Please help with the following scripts
-Would like to have the Portugal AI have a strong bias towards capturing regions on the coast with the spice or textiles resource, mostly ignore taking non-coastal regions at least for most of the game
-Should always sally forth after a few turns rather than surrender
-most of civilian population should commit suicide/jandaur if sallying army is destroyed
-all factions need to take attrition in snowy north
-besieging should have chance to cause attrition/disease on both sides
14.---UNIFIED ARMY TRAIT=MORALE BONUS
-make a list of muslim/christian/hindu/buddhist/pagan units, if over 75% of army is same religion then increase morale of army
13.----VETERAN TRAIT=MOVEMENT INCREASE
=If most of army has silver or gold chevrons or knight attribute, then generl gets "Veteran Army" trait, gives increase in morale, also gives 15% movement increase, increase in authority/personal security, decrease rebel activity
12.----TRAITS FOR ALL AGENTS
-All spies should start with trait that gives increase army movement/sight/personal security of general at higher levels,,, Priests should inspire army, etc
11.----LARGE EMPIRE SCRIPT
=If faction owns over a certain number of regions/troops/navy then faction leader gains authority, but settlements gain corruption income losses
10. ---LARGE ARTILLERY Trait
-Siege guns and other non-light artillery will need to give trait that slows campaign map movement
-larger armies should get slight movement penalty
2.---ELEPHANT ARMY SCRIPT
-Elephant armies get increased upkeep in urban areas/northern areas/desert areas
-Elephants need to move slower on campaign map then cav
-Elephants need to be frightened by fire arrows more
3.Can we make cav/camels/elephants cost more or less upkeep depending on whether they are in a good horse breeding area/desert area/jungle area?
4.Can we spawn a fort via script?
5. Can we make elephants able to knock down pallisades and small wooden wall gates?
7. Any way to script name change for character when/if they become ruler?
8. Is it possible to have a much higher campaign map movement penalty for river crossings and diff ground types
1. Is it possible to have rain affect gunpowder/turk bow users more negatively than indian longbow users? Or would that even be historically accurate? I've read the indian longbow needed to be braced on the ground, and mud would make that difficult
6.Can we make battle maps bigger