I have a question about this script.
What if every single settlement in the map has a unique building that let me identify clearly what region is?
this way i do not need to create buildings all over the map, but to have this code in the EDB:
Code:
milan city requires factions { }
{
capability
{
;;bonus
law_bonus bonus 20 requires factions { all, } and event_counter settlement_transfer 1 and not event_counter target_settlement_milan 1
population_health_bonus bonus 20 requires factions { all, } and event_counter settlement_transfer 1 and not event_counter target_settlement_milan 1
happiness_bonus bonus 20 requires factions { all, } and event_counter settlement_transfer 1 and not event_counter target_settlement_milan 1 ;;transfer malus
law_bonus bonus -20 requires factions { all, } and event_counter target_settlement_milan 1
population_health_bonus bonus -20 requires factions { all, } and event_counter target_settlement_milan 1
happiness_bonus bonus -20 requires factions { all, } and event_counter target_settlement_milan 1
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
}
this way, every settlement, triggering a simple event counter, will get the bonus for the duration of the counter, except for the targeted settlement (in this case, Milan), which will get the malus. And so we do not need the huge check, the creation and dissolution of the buildings and so on.