As with all RGD's, when one is selected any eligible region will be overlaid in green and all other regions will be overlaid in red.
With Options -> System -> Error Logging turned on (debugging) the mouse pointer over the RGD counter, telling you how many of the RGD you have, gives you a full tool-tip for the RGD:
Once successfully played, the RGD will execute the following script:
Code: Select all
StartEvent = RGDScriptPartisansRaid|999|0|NULL|NULL|NULL|NULL
Conditions
SelectSubUnits = Region;Enemy
EvalLoyalty = DICE
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
EvalSubUnitCount = DICE_NOT
Actions
RemoveStructure = ByKind $StuDepot;ALL;ANYFAC;Level
EndEvent
For a script to fire successfully, all of the statements in the 'Conditions' section must evaluate as TRUE.
The comparison value 'DICE' refers to a d100 die roll, a d100 being a 100-sided die, and although the statement is '= DICE' it actually means < 'the results of a d100 die roll'.
The Loyalty being evaluated in 'EvalLoyalty = DICE' is from the previous selection 'SelectSubUnits = Region;Enemy', so the enemy sub-units selected in the region indicates which faction's loyalty in the region being evaluated. EG if there are 5 Austrian infantry in Salzburg with a depot, when you as France plays the RGD on Salzburg, the count from 'SelectSubUnits = Region;Enemy' will be 5, and the 'enemy' faction being evaluated for loyalty will be AUS.
So if there are enemy units in the target region, their faction must have Loyalty < the d100 results for the statement to be TRUE. In a home region like Salzburg this will be very unlikely to succeed, because Austria will probably always have 100 loyalty in the region.
So from that alone, the PartisansRaid RGD is really only viable in regions in which the controlling faction has fairly low loyalty, like outside their nation's boarders.
DICE_NOT is the opposite of DICE, so the evaluation must be NOT be < than d100. So each 'EvalSubUnitCount = DICE_NOT' evaluates the number of enemy sub-units (from the previous SelectSubUnits statement) in the region, which must be < than the d100, 4 times.
If all of that is successful, the targeted depot is removed.
BTW, after turn execution you can find the debugging results of RGD's in '..\{User}\Documents\My Games\Wars of Napoleon\NGC\Scripts\ResSctReport\', one file for each RGD type played (only the last RGD of the type is in the file, as they are overwritten with each new RGD of that type.