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//
// Withdraw script to make AI withdraw troops on agreement
//
// Withdraw by Dale
//
// Version 1.3 - 14-May-2001
//
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Filelist:
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readme-withdraw.txt					- This file
history-withdraw.txt					- History of versions and changes
ctp2_data\default\gamedata\withdraw.slc			- SLIC script for changes

Installing:
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IMPORTANT: I have tried to make this mod as generic as possible.  If you have your own mods or changes, then this shouldn't interfere much, if at all.  This mod has been designed to only directly affect how AI's withdraw their units after agreeing to a WITHDRAW_TROOPS request.

1 - Unzip files to Call to Power 2 install directory.
2 - Open ctp2_data\default\gamedata\script.slc in notepad.
3 - Add #include "withdraw.slc" to the bottom of the file
4 - Play!

Effects of script:
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Withdraw rules and implementation for AI's

- After agreeing to a WITHDRAW_TROOPS request, the AI will have 5 turns to withdraw its units out of your borders.
- After 5 turns, if there are still military units within the borders, then the AI will be systematically and completely booted out of your country.
- AI units booted go to a square "near" their closest Home City (as if the AI pulled out normally).
- If a valid square to pull out to is not found, then the offending army will be disbanded.  This avoids problems of island and large nations, and ships in lakes.
- If during the agreement the AI moves a unit inside your borders, he will incur the INCURSION_REGARD penalty and be booted out to a square "near" the closest Home City.
- The Human players are still responsible to withdraw their own troops within the alloted time.  This script will not boot you.

End:
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I hope you enjoy Withdraw.  If you have suggestions/comments, please email me.

Dale
dale.kent@mel.alphawest.com.au