Two answers, depending on your ultimate objective:
If you add the Papal States, then the Pope will also appear, as will the Pope scroll. Then, you can call crusades after editing the data\world\maps\base\descr_regions.txt file and adding the resource (actually hidden) crusade to all the cities you wish to be targets.
It is impossible to crusade a city off the map for this reason [it needs the crusade resource] but if you look at the script for Britannia you will see this section :
;ENGLISH SCRIPT COUNTERS
declare_counter edward_crusade_offered
declare_counter edward_crusading
declare_counter edward_ready_to_return
declare_counter henry_dead
And later:
;------------------- ENGLAND EDWARD GOES ON CRUSADE -------------------;
;ask the player if Edward can go on Crusade if he is not besieged and player has not already had the offer
monitor_event CharacterTurnStart Trait EdwardCrusade = 1
and I_TurnNumber >= 15
and I_CompareCounter edward_crusade_offered = 0
and not IsUnderSiege
;setup related event counters
add_events
event counter edward_crusade_invite_accepted
event counter edward_crusade_invite_declined
event counter edward_time_crusading
event counter edward_death_chance
date 0
end_add_events
historic_event edward_crusade_invite true factions { england, }
set_counter edward_crusade_offered 1
;if not a player controlled faction - set edward_crusade_invite_accepted to 1
if I_IsFactionAIControlled england
set_event_counter edward_crusade_invite_accepted 1
end_if
terminate_monitor
end_monitor
;player has agreed to allow Edward to go on Crusade
monitor_conditions I_EventCounter edward_crusade_invite_accepted = 1
;send edward offmap
send_character_off_map edward1
set_counter edward_crusading 1
;generate a random value that will determine how long Edward is away for
generate_random_counter edward_time_crusading 0 10
;notify all factions that Edward has gone on Crusade
historic_event edward_leaves_for_crusade
terminate_monitor
end_monitor
;increment the time edward has been away (if he has left yet)
monitor_event FactionTurnStart FactionType england
and I_CompareCounter edward_crusading = 1
;increase time edward has been away for
inc_event_counter edward_time_crusading 1
;is edward ready to return based on time away
if I_EventCounter edward_time_crusading >= 20
set_counter edward_ready_to_return 1
terminate_monitor
end_if
;is edward ready to return based on the strength of england
if I_NumberOfSettlements england < 6
and I_EventCounter edward_time_crusading >= 10
set_counter edward_ready_to_return 1
terminate_monitor
end_if
end_monitor
;monitor if Henry ceases being faction leader while edward is crusading
monitor_event CeasedFactionLeader FactionType england
and I_CompareCounter edward_crusading = 1
set_counter henry_dead 1
terminate_monitor
end_monitor
;edward returns from or dies on crusade
monitor_conditions I_CompareCounter edward_ready_to_return = 1
;random counter number will determine whether edward returns
generate_random_counter edward_time_crusading 0 9
if I_EventCounter edward_death_chance < 8
historic_event edward_returns_from_crusade event/english_crusaders_return.bik
if I_CompareCounter henry_dead = 1
spawn_army
faction england
character Edward, named character, x 108, y 32, label edward1, battle_model Edward_General
traits GoodCommander 4, GoodAttacker 4, GoodDefender 2, BattleChivalry 3, StrategyChivalry 3, LoyaltyStarter 1, ManagementStarter 1, CrusaderHistory 1, VictorVirtue 2, Factionheir 0, Factionleader 1
unit NE Bodyguard exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Armored Swordsmen exp 0 armour 0 weapon_lvl 0
unit Armored Swordsmen exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Longbowmen exp 0 armour 0 weapon_lvl 0
unit Longbowmen exp 0 armour 0 weapon_lvl 0
end
end_if
if I_CompareCounter henry_dead = 0
spawn_army
faction england
character Edward, named character, x 108, y 32, label edward1, battle_model Edward_General
traits GoodCommander 4, GoodAttacker 4, GoodDefender 2, BattleChivalry 3, StrategyChivalry 3, LoyaltyStarter 1, ManagementStarter 1, CrusaderHistory 1, VictorVirtue 2
unit NE Bodyguard exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Armored Swordsmen exp 0 armour 0 weapon_lvl 0
unit Armored Swordsmen exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Longbowmen exp 0 armour 0 weapon_lvl 0
unit Longbowmen exp 0 armour 0 weapon_lvl 0
end
end_if
end_if
if I_EventCounter edward_death_chance >= 8
historic_event edward_dies_on_crusade
spawn_army
faction england
character Brian le_Jay, named character, x 108, y 32
traits GoodCommander 2, GoodAttacker 3, GoodDefender 1, BattleChivalry 2, StrategyChivalry 2, LoyaltyStarter 4, ManagementStarter 1, CrusaderHistory 1
unit NE Bodyguard exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Armored Swordsmen exp 0 armour 0 weapon_lvl 0
unit Armored Swordsmen exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Longbowmen exp 0 armour 0 weapon_lvl 0
unit Longbowmen exp 0 armour 0 weapon_lvl 0
end
end_if
set_counter edward_crusading 0
terminate_monitor
end_monitor
Which makes Edward go off the map for up to ten turns, decides whether or not he died, and then makes him come back (if still alive) with a templar army, and if he died spawns the army under another commander
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