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;; CASSE KINGDOM SCRIPT
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set_event_counter ecCasseKing 0
set_event_counter ecCasseKingdomSmall 0
set_event_counter ecCasseKingdomLarge 0
set_event_counter ecCasseKingdomHuge 0
declare_counter NumCasseKingdoms
declare_counter CasseMarketRequirement
declare_counter CasseTempleRequirement
declare_counter CassePortRequirement
declare_counter CasseCavalryRequirement
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed market under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > market_two
inc_counter CasseMarketRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed battle temple under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > temple_of_battle_L2
inc_counter CasseTempleRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed farming temple under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > temple_of_farming_L2
inc_counter CasseTempleRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed fertility temple under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > temple_of_fertility_L2
inc_counter CasseTempleRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed forge temple under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > temple_of_forge_L2
inc_counter CasseTempleRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed fun temple under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > temple_of_fun_L2
inc_counter CasseTempleRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with developed governor temple under direct Casse rule
and SettlementBuildingExists > casseprec
and SettlementBuildingExists > temple_of_governors_L2
inc_counter CasseTempleRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per city with port under Casse rule
and SettlementBuildingExists >= port
inc_counter CassePortRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event UnitTrained FactionType f_casse ;;; increase the counter per city with port under Casse rule
and TrainedUnitCategory cavalry
inc_counter CasseCavalryRequirement 1
if I_EventCounter ecCasseKing = 1
terminate_monitor
end_if
end_monitor
monitor_event SettlementTurnStart FactionType f_casse ;;; increase the counter per every region under King's rule
and SettlementBuildingExists = casse_king
inc_counter NumCasseKingdoms 1
end_monitor
monitor_event FactionTurnEnd FactionType f_casse
if I_EventCounter ecCasseKing = 0
and I_CompareCounter CasseMarketRequirement > 1
and I_CompareCounter CasseTempleRequirement > 2
and I_CompareCounter CassePortRequirement > 3
and I_CompareCounter CasseCavalryRequirement > 9
set_event_counter ecCasseKing 1
historic_event HE_CASSE_KING factions { f_casse, }
end_if
if I_EventCounter ecCasseKing = 1 ;;; the one starting region does not count
if I_CompareCounter NumCasseKingdoms < 3 ;;; 2 regions = no penalty
set_event_counter ecCasseKingdomSmall 0
set_event_counter ecCasseKingdomLarge 0
set_event_counter ecCasseKingdomHuge 0
end_if
if I_CompareCounter NumCasseKingdoms > 2
and I_CompareCounter NumCasseKingdoms < 5 ;;; 3-4 regions = small penalty
set_event_counter ecCasseKingdomSmall 1
set_event_counter ecCasseKingdomLarge 0
set_event_counter ecCasseKingdomHuge 0
end_if
if I_CompareCounter NumCasseKingdoms > 4
and I_CompareCounter NumCasseKingdoms < 7 ;;; 5-6 regions = minor penalty
set_event_counter ecCasseKingdomSmall 0
set_event_counter ecCasseKingdomLarge 1
set_event_counter ecCasseKingdomHuge 0
end_if
if I_CompareCounter NumCasseKingdoms > 6 ;;; more than 6 regions = large penalty
set_event_counter ecCasseKingdomSmall 0
set_event_counter ecCasseKingdomLarge 0
set_event_counter ecCasseKingdomHuge 1
end_if
end_if
set_counter NumCasseKingdoms 0 ;;; reset the counters every turn
set_counter CasseMarketRequirement 0 ;;; reset the counters every turn
set_counter CasseTempleRequirement 0 ;;; reset the counters every turn
set_counter CassePortRequirement 0 ;;; reset the counters every turn
end_monitor