2025-11-23 04:02:24

This commit is contained in:
actions[bot]
2025-11-23 04:02:24 +00:00
parent cb7c6c424e
commit 3dc8adb0db
25 changed files with 18526 additions and 212 deletions

View File

@@ -1149,8 +1149,6 @@ tactic_sf_ambush = { #countered by mouse holing
tactic_breakthrough_for_tix = {
only_show_for = TIX
is_attacker = yes
trigger = {
is_attacker = yes
@@ -1176,8 +1174,6 @@ tactic_breakthrough_for_tix = {
tactic_elastic_defense_for_sad = {
only_show_for = SAD
is_attacker = no
trigger = {
is_attacker = no
@@ -1203,8 +1199,6 @@ tactic_elastic_defense_for_sad = {
tactic_infantry_charge_for_chy = {
only_show_for = CHY
is_attacker = yes
trigger = {
is_attacker = yes
@@ -1226,8 +1220,6 @@ tactic_infantry_charge_for_chy = {
tactic_guerrilla_tactics_for_doh = {
only_show_for = DOH
is_attacker = no
trigger = {
is_attacker = no
@@ -1252,7 +1244,7 @@ tactic_guerrilla_tactics_for_doh = {
}
tactic_human_wave_tactics_for_doh = {
only_show_for = DOH
is_attacker = yes
trigger = {
is_attacker = yes
@@ -1278,8 +1270,6 @@ tactic_human_wave_tactics_for_doh = {
tactic_barrage_for_BYG = {
only_show_for = BYG
is_attacker = yes
trigger = {
is_attacker = yes
@@ -1300,8 +1290,6 @@ tactic_barrage_for_BYG = {
tactic_tactical_withdrawal_huj = {
only_show_for = HUJ
is_attacker = no
trigger = {
is_attacker = no
@@ -1327,8 +1315,6 @@ tactic_tactical_withdrawal_huj = {
tactic_masterful_blitz_for_bfl = {
only_show_for = BFL
is_attacker = yes
trigger = {
is_attacker = yes
@@ -1364,8 +1350,6 @@ tactic_masterful_blitz_for_bfl = {
tactic_backhand_blow_for_yuw = {
only_show_for = YUW
is_attacker = no
trigger = {
is_attacker = no

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,485 @@
new_mobile_warfare = {
folder = land
name = GRAND_DOCTRINE_MOBILE_WARFARE
description = GRAND_DOCTRINE_MOBILE_WARFARE_DESC
icon = GFX_doctrine_mobile_warfare_medium
available = {
always = yes
}
xp_cost = 100
xp_type = army
ai_will_do = {
base = 1
modifier = {
factor = 0
is_major = no
}
}
tracks = {
infantry
combat_support
armor
operations
}
# EFFECTS
planning_speed = 0.20
army_speed_factor = 0.10
enable_tactic = tactic_unexpected_thrust
armor_track_mastery_gain_factor = 0.25
milestones = {
{
#Infantry
org_loss_when_moving = -0.15
land_reinforce_rate = 0.02
army_speed_factor = 0.05
enable_tactic = tactic_delay
effect = {
if = {
limit = {
NOT = {
has_variable = infantry_milestone_var
}
}
set_variable = { infantry_milestone_var = 1 }
}
else = {
add_to_variable = { infantry_milestone_var = 1 }
}
}
}
{
#Artillery/Support
planning_speed = 0.2
org_loss_at_low_org_factor = -0.1
enable_tactic = tactic_overwhelming_fire
effect = {
if = {
limit = {
NOT = {
has_variable = support_milestone_var
}
}
set_variable = { support_milestone_var = 1 }
}
else = {
add_to_variable = { support_milestone_var = 1 }
}
}
}
{
#Armor
additional_brigade_column_size = 1
army_morale_factor = 0.1
army_speed_factor = 0.05
enable_tactic = tactic_blitz
effect = {
if = {
limit = {
NOT = {
has_variable = armor_milestone_var
}
}
set_variable = { armor_milestone_var = 1 }
}
else = {
add_to_variable = { armor_milestone_var = 1 }
}
}
}
{
#Operations
planning_speed = 0.2
army_attack_speed_factor = 0.2
enable_tactic = tactic_backhand_blow
effect = {
if = {
limit = {
NOT = {
has_variable = operations_milestone_var
}
}
set_variable = { operations_milestone_var = 1 }
}
else = {
add_to_variable = { operations_milestone_var = 1 }
}
}
}
}
}
superior_firepower = {
folder = land
name = GRAND_DOCTRINE_SUPERIOR_FIREPOWER
description = GRAND_DOCTRINE_SUPERIOR_FIREPOWER_DESC
icon = GFX_doctrine_superior_firepower_medium
available = {
always = yes
}
xp_cost = 100
xp_type = army
ai_will_do = {
base = 1
modifier = {
factor = 0
is_major = no
}
}
tracks = {
infantry
combat_support
armor
operations
}
# EFFECTS
enable_tactic = tactic_overwhelming_fire
category_line_artillery = {
soft_attack = 0.1
}
category_support_artillery = {
soft_attack = 0.05
}
combat_support_track_mastery_gain_factor = 0.25
milestones = {
{
#Infantry
enable_tactic = tactic_elastic_defense
army_org_factor = 0.1
army_infantry_attack_factor = 0.1
supply_consumption_factor = -0.1
effect = {
if = {
limit = {
NOT = {
has_variable = infantry_milestone_var
}
}
set_variable = { infantry_milestone_var = 1 }
}
else = {
add_to_variable = { infantry_milestone_var = 1 }
}
}
}
{
#Artillery/Support
additional_brigade_column_size = 1
army_artillery_attack_factor = 0.1
category_support_battalions = {
max_organisation = 10
}
planning_decay_rate_factor = -0.15
enable_tactic = tactic_barrage
effect = {
if = {
limit = {
NOT = {
has_variable = support_milestone_var
}
}
set_variable = { support_milestone_var = 1 }
}
else = {
add_to_variable = { support_milestone_var = 1 }
}
}
}
{
#Armor
army_armor_attack_factor = 0.1
enable_tactic = tactic_delay
category_army = {
default_morale = 0.2
}
effect = {
if = {
limit = {
NOT = {
has_variable = armor_milestone_var
}
}
set_variable = { armor_milestone_var = 1 }
}
else = {
add_to_variable = { armor_milestone_var = 1 }
}
}
}
{
#Operations
enable_tactic = tactic_tactical_withdrawal
category_army = {
default_morale = 0.4
}
planning_decay_rate_factor = -0.15
effect = {
if = {
limit = {
NOT = {
has_variable = operations_milestone_var
}
}
set_variable = { operations_milestone_var = 1 }
}
else = {
add_to_variable = { operations_milestone_var = 1 }
}
}
}
}
}
grand_battleplan = {
folder = land
name = GRAND_DOCTRINE_GRAND_BATTLEPLAN
description = GRAND_DOCTRINE_GRAND_BATTLEPLAN_DESC
icon = GFX_doctrine_grand_battleplan_medium
available = {
always = yes
}
xp_cost = 100
xp_type = army
ai_will_do = {
base = 2
}
tracks = {
infantry
combat_support
armor
operations
}
# EFFECTS
enable_tactic = tactic_planned_attack
max_planning = 0.1
command_power_gain = 0.25
operations_track_mastery_gain_factor = 0.25
milestones = {
{
#Infantry
additional_brigade_column_size = 1
enable_tactic = tactic_elastic_defense
max_dig_in = 5
max_dig_in_factor = 0.1
effect = {
if = {
limit = {
NOT = {
has_variable = infantry_milestone_var
}
}
set_variable = { infantry_milestone_var = 1 }
}
else = {
add_to_variable = { infantry_milestone_var = 1 }
}
}
}
{
#Artillery/Support
coordination_bonus = 0.15
recon_factor_while_entrenched = 0.1
enable_tactic = tactic_overwhelming_fire
effect = {
if = {
limit = {
NOT = {
has_variable = support_milestone_var
}
}
set_variable = { support_milestone_var = 1 }
}
else = {
add_to_variable = { support_milestone_var = 1 }
}
}
}
{
#Armor
land_reinforce_rate = 0.02
max_planning = 0.1
enable_tactic = tactic_breakthrough
effect = {
if = {
limit = {
NOT = {
has_variable = armor_milestone_var
}
}
set_variable = { armor_milestone_var = 1 }
}
else = {
add_to_variable = { armor_milestone_var = 1 }
}
}
}
{
#Operations
coordination_bonus = 0.15
max_command_power = 50
max_planning = 0.1
effect = {
if = {
limit = {
NOT = {
has_variable = operations_milestone_var
}
}
set_variable = { operations_milestone_var = 1 }
}
else = {
add_to_variable = { operations_milestone_var = 1 }
}
}
}
}
}
mass_assault = {
folder = land
name = GRAND_DOCTRINE_MASS_ASSAULT
description = GRAND_DOCTRINE_MASS_ASSAULT_DESC
icon = GFX_doctrine_mass_assault_medium
available = {
always = yes
}
xp_cost = 100
xp_type = army
ai_will_do = {
base = 1
}
tracks = {
infantry
combat_support
armor
operations
}
# EFFECTS
no_supply_grace = 48
out_of_supply_factor = -0.10
infantry_track_mastery_gain_factor = 0.25
enable_tactic = tactic_relentless_assault
milestones = {
{
#Infantry
army_strength_factor = 0.05
enable_tactic = tactic_human_wave_tactics
additional_brigade_column_size = 1
effect = {
if = {
limit = {
NOT = {
has_variable = infantry_milestone_var
}
}
set_variable = { infantry_milestone_var = 1 }
}
else = {
add_to_variable = { infantry_milestone_var = 1 }
}
}
}
{
#Artillery/Support
enable_tactic = tactic_elastic_defense
out_of_supply_factor = -0.1
minimum_training_level = -0.05
effect = {
if = {
limit = {
NOT = {
has_variable = support_milestone_var
}
}
set_variable = { support_milestone_var = 1 }
}
else = {
add_to_variable = { support_milestone_var = 1 }
}
}
}
{
#Armor
land_reinforce_rate = 0.02
attrition = -0.1
enable_tactic = tactic_overwhelming_fire
effect = {
if = {
limit = {
NOT = {
has_variable = armor_milestone_var
}
}
set_variable = { armor_milestone_var = 1 }
}
else = {
add_to_variable = { armor_milestone_var = 1 }
}
}
}
{
#Operations
enable_tactic = tactic_backhand_blow
land_reinforce_rate = 0.02
weekly_casualties_war_support = 0.001
minimum_training_level = -0.05
dig_in_speed_factor = 0.2
effect = {
if = {
limit = {
NOT = {
has_variable = operations_milestone_var
}
}
set_variable = { operations_milestone_var = 1 }
}
else = {
add_to_variable = { operations_milestone_var = 1 }
}
}
}
}
}

View File

@@ -0,0 +1,348 @@
new_fleet_in_being = {
folder = naval
name = GRAND_DOCTRINE_FLEET_IN_BEING
description = GRAND_DOCTRINE_FLEET_IN_BEING_DESC
icon = GFX_doctrine_fleet_in_being_medium
available = {
always = yes
}
xp_cost = 100
xp_type = navy
ai_will_do = {
base = 1
}
tracks = {
submarines
screens
carriers
capital_ships
}
# EFFECTS
battleship = {
max_organisation = 15
}
navy_capital_ship_defence_factor = 0.1
milestones = {
{
#Capital Ships
mines_planting_by_fleets_factor = 0.2
convoy_escort_efficiency = 0.15
effect = {
if = {
limit = {
NOT = {
has_variable = capital_ships_milestone_var
}
}
set_variable = { capital_ships_milestone_var = 1 }
}
else = {
add_to_variable = { capital_ships_milestone_var = 1 }
}
}
}
{
#Carriers
screening_efficiency = 0.1
navy_capital_ship_attack_factor = 0.1
navy_capital_ship_defence_factor = 0.1
effect = {
if = {
limit = {
NOT = {
has_variable = carriers_milestone_var
}
}
set_variable = { carriers_milestone_var = 1 }
}
else = {
add_to_variable = { carriers_milestone_var = 1 }
}
}
}
{
#Screens
navy_anti_air_attack_factor = 0.2
effect = {
if = {
limit = {
NOT = {
has_variable = screens_milestone_var
}
}
set_variable = { screens_milestone_var = 1 }
}
else = {
add_to_variable = { screens_milestone_var = 1 }
}
}
}
{
#Submarines
naval_has_potf_in_combat_attack = 0.1
naval_has_potf_in_combat_defense = 0.1
naval_torpedo_reveal_chance_factor = -0.1
strike_force_movement_org_loss = -0.25
effect = {
if = {
limit = {
NOT = {
has_variable = submarines_milestone_var
}
}
set_variable = { submarines_milestone_var = 1 }
}
else = {
add_to_variable = { submarines_milestone_var = 1 }
}
}
}
}
}
new_convoy_raiding = {
folder = naval
name = GRAND_DOCTRINE_CONVOY_RAIDING
description = GRAND_DOCTRINE_CONVOY_RAIDING_DESC
icon = GFX_doctrine_trade_interdiction_medium
available = {
always = yes
}
xp_cost = 100
xp_type = navy
ai_will_do = {
base = 1
modifier = {
factor = 10
is_major = no
}
}
tracks = {
submarines
screens
carriers
capital_ships
}
# EFFECTS
submarine = {
max_organisation = 10
surface_detection = 0.10
}
convoy_raiding_efficiency_factor = 0.15
milestones = {
{
#Capital Ships
convoy_escort_efficiency = 0.10
navy_submarine_attack_factor = 0.1
navy_submarine_defence_factor = 0.1
naval_torpedo_cooldown_factor = -0.1
effect = {
if = {
limit = {
NOT = {
has_variable = capital_ships_milestone_var
}
}
set_variable = { capital_ships_milestone_var = 1 }
}
else = {
add_to_variable = { capital_ships_milestone_var = 1 }
}
}
}
{
#Carriers
submarine_attack = 0.10
naval_torpedo_reveal_chance_factor = -0.10
navy_visibility = -0.05
effect = {
if = {
limit = {
NOT = {
has_variable = carriers_milestone_var
}
}
set_variable = { carriers_milestone_var = 1 }
}
else = {
add_to_variable = { carriers_milestone_var = 1 }
}
}
}
{
#Screens
strike_force_movement_org_loss = -0.15
naval_detection = 0.1
effect = {
if = {
limit = {
NOT = {
has_variable = screens_milestone_var
}
}
set_variable = { screens_milestone_var = 1 }
}
else = {
add_to_variable = { screens_milestone_var = 1 }
}
}
}
{
#Submarines
sortie_efficiency = 0.30
naval_strike_targetting_factor = 0.1
convoy_raiding_efficiency_factor = 0.1
effect = {
if = {
limit = {
NOT = {
has_variable = submarines_milestone_var
}
}
set_variable = { submarines_milestone_var = 1 }
}
else = {
add_to_variable = { submarines_milestone_var = 1 }
}
}
}
}
}
new_base_strike = {
folder = naval
name = GRAND_DOCTRINE_BASE_STRIKE
description = GRAND_DOCTRINE_BASE_STRIKE_DESC
icon = GFX_doctrine_base_strike_medium
available = {
always = yes
}
xp_cost = 100
xp_type = navy
ai_will_do = {
base = 1
}
tracks = {
submarines
screens
carriers
capital_ships
}
# EFFECTS
carrier = {
max_organisation = 20
}
port_strike = 0.4
milestones = {
{
#Capital Ships
convoy_escort_efficiency = 0.15
effect = {
if = {
limit = {
NOT = {
has_variable = capital_ships_milestone_var
}
}
set_variable = { capital_ships_milestone_var = 1 }
}
else = {
add_to_variable = { capital_ships_milestone_var = 1 }
}
}
}
{
#Carriers
naval_strike_targetting_factor = 0.1
naval_torpedo_reveal_chance_factor = -0.10
effect = {
if = {
limit = {
NOT = {
has_variable = carriers_milestone_var
}
}
set_variable = { carriers_milestone_var = 1 }
}
else = {
add_to_variable = { carriers_milestone_var = 1 }
}
}
}
{
#Screens
carrier_night_traffic = 0.1
carrier_capacity_penalty_reduction = -0.2
naval_detection = 0.1
air_carrier_night_penalty_reduction_factor = 0.2
effect = {
if = {
limit = {
NOT = {
has_variable = screens_milestone_var
}
}
set_variable = { screens_milestone_var = 1 }
}
else = {
add_to_variable = { screens_milestone_var = 1 }
}
}
}
{
#Submarines
sortie_efficiency = 0.30
naval_strike_targetting_factor = 0.1
navy_carrier_air_agility_factor = 0.10
positioning = 0.1
effect = {
if = {
limit = {
NOT = {
has_variable = submarines_milestone_var
}
}
set_variable = { submarines_milestone_var = 1 }
}
else = {
add_to_variable = { submarines_milestone_var = 1 }
}
}
}
}
}

View File

@@ -71,6 +71,7 @@ armored_spearhead_TIX = {
}
TIX5 = {
#5
enable_tactic = tactic_breakthrough_for_tix
army_armor_defence_factor = 0.2
armored_car = {
default_morale = 0.3
@@ -172,6 +173,7 @@ mobile_defense_BYG = {
}
BYG5 = {
enable_tactic = tactic_tactical_withdrawal_huj
category_all_armor = {
hard_attack = 0.1
soft_attack = 0.1
@@ -267,6 +269,7 @@ streamlined_deployment_BFL = {
}
BFL5 = {
enable_tactic = tactic_masterful_blitz_for_bfl
army_attack_speed_factor = 1
category_all_armor = {
default_morale = 0.3
@@ -370,6 +373,7 @@ armored_infantry_support_HUJ = {
}
HUJ5 = {
#5
enable_tactic = tactic_breakthrough_for_tix
experience_gain_infantry_combat_factor = 0.25
experience_gain_medium_armor_combat_factor = 0.25
experience_gain_heavy_armor_combat_factor = 0.25
@@ -473,6 +477,8 @@ armored_cavalry_CHY = {
}
}
CHY5 = {
enable_tactic = tactic_elastic_defense_for_sad
enable_tactic = tactic_infantry_charge_for_chy
armored_car = {
max_organisation = 10
soft_attack = 0.2

View File

@@ -75,6 +75,7 @@ fire_concentration_BFL = {
}
BFL5 = {
#5
enable_tactic = tactic_barrage_for_BYG
anti_tank_brigade = {
ap_attack = 1
soft_attack = 0.2

View File

@@ -57,7 +57,7 @@ large_unit_tactics_BFL = {
#3
intel_from_combat_factor = 0.2
category_all_infantry = {
experience_loss_factor = -0.1
experience_loss_factor = -0.02
}
}
large_front_offensive = {
@@ -71,6 +71,7 @@ large_unit_tactics_BFL = {
}
motorization_initiative = {
#5
enable_tactic = tactic_human_wave_tactics_for_doh
category_all_infantry = {
breakthrough = 0.4
soft_attack = 0.2
@@ -272,6 +273,7 @@ defensive_postures_HUJ = {
}
}
HUJ5 = {
enable_tactic = tactic_backhand_blow_for_yuw
max_dig_in = 5
max_dig_in_factor = 0.25
dig_in_speed_factor = 1
@@ -464,6 +466,7 @@ commandos_SAD = {
}
SAD4 = {
enable_tactic = tactic_elastic_defense_for_sad
intel_from_combat_factor = 0.4
}

View File

@@ -517,6 +517,7 @@ infiltration_tactics_CHY = {
}
CHY5 = {
#5
enable_tactic = tactic_infantry_charge_for_chy
intel_from_combat_factor = 0.5
land_reinforce_rate = 0.03
org_loss_when_moving = -0.25
@@ -585,6 +586,7 @@ last_stand_AZ = {
}
AZ5 = {
#5
enable_tactic = tactic_guerrilla_tactics_for_doh
category_army = {
soft_attack = 0.2
hard_attack = 0.1

View File

@@ -1416,7 +1416,6 @@
completion_reward = {
BFL_lujunjianshe_dengji = yes
TY_lujunliluntupo = yes
set_technology = { masterful_blitz_for_bfl = 1 popup = no }
add_breakthrough_progress = {
specialization = specialization_land
value = 2.0

View File

@@ -3227,10 +3227,6 @@ focus_tree = {
add_idea = BFL_xinglujun
}
TY_lujunliluntupo = yes
set_technology = {
masterful_blitz_for_bfl = 1
popup = no
}
}
}
focus = {

View File

@@ -338,16 +338,6 @@ focus_tree = {
#search_filters = { FOCUS_FILTER_STABILITY }
completion_reward = {
TY_lujunliluntupo = yes
add_doctrine_cost_reduction = {
name = "现代闪电战"
cost_reduction = 0.5
uses = 4
category = land_doctrine
}
set_technology = {
barrage_for_BYG = 1
popup = no
}
add_breakthrough_progress = {
specialization = specialization_land
value = 1.5

View File

@@ -1517,10 +1517,6 @@
completion_reward = {
add_ideas = CHY_sakulajundui_buff
TY_lujunliluntupo = yes
set_technology = {
infantry_charge_for_chy = 1
popup = no
}
}
}
focus = {

View File

@@ -227,15 +227,6 @@ focus_tree = {
x = -1
y = 2
completion_reward = {
add_political_power = -50
set_technology = {
guerrilla_tactics_for_doh = 1
popup = no
}
set_technology = {
human_wave_tactics_for_doh = 1
popup = no
}
custom_effect_tooltip = DOH_dashijiyoujizhan_tooltip
hidden_effect = {
set_technology = {
@@ -6216,6 +6207,7 @@ focus_tree = {
tag = SND
tag = SIC
tag = GDC
tag = KUM
}
}
country_event = DOH_event.7

View File

@@ -679,10 +679,6 @@ focus_tree = {
specialization = specialization_land
value = 1.0
}
set_technology = {
tactical_withdrawal_huj = 1
popup = no
}
}
}
focus = {

View File

@@ -1617,17 +1617,13 @@ focus_tree = {
completion_reward = {
TY_lujunliluntupo = yes
add_manpower = 90000
army_experience = 25
army_experience = 75
hidden_effect = {
country_event = {
id = SAD_event.1
days = 60
}
}
set_technology = {
elastic_defense_for_sad = 1
popup = no
}
}
}
focus = {

View File

@@ -2149,10 +2149,6 @@ focus_tree = {
#search_filters = { FOCUS_FILTER_STABILITY }
completion_reward = {
TY_lujunliluntupo = yes
set_technology = {
breakthrough_for_tix = 1
popup = no
}
add_breakthrough_progress = {
specialization = specialization_land
value = 1.5

View File

@@ -572,7 +572,7 @@ focus_tree = {
#search_filters = { FOCUS_FILTER_STABILITY }
completion_reward = {
TY_lujunliluntupo = yes
if = {
limit = {
has_country_leader = {
@@ -582,7 +582,6 @@ focus_tree = {
}
add_country_leader_trait = zhdrg
}
set_technology = { backhand_blow_for_yuw = 1 popup = no }
}
}

View File

@@ -5750,10 +5750,6 @@ focus_tree = {
superior_firepower = 1
}
}
set_technology = {
backhand_blow_for_yuw = 1
popup = no
}
}
}
focus = {
@@ -11049,10 +11045,6 @@ focus_tree = {
}
}
TY_lujunliluntupo = yes
set_technology = {
backhand_blow_for_yuw = 1
popup = no
}
add_breakthrough_progress = {
specialization = specialization_land
value = 2
@@ -11090,10 +11082,6 @@ focus_tree = {
}
}
TY_lujunliluntupo = yes
set_technology = {
backhand_blow_for_yuw = 1
popup = no
}
add_breakthrough_progress = {
specialization = specialization_land
value = 2

View File

@@ -2089,12 +2089,7 @@ focus_tree = {
}
#search_filters = { FOCUS_FILTER_STABILITY }
completion_reward = {
custom_effect_tooltip = "允许解锁第二条陆军学说路线"
set_country_flag = TY_army_liluntupo
set_technology = {
backhand_blow_for_yuw = 1
popup = no
}
TY_lujunliluntupo = yes
}
}
focus = {

View File

@@ -308,14 +308,12 @@ focus_tree = {
}
#search_filters = { FOCUS_FILTER_STABILITY }
completion_reward = {
custom_effect_tooltip = "允许解锁第二条陆军学说路线"
set_country_flag = TY_army_liluntupo
TY_lujunliluntupo = yes
add_ideas = YUW_rmzx
swap_ideas = {
add_idea = YUW_ywzq
remove_idea = YUW_xy
}
set_technology = { backhand_blow_for_yuw = 1 popup = no }
}
}

View File

@@ -209,6 +209,7 @@ on_actions = {
every_country = {
set_technology = {
az_jianniangguo_tech = 1
popup = no
}
}
}

View File

@@ -1535,115 +1535,5 @@ technologies = {
az_hedonglifeijiyinqing
}
}
#国家特色战术
breakthrough_for_tix = {
enable_tactic = tactic_breakthrough_for_tix
doctrine = yes
research_cost = 1
#set at gamestart
allow = {
always = no
}
}
elastic_defense_for_sad = {
enable_tactic = tactic_elastic_defense_for_sad
doctrine = yes
research_cost = 1
#set at gamestart
allow = {
always = no
}
}
infantry_charge_for_chy = {
enable_tactic = tactic_infantry_charge_for_chy
doctrine = yes
research_cost = 1
#set at gamestart
allow = {
always = no
}
}
guerrilla_tactics_for_doh = {
enable_tactic = tactic_guerrilla_tactics_for_doh
doctrine = yes
research_cost = 1
#set at gamestart
allow = {
always = no
}
}
human_wave_tactics_for_doh = {
enable_tactic = tactic_human_wave_tactics_for_doh
doctrine = yes
research_cost = 1
#set at gamestart
allow = {
always = no
}
}
barrage_for_BYG = {
enable_tactic = tactic_barrage_for_BYG
doctrine = yes
research_cost = 1
#set at gamestart
allow = {
always = no
}
}
barrage_for_BYG = {
enable_tactic = tactic_barrage_for_BYG
doctrine = yes
research_cost = 1
#set at gamestart
allow = {
always = no
}
}
tactical_withdrawal_huj = {
enable_tactic = tactic_tactical_withdrawal_huj
doctrine = yes
research_cost = 1
#set at gamestart
allow = {
always = no
}
}
masterful_blitz_for_bfl = {
enable_tactic = tactic_masterful_blitz_for_bfl
doctrine = yes
research_cost = 1
#set at gamestart
allow = {
always = no
}
}
backhand_blow_for_yuw = {
enable_tactic = tactic_backhand_blow_for_yuw
doctrine = yes
research_cost = 1
#set at gamestart
allow = {
always = no
}
}
}

View File

@@ -698,6 +698,11 @@ country_event = {
transfer_state = 524
transfer_state = 527
transfer_state = 525
transfer_state = 1043
transfer_state = 1028
transfer_state = 1031
transfer_state = 1030
transfer_state = 1029
white_peace = CHY
if = {
limit = {

View File

@@ -725,6 +725,7 @@
DOH_loong_event.1001.t: "工业规划圆满完成!"
DOH_loong_event.1001.d: "工业规划圆满完成了,人们召开了盛大的庆祝仪式,共同分享美食。"
DOH_loong_event.1001.a: "好耶!"
DOH_loong_event.1001.at: "§G工业规划顺利完成§!"
DOH_loong_event.1002.t: "工业规划未能达标"
DOH_loong_event.1002.d: "工业规划失败了..."
DOH_loong_event.1002.a: "坏"
@@ -738,7 +739,7 @@
TIX_zengsongtanketuzhi: "赠送坦克图纸"
TIX_zengsongtanketuzhi_desc: "落后的东煌人貌似没有见过坦克,我们可以把旧的坦克图纸给她们,让她们见识一下我们铁血的厉害。"
HUJ_zengsongyunshuchuan: "赠送运输船"
HUJ_zengsongyunshuchuan_desc: ""作为碧蓝航线阵营的领袖,我们应该帮助东煌,先送她们一些商船来促进贸易吧。
HUJ_zengsongyunshuchuan_desc: "作为碧蓝航线阵营的领袖,我们应该帮助东煌,先送她们一些商船来促进贸易吧。"
BFL_panqianzhiyuanzhe: "派遣志愿者"
BFL_panqianzhiyuanzhe_desc: "落后的东煌人民需要帮助!我们北方联合有许多热情的志愿者想去东煌帮助她们建设国家。"
TIX_yaoqingcanguan: "邀请东煌参观"

View File

@@ -100,24 +100,24 @@
trait_xiaozhongcaizhe: "懵懵懂懂"
trait_shaoqian_advisor: "异世界的军事指导"
#舰娘国战术TAG#
breakthrough_for_tix: "Wahrheit"
tactic_breakthrough_for_tix: "Wahrheit"
elastic_defense_for_sad: "跃动与回复之勇"
tactic_elastic_defense_for_sad: "跃动与回复之勇"
infantry_charge_for_chy: "锋焰显征"
tactic_infantry_charge_for_chy: "锋焰显征"
guerrilla_tactics_for_doh: "雾洒碧海"
human_wave_tactics_for_doh: "星罗棋布"
tactic_guerrilla_tactics_for_doh: "雾洒碧海"
tactic_human_wave_tactics_for_doh: "星罗棋布"
barrage_for_BYG: "吐息之焰"
tactic_barrage_for_BYG: "吐息之焰"
tactical_withdrawal_huj: "Tunnel Vision"
tactic_tactical_withdrawal_huj: "Tunnel Vision"
masterful_blitz_for_bfl: "钢武冰锋"
tactic_masterful_blitz_for_bfl: "钢武冰锋"
backhand_blow_for_yuw: "神穹之盾"
tactic_backhand_blow_for_yuw: "神穹之盾"
breakthrough_for_tix: "舰娘重点突破"
tactic_breakthrough_for_tix: "舰娘重点突破"
elastic_defense_for_sad: "舰娘战术防御"
tactic_elastic_defense_for_sad: "舰娘战术防御"
infantry_charge_for_chy: "舰娘渗透突击"
tactic_infantry_charge_for_chy: "舰娘渗透突击"
guerrilla_tactics_for_doh: "舰娘游击战"
human_wave_tactics_for_doh: "舰娘大规模进攻"
tactic_guerrilla_tactics_for_doh: "舰娘游击战"
tactic_human_wave_tactics_for_doh: "舰娘大规模进攻"
barrage_for_BYG: "舰娘火力压制"
tactic_barrage_for_BYG: "舰娘火力压制"
tactical_withdrawal_huj: "舰娘战术撤退"
tactic_tactical_withdrawal_huj: "舰娘战术撤退"
masterful_blitz_for_bfl: "舰娘装甲集群"
tactic_masterful_blitz_for_bfl: "舰娘装甲集群"
backhand_blow_for_yuw: "舰娘固守防御"
tactic_backhand_blow_for_yuw: "舰娘固守防御"
#新领导人特质TAG#
trait_huonululu: "火力全开"
trait_bulaimodun: "火翼燎原"