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Bad_Haggis

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Brief question, why isn't the Imperial Reconquest (SWMH map version) working at the moment (in my mod)?

I've added in the Western Roman Empire into the people that can use it, but the only people they can use it against is the Eastern Roman Empire.

Code:
imperial_reconquest = {
	name = CB_NAME_IMPERIAL
	war_name = WAR_NAME_IMPERIAL
	sprite = 17
	truce_days = 3650
	is_permanent = yes
	check_de_jure_tier = DUKE # this scans all dejure duchies for the counties which are held by or vassals(or below) of selected character. Only valid if is_permanent = yes

	can_use_gui = {
		ROOT = {
			prestige = 500
			NOT = { trait = content }
			NOT = { trait = craven }
			NOT = { trait = slothful }
			NOT = { trait = stressed }
			NOT = { trait = depressed }
			NOT = { trait = infirm }
			NOT = { trait = incapable }
			NOT = { trait = blinded }
			OR = {
				trait = ambitious
				trait = brave
				trait = lunatic
				trait = possessed
				trait = wroth
				trait = diligent
			}
		}
	}
	
	can_use = {
		ROOT = {
			OR = {
				has_landed_title = e_byzantium
				has_landed_title = e_wre
				has_landed_title = e_roman_empire
			}
			independent = yes
			religion_group = christian
			NOT = { same_realm = FROM }
		}
	}

	can_use_title = {
		OR = {
			de_jure_liege_or_above = k_byzantium
			de_jure_liege_or_above = k_anatolia
			de_jure_liege_or_above = k_nikaea
			de_jure_liege_or_above = k_epirus
			de_jure_liege_or_above = k_trebizond
			de_jure_liege_or_above = k_cilician
			AND = {
				OR = {
					de_jure_liege_or_above = k_serbia
					de_jure_liege_or_above = k_bulgaria
					de_jure_liege_or_above = k_armenia
					de_jure_liege_or_above = k_cyprus
					de_jure_liege_or_above = d_antioch
				}
				ROOT = {
					completely_controls = k_byzantium
					completely_controls = k_anatolia
					completely_controls = k_nikaea
					completely_controls = k_epirus
					completely_controls = k_trebizond
					completely_controls = k_cilician

				}
			}
			AND = {
				OR = {
					de_jure_liege_or_above = k_sicily
					de_jure_liege_or_above = k_antioch
					de_jure_liege_or_above = k_sardinia

				}
				ROOT = {
					completely_controls = e_byzantium
					completely_controls = k_serbia
					completely_controls = d_antioch
				}
			}
			AND = {
				OR = {
					de_jure_liege_or_above = k_croatia
					de_jure_liege_or_above = k_bosnia
				}
				ROOT = {
					completely_controls = e_byzantium
					completely_controls = k_serbia
					completely_controls = k_sicily
					completely_controls = k_antioch
					completely_controls = k_sardinia
				}
			}
			AND = {
				OR = {
					de_jure_liege_or_above = e_italy
					de_jure_liege_or_above = k_syria
					de_jure_liege_or_above = k_jerusalem
					de_jure_liege_or_above = k_egypt
				}
				ROOT = {
					completely_controls = e_byzantium
					completely_controls = k_serbia
					completely_controls = k_sicily
					completely_controls = k_antioch
					completely_controls = k_bosnia
					completely_controls = k_croatia
					completely_controls = k_sardinia
				}
			}
			AND = {
				OR = {
					de_jure_liege_or_above = e_africa
					de_jure_liege_or_above = e_iberia
				}
				ROOT = {
					completely_controls = e_byzantium
					completely_controls = e_italy
					completely_controls = k_antioch
					completely_controls = k_bosnia
					completely_controls = k_croatia
					completely_controls = k_serbia
					completely_controls = k_egypt
					completely_controls = k_syria
					completely_controls = k_jerusalem
				}
			}
			AND = {
				OR = {
					de_jure_liege_or_above = e_france
				}
				ROOT = {
					completely_controls = e_byzantium
					completely_controls = e_iberia
					completely_controls = e_africa
					completely_controls = e_italy
					completely_controls = k_antioch
					 completely_controls = k_bosnia
					completely_controls = k_croatia
					completely_controls = k_serbia
					completely_controls = k_egypt
					completely_controls = k_syria
					completely_controls = k_jerusalem
				}
			}
			AND = {
				OR = {
					de_jure_liege_or_above = k_england
					de_jure_liege_or_above = k_wales
					de_jure_liege_or_above = k_wallachia
					de_jure_liege_or_above = k_aljazira
					de_jure_liege_or_above = k_bavaria
					de_jure_liege_or_above = k_germany
					de_jure_liege_or_above = k_carinthia
					de_jure_liege_or_above = k_lower_lorraine
					de_jure_liege_or_above = k_upper_lorraine
					title = d_brabant
				}
				ROOT = {
					completely_controls = e_byzantium
					completely_controls = e_france
					completely_controls = e_iberia
					completely_controls = e_africa
					completely_controls = e_italy
					completely_controls = k_antioch
					completely_controls = k_bosnia
					completely_controls = k_croatia
					completely_controls = k_serbia
					completely_controls = k_egypt
					completely_controls = k_syria
					completely_controls = k_jerusalem
				}
			}
		}
	}
	
	is_valid = {
		ROOT = {
			OR = {
				has_landed_title = e_byzantium
				has_landed_title = e_wre
				has_landed_title = e_roman_empire
			}
			independent = yes
			religion_group = christian
			NOT = { same_realm = FROM }
		}
	}
	
	on_success = {
		any_attacker = {
			limit = { character = ROOT }
			participation_scaled_prestige = 100
		}
		any_attacker = {
			limit = { NOT = { character = ROOT } }
			hidden_tooltip = { 
				participation_scaled_prestige = 100
			}
		}
		
		FROM = { prestige = -100 }
	}

	on_success_title = {
		custom_tooltip = tribal_invasion_succ_tip
		hidden_tooltip = {
			ROOT = {
				vassalize_or_take_under_title = {
					title = PREV
					enemy = FROM
				}
			}
		}
		if = {
			limit = {
				holder_scope = { character = FROM }
			}
			usurp_title_only = ROOT
		}
	}

	on_fail = {
		ROOT = { prestige = -150 }
	}

	on_reverse_demand = {
		ROOT = {
			transfer_scaled_wealth = {
				to = FROM
				value = 4.0
			}
			ROOT = { prestige = -200 }
		}
		any_defender = {
			limit = { character = FROM }
			participation_scaled_piety = 100
			participation_scaled_prestige = 200
			if = {
				limit = {
					religion_group = muslim
				}
				participation_scaled_decadence = -10
			}
		}
		any_defender = {
			limit = { NOT = { character = FROM } }
			hidden_tooltip = { 
				participation_scaled_piety = 100
				participation_scaled_prestige = 200
				if = {
					limit = {
						religion_group = muslim
					}
					participation_scaled_decadence = -10
				}
			}
		}
	}

	attacker_ai_victory_worth = {
		factor = -1 # always accept
	}
	
	attacker_ai_defeat_worth = {
		factor = 100
	}

	defender_ai_victory_worth = {
		factor = -1 # always accept
	}
	
	defender_ai_defeat_worth = {
		factor = 100
	}
}
 

Nelfe

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I'm not sure, but I think those lines :

Code:
can_use_title = {
		OR = {
			de_jure_liege_or_above = k_byzantium
			de_jure_liege_or_above = k_anatolia
			de_jure_liege_or_above = k_nikaea
			de_jure_liege_or_above = k_epirus
			de_jure_liege_or_above = k_trebizond
			de_jure_liege_or_above = k_cilician

... are related to your problem (as I think that the ERE is their liege ingame).
 

Dhop84

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I didn't change the localisation at all, I just left it at the ca_con_wall localisation. As for your method, I'm trying to understand it. You've split up the Theodosian Walls into 2, one of which can be built at tech level 0, and one which can be expanded at tech level 2. I'm curious why this would fix things; it seems a tad more convoluted than it should be.
To be honest with you pal im just starting out so i have no idea , im just showing you what i did and mine works i havent finished what it is im doing so going in depth ive not done as all im aiming for rite now is for it to show up in game and once ive got everything to show up then il do all the nitty gritty bits so thats what ive got i also added some local again dunno if it makes a difference or if i needed to or not but thats wot i did and it shows up in game
 

DominusNovus

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To be honest with you pal im just starting out so i have no idea , im just showing you what i did and mine works i havent finished what it is im doing so going in depth ive not done as all im aiming for rite now is for it to show up in game and once ive got everything to show up then il do all the nitty gritty bits so thats what ive got i also added some local again dunno if it makes a difference or if i needed to or not but thats wot i did and it shows up in game

I definitely appreciate the idea, I was just curious if there was any particular process you were aiming for with that method.
 

rickinator9

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We're encountering a Runtime error with Diadochi Kings. It happens when the in-game timer has been ticking for a few days and this has been happening since 1.111. Could this have to do with the new way of doing custom_tooltips?

EDIT: NVM
 
Last edited:

Dhop84

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Can the pope and or patriarch had out minor titles and yes im aware that you cant play as these characters i was just wondering if i created the minor titles of there courts weather they could hand them out
 

rickinator9

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Can the pope and or patriarch had out minor titles and yes im aware that you cant play as these characters i was just wondering if i created the minor titles of there courts weather they could hand them out

They would, but only to their courtiers and vassals.
 

Arsakes

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Is there any way to change the speed of movement for naval units by event/trait/madifier?

The organizer trait changes the army speed however it seems it doesn't affect fleet (i've checked)
I use latest CKII.
 

Prince Michael

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A newbie question:

I have the Russian Portraits and and Russian units DLCs. By default, they apply to Russians and some other (like Bulgarians have the units but not portraits). I want them to apply all Finno-Ugric peoples in my game (or at least the Finns, Estonians and Mordvins)

I cannot stand them having the Western European chainmail knights and "Frankish" portraits.

What do I have to do? What files I have to modify and how? Thanks for the help!
 

Frozen_Predator

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going to repeat my question, maybe this time someone with experience in modding mercenaries will see it.

basically the new mercenary companies for my mod are showing up however without their associated troops (in fact no troops at all)

here's the codes:
Code:
d_daughters_of_athena = {
	color={ 180 180 180 }
	color2={ 255 255 255 }

	capital = 490 

	# Hire Trigger
	allow = {
		OR = {
			religion_group = pagan_group
			religion_group = christian
			culture = amazon
		}
	}

	# Parent Religion 
	religion = hellenic_pagan
	
	culture = amazon
	
	mercenary = yes

	title = "CAPTAIN"
	foa = "CAPTAIN_FOA"

	# Always exists
	landless = yes
	
	# Cannot be held as a secondary title
	primary = yes

	# Cannot be vassalized
	independent = yes
	
	strength_growth_per_century = 1.00
	
	modifier = d_daughters_of_athena_modifier
}


d_daughters_of_artemis = {
	color={ 180 180 180 }
	color2={ 255 255 255 }

	capital = 490 

	# Hire Trigger
	allow = {
		OR = {
			religion_group = pagan_group
			religion_group = christian
			culture = amazon
		}
	}

	# Parent Religion 
	religion = hellenic_pagan
	
	culture = amazon
	
	mercenary = yes

	title = "CAPTAIN"
	foa = "CAPTAIN_FOA"

	# Always exists
	landless = yes
	
	# Cannot be held as a secondary title
	primary = yes

	# Cannot be vassalized
	independent = yes
	
	strength_growth_per_century = 1.00
	
	modifier = d_daughters_of_artemis_modifier
}


d_daughters_of_aphrodite = {
	color={ 180 180 180 }
	color2={ 255 255 255 }

	capital = 490

	# Hire Trigger
	allow = {
		OR = {
			religion_group = pagan_group
			religion_group = christian
			culture = amazon
		}
	} 

	# Parent Religion 
	religion = hellenic_pagan
	
	culture = amazon
	
	mercenary = yes

	title = "CAPTAIN"
	foa = "CAPTAIN_FOA"

	# Always exists
	landless = yes
	
	# Cannot be held as a secondary title
	primary = yes

	# Cannot be vassalized
	independent = yes

	strength_growth_per_century = 1.00
	
	modifier = d_daughters_of_aphrodite_modifier
}


d_daughters_of_nike = {
	color={ 180 180 180 }
	color2={ 255 255 255 }

	capital = 490 

	# Hire Trigger
	allow = {
		OR = {
			religion_group = pagan_group
			religion_group = christian
			culture = amazon
		}
	}

	# Parent Religion 
	religion = hellenic_pagan
	
	culture = amazon
	
	mercenary = yes

	title = "CAPTAIN"
	foa = "CAPTAIN_FOA"

	# Always exists
	landless = yes
	
	# Cannot be held as a secondary title
	primary = yes
	
	# Cannot be vassalized
	independent = yes

	strength_growth_per_century = 1.00
	
	modifier = d_daughters_of_nike_modifier
}

d_chivalresses = {
	color={ 180 180 180 }
	color2={ 255 255 255 }

	capital = 490 

	# Parent Religion 
	religion = catholic
	
	culture = frankish
	
	mercenary = yes

	title = "CAPTAIN"
	foa = "CAPTAIN_FOA"

	# Always exists
	landless = yes
	
	# Cannot be held as a secondary title
	primary = yes

	
	strength_growth_per_century = 0.1
	
	modifier = d_chivalresses_modifier
}

and here's the static_modifiers :

Code:
d_daughters_of_nike_modifier = {
	levy_size = 1
	archers = 250
	horse_archers = 125
	pikemen = 250
}

d_daughters_of_athena_modifier = {
	levy_size = 1
	archers = 250
	horse_archers = 125
	pikemen = 250
}

d_daughters_of_artemis_modifier = {
	levy_size = 1
	archers = 250
	horse_archers = 125
	pikemen = 250
}

d_daughters_of_aphrodite_modifier = {
	levy_size = 1
	archers = 250
	horse_archers = 125
	pikemen = 250
}

d_chivalresses_modifier = {
	levy_size = 2
	knights = 125
}

}

So how do I make the troops show up?
 

Aardvark Bellay

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Adding health and fertility to characters in history

So i thought how about adding health and fertility to a character in the history files.
Well i tried this among other ways (playing around with space, numbers and quotation marks).
Didn't work.
Code:
4400000 = {
    name="Jean"
    dynasty=4500000 #de Berlay
    martial=8
    diplomacy=8
    intrigue=8
    stewardship=8
    religion="catholic"
    culture="frankish"
    trait="proud"
    trait"kind"
    trait="charitable"
    trait="temperate"
    trait="diligent"
    trait="gregarious"
    trait="patient"
    trait="just"
    trait="genius"
    trait="strong"
    trait="scholar"
    trait="inspiring_leader"
    trait="grey_eminence"
    fertility=1.150
    health=8.000
    employer=380
    1048.1.25 = {
        birth="1048.1.25"
    }
    1120.1.31 = {
        death="1120.1.31"
    }
}

Yada, yada, yes i know its an Übermensch, but thats not the point. ;)
Then i had a look into the AGOT Mod and hey, some files had fertility and health added.....but that didnt work in the mod either.

An example from riverlands_freys.txt

Code:
###THE Walder Frey###
127 = {
    name="Walder"
    dynasty=127
    dna="bdlmjhceeav"
    properties="ca0did0000"
    
    martial = 3
    diplomacy = 5
    intrigue = 12
    stewardship = 9
    learning = 5
    
    fertility = 1
    health = 9
    
    religion="the_seven"
    culture="riverlander"
    
    add_trait="deceitful"
    add_trait="lustful"
    add_trait="greedy"
    add_trait="proud"
    add_trait="elusive_shadow"
    add_trait="ambitious"
    add_trait="authoritative"
    add_trait="rude"
    add_trait="familyperson"
    add_trait="hedonist"
    
    father=10127
    mother=6500127
    
    8208.1.1 = {birth="8208.1.1"}
    8230.1.4 = {add_spouse= 5187} #Perra Royce - Mother to Stevron, Emmon, Aenys & Perriane.
    8243.1.5 = {add_spouse= 203306} #Cyrenna Swann - Mother to Jared & Lucion
    8255.1.3 = {add_spouse= 4227} #Amarei Crackhall - Mother to Hosteen, Lythene, Danwell, Merret, Geremy & Rymund.    
    8266.1.2 = {add_spouse= 1150} #Alyssa Blackwood - Mother to Lothar, Jammos, Whelan, Morya & Tyta.
    8271.1.2 = {add_spouse=75056 } #Sarya Whent -  No Progeny
    8276.1.1 = {add_spouse= 2038} #Bethany Rosby - Mother to Perwyn, Benfry, Willamen, Olyvar & Roslin.
    8282.9.15 = { #RR
        effect = {
            set_character_flag = neutral
            set_character_flag = vassal_of_riverlands
        }
    }    
    8284.1.1 = { 
        effect = {
            clr_character_flag = neutral
            clr_character_flag = vassal_of_riverlands
        }
    }    
    8284.1.1 = { add_spouse= 2024} #Annara Farring - 
    8298.1.1 = { add_spouse= 12129} #Joyeuse Erenford
    8299.6.1 = { 
        effect = {
            set_character_flag = neutral
            set_character_flag = vassal_of_riverlands
        }
    }
    8299.11.5 = { 
        add_trait=dishonorable3
        effect = {
            d_nightswatch = {
                holder_scope = {
                    opinion = {
                        modifier = opinion_vengeance
                        who = ROOT
                    }
                    any_sibling = {
                        opinion = {
                            modifier = opinion_vengeance
                            who = ROOT
                        }
                    }
                }
            }
            set_defacto_liege = ROOT
            clr_character_flag = neutral
            set_character_flag = supporting_king
            k_stormlands = {
                holder_scope = { 
                    opinion = {
                        modifier = opinion_traitor
                        who = ROOT
                    }
                }
            }
            e_iron_throne = {
                holder_scope = { 
                    ROOT = {
                        opinion = {
                            who = PREV
                            modifier = opinion_with_king
                            years = 100
                        }    
                    }
                    opinion = {
                        who = ROOT
                        modifier = opinion_loyal_to_crown
                        years = 5
                    }
                }
            }
        }
    }
}

Doesnt work either as it seemd when i loaded the mod.

Any suggestions ? Is it even possible or better could it be possible ?
 

Chlodio

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Does anybody know what is issue with this;
First de jure empire turns blank and does't find the empire, but when empire is moved to other landed_titles.txt error moves to another empire, when another empire is moved to it's own landed_titles.txt error makes it so that the kingdom is now part of two empires, de jure one and titular one. When the titular empire is removed from landed_titles.txt game crashes after 9 days of play, after returning titular title it still crashes after 9 days?

This is something I've tried to solve whole week... It isn't parse error, validator and log do not find it.
 

StLeibowitz

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How does one make a title secede from another title? As in, a kingdom is a vassal of an empire for a period of time, and then breaks free.
 

unmerged(784233)

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Quick question that I'm guessing has been asked, but I searched and didn't find an answer (just links to buy the Celtic Portrait and then also other portrait packs).

Does the game auto-unzip the dlc.zips when it launches? I can't find the portraits_celtic.gfx anywhere except inside the dlc##.zip.

If the file is unzipped somewhere, could someone direct me to it? (I'm guessing with all the other dlc unzips)

If the file is auto-unzipped, could I extract it, edit it, and then remake the zip with my edited version, or would that mess up DLC validation or something?

The reason I'm trying to do this is that I've edited my northern European hair colors to be more vibrant - but I've just started a new game as Irish (with the Ancient Religions mod) and am not fond of the very dull colors of the default brown/red/blonde and wanted to edit them as well.

Thanks for any replies!
 

Bad_Haggis

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Slightly odd one here. I've got the Byzantine Empire (called Eastern Roman Empire in my mod) showing up as the Western Roman Empire on the De Jure Empires overview, despite the fact that they are defiantly localised properly, and border the Western Roman Empire.

This happened to anyone else?
 

CD-Rom

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Some short question:

I wanted to mod the Titles of the restored Roman Empire (because I just have the Title of Emperor, but I just wanted the title Imperator for this.)

I tried to add this titles (in localisation/v1_07b.csv)
Code:
baron	        Dominus	Dominus	Dominus		Dominus
baron_female	Domina	Domina	Domina		Domina
count          	Comes	Comes	Comes		Comes
count_female	ComitissaComitissaComitissa	Comitissa
duke	        Dux     Dux     Dux	        Dux
duke_female	Ducissa	Ducissa	Ducissa		Ducissa
king	        Rex     Rex	Rex	        Rex
king_female	Regina	Regina	Regina		Regina
emperor	        Imperator Imperator Imperator Imperator
emperor_female	Augusta	Augusta	Augusta		Augusta


But It doesn't work. I changed german Titles, and they work:

Code:
baron_german	Freiherr	Freiherr	Freiherr		Freiherr

My Problem: Why has the Roman Empire some other titles and doesn't use the greek Titles of the Byzantine Empire? Is there any data I can change and the titles in the Roman Empire are the Titles I want?

Edit: And where I can change the Names of a Nation, like Roman Empire to Imperium Romanum?
 
Last edited:

Arsakes

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I have question concerning commands : "morale = <x>" and "troops = <x> ", i've seen (in mods and in duel engine) that those commands can be used in character scope not in siege scope.
However if i simply write morale = 0.5 in character_event it doesn't work.
The event says that morale of defending units will increase by 50% however it does not happen.
Character who recieves the event is leading an army.
Event is fired via console.

How those two commands can be used outside siege scope?
 

Vhaluus

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I'm new to looking at CK modding so apologies of this is a stupid question. I've been looking at the Norse invasion event to see how it works and I see the modifier relative_power but I am unable to find any documentation on this and its description isn't super intuitive. Does anyone know what it does?

Below is the code I'm looking at for the record, basically trying to work out how it works

Code:
# Troops flock to your banner
# Called from on_action: on_prepared_invasion_monthly
# The target character is in FROM
character_event = {
	id = 62320
	desc = EVTDESC62320
	
	picture = GFX_evt_vikings_arriving_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	
	# On_action, so BIG is MORE OFTEN!
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.25
			martial = 15
		}
		modifier = {
			factor = 1.25
			martial = 20
		}
		modifier = {
			factor = 1.25
			diplomacy = 15
		}
		modifier = {
			factor = 1.25
			diplomacy = 20
		}
		modifier = {
			factor = 1.25
			prestige = 1000
		}
		modifier = {
			factor = 0.75
			NOT = { martial = 10 }
		}
		modifier = {
			factor = 0.5
			NOT = { martial = 7 }
		}
		modifier = {
			factor = 0.75
			NOT = { diplomacy = 10 }
		}
		modifier = {
			factor = 0.5
			NOT = { diplomacy = 7 }
		}
		modifier = {
			factor = 0.5
			NOT = { prestige = 100 }
		}
		modifier = {
			factor = 0.75
			lower_tier_than = DUKE
		}
		modifier = {
			factor = 0
			relative_power = {
				who = FROM
				power = 4.0
			}
		}
		modifier = {
			factor = 0.5
			relative_power = {
				who = FROM
				power = 2.0
			}
		}
		modifier = {
			factor = 0.25
			relative_power = {
				who = FROM
				power = 3.0
			}
		}
	}

	option = {
		name = EVTOPTA62320
		capital_scope = {
			ROOT = {
				spawn_unit = {
					province = PREV
					owner = ROOT
					match_character = ROOT
					match_mult = 0.2
					earmark = prepared_invasion
					attrition = 1.0
					cannot_inherit = yes
				}
				spawn_fleet = {
					province = closest
					owner = ROOT
					match_character = ROOT
					match_mult = 0.2
					earmark = prepared_invasion
					cannot_inherit = yes
				}
			}
		}
	}
}

Also while I see factors that influence the size of the troops and I see the spawn event section, I don't see the 'base' number of troops that are effected by the factors.. what am I missing?