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Amartus

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Jul 14, 2008
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A question that I have regarding some of the event syntax:

type = remove_division which = [div id type/-1] value = [div id id]

For the "[div id type/-1]", does the "type' refer to airunit, landunit, navalunit, or is it infantry, cavalry, armored etc?
 
No, I think it's the "type" that you can find in scenario files:
landunit =
{ id = { type = 10000 id = 1 }
location = 1486
name = "Royal Afghani Army"
division =
{ id = { type = 10000 id = 11 }
name = "Royal Guard"
strength = 100
type = infantry
}
 
You can also use the demobilize command if you don't want to delete a specific unit:
type = demobilize which = [unit_type/land/air/naval] when = [1/0] where = [1/0] value = [+/- X] # Deletes X or set to no more then X units of the specified type for a country
#which – unit type or land, naval, air branches that will be reduced in number
#when – 0(default) - scrap most obsolete or damaged units first, 1 – scrap best units first
#where – 0(default) - return MP from disbanded units to the MP pool, 1 – do not return MP from disbanded units to the MP pool
#value – >= 0 - How many units of the specified type to remain, < 0 – how many units of the specified type to be disbanded
In this case unit type is infantry, cavalry, battlecruiser etc.
 
New question re: "civil_war" command

When using the command (type = civil_war which = [rebel country tag]) is there anyway to prevent divisions from defecting, or would I have to use the command (type = independence which = [country tag] value = [0/1] when = [0/1]) with its various parameters and then have another event with a DoW in order to achieve this?
 
In the savegame.eug file, division stats are listed thus:

mod = { 0 7 1 0 8 0 0 0 }
brig = { 1 0 0 0 0 2 0 0 0 0 0.2708 0 0 0 0 }
all = { 90.2825 100 22.5039 57 58 100 0.5043 1.2400 0 4 4 4 4 0 -0.2000 1.2500 0.4500 }
land = { 26 16 100 3 15 6 12 4 5 4 4 }

Is there any breakdown easily available of what all these values represent?
 
Sorry to bother you all again, but two more questions:

Is there any syntax to sleep ministers / leaders after their designated death dates? Having fiddled with the DoD scenario to have it start in 1930, I have noticed a lot of zombies about....

Secondly, is there any syntax that adds resources to provinces that already have that particular resource; ie if a province produces say 30 rare_materials, to increase that by 10% or something? Playing Germany, albeit somewhat pimped, I have encountered massive shortages in metal and rare_materials (not just limited to me either)....
 
1) No, you have to sleep them by event or in scenario files.
2) No, you can't add "10%" more, but you add a fixed value.
type = add_prov_resource which = [prov id/-1/-4] value = X where = [energy/metal/oil/rare_materials] # -1 is random province, -4 is province with nuclear reactor.
 
Thanks so much for the quick response; there is no way that provinces already with say rare_materials can be identified automatically to have additional resource capacity added, or will I have to identify the particular provinces I want to add resources to one by one?
 
Bummer. Okay, thanks again for the response; would it be worth me suggesting the addition of a death_date command and an add resource to province with same type of resource in the Suggestions and Improvements sub-forum do you think?
 
Uhmmm... I don't know what you mean with a death_date command, but we are already adding (to 1.03, it's still in the works) a retirement_date for ministers and leaders that should do the trick. :)
Feel free to make the suggestion for expanding the add_prov_resource command (please be detailed!), but I can't make promises on its realization as I'm not the one who would have to implement it. :D
 
Is there a single command to release a nation as a puppet of another, for example Croatia to the Germans or the Italians during WWII? Or would you have to go command = {type = independence which = [country tag] value = [0/1] when = [0/1] }, and then have a subsequent event with a command = { type = make_puppet which = [country tag] } to assert the control of the releasing nation over its creation?
 
Is there a single command to release a nation as a puppet of another, for example Croatia to the Germans or the Italians during WWII? Or would you have to go command = {type = independence which = [country tag] value = [0/1] when = [0/1] }, and then have a subsequent event with a command = { type = make_puppet which = [country tag] } to assert the control of the releasing nation over its creation?
AFAIK you need to use both commands