I think i might need some help because this is doing a lot of strange things.
This part of the script works just fine.
PART I
Code:
monitor_event SettlementSelected GovernorInResidence
set_event_counter governor_present 1
end_monitor
monitor_event SettlementSelected not GovernorInResidence
set_event_counter governor_present 0
end_monitor
monitor_event FactionTurnEnd FactionIsLocal
set_event_counter governor_present 1
end_monitor
Code:
garrison_quarters castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter governor_present 1
I want to make this so that only the faction leader is able to recruit the longbowmen.
PART II
Code:
monitor_event CharacterSelected CharacterIsLocal
set_event_counter faction_leader 1
end_monitor
monitor_event CharacterSelected CharacterIsLocal
set_event_counter faction_leader 0
end_monitor
monitor_event FactionTurnEnd FactionIsLocal
set_event_counter faction_leader 1
end_monitor
Code:
practice_range castle requires factions { denmark, hre, scotland, france, england, middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Longbowmen" 1 0.7 6 0 requires factions { england, } and event_counter faction_leader 1