# Disband units fraction effect by Yard1
Disbands a percentage of the army (just the army), returning equipment and manpower to the stockpile. Useful to eg. force an AI to reduce the size of their army after a war.
`SOL` must be replaced with a tag from your mod that never exists (a utility tag).
Please note that the size is rounded up to divisions. For example, if you have 4 divisions and want to disband 1% of the army, then one division will be disbanded. This is unavoidable. Which divisions are disbanded is also completely random.
Usage example:
```
# disband 10% of the army of the current tag
set_variable = { disband_fraction = 0.1 }
disband_units_fraction = yes
clear_variable = disband_fraction
```
```
# Disband units fraction effect by Yard1
# remove disband_fraction land units, keeping manpower and equipment
# expects disband_fraction variable to be set
disband_units_fraction = {
SOL = {
set_temp_variable = {
old_manpower = manpower_k
}
}
random_state = {
limit = {
is_coastal = no
owner = {
PREV = {
is_fully_controlled_by = PREV
}
}
}
owner = { save_event_target_as = disband_state_owner }
save_event_target_as = disband_state
SOL = { set_state_owner = PREV }
}
transfer_units_fraction = {
target = SOL
size = 0
army_ratio = var:disband_fraction
keep_unit_leaders_trigger = {
always = yes
}
}
SOL = {
every_state = {
SOL = {
delete_unit = {
state = PREV
disband = yes
}
}
}
set_temp_variable = {
manpower_diff = manpower_k
}
subtract_from_temp_variable = {
manpower_diff = old_manpower
}
while_loop_effect = { #avoid overflows
limit = { check_variable = { manpower_diff > 1 } }
subtract_from_temp_variable = { manpower_diff = 1 }
ROOT = { add_manpower = 1000 }
add_manpower = -1000
}
multiply_temp_variable = {
manpower_diff = 1000
}
ROOT = { add_manpower = PREV.manpower_diff }
multiply_temp_variable = {
manpower_diff = -1
}
add_manpower = manpower_diff
transfer_units_fraction = {
target = ROOT
size = 0
stockpile_ratio = 1
keep_unit_leaders_trigger = {
always = yes
}
}
}
event_target:disband_state = {
event_target:disband_state_owner = { set_state_owner = PREV }
}
annex_country = {
target = SOL
}
}
```