Thanks Charlemagne, I'll remove the
"action enable_game_data_override { }"
then
The script produces some wierd things, the individual needs are not met, causing the happiness bar to jump up and down. The number of delighted pirates will soar
but the bar will be stuck in some kind of loop as individual needs drag the total down followed by the rule raising it again.
After fixing some more I came up with this rule, witch is much better

:
rule change_pirate_need
{
conditions
{
always_true;
}
actions
{
action change_pirate_need { need: NEED_GROG; amount: 50;}
action change_pirate_need { need: NEED_SLEEP; amount: 50;}
action change_pirate_need { need: NEED_GRUB; amount: 50;}
action change_pirate_need { need: NEED_ENTERTAINMENT; amount: 50;}
action change_pirate_need { need: NEED_WENCHING; amount: 50;}
action change_pirate_need { need: NEED_HOARD; amount: 50;}
}
Sorry for hijacking this thread, but I believe the principles can be applied to FieryDove's problem