# 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 } } ```