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}
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# Dummy example (add 0 or 0*100)
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# province = {
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# war = {
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# active = {
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# is_at_war = yes
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# }
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# eval_add = {
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# factor = 0
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# modifier = {
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# factor = 100
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# is_in_capital_area = yes
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# }
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# }
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# }
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#}
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@@ -1,13 +1,11 @@
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}
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}
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# Dummy example (multiply by 1)
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#province = {
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# peace = {
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# active = {
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# is_at_war = no
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# }
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# eval_multiply = {
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# factor = 1
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# }
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# }
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#}
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@@ -1,6 +1,10 @@
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# Scripts in ai_army can be used to influence how the army AI behaves when certain conditions (Defined in the "active" trigger) are met.
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# It is intended not to control daily decision making of armies but to define a general attitude that will influence (or overwrite) hard-coded AI behaviour.
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# The
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# *
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# *
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# *
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# The value is (re)calculated on the first AI daily tick (or console command "ai_army_tick") after any of the following happens:
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# * The list of countries the AI is at war with changes
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# * The country gains or loses a province
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# * It's a new year
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# * A new game starts, or save game is loaded
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#
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# Remember: AI will choose the province with the *lowest* value. Use console command "mapmode armyeval" (and select an army) to debug it.
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#
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