Der nahe Osten - Events, Decisions, OOB

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Die letzten Beiträge des Themas
   

Ansicht erweitern Die letzten Beiträge des Themas: Der nahe Osten - Events, Decisions, OOB

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.

von [B@W] Abominus » Do 04.10.2012, 10:54

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

von [B@W] Abominus » Fr 21.09.2012, 11:05

Kalmückien

Neue Kultur, Religion Buddistisch, Techgruppe Indian, ...

von [B@W] Abominus » Fr 21.09.2012, 10:44

Ich habe in der aktuellen Testversion einige neue Länder eingebaut. Wer möchte, kann mir gern RGB-Codes dafür nennen, dass die nicht alle ähnlich aussehen:

http://www.tayloredmktg.com/rgb/

von [B@W] Abominus » Do 20.09.2012, 16:21

von Chris der Große » Mi 01.12.2010, 16:34

Ein anderes Problem ist ja, dass das Timuridenreich im Gegensatz zur Goldenen Horde sofort nach Spielstart zusammenfällt.


Meine Idee wäre, dem Reich das Land als Vasallen zu geben. So wird das Reich zwar kleiner, bleibt aber stark.

Der nahe Osten - Events, Decisions, OOB

von [B@W] Abominus » Di 19.10.2010, 13:17

Ilchane, Seldschuken, Timuriden, das ist alles noch nicht so das Wahre, wenn ich mir die Karte 1368 anschaue.

http://www.si-games.com/forum/showthread.php?t=20814 Auf den Versuch hat keiner reagiert, vermutlich weil es wenig bis gar keine Karten frei verfügbar gibt. Ich weiß aber auch noch nicht mal ansatzweise, was dort für Herrscher und Länder regierten.

Die Ilchane und Seldschuken sind untergegangen, soweit klar, aber Griechenland als hellenistisches Reich kann ja historische gesehen auch entstehen (siehe http://de.wikipedia.org/wiki/Griechische_Revolution ).

Timuriden - Gebiet um 1368

von [B@W] Abominus » Mi 15.09.2010, 11:33

http://www.flaggenlexikon.de/fmongrtl.htm

Was mach ich mit den Timuriden? Ich habe das Startdatum des Herrn von 1370 auf 1368 gesetzt, aber es bleibt immer noch das Problem, dass Timur zwar fix, aber noch nicht zu dem Zeitpunkt ein Riesenreich hatte...

Nach oben