User avatar
Kensai
Posts: 2712
Joined: Mon Sep 19, 2011 4:54 pm
Location: Freiburg, Germany

[PON] Conflict in Europe - Scripts Depository Thread

Wed Feb 06, 2013 11:49 am

Hi all. This is our script depository thread. Supreme editor here is Sir Garnet who is also responsible for our updated manual.

I start with a script to recreate the Ryukyuan sovereignty in our game after the 1873 German-Japanese peace terms.

Code: Select all

SelectFaction = $CMN
SelectRegion = $Okinawa
StartEvent = Ryukyuan Kingdom Sovereignty|1|1|NULL|NULL|$Okinawa|NULL

Actions
SelectFaction = $RYU
SelectRegion = $Okinawa
ChangeRgnOwner = GER
ChgColonialPen = -64
SetColStatusArea = $Colony_Ryukyu;$colInfluenced
ChangeResStock = $merMoney;500
ChangeResStock = $merCapital;500
ChangePriceInc = 5

CreateGroup
Posture = $Defensive
SetKind = $Land
Entranch = 2
InCS = 1
SetName = Ryukyuan Armed Forces
Apply
CreateUnit
SetType = $uni_TCH_Cav1850_Reg1_Div
SetLevel = 4
SetName = Ryukyuan Royal Cavalry
Apply

CreateUnit
SetType = $uni_TCH_Inf1850_Reg2_Party
SetLevel = 3
SetName = Ryukyuan 1st Militia
Apply

CreateUnit
SetType = $uni_TCH_Inf1850_Reg2_Party
SetLevel = 3
SetName = Ryukyuan 2nd Militia
Apply


CreateUnit
SetType = $uni_TCH_FortArt_1840
SetLevel = 3
SetName = Ryukyuan Artillery
Apply

CreateUnit
SetType = $uni_TCH_Sup_Sup1
SetLevel = 3
SetName = Ryukyuan Supplies
Apply

CreateUnit
SetType = $uni_TCH_Inf1850_Fan_Banner
SetLevel = 5
SetName = Ryukyuan Loyalists
Apply

CreateGroup
Posture = $Defensive
SetKind = $Nav
Entranch = 0
SetName = Ryukyuan Fleet
Apply
CreateUnit
SetType = $uni_CHI_Jun1
SetLevel = 3
SetName = Ryukyuan Junks
Apply

SelectFaction = $GER
SelectRegion = $Okinawa
ChgColonialPen = 10
SetColStatusArea = $Colony_Ryukyu;$colInfluenced
ChangeResStock = $merDiplomat;-1
ChgFacRelationships = JAP;-22

SelectFaction = $JAP
SelectRegion = $Okinawa
SetColStatusArea = $Colony_Ryukyu;$colInfluenced
ChangeResStock = $merDiplomat;-1
ChangeResStock = $merMoney;-1000
ChangeResStock = $merCapital;-1000

EndEvent
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User avatar
Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Wed Feb 06, 2013 12:10 pm

You are missing part of the script (the top part).
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

User avatar
Kensai
Posts: 2712
Joined: Mon Sep 19, 2011 4:54 pm
Location: Freiburg, Germany

Wed Feb 06, 2013 12:17 pm

Corrected!
Care to unify Germany as Austria? Recreate the Holy Roman Empire of the 20th Century:
Großdeutschland Mod
Are you tough enough to impersonate the Shogun and defy the Westerners? Prove it:
Shogun Defiance Mod (completed AAR)

User avatar
Jonathan Pollard
Major
Posts: 220
Joined: Mon May 26, 2008 4:01 am
Location: Federal Prison
Contact: Website

Wed May 22, 2013 6:33 pm

Here is a script for the sale of Dutch ships to China.

Code: Select all

SelectFaction = $CHI
SelectRegion = $Shanghai

SelectFaction = $CHI
SelectRegion = $Shanghai
StartEvent = China purchases Dutch warships from the East Indies|1|1|NULL|NULL|$Shanghai|NULL

Conditions
  MinDate = 1877/10/01
  MaxDate = 1880/06/01

Actions

SelectFaction = $HOL
  ChangeResStock = $merMoney;400
  ChangeResStock = $merOfficer;12
  ChangeResStock = $merOfficer;28

SelectFaction = $CHI
  ChangeResStock = $merMoney;-400
  ChangeResStock = $merOfficer;-12
  ChangeResStock = $merOfficer;-28

SelectFaction = $HOL
  RemUnqUnit = 1e Eskadron
  RemUnqUnit = 2nd Frigate Squadron
  RemUnqUnit = 3e Eskadron

SelectFaction = $CHI
SelectRegion = $Shanghai

SelectFaction = $CHI
SelectRegion = $Shanghai
  CreateGroup
  Posture = $Defensive
  SetKind = $Nav
  Entranch = 0
  FixType = 0
  SetName = Foreign Ships Squadron
  Apply
  CreateUnit
  SetType = $uni_CHI_Frg3
  SetName = _genName
  Apply
  CreateUnit
  SetType = $uni_CHI_Frg3
  SetName = _genName
  Apply
  CreateUnit
  SetType = $uni_CHI_Rec3
  SetName = _genName
  Apply

EndEvent

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu May 23, 2013 10:45 am

Should you not test China can afford the ships though?
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Jonathan Pollard
Major
Posts: 220
Joined: Mon May 26, 2008 4:01 am
Location: Federal Prison
Contact: Website

Thu May 23, 2013 11:04 am

I am the Chinese player purchasing the ships. I already told PhilThib who supplied me with the script that I have plenty of money so in my specific case it was not necessary.
"Two suspects are in FBI custody after a truckload of explosives was discovered around the George Washington Bridge...the FBI...says enough explosives were in the truck to do great damage to the George Washington Bridge." Dan Rather of CBS News, 9/11/2001
[SIGPIC][/SIGPIC]

User avatar
Jonathan Pollard
Major
Posts: 220
Joined: Mon May 26, 2008 4:01 am
Location: Federal Prison
Contact: Website

Thu May 30, 2013 1:41 pm

Here is a script provided by PhilThib for the transfer of US ships to China, edited to include the loss/gain of conscripts and officers.

Code: Select all

SelectFaction = $CMN
SelectRegion = $Canton

SelectFaction = $CMN
SelectRegion = $Canton
StartEvent = USA transfers massively their warships in Canton to China|1|1|NULL|NULL|$Canton|NULL

Conditions
  MinDate = 1878/01/01
  MaxDate = 1899/12/31

Actions

SelectFaction = $USA
SelectRegion = $Canton
  ChangeResStock = $merOfficer;124
  ChangeResStock = $merConscript;203
  SelectSubUnits = Region $Canton;FactionTags USA;Domains $Naval;Families $famHvyWarship $famLightWarship $famRaiderShip
  AlterCuSubUnit = ApplytoList;Kill

SelectFaction = $CHI
  ChangeResStock = $merOfficer;-124
  ChangeResStock = $merConscript;-203
SelectRegion = $Canton

SelectFaction = $CHI
SelectRegion = $Canton
  CreateGroup
  Posture = $Defensive
  SetKind = $Nav
  Entranch = 0
  FixType = 0
  SetName = Quangdong Jiandui
  Apply
  CreateUnit
  SetType = $uni_CHI_War3
  SetLevel = 3
  SetName = 6th Battle Division
  Apply
  CreateUnit
  SetType = $uni_CHI_War3
  SetLevel = 3
  SetName = 11th Battle Division
  Apply
  CreateUnit
  SetType = $uni_USA_War1
  SetLevel = 3
  SetName = 3rd Battle Division
  Apply
  CreateUnit
  SetType = $uni_USA_War2
  SetLevel = 3
  SetName = 4th Battle Division
  Apply
  CreateUnit
  SetType = $uni_CHI_Rec3
  SetLevel = 3
  SetName = 1st Scouting Division
  Apply
  CreateUnit
  SetType = $uni_CHI_Rec3
  SetLevel = 3
  SetName = 2nd Scouting Division
  Apply
  CreateUnit
  SetType = $uni_USA_Frg1
  SetLevel = 3
  SetName = 1st Frigate Division
  Apply
  CreateUnit
  SetType = $uni_USA_Frg1
  SetLevel = 3
  SetName = 2nd Frigate Division
  Apply
  CreateUnit
  SetType = $uni_USA_Frg2
  SetLevel = 3
  SetName = 3rd Frigate Division
  Apply
  CreateUnit
  SetType = $uni_USA_Frg1
  SetLevel = 3
  SetName = 4th Frigate Division
  Apply
  CreateUnit
  SetType = $uni_USA_Frg1
  SetLevel = 3
  SetName = 5th Frigate Division
  Apply
  CreateUnit
  SetType = $uni_USA_Frg1
  SetLevel = 3
  SetName = 6th Frigate Division
  Apply
  CreateUnit
  SetType = $uni_USA_Frg2
  SetLevel = 3
  SetName = 3rd Res. Frigate Sqd.
  Apply
  CreateUnit
  SetType = $uni_USA_Frg2
  SetLevel = 3
  SetName = 7th Res. Frigate Sqd.
  Apply
  CreateUnit
  SetType = $uni_USA_Rec2
  SetLevel = 3
  SetName = 1st Block. Sqd
  Apply
  CreateUnit
  SetType = $uni_USA_Rec2
  SetLevel = 3
  SetName = 2nd Block. Sqd
  Apply
  CreateUnit
  SetType = $uni_USA_Rec2
  SetLevel = 3
  SetName = 1st Block. Sqd
  Apply
  CreateUnit
  SetType = $uni_USA_Rec2
  SetLevel = 3
  SetName = 2nd Block. Sqd
  Apply
  CreateUnit
  SetType = $uni_USA_Rec2
  SetLevel = 3
  SetName = 6th Block. Sqd
  Apply
  CreateUnit
  SetType = $uni_USA_Rec2
  SetLevel = 3
  SetName = 7th Block. Sqd
  Apply
  CreateUnit
  SetType = $uni_USA_Rec1
  SetLevel = 3
  SetName = 1st Scouting Division
  Apply
  CreateUnit
  SetType = $uni_USA_Rec1
  SetLevel = 3
  SetName = 2nd Scouting Division
  Apply
  CreateUnit
  SetType = $uni_USA_Rec1
  SetLevel = 3
  SetName = 3rd Scouting Division
  Apply
  CreateUnit
  SetType = $uni_USA_Rec1
  SetLevel = 3
  SetName = 4th Scouting Division
  Apply
  CreateUnit
  SetType = $uni_USA_Rec1
  SetLevel = 3
  SetName = 5th Scouting Division
  Apply
  CreateUnit
  SetType = $uni_USA_Rec1
  SetLevel = 3
  SetName = 3rd Block. Sqd
  Apply
  CreateUnit
  SetType = $uni_USA_Rec1
  SetLevel = 3
  SetName = 4th Block. Sqd
  Apply
  CreateUnit
  SetType = $uni_USA_Rec1
  SetLevel = 3
  SetName = 5th Block. Sqd
  Apply

EndEvent 
"Two suspects are in FBI custody after a truckload of explosives was discovered around the George Washington Bridge...the FBI...says enough explosives were in the truck to do great damage to the George Washington Bridge." Dan Rather of CBS News, 9/11/2001

[SIGPIC][/SIGPIC]

User avatar
Jonathan Pollard
Major
Posts: 220
Joined: Mon May 26, 2008 4:01 am
Location: Federal Prison
Contact: Website

Fri May 31, 2013 2:53 am

The US player has removed the naval leaders and the cargo ships from the Second Fleet in case it makes it easier to script the killing of that fleet.
"Two suspects are in FBI custody after a truckload of explosives was discovered around the George Washington Bridge...the FBI...says enough explosives were in the truck to do great damage to the George Washington Bridge." Dan Rather of CBS News, 9/11/2001

[SIGPIC][/SIGPIC]

User avatar
Jonathan Pollard
Major
Posts: 220
Joined: Mon May 26, 2008 4:01 am
Location: Federal Prison
Contact: Website

Fri Jun 07, 2013 5:40 pm

Here's the script submitted by Boernes for the sale of Swedish ships to China.

Code: Select all


SelectFaction = $CMN
SelectRegion = $Canton

SelectFaction = $CMN
SelectRegion = $Canton
StartEvent = SWE transfers warships to China|1|1|NULL|NULL|$Canton|NULL

Conditions
MinDate = 1878/01/01
MaxDate = 1899/12/31

Actions

SelectFaction = $SWE
SelectRegion = $Canton
ChangeResStock = $merMoney;500
ChangeResStock = $merOfficer;8
ChangeResStock = $merConscript;16
SelectSubUnits = Region $Canton;FactionTags SWE;Domains $Naval;Families $famLightWarship $famTransportShip
AlterCuSubUnit = ApplytoList;Kill

SelectFaction = $CHI
  ChangeResStock = $merMoney;-500
ChangeResStock = $merOfficer;-8
ChangeResStock = $merConscript;-16
SelectRegion = $Canton



SelectFaction = $CHI
SelectRegion = $Canton
CreateGroup
Posture = $Defensive
SetKind = $Nav
Entranch = 0
FixType = 0
SetName = Quangdong Jiandui
Apply

CreateUnit
SetType = $uni_CHI_Rec3
SetLevel = 3
SetName = 1st Scouting Division
Apply
CreateUnit
SetType = $uni_CHI_Rec3
SetLevel = 3
SetName = 2nd Scouting Division
Apply
CreateUnit
SetType = $uni_CHI_Tra3
SetLevel = 3
SetName = 1st Transport Division
Apply
CreateUnit
SetType = $uni_CHI_Tra3
SetLevel = 3
SetName = 2nd Transport Division
Apply

EndEvent
"Two suspects are in FBI custody after a truckload of explosives was discovered around the George Washington Bridge...the FBI...says enough explosives were in the truck to do great damage to the George Washington Bridge." Dan Rather of CBS News, 9/11/2001

[SIGPIC][/SIGPIC]

User avatar
Sir Garnet
Posts: 935
Joined: Sat Jul 16, 2011 8:23 pm

Change Ownership of Sites and of Regions

Mon Jun 10, 2013 4:34 am

From CIE General: Comments added in Italics
(The Empire of Brazil Foreign Office has approved restoration to Belgium its Rum and Sugar sites in Aracaju. Some avaialble Rum is paid in compensation for production and state compensation in support of Belgian reconstruction is made with apologies for apology for the actions of local officials and remission of corrective actions by the Foreign Office for too long a period of time.)

Code:
SelectFaction = $CMN
SelectRegion = $Aracaju
StartEvent = [color="#00FF00"]BRZ Return Structures to Belgium[/color]|1|1|NULL|NULL|$Aracaju|NULL
Actions
SelectFaction = $BRZ
SelectRegion = $Aracaju
RemoveStructure = ByDefUID $Rum1;RANDOM;SINGLEFAC //This removes the Rum site
SelectFaction = $BEL
SelectRegion = $Aracaju
CreateStruc
SetType = $Rum1
SetName = Aracaju's Finest
Apply //This creates and names a new replacement site under Belgian ownership
SelectFaction = $BRZ
SelectRegion = $Aracaju
RemoveStructure = ByDefUID $Sugar1;RANDOM;SINGLEFAC
SelectFaction = $BEL
SelectRegion = $Aracaju
CreateStruc
SetType = $Sugar1
SetName = Aracaju Cane
Apply
SelectFaction = $BRZ //Transfers Rum and State Funds to Belgium as negotiated
ChangeResStock = $merRum;-60
ChangeResStock = $merMoney; -400
SelectFaction = $BEL
ChangeResStock = $merRum;60
ChangeResStock = $merMoney;400
EndEvent

(The governments of Belgium, Germany, and Portugal have agreed to clean up the unusual conflicted status of German and Portuguese owned provinces in the Congo basin which bug has persisted in blocking control for Colonial Action purposes during this decade so does not appear to go away on its own.) //This script was used to remedy a control glitch but is the same command that fully transfers all aspects of ownership, including military control, loyalty percentage, and colonial penetration. This might need to be adjusted for realism in the more usual case of a negotiated peace involving cession of territory. See the AGEOD Wiki ChangeRgnOwner

Code:
SelectFaction = $CMN
SelectRegion = $Bangassaou
StartEvent = [color="#00FF00"]Congo Cleanup in Bangassaou & Gemena[/color] 1878|1|1|NULL|NULL|$Bangassaou|NULL
Actions
SelectFaction = $GER //This is the recipient of the transfer.
SelectRegion = $Bangassaou
ChangeRgnOwner = $BEL //This is the transferor
SelectFaction = $POR
SelectRegion = $Gemena
ChangeRgnOwner = $BEL
EndEvent

User avatar
Citizen X
AGEod Veteran
Posts: 796
Joined: Tue Feb 02, 2010 1:34 pm

Wed Jun 19, 2013 8:54 am

Ottoman diplomats

Code: Select all

SelectFaction = $CMN
SelectRegion = $Constantinople
StartEvent = Graduates of the Istanbul School of Diplomacy (Winter 1878/'79) (1868)|1|1|NULL|NULL|$Constantinople|NULL
Actions SelectFaction = TUR
ChangeResStock = $merDiplomat;2
EndEvent
"I am here already.", said the hedgehog to the hare.

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