Ok, here's your code with the indentation fixed. You could also lose the bits marked red, since you've already defined iEngland, iRussia and pRussia at the beginning. (You could do the same with pEngland if you like.)
About indentation, every level has 8 more blank spaces than the previous, so you should count those to make sure. I put blank lines between the blocks of code also, to try and make things clearer. Once you get why its formated in this way I'd say your pretty much ready to try your hand at some Python yourself.
I'll try the code out myself once I get home, to make sure the units are created and whatnot.
Also, I'll get to work on creating a custom function for city flipping, since the method above is very cumbersome and nothing I'd wanna use myself...
Spoiler :
Code:
#Minor secessions to England
pEngland = gc.getPlayer(con.iEngland)
if (pEngland.isAlive() and not pEngland.isHuman()):
if (iGameTurn == con.i1450AD):
utils.flipCity(lCork, True, True, [COLOR="Red"]con.[/COLOR]iEngland, lMinors)
utils.flipCity(lGalway, True, True, [COLOR="Red"]con.[/COLOR]iEngland, lMinors)
utils.flipCity(lDublin, True, True, [COLOR="Red"]con.[/COLOR]iEngland, lMinors) #Teamhair
utils.flipCity(con.tCapitals[iCeltia], True, True, [COLOR="Red"]con.[/COLOR]iEngland, lMinors) #Tara
utils.createGarrisons(lCork, iEngland, 2)
utils.createGarrisons(lGalway, iEngland, 2)
utils.createGarrisons(lDublin, iEngland, 2)
utils.createGarrisons(con.tCapitals[iCeltia], iEngland, 2)
#secessions to Russia
[COLOR="Red"] pRussia = gc.getPlayer(con.iRussia)[/COLOR]
if (pRussia.isAlive() and not pRussia.isHuman()):
if (iGameTurn == con.i1730AD):
iHuman = utils.getHumanID()
numCivs = len(lOwner)
for num in range (numCivs):
iCiv = lOwner[num]
if (iCiv == iHuman):
lOwner.remove(iCiv)
break
utils.flipCity(lMinsk, True, True, [COLOR="Red"]con.[/COLOR]iRussia, lOwner)
utils.flipCity(lKiev, True, True, [COLOR="Red"]con.[/COLOR]iRussia, lOwner)
utils.flipCity(lPeter, True, True, [COLOR="Red"]con.[/COLOR]iRussia, lOwner)
utils.flipCity(lVilnius, True, True, [COLOR="Red"]con.[/COLOR]iRussia, lOwner)
utils.flipCity(lOdessa, True, True, [COLOR="Red"]con.[/COLOR]iRussia, lOwner)
utils.createGarrisons(lMinsk, iRussia, 2)
utils.createGarrisons(lKiev, iRussia, 2)
utils.createGarrisons(lPeter, iRussia, 2)
utils.createGarrisons(lVilnius, iRussia, 2)
utils.createGarrisons(lOdessa, iRussia, 2)
I'll try the code out myself once I get home, to make sure the units are created and whatnot.
Also, I'll get to work on creating a custom function for city flipping, since the method above is very cumbersome and nothing I'd wanna use myself...