params ["_liberated_sector"]; private _combat_readiness_increase = 0; switch (true) do { case (_liberated_sector in sectors_bigtown): {_combat_readiness_increase = floor (random 10) * GRLIB_difficulty_modifier;}; case (_liberated_sector in sectors_capture): {_combat_readiness_increase = floor (random 6) * GRLIB_difficulty_modifier;}; case (_liberated_sector in sectors_military): {_combat_readiness_increase = 5 + (floor (random 11)) * GRLIB_difficulty_modifier;}; case (_liberated_sector in sectors_factory): {_combat_readiness_increase = 3 + (floor (random 7)) * GRLIB_difficulty_modifier;}; case (_liberated_sector in sectors_tower): {_combat_readiness_increase = floor (random 4);}; }; combat_readiness = combat_readiness + _combat_readiness_increase; if (combat_readiness > 100.0 && GRLIB_difficulty_modifier <= 2.0) then {combat_readiness = 100.0}; stats_readiness_earned = stats_readiness_earned + _combat_readiness_increase; [_liberated_sector, 0] remoteExecCall ["remote_call_sector"]; blufor_sectors pushback _liberated_sector; publicVariable "blufor_sectors"; stats_sectors_liberated = stats_sectors_liberated + 1; reset_battlegroups_ai = true; publicVariable "reset_battlegroups_ai"; if (_liberated_sector in sectors_factory) then { { if (_liberated_sector in _x) exitWith {KP_liberation_production = KP_liberation_production - [_x];}; } forEach KP_liberation_production; private _sectorFacilities = (KP_liberation_production_markers select {_liberated_sector == (_x select 0)}) select 0; KP_liberation_production pushBack [ markerText _liberated_sector, _liberated_sector, 1, [], _sectorFacilities select 1, _sectorFacilities select 2, _sectorFacilities select 3, 3, KP_liberation_production_interval, 0, 0, 0 ]; }; [_liberated_sector] spawn F_cr_liberatedSector; if ((random 100) <= KP_liberation_cr_wounded_chance || (count blufor_sectors) == 1) then { [_liberated_sector] spawn civrep_wounded_civs; }; asymm_blocked_sectors pushBack [_liberated_sector, time]; publicVariable "asymm_blocked_sectors"; [] spawn check_victory_conditions; sleep 1; [] spawn KPLIB_fnc_doSave; sleep 45; if (GRLIB_endgame == 0) then { if ( !(_liberated_sector in sectors_tower) && { (random (150 / (GRLIB_difficulty_modifier * GRLIB_csat_aggressivity))) < (combat_readiness - 15) || _liberated_sector in sectors_bigtown } && {[] call KPLIB_fnc_getOpforCap < GRLIB_battlegroup_cap} ) then { [_liberated_sector, (random 100) < 45] spawn spawn_battlegroup; }; };