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Control Europe script: Vortex (Open Source)

Published by bebraOriginal developer: VortexPublished Jul 6
Open in Roblox
523Views
317Copies
NeverUpdated

Description

Control Europe is about taking a country and slowly turning it into a stronger empire. You need to capture cities, grow your army, upgrade your economy, and attack other nations before they become too powerful. The Vortex script helps with the parts that usually take the most clicking and map control. Auto Upgrade Cities is useful because cities are not just points on the map. Better cities give more income and manpower, which means you can build a stronger army and keep expanding for longer. Instead of upgrading everything by hand, this feature helps your country grow faster while you focus on the war. Add Troops gives you more pressure during battles. In Control Europe, having enough troops matters when you are defending borders, pushing into enemy land, or trying to finish a war before other players join against you. Auto Capture and Attack is the main feature for expansion. It helps your army move through enemy cities and attack without needing you to control every step manually. This is useful when you want to expand faster, take weak countries early, or keep pressure on enemies during a big war. For players who want easier conquest, faster city upgrades, and less manual army control, this open source Vortex script gives a simple way to push toward full control of Europe.

Functions

  • Auto upgrade cities
  • Add troops
  • Auto Capture and attack

Script Code

Raw Code

This script loads code from an external source. Review the URL and understand what it does before running it in Roblox.

https://sirius.menu/rayfield

-- Vortex | Control Europe - Alternative Remote Names (Fixed)local Rayfield = loadstring(game:HttpGet("https://sirius.menu/rayfield"))()local Window = Rayfield:CreateWindow({    Name = "Vortex | Control Europe",    LoadingTitle = "Vortex",    LoadingSubtitle = "Control Europe",    Theme = "Default"})local ArmyTab = Window:CreateTab("Army", "shield")local CitiesTab = Window:CreateTab("Cities", "building")local MiscTab = Window:CreateTab("Misc", "settings")local MyCountry = nillocal AutoCaptureEnabled = falselocal function GetMyCountry()    local ls = game.Players.LocalPlayer:WaitForChild("leaderstats", 5)    if ls then        local cv = ls:FindFirstChild("Country")        if cv then            MyCountry = cv.Value            if MyCountry:find("Russian") then MyCountry = "Russia" end            Rayfield:Notify({Title = "Country Detected", Content = MyCountry, Duration = 5})        end    endendlocal function TryFireAll(possibleNames, args)    for _, name in ipairs(possibleNames) do        for i = 1, 6 do            local remote = game.ReplicatedStorage:FindFirstChild("RemoteEvent_" .. i)            if remote then                pcall(function()                    remote:FireServer(name, unpack(args))                end)            end        end    endendArmyTab:CreateButton({Name = "🔄 Refresh Country", Callback = GetMyCountry})ArmyTab:CreateButton({Name = "Spawn 5k Soldiers on All Regions", Callback = function()    if not MyCountry then GetMyCountry() end    if not MyCountry then return end    local count = 0    local names = {"CreateArmyOnTile", "PlaceTroops", "Recruit", "SpawnSoldiers", "AddArmy"}    for _, region in ipairs(workspace.Regions:GetChildren()) do        local c = region:FindFirstChild("Country")        if c and c.Value == MyCountry then            TryFireAll(names, {region, "Soldier", 5000})            count = count + 1            task.wait(0.35)        end    end    Rayfield:Notify({Title = "Spawned", Content = "Sent to " .. count .. " regions", Duration = 6})end})ArmyTab:CreateButton({Name = "Add 25k to All Troops", Callback = function()    if not MyCountry then GetMyCountry() end    if not MyCountry then return end    local count = 0    local names = {"CreateArmyOnTile", "AddToArmy", "AddUnits", "Reinforce", "SpawnSoldiers"}    for _, soldier in ipairs(workspace.SoldiersFolder:GetChildren()) do        local owner = soldier:FindFirstChild("Country")        if owner and owner.Value == MyCountry then            local current = soldier:FindFirstChild("TotalAmount")            local amt = (current and current.Value) or 1000            TryFireAll(names, {soldier, "Soldier", amt + 25000})            count = count + 1            task.wait(0.2)        end    end    Rayfield:Notify({Title = "Success", Content = "Added 25k to " .. count .. " troop stacks", Duration = 5})end})ArmyTab:CreateToggle({    Name = "AUTO Capture + Attack",    CurrentValue = false,    Callback = function(state)        AutoCaptureEnabled = state        if not state and MyCountry then            local names = {"ToggleAutoCapture", "SetAutoCapture", "AutoCapture", "ToggleAuto"}            for _, unit in ipairs(workspace.SoldiersFolder:GetChildren()) do                local c = unit:FindFirstChild("Country")                if c and c.Value == MyCountry then                    TryFireAll(names, {unit, false})                end            end            Rayfield:Notify({Title = "Auto Capture", Content = "Disabled on all troops", Duration = 4})        end    end})CitiesTab:CreateButton({Name = "Upgrade ALL Cities Tier", Callback = function()    if not MyCountry then GetMyCountry() end    if not MyCountry then return end    local count = 0    local names = {"DevelopTile", "Upgrade", "UpgradeCity", "LevelUp", "Develop"}    for _, r in ipairs(workspace.Regions:GetChildren()) do        local c = r:FindFirstChild("Country")        if c and c.Value == MyCountry then            TryFireAll(names, {r, "Tier"})            count = count + 1            task.wait(0.3)        end    end    Rayfield:Notify({Title = "Tier Upgrade", Content = count .. " cities upgraded", Duration = 5})end})CitiesTab:CreateButton({Name = "Upgrade ALL Cities Defense", Callback = function()    if not MyCountry then GetMyCountry() end    if not MyCountry then return end    local count = 0    local names = {"DevelopTile", "Upgrade", "UpgradeCity", "LevelUp", "Develop"}    for _, r in ipairs(workspace.Regions:GetChildren()) do        local c = r:FindFirstChild("Country")        if c and c.Value == MyCountry then            TryFireAll(names, {r, "Def"})            count = count + 1            task.wait(0.3)        end    end    Rayfield:Notify({Title = "Defense Upgrade", Content = count .. " cities upgraded", Duration = 5})end})task.spawn(function()    task.wait(2)    GetMyCountry()    while true do        if AutoCaptureEnabled and MyCountry then            local names = {"ToggleAutoCapture", "SetAutoCapture", "AutoCapture", "ToggleAuto"}            for _, unit in ipairs(workspace.SoldiersFolder:GetChildren()) do                local c = unit:FindFirstChild("Country")                if c and c.Value == MyCountry then                    TryFireAll(names, {unit, true})                    TryFireAll(names, {unit, true, "Attack"})                end            end        end        task.wait(0.6)    endend)MiscTab:CreateToggle({    Name = "Auto Collect Santa Gifts",    CurrentValue = false,    Callback = function(state)        if state then            getgenv().SantaLoop = task.spawn(function()                while true do                    for i = 1, 5 do                        local r = game.ReplicatedStorage:FindFirstChild("RemoteEvent_" .. i)                        if r then                            pcall(function() r:FireServer("PickedUpSantaGift") end)                        end                    end                    task.wait(0.15)                end            end)        else            if getgenv().SantaLoop then task.cancel(getgenv().SantaLoop) end        end    end})Rayfield:Notify({    Title = "Vortex | Control Europe",    Content = "Multiple remote names added\nTest all buttons again",    Duration = 8})
Latest changeScript publishedJul 6

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