9 — Fire Sale...
Puts the house named into its endgame state, in which every AI pass sells its structures and sends everything else hunting.
Editor data
- Numeric ID
9- Engine ID
TACTION_FIRE_SALE- Editor name
- Fire Sale...
- Need token
NEED_HOUSE- Parameters
- House
house
- House
- Attachment
- none
INI example
[Actions]
<TriggerID>=1,9,0,<House>,0,0,0,0,Each pass sells every structure of the house that is on the map and still standing, one after another, and then runs the same sweep the hunt action runs — so the lasting target bias that action leaves on the house is set here as well, and reset on every pass.
Valid values
- A house available to the scenario. It is matched by country against the houses the scenario plays.
Caveats
- Nothing is sold by the action itself. It only writes the state, and the state is read by the computer AI pass, which runs for a house that is not player-controlled and whose country is not marked passive. On any other house the state is stored and nothing ever acts on it.
- The state is never left again. Nothing in the engine moves a house out of it, so every AI pass from then on sells whatever structures the house holds at that moment and puts everything else on the hunt mission — a structure it gains later is sold too, and its teams are emptied again on each pass.
- The house stops tracking its own condition. Its transitions between building up, running short of money and being under attack are all reached through the branch the endgame state takes the place of, so it never registers as being under attack again.
- Naming no house does nothing at all. Naming a country that no house in the scenario plays leaves the house unresolved, and the action writes through the unresolved result.