The inherit-command leads to a transfer of all available troups only if the annexed country has been defined with the correct regular_id, i.e. the annexor's nation-tag. The regular_id may be defined in the nation-specific *.inc inside the scenario-folder or via db\revolt.txt.
Additionally, an alliance's leader always inherits all the naval units of an allied nation that has been annexed. In contrast to the first method mentioned above, it doesn't matter who annexed.
In case of Germany, the Anschluss-event transfers all austrian units and its building queue because Austria has the regular_id "GER" set in the aus_36.inc.
Czechoslovakia is a different matter: Because it "lacks" the regular_id "GER", the developers used a simple add_corps-command to represent the captured
Pzkpfw. 38(t).
Code:
#########################################################################
# The End of Czechoslovakia - Czechs annexed
#########################################################################
event = {
id = 2006
random = no
country = GER
# Triggered by CZE 2201
name = "EVT_2006_NAME"
desc = "EVT_2006_DESC"
style = 0
picture = "czechs_annexed"
action_a = {
name = "OK"
command = { type = dissent value = -4 }
command = { type = domestic which = defense_lobby value = 1 }
# new for 1.3
#command = { type = independence which = SLO value = 1 }
command = { type = inherit which = CZE }
command = { type = gain_tech which = 2050 } # Improved Light Tank
command = { type = gain_tech which = 1240 } # Improved Motorized Division
command = { type = add_corps which = "Reserve Heeresgruppe Nord" value = land where = 469 }
command = { type = add_division which = "10. Panzer-Division" value = light_armor when = 2 }
command = { type = manpowerpool value = -7 } # Manpower for 10. Panzer
command = { type = trigger which = 2051 } # Puppeted Slovakia
}
}