > 18 and ! I_UnitDestroyed a2u19 if I_UnitStatus a2u19 moving if I_CompareCounter a2u19_status = 0 set_counter a2u19_status 1 end_if if I_CompareCounter a2u19_status != 1 set_counter a2u19_status 0 end_if end_if if I_UnitStatus a2u19 routing if I_CompareCounter a2u19_status = 0 set_counter a2u19_status 2 end_if if I_CompareCounter a2u19_status != 2 set_counter a2u19_status 0 end_if end_if if ! I_UnitStatus a2u19 moving and ! I_UnitStatus a2u19 routing set_counter a2u19_status 0 end_if if I_CompareCounter a2u19_status > 0 if I_UnitDistanceFromPosition a2u19 0,0 >= 150 and I_UnitDistanceFromPosition a2u19 0,0 < 175 if I_CompareCounter a2u19_distance != 1 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 1 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 175 and I_UnitDistanceFromPosition a2u19 0,0 < 200 if I_CompareCounter a2u19_distance != 2 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 2 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 200 and I_UnitDistanceFromPosition a2u19 0,0 < 225 if I_CompareCounter a2u19_distance != 3 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 3 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 225 and I_UnitDistanceFromPosition a2u19 0,0 < 250 if I_CompareCounter a2u19_distance != 4 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 4 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 250 and I_UnitDistanceFromPosition a2u19 0,0 < 275 if I_CompareCounter a2u19_distance != 5 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 5 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 275 and I_UnitDistanceFromPosition a2u19 0,0 < 300 if I_CompareCounter a2u19_distance != 6 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 6 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 300 and I_UnitDistanceFromPosition a2u19 0,0 < 325 if I_CompareCounter a2u19_distance != 7 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 7 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 325 and I_UnitDistanceFromPosition a2u19 0,0 < 350 if I_CompareCounter a2u19_distance != 8 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 8 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 350 and I_UnitDistanceFromPosition a2u19 0,0 < 375 if I_CompareCounter a2u19_distance != 9 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 9 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 375 and I_UnitDistanceFromPosition a2u19 0,0 < 400 if I_CompareCounter a2u19_distance != 10 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 10 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 400 and I_UnitDistanceFromPosition a2u19 0,0 < 425 if I_CompareCounter a2u19_distance != 11 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 11 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 425 and I_UnitDistanceFromPosition a2u19 0,0 < 450 if I_CompareCounter a2u19_distance != 12 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 12 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 450 and I_UnitDistanceFromPosition a2u19 0,0 < 500 if I_CompareCounter a2u19_distance != 13 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 13 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 500 and I_UnitDistanceFromPosition a2u19 0,0 < 550 if I_CompareCounter a2u19_distance != 14 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 14 inc_counter a2u19_stuck 1 end_if if I_UnitDistanceFromPosition a2u19 0,0 >= 550 and I_UnitDistanceFromPosition a2u19 0,0 < 600 if I_CompareCounter a2u19_distance != 15 set_counter a2u19_stuck 0 end_if set_counter a2u19_distance 15 inc_counter a2u19_stuck 1 end_if if I_CompareCounter a2u19_stuck = 4 unit_order_halt a2u19 unit_set_morale a2u19 wavering battle_wait 0.1 unit_unset_morale a2u19 release_unit a2u19 set_counter a2u19_stuck 0 end_if end_if end_if if I_CompareCounter enemy_unit_count = 20 and ! I_UnitDestroyed a2u20 if I_UnitStatus a2u20 moving if I_CompareCounter a2u20_status = 0 set_counter a2u20_status 1 end_if if I_CompareCounter a2u20_status != 1 set_counter a2u20_status 0 end_if end_if if I_UnitStatus a2u20 routing if I_CompareCounter a2u20_status = 0 set_counter a2u20_status 2 end_if if I_CompareCounter a2u20_status != 2 set_counter a2u20_status 0 end_if end_if if ! I_UnitStatus a2u20 moving and ! I_UnitStatus a2u20 routing set_counter a2u20_status 0 end_if if I_CompareCounter a2u20_status > 0 if I_UnitDistanceFromPosition a2u20 0,0 >= 150 and I_UnitDistanceFromPosition a2u20 0,0 < 175 if I_CompareCounter a2u20_distance != 1 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 1 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 175 and I_UnitDistanceFromPosition a2u20 0,0 < 200 if I_CompareCounter a2u20_distance != 2 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 2 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 200 and I_UnitDistanceFromPosition a2u20 0,0 < 225 if I_CompareCounter a2u20_distance != 3 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 3 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 225 and I_UnitDistanceFromPosition a2u20 0,0 < 250 if I_CompareCounter a2u20_distance != 4 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 4 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 250 and I_UnitDistanceFromPosition a2u20 0,0 < 275 if I_CompareCounter a2u20_distance != 5 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 5 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 275 and I_UnitDistanceFromPosition a2u20 0,0 < 300 if I_CompareCounter a2u20_distance != 6 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 6 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 300 and I_UnitDistanceFromPosition a2u20 0,0 < 325 if I_CompareCounter a2u20_distance != 7 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 7 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 325 and I_UnitDistanceFromPosition a2u20 0,0 < 350 if I_CompareCounter a2u20_distance != 8 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 8 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 350 and I_UnitDistanceFromPosition a2u20 0,0 < 375 if I_CompareCounter a2u20_distance != 9 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 9 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 375 and I_UnitDistanceFromPosition a2u20 0,0 < 400 if I_CompareCounter a2u20_distance != 10 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 10 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 400 and I_UnitDistanceFromPosition a2u20 0,0 < 425 if I_CompareCounter a2u20_distance != 11 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 11 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 425 and I_UnitDistanceFromPosition a2u20 0,0 < 450 if I_CompareCounter a2u20_distance != 12 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 12 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 450 and I_UnitDistanceFromPosition a2u20 0,0 < 500 if I_CompareCounter a2u20_distance != 13 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 13 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 500 and I_UnitDistanceFromPosition a2u20 0,0 < 550 if I_CompareCounter a2u20_distance != 14 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 14 inc_counter a2u20_stuck 1 end_if if I_UnitDistanceFromPosition a2u20 0,0 >= 550 and I_UnitDistanceFromPosition a2u20 0,0 < 600 if I_CompareCounter a2u20_distance != 15 set_counter a2u20_stuck 0 end_if set_counter a2u20_distance 15 inc_counter a2u20_stuck 1 end_if if I_CompareCounter a2u20_stuck = 4 unit_order_halt a2u20 unit_set_morale a2u20 wavering battle_wait 0.1 unit_unset_morale a2u20 release_unit a2u20 set_counter a2u20_stuck 0 end_if end_if end_if battle_wait 10 end_monitor ;;;;;;;Anti-CTD monitor_event BattleDeploymentPhaseCommenced FactionIsLocal wait 0.5 simulate_mouse_click lclick_down simulate_mouse_click lclick_up end_monitor ;################## Cleaning up ################## monitor_event ScrollOpened ScrollOpened post_battle_scroll ;;;;;;; set_counter fire_labels 0 ; set_counter panel_check 0 set_counter player_unit_count 0 set_counter enemy_unit_count 0 set_counter open_battle 0 set_counter labels_only 0 set_counter stakes_lock 0 ;;;;;;; set_counter pu1_missile 0 set_counter pu2_missile 0 set_counter pu3_missile 0 set_counter pu4_missile 0 set_counter pu5_missile 0 set_counter pu6_missile 0 set_counter pu7_missile 0 set_counter pu8_missile 0 set_counter pu9_missile 0 set_counter pu10_missile 0 set_counter pu11_missile 0 set_counter pu12_missile 0 set_counter pu13_missile 0 set_counter pu14_missile 0 set_counter pu15_missile 0 set_counter pu16_missile 0 set_counter pu17_missile 0 set_counter pu18_missile 0 set_counter pu19_missile 0 set_counter pu20_missile 0 ;;;;;;;Checks set_counter check_timer 0 set_counter elephant_fix_check 0 set_counter elephant_fix_check_sally 0 set_counter reinf_check 0 set_counter script_delay 0 set_counter sally_defense_check 0 set_counter sally_check 0 ;;;;;;;Stakes set_counter label_ready 0 set_counter stakes_on 0 ;;;;;;;Reinforcements set_counter army4_ready 0 set_counter reinf_late 0 set_counter distance_trigger1 0 set_counter distance_trigger2 0 set_counter distance_trigger3 0 set_counter distance_trigger4 0 set_counter distance_trigger5 0 set_counter kill_labelling_reinf_allied 0 set_counter army3_reinf_allied 0 set_counter army4_reinf_allied 0 set_counter army5_reinf_allied 0 set_counter army6_reinf_allied 0 set_counter army7_reinf_allied 0 set_counter army8_reinf_allied 0 set_counter army9_reinf_allied 0 set_counter army10_reinf_allied 0 set_counter army11_reinf_allied 0 set_counter army12_reinf_allied 0 set_counter army13_reinf_allied 0 set_counter army14_reinf_allied 0 set_counter army15_reinf_allied 0 set_counter army16_reinf_allied 0 set_counter launch_alliance_0 0 set_counter launch_alliance_1 0 set_counter apply_strategy 0 set_counter relaunch_movement 0 set_counter att_alliance_ready 0 set_counter def_alliance_ready 0 set_counter def_alliance_ready_siege 0 set_counter army3_moving 0 set_counter army3_run 0 set_counter army3_reinf_late 0 set_counter army4_moving 0 set_counter army4_run 0 set_counter army4_reinf_late 0 set_counter army5_moving 0 set_counter army5_run 0 set_counter army5_reinf_late 0 set_counter army6_moving 0 set_counter army6_run 0 set_counter army6_reinf_late 0 set_counter army7_moving 0 set_counter army7_run 0 set_counter army7_reinf_late 0 set_counter army8_moving 0 set_counter army8_run 0 set_counter army8_reinf_late 0 set_counter army9_moving 0 set_counter army9_run 0 set_counter army9_reinf_late 0 set_counter army10_moving 0 set_counter army10_run 0 set_counter army10_reinf_late 0 set_counter army11_moving 0 set_counter army11_run 0 set_counter army11_reinf_late 0 set_counter army12_moving 0 set_counter army12_run 0 set_counter army12_reinf_late 0 set_counter army13_moving 0 set_counter army13_run 0 set_counter army13_reinf_late 0 set_counter army14_moving 0 set_counter army14_run 0 set_counter army14_reinf_late 0 set_counter army15_moving 0 set_counter army15_run 0 set_counter army15_reinf_late 0 set_counter army16_moving 0 set_counter army16_run 0 set_counter army16_reinf_late 0 set_counter army4_ready_siege 0 ; acts as launching counter set_counter army4_moving_siege 0 set_counter army4_run_siege 0 set_counter reinf_check_interval 0 ;;;;;;;HA Fix set_counter ha_fix 0 ;;;;;;;Elephant Fix set_counter elephant_fix 0 set_counter elephant_gate 0 set_counter elephant_gate_s 0 set_counter elephant_gate_tier2 0 set_counter elephant_gate_tier3 0 set_counter elephant_gate_tier2s 0 set_counter elephant_gate_tier3s 0 set_counter rally_walls 0 set_counter rally_walls_s 0 set_counter second_ring 0 set_counter third_ring 0 set_counter second_ring_s 0 set_counter third_ring_s 0 set_counter del_objective 0 set_counter del_objective_s 0 ;;;;;;;Sally-out set_counter sally-out_fix 0 set_counter sally_defense 0 set_counter reform_back 0 set_counter reform_multi 0 set_counter unit_under_fire 0 set_counter kill_sally 0 set_counter sally_reinf 0 set_counter reset_position 0 set_counter defend_location 0 set_counter reset_army2 0 set_counter assign_labels 0 ;;;;;;;Siege set_counter siege_fix 0 set_counter army_sieging 0 set_counter army_south 0 set_counter army_north 0 set_counter army_east 0 set_counter army_west 0 set_counter emergency_stop 0 set_counter omfg_cannon_tower 0 set_counter army2_sally 0 set_counter wall_advance_s 0 ;;;;;;;Protect General set_counter protect_general 0 set_counter general_wait 0 set_counter protect_siege 0 set_counter g_stop 0 ;;;;;;;Sally-out, AI defending set_counter army4_ready_sally 0 set_counter army4_location 0 set_counter path_n 0 set_counter path_ne 0 set_counter path_e 0 set_counter path_se 0 set_counter path_s 0 set_counter path_sw 0 set_counter path_w 0 set_counter path_nw 0 set_counter obstacle_check 0 set_counter label_army4 0 set_counter army4_moving_s 0 set_counter army4_idle_s 0 set_counter line_passed 0 set_counter army2_idle_s 0 set_counter army4_idle_r 0 set_counter wall_line_passed 0 set_counter reset_position_s 0 set_counter repeat_test1 0 set_counter repeat_test2 0 set_counter repeat_test3 0 set_counter repeat_test4 0 set_counter repeat_test5 0 set_counter repeat_test6 0 ;;;;;;;Open Battles set_counter ob_defense_launch 0 set_counter ob_defend 0 set_counter ob_siege_attack 0 set_counter ob_under_fire 0 set_counter ob_repeat_test 0 set_counter ob_engaged 0 set_counter player_units_closing 0 set_counter player_enveloping 0 set_counter player_engaged_reinf 0 ;;;;;;;AI Stuck Fix set_counter ai_stuck_launch 0 set_counter a2u1_stuck 0 set_counter a2u2_stuck 0 set_counter a2u3_stuck 0 set_counter a2u4_stuck 0 set_counter a2u5_stuck 0 set_counter a2u6_stuck 0 set_counter a2u7_stuck 0 set_counter a2u8_stuck 0 set_counter a2u9_stuck 0 set_counter a2u10_stuck 0 set_counter a2u11_stuck 0 set_counter a2u12_stuck 0 set_counter a2u13_stuck 0 set_counter a2u14_stuck 0 set_counter a2u15_stuck 0 set_counter a2u16_stuck 0 set_counter a2u17_stuck 0 set_counter a2u18_stuck 0 set_counter a2u19_stuck 0 set_counter a2u20_stuck 0 set_counter a2u1_status 0 set_counter a2u2_status 0 set_counter a2u3_status 0 set_counter a2u4_status 0 set_counter a2u5_status 0 set_counter a2u6_status 0 set_counter a2u7_status 0 set_counter a2u8_status 0 set_counter a2u9_status 0 set_counter a2u10_status 0 set_counter a2u11_status 0 set_counter a2u12_status 0 set_counter a2u13_status 0 set_counter a2u14_status 0 set_counter a2u15_status 0 set_counter a2u16_status 0 set_counter a2u17_status 0 set_counter a2u18_status 0 set_counter a2u19_status 0 set_counter a2u20_status 0 set_counter a2u1_distance 0 set_counter a2u2_distance 0 set_counter a2u3_distance 0 set_counter a2u4_distance 0 set_counter a2u5_distance 0 set_counter a2u6_distance 0 set_counter a2u7_distance 0 set_counter a2u8_distance 0 set_counter a2u9_distance 0 set_counter a2u10_distance 0 set_counter a2u11_distance 0 set_counter a2u12_distance 0 set_counter a2u13_distance 0 set_counter a2u14_distance 0 set_counter a2u15_distance 0 set_counter a2u16_distance 0 set_counter a2u17_distance 0 set_counter a2u18_distance 0 set_counter a2u19_distance 0 set_counter a2u20_distance 0 ; suspend_unscripted_advice false end_monitor ;=======================================================; ;================= ADDITIONAL SCRIPTS ==================; ;=======================================================; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;; STARTING SCRIPT FOR NEW CAMPAIGN ;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;faction summary scroll opened or closed monitor_event ScrollOpened ScrollOpened faction_summary_scroll set_counter Opened_Faction_Overview_Scroll 1 end_monitor monitor_event ScrollClosed ScrollClosed faction_summary_scroll set_counter Opened_Faction_Overview_Scroll 0 end_monitor ;settlement scroll opened or closed monitor_event ScrollOpened ScrollOpened own_settlement_info_scroll set_counter Opened_Settlement_Scroll 1 end_monitor monitor_event ScrollClosed ScrollClosed own_settlement_info_scroll set_counter Opened_Settlement_Scroll 0 end_monitor ; open the missions scroll ; monitor_conditions I_TurnNumber = 0 ; ; select_ui_element mission_select ; select_ui_element faction_button ; simulate_mouse_click lclick_up ; ; terminate_monitor ; end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- England -- ;;;;;;;;;;;;;;;;;;;;;;;; ;their first campaign monitor_conditions I_TurnNumber = 0 and I_LocalFaction england and I_CampaignNumTimePlay = 1 and I_AdvisorVerbosityLevel > 0 disable_save suspend_unscripted_advice true inhibit_camera_input true campaign_wait 0.1 snap_strat_camera 109, 155 ;London 109, 147 zoom_strat_camera 0.1 advance_advice_thread England_Initial_1_Advice_Thread ;English Campaign while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 settlement_flash_start London end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 settlement_flash_stop London advance_advice_thread Campaign_Initial_2_Advice_Thread ;Campaign Goals while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 select_ui_element faction_button simulate_mouse_click lclick_up advance_advice_thread Campaign_Initial_3_Advice_Thread ;Achieving Victory while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 if I_CompareCounter Opened_Faction_Overview_Scroll = 1 advance_advice_thread Campaign_Initial_4_Advice_Thread ;Expansion and Conquest while I_CompareCounter Opened_Faction_Overview_Scroll = 1 end_while end_if advance_advice_thread Campaign_Initial_Goals_Button_Advice_Thread while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while ui_flash_start faction_button while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while ui_flash_stop campaign_wait 1 ;To expand the kingdom of England, you should first look to conquer the British Isles. ;You must also contend with the Scots to the north and the French to the south. ;The nearby rebel town of York will make an ideal first target. advance_advice_thread England_Initial_5_Advice_Thread ;Where to Start campaign_wait 1 if I_AdvisorSpeechPlaying and I_AdvisorVisible zoom_strat_camera 1.0 move_strat_camera 95, 150 settlement_flash_start Edinburgh settlement_flash_start York settlement_flash_start Caernarvon settlement_flash_start Dublin settlement_flash_start Inverness campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if settlement_flash_stop York settlement_flash_stop Caernarvon settlement_flash_stop Dublin settlement_flash_stop Inverness if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 95, 160 campaign_wait 1 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Paris move_strat_camera 98, 135 campaign_wait 1 end_if settlement_flash_stop Edinburgh if I_AdvisorSpeechPlaying and I_AdvisorVisible ;zoom to York settlement_flash_start York move_strat_camera 106, 165 ;York 106, 164 zoom_strat_camera 0.5 end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while settlement_flash_stop Paris campaign_wait 1 settlement_flash_stop York advance_advice_thread Campaign_Initial_6_Advice_Thread ;Where to Start move_strat_camera 100, 142 ;London 109, 147 zoom_strat_camera 0.5 settlement_flash_start Caen settlement_flash_start London settlement_flash_start Nottingham suspend_unscripted_advice false inhibit_camera_input false enable_save while I_CompareCounter Opened_Settlement_Scroll = 0 end_while settlement_flash_stop Caen settlement_flash_stop London settlement_flash_stop Nottingham terminate_monitor end_monitor ;not their first campaign monitor_conditions I_TurnNumber = 0 and I_LocalFaction england and I_CampaignNumTimePlay > 1 and I_CampaignNumTimePlay < 9999 and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay england suspend_unscripted_advice true hide_ui disable_movie_view ;disables the black restriction bars inhibit_camera_input true disable_save campaign_wait 0.1 snap_strat_camera 100, 143 ;London 109, 147 while I_CompareCounter Opened_Faction_Overview_Scroll = 1 end_while ;greeting advance_advice_thread Campaign_Greeting_England_Advice_Thread while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while ;To expand the kingdom of England, you should first look to conquer the British Isles. ;You must also contend with the Scots to the north and the French to the south. ;The nearby rebel town of York will make an ideal first target. advance_advice_thread England_Initial_5_Advice_Thread ;Where to Start campaign_wait 1 if I_AdvisorSpeechPlaying and I_AdvisorVisible zoom_strat_camera 1.0 move_strat_camera 95, 150 settlement_flash_start Edinburgh settlement_flash_start York settlement_flash_start Caernarvon settlement_flash_start Dublin settlement_flash_start Inverness campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if settlement_flash_stop York settlement_flash_stop Caernarvon settlement_flash_stop Dublin settlement_flash_stop Inverness if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 95, 160 campaign_wait 1 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Paris move_strat_camera 98, 135 campaign_wait 1 end_if settlement_flash_stop Edinburgh if I_AdvisorSpeechPlaying and I_AdvisorVisible ;zoom to York settlement_flash_start York move_strat_camera 106, 165 ;York 106, 164 zoom_strat_camera 0.5 end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while settlement_flash_stop Paris campaign_wait 1 settlement_flash_stop York move_strat_camera 100, 142 ;London 109, 147 zoom_strat_camera 0.5 campaign_wait 1 suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- France -- ;;;;;;;;;;;;;;;;;;;;;;;; ;first campaign monitor_conditions I_TurnNumber = 0 and I_LocalFaction france and I_CampaignNumTimePlay = 1 and I_AdvisorVerbosityLevel > 0 suspend_unscripted_advice true inhibit_camera_input true disable_save campaign_wait 0.1 snap_strat_camera 113, 139 ;Paris 113, 131 zoom_strat_camera 0.1 advance_advice_thread France_Initial_1_Advice_Thread ;French Campaign while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 1 settlement_flash_start Paris end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 settlement_flash_stop Paris advance_advice_thread Campaign_Initial_2_Advice_Thread ;Campaign Goals while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 select_ui_element faction_button simulate_mouse_click lclick_up advance_advice_thread Campaign_Initial_3_Advice_Thread ;Achieving Victory while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 if I_CompareCounter Opened_Faction_Overview_Scroll = 1 advance_advice_thread Campaign_Initial_4_Advice_Thread ;Expansion and Conquest while I_CompareCounter Opened_Faction_Overview_Scroll = 1 end_while end_if advance_advice_thread Campaign_Initial_Goals_Button_Advice_Thread while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while ui_flash_start faction_button while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while ui_flash_stop campaign_wait 1 ;To strengthen the kingdom of France, you should first unite France by capturing the nearby rebel settlements. ;You will then need to contend with England to the north, the Holy Roman Empire to the east and Spain to the south. ;The nearby Rebel town of Dijon will make an ideal first target. advance_advice_thread France_Initial_5_Advice_Thread ;Where to Start while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible ;show rebel settlements briefly settlement_flash_start Bruges settlement_flash_start Antwerp settlement_flash_start Metz settlement_flash_start Rennes settlement_flash_start Bordeaux settlement_flash_start Dijon zoom_strat_camera 1.0 move_strat_camera 110, 120 campaign_wait 3 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if settlement_flash_stop Bruges settlement_flash_stop Antwerp settlement_flash_stop Metz settlement_flash_stop Rennes settlement_flash_stop Bordeaux settlement_flash_stop Dijon if I_AdvisorSpeechPlaying and I_AdvisorVisible ;England settlement_flash_start London move_strat_camera 103, 131 campaign_wait 1 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;HRE settlement_flash_start Frankfurt move_strat_camera 120, 132 campaign_wait 1 end_if settlement_flash_stop London if I_AdvisorSpeechPlaying and I_AdvisorVisible ;Spain settlement_flash_start Pamplona move_strat_camera 102, 106 campaign_wait 1 end_if settlement_flash_stop Frankfurt if I_AdvisorSpeechPlaying and I_AdvisorVisible ;zoom to Dijon settlement_flash_start Dijon move_strat_camera 121, 123 zoom_strat_camera 0.5 end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while settlement_flash_stop Pamplona campaign_wait 1 settlement_flash_stop Dijon advance_advice_thread Campaign_Initial_6_Advice_Thread ;Where to Start move_strat_camera 112, 127 ;Paris 113, 131 zoom_strat_camera 0.5 settlement_flash_start Angers settlement_flash_start Paris settlement_flash_start Rheims suspend_unscripted_advice false inhibit_camera_input false enable_save while I_CompareCounter Opened_Settlement_Scroll = 0 end_while settlement_flash_stop Angers settlement_flash_stop Paris settlement_flash_stop Rheims terminate_monitor end_monitor ;not first campaign monitor_conditions I_TurnNumber = 0 and I_LocalFaction france and I_CampaignNumTimePlay > 1 and I_CampaignNumTimePlay < 9999 and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay france suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save campaign_wait 0.1 while I_CompareCounter Opened_Faction_Overview_Scroll = 1 end_while ;greeting advance_advice_thread Campaign_Greeting_France_Advice_Thread while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 ;To strengthen the kingdom of France, you should first unite France by capturing the nearby rebel settlements. ;You will then need to contend with England to the north, the Holy Roman Empire to the east and Spain to the south. ;The nearby Rebel town of Dijon will make an ideal first target. advance_advice_thread France_Initial_5_Advice_Thread ;Where to Start while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible ;show rebel settlements briefly settlement_flash_start Bruges settlement_flash_start Antwerp settlement_flash_start Metz settlement_flash_start Rennes settlement_flash_start Bordeaux settlement_flash_start Dijon ; zoom_strat_camera 1.0 ; move_strat_camera 110, 125 campaign_wait 3 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if settlement_flash_stop Bruges settlement_flash_stop Antwerp settlement_flash_stop Metz settlement_flash_stop Rennes settlement_flash_stop Bordeaux settlement_flash_stop Dijon if I_AdvisorSpeechPlaying and I_AdvisorVisible ;England settlement_flash_start London move_strat_camera 103, 131 campaign_wait 1 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;HRE settlement_flash_start Frankfurt move_strat_camera 120, 132 campaign_wait 1 end_if settlement_flash_stop London if I_AdvisorSpeechPlaying and I_AdvisorVisible ;Spain settlement_flash_start Pamplona move_strat_camera 102, 106 campaign_wait 1 end_if settlement_flash_stop Frankfurt if I_AdvisorSpeechPlaying and I_AdvisorVisible ;zoom to Dijon settlement_flash_start Dijon move_strat_camera 121, 123 zoom_strat_camera 0.5 end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while settlement_flash_stop Pamplona campaign_wait 1 settlement_flash_stop Dijon move_strat_camera 112, 127 ;Paris 113, 131 zoom_strat_camera 0.5 campaign_wait 1 suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- HRE -- ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction hre and I_CampaignNumTimePlay = 1 and I_AdvisorVerbosityLevel > 0 suspend_unscripted_advice true inhibit_camera_input true disable_save campaign_wait 0.1 snap_strat_camera 138, 147 ;Frankfurt 138, 139 zoom_strat_camera 0.1 advance_advice_thread HRE_Initial_1_Advice_Thread ;Imperial Campaign while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 settlement_flash_start Frankfurt end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 settlement_flash_stop Frankfurt advance_advice_thread Campaign_Initial_2_Advice_Thread ;Campaign Goals while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 select_ui_element faction_button simulate_mouse_click lclick_up advance_advice_thread Campaign_Initial_3_Advice_Thread ;Achieving Victory while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 if I_CompareCounter Opened_Faction_Overview_Scroll = 1 advance_advice_thread Campaign_Initial_4_Advice_Thread ;Expansion and Conquest while I_CompareCounter Opened_Faction_Overview_Scroll = 1 end_while end_if advance_advice_thread Campaign_Initial_Goals_Button_Advice_Thread while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while ui_flash_start faction_button while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while ui_flash_stop campaign_wait 1 ;Although the Holy Roman Empire is strong, it is surrounded by enemies. ;You will need to contend with the French to the west, the Italians to the south, the Danes to the north ;and the Poles to the east. You should first strengthen your position by conquering the rebels to the north-east. ;The nearby Rebel town of Prague will make an ideal first target. advance_advice_thread HRE_Initial_5_Advice_Thread ;Where to Start while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while zoom_strat_camera 1.0 move_strat_camera 148, 126 if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;french settlement_flash_start Paris move_strat_camera 131, 126 campaign_wait 0.5 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;italians settlement_flash_start Milan settlement_flash_start Venice move_strat_camera 141, 108 campaign_wait 0.5 end_if settlement_flash_stop Paris if I_AdvisorSpeechPlaying and I_AdvisorVisible ;danes settlement_flash_start Arhus move_strat_camera 142, 142 end_if settlement_flash_stop Milan settlement_flash_stop Venice if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 1 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;poles move_strat_camera 155, 132 settlement_flash_start Cracow campaign_wait 1 end_if settlement_flash_stop Arhus if I_AdvisorSpeechPlaying and I_AdvisorVisible ;zoom to Prague move_strat_camera 157, 143 zoom_strat_camera 0.5 settlement_flash_start Magdeburg settlement_flash_start Breslau settlement_flash_start Hamburg settlement_flash_start Stettin settlement_flash_start Thorn settlement_flash_start Prague campaign_wait 1 end_if settlement_flash_stop Cracow if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 1 end_if settlement_flash_stop Magdeburg settlement_flash_stop Breslau settlement_flash_stop Hamburg settlement_flash_stop Stettin settlement_flash_stop Thorn while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 settlement_flash_stop Prague advance_advice_thread Campaign_Initial_6_Advice_Thread ;Where to Start zoom_strat_camera 0.8 move_strat_camera 148, 126 ;Frankfurt 138, 139 settlement_flash_start Frankfurt settlement_flash_start Nuremburg settlement_flash_start Vienna settlement_flash_start Innsbruck settlement_flash_start Hohenstauffen suspend_unscripted_advice false inhibit_camera_input false enable_save while I_CompareCounter Opened_Settlement_Scroll = 0 end_while settlement_flash_stop Frankfurt settlement_flash_stop Nuremburg settlement_flash_stop Vienna settlement_flash_stop Innsbruck settlement_flash_stop Hohenstauffen terminate_monitor end_monitor ;not first campaign monitor_conditions I_TurnNumber = 0 and I_LocalFaction hre and I_CampaignNumTimePlay > 1 and I_CampaignNumTimePlay < 9999 and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay hre suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save campaign_wait 0.1 zoom_strat_camera 1.0 snap_strat_camera 148, 127 ;Frankfurt 138, 139 while I_CompareCounter Opened_Faction_Overview_Scroll = 1 end_while ;greeting advance_advice_thread Campaign_Greeting_HRE_Advice_Thread while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 ;Although the Holy Roman Empire is strong, it is surrounded by enemies. ;You will need to contend with the French to the west, the Italians to the south, the Danes to the north ;and the Poles to the east. You should first strengthen your position by conquering the rebels to the north-east. ;The nearby Rebel town of Prague will make an ideal first target. advance_advice_thread HRE_Initial_5_Advice_Thread ;Where to Start while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 1 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;french settlement_flash_start Paris move_strat_camera 129, 127 campaign_wait 0.5 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;italians settlement_flash_start Milan settlement_flash_start Venice move_strat_camera 141, 110 campaign_wait 0.5 end_if settlement_flash_stop Paris if I_AdvisorSpeechPlaying and I_AdvisorVisible ;danes settlement_flash_start Arhus move_strat_camera 142, 152 end_if settlement_flash_stop Milan settlement_flash_stop Venice if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 1 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;poles move_strat_camera 155, 132 settlement_flash_start Cracow campaign_wait 1 end_if settlement_flash_stop Arhus if I_AdvisorSpeechPlaying and I_AdvisorVisible ;zoom to Prague move_strat_camera 157, 144 zoom_strat_camera 0.5 settlement_flash_start Magdeburg settlement_flash_start Breslau settlement_flash_start Hamburg settlement_flash_start Stettin settlement_flash_start Thorn settlement_flash_start Prague campaign_wait 1 end_if settlement_flash_stop Cracow if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 1 end_if settlement_flash_stop Magdeburg settlement_flash_stop Breslau settlement_flash_stop Hamburg settlement_flash_stop Stettin settlement_flash_stop Thorn while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 settlement_flash_stop Prague zoom_strat_camera 0.8 move_strat_camera 148, 125 ;Frankfurt 138, 139 campaign_wait 1 suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Spain ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction spain and I_CampaignNumTimePlay = 1 and I_AdvisorVerbosityLevel > 0 suspend_unscripted_advice true inhibit_camera_input true disable_save campaign_wait 0.1 snap_strat_camera 74, 112 ;Leon 74, 104 zoom_strat_camera 0.1 advance_advice_thread Spain_Initial_1_Advice_Thread ;Spanish Campaign while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 1 settlement_flash_start Leon end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 settlement_flash_stop Leon advance_advice_thread Campaign_Initial_2_Advice_Thread ;Campaign Goals while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 select_ui_element faction_button simulate_mouse_click lclick_up advance_advice_thread Campaign_Initial_3_Advice_Thread ;Achieving Victory while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 if I_CompareCounter Opened_Faction_Overview_Scroll = 1 advance_advice_thread Campaign_Initial_4_Advice_Thread ;Expansion and Conquest while I_CompareCounter Opened_Faction_Overview_Scroll = 1 end_while end_if advance_advice_thread Campaign_Initial_Goals_Button_Advice_Thread while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while ui_flash_start faction_button while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while ui_flash_stop campaign_wait 1 ;You are sharing the Iberian Peninsula with the much-feared Moors. You should work with the ;Portuguese for now to reclaim the Peninsula from the Moors to the south. You can then expand ;south into Africa, but be wary of the French to the north. The nearby rebel town of Valencia will make an ideal first target. advance_advice_thread Spain_Initial_5_Advice_Thread ;Where to Start while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while zoom_strat_camera 1.0 move_strat_camera 76, 80 if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 3 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Lisbon settlement_flash_start Pamplona campaign_wait 2 end_if settlement_flash_stop Lisbon settlement_flash_stop Pamplona if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Granada settlement_flash_start Cordoba move_strat_camera 76, 70 campaign_wait 2 end_if settlement_flash_stop Granada settlement_flash_stop Cordoba if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Toulouse settlement_flash_start Angers move_strat_camera 90, 100 campaign_wait 2 end_if settlement_flash_stop Toulouse settlement_flash_stop Angers if I_AdvisorSpeechPlaying and I_AdvisorVisible ;zoom to Valencia settlement_flash_start Valencia move_strat_camera 92, 86 zoom_strat_camera 0.5 end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 settlement_flash_stop Valencia advance_advice_thread Campaign_Initial_6_Advice_Thread ;Where to Start move_strat_camera 85, 90 ;Leon 74, 104 zoom_strat_camera 0.5 inhibit_camera_input false suspend_unscripted_advice false enable_save settlement_flash_start Leon settlement_flash_start Toledo while I_CompareCounter Opened_Settlement_Scroll = 0 end_while settlement_flash_stop Leon settlement_flash_stop Toledo terminate_monitor end_monitor ;not first campaign monitor_conditions I_TurnNumber = 0 and I_LocalFaction spain and I_CampaignNumTimePlay > 1 and I_CampaignNumTimePlay < 9999 and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay spain suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save campaign_wait 0.1 snap_strat_camera 76, 98 ;Leon 74, 104 zoom_strat_camera 0.5 while I_CompareCounter Opened_Faction_Overview_Scroll = 1 end_while ;greeting advance_advice_thread Campaign_Greeting_Spain_Advice_Thread while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 ;You are sharing the Iberian Peninsula with the much-feared Moors. You should work with the ;Portuguese for now to reclaim the Peninsula from the Moors to the south. You can then expand ;south into Africa, but be wary of the French to the north. The nearby rebel town of Valencia will make an ideal first target. advance_advice_thread Spain_Initial_5_Advice_Thread ;Where to Start while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible zoom_strat_camera 1.0 campaign_wait 1 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Lisbon settlement_flash_start Pamplona campaign_wait 2 end_if settlement_flash_stop Lisbon settlement_flash_stop Pamplona if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Granada settlement_flash_start Cordoba move_strat_camera 76, 70 campaign_wait 2 end_if settlement_flash_stop Granada settlement_flash_stop Cordoba if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Toulouse settlement_flash_start Angers move_strat_camera 90, 100 campaign_wait 2 end_if settlement_flash_stop Toulouse settlement_flash_stop Angers if I_AdvisorSpeechPlaying and I_AdvisorVisible ;zoom to Valencia settlement_flash_start Valencia move_strat_camera 92, 86 zoom_strat_camera 0.5 end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 settlement_flash_stop Valencia move_strat_camera 85, 90 ;Leon 74, 104 zoom_strat_camera 0.5 campaign_wait 1 suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Venice ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction venice and I_CampaignNumTimePlay = 1 and I_AdvisorVerbosityLevel > 0 suspend_unscripted_advice true inhibit_camera_input true disable_save campaign_wait 0.1 snap_strat_camera 146, 116 ;Venice 146, 108 zoom_strat_camera 0.1 advance_advice_thread Venice_Initial_1_Advice_Thread ;Venetian Campaign while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 3 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if settlement_flash_start Venice while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 settlement_flash_stop Venice advance_advice_thread Campaign_Initial_2_Advice_Thread ;Campaign Goals while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 select_ui_element faction_button simulate_mouse_click lclick_up advance_advice_thread Campaign_Initial_3_Advice_Thread ;Achieving Victory while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 if I_CompareCounter Opened_Faction_Overview_Scroll = 1 advance_advice_thread Campaign_Initial_4_Advice_Thread ;Expansion and Conquest while I_CompareCounter Opened_Faction_Overview_Scroll = 1 end_while end_if advance_advice_thread Campaign_Initial_Goals_Button_Advice_Thread while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while ui_flash_start faction_button while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while ui_flash_stop campaign_wait 1 ;Venice's lands are divided and surrounded by enemies. You will need to use your legendary navy to conquer your rivals. ;Your best plan is to move east by land and south by sea, but be wary of the Byzantines and the Turks. ;You should also fortify your regions against Milan and the Holy Roman empire to the west. ;The nearby rebel town of Zagreb will make an ideal first target. advance_advice_thread Venice_Initial_5_Advice_Thread ;Where to Start while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while zoom_strat_camera 1.0 move_strat_camera 161, 100 if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 3 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;east move_strat_camera 180, 100 campaign_wait 1 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;south move_strat_camera 186, 64 settlement_flash_start Corinth settlement_flash_start Thessalonica campaign_wait 1 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;hre and milan settlement_flash_start Milan settlement_flash_start Genoa settlement_flash_start Innsbruck settlement_flash_start Bologna move_strat_camera 141, 108 zoom_strat_camera 0.5 campaign_wait 2 end_if settlement_flash_stop Corinth settlement_flash_stop Thessalonica settlement_flash_stop Milan settlement_flash_stop Genoa settlement_flash_stop Innsbruck settlement_flash_stop Bologna if I_AdvisorSpeechPlaying and I_AdvisorVisible ;zoom to Zagreb settlement_flash_start Zagreb move_strat_camera 160, 111 end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 settlement_flash_stop Zagreb advance_advice_thread Campaign_Initial_6_Advice_Thread ;Where to Start move_strat_camera 159, 101 ;Venice 149, 109 zoom_strat_camera 0.5 inhibit_camera_input false suspend_unscripted_advice false enable_save settlement_flash_start Venice settlement_flash_start Ragusa while I_CompareCounter Opened_Settlement_Scroll = 0 end_while settlement_flash_stop Venice settlement_flash_stop Ragusa terminate_monitor end_monitor ;not first campaign monitor_conditions I_TurnNumber = 0 and I_LocalFaction venice and I_CampaignNumTimePlay > 1 and I_CampaignNumTimePlay < 9999 and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay venice suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save campaign_wait 0.1 while I_CompareCounter Opened_Faction_Overview_Scroll = 1 end_while ;greeting advance_advice_thread Campaign_Greeting_Venice_Advice_Thread while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 ;Venice's lands are divided and surrounded by enemies. You will need to use your legendary navy to conquer your rivals. ;Your best plan is to move east by land and south by sea, but be wary of the Byzantines and the Turks. ;You should also fortify your regions against Milan and the Holy Roman empire to the west. ;The nearby rebel town of Zagreb will make an ideal first target. advance_advice_thread Venice_Initial_5_Advice_Thread ;Where to Start while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while zoom_strat_camera 1.0 move_strat_camera 161, 100 if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 3 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 2 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;east move_strat_camera 180, 100 campaign_wait 1 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;south move_strat_camera 186, 64 settlement_flash_start Corinth settlement_flash_start Thessalonica campaign_wait 1 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible ;hre and milan settlement_flash_start Milan settlement_flash_start Genoa settlement_flash_start Innsbruck settlement_flash_start Bologna move_strat_camera 141, 108 zoom_strat_camera 0.5 campaign_wait 2 end_if settlement_flash_stop Corinth settlement_flash_stop Thessalonica settlement_flash_stop Milan settlement_flash_stop Genoa settlement_flash_stop Innsbruck settlement_flash_stop Bologna if I_AdvisorSpeechPlaying and I_AdvisorVisible ;zoom to Zagreb settlement_flash_start Zagreb move_strat_camera 160, 111 end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 settlement_flash_stop Zagreb move_strat_camera 159, 101 ;Venice 149, 109 zoom_strat_camera 0.5 campaign_wait 1 suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;; MINOR FACTIONS ;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Sicily ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction sicily and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay sicily and I_CampaignNumTimePlay < 9999 suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save ;Greetings, Sire. The Kingdom of Sicily awaits your orders. Your kingdom is surrounded by Italians and the Holy Roman Empire to the North, ;the Byzantines to the East and the Moors to the South. ;It would be prudent to first acquire the nearby rebel settlements on the islands to the West, ;then move to establish a foothold in Africa to the south-west and Greece to the East. advance_advice_thread Sicily_Initial_Advice_Thread ;Where to Start campaign_wait 0.1 zoom_strat_camera 1.0 snap_strat_camera 150, 70 ;Palermo 150, 70 while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 4.5 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Bologna settlement_flash_start Venice settlement_flash_start Genoa settlement_flash_start Milan settlement_flash_start Innsbruck move_strat_camera 149, 96 campaign_wait 1.25 end_if settlement_flash_stop Bologna settlement_flash_stop Venice settlement_flash_stop Genoa settlement_flash_stop Milan settlement_flash_stop Innsbruck if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Thessalonica move_strat_camera 175, 87 campaign_wait 2 end_if settlement_flash_stop Thessalonica if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 141, 84 settlement_flash_start Ajaccio settlement_flash_start Cagliari campaign_wait 2 end_if settlement_flash_stop Ajaccio settlement_flash_stop Cagliari if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 173, 74 settlement_flash_start Durazzo settlement_flash_start Corinth campaign_wait 1 end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 1 settlement_flash_stop Durazzo settlement_flash_stop Corinth move_strat_camera 150, 70 ;Palermo 150, 70 zoom_strat_camera 0.5 campaign_wait 1 suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Milan ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction milan and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay milan and I_CampaignNumTimePlay < 9999 suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save ;Buongiorno, Duke. Welcome to the Duchy of Milan. Your lands are bordered by the Holy Roman Empire to the North, ;Venice to the East, the Papal States to the South and the French to the West. ;It would be wise to move to conquer the rebels on the islands to the South, then expand your territory into France to the North-West. advance_advice_thread Milan_Initial_Advice_Thread ;Where to Start campaign_wait 0.1 zoom_strat_camera 1.0 snap_strat_camera 136, 111 ;Milan 136, 111 while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 6.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Hohenstauffen settlement_flash_start Nuremburg settlement_flash_start Innsbruck campaign_wait 2.0 end_if settlement_flash_stop Hohenstauffen settlement_flash_stop Nuremburg settlement_flash_stop Innsbruck if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Venice campaign_wait 1.5 end_if settlement_flash_stop Venice if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Rome ;settlement_flash_start Marseille move_strat_camera 135, 101 campaign_wait 1.0 end_if settlement_flash_stop Rome campaign_wait 0.5 if I_AdvisorSpeechPlaying and I_AdvisorVisible ;settlement_flash_start Rome settlement_flash_start Marseille move_strat_camera 135, 101 campaign_wait 2.0 end_if settlement_flash_stop Marseille if I_AdvisorSpeechPlaying and I_AdvisorVisible ;settlement_flash_start Ajaccio ;settlement_flash_start Cagliari move_strat_camera 135, 86 campaign_wait 1.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Ajaccio settlement_flash_start Cagliari move_strat_camera 135, 86 campaign_wait 1.25 end_if settlement_flash_stop Ajaccio settlement_flash_stop Cagliari if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Bern settlement_flash_start Hohenstauffen ;settlement_flash_start Metz settlement_flash_start Dijon move_strat_camera 136, 108 campaign_wait 1.0 end_if settlement_flash_stop Bern settlement_flash_stop Hohenstauffen settlement_flash_stop Metz settlement_flash_stop Dijon ;move_strat_camera 136, 111 ;Milan 136, 111 ;campaign_wait 0.1 zoom_strat_camera 0.5 campaign_wait 1 while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Scotland ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction scotland and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay scotland and I_CampaignNumTimePlay < 9999 suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save advance_advice_thread Scotland_Initial_Advice_Thread ;Where to Start campaign_wait 0.1 zoom_strat_camera 1.0 snap_strat_camera 102, 174 ;Edinburgh 102, 174 while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 5.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 99, 164 campaign_wait 1.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Dublin settlement_flash_start Caernarvon settlement_flash_start York campaign_wait 3.0 end_if settlement_flash_stop Dublin settlement_flash_stop York settlement_flash_stop Caernarvon if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 106, 152 campaign_wait 1.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start London settlement_flash_start Nottingham campaign_wait 1.5 end_if settlement_flash_stop London settlement_flash_stop Nottingham if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 124, 165 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Arhus campaign_wait 1.0 end_if settlement_flash_stop Arhus if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 117, 150 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Bruges settlement_flash_start Antwerp campaign_wait 3.0 end_if settlement_flash_stop Bruges settlement_flash_stop Antwerp move_strat_camera 102, 174 campaign_wait 0.25 zoom_strat_camera 0.5 while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Byzantium ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction byzantium and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay byzantium and I_CampaignNumTimePlay < 9999 suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save advance_advice_thread Byzantium_Initial_Advice_Thread ;Where to Start campaign_wait 0.1 snap_strat_camera 213, 93 zoom_strat_camera 1.0 ;Constantinople 213, 93 while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 4.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 201, 79 campaign_wait 1.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Constantinople settlement_flash_start Nicaea settlement_flash_start Thessalonica settlement_flash_start Corinth campaign_wait 1.0 end_if settlement_flash_stop Constantinople settlement_flash_stop Nicaea settlement_flash_stop Thessalonica settlement_flash_stop Corinth if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 200, 97 campaign_wait 2.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Bucharest settlement_flash_start Sofia campaign_wait 2.0 end_if settlement_flash_stop Bucharest settlement_flash_stop Sofia if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 218, 84 settlement_flash_start Iconium campaign_wait 2.0 end_if settlement_flash_stop Iconium if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 183, 105 settlement_flash_start Bran settlement_flash_start Budapest settlement_flash_start Ragusa campaign_wait 2.5 end_if settlement_flash_stop Bran settlement_flash_stop Budapest settlement_flash_stop Ragusa move_strat_camera 213, 93 campaign_wait 0.25 zoom_strat_camera 0.5 while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Russia ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction russia and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay russia and I_CampaignNumTimePlay < 9999 suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save advance_advice_thread Russia_Initial_Advice_Thread ;Where to Start campaign_wait 0.1 snap_strat_camera 202, 179 ;Novgorod 202, 179 zoom_strat_camera 1.0 while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 6.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 222, 166 campaign_wait 1.5 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Moscow settlement_flash_start Smolensk campaign_wait 2.0 end_if settlement_flash_stop Moscow settlement_flash_stop Smolensk if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 193, 168 ;campaign_wait 1.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Riga settlement_flash_start Helsinki settlement_flash_start Vilnius campaign_wait 1.0 end_if settlement_flash_stop Riga settlement_flash_stop Helsinki settlement_flash_stop Vilnius if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 160, 167 campaign_wait 1.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Arhus campaign_wait 2.0 end_if settlement_flash_stop Arhus if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 202, 179 end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while move_strat_camera 202, 179 campaign_wait 0.25 zoom_strat_camera 0.5 suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Moors ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction moors and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay moors and I_CampaignNumTimePlay < 9999 suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save advance_advice_thread Moors_Initial_Advice_Thread ;Where to Start campaign_wait 0.1 snap_strat_camera 71, 80 ;Cordoba 71, 80 zoom_strat_camera 1.0 while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 5.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 84, 89 campaign_wait 1.5 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Valencia settlement_flash_start Zaragoza campaign_wait 2.0 end_if settlement_flash_stop Valencia settlement_flash_stop Zaragoza if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 66, 99 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Toledo settlement_flash_start Leon settlement_flash_start Lisbon campaign_wait 2.0 end_if settlement_flash_stop Toledo settlement_flash_stop Leon settlement_flash_stop Lisbon if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 122, 68 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Tunis campaign_wait 2.0 end_if settlement_flash_stop Tunis if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 128, 88 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Milan settlement_flash_start Genoa settlement_flash_start Bologna settlement_flash_start Venice campaign_wait 2.0 end_if settlement_flash_stop Milan settlement_flash_stop Genoa settlement_flash_stop Bologna settlement_flash_stop Venice if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 78, 90 campaign_wait 1.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 71, 80 end_if while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while move_strat_camera 71, 80 campaign_wait 0.25 zoom_strat_camera 0.5 suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Turks ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction turks and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay turks and I_CampaignNumTimePlay < 9999 suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save advance_advice_thread Turks_Initial_Advice_Thread ;Where to Start campaign_wait 0.1 snap_strat_camera 232, 76 ;Iconium 232, 76 zoom_strat_camera 1.0 while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 5.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 253, 59 campaign_wait 0.5 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Adana settlement_flash_start Aleppo settlement_flash_start Antioch settlement_flash_start Damascus settlement_flash_start Edessa campaign_wait 1.5 settlement_flash_stop Adana settlement_flash_stop Aleppo settlement_flash_stop Antioch settlement_flash_stop Damascus settlement_flash_stop Edessa settlement_flash_stop Jerusalem settlement_flash_start Jerusalem campaign_wait 1.5 end_if settlement_flash_stop Adana settlement_flash_stop Aleppo settlement_flash_stop Antioch settlement_flash_stop Damascus settlement_flash_stop Edessa settlement_flash_stop Jerusalem if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 239, 45 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Alexandria settlement_flash_start Gaza campaign_wait 2.0 end_if settlement_flash_stop Alexandria settlement_flash_stop Gaza if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 224, 81 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Constantinople settlement_flash_start Nicaea campaign_wait 2.0 end_if settlement_flash_stop Constantinople settlement_flash_stop Nicaea if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 203, 98 campaign_wait 1.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 232, 76 end_if move_strat_camera 232, 76 campaign_wait 0.25 zoom_strat_camera 0.5 while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Egypt ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction egypt and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay egypt and I_CampaignNumTimePlay < 9999 suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save advance_advice_thread Egypt_Initial_Advice_Thread ;Where to Start campaign_wait 0.1 snap_strat_camera 235, 32 ;Cairo 71, 80 zoom_strat_camera 1.0 while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 5.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 253, 63 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Adana settlement_flash_start Acre settlement_flash_start Aleppo settlement_flash_start Antioch settlement_flash_start Damascus settlement_flash_start Edessa settlement_flash_start Jerusalem campaign_wait 2.0 end_if settlement_flash_stop Adana settlement_flash_stop Aleppo settlement_flash_stop Antioch settlement_flash_stop Damascus settlement_flash_stop Edessa settlement_flash_stop Acre settlement_flash_stop Jerusalem if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 262, 80 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Mosul settlement_flash_start Caesarea settlement_flash_start Yerevan campaign_wait 2.0 end_if settlement_flash_stop Mosul settlement_flash_stop Caesarea settlement_flash_stop Yerevan if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 207, 44 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 169, 73 campaign_wait 1.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 235, 32 end_if move_strat_camera 235, 32 campaign_wait 0.25 zoom_strat_camera 0.5 while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Denmark ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction denmark and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay denmark and I_CampaignNumTimePlay < 9999 suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save advance_advice_thread Denmark_Initial_Advice_Thread ;Where to Start campaign_wait 0.1 snap_strat_camera 141, 166 ;Arhus 141, 166 zoom_strat_camera 1.0 while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while if I_AdvisorSpeechPlaying and I_AdvisorVisible campaign_wait 6.5 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 145, 167 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Oslo settlement_flash_start Stockholm settlement_flash_start Stettin settlement_flash_start Hamburg campaign_wait 2.5 end_if settlement_flash_stop Oslo settlement_flash_stop Stockholm settlement_flash_stop Stettin settlement_flash_stop Hamburg if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 189, 168 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Riga settlement_flash_start Helsinki settlement_flash_start Vilnius settlement_flash_start Novgorod campaign_wait 2.0 end_if settlement_flash_stop Riga settlement_flash_stop Helsinki settlement_flash_stop Vilnius settlement_flash_stop Novgorod if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 155, 138 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Cracow settlement_flash_start Nuremburg settlement_flash_start Frankfurt campaign_wait 2.0 end_if settlement_flash_stop Cracow settlement_flash_stop Nuremburg settlement_flash_stop Frankfurt if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 141, 166 end_if move_strat_camera 141, 166 campaign_wait 0.25 zoom_strat_camera 0.5 while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Portugal ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction portugal and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay portugal and I_CampaignNumTimePlay < 9999 suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save advance_advice_thread Portugal_Initial_Advice_Thread ;Where to Start campaign_wait 0.1 snap_strat_camera 55, 88 ;Lisbon 55, 88 zoom_strat_camera 1.0 while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 2.0 if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 73, 90 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Lisbon settlement_flash_start Pamplona campaign_wait 1.5 end_if settlement_flash_stop Lisbon settlement_flash_stop Pamplona if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Leon settlement_flash_start Toledo settlement_flash_start Cordoba campaign_wait 2.5 end_if settlement_flash_stop Leon settlement_flash_stop Toledo settlement_flash_stop Cordoba if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 93, 95 campaign_wait 1.0 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Zaragoza campaign_wait 1.0 end_if settlement_flash_stop Zaragoza if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 93, 72 campaign_wait 0.5 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 100, 105 campaign_wait 0.5 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 55, 88 end_if move_strat_camera 55, 88 campaign_wait 0.25 zoom_strat_camera 0.5 while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Poland ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction poland and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay poland and I_CampaignNumTimePlay < 9999 suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save advance_advice_thread Poland_Initial_Advice_Thread ;Where to Start campaign_wait 0.1 snap_strat_camera 174, 136 ;Krakow Cracow 174, 136 zoom_strat_camera 1.0 while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 7.5 if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 168, 143 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Thorn settlement_flash_start Breslau campaign_wait 2.5 end_if settlement_flash_stop Thorn settlement_flash_stop Breslau if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 153, 138 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Nuremburg campaign_wait 2.5 end_if settlement_flash_stop Nuremburg if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 153, 165 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Arhus settlement_flash_start Stockholm campaign_wait 1.5 end_if settlement_flash_stop Arhus settlement_flash_stop Stockholm if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 180, 170 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Helsinki settlement_flash_start Riga settlement_flash_start Novgorod campaign_wait 1.5 end_if settlement_flash_stop Helsinki settlement_flash_stop Riga settlement_flash_stop Novgorod if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 174, 136 end_if move_strat_camera 174, 136 campaign_wait 0.25 zoom_strat_camera 0.5 while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ;;;;;;;;;;;;;;;;;;;;;;;; ; -- Hungary ;;;;;;;;;;;;;;;;;;;;;;;; monitor_conditions I_TurnNumber = 0 and I_LocalFaction hungary and I_AdvisorVerbosityLevel > 0 and I_FirstTimePlay hungary and I_CampaignNumTimePlay < 9999 suspend_unscripted_advice true inhibit_camera_input true hide_ui disable_movie_view disable_save advance_advice_thread Hungary_Initial_Advice_Thread ;Where to Start campaign_wait 0.1 snap_strat_camera 172, 122 ;Budapest 172, 122 zoom_strat_camera 1.0 while not I_AdvisorSpeechPlaying and I_AdvisorVisible end_while campaign_wait 7.0 if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Vienna campaign_wait 1.5 end_if settlement_flash_stop Vienna if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Cracow campaign_wait 1.0 end_if settlement_flash_stop Cracow if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 186, 97 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Thessalonica campaign_wait 2.0 end_if settlement_flash_stop Thessalonica if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 196, 104 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible settlement_flash_start Sofia settlement_flash_start Bucharest campaign_wait 2.0 end_if settlement_flash_stop Sofia settlement_flash_stop Bucharest if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 220, 129 campaign_wait 0.5 end_if if I_AdvisorSpeechPlaying and I_AdvisorVisible move_strat_camera 172, 122 end_if move_strat_camera 172, 122 campaign_wait 0.25 zoom_strat_camera 0.5 while I_AdvisorSpeechPlaying and I_AdvisorVisible end_while suspend_unscripted_advice false inhibit_camera_input false show_ui enable_save terminate_monitor end_monitor ; keep script unfinised until last monitor termination wait_monitors end_script