So, here's the situation. There are two steps to each Regional Decision:
1. Playing the RGD, which has its own restrictions.
2. When the RGD comes to fruition, an event is triggered which must also succeed. The Subvert Indians RGD come to fruition after one turn, so at the start of the turn right after play the RGD.
The Subvert Indians RGD itself works, to the greatest extent. The part of the RGD which I find problematic is that it requires an Indian Village in the target region.
The problem with this--I'm not actually certain this is still an issue, as I experience it a long, long time ago--is that neutral Indians sometimes move about, and in doing so, they can gain MC in non-Indian region, where there is no village. Many regions containing an Indian village belong to the Indian faction and cannot be entered during the game, except during the Sioux Uprising event, in which all Indians become hostile to the Union, because the game has all non-Union and non-Confederate Indians belonging to the "IND" faction. So when the Lakota go on the warpath in Minnesota, all other Indian units do too, regardless of where they are. At any rate, if a neutral Indian unit stops and gains MC in a region you need to have control of--eg where a Stockade is--it is very difficult to reregain control in the region, because the Indian unit reduces your influence.
Since the RGD requires an Indian village in the target region for it be be eligible to be played there, such rogue Indian units cannot be attacked nor subverted.
Unfortunately the parameters of the RGD's does not allow for checking for a neutral Indian unit in the target region. The only workaround I've found for this is to remove the requirement of the Indian village. This works, but it also allows the player to play the Subvert Indians RGD in any region in or adjacent to a region in which the player has an infantry or cavalry unit, including regions in which there are on neutral Indians at all, which means the player will have wasted the $45k in paying for nothing.
The other issue is that the event triggered by the RGD simply does not work. It checks for 'Enemy' elements in the target region, but neutral Indian elements are per definition not 'Enemy'. This is easily fixed by simply not checking for 'Enemy' elements.
Once that is fixed, there is an issue that the formerly 'IND' Indian unit(s) are generally still locked, and won't unlock either, unless attacked. This is easily fixed by adding to the event that the just taken-over unit(s) are set to unlocked.
So, if you don't
have to change anything in the RGD's to get them to work, but if you want to be able to subvert Indians which are not in an Indian Village region you need to do this:
!!- Remember, anytime you change any files in the game, you are responsible to make a copy of the original in a safe place. -!!
Navigate to '..\CivilWarII\CW2\GameData\RgnDecisions' and edit '21-Subvert Indians CSA.rgd' and '24-Subvert Indians USA.rgd'. In each search for the line reading:
NeedThisStrucAttribAny = #Is_NativeVillage#
and comment it out by adding '// ' (without the quotes) to the beginning of the line so that it looks like this:
// NeedThisStrucAttribAny = #Is_NativeVillage#
Alternatively, you can simply delete the line.
To fis the events, navigate to '..\CivilWarII\CW2\Events' and edit RegionsDecisions.sct. Search for 'RGDScriptSubvertIndiansUSA' and 'RGDScriptSubvertIndiansCSA' events, they are one right after the other. Delete the old events and replace them with this:
Code: Select all
StartEvent = RGDScriptSubvertIndiansUSA|999|0|NULL|NULL|NULL|NULL
SelectFaction = IND
Conditions
SelectSubUnits = Region
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
Actions
SelectSubUnits = Region;FactionTags IND
SelectFaction = USA
TakeOverUnits = PerUnit
AlterCuSubUnit = ApplytoList;SetFixing 0
EndEvent
StartEvent = RGDScriptSubvertIndiansCSA|999|0|NULL|NULL|NULL|NULL
SelectFaction = IND
Conditions
SelectSubUnits = Region
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
Actions
SelectSubUnits = Region;FactionTags IND
SelectFaction = CSA
TakeOverUnits = PerUnit
AlterCuSubUnit = ApplytoList;SetFixing 0
EndEvent
That's it kids, happy hunting!
BTW you cannot subvert enemy Indians with this solution.