von [B@W] Abominus » Fr 05.10.2012, 09:29
Habe mal testweise zwei Missionen zur Niederringung der Chupaniden erstellt.
Code: Alles auswählen
destroy_CHU = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = CHU
CHU = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = CHU }
}
abort = {}
success = {
war_with = CHU
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = CHU value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = CHU
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_CHU = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = CHU }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
destroy_SBD = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = SBD
SBD = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = SBD }
}
abort = {}
success = {
war_with = SBD
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = SBD value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = SBD
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_SBD = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = SBD }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
destroy_SHI = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = SHI
SHI = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = SHI }
}
abort = {}
success = {
war_with = SHI
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = SHI value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = SHI
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_SHI = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = SHI }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
destroy_MZD = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = MZD
MZD = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = MZD }
}
abort = {}
success = {
war_with = MZD
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = MZD value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = MZD
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_MZD = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = MZD }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
destroy_MUZ = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = MUZ
MUZ = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = MUZ }
}
abort = {}
success = {
war_with = MUZ
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = MUZ value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = MUZ
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_MUZ = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = MUZ }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
destroy_KTN = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = KTN
KTN = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = KTN }
}
abort = {}
success = {
war_with = KTN
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = KTN value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = KTN
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_KTN = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = KTN }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
destroy_CHU = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = CHU
CHU = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = CHU }
}
abort = {}
success = {
war_with = CHU
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = CHU value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = CHU
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_CHU = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = CHU }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
Code: Alles auswählen
destroy_CHU_title;Destroy the Chupanids;;Vernichtet die Chupaniden;;;;;;;;;;;x
destroy_CHU_desc;Destroy the Chupanids;;Vernichtet die Chupaniden;;;;;;;;;;;x
conquer_CHU_title;Conquer the Chupanids;;Erobert die Chupaniden;;;;;;;;;;;x
conquer_CHU_desc;Conquer the Chupanids;;Erobert die Chupaniden;;;;;;;;;;;x
destroy_SBD_title;Destroy the Sarbadars;;Vernichtet Sarbadar;;;;;;;;;;;x
destroy_SBD_desc;Destroy the Sarbadars;;Vernichtet Sarbadar;;;;;;;;;;;x
conquer_SBD_title;Conquer the Sarbadars;;Erobert Sarbadar;;;;;;;;;;;x
conquer_SBD_desc;Conquer the Sarbadars;;Erobert Sarbadar;;;;;;;;;;;x
destroy_SHI_title;Destroy the Shirvan;;Vernichtet Schirwan;;;;;;;;;;;x
destroy_SHI_desc;Destroy the Shirvan;;Vernichtet Schirwan;;;;;;;;;;;x
conquer_SHI_title;Conquer the Shirvan;;Erobert Schirwan;;;;;;;;;;;x
conquer_SHI_desc;Conquer the Shirvan;;Erobert Schirwan;;;;;;;;;;;x
destroy_MZD_title;Destroy the Mazandaran;;Vernichtet Mazandaran;;;;;;;;;;;x
destroy_MZD_desc;Destroy the Mazandaran;;Vernichtet Mazandaran;;;;;;;;;;;x
conquer_MZD_title;Conquer the Mazandaran;;Erobert Mazandaran;;;;;;;;;;;x
conquer_MZD_desc;Conquer the Mazandaran;;Erobert Mazandaran;;;;;;;;;;;x
destroy_MUZ_title;Destroy the Muzaffarids;;Vernichtet die Muzaffariden;;;;;;;;;;;x
destroy_MUZ_desc;Destroy the Muzaffarids;;Vernichtet die Muzaffariden;;;;;;;;;;;x
conquer_MUZ_title;Conquer the Muzaffarids;;Erobert die Muzaffariden;;;;;;;;;;;x
conquer_MUZ_desc;Conquer the Muzaffarids;;Erobert die Muzaffariden;;;;;;;;;;;x
destroy_KTN_title;Destroy the Kartids;;Vernichtet die Kartiden;;;;;;;;;;;x
destroy_KTN_desc;Destroy the Kartids;;Vernichtet die Kartiden;;;;;;;;;;;x
conquer_KTN_title;Conquer the Kartids;;Erobert die Kartiden;;;;;;;;;;;x
conquer_KTN_desc;Conquer the Kartids;;Erobert die Kartiden;;;;;;;;;;;x
Edit: Einen vermeindlichen Fehler gefunden (sonst hätte es jede Nation bekommen) und neue Ländereroberungsfeldzüge hinzugefügt.
Habe mal testweise zwei Missionen zur Niederringung der Chupaniden erstellt.
[code=php]destroy_CHU = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = CHU
CHU = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = CHU }
}
abort = {}
success = {
war_with = CHU
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = CHU value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = CHU
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_CHU = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = CHU }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
destroy_SBD = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = SBD
SBD = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = SBD }
}
abort = {}
success = {
war_with = SBD
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = SBD value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = SBD
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_SBD = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = SBD }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
destroy_SHI = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = SHI
SHI = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = SHI }
}
abort = {}
success = {
war_with = SHI
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = SHI value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = SHI
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_SHI = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = SHI }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
destroy_MZD = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = MZD
MZD = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = MZD }
}
abort = {}
success = {
war_with = MZD
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = MZD value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = MZD
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_MZD = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = MZD }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
destroy_MUZ = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = MUZ
MUZ = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = MUZ }
}
abort = {}
success = {
war_with = MUZ
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = MUZ value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = MUZ
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_MUZ = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = MUZ }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
destroy_KTN = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = KTN
KTN = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = KTN }
}
abort = {}
success = {
war_with = KTN
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = KTN value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = KTN
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_KTN = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = KTN }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
destroy_CHU = {
type = country
allow = {
TIM = { nomad = yes }
tag = TIM
exists = CHU
CHU = {
neighbour = this
not = { vassal_of = THIS }
}
NOT = { war_with = CHU }
}
abort = {}
success = {
war_with = CHU
}
chance = {
factor = 1000
modifier = {
factor = 2
NOT = { relation = { who = CHU value = 100 } }
}
}
immediate = {
casus_belli = {
type = cb_horde_vs_civ
months = 120
target = CHU
}
}
effect = {
prestige = 0.1
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
random_owned = {
limit = { controlled_by = THIS }
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
cavalry = current
infantry = current
}
}
}
conquer_CHU = {
# Checked for all provinces bordering the country, with the country in the parent scope.
type = neighbor_provinces
allow = {
this = { tag = TIM }
is_subject = no
TIM = { nomad = yes }
NOT = { owner = { vassal_of = THIS } }
TIM = { war_with = CHU }
has_discovered = THIS
}
abort = {
owner = { not = { neighbour = this } }
}
success = {
controlled_by = THIS
}
chance = {
factor = 1000
modifier = {
factor = 1.5
culture = THIS
}
modifier = {
factor = 1.5
religion = THIS
}
modifier = {
factor = 1.5
MIL = 6
}
modifier = {
factor = 0.5
NOT = { MIL = 5 }
}
}
immediate = {
add_temp_claim = THIS
}
abort_effect = {
remove_temp_claim = THIS
}
# The effect always has country scope (for the country that gets the mission)
effect = {
add_core = THIS
secede_province = THIS
}
}
[/code]
[code]destroy_CHU_title;Destroy the Chupanids;;Vernichtet die Chupaniden;;;;;;;;;;;x
destroy_CHU_desc;Destroy the Chupanids;;Vernichtet die Chupaniden;;;;;;;;;;;x
conquer_CHU_title;Conquer the Chupanids;;Erobert die Chupaniden;;;;;;;;;;;x
conquer_CHU_desc;Conquer the Chupanids;;Erobert die Chupaniden;;;;;;;;;;;x
destroy_SBD_title;Destroy the Sarbadars;;Vernichtet Sarbadar;;;;;;;;;;;x
destroy_SBD_desc;Destroy the Sarbadars;;Vernichtet Sarbadar;;;;;;;;;;;x
conquer_SBD_title;Conquer the Sarbadars;;Erobert Sarbadar;;;;;;;;;;;x
conquer_SBD_desc;Conquer the Sarbadars;;Erobert Sarbadar;;;;;;;;;;;x
destroy_SHI_title;Destroy the Shirvan;;Vernichtet Schirwan;;;;;;;;;;;x
destroy_SHI_desc;Destroy the Shirvan;;Vernichtet Schirwan;;;;;;;;;;;x
conquer_SHI_title;Conquer the Shirvan;;Erobert Schirwan;;;;;;;;;;;x
conquer_SHI_desc;Conquer the Shirvan;;Erobert Schirwan;;;;;;;;;;;x
destroy_MZD_title;Destroy the Mazandaran;;Vernichtet Mazandaran;;;;;;;;;;;x
destroy_MZD_desc;Destroy the Mazandaran;;Vernichtet Mazandaran;;;;;;;;;;;x
conquer_MZD_title;Conquer the Mazandaran;;Erobert Mazandaran;;;;;;;;;;;x
conquer_MZD_desc;Conquer the Mazandaran;;Erobert Mazandaran;;;;;;;;;;;x
destroy_MUZ_title;Destroy the Muzaffarids;;Vernichtet die Muzaffariden;;;;;;;;;;;x
destroy_MUZ_desc;Destroy the Muzaffarids;;Vernichtet die Muzaffariden;;;;;;;;;;;x
conquer_MUZ_title;Conquer the Muzaffarids;;Erobert die Muzaffariden;;;;;;;;;;;x
conquer_MUZ_desc;Conquer the Muzaffarids;;Erobert die Muzaffariden;;;;;;;;;;;x
destroy_KTN_title;Destroy the Kartids;;Vernichtet die Kartiden;;;;;;;;;;;x
destroy_KTN_desc;Destroy the Kartids;;Vernichtet die Kartiden;;;;;;;;;;;x
conquer_KTN_title;Conquer the Kartids;;Erobert die Kartiden;;;;;;;;;;;x
conquer_KTN_desc;Conquer the Kartids;;Erobert die Kartiden;;;;;;;;;;;x[/code]
Edit: Einen vermeindlichen Fehler gefunden (sonst hätte es jede Nation bekommen) und neue Ländereroberungsfeldzüge hinzugefügt.