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+class -2 "High Cultist"
+class -3 "High Cultist"
+chance 10
+terrain 22
newunits -3 "1*Spearman"
newunits -3 "1*Spearman"
endevent
This gives each High Cultist player in each castle they own a 10% chance for 2 spearman per turn.
You need to replace the number behind terrain with the respective number for coastal village (ctrl + i ) on the map and maybe make a second such event for deserted town or any other tile for spawning.
With Bakemono one could do the same thing for mines with respective number, but i think one cannot increase the spawn of their enchanted mines separately, as they have the same terrain number as unenchanted (but i just think that, maybe just check).
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CoE3 events are documented in the map editor manual, not the modding manual. Events can be used in maps as well as in mods (this is still true, in CoE4 too). In a map file (coem file), lone CoE3 event commands can be just thrown in anywhere. Whereas, in a CoE3 mod (c3m file), any sequence of event commands must be preceded by the command event and terminated with the command endevent. The actual CoE3 event command to use is classterrevent.
For examples of how this can be done, you might for instance take a look at the Rohan variant mod[coe3.proboards.com] I made, based on the Rohan mod by (TBS)Hunter.
For instance, the following
Or, another example:
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CoE4: Triggered this way, the event will go off as many times per turn as there are High Cultists in the game, if I’m not mistaken. Which probably isn’t what you want. The
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Edit: One more CoE3 example added.