Ok, here's how I translate what I get from your post:
SelectFaction = $USA
StartEvent = ?Any_Name_I_like|1|1|NULL|NULL|NULL|NULL?
ChangeUnitPool = $uni_USA_?Pol?0; 20
EndEvent
How does one run the force event routine? Is there a separate manual that describes this? Or, where on the wacky wiki would I even begin to look for such information? And there are rather a lot of files in the game data directory to poke around in. I have found three files looking like:
UID = 1162
Alias = uni_USA_Pol_Pol1850
NationTag = USA
Name = Military Police Rgt
ShortName = Police Rgt
Text = $uni_txt_CMN_Police
Color = $colUSAMain
ModelType0 = $mdl_USA_Pol1850|1
TechAutoUpg = $uni_USA_Pol_Pol1870
FamilyType0 = $famService|1
CmdCost = 1
Pillage = 0
BuildRule = $recCity
BuildWeight = 0
Area = $Recruit_USA
CustomNames = 1st Veterans Reserve Corps|2nd Veterans Reserve Corps|3rd Veterans Reserve Corps|4th Veterans Reserve Corps|5th Veterans Reserve Corps|6th Veterans Reserve Corps|7th Veterans Reserve Corps|8th Veterans Reserve Corps|9th Veterans Reserve Corps|10th Veterans Reserve Corps|11th Veterans Reserve Corps|12th Veterans Reserve Corps|13th Veterans Reserve Corps|14th Veterans Reserve Corps|15th Veterans Reserve Corps|16th Veterans Reserve Corps|17th Veterans Reserve Corps|18th Veterans Reserve Corps|19th Veterans Reserve Corps|20th Veterans Reserve Corps
Which suggests that I the US is supposed to have 20 mp units to begin with.
loki100 wrote:this is a script I wrote to give Italy a full range of colonial options:
So all you need to do is to replace the core with your desired change, obv make the faction USA, give it a name that makes sense. Pop it into ons of the US event files, run the forceevent routine and off you go. I'd delete the event after it fires as otherwise it is just another thing the game engine checks on the turn processing routine.
for the rest of the info poke around in the Gamedata directory, you'll find the code for USA MP units there