That doesn't really make sense... The counter is increased by 1 for each settlement with a MIC4... As you can see it's identical for Eburonum and Vindobona, as it is for the rest of them.
Code:
; Check for rMIC4, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Eburonum
and SettlementBuildingExists >= army_barracks_U1
and I_SettlementOwner Eburonum = germans
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc2 1
end_monitor
; Check for rMIC4, if true inc counter 1.
monitor_event SettlementTurnStart SettlementName Vindobona
and SettlementBuildingExists = army_barracks_U1
and I_SettlementOwner Vindobona = germans
and I_CompareCounter Sweboz_Reform = 0
and I_TurnNumber >= 328
inc_counter Sweboz_Reforminc2 1
end_monitor
Later in the script, when potentially making the reform happen it checks:
Code:
if I_CompareCounter Sweboz_Reforminc1 >= 6
and I_CompareCounter Sweboz_Reforminc2 >= 1
Where Sweboz_Reforminc1 corresponds to the number of markets and Sweboz_Reforminc2 corresponds to the number of MIC4s, so any settlement that increases the counter should really be sufficient.
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