"Soldiers are deserting the ranks of the Red Army. We should create more political commissars."
I did that. By now I am in the summer of 1919 (and crushing the White side

This messures seem to have helped; desertion has become rare. Until this turn: this time, I lost more than 200 hitpoints in militia units due to the desertion event!


I looked up the responsible event:
[INDENT]
SelectFaction = $RED
SelectRegion = $Moscow
StartEvent = evt_nam_RED_RedArmyDeserters|999|1|NULL|NULL|$Moscow|NULL
Conditions
MinDate = 1917/12/01
MaxDate = 1921/12/30
Probability = 20
SelectSubUnits = Families $famRegular $famMilitia
EvalSubUnitSel = NULL
Actions
AlterCuSubUnits = ApplyToList;Attempts 30;SkipAttribs 50 *PoliticalUnit*;ChgCohesion -30;ChgHealth -30
DescEvent = evt_desc_RED_RedArmyDeserters[/INDENT]
Now I need some explanations: How does this event work exactly?
1) The probability: 20 means a 20% chance each turn for the event to trigger. Shouldn't this be influenced by the number of political units, too?!
2) The affected units: if I am not mistaken, only militia units (Red Guards), regular infantry belongs to famLine. I am wondering: which units belong to famRegular?
3) How many? Is that what "attempts 30" is for? Max. 30 elements are hit by desertion?

4) And now the crucial part: What effect have political units? "SkipAttribs 50 *PoliticalUnit*"! What exactly does this part do?
Sorry, for this very detailed question. This event has me puzzled since I got RUS. Any help would be appreciated.