559 lines
12 KiB
Plaintext
Executable File
559 lines
12 KiB
Plaintext
Executable File
add_namespace = ai_ships
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# TIX AI template 1940
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country_event = {
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id = ai_ships.0
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 1 }
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trigger = {
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tag = TIX
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is_ai = yes
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NOT = { has_country_flag = GER_SHIPS_1940 }
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date > 1940.6.1
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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GER_AI_variants_1940 = yes
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set_country_flag = GER_SHIPS_1940
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}
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option = {
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}
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}
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# TIX AI template 1943
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country_event = {
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id = ai_ships.1
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 1 }
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trigger = {
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tag = TIX
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is_ai = yes
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NOT = { has_country_flag = GER_SHIPS_1943 }
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date > 1943.3.1
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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GER_AI_variants_1943 = yes
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set_country_flag = GER_SHIPS_1943
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}
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option = {
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}
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}
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# HUJ AI template 1940
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country_event = {
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id = ai_ships.2
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 1 }
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trigger = {
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tag = HUJ
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is_ai = yes
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NOT = { has_country_flag = ENG_SHIPS_1940 }
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date > 1940.6.1
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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ENG_AI_variants_1940 = yes
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set_country_flag = ENG_SHIPS_1940
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}
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option = {
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}
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}
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# HUJ AI template 1943
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country_event = {
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id = ai_ships.3
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 100 }
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trigger = {
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tag = HUJ
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is_ai = yes
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NOT = { has_country_flag = ENG_SHIPS_1943 }
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date > 1943.3.1
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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ENG_AI_variants_1943 = yes
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set_country_flag = ENG_SHIPS_1943
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}
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option = {
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}
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}
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# CHY AI template 1940
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country_event = {
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id = ai_ships.4
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 1 }
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trigger = {
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tag = CHY
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is_ai = yes
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NOT = { has_country_flag = JAP_SHIPS_1940 }
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date > 1940.2.1
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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JAP_AI_variants_1940 = yes
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set_country_flag = JAP_SHIPS_1940
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}
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}
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# CHY AI template 1943
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country_event = {
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id = ai_ships.5
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 1 }
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trigger = {
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tag = CHY
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is_ai = yes
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NOT = { has_country_flag = JAP_SHIPS_1943 }
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date > 1943.2.1
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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JAP_AI_variants_1943 = yes
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set_country_flag = JAP_SHIPS_1943
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}
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}
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# BYG AI template 1940
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country_event = {
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id = ai_ships.6
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 1 }
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trigger = {
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tag = BYG
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is_ai = yes
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date > 1941.1.1
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NOT = { has_global_flag = USA_SHIPS_1941 }
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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USA_AI_variants_1940 = yes
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set_global_flag = USA_SHIPS_1941
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}
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}
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# BYG AI template 1943
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country_event = {
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id = ai_ships.7
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 1 }
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trigger = {
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tag = BYG
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is_ai = yes
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date > 1943.2.1
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NOT = { has_global_flag = USA_SHIPS_1943 }
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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USA_AI_variants_1943 = yes
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set_global_flag = USA_SHIPS_1943
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}
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}
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# YUW AI template 1940
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country_event = {
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id = ai_ships.8
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 1 }
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trigger = {
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tag = YUW
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is_ai = yes
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NOT = { has_country_flag = FRA_SHIPS_1940 }
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date > 1940.2.1
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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FRA_AI_variants_1940 = yes
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set_country_flag = FRA_SHIPS_1940
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}
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}
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# YUW AI template 1943
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country_event = {
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id = ai_ships.9
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 1 }
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trigger = {
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tag = YUW
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is_ai = yes
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NOT = { has_country_flag = FRA_SHIPS_1943 }
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date > 1943.2.1
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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FRA_AI_variants_1943 = yes
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set_country_flag = FRA_SHIPS_1943
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}
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}
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# SAD AI template 1940
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country_event = {
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id = ai_ships.10
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 1 }
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trigger = {
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tag = SAD
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is_ai = yes
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NOT = { has_country_flag = ITA_SHIPS_1940 }
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date > 1940.2.1
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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ITA_AI_variants_1940 = yes
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set_country_flag = ITA_SHIPS_1940
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}
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}
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# SAD AI template 1943
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country_event = {
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id = ai_ships.11
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 1 }
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trigger = {
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tag = SAD
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is_ai = yes
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NOT = { has_country_flag = ITA_SHIPS_1943 }
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date > 1943.2.1
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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ITA_AI_variants_1943 = yes
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set_country_flag = ITA_SHIPS_1943
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}
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}
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# BFL AI template 1940
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country_event = {
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id = ai_ships.12
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 1 }
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trigger = {
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tag = BFL
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is_ai = yes
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NOT = { has_country_flag = SOV_SHIPS_1940 }
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date > 1940.2.1
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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SOV_AI_variants_1940 = yes
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set_country_flag = SOV_SHIPS_1940
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}
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}
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# BFL AI template 1943
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country_event = {
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id = ai_ships.13
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hidden = yes
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fire_only_once = yes
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mean_time_to_happen = { days = 1 }
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trigger = {
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tag = BFL
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is_ai = yes
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NOT = { has_country_flag = SOV_SHIPS_1943 }
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date > 1943.2.1
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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SOV_AI_variants_1943 = yes
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set_country_flag = SOV_SHIPS_1943
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}
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}
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# unlock some naval techs for major powers in 1940
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country_event = {
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id = ai_ships.101
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hidden = yes
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fire_only_once = yes
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trigger = {
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date > 1939.1.1
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NOT = { has_global_flag = naval_tech_1940 }
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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for_each_scope_loop = {
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array = global.vnr_naval_powers
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if = {
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limit = {
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is_ai = yes
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}
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set_technology = {
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improved_ship_hull_heavy = 1
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improved_ship_hull_light = 1
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improved_ship_hull_cruiser = 1
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antiair2 = 1
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antiair3 = 1
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improved_fire_control_system = 1
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decimetric_radar = 1
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improved_decimetric_radar = 1
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basic_dp_light_battery = 1
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improved_heavy_battery = 1
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improved_super_heavy_battery = 1
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improved_medium_battery = 1
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improved_medium_heavy_battery = 1
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improved_light_battery = 1
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advanced_ship_torpedo_launcher = 1
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improved_ship_hull_carrier = 1
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improved_cruiser_armor = 1
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advanced_torpedo_defense = 1
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improved_heavy_armor = 1
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all_or_nothing_armor_scheme = 1
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sonar = 1
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improved_sonar = 1
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improved_depth_charges = 1
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escort_carriers_ship = 1
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destroyer_cruiser_trend = 1
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escort_destroyer_trend = 1
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improved_periscope = 1
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improved_airplane_launcher = 1
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cruiser_gun_upgrade = 1
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cruiser_aa_upgrade = 1
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krupp_cemented_steel = 1
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basic_light_shell = 1
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basic_medium_shell = 1
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basic_heavy_shell = 1
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damage_control_1 = 1
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fire_control_methods_1 = 1
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}
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ai_get_navy_experience = yes
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}
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}
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set_global_flag = naval_tech_1940
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}
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}
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# unlock some naval techs for major powers in 1943
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country_event = {
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id = ai_ships.102
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hidden = yes
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fire_only_once = yes
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trigger = {
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date > 1943.1.1
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NOT = { has_global_flag = naval_tech_1943 }
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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for_each_scope_loop = {
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array = global.vnr_naval_powers
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if = {
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limit = {
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is_ai = yes
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}
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set_technology = {
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advanced_ship_hull_carrier = 1
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advanced_ship_hull_heavy = 1
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advanced_ship_hull_cruiser = 1
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advanced_ship_hull_light = 1
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advanced_ship_hull_submarine = 1
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antiair4 = 1
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antiair5 = 1
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advanced_fire_control_system = 1
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centimetric_radar = 1
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advanced_dp_light_battery = 1
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advanced_heavy_battery = 1
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advanced_medium_battery = 1
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advanced_light_battery = 1
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advanced_heavy_armor = 1
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advanced_cruiser_armor = 1
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advanced_torpedo_defense = 1
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all_or_nothing_armor_box_armor_scheme = 1
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advanced_sonar = 1
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advanced_depth_charges = 1
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modern_depth_charges = 1
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advanced_periscope = 1
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basic_submarine_snorkel = 1
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destroyer_mass_production = 1
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ducol_steel = 1
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homogeneous_krupp_steel = 1
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folding_wing = 1
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carrier_mass_production = 1
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carrier_damage_control = 1
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air_fuel_storage = 1
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modern_ship_torpedo_launcher = 1
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damage_control_2 = 1
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fire_control_methods_2 = 1
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}
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ai_get_navy_experience = yes
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}
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}
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set_global_flag = naval_tech_1943
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}
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}
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# unlock some naval techs for major powers in 1944
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country_event = {
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id = ai_ships.103
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hidden = yes
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fire_only_once = yes
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trigger = {
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date > 1944.6.1
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NOT = { has_global_flag = naval_tech_1944 }
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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for_each_scope_loop = {
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array = global.vnr_naval_powers
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if = {
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limit = {
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is_ai = yes
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}
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set_technology = {
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improved_submarine_snorkel = 1
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sub_AIP_engine = 1
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anechoic_tile = 1
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damage_control_3 = 1
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fire_control_methods_3 = 1
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radar_jammer = 1
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naval_radio_guiding_system = 1
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}
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ai_get_navy_experience = yes
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}
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}
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set_global_flag = naval_tech_1944
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}
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}
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# unlock some naval techs for major powers in 1946
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country_event = {
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id = ai_ships.104
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hidden = yes
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fire_only_once = yes
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trigger = {
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date > 1946.1.1
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NOT = { has_global_flag = naval_tech_1945 }
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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for_each_scope_loop = {
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array = global.vnr_naval_powers
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if = {
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limit = {
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is_ai = yes
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}
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set_technology = {
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cruiser_missile_upgrade = 1
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destroyer_missile_upgrade = 1
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sound_surveillance_system = 1
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ship_to_ship_missile = 1
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helipad = 1
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gas_turbine = 1
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full_armored_carrier = 1
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carrier_steam_catapult = 1
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carrier_angled_deck = 1
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}
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ai_get_navy_experience = yes
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}
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}
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set_global_flag = naval_tech_1945
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}
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}
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# unlock some naval techs for major powers in 1949
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country_event = {
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id = ai_ships.105
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hidden = yes
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fire_only_once = yes
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trigger = {
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date > 1949.1.1
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NOT = { has_global_flag = naval_tech_1949 }
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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for_each_scope_loop = {
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array = global.vnr_naval_powers
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if = {
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limit = {
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is_ai = yes
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}
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set_technology = {
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modern_ship_hull_light = 1
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modern_ship_hull_cruiser = 1
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modern_ship_hull_submarine = 1
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destroyer_guided_missile_upgrade = 1
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nuclear_engine_research = 1
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sub_nuclear_engine = 1
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full_missile_ship = 1
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naval_tactical_data_system = 1
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rocket_depth_charges = 1
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modern_sonar = 1
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tactical_air_navigation_system = 1
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iff_device = 1
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wire_guided_torpedo = 1
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super_carriers = 1
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}
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ai_get_navy_experience = yes
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}
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}
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set_global_flag = naval_tech_1949
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}
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}
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# unlock some naval techs for major powers in 1952
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country_event = {
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id = ai_ships.106
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hidden = yes
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fire_only_once = yes
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trigger = {
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date > 1952.1.1
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NOT = { has_global_flag = naval_tech_1952 }
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has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
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}
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immediate = {
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for_each_scope_loop = {
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array = global.vnr_naval_powers
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if = {
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limit = {
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is_ai = yes
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}
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set_technology = {
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destroyer_hull_improvement = 1
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new_ship_materials = 1
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decoy_launching_system = 1
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nuclear_reactor_cost_reduction = 1
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phased_array_radar = 1
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memory_expansion = 1
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integrated_combat_system = 1
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comprehensive_display_system = 1
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recon_drones = 1
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electromagnetic_signature_study = 1
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airborne_early_warning = 1
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optical_landing_system = 1
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rescue_submarine = 1
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hydrocooling_battery = 1
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sonar_telephone = 1
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wake_homing_torpedo = 1
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unmanned_gun_turret = 1
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modern_generic_battery = 1
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modern_periscope = 1
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advanced_missile_system = 1
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}
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ai_get_navy_experience = yes
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}
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}
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set_global_flag = naval_tech_1952
|
|
}
|
|
} |