No, it works differently. Firstly you have to use kingdoms, and secondly what you do is apparently disbanding all units of a certain kind a certain faction has.Originally Posted by bovi
I only have the scripts for Kingdoms so I can't tell you more, especially not about how you define the kind of units to be disbanded.
Here's a half-baked idea I'm considering for II: You could create a few special bodyguard units for this script. You then spawn a few characters with armies consisting exclusively of one of these units in the city (since you spawn them you'll know the name). These characters could then be removed using the kill_character console command.
You need the special units anyways, even if you use kingdoms (because of the unit kind thing mentioned above), so the sacrifice in resources is minimal.
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