This one was made by MWY long time ago, I've introduced it for 097. It's very historical. I've got a few other similar historical events in mind that would replicate this script (Almohads, Makuria, Timurids)
Code:
;======================================================================================================
;------- Qara Khitai ---------------------------------------------------------------------------------
;======================================================================================================
;====================================================================================================== Qara Khitai Invasion
;------- Qara Khitai Trade & Invasion
; made in 2018 by MWY
;------------------ AI -------------------
monitor_event PreFactionTurnStart FactionType turks
and IsFactionAIControlled
and I_SettlementOwner Merv = turks
and I_TurnNumber > 14
and RandomPercent > 66
set_event_counter Qara_Khitai_Provoked 0
if RandomPercent > 5
inc_event_counter Qara_Khitai_Provoked 1
end_if
if RandomPercent > 5
inc_event_counter Qara_Khitai_Provoked 1
end_if
if I_EventCounter Qara_Khitai_Provoked = 0
add_money turks -15000
increment_kings_purse turks 250
historic_event Qara_Khitai_Trade
end_if
if I_EventCounter Qara_Khitai_Provoked = 1
add_money turks -7500
increment_kings_purse turks 250
historic_event Qara_Khitai_Trade
end_if
if I_EventCounter Qara_Khitai_Provoked = 2
set_event_counter Qara_Khitai_Invasion 1
end_if
terminate_monitor
end_monitor
;------------------ PLAYER -------------------
monitor_event PreFactionTurnStart FactionType turks
and not IsFactionAIControlled
and I_SettlementOwner Merv = turks
and SettlementsTaken > 1
and RandomPercent > 75
set_event_counter Qara_Khitai_Provoked 0
historic_event Qara_Khitai_Ambassadors true
terminate_monitor
end_monitor
monitor_event PreFactionTurnStart FactionType turks
and not IsFactionAIControlled
and I_SettlementOwner Merv = turks
and I_EventCounter Qara_Khitai_Contact = 1
and RandomPercent > 50
set_event_counter Qara_Khitai_Contact 2
historic_event Qara_Khitai_Ambassadors_Two true
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType Qara_Khitai_Ambassadors_accepted
and EventCounter = 1
set_event_counter Qara_Khitai_Contact 1
add_money turks -10000
set_event_counter Qara_Khitai_Ambassadors_accepted 0
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType Qara_Khitai_Ambassadors_declined
and EventCounter = 1
set_event_counter Qara_Khitai_Contact 1
inc_event_counter Qara_Khitai_Provoked 1
set_event_counter Qara_Khitai_Ambassadors_declined 0
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType Qara_Khitai_Ambassadors_Two_accepted
and EventCounter = 1
add_money turks -5000
set_event_counter Qara_Khitai_Ambassadors_Two_accepted 0
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType Qara_Khitai_Ambassadors_Two_declined
and EventCounter = 1
inc_event_counter Qara_Khitai_Provoked 1
set_event_counter Qara_Khitai_Ambassadors_Two_declined 0
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType Qara_Khitai_Provoked
and I_EventCounter Qara_Khitai_Contact = 2
if I_EventCounter Qara_Khitai_Provoked = 2
and RandomPercent > 5
set_event_counter Qara_Khitai_Invasion 1
end_if
if I_EventCounter Qara_Khitai_Provoked = 1
and RandomPercent > 50
set_event_counter Qara_Khitai_Invasion 1
end_if
if I_EventCounter Qara_Khitai_Provoked = 0
and RandomPercent > 95
set_event_counter Qara_Khitai_Invasion 1
end_if
if not I_EventCounter Qara_Khitai_Invasion = 1
increment_kings_purse turks 250
historic_event Qara_Khitai_Trade
end_if
terminate_monitor
end_monitor
monitor_event FactionTurnStart FactionType slave
and I_EventCounter Qara_Khitai_Invasion = 1
historic_event Qara_Khitai_Attack
spawn_army ; URGENCH
faction slave
character Tabuyan, named character, age 48, x 504, y 148, label qarakhitaileader, family
traits MilitaryInclination 1 , Military_Edu 3 , NaturalMilitarySkill 2 , GoodCommander 2 , BattleDread 1 , StrategyDread 2 , PublicFaith 1 , GoodCavalryGeneral 1 , ReligionStarter 1 , BiologicalSon 1 , Handsome 6 , Intelligent 6
unit ME Bodyguard exp 4 armour 0 weapon_lvl 0
unit Nukeri Horse Archers exp 3 armour 0 weapon_lvl 0
unit Nukeri Horse Archers exp 3 armour 0 weapon_lvl 0
unit Nukeri Horse Archers exp 3 armour 0 weapon_lvl 0
unit Lubchiten Horse Archers exp 3 armour 0 weapon_lvl 0
unit Lubchiten Horse Archers exp 3 armour 0 weapon_lvl 0
unit Steppe Kazaks exp 2 armour 0 weapon_lvl 0
unit Steppe Kazaks exp 2 armour 0 weapon_lvl 0
unit Turkish Horse Archers exp 2 armour 0 weapon_lvl 0
unit Turkish Horse Archers exp 2 armour 0 weapon_lvl 0
unit Merguen Archers exp 3 armour 0 weapon_lvl 0
unit Merguen Archers exp 3 armour 0 weapon_lvl 0
unit Kashtim Thralls exp 3 armour 0 weapon_lvl 0
unit Kashtim Thralls exp 3 armour 0 weapon_lvl 0
unit Afghan Javelinmen exp 2 armour 0 weapon_lvl 0
unit Afghan Javelinmen exp 2 armour 0 weapon_lvl 0
end
spawn_army ; MERV
faction slave
character Yelu_Dashi, named character, age 27, x 508, y 126, label qarakhitaiheir, family
traits MilitaryInclination 1 , Military_Edu 2 , NaturalMilitarySkill 2 , GoodCommander 2 , Anger 1 , StrategyDread 1 , PublicFaith 1 , Loyal 2 , ContentGeneral 1
unit ME Bodyguard exp 4 armour 0 weapon_lvl 0
unit Nukeri Horse Archers exp 3 armour 0 weapon_lvl 0
unit Nukeri Horse Archers exp 3 armour 0 weapon_lvl 0
unit Lubchiten Horse Archers exp 3 armour 0 weapon_lvl 0
unit Lubchiten Horse Archers exp 3 armour 0 weapon_lvl 0
unit Lubchiten Horse Archers exp 3 armour 0 weapon_lvl 0
unit Steppe Kazaks exp 2 armour 0 weapon_lvl 0
unit Steppe Kazaks exp 2 armour 0 weapon_lvl 0
unit Steppe Kazaks exp 2 armour 0 weapon_lvl 0
unit Turkish Horse Archers exp 2 armour 0 weapon_lvl 0
unit Turkish Horse Archers exp 2 armour 0 weapon_lvl 0
unit Merguen Archers exp 3 armour 0 weapon_lvl 0
unit Merguen Archers exp 3 armour 0 weapon_lvl 0
unit Kashtim Thralls exp 3 armour 0 weapon_lvl 0
unit Kashtim Thralls exp 3 armour 0 weapon_lvl 0
unit Kashtim Thralls exp 3 armour 0 weapon_lvl 0
unit Kashtim Thralls exp 3 armour 0 weapon_lvl 0
end
terminate_monitor
end_monitor
declare_counter QK_attack_urgench
set_counter QK_attack_urgench 0
declare_counter QK_attack_Merv
set_counter QK_attack_Merv 0
monitor_event FactionTurnStart FactionType slave
and I_CharacterExists qarakhitaileader
if I_SettlementOwner Urgench = slave
terminate_monitor
end_if
if I_SettlementUnderSiege Urgench
if I_CompareCounter QK_attack_urgench = 1
siege_settlement qarakhitaileader, Urgench, attack
set_counter QK_attack_urgench 2
terminate_monitor
end_if
end_if
if I_CompareCounter QK_attack_urgench = 1
terminate_monitor
end_if
if not I_SettlementUnderSiege Urgench
if I_CompareCounter QK_attack_urgench = 0
siege_settlement qarakhitaileader, Urgench, maintain
set_counter QK_attack_urgench 1
end_if
end_if
end_monitor
monitor_event FactionTurnStart FactionType slave
and IsFactionAIControlled
and I_CharacterExists qarakhitaiheir
if I_SettlementOwner Merv = slave
terminate_monitor
end_if
if I_SettlementUnderSiege Merv
if I_CompareCounter QK_attack_Merv = 1
siege_settlement qarakhitaiheir, Merv, attack
set_counter QK_attack_Merv 2
terminate_monitor
end_if
end_if
if I_CompareCounter QK_attack_Merv = 1
terminate_monitor
end_if
if not I_SettlementUnderSiege Merv
if I_CompareCounter QK_attack_Merv = 0
siege_settlement qarakhitaiheir, Merv, maintain
set_counter QK_attack_Merv 1
end_if
end_if
end_monitor
These scripts are great! I think they make the game more immersive, plus they are totally historical. They also add a point of alert and danger for factions located on the edges of the campaign map such as the Moors and the Almohad invasion or the Egyptians and the invasion of the Black Africans of Makuria.
It will be a great challenge to deal with these foreign invasions along with the great Mongol invasion.
@Sindathar, i agree about your idea, simulating a rebel army for high tax and unrest in the countryside, also with little invasion from the sea raiders together with mercenaries...
It would be a campaign very surprising and with added difficulty
Last edited by j.a.luna; November 29, 2020 at 11:43 AM.
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!
can you please explain the logic behind the qara khitai event? do they always invade or there can be a chance that they leave you be?
Seen them peacefully settling. Resulting into a increase of 250 gold to the Seljuk's king purse.
Anyway, I have a few suggestions of scripts regarding civil wars. Or, more accurately, general suggestions, that probably would require scripts, that I wouldn't know ow to do. Mostly, the player would try to get rid of conspiring and rebellious generals. There's four ways to do that. 1 - Boating accident, always popular for being more or less guaranteed to get rid of multiple characters, but would depend on the presence of pirates or enemy fleets. 2 - Deserting. These characters have bottom low loyalty, so leaving them outside could eventually lead to desertion, but it is hardly guaranteed. 3 - Dying bravely in combat, no explanation required. 4 - Selflessly helping the diseased in a plagued city and, sorrowfully, coming down to the disease.
All of these, naturally, can happen accidentally. But if the player wants it to happen "accidentally", it requires moving a character outside, least they are in a coastal settlement with a port, in which they could grab a ship and go straight for method 1. My suggestions is to create, if possible, a script that makes it guaranteed these plotting characters to go rebel outside the settlement. Now, that would actually help the player getting them out of the family tree and succession line, but with that, would come two more things. A full stack army to go with the rebels, and, if possible, the civil war. That would allow for the possibility of either allowing, passively, these characters to stay in the settlement and the civil war happen on succession, or get an immediate, flaming conclusion to the whole thing that, upon loss, would result in a greatly weakened realm.
The highest levels of conspirators have severe debuffs to governance and movement speed, that would make the sailing option very hard to pull off. Player would, naturally, just leave them outside until they die or, hopefully, rebel (the France case). Instead of just keeping them out as a non-factor, that would allow these characters to actually become a real visible danger to the campaign.
Any plans on adding Withwnar's bodyguard scrip in to SS? Would be great if we could change bodyguards into a later plate armoured unit, including dismounted knights. First you select early or late, then you select unit, then armour upg, then exp upg. That is 12 units * 4 armour levels * 10 exp levels = 480 entries. Should not be a problem to duplicate. Now we can start with a Norman knight with a hauberk and short sleeves with an armour value of, say, 5 and progress into 7, 9, 11. Then with the late unit you get 12, 14, 16, 18.
Early mounted knights with sword/lance and shield
Early mounted knight with axe/lance and shield
Early dismounted knights with spear and shield
Early dismounted knights with sword and shield
Early dismounted knights with axe and shield
Late mounted knight with sword/lance and shield
Late mounted knight with mace/lance and shield
Late dismounted knights with pike
Late dismounted knights with two handed poleaxe
Late dismounted knights with two handed sword
Late dismounted knights with sword and shield
Late dismounted knights with mace and shield
It seems there'll be another script for Georgia. It's because I've spotted the right unit for this script and I've fixed the recruitment before.
{GEORGIAN1_REFORMS_INFO_BODY}\nThere are four major political reforms for Georgia in the SSHIP:\n\nThe Georgian Golden Age, which historically peaked in the second part of the 12th century, will be triggered once Georgia has constructed three Local Guards and one Ikoner Studio, and the Faction Leader has relations to the royal houses of either Kiev or Byzantium (i.e. his wife or one of his ancestors was of this blood). Alternatively, the Golden Age will start once the Faction Leader holds the Crown. \n\nThe nation's greatest poet, Shota Rustaveli, wrote his oevres in the first half of 13the century. An in-game event to commemorate him will be triggered if two Orthodox Cathedral and three Ikoner Studios have been built by the faction.\n\nThe Georgian Revival, which historically occurred in the first part of 14th century, will be triggered if an enemy faction (not the rebels) conquered Tbilisi, then Georgia reconquered it, and constructed at least three Provincial Councils while holding a Citadel.\n\nFinally, the creation of the Last United Kingdom in first part of 15th century will will be triggered if Georgia owns a Huge City with a Great Universilty and a Huge Orthodox Cathedral, and also holds a Citadel with a Royal Armoury.
{GEORGIAN1_REFORMS_INFO_TITLE}Georgian Political Reforms
{GEORGIAN1B_MILITARY_REFORMS_INFO_BODY}\nThere are two reforms that introduce very specific units into Georgian military.\n\n(1) The contacts with the Turks from the late 11th century. and then the Mongol invasions of 13th century. prompted the Georgian Eristavi to recruit more and more Tatar riders. At some point they became an important branch of the military. In the game, after 10 successful battles against the Turks, the Cumans or the Mongols, Tatar Lancers units will be available for recruitment in the stables.\n\n(2) The relative proximity of the Latin principalities in Syria in 12th century provided opportunities to get in close contacts with this world, also as far as the military technology is concerned. To reflect it, the 13th century marriages of the Georgian kings with the princesses from the great royal families of the Latin world (i.e. of German, French, English, Jerusalem or Sicilian bloods) will result in the introduction of advanced crossbow units provided Georgia has built at least 2 Marksmans Ranges.
{GEORGIAN1B_MILITARY_REFORMS_INFO_TITLE}Georgian Military Reforms
{GEORGIAN8_TATAR_LANCERS_REFORM_TITLE}The Tatar Lancers Reform
{GEORGIAN8_TATAR_LANCERS_REFORM_BODY}\nThe contacts with the Turks from the late 11c. and then the Mongol invasions of 13c. prompted the Georgian Eristavi to recruit more and more Tatar riders. At some point they became an important branch of the military.\n\nGAME STRATEGY: From this moment, the Tatar Lancers can be recruited from the stables.[/QUOTE]
Code:
;-------------------------------------------------------------------- GEORGIAN 8 TATAR LANCERS REFORMS ; the blueprint for this script are the EBII Pontos reforms
; it is likely to happen within the first 100-150 turns (backstop at turn 160)
declare_counter georgia_battlewon
monitor_event PostBattle FactionType georgia
and WonBattle
and GeneralFoughtFaction cumans
and not I_ConflictType Naval
and not I_ConflictType Withdraw
inc_counter georgia_battlewon 1
if I_IsFactionAIControlled georgia ; not for the AI
terminate_monitor
end_if
if I_CompareCounter georgia_battlewon > 10
terminate_monitor
end_if
end_monitor
monitor_event PostBattle FactionType georgia
and WonBattle
and GeneralFoughtFaction turks
and not I_ConflictType Naval
and not I_ConflictType Withdraw
inc_counter georgia_battlewon 1
if I_IsFactionAIControlled georgia ; not for the AI
terminate_monitor
end_if
if I_CompareCounter georgia_battlewon > 10
terminate_monitor
end_if
end_monitor
monitor_event PostBattle FactionType georgia
and WonBattle
and GeneralFoughtFaction rum
and not I_ConflictType Naval
and not I_ConflictType Withdraw
inc_counter georgia_battlewon 1
if I_IsFactionAIControlled georgia ; not for the AI
terminate_monitor
end_if
if I_CompareCounter georgia_battlewon > 10
terminate_monitor
end_if
end_monitor
monitor_event PostBattle FactionType georgia
and WonBattle
and GeneralFoughtFaction mongols
and not I_ConflictType Naval
and not I_ConflictType Withdraw
inc_counter georgia_battlewon 1
if I_IsFactionAIControlled georgia ; not for the AI
terminate_monitor
end_if
if I_CompareCounter georgia_battlewon > 10
terminate_monitor
end_if
end_monitor
monitor_event FactionTurnStart FactionType georgia
if I_SettlementOwner Kutaisi = georgia
and I_SettlementOwner Tbilisi = georgia
and I_NumberOfSettlements georgia > 2
and I_CompareCounter georgia_battlewon > 9
set_event_counter georgian8_tatar_lancers_reform_player 1
historic_event GEORGIAN8_TATAR_LANCERS_REFORM factions { georgia, }
terminate_monitor
end_if
if I_TurnNumber > 160 ; FALL BACK - in case of failure or a bug
and RandomPercent > 90 ; to add some randomness against the bugs
historic_event GEORGIAN8_TATAR_LANCERS_REFORM factions { georgia, }
terminate_monitor
end_if
end_monitor
Last edited by Jurand of Cracow; June 22, 2021 at 02:24 PM.
Well, @Belovese spent a lot of time in pruning and economizing on the scripts - see below "merging or terminating monitors" in his entry. On my computer, at some point he achieved something like 28 seconds for initial turns. In my latest test games, the turns last 45-50 seconds. It happens though that something is running in the background (I don't know what) and the turns are 2 minutes - then I need to close the game or log-out (I haven't pinpointed the method yet) and then those 45 secs. are back.
Well, @Belovese spent a lot of time in pruning and economizing on the scripts - see below "merging or terminating monitors" in his entry. On my computer, at some point he achieved something like 28 seconds for initial turns. In my latest test games, the turns last 45-50 seconds. It happens though that something is running in the background (I don't know what) and the turns are 2 minutes - then I need to close the game or log-out (I haven't pinpointed the method yet) and then those 45 secs. are back.
The first turns are 45 seconds, at turn 50, it will be around 3 -5 min. Which is what I had and why I can't play this mod.
The only version I can play is 0.95 which has regular SS6.4 turn times. You guys should go back to that instead of inflating your mod with scripts.
Maybe create an installer so that we can choose how bloated we want the game. Like Bulat Steel mod does it.
The first turns are 45 seconds, at turn 50, it will be around 3 -5 min. Which is what I had and why I can't play this mod.
The only version I can play is 0.95 which has regular SS6.4 turn times. You guys should go back to that instead of inflating your mod with scripts.
Maybe create an installer so that we can choose how bloated we want the game. Like Bulat Steel mod does it.
Thing is , thats not it...
I can say i get around 25-45 second turn times as well , i used to have them really long too but on 0.9.4 which was ages ago . So i dont think it's really the game as is the computer that runs it .
Medieval 2 being an old as the hills game cant properly use newer hardware (and it's been a looooooong time) so as Jurand said ,sometimes the game is slow for some reason.
I can say i get around 25-45 second turn times as well , i used to have them really long too but on 0.9.4 which was ages ago . So i dont think it's really the game as is the computer that runs it .
Medieval 2 being an old as the hills game cant properly use newer hardware (and it's been a looooooong time) so as Jurand said ,sometimes the game is slow for some reason.
If that's the case, then it sucks but I'm simply not going to downgrade my system just so I can run this mod. I just simply don't play it. Medieval 2 needs a remaster exactly for this reason. Soon enough, this game won't even run anymore.
The first turns are 45 seconds, at turn 50, it will be around 3 -5 min. Which is what I had and why I can't play this mod.
The only version I can play is 0.95 which has regular SS6.4 turn times. You guys should go back to that instead of inflating your mod with scripts.
Maybe create an installer so that we can choose how bloated we want the game. Like Bulat Steel mod does it.
Modders are always welcome to the team, so maybe somebody would make it - if it could be separated.
I'm runnng a test version of 098 and at turn 60 the turn times are still below 50 second. It is, inter alia, because many initial scripts are terminated until then (information windows, initial sieges etc.).
Is there any plan to make a script that automatically change the bodyguard from early to late? (No, not just the armour upgrade but a similar script to marian reforms)
Is there any plan to make a script that automatically change the bodyguard from early to late? (No, not just the armour upgrade but a similar script to marian reforms)
Well , the thing is the Early era and Late era bodyguards are 2 separate units ,so you would need to make 2 separate units for each faction or smth. It is already possible, but i think there are no more Unit slots so thats why it wont work here.
But iirc they are planning on overhauling alot of units so we might get some free slots idk.
I know Kostic made different models based on the era and you jsut had to replace the data folder if u wanted. It was a nice try from him to appeal to everyone .
Well , the thing is the Early era and Late era bodyguards are 2 separate units ,so you would need to make 2 separate units for each faction or smth. It is already possible, but i think there are no more Unit slots so thats why it wont work here.
But iirc they are planning on overhauling alot of units so we might get some free slots idk.
I know Kostic made different models based on the era and you jsut had to replace the data folder if u wanted. It was a nice try from him to appeal to everyone .
Late era bodyguard already exist in game for any faction whose have a shared bodyguard unit. But at the moment they are only recruitable at castles when certain event happens.
Is there any plan to make a script that automatically change the bodyguard from early to late? (No, not just the armour upgrade but a similar script to marian reforms)
Frankly speaking, I don't know. It's not my piece of cake, and I've already have a lot on my plate.
Originally Posted by umbracatervae777
Late era bodyguard already exist in game for any faction whose have a shared bodyguard unit. But at the moment they are only recruitable at castles when certain event happens.
They're also recruitable from the Tourney buildings and from Professional buildings.
In the wake of remake of the Professional building (2 levels) into Landowners builidign (4 levels), their recruitment will be adjusted, eg.
Code:
; General SPAIN ARAGON PORTUGAL landowners4 -----------------------------------------------------------------------------------
recruit_pool "SE Bodyguard" 0.8 0.02 1 0 requires factions { spain, aragon, portugal, } and region_religion catholic 50 and not event_counter HEAVY_MAIL_ARMOR 1
recruit_pool "SE Bodyguard" 0.8 0.03 1 0 requires factions { spain, aragon, portugal, } and region_religion catholic 50 and event_counter HEAVY_MAIL_ARMOR 1 and not event_counter TRANSITIONAL_ARMOR 1
recruit_pool "SE Bodyguard" 0.8 0.04 1 0 requires factions { spain, aragon, portugal, } and region_religion catholic 50 and event_counter TRANSITIONAL_ARMOR 1 and not event_counter HALF_PLATE_ARMOR 1
recruit_pool "SE Late Bodyguard" 0.8 0.055 1 0 requires factions { spain, aragon, portugal, } and region_religion catholic 50 and event_counter HALF_PLATE_ARMOR 1 and not event_counter MATCHLOCK 1
recruit_pool "SE Late Bodyguard" 0.8 0.077 1 0 requires factions { spain, aragon, portugal, } and region_religion catholic 50 and event_counter MATCHLOCK 1
A new invasion - to provide a hiccough for the expansion of Georgia;
(obviously, in the future I'll make this code a bit more intricate)
EDIT: a new script shown here, more intricate.
I think it now shows nicely the historical push in the SSHIP: it were the Khwaresmians who finished off the Eldeguzid Atabegs.
Code:
;======================================================================================================
;------- Eldeguzid invasions of Georgia --------------------------------------------------------------
;======================================================================================================
; by JoC 2021
;======================================================================================================
; the goal is to make the life of Georgia a bit more difficult early game when they seem to be overpowered
; it happens every 15 years until the Mongols sack Samarkand or Georgia takes Baghdad and Isfahan
set_event_counter eldeguzid_invasions_allowed 0
monitor_event PreFactionTurnStart FactionType georgia
and I_NumberOfSettlements georgia > 2
and I_SettlementOwner Tbilisi = georgia ; Georgia holds it's lands, it is not a respawn / the last stand
and I_SettlementOwner Kutaisi = georgia
log --- Script start : Ildeguzids invasion
inc_event_counter eldeguzid_invasions_allowed 1
if I_EventCounter ELDEGUZID1_START < 1
historic_event ELDEGUZID1_START factions { cumans, turks, abbasid, zengid, rum, byzantium, georgia, jerusalem, }
end_if
if I_EventCounter SAMARKAND_SACKED > 0
log ------ Terminate: no more Ildeguzid invasions after Khwaresmians chased out of Marawannahr
terminate_monitor
end_if
if I_SettlementOwner Isfahan = georgia
and I_SettlementOwner Baghdad = georgia
log ------ Terminate: no more Ildeguzid invasions after Georgia conquers both Baghdad and Isfahan
terminate_monitor
end_if
if I_CompareCounter eldeguzid_invasions_allowed > 20
and RandomPercent > 10
and I_SettlementOwner Tabriz = georgia
log ------ spawn army in Tabriz
spawn_army
faction slave
character Saban ad-Din, named character, age 35, x 431, y 133
traits LoyaltyStarter 3 , MilitaryInclination 1 , Military_Edu 3 , GoodCommander 2 , ReligionStarter 1 , Royal_Blood_Rum_Turkish 1 , BiologicalSon 1 , Handsome 3 , Intelligent 6
unit ME Bodyguard exp 3 armour 1 weapon_lvl 0
unit Turkomans exp 7 armour 1 weapon_lvl 0
unit Turkomans exp 4 armour 1 weapon_lvl 0
unit Turkomans exp 1 armour 1 weapon_lvl 0
unit Turkomans exp 0 armour 0 weapon_lvl 0
unit Turkish Horse Archers exp 4 armour 0 weapon_lvl 0
unit Turkish Horse Archers exp 1 armour 0 weapon_lvl 0
unit Dismounted Fari Archers exp 1 armour 0 weapon_lvl 0
unit Turkish Archers exp 4 armour 0 weapon_lvl 0
unit Turkish Archers exp 1 armour 0 weapon_lvl 0
unit Turkish Archers exp 0 armour 0 weapon_lvl 0
end
historic_event ELDEGUZID2_INVASION factions { cumans, turks, abbasid, zengid, rum, byzantium, georgia, jerusalem, }
set_event_counter eldeguzid_invasions_allowed 0
end_if
if I_CompareCounter eldeguzid_invasions_allowed > 20
and RandomPercent > 10
and not I_SettlementOwner Tabriz = georgia
and I_SettlementOwner Baku = georgia
log ------ spawn army in Shirvan
spawn_army
faction slave
character Saban ad-Din, named character, age 35, x 411, y 140
traits LoyaltyStarter 3 , MilitaryInclination 1 , Military_Edu 3 , GoodCommander 2 , ReligionStarter 1 , Royal_Blood_Rum_Turkish 1 , BiologicalSon 1 , Handsome 3 , Intelligent 6
unit ME Bodyguard exp 3 armour 1 weapon_lvl 0
unit Turkomans exp 7 armour 1 weapon_lvl 0
unit Turkomans exp 4 armour 1 weapon_lvl 0
unit Turkomans exp 1 armour 1 weapon_lvl 0
unit Turkomans exp 0 armour 0 weapon_lvl 0
unit Turkish Horse Archers exp 4 armour 0 weapon_lvl 0
unit Turkish Horse Archers exp 1 armour 0 weapon_lvl 0
unit Dismounted Fari Archers exp 1 armour 0 weapon_lvl 0
unit Turkish Archers exp 4 armour 0 weapon_lvl 0
unit Turkish Archers exp 1 armour 0 weapon_lvl 0
unit Turkish Archers exp 0 armour 0 weapon_lvl 0
end
historic_event ELDEGUZID2_INVASION factions { cumans, turks, abbasid, zengid, rum, byzantium, georgia, jerusalem, }
set_event_counter eldeguzid_invasions_allowed 0
end_if
if I_CompareCounter eldeguzid_invasions_allowed > 20
and RandomPercent > 10
and not I_SettlementOwner Tabriz = georgia
and not I_SettlementOwner Baku = georgia
and I_SettlementOwner Ani = georgia
log ------ spawn army in Armenia
spawn_army
faction slave
character Salih ad-Din, named character, age 35, x 404, y 123
traits LoyaltyStarter 3 , MilitaryInclination 1 , Military_Edu 3 , GoodCommander 2 , ReligionStarter 1 , Royal_Blood_Rum_Turkish 1 , BiologicalSon 1 , Handsome 3 , Intelligent 6
unit ME Bodyguard exp 3 armour 1 weapon_lvl 0
unit Turkomans exp 7 armour 1 weapon_lvl 0
unit Turkomans exp 4 armour 1 weapon_lvl 0
unit Turkomans exp 1 armour 1 weapon_lvl 0
unit Turkomans exp 0 armour 0 weapon_lvl 0
unit Turkish Horse Archers exp 4 armour 0 weapon_lvl 0
unit Turkish Horse Archers exp 1 armour 0 weapon_lvl 0
unit Dismounted Fari Archers exp 1 armour 0 weapon_lvl 0
unit Turkish Archers exp 4 armour 0 weapon_lvl 0
unit Turkish Archers exp 1 armour 0 weapon_lvl 0
unit Turkish Archers exp 0 armour 0 weapon_lvl 0
end
historic_event ELDEGUZID2_INVASION factions { cumans, turks, abbasid, zengid, rum, byzantium, georgia, jerusalem, }
set_event_counter eldeguzid_invasions_allowed 0
end_if
if I_CompareCounter eldeguzid_invasions_allowed > 20
and RandomPercent > 10
and not I_SettlementOwner Tabriz = georgia
and not I_SettlementOwner Baku = georgia
log ------ spawn army in Kartli
spawn_army
faction slave
character Salih ad-Din, named character, age 35, x 416, y 112
traits LoyaltyStarter 3 , MilitaryInclination 1 , Military_Edu 3 , GoodCommander 2 , ReligionStarter 1 , Royal_Blood_Rum_Turkish 1 , BiologicalSon 1 , Handsome 3 , Intelligent 6
unit ME Bodyguard exp 3 armour 1 weapon_lvl 0
unit Turkomans exp 7 armour 1 weapon_lvl 0
unit Turkomans exp 4 armour 1 weapon_lvl 0
unit Turkomans exp 1 armour 1 weapon_lvl 0
unit Turkomans exp 0 armour 0 weapon_lvl 0
unit Turkish Horse Archers exp 4 armour 0 weapon_lvl 0
unit Turkish Horse Archers exp 1 armour 0 weapon_lvl 0
unit Dismounted Fari Archers exp 1 armour 0 weapon_lvl 0
unit Turkish Archers exp 4 armour 0 weapon_lvl 0
unit Turkish Archers exp 1 armour 0 weapon_lvl 0
unit Turkish Archers exp 0 armour 0 weapon_lvl 0
end
historic_event ELDEGUZID2_INVASION factions { cumans, turks, abbasid, zengid, rum, byzantium, georgia, jerusalem, }
set_event_counter eldeguzid_invasions_allowed 0
end_if
log ------ Script end
end_monitor
Spoiler Alert, click show to read:
{ELDIGUZIDS1_BODY}The Atabegs of Azerbaijan rose from the ashes of the vast Seljuk Empire in the beginning of the twelfth century. The atabeg (literally father lord in Turkish) was the title of guardians appointed for minor princes of the Seljukid line who were nominally placed in charge of provincial garrisons. Atabegs, usually Turkic slave-officers, were officially tutors and vice-regents to their princes, but in the political circumstances of the time, they were the actual rulers. In 1136, Sultan Masud appointed Shams ad-Din Eldegiz to be an atabeg of Arslan-shah, his step-son and juvenile successor, transferring Azerbaijan to his possession as iqta, land in lieu of payment. Eldegiz chose Barda as his residence, from where he set about extending his power, founding the Atabeg state in what is now Azerbaijan. Under the Atabegs, Azerbaijan became a significant cultural center of the Turkic people.
{ELDIGUZIDS1TITLE}The Eldeguzid Atabegate
{ELDIGUZIDS2_INVASION_BODY}Shams ad-Din Ildeniz was a capable general and administrator and theoretically consolidating and extending the power of his prince, he subdued a spacious territory between the Caucasus and the Persian Gulf. The word “Azam” (Azam stands for Great) was added to his title, a tile which all of the State’s subsequent rulers would use. His strongest foe was Georgia, whose army was strengthened by 40,000 Kipchak Turkic warriors. In 1138 the Georgian king Demetre I, attacked the ancient city of Ganja. While leaving the city his troops carried off the well-known iron gate of Ganja as their trophy, which is now on display in the city of Gori. From 1161 onwards, the Georgians made plundering raids on Ani, Dvin, Ganja, Nakhchivan and other regions controlled by the Atabeg. Eldeniz formed a union with other Seljukids in the beginning of 1160s to fight against the Georgians, and in 1163 the allies inflicted a defeat on king George III of Georgia. In response to this defeat, the czar of Georgia occupied Ganja in 1165. Georgians took several Azerbaijani cities and reached such faraway cities as Nakhchivan and Beylakan. Usually, the Georgians demanded tribute then left once this had been paid.
{ELDIGUZIDS2_INVASION_TITLE}Eldeguzids Invade Georgia!
Last edited by Jurand of Cracow; August 08, 2021 at 03:29 AM.
;======================================================================================================
;------- Destroy AI buildings that prevent AI from funding other buildings
; by JoC 2021
; The non-existence of certain buildings is a prerequisite for building some other buildings.
; Eg. grasslands and chude_building prevents building upper stages of the farms.
; The AI doesn't know it so it would be blocked at some point from developing certain settlements further (eg. farms are pre-requisits of a number of other buildings).
; To to prevent such a situation this scirpt periodically destroys the problematic buildings.
; Note: buildings that a faction is not eligible to use (eg. Tourney fields for the Muslims) should not be destroyed with the script because another AI faction may re-conquer the settlement and then it could be eligible. The AI is bad at building new buildings so it would be a major setback for the AI development. At the same time, there's no problem with the possession of those buildings by the non-eligible AI factions: they are deprived of the benefits of these building in the capabilities section.
; Siege workshops are disbanded because the AI can neither built nor benefit from them.
; Pro memoria: a major restriction of the "destroy" command is that you cannot destroy a building in a single settlement. You can only destroy a building chain in the whole faction.
set_event_counter AI_building_destruction 0
monitor_event FactionTurnEnd FactionType slave
inc_event_counter AI_building_destruction 1
if I_EventCounter AI_building_destruction > 50
log --- Script start: Destroy AI buildings that prevent something
if I_IsFactionAIControlled spain
log --- spain AI buildings are destroyed
destroy_buildings spain autonomy true
destroy_buildings spain food_supply true
destroy_buildings spain castle_gallows true
destroy_buildings spain siege true
destroy_buildings spain castle_siege true
if I_TurnNumber > 60
destroy_buildings spain grasslands true
end_if
if I_TurnNumber > 160
destroy_buildings spain chude_building true
end_if
log ------ done
end_if
if I_IsFactionAIControlled france
log --- france AI buildings are destroyed
destroy_buildings france autonomy true
destroy_buildings france food_supply true
destroy_buildings france castle_gallows true
destroy_buildings france siege true
destroy_buildings france castle_siege true
if I_TurnNumber > 60
destroy_buildings france grasslands true
end_if
if I_TurnNumber > 160
destroy_buildings france chude_building true
end_if
log ------ done
end_if
Nice invasion scripts! Also you plan to add Almohad invasion for Iberia and moors? This would be pretty flavour and historical for these lands, the Iberian crusaders resisting a new wave of invasion in the Iberian peninsula and the Almoravids being replaced by the most fanatical Almohads.
Although it would be to find the most ideal way to represent them, perhaps as a simple invasion script but almost as a Mongolian horde or to make the Almohad faction as a horde-type faction from the beginning and the settlements of the Maghreb and Andalusia make them rebels with large armies to make them difficult to conquer (represent the great division and the weakening of the Almoravid separating into small taifa again), but maybe sship developers wants make another ideas...
THE MORE YOU SWEAT NOW,
THE LESS YOU BLEED IN BATTLE!!!