2025-12-10 04:02:20

This commit is contained in:
actions[bot]
2025-12-10 04:02:20 +00:00
parent 2f806f173a
commit c329f70b4f
59 changed files with 1672 additions and 41825 deletions

View File

@@ -904,3 +904,17 @@ az_ceshichengjiu_cj = {
always = yes
}
}
az_meizhoutiaozhan_cj2 = {
possible = {
difficulty > 1
has_start_date < 1936.01.02
has_any_custom_difficulty_setting = no
game_rules_allow_achievements = yes
}
happened = {
not = { has_global_flag = modoption_dingzhenai_on }
has_global_flag = az_meizhoutiaozhan_cj_get2
}
}

File diff suppressed because it is too large Load Diff

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@@ -469,6 +469,7 @@ BFL_rush_to_berlin = {
enable = {
date > 1943.1.1
has_war_with = TIX
TIX = { is_ai = yes }
}
abort_when_not_enabled = yes
@@ -493,6 +494,7 @@ YUW_enemy = {
}
enable = {
has_war_with = YUW
YUW = { is_ai = yes }
}
abort_when_not_enabled = yes
ai_strategy = {

View File

@@ -1938,3 +1938,73 @@ BYG_heavytank_production = {
value = 20
}
}
### Pacific war strategies
BYG_CHY_pacific_war_dominance = {
allowed = {
OR = {
original_tag = BYG
original_tag = CHY
}
}
enable = {
OR = {
has_war_with = BYG
has_war_with = CHY
}
surrender_progress < 0.15 #Just give up trying to compete now
set_temp_variable = { t = num_ships_with_type@carrier }
check_variable = { t > 4 } #We lost the carrier war now, time to retreat
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_dominance
id = micronesia_pacific_control_zone
value = 80
}
ai_strategy = {
type = naval_dominance
id = mariana_pacific_control_zone
value = 80
}
ai_strategy = {
type = naval_dominance
id = north_pacific_control_zone
value = 80
}
ai_strategy = {
type = naval_dominance
id = pearl_harbor_pacific_control_zone
value = 80
}
}
BYG_dominate_the_home_islands = {
allowed = {
original_tag = BYG
}
enable = {
has_war_with = CHY
OR = {
date > 1943.1.1
controls_state = 645 #Iwo Jima
}
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_dominance
id = home_islands_control_zone
value = 100
}
}

View File

@@ -2861,3 +2861,64 @@ HUJ_heavytank_production = {
value = 40
}
}
HUJ_dominate_the_home_islands = {
allowed = {
original_tag = HUJ
}
enable = {
has_war_with = CHY
date > 1943.1.1
NOT = { has_war_with = TIX }
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_dominance
id = home_islands_control_zone
value = 100
}
ai_strategy = {
type = naval_dominance
id = micronesia_pacific_control_zone
value = 80
}
ai_strategy = {
type = naval_dominance
id = mariana_pacific_control_zone
value = 80
}
}
HUJ_develop_mediterranean_supremacy = {
allowed = {
original_tag = HUJ
}
enable = {
OR = {
has_war_with = SAD
has_war_with = SOU
}
date > 1940.1.1
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_dominance
id = western_med_control_zone
value = 30
}
ai_strategy = {
type = naval_dominance
id = eastern_med_control_zone
value = 80
}
}

View File

@@ -979,3 +979,32 @@ SAD_invasion_buffer = {
subtract_fronts_from_need = yes
}
}
ITA_contest_the_med = {
allowed = {
original_tag = SAD
}
enable = {
OR = {
has_war_with = HUJ
has_war_with = SOU
}
date > 1939.10.10
# We just want to always do this, this is our home coast
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_dominance
id = western_med_control_zone
value = 80
}
ai_strategy = {
type = naval_dominance
id = eastern_med_control_zone
value = 80
}
}

View File

@@ -620,7 +620,7 @@ TIX_strike_BFL = {
priority = 100
ordertype = front
execution_type = rush
execution_type = balanced
execute_order = yes
}
@@ -1018,6 +1018,19 @@ TIX_war_YUW_no_ai = {
ordertype = front
execution_type = careful
}
ai_strategy = {
type = front_control
tag = YUW
ratio = 0.5
priority = 100
ordertype = front
execution_type = balanced
execute_order = yes
}
}
@@ -2459,6 +2472,7 @@ TIX_blitz_france = {
date < 1940.9.1
HOL = { has_capitulated = yes }
is_historical_focus_on = yes
YUW = { is_ai = yes }
}
abort_when_not_enabled = yes

File diff suppressed because it is too large Load Diff

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@@ -1,7 +1,5 @@
# Written by Henrik "Groogy" Hansson
# Modified by Daniel "Da9L" Sjöberg
default_unit_production = { #If adding country-unique ones, bear in mind that they STACK
default_unit_production = {
# If adding country-unique ones, bear in mind that they STACK unless excluding countries in the enable
enable = {
always = yes
NOT = {
@@ -14,6 +12,9 @@ default_unit_production = { #If adding country-unique ones, bear in mind that th
tag = SOV
original_tag = ITA
original_tag = JAP
original_tag = HUN
original_tag = SIA
original_tag = USA
original_tag = CHY
original_tag = DOH
original_tag = TIX
@@ -30,6 +31,7 @@ default_unit_production = { #If adding country-unique ones, bear in mind that th
}
abort_when_not_enabled = yes
# Land division factors
ai_strategy = {
type = role_ratio
id = paratroopers
@@ -60,7 +62,7 @@ default_unit_production = { #If adding country-unique ones, bear in mind that th
value = 80
}
#Air unit factors
# Air unit factors
ai_strategy = {
type = unit_ratio
id = fighter
@@ -153,9 +155,37 @@ default_unit_production = { #If adding country-unique ones, bear in mind that th
}
}
default_unit_production_super_heavies = {
enable = {
is_major = yes
num_of_military_factories > 150 # nly if we have loads of factories
date > 1943.6.1 # Lets wait until late war
NOT = { has_tech = main_battle_tank_chassis } # Abandon Super heavy projects if we start doing modern tanks instead
NOT = { has_government = democratic } # Let the authoritarian regimes spend money on this
}
abort_when_not_enabled = yes
ai_strategy = {
type = role_ratio
id = super_heavy_breakthrough_role
value = 1
}
}
default_unit_production_land_cruiser = {
enable = {
is_special_project_completed = sp:sp_land_land_cruiser
}
abort_when_not_enabled = yes
ai_strategy = {
type = role_ratio
id = mega_heavy_breakthrough_role
value = 2
}
}
default_role_ratios = {
enable = {
NOT = {
not = {
has_dlc = "Man the Guns"
}
}
@@ -189,7 +219,7 @@ default_role_ratios = {
default_role_ratios = {
enable = {
has_dlc = "Man the Guns"
NOT = {
not = {
OR = {
original_tag = GER
original_tag = ENG
@@ -207,8 +237,8 @@ default_role_ratios = {
original_tag = HUJ
original_tag = BLI
original_tag = SIR
original_tag = DH1
}
}
}
abort_when_not_enabled = yes
@@ -278,21 +308,6 @@ default_surplus_management = {
# If we manage to get all equipment we want, keep producing more stuff according to this
enable = {
always = yes # For now, applies to everyone
NOT = {
OR = {
original_tag = CHY
original_tag = DOH
original_tag = TIX
original_tag = YUW
original_tag = BFL
original_tag = BYG
original_tag = SAD
original_tag = HUJ
original_tag = BLI
original_tag = SIR
}
}
}
abort_when_not_enabled = yes
@@ -439,6 +454,18 @@ bba_air_prod_1 = {
value = 1
}
ai_strategy = {
type = unit_ratio
id = cv_fighter
value = 10
}
ai_strategy = {
type = unit_ratio
id = cv_naval_bomber
value = 10
}
}
bba_support_boosts = {
@@ -672,6 +699,7 @@ default_garrison_production = {
original_tag = FRA
original_tag = JAP
original_tag = ENG
original_tag = SIA
original_tag = CHY
original_tag = DOH
original_tag = TIX
@@ -682,6 +710,7 @@ default_garrison_production = {
original_tag = HUJ
original_tag = BLI
original_tag = SIR
original_tag = DH1
}
ai_wants_divisions > 12 #Massively decreasing the amount of garrison and suppression the AI wants
is_major = yes
@@ -696,13 +725,6 @@ default_garrison_production = {
id = garrison
value = 5
}
# Old garrison system against resistance
# ai_strategy = {
# type = role_ratio
# id = suppression
# value = 2
# }
}
default_mountaineers_production = {
@@ -761,7 +783,6 @@ default_mobile_production = {
original_tag = BLI
original_tag = SIR
}
}
}
abort = {
@@ -821,16 +842,6 @@ slightly_naval_focused_nation = {
tag = ENG
tag = FRA
tag = ITA
tag = CHY
tag = DOH
tag = TIX
tag = YUW
tag = BFL
tag = BYG
tag = SAD
tag = HUJ
tag = BLI
tag = SIR
}
}
abort_when_not_enabled = yes
@@ -866,16 +877,6 @@ more_naval_focused_nation = {
tag = JAP
tag = USA
tag = ENG
tag = CHY
tag = DOH
tag = TIX
tag = YUW
tag = BFL
tag = BYG
tag = SAD
tag = HUJ
tag = BLI
tag = SIR
}
date > "1941.1.1" # Delaying it by a couple of years
}
@@ -995,7 +996,7 @@ default_area_priority_non_africa = {
NOT = { original_tag = ENG }
NOT = { is_subject_of = ENG }
NOT = { capital_scope = { is_on_continent = africa } }
NOT = { original_tag = CHY }
NOT = { original_tag = CHY }
NOT = { original_tag = DOH }
NOT = { original_tag = TIX }
NOT = { original_tag = YUW }
@@ -1223,16 +1224,18 @@ DEFAULT_early_template_design = {
tag = JAP
tag = USA
tag = POL
tag = CHY
tag = DOH
tag = TIX
tag = YUW
tag = BFL
tag = BYG
tag = SAD
tag = HUJ
tag = BLI
tag = SIR
tag = SIA
original_tag = CHY
original_tag = DOH
original_tag = TIX
original_tag = YUW
original_tag = BFL
original_tag = BYG
original_tag = SAD
original_tag = HUJ
original_tag = BLI
original_tag = SIR
original_tag = DH1
}
}
date < 1940.1.1
@@ -1295,16 +1298,17 @@ DEFAULT_midlate_template_design = {
tag = JAP
tag = USA
tag = POL
tag = CHY
tag = DOH
tag = TIX
tag = YUW
tag = BFL
tag = BYG
tag = SAD
tag = HUJ
tag = BLI
tag = SIR
tag = SIA
original_tag = CHY
original_tag = DOH
original_tag = TIX
original_tag = YUW
original_tag = BFL
original_tag = BYG
original_tag = SAD
original_tag = HUJ
original_tag = BLI
original_tag = SIR
}
}
date > 1940.1.1
@@ -1625,6 +1629,297 @@ minors_dont_spy = {
}
}
### SPECIAL PROJECT STRATEGIES
default_build_a_nl_facility = {
enable = {
has_tech = atomic_research
num_of_civilian_factories > 25
num_of_military_factories > 25 # Even if we have the base tech, let's wait until we have some kind of capacity
nuclear_facility < 1 # one is enough
}
abort_when_not_enabled = yes
ai_strategy = {
type = build_building
id = nuclear_facility
value = 100
}
}
default_build_a_nav_facility = {
enable = {
num_of_naval_factories > 25 # Only Naval Powers should bother with these unless specifically told to do otherwise
naval_facility < 1 # one is enough
}
abort_when_not_enabled = yes
ai_strategy = {
type = build_building
id = naval_facility
value = 100
}
}
# TODO MANU or THOMAS
default_build_a_gun_emplacement = {
enable = {
is_major = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = build_building
id = mega_gun_emplacement
value = 1
}
}
default_build_a_lw_facility = {
enable = {
is_major = yes
num_of_civilian_factories > 40
num_of_military_factories > 40
OR = { # Don't start until we can build decent tanks of some kind
has_tech = improved_light_tank_chassis
has_tech = basic_medium_tank_chassis
has_tech = improved_heavy_tank_chassis
}
land_facility < 1 # one is enough
}
abort_when_not_enabled = yes
ai_strategy = {
type = build_building
id = land_facility
value = 1
}
}
default_build_an_air_facility = {
allowed = {
NOT = { original_tag = GER } # Germany uses own strat
}
enable = {
is_major = yes # Minors don't bother until strong enough to be considered major
num_of_military_factories > 40 # We should first build up our military industry
OR = { # Don't start until we can build decent aircraft
has_tech = basic_small_airframe
has_tech = basic_medium_airframe
has_tech = basic_large_airframe
}
air_facility < 1 # one is enough
}
abort_when_not_enabled = yes
ai_strategy = {
type = build_building
id = air_facility
value = 1
}
}
default_become_spymaster_major = {
allowed = {
has_dlc = "La Resistance"
}
enable = {
is_major = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = become_spymaster
value = 30
}
}
default_become_spymaster_minor = {
allowed = {
has_dlc = "La Resistance"
}
enable = {
is_major = no
}
abort_when_not_enabled = yes
ai_strategy = {
type = become_spymaster
value = 2
}
}
default_become_head_of_crypto = {
allowed = {
has_dlc = "No Compromise, No Surrender"
has_dlc = "La Resistance"
}
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = become_head_of_crypto
value = 2
}
}
default_become_head_of_operations = {
allowed = {
has_dlc = "No Compromise, No Surrender"
has_dlc = "La Resistance"
}
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = become_head_of_operations
value = 2
}
}
default_become_counter_intel = {
allowed = {
has_dlc = "No Compromise, No Surrender"
has_dlc = "La Resistance"
}
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = become_head_of_counter_intel
value = 2
}
}
default_become_supreme_commander = {
allowed = {
has_dlc = "No Compromise, No Surrender"
has_dlc = "La Resistance"
}
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = spent_faction_initiative_priority
id = unlock_faction_commander
value = 2
}
}
default_become_faction_leader = {
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = pp_spend_priority
id = become_faction_leader
value = 100
}
}
default_add_faction_facility = {
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = spent_faction_initiative_priority
id = program
value = 5
}
}
default_unlock_doctrine_sharing = {
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = spent_faction_initiative_priority
id = unlock_doctrine_sharing
value = 10
}
}
default_assign_supportive_scientist = {
enable = {
OR = {
can_assign_supportive_scientist_to_faction = specialization_land
can_assign_supportive_scientist_to_faction = specialization_nuclear
can_assign_supportive_scientist_to_faction = specialization_naval
can_assign_supportive_scientist_to_faction = specialization_naval
}
has_political_power > 74 # mainly to add some time padding for the player to react, and to not spend pp on it if there are cheaper things that we could want to do
}
abort_when_not_enabled = yes
ai_strategy = {
type = pp_spend_priority
id = supportive_scientist
value = 25
}
}
default_recruit_land_scientist = {
enable = {
OR = {
can_assign_supportive_scientist_to_faction = specialization_land
nuclear_facility > 0
}
}
abort_when_not_enabled = yes
ai_strategy = {
type = recruit_scientist
id = specialization_land
value = 100
}
}
default_recruit_nuclear_scientist = {
enable = {
OR = {
can_assign_supportive_scientist_to_faction = specialization_nuclear
nuclear_facility > 0
}
}
abort_when_not_enabled = yes
ai_strategy = {
type = recruit_scientist
id = specialization_nuclear
value = 100
}
}
default_recruit_naval_scientist = {
enable = {
OR = {
can_assign_supportive_scientist_to_faction = specialization_naval
naval_facility > 0
}
}
abort_when_not_enabled = yes
ai_strategy = {
type = recruit_scientist
id = specialization_naval
value = 100
}
}
default_recruit_air_scientist = {
enable = {
OR = {
can_assign_supportive_scientist_to_faction = specialization_air
air_facility > 0
}
}
abort_when_not_enabled = yes
ai_strategy = {
type = recruit_scientist
id = specialization_air
value = 100
}
}
default_produce_some_trucks_for_buffer = {
enable = {
num_of_military_factories > 12
@@ -1643,14 +1938,13 @@ default_produce_some_trucks_for_buffer = {
original_tag = BLI
original_tag = SIR
}
}
}
abort_when_not_enabled = yes
ai_strategy = {
type = equipment_production_min_factories
id = motorized
type = equipment_production_min_factories_archetype
id = motorized_equipment
value = 1
}
}
@@ -1758,3 +2052,73 @@ allies_avoid_starting_wars_during_endgame = { #Allies should avoid attacking.. w
value = -400
}
}
we_dont_believe_in_mountain_tanks = {
enable = {
is_historical_focus_on = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = front_armor_score
id = "GRE"
value = -100
}
ai_strategy = {
type = front_armor_score
id = "YUG"
value = -100
}
}
# Build some rockets (simple strats to have a minimum production at least )
if_we_can_build_v1_rockets_we_want_rockets = {
enable = {
is_special_project_completed = sp:sp_rockets_flying_bomb
}
abort_when_not_enabled = yes
ai_strategy = {
type = equipment_production_min_factories_archetype
id = guided_missile_equipment
value = 1
}
}
if_we_can_build_v2_rockets_we_want_v2_rockets = {
enable = {
is_special_project_completed = sp:sp_rockets_ballistic_missile
}
abort_when_not_enabled = yes
ai_strategy = {
type = equipment_production_min_factories_archetype
id = ballistic_missile_equipment
value = 1
}
}
if_we_can_build_sams_we_want_sams = {
enable = {
is_special_project_completed = sp:sp_rockets_ground_to_air_missile
}
abort_when_not_enabled = yes
ai_strategy = {
type = equipment_production_min_factories_archetype
id = sam_missile_equipment
value = 1
}
}
if_we_can_build_nuclear_missiles_we_want_nuclear_missiles = {
enable = {
is_special_project_completed = sp:sp_nuclear_warheads
}
abort_when_not_enabled = yes
ai_strategy = {
type = equipment_production_min_factories_archetype
id = nuclear_missile_equipment
value = 1
}
}

View File

@@ -39,6 +39,7 @@ buildings = {
show_modifier = yes
allied_build = yes
affects_energy = yes
infrastructure_construction_effect = yes
level_cap = {
@@ -471,6 +472,7 @@ buildings = {
base_cost = 35000
icon_frame = 27
#nuclear_reactor = yes
affects_energy = yes
value = 10
infrastructure_construction_effect = yes
@@ -478,7 +480,6 @@ buildings = {
modifiers = {
nuclear_production_factor = 3
thermonuclear_production_factor = 2
#consumer_goods_factor = -0.05
}
}
@@ -585,6 +586,7 @@ buildings = {
spawn_point = dam_spawn
damage_factor = -1
is_buildable = no
affects_energy = yes
need_detection = yes
detecting_intel_type = civilian
province_damage_modifiers = { flooded }
@@ -639,6 +641,7 @@ buildings = {
spawn_point = locks_spawn
damage_factor = -1
is_buildable = no
affects_energy = yes
always_shown = yes
state_damage_modifier = { kiel_canal_damaged_modifier }
only_display_if_exists = yes
@@ -674,6 +677,46 @@ buildings = {
}
}
#### Energy
energy_infrastructure = {
base_cost = 12000
icon_frame = 30
value = 1
show_modifier = yes
affects_energy = yes
infrastructure_construction_effect = yes
level_cap = {
state_max = 1
shares_slots = yes
group_by = infrastructure_keystone
}
state_modifiers = {
local_factory_energy_consumption_per_infrastructure = -0.075
}
}
industrial_infrastructure = {
base_cost = 12000
icon_frame = 31
value = 1
show_modifier = yes
infrastructure_construction_effect = yes
level_cap = {
state_max = 1
shares_slots = yes
group_by = infrastructure_keystone
}
state_modifiers = {
local_resource_gain_efficiency_per_infrastructure = 0.10
}
}
}
spawn_points = {

View File

@@ -133,6 +133,10 @@ DOH_decision_category = {
controls_state = 761
controls_state = 527
controls_state = 525
controls_state = 1028
controls_state = 1029
controls_state = 1030
controls_state = 1031
}
}
days_remove = 70
@@ -342,13 +346,21 @@ DOH_decision_category = {
available = {
owns_state = 527
owns_state = 525
owns_state = 1028
owns_state = 1029
owns_state = 1030
owns_state = 1031
}
cost = 25
fire_only_once = yes
days_remove = 5
complete_effect = {
add_state_core = 527
add_state_core = 525
every_state = {
limit = {
is_core_of = KOR
}
add_core_of = DOH
}
hidden_effect = {
set_victory_points = {
province = 4052 # 平壤

View File

@@ -1,260 +0,0 @@
debug_decisions = {
create_operative_debug = {
icon = generic_research
available = {
always = yes
}
visible = {
always = yes
}
fire_only_once = no
cost = 0
complete_effect = {
create_operative_leader = {
bypass_recruitment = yes
}
}
ai_will_do = {
base = 0
}
}
create_recruitable_operative_not_to_spy_master_debug = {
icon = generic_research
available = {
always = yes
}
visible = {
always = yes
}
fire_only_once = no
cost = 0
complete_effect = {
create_operative_leader = {
bypass_recruitment = no
available_to_spy_master = no
}
}
ai_will_do = {
base = 0
}
}
create_recruitable_operative_debug = {
icon = generic_research
available = {
always = yes
}
visible = {
always = yes
}
fire_only_once = no
cost = 0
complete_effect = {
create_operative_leader = {
bypass_recruitment = no
}
}
ai_will_do = {
base = 0
}
}
FRA_capture_operative_debug = {
available = {
NOT = { TAG = FRA }
num_of_operatives > 0
}
visible = {
always = yes
}
fire_only_once = no
cost = 0
complete_effect = {
random_operative = {
limit = {
is_operative_captured = no
}
capture_operative = {
captured_by = FRA
}
}
}
ai_will_do = {
base = 0
}
}
FRA_turn_operative_debug = {
available = {
NOT = { TAG = FRA }
num_of_operatives > 0
}
visible = {
always = yes
}
fire_only_once = no
cost = 0
complete_effect = {
random_operative = {
limit = {
is_operative_captured = no
}
set_nationality = FRA
operative_leader_event = {
id = lar_operative_event.5
set_from_from = GER #tells the event which nationality to add
}
}
}
ai_will_do = {
base = 0
}
}
harm_operative_debug = {
available = {
num_of_operatives > 0
}
visible = {
always = yes
}
fire_only_once = no
cost = 0
complete_effect = {
random_operative = {
harm_operative_leader = 1
operative_leader_event = {
id = lar_operative_event.4
set_from_from = URG
}
}
}
ai_will_do = {
base = 0
}
}
add_random_nationality = {
available = {
num_of_operatives > 0
}
visible = {
always = yes
}
fire_only_once = no
cost = 0
complete_effect = {
random_country = {
limit = {
NOT = { tag = FROM }
}
FROM = {
random_operative = {
add_nationality = PREV.PREV
}
}
}
}
ai_will_do = {
base = 0
}
}
slot_machine = { # we pegi 18 now
available = {
always = yes
}
visible = {
always = yes
}
days_remove = 777
modifier = {
operative_slot = 99
}
}
decryption_tech_1 = {
days_remove = 100
modifier = {
decryption = 1
}
}
decryption_tech_2 = {
days_remove = 100
modifier = {
decryption = 1
}
}
decryption_tech_3 = {
days_remove = 100
modifier = {
decryption = 1
}
}
encryption_tech_1 = {
days_remove = 100
modifier = {
encryption = 1
}
}
encryption_tech_2 = {
days_remove = 100
modifier = {
encryption = 1
}
}
encryption_tech_3 = {
days_remove = 100
modifier = {
encryption = 1
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,319 +0,0 @@
debug_decisions = {
icon = generic_research
visible = {
is_debug = yes
}
}
propaganda_efforts = {
icon = generic_propaganda
visible = {
}
}
MTG_naval_treaties = {
picture = GFX_decision_cat_picture_naval_treaties
allowed = {
has_dlc = "Man the Guns"
}
visible = {
OR = {
has_naval_treaty_trigger = yes
is_major = yes
}
any_owned_state = {
is_coastal = yes
}
}
}
SAF_anti_colonialist_crusade = {
allowed = {
original_tag = SAF
}
}
war_measures = {
icon = generic_propaganda
visible = {
has_war = yes
}
}
operations = {
icon = GFX_decision_category_military_operation
}
foreign_support = {
icon = generic_political_actions
}
prestigious_projects = {
}
foreign_politics = {
icon = generic_political_actions
}
political_actions = {
icon = generic_political_actions
allowed = {
always = yes
}
}
foreign_influence = {
icon = generic_political_actions
}
fascism_on_the_rise = {
icon = generic_fascism
allowed = {
NOT = {
AND = {
has_dlc = "Man the Guns"
OR = {
original_tag = USA
original_tag = MEX
original_tag = ENG
}
}
}
}
#visible = {
# NOT = { has_government = fascism }
# has_idea_with_trait = fascist_demagogue
#}
}
democratic_on_the_rise = {
icon = generic_democracy
allowed = {
always = yes
}
#visible = {
# NOT = { has_government = democratic }
# has_idea_with_trait = democratic_reformer
#}
}
communism_on_the_rise = {
icon = generic_communism
allowed = {
NOT = {
AND = {
has_dlc = "Man the Guns"
OR = {
original_tag = USA
original_tag = MEX
original_tag = ENG
}
}
}
}
#visible = {
# NOT = { has_government = communism }
# has_idea_with_trait = communist_revolutionary
#}
}
crisis = {
icon = generic_crisis
priority = 100
visible = {
OR = {
has_country_flag = crisis_in_progress
has_civil_war = yes
}
}
}
demobilization = {
icon = generic_crisis
priority = 100
visible = {
has_war = no
}
}
economy_decisions = {
icon = generic_economy
}
prospect_for_resources = {
icon = generic_prospect_for_resources
allowed = {
has_dlc = "Waking the Tiger"
}
}
special_projects = {
icon = generic_prospect_for_resources
allowed = {
has_dlc = "Waking the Tiger"
}
}
governments_in_exile = {
icon = generic_formable_nations
picture = GFX_decision_cat_picture_government_in_exile
allowed = {
has_dlc = "Man the Guns"
}
}
category_exile_forces = {
icon = infiltration
picture = GFX_decision_cat_picture_government_in_exile
allowed = {
has_dlc = "Man the Guns"
}
}
category_test_decisions = {
priority = 110
visible = {
is_debug = yes
}
}
lar_local_recruitment = {
allowed = { has_dlc = "La Resistance" }
visible = { has_done_agency_upgrade = upgrade_training_centers }
visibility_type = map_and_decisions_view
on_map_area = {
state = 8
name = LAR_recruitment_europe
zoom = 650
target_root_trigger = {
OR = {
has_country_flag = europe_recruitment_unlocked
capital_scope = { is_on_continent = europe }
}
}
}
on_map_area = {
state = 373
name = LAR_recruitment_north_america
zoom = 850
target_root_trigger = {
OR = {
has_country_flag = north_america_recruitment_unlocked
capital_scope = { is_on_continent = north_america }
}
}
}
on_map_area = {
state = 487
name = LAR_recruitment_south_america
zoom = 850
target_root_trigger = {
OR = {
has_country_flag = south_america_recruitment_unlocked
capital_scope = { is_on_continent = south_america }
}
}
}
on_map_area = {
state = 295
name = LAR_recruitment_africa
zoom = 850
target_root_trigger = {
OR = {
has_country_flag = africa_recruitment_unlocked
capital_scope = { is_on_continent = africa }
}
}
}
on_map_area = {
state = 597
name = LAR_recruitment_asia
zoom = 850
target_root_trigger = {
OR = {
has_country_flag = asia_recruitment_unlocked
capital_scope = { is_on_continent = asia }
}
NOT = {
tag = RAJ
tag = PAK
tag = BAN
tag = NEP
tag = BHU
tag = SRL
}
}
}
on_map_area = {
state = 521
name = LAR_recruitment_oceania
zoom = 850
target_root_trigger = {
OR = {
has_country_flag = australia_recruitment_unlocked
capital_scope = { is_on_continent = australia }
}
}
}
on_map_area = {
state = 439
name = LAR_recruitment_india
zoom = 850
target_root_trigger = {
OR = {
has_country_flag = india_recruitment_unlocked
tag = RAJ
tag = PAK
tag = BAN
tag = NEP
tag = BHU
tag = SRL
}
}
}
on_map_area = {
state = 656
name = LAR_recruitment_middle_east
zoom = 850
target_root_trigger = {
OR = {
has_country_flag = middle_east_recruitment_unlocked
capital_scope = { is_on_continent = middle_east }
}
}
}
}

View File

@@ -1,241 +0,0 @@
#formable_nations = {
#
# icon = generic_formable_nations
#
# allowed = {
# has_dlc = "Waking the Tiger"
# }
#}
form_scandinavia_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_scandinavia
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_nordic_league_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_nordic_league
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_gran_colombia_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_gran_colombia
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_austria_hungary_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_austria_hungary
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_commonwealth_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_commonwealth
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_united_netherlands_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_united_netherlands
allowed = {
OR = {
has_dlc = "Waking the Tiger"
AND = {
has_dlc = "Man the Guns"
tag = HOL
}
}
}
}
form_united_central_america_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_united_central_america
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_baltic_federation_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_baltic_federation
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_ottoman_empire_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_ottoman_empire
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_european_union_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_european_union
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_mutapa_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_mutapa
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_roman_empire_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_roman_empire
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_persian_empire_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_persian_empire
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_byzantine_empire_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_byzantine_empire
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_arabia_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_arabia
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_majapahit_empire_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_majapahit_empire
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_rattanakosin_kingdom_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_rattanakosin_kingdom
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_hre_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_hre
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_greater_german_reich_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_hre
allowed = {
has_dlc = "Waking the Tiger"
}
}
form_andalusia_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_arabia
allowed = {
has_dlc = "La Resistance"
}
}
form_polynesia_category = {
icon = generic_formable_nations
picture = GFX_decision_cat_generic_arabia
}

View File

@@ -1,37 +1,37 @@
AL_decision_category = {
icon = category_generic
visible = {
always = no
}
}
AL_dabao_category = {
icon = category_generic
visible = {
always = no
}
}
AL_zhenghe_category = {
icon = category_generic
visible = {
always = no
}
}
#######彩蛋########
URA_decisions = {
icon = ura
allowed = { always = yes }
allowed = { always = no }
}
jineng_decisions = {
icon = ura
allowed = { always = yes }
allowed = { always = no }
}
xuanze_decisions = {
icon = ura
allowed = { always = yes }
allowed = { always = no }
}

View File

@@ -3,6 +3,6 @@ keyan_category = {
priority = 4
picture = GFX_az_qiyedazigif
visible = {
always = yes
shijianniangguojia_trigger = yes
}
}

View File

@@ -2,6 +2,6 @@ liluntupo_category = {
icon = category_spr_the_seeds_of_revolution
priority = 1
visible = {
always = yes
shijianniangguojia_trigger = yes
}
}

View File

@@ -128,7 +128,7 @@ HUJ_jianshezhimindi_jy = {
}
ALL_luxianzhinan = {
allowed = {
always = yes
shijianniangguojia_trigger = yes
}
priority = 0
}
@@ -184,7 +184,7 @@ TIX_quanlipingheng = {
AZ_fkAIplayerjiaqiang = {
icon = xingdong
allowed = {
always = yes
shijianniangguojia_trigger = yes
}
priority = 10000
}

File diff suppressed because it is too large Load Diff

View File

@@ -1665,15 +1665,6 @@ tianjiang_aizuobi = {
set_technology = {
armor_tech_2 = 1
}
set_technology = {
antitank1 = 1
}
set_technology = {
antitank2 = 1
}
set_technology = {
antitank3 = 1
}
set_technology = {
amphibious_mechanized_infantry = 1
}

View File

@@ -8063,6 +8063,10 @@ YUW_fuyyongjueyi = {
add_core_of = YUW
remove_core_of = BEL
}
980 = {
add_core_of = YUW
remove_core_of = BEL
}
release_on_controlled = HOL
release_on_controlled = AUS
release_on_controlled = HUN
@@ -8091,6 +8095,7 @@ YUW_fuyyongjueyi = {
BEL = {
set_cosmetic_tag = FLDS
add_state_claim = 34
add_state_claim = 980
}
}
}
@@ -15675,9 +15680,20 @@ AZ_chaowu_jyz = {
visible = {
is_debug = yes
}
complete_effect = {
#set_country_flag = az_lizijianongpao_on
#set_country_flag = az_beilunyinqing_on
#clr_country_flag = BYG_lizipao_lengquezhong
#every_state = {
# limit = {
# not = { is_core_of = YUW }
# is_owned_and_controlled_by = YUW
# }
# add_dynamic_modifier = {
# modifier = YUW_sesefushi_state
# scope = YUW
# }
#}
}
}
@@ -15720,10 +15736,10 @@ AZ_meizhoutiaozhan_jyz = {
not = { has_global_flag = modoption_fengkuangai_on }
}
custom_trigger_tooltip = {
tooltip = "完美达成过本次每挑战目标"
tooltip = "完美达成过本次每挑战目标"
has_completed_custom_achievement = {
mod = az_achievements
achievement = az_meizhoutiaozhan_cj
achievement = az_meizhoutiaozhan_cj2
}
}
custom_trigger_tooltip = {
@@ -15747,7 +15763,8 @@ AZ_meizhoutiaozhan_jyz = {
not = { has_global_flag = az_meizhoutiaozhan_action }
}
available = {
tag = BFL
tag = YUW
is_historical_focus_on = no
custom_trigger_tooltip = {
tooltip = az_aikongzhiqitaguojia
all_other_country = {
@@ -15759,7 +15776,8 @@ AZ_meizhoutiaozhan_jyz = {
complete_effect = {
#activate_mission = AZ_meizhoutiaozhan_jy_wanmei_time
#activate_mission = AZ_meizhoutiaozhan_jy_dacheng_time
set_global_flag = az_meizhoutiaozhan_BFL
#set_global_flag = az_meizhoutiaozhan_BFL
set_global_flag = az_meizhoutiaozhan_YUW
set_global_flag = az_meizhoutiaozhan_action
add_ideas = AZ_mztz_playerbuff
}
@@ -15884,7 +15902,7 @@ AZ_meizhoutiaozhan_jyz = {
}
days_mission_timeout = 2190
complete_effect = {
set_global_flag = az_meizhoutiaozhan_cj_get
set_global_flag = az_meizhoutiaozhan_cj_get2
custom_effect_tooltip = get_zs_shuliang_2500
add_to_variable = {
var = zs_sl
@@ -16007,4 +16025,54 @@ AZ_meizhoutiaozhan_jyz = {
}
}
}
AZ_meizhoutiaozhan_jy_YUW_misson = {
icon = generic_scorched_earth
cost = 0
visible = {
is_ai = no
has_global_flag = az_meizhoutiaozhan_YUW
}
fire_only_once = yes
available = {
has_completed_focus = YUW_buyetinghaodemang
all_state = {
owner = {
OR = {
tag = YUW
is_ally_with = YUW
}
}
OR = {
is_core_of = YUW
owner = {
is_ally_with = YUW
not = { tag = YUW }
}
has_dynamic_modifier = {
modifier = YUW_sesefushi_state
scope = YUW
}
}
}
}
complete_effect = {
if = {
limit = {
date < 1945.1.1
}
set_global_flag = az_meizhoutiaozhan_cj_get2
custom_effect_tooltip = get_zs_shuliang_10000
add_to_variable = {
var = zs_sl
value = 10000
}
}else = {
custom_effect_tooltip = get_zs_shuliang_7500
add_to_variable = {
var = zs_sl
value = 7500
}
}
}
}
}

View File

@@ -447,7 +447,7 @@ xiaomaipu_category = {
}
days_remove = 200
ai_will_do = {
factor = 1000
factor = 5
}
modifier = {
civilian_factory_use = 10
@@ -469,14 +469,6 @@ xiaomaipu_category = {
}
ai_will_do = {
factor = 0
modifier = {
OR = {
tag = HUJ
tag = BYG
tag = CHY
}
add = 3
}
}
days_remove = 90
available = {
@@ -527,31 +519,7 @@ xiaomaipu_category = {
is_ai = yes
}
ai_will_do = {
factor = 5
modifier = {
AND = {
date < 1942.1.1
OR = {
tag = TIX
tag = BFL
tag = DOH
tag = YUW
}
}
factor = 0
}
modifier = {
AND = {
date > 1939.1.1
OR = {
tag = HUJ
tag = CHY
tag = SAD
tag = BYG
}
}
factor = 0
}
factor = 0
}
days_remove = 120
available = {
@@ -596,16 +564,7 @@ xiaomaipu_category = {
army_college_lujunzhanshukeyan = {
icon = shu
ai_will_do = {
factor = 5
modifier = {
OR = {
tag = TIX
tag = BFL
tag = DOH
tag = YUW
}
add = 5
}
factor = 0
}
days_remove = 90
available = {

View File

@@ -1246,7 +1246,7 @@ xingdong_category = {
days_remove = 60
ai_will_do = {
factor = 5
factor = 0
}
fixed_random_seed = no
complete_effect = {
@@ -1716,7 +1716,7 @@ xingdong_category = {
days_remove = 7
cost = 25
ai_will_do = {
base = 10
base = 0
}
remove_effect = {
guojishengyu_up_1 = yes
@@ -1734,7 +1734,7 @@ xingdong_category = {
days_remove = 7
cost = 25
ai_will_do = {
base = 10
base = 0
}
remove_effect = {
add_research_slot = 1
@@ -2300,12 +2300,12 @@ xingdong_category = {
visible = {
}
days_remove = 120
days_remove = 180
modifier = {
mass_assault_mastery_gain_factor = 1
grand_battleplan_mastery_gain_factor = 1
superior_firepower_mastery_gain_factor = 1
new_mobile_warfare_mastery_gain_factor = 1
mass_assault_mastery_gain_factor = 5
grand_battleplan_mastery_gain_factor = 5
superior_firepower_mastery_gain_factor = 5
new_mobile_warfare_mastery_gain_factor = 5
}
custom_cost_trigger = {
check_variable = {

View File

@@ -39,7 +39,7 @@ NDefines.NAI.ASSIGN_TANKS_TO_NON_WAR_FRONT = -12 --将坦克师分配到
NDefines.NAI.PLAN_ACTIVATION_SUPERIORITY_AGGRO = 1.6 --这个数值越大AI执行计划越谨慎
NDefines.NAI.MIN_PLAN_VALUE_TO_MICRO_INACTIVE = 0.8 --AI将不考虑计划未被激活并且评估低于此数值的计划
NDefines.NAI.ATTACK_HEAVILY_DEFENDED_LIMIT = 2.1 --AI不会对防御严密的战线发动攻击除非他们认为自己拥有这种优势1.0=100%
NDefines.NAI.RESEARCH_BONUS_FACTOR = 5.0 -- AI会优先研发有科技加成的科技
NDefines.NAI.RESEARCH_BONUS_FACTOR = 100.0 -- AI会优先研发有科技加成的科技
NDefines.NMilitary.FIELD_EXPERIENCE_MAX_PER_DAY = 3.0 -- 你每天可以获得的最多xp
NDefines.NGame.GAME_SPEED_SECONDS = { 1.0, 0.2, 0.1, 0.05, 0.0 } --提速必须是5的倍数
NDefines.NCountry.SPECIAL_FORCES_CAP_BASE = 0.1 --特种部队基础上限

View File

@@ -566,11 +566,11 @@ mobile_recon_and_assault = {
base = 1
modifier = {
factor = 75
original_tag = TIX
original_tag = GER
}
modifier = {
factor = 75
original_tag = BYG
original_tag = USA
}
modifier = {
factor = 0
@@ -665,11 +665,11 @@ mobile_recon_and_assault_no_lar = {
base = 1
modifier = {
factor = 75
original_tag = TIX
original_tag = GER
}
modifier = {
factor = 75
original_tag = BYG
original_tag = USA
}
modifier = {
factor = 0
@@ -806,7 +806,7 @@ self_propelled_support = {
category_self_propelled_artillery = {
maximum_speed = 0.3
}
category_self_propelled_anti_air= {
category_self_propelled_anti_air = {
maximum_speed = 0.3
}
category_tank_destroyers = {
@@ -817,7 +817,7 @@ self_propelled_support = {
category_self_propelled_artillery = {
hard_attack = 0.05
}
category_self_propelled_anti_air= {
category_self_propelled_anti_air = {
soft_attack = 0.1
hard_attack = 0.05
}
@@ -830,12 +830,13 @@ self_propelled_support = {
max_organisation = 10
default_morale = 0.4
}
category_self_propelled_anti_air= {
category_self_propelled_anti_air = {
max_organisation = 10
default_morale = 0.4
}
category_tank_destroyers = {
max_organisation = 10
hard_attack = 0.15
default_morale = 0.4
}
}
@@ -988,11 +989,11 @@ field_engineering = {
base = 1
modifier = {
factor = 75
original_tag = SAD
original_tag = ITA
}
modifier = {
factor = 75
original_tag = CHY
original_tag = JAP
}
}
@@ -1020,14 +1021,14 @@ field_engineering = {
movement = 0.2
}
}
#TODO_JBE: replace with category of engineers
rewards = {
rapid_fire_lane_clearance = {
engineer = {
max_organisation = 5
battalion_mult = {
category = category_all_infantry
entrenchment = 0.01
entrenchment = 0.02
}
}
maintenance_company = {
@@ -1051,6 +1052,10 @@ field_engineering = {
soft_attack = 0.1
defense = 0.1
}
battalion_mult = {
category = category_all_infantry
soft_attack = 0.05
}
}
}
smoke_projector_training = {

View File

@@ -596,6 +596,8 @@ last_stand_AZ = {
}
##################################以下为原版###################################
mission_type_tactics = {
track = operations
name = SUBDOCTRINE_MISSION_TYPE_TACTICS
@@ -610,7 +612,7 @@ mission_type_tactics = {
base = 1
modifier = {
factor = 50
original_tag = TIX
original_tag = GER
}
modifier = {
@@ -679,7 +681,6 @@ last_stand = {
name = SUBDOCTRINE_LAST_STAND
description = SUBDOCTRINE_LAST_STAND_DESC
icon = GFX_doctrine_last_stand_medium
#TODO: Add trigger tag for surrender progress
xp_cost = 100
xp_type = army
@@ -716,7 +717,7 @@ last_stand = {
}
stocking_up = {
#4
no_supply_grace = 72 # more hours before supply penalty changes
no_supply_grace = 72
}
breaking_out = {
#5
@@ -744,7 +745,7 @@ infiltration_tactics = {
base = 1
modifier = {
factor = 50
original_tag = CHY
original_tag = JAP
}
}
@@ -848,9 +849,9 @@ grand_assault = {
modifier = {
factor = 50
OR = {
original_tag = HUJ
original_tag = YUW
original_tag = SAD
original_tag = ENG
original_tag = FRA
original_tag = ITA
}
}
@@ -946,7 +947,7 @@ deep_battle = {
base = 1
modifier = {
factor = 50
original_tag = BFL
original_tag = SOV
}
modifier = {
@@ -1073,7 +1074,7 @@ deep_battle_no_lar = {
base = 1
modifier = {
factor = 50
original_tag = BFL
original_tag = SOV
}
modifier = {
@@ -1313,7 +1314,7 @@ rapid_domination = {
base = 1
modifier = {
factor = 50
original_tag = BYG
original_tag = USA
}
modifier = {
@@ -1401,7 +1402,7 @@ expeditionary_warfare = {
name = SUBDOCTRINE_EXPEDITIONARY_WARFARE
description = SUBDOCTRINE_EXPEDITIONARY_WARFARE_DESC
icon = GFX_doctrine_expeditionary_warfare_medium
#TODO: Add trigger tag for surrender progress
xp_cost = 100
xp_type = army

View File

@@ -0,0 +1,62 @@
fighter_aircraft = {
name = DOCTRINE_TRACK_FIGHTER_AIRCRAFT
background = "GFX_air_superiority_bg"
icon = "GFX_doctrine_milestone_fighter_air"
icon_frame = "GFX_doctrine_decor_air"
mastery = {
multiplier = 8.0
equipment = {
fighter
interceptor
jizaijianniang_fighter
}
}
}
strike_aircraft = {
name = DOCTRINE_TRACK_STRIKE_AIRCRAFT
background = "GFX_battlefield_destruction_bg"
icon = "GFX_doctrine_milestone_striker_air"
icon_frame = "GFX_doctrine_decor_air"
mastery = {
multiplier = 8.0
equipment = {
cas
naval_bomber
suicide
jizaijianniang_fighter
}
}
}
medium_aircraft = {
name = DOCTRINE_TRACK_MEDIUM_AIRCRAFT
background = "GFX_operational_destruction_bg"
icon = "GFX_doctrine_milestone_medium_air"
icon_frame = "GFX_doctrine_decor_air"
mastery = {
multiplier = 8.0
equipment = {
tactical_bomber
heavy_fighter
scout_plane
jizaijianniang_fighter
}
}
}
heavy_aircraft = {
name = DOCTRINE_TRACK_HEAVY_AIRCRAFT
background = "GFX_strategic_destruction_bg"
icon = "GFX_doctrine_milestone_heavy_air"
icon_frame = "GFX_doctrine_decor_air"
mastery = {
multiplier = 8.0
equipment = {
strategic_bomber
maritime_patrol_plane
jizaijianniang_fighter
}
}
}

View File

@@ -185,8 +185,8 @@ faction_goal_secure_chinese_waters = {
operators = {
limit = {
OR = {
controller = { is_in_faction_with = JAP }
is_controlled_by = JAP
controller = { is_in_faction_with = CHY }
is_controlled_by = CHY
}
}
}
@@ -211,7 +211,7 @@ faction_goal_no_japanese_in_china = {
FROM = {
is_literally_china = yes
any_enemy_country = {
original_tag = JAP
original_tag = CHY
}
}
@@ -223,8 +223,8 @@ faction_goal_no_japanese_in_china = {
operators = {
limit = {
OR = {
controller = { is_in_faction_with = JAP }
is_controlled_by = JAP
controller = { is_in_faction_with = CHY }
is_controlled_by = CHY
}
}
}
@@ -235,6 +235,10 @@ faction_goal_no_japanese_in_china = {
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
custom_effect_tooltip = generic_skip_one_line_tt
every_collection_element = {
input = {
input = game:scope
@@ -246,8 +250,11 @@ faction_goal_no_japanese_in_china = {
}
name = INFLUENCE_ABOVE_30_PERCENT
}
add_faction_influence_ratio = 0.1
add_faction_influence_ratio = 0.2
add_faction_initiative = 1
add_political_power = 100
army_experience = 100
add_manpower = 100000
}
}
ai_will_do = {
@@ -271,7 +278,7 @@ faction_goal_align_china = {
group = FOCUS_FILTER_ANNEXATION
visible = {
FROM = {
original_tag = JAP
original_tag = CHY
}
}
completed = {
@@ -291,8 +298,15 @@ faction_goal_align_china = {
}
}
complete_effect = {
add_faction_power_projection = 300
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
add_popularity = {
ideology = ROOT
popularity = 0.1
}
custom_effect_tooltip = generic_skip_one_line_tt
every_collection_element = {
input = {
input = game:scope
@@ -307,6 +321,7 @@ faction_goal_align_china = {
}
custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT
add_faction_initiative = 1
add_political_power = 100
}
}
ai_will_do = {
@@ -328,7 +343,7 @@ faction_goal_war_on_communism_in_asia = {
}
visible = {
FROM = {
original_tag = JAP
original_tag = CHY
has_completed_focus = JAP_the_great_spiritual_evil
}
}
@@ -393,7 +408,7 @@ faction_goal_contain_japanese_expansion_asia = {
}
visible = {
FROM = {
original_tag = USA
original_tag = BYG
has_country_flag = USA_unlock_contain_japanese_goal
}
date > 1940.1.1
@@ -406,7 +421,7 @@ faction_goal_contain_japanese_expansion_asia = {
}
}
completed = {
JAP = {
CHY = {
IF = {
limit = {
is_in_faction = no
@@ -463,7 +478,7 @@ faction_goal_contain_japanese_expansion_asia = {
modifier = {
add = 10 # Really do it when at war
any_enemy_country = {
original_tag = JAP
original_tag = CHY
}
}
}
@@ -483,12 +498,24 @@ faction_goal_eastern_european_security = {
category = long_term
group = FOCUS_FILTER_POLITICAL_CHARACTER
visible = {
FROM = { original_tag = SOV }
FROM = { original_tag = BFL }
}
completed = {
count_triggers = {
amount = 6
amount = 6
EST = {
is_subject_of = ROOT
is_in_faction_with = ROOT
}
LAT = {
is_subject_of = ROOT
is_in_faction_with = ROOT
}
LIT = {
is_subject_of = ROOT
is_in_faction_with = ROOT
}
POL = {
is_subject_of = ROOT
is_in_faction_with = ROOT
@@ -505,6 +532,10 @@ faction_goal_eastern_european_security = {
is_subject_of = ROOT
is_in_faction_with = ROOT
}
SLO = {
is_subject_of = ROOT
is_in_faction_with = ROOT
}
BUL = {
is_subject_of = ROOT
is_in_faction_with = ROOT
@@ -517,6 +548,10 @@ faction_goal_eastern_european_security = {
is_subject_of = ROOT
is_in_faction_with = ROOT
}
ALB = {
is_subject_of = ROOT
is_in_faction_with = ROOT
}
TUR = {
is_subject_of = ROOT
is_in_faction_with = ROOT
@@ -540,9 +575,9 @@ faction_goal_eastern_european_security = {
date > 1938.1.1
}
modifier = {
add = 9 # SOV should always prio this
add = 9 # BFL should always prio this
date > 1938.1.1
original_tag = SOV
original_tag = BFL
}
}
}
@@ -562,18 +597,18 @@ faction_goal_eliminate_the_twin_threats = {
visible = {
FROM = {
original_tag = POL
NOT = { is_in_faction_with = SOV }
NOT = { is_in_faction_with = GER }
NOT = { is_in_faction_with = BFL }
NOT = { is_in_faction_with = TIX }
}
}
completed = {
SOV = {
BFL = {
OR = {
exists = no
is_in_faction_with = ROOT
}
}
GER = {
TIX = {
OR = {
exists = no
is_in_faction_with = ROOT
@@ -610,14 +645,14 @@ faction_goal_disarm_aggression_central_powers = {
visible = {
FROM = {
OR = {
original_tag = FRA
original_tag = YUW
original_tag = CZE
}
has_government = democratic
}
OR = {
any_country_with_original_tag = {
original_tag_to_check = GER
original_tag_to_check = TIX
NOT = { has_government = democratic }
}
any_country_with_original_tag = {
@@ -637,10 +672,10 @@ faction_goal_disarm_aggression_central_powers = {
completed = {
OR = {
any_country_with_original_tag = {
original_tag_to_check = GER
original_tag_to_check = TIX
has_government = democratic
}
GER = { exists = no }
TIX = { exists = no }
}
OR = {
any_country_with_original_tag = {
@@ -701,7 +736,7 @@ faction_goal_rule_the_waves = {
visible = {
FROM = {
OR = {
original_tag = ENG # Britannia always wants to Rule!
original_tag = HUJ # Britannia always wants to Rule!
num_of_naval_factories > 19
}
}
@@ -784,9 +819,9 @@ faction_goal_rule_the_waves = {
modifier = {
add = 10 # These boys always want to give it a shot
OR = {
original_tag = ENG
original_tag = USA
original_tag = JAP
original_tag = HUJ
original_tag = BYG
original_tag = CHY
}
is_historical_focus_on = yes
}
@@ -839,7 +874,7 @@ faction_goal_strategic_bombing_campaign = {
operators = {
faction_members
limit = {
has_army_size = {
has_deployed_air_force_size = {
size > 49
type = strategic_bomber
}
@@ -1330,7 +1365,7 @@ faction_goal_defeat_of_anti_fascists = {
faction_members
limit = {
OR = {
has_government = fascism
has_government = communism
has_government = democratic
}
}
@@ -1436,7 +1471,7 @@ faction_goal_defeat_of_anti_communists = {
modifier = {
add = 1 # If war with communists you probably hate them
any_enemy_country = {
has_government = communism
has_government = fascism
}
}
}
@@ -1465,7 +1500,7 @@ faction_goal_the_red_tide = {
name = FACTION_NAME
}
manpower = yes
size > 10000000
size > 3000000
}
}
complete_effect = {
@@ -1474,14 +1509,16 @@ faction_goal_the_red_tide = {
custom_effect_tooltip = HAS_DEPLOYED_AT_LEAST_5M_MANPOWER
every_faction_member = {
limit = {
check_variable = { deployed_army_manpower_k > 5000 }
check_variable = { deployed_army_manpower_k > 500 }
}
hidden_effect = {
add_faction_initiative = 1
add_faction_influence_ratio = 0.05
army_experience = 50
}
}
effect_tooltip = {
add_faction_initiative = 1
add_faction_influence_ratio = 0.05
army_experience = 50
}

View File

@@ -552,7 +552,7 @@ faction_goal_control_the_chinese_coast = {
}
}
complete_effect = {
add_faction_power_projection = 100
add_faction_power_projection = 200
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
@@ -569,6 +569,45 @@ faction_goal_control_the_chinese_coast = {
custom_effect_tooltip = ALL_FACTION_MEMBERS
army_experience = 50
add_war_support = 0.05
add_stability = 0.05
}
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
}
name = ALL_FACTION_MEMBERS
}
custom_effect_tooltip = ALL_FACTION_MEMBERS
army_experience = 50
add_war_support = 0.1
add_stability = 0.05
}
every_state = {
limit = {
OR = {
state = 1033
state = 592
state = 593
state = 595
state = 596
state = 613
state = 1034
state = 598
state = 597
}
}
add_building_construction = {
type = coastal_bunker
level = 2
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
@@ -804,6 +843,7 @@ faction_goal_control_the_chinese_capitals = {
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
custom_effect_tooltip = generic_skip_one_line_tt
every_collection_element = {
input = {
input = game:scope
@@ -815,6 +855,8 @@ faction_goal_control_the_chinese_capitals = {
}
custom_effect_tooltip = ALL_FACTION_MEMBERS
army_experience = 50
air_experience = 25
navy_experience = 25
}
}
ai_will_do = {
@@ -908,7 +950,7 @@ faction_goal_indifference_is_a_threat = {
input = collection:europe_non_aligned_countries
name = COLLECTION_COUNTRIES_EUROPE_NON_ALIGNED
}
value < 3
value < 5
}
}
complete_effect = {
@@ -1099,20 +1141,39 @@ faction_goal_marine_corps = {
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
limit = {
has_army_size = {
size > 0
unit_category = category_amphibious_tanks
hidden_effect = {
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
limit = {
has_army_size = {
size > 0
unit_category = category_amphibious_tanks
}
}
}
name = ALL_FACTION_MEMBERS_WITH_1_AMPHIBIOUS
}
random_character = {
tooltip = ONE_GENERAL
visible_when_empty = yes
limit = {
is_army_leader = yes
is_field_marshal = no
NOT = { has_trait = cavalry_officer }
NOT = { has_trait = panzer_leader }
NOT = { has_trait = naval_invader }
}
gain_xp = 400
add_attack = 1
add_trait = { trait = naval_invader }
}
name = ALL_FACTION_MEMBERS_WITH_1_AMPHIBIOUS
}
}
custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_1_AMPHIBIOUS
effect_tooltip = {
random_character = {
tooltip = ONE_GENERAL
visible_when_empty = yes
@@ -1121,11 +1182,11 @@ faction_goal_marine_corps = {
is_field_marshal = no
NOT = { has_trait = cavalry_officer }
NOT = { has_trait = panzer_leader }
NOT = { has_trait = invader }
NOT = { has_trait = naval_invader }
}
gain_xp = 400
add_attack = 1
add_trait = { trait = invader }
add_trait = { trait = naval_invader }
}
}
custom_effect_tooltip = generic_skip_one_line_tt
@@ -1186,7 +1247,7 @@ faction_goal_submarine_force = {
operators = {
faction_members
limit = {
has_army_size = {
has_navy_size = {
size > 24
type = submarine
}
@@ -1274,7 +1335,7 @@ faction_goal_convoy_escort_force = {
operators = {
faction_members
limit = {
has_army_size = {
has_navy_size = {
size > 24
type = screen_ship
}
@@ -1359,7 +1420,7 @@ faction_goal_air_superiority = {
operators = {
faction_members
limit = {
has_army_size = {
has_deployed_air_force_size = {
size > 249
type = fighter
}

View File

@@ -48,6 +48,7 @@ faction_goal_one_germany = {
complete_effect = {
add_faction_power_projection = 50
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
add_stability = 0.05
}
ai_will_do = {
@@ -75,11 +76,12 @@ faction_goal_building_up_guam = {
FROM = { NOT = { controls_state = 638 } }
}
completed = {
638 = { naval_base > 3 }
638 = { naval_base > 2 }
}
complete_effect = {
add_faction_power_projection = 50
add_faction_power_projection = 100
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
add_war_support = 0.02
}
ai_will_do = {
@@ -126,6 +128,10 @@ faction_goal_guerilla_expansion = {
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
custom_effect_tooltip = generic_skip_one_line_tt
every_collection_element = {
input = {
input = game:scope
@@ -144,8 +150,8 @@ faction_goal_guerilla_expansion = {
ai_will_do = {
base = 3 # Pretty much everyone should want to do this
modifier = {
add = 2 # DOH cares more
original_tag = DOH
add = 2 # PRC cares more
original_tag = PRC
}
}
}
@@ -934,7 +940,7 @@ faction_goal_ensure_military_r_d = {
name = OWNS_LISTED_STATE
}
custom_effect_tooltip = OWNS_LISTED_STATE
add_faction_influence_ratio = 0.05
OWNER = { add_faction_influence_ratio = 0.05 }
}
every_faction_member = {
if = {
@@ -1040,7 +1046,7 @@ faction_goal_military_infrastructure = {
NOT = { is_in_faction_with = ROOT }
}
}
infrastructure < 5
infrastructure < 4
}
}
name = COLLECTION_FACTION_BORDER_STATES_FULL_INFRASTRUCTURE
@@ -1060,12 +1066,12 @@ faction_goal_military_infrastructure = {
NOT = { is_in_faction_with = ROOT }
}
}
infrastructure < 5
infrastructure < 4
}
}
name = COLLECTION_FACTION_BORDER_STATES_FULL_INFRASTRUCTURE
}
value < 1
value < 10
}
}
complete_effect = {
@@ -1262,6 +1268,9 @@ faction_goal_war_on_democracy = {
NOT = {
has_government = democratic
}
faction_leader = {
NOT = { has_government = democratic }
}
}
any_country = {
has_government = democratic
@@ -1333,6 +1342,7 @@ faction_goal_an_armored_fist = {
limit = {
is_unit_leader = yes
OR = {
has_trait = armor_officer
has_trait = panzer_leader
has_trait = panzer_expert
}
@@ -1374,6 +1384,7 @@ faction_goal_an_infantry_army = {
limit = {
is_unit_leader = yes
OR = {
has_trait = infantry_officer
has_trait = infantry_leader
has_trait = infantry_expert
}
@@ -5092,7 +5103,7 @@ faction_goal_fortify_iwo_jima = {
anti_air_building > 0
any_province_building_level = {
province = {
id = 10265
id = 13025
}
building = coastal_bunker
level > 1

View File

@@ -110,6 +110,34 @@ ideas = {
}
}
psh_yymj = {
ledger = army
picture = cult_of_heroism_army_spirit
visible = {
OR = {
tag = TIX
tag = SAD
tag = CHY
tag = HUJ
tag = BYG
tag = HUJ
tag = YUW
tag = BFL
tag = DOH
tag = BLI
}
}
modifier = {
unit_medal_effectiveness = 0.5
grant_medal_cost_factor = -1
}
ai_will_do = {
factor = 0
}
}
}

View File

@@ -463,6 +463,32 @@ ideas = {
# Special ones that can be applied on other countries through focus system.
country = {
TY_fkAIdebuffplayer = {
picture = dingzhenai
allowed_civil_war = {
always = yes
}
modifier = {
#generate_wargoal_tension = 1
guarantee_cost = 99999
bunker_max_level_terrain_limit = -5
coastal_bunker_max_level_terrain_limit = -5
#justify_war_goal_time = 99999
}
}
TY_fkAIdebuffplayer_teding = {
picture = dingzhenai
cancel = {
date > 1939.9.1
}
allowed_civil_war = {
always = yes
}
modifier = {
generate_wargoal_tension = 1
justify_war_goal_time = 99999
}
}
az_hjll_1 = {
picture = dingzhenai
allowed_civil_war = {
@@ -593,6 +619,9 @@ ideas = {
always = yes
}
modifier = {
automatic_grant_medal_chance = 1
unit_medal_effectiveness = 1
planning_decay_rate_factor = -0.8
consumer_goods_expected_value = -0.05
production_cost_industrial_complex_factor = -0.1
production_cost_arms_factory_factor = -0.1
@@ -639,6 +668,9 @@ ideas = {
always = yes
}
modifier = {
automatic_grant_medal_chance = 1
unit_medal_effectiveness = 1
planning_decay_rate_factor = -0.8
consumer_goods_expected_value = -0.05
production_cost_industrial_complex_factor = -0.1
production_cost_arms_factory_factor = -0.1
@@ -688,6 +720,9 @@ ideas = {
always = yes
}
modifier = {
automatic_grant_medal_chance = 1
unit_medal_effectiveness = 1
planning_decay_rate_factor = -0.8
consumer_goods_expected_value = -0.05
production_cost_industrial_complex_factor = -0.1
production_cost_arms_factory_factor = -0.1

View File

@@ -445,6 +445,10 @@ ideas = {
mobilization_speed = 1
conscription_factor = 0.25
training_time_army_factor = -0.5
mass_assault_mastery_gain_factor = 0.5
grand_battleplan_mastery_gain_factor = 0.5
superior_firepower_mastery_gain_factor = 0.5
new_mobile_warfare_mastery_gain_factor = 0.5
}
}
xingzhenggongzuo = {
@@ -493,6 +497,10 @@ ideas = {
navy_chief_cost_factor = -0.2
air_chief_cost_factor = -0.2
high_command_cost_factor = -0.33
mass_assault_mastery_gain_factor = 0.5
grand_battleplan_mastery_gain_factor = 0.5
superior_firepower_mastery_gain_factor = 0.5
new_mobile_warfare_mastery_gain_factor = 0.5
}
}
}

View File

@@ -87,33 +87,42 @@ ideas = {
is_ai = yes
}
modifier = {
conscription = 0.25
conscription_factor = 1
stability_factor = 1.25
war_support_factor = 2
#conscription = 0.25
#conscription_factor = 1
#army_strength_factor = 0.2
#cavalry_attack_factor = 8
#cavalry_defence_factor = 8
#army_artillery_attack_factor = 4
#army_infantry_defence_factor = 3
army_armor_attack_factor = 1
army_armor_defence_factor = 1
#army_armor_attack_factor = 1
#army_armor_defence_factor = 1
#breakthrough_factor = 3
#conscription = 0.25
#conscription_factor = 1
mobilization_speed = 5
army_core_attack_factor = 2
army_core_defence_factor = 12
air_mission_efficiency = -1
naval_damage_factor = -1
naval_defense_factor = -1
#mobilization_speed = 5
#army_core_attack_factor = 2
#army_core_defence_factor = 12
#air_mission_efficiency = -1
#naval_damage_factor = -1
#naval_defense_factor = -1
#org_loss_when_moving = -0.5
#recon_factor = 1
#army_speed_factor = 0.25
army_speed_factor = -0.15
#supply_node_range = -0.2
#supply_consumption_factor = 0.25
#research_speed_factor = 1
#army_attack_against_major_factor = 0.5
#army_defence_against_major_factor = 0.5
#army_breakthrough_against_major_factor = 0.5
army_attack_against_major_factor = 0.5
army_defence_against_major_factor = 0.5
army_breakthrough_against_major_factor = 0.5
max_dig_in_factor = 2
dig_in_speed_factor = 50
experience_gain_army_factor = -0.8
mass_assault_mastery_gain_factor = -0.5
grand_battleplan_mastery_gain_factor = -0.5
superior_firepower_mastery_gain_factor = -0.5
new_mobile_warfare_mastery_gain_factor = -0.5
#special_forces_attack_factor = 3
#special_forces_defence_factor = 3
#special_forces_cap_flat = 99999
@@ -199,11 +208,12 @@ ideas = {
#conscription_factor = 1
#mobilization_speed = 1
#army_core_attack_factor = 5
#army_core_defence_factor = 5
army_core_defence_factor = 25
#stability_factor = 1.25
#war_support_factor = 2
army_speed_factor = 0.2
#army_defence_factor = 2
army_speed_factor = 0.25
army_attack_factor = 2
army_defence_factor = 2
#max_dig_in_factor = 2
#dig_in_speed_factor = 0.5
#army_attack_against_major_factor = -0.8
@@ -215,19 +225,19 @@ ideas = {
#army_infantry_attack_factor = 2
#army_infantry_defence_factor = 3
#army_artillery_attack_factor = 4
production_factory_start_efficiency_factor = 0.5
line_change_production_efficiency_factor = 1
production_factory_max_efficiency_factor = 0.3
production_factory_efficiency_gain_factor = 1
army_armor_attack_factor = 2
army_armor_defence_factor = 2
}
targeted_modifier = {
tag = BYG
attack_bonus_against = -0.8
defense_bonus_against = -0.8
breakthrough_bonus_against = -0.8
#production_factory_start_efficiency_factor = 0.5
#line_change_production_efficiency_factor = 1
#production_factory_max_efficiency_factor = 0.3
#production_factory_efficiency_gain_factor = 1
#army_armor_attack_factor = 2
#army_armor_defence_factor = 2
}
#targeted_modifier = {
# tag = BYG
# attack_bonus_against = -0.8
# defense_bonus_against = -0.8
# breakthrough_bonus_against = -0.8
#}
equipment_bonus = {
#infantry_equipment = {
# build_cost_ic = 0.15
@@ -255,8 +265,24 @@ ideas = {
# build_cost_ic = 0.15
# instant = yes
#}
armor = {
build_cost_ic = -0.25
#armor = {
# build_cost_ic = -0.25
# instant = yes
#}
small_plane_airframe = {
build_cost_ic = 10
instant = yes
}
small_plane_cas_airframe = {
build_cost_ic = 10
instant = yes
}
medium_plane_airframe = {
build_cost_ic = 10
instant = yes
}
large_plane_airframe = {
build_cost_ic = 10
instant = yes
}
}
@@ -3661,6 +3687,11 @@ ideas = {
attack_bonus_against = 1
defense_bonus_against = 1
}
targeted_modifier = {
tag = BYG
attack_bonus_against = 1
defense_bonus_against = 1
}
}
CHY_fkAIbuff_player = {
@@ -3916,9 +3947,9 @@ ideas = {
always = yes
}
modifier = {
army_org_factor = 1.5
army_morale_factor = 2
army_strength_factor = 0.5
army_org_factor = 4
army_morale_factor = 3
army_strength_factor = 3
}
}
@@ -3928,7 +3959,7 @@ ideas = {
always = yes
}
modifier = {
army_strength_factor = 1
army_strength_factor = 2
}
}
@@ -4008,14 +4039,14 @@ ideas = {
always = yes
}
modifier = {
army_attack_factor = 3
army_defence_factor = 3
army_attack_against_major_factor = 0.2
army_defence_against_major_factor = 0.2
army_breakthrough_against_major_factor = 0.2
army_attack_against_minor_factor = 0.5
army_defence_against_minor_factor = 0.5
army_breakthrough_against_minor_factor = 0.5
army_attack_factor = 5
army_defence_factor = 5
army_attack_against_major_factor = 1
army_defence_against_major_factor = 1
army_breakthrough_against_major_factor = 1
army_attack_against_minor_factor = 1
army_defence_against_minor_factor = 1
army_breakthrough_against_minor_factor = 1
}
}
@@ -4065,9 +4096,9 @@ ideas = {
always = yes
}
modifier = {
army_strength_factor = 1.5
army_org_factor = 2
army_morale_factor = 2
army_strength_factor = 4
army_org_factor = 5
army_morale_factor = 5
planning_speed = 10
production_factory_start_efficiency_factor = 1
line_change_production_efficiency_factor = 1
@@ -4082,14 +4113,14 @@ ideas = {
#terrain_penalty_reduction = 1
industrial_capacity_dockyard = 20
positioning = 2
army_attack_factor = 3
army_defence_factor = 3
army_attack_against_major_factor = 0.2
army_defence_against_major_factor = 0.2
army_breakthrough_against_major_factor = 0.2
army_attack_against_minor_factor = 0.5
army_defence_against_minor_factor = 0.5
army_breakthrough_against_minor_factor = 0.5
army_attack_factor = 5
army_defence_factor = 5
army_attack_against_major_factor = 1
army_defence_against_major_factor = 1
army_breakthrough_against_major_factor = 1
army_attack_against_minor_factor = 1
army_defence_against_minor_factor = 1
army_breakthrough_against_minor_factor = 1
}
equipment_bonus = {
ship_hull_cruiser = {

View File

@@ -53,7 +53,7 @@ ideologies = {
join_faction_tension = 0.80
lend_lease_tension = 0.50
send_volunteers_tension = 0.50
guarantee_tension = 0.25
guarantee_tension = 0.4
# annex_cost_factor = 0.5 # Deprecated, use common\peace_conference\00_generic_peace.txt instead
civilian_intel_to_others = 20.0
army_intel_to_others = 5.0

View File

@@ -3660,12 +3660,6 @@
relative_position_id = BFL_12
mutually_exclusive = { focus = BFL_12 }
available = {
if = {
limit = {
is_ai = no
}
not = { has_global_flag = az_meizhoutiaozhan_action }
}
NOT = { has_completed_focus = BFL_kongjunjianshe }
NOT = { has_completed_focus = BFL_lujunjianshe }
NOT = { has_completed_focus = BFL_wanchengdiergewunianjihua }

View File

@@ -2439,212 +2439,9 @@
}
}
hidden_effect = {
if = {
limit = {
NOT = {
has_idea = TY_dingzhenai
}
is_ai = yes
OR = { has_global_flag = AZ_fengkuangAI_citiao_10
has_global_flag = AZ_fengkuangAI_citiao_ex
}
}
division_template = {
name = "关东边防师"
division_names_group = JAP_ARM_01
regiments = {
medium_armor = {
x = 0
y = 0
}
medium_armor = {
x = 0
y = 1
}
medium_armor = {
x = 0
y = 2
}
medium_armor = {
x = 0
y = 3
}
medium_armor = {
x = 1
y = 0
}
medium_armor = {
x = 1
y = 1
}
medium_armor = {
x = 1
y = 2
}
medium_armor = {
x = 1
y = 3
}
medium_tank_destroyer_brigade = {
x = 2
y = 0
}
medium_sp_anti_air_brigade = {
x = 2
y = 1
}
infantry = {
x = 3
y = 0
}
infantry = {
x = 3
y = 1
}
infantry = {
x = 3
y = 2
}
infantry = {
x = 3
y = 3
}
infantry = {
x = 4
y = 0
}
infantry = {
x = 4
y = 1
}
infantry = {
x = 4
y = 2
}
infantry = {
x = 4
y = 3
}
}
support = {
armored_engineer = {
x = 0
y = 0
}
light_tank_recon = {
x = 0
y = 1
}
medium_flame_tank = {
x = 0
y = 2
}
armored_maintenance = {
x = 0
y = 3
}
helicopter_field_hospital = {
x = 0
y = 4
}
}
}
}
if = {
limit = {
NOT = {
has_idea = TY_dingzhenai
}
NOT = { is_ai = yes }
OR = { has_global_flag = AZ_fengkuangAI_citiao_10
has_global_flag = AZ_fengkuangAI_citiao_ex
}
}
division_template = {
name = "关东边防师"
division_names_group = JAP_ARM_01
regiments = {
artillery_brigade = {
x = 0
y = 0
}
artillery_brigade = {
x = 0
y = 1
}
artillery_brigade = {
x = 1
y = 0
}
artillery_brigade = {
x = 1
y = 1
}
medium_armor = {
x = 2
y = 0
}
infantry = {
x = 3
y = 0
}
infantry = {
x = 3
y = 1
}
infantry = {
x = 3
y = 2
}
infantry = {
x = 3
y = 3
}
infantry = {
x = 4
y = 0
}
infantry = {
x = 4
y = 1
}
infantry = {
x = 4
y = 2
}
infantry = {
x = 4
y = 3
}
}
support = {
armored_engineer = {
x = 0
y = 0
}
light_tank_recon = {
x = 0
y = 1
}
armored_maintenance = {
x = 0
y = 3
}
helicopter_field_hospital = {
x = 0
y = 4
}
}
}
}
if = {
limit = {
NOT = { has_idea = TY_dingzhenai }
NOT = { has_idea = TY_fengkuangai }
NOT = { has_idea = TY_fengkuangai2 }
NOT = { has_idea = TY_fengkuangai3 }
NOT = { has_global_flag = AZ_fengkuangAI_citiao_10 }
NOT = { has_global_flag = AZ_fengkuangAI_citiao_ex }
}
division_template = {
name = "关东边防师"
@@ -4500,6 +4297,7 @@
transfer_state = 745
transfer_state = 716
transfer_state = 524
transfer_state = 1043
give_resource_rights = {
receiver = CHY
state = 328

View File

@@ -5290,6 +5290,7 @@ focus_tree = {
add_state_core = 625
add_state_core = 627
add_state_core = 624
add_state_core = 1017
}
}
focus = {
@@ -6322,6 +6323,10 @@ focus_tree = {
controls_state = 761
controls_state = 527
controls_state = 525
controls_state = 1028
controls_state = 1029
controls_state = 1030
controls_state = 1031
}
cancel_if_invalid = yes
continue_if_invalid = no
@@ -6356,6 +6361,7 @@ focus_tree = {
has_full_control_of_state = 608
has_full_control_of_state = 615
has_full_control_of_state = 621
has_full_control_of_state = 1039
}
cancel_if_invalid = yes
continue_if_invalid = no
@@ -6384,24 +6390,12 @@ focus_tree = {
instant_build = yes
province = 9843
}
add_building_construction = {
type = bunker
level = 3
instant_build = yes
province = 4140
}
add_building_construction = {
type = bunker
level = 2
instant_build = yes
province = 12026
}
add_building_construction = {
type = bunker
level = 3
instant_build = yes
province = 10068
}
add_building_construction = {
type = bunker
level = 2
@@ -6416,13 +6410,19 @@ focus_tree = {
instant_build = yes
province = 10480
}
add_building_construction = {
type = bunker
level = 2
instant_build = yes
province = 12432
}
}
621 = {
add_building_construction = {
type = bunker
level = 2
instant_build = yes
province = 7158
province = 4525
}
add_building_construction = {
type = bunker
@@ -6432,15 +6432,15 @@ focus_tree = {
}
add_building_construction = {
type = bunker
level = 1
level = 2
instant_build = yes
province = 7048
province = 12609
}
add_building_construction = {
type = bunker
level = 2
instant_build = yes
province = 12331
province = 10424
}
add_building_construction = {
type = supply_node
@@ -6459,6 +6459,26 @@ focus_tree = {
target_province = 7418
}
}
1039 = {
add_building_construction = {
type = bunker
level = 3
instant_build = yes
province = 9776
}
add_building_construction = {
type = bunker
level = 3
instant_build = yes
province = 6904
}
add_building_construction = {
type = bunker
level = 3
instant_build = yes
province = 1590
}
}
}
}
focus = {

View File

@@ -2658,6 +2658,10 @@
add_state_core = 422
add_state_core = 281
add_state_core = 979
add_state_core = 1027
add_state_core = 1026
add_state_core = 1025
add_state_core = 1022
}
}
}

View File

@@ -3216,7 +3216,6 @@ focus_tree = {
bonus = 0.5
ahead_reduction = 2
uses = 2
category = cl_tech
category = ca_tech
}
}
@@ -6481,8 +6480,14 @@ focus_tree = {
available_if_capitulated = yes
completion_reward = {
set_rule = { can_create_factions = yes }
create_faction = HOL_benelux
create_faction_from_template = {
template = faction_template_defensive_democratic
name = HOL_benelux
icon = GFX_faction_logo_generic_13
}
custom_effect_tooltip = generic_skip_one_line_tt
BEL = {
custom_effect_tooltip = HOL_form_the_benelux_bel_tt
@@ -6574,11 +6579,19 @@ focus_tree = {
custom_effect_tooltip = generic_skip_one_line_tt
create_faction = BEL_european_union
create_faction_from_template = {
template = faction_template_european_unity
name = BEL_european_union
icon = GFX_faction_logo_eu
}
}
ELSE = {
create_faction = BEL_european_union
create_faction_from_template = {
template = faction_template_european_unity
name = BEL_european_union
icon = GFX_faction_logo_eu
}
}
set_cosmetic_tag = european_union_leader

View File

@@ -4228,6 +4228,12 @@ focus_tree = {
NOT = {
country_exists = AUS
}
if = {
limit = {
is_ai = no
}
not = { has_global_flag = AZ_fengkuangAI_citiao_ex }
}
}
bypass = {
OR = {
@@ -4321,6 +4327,12 @@ focus_tree = {
NOT = {
has_completed_focus = TIX_yubilanhangxianjiaohao
}
if = {
limit = {
is_ai = no
}
not = { has_global_flag = AZ_fengkuangAI_citiao_ex }
}
}
bypass = {
OR = {
@@ -4593,9 +4605,17 @@ focus_tree = {
}
}
available = {
is_puppet = no
NOT = {
has_completed_focus = TIX_yubilanhangxianjiaohao
}
if = {
limit = {
is_ai = no
has_global_flag = AZ_fengkuangAI_citiao_ex
}
date > 1939.7.1
}
}
bypass = {
OR = {
@@ -4680,9 +4700,17 @@ focus_tree = {
FOCUS_FILTER_HISTORICAL
}
available = {
is_puppet = no
NOT = {
has_completed_focus = TIX_yubilanhangxianjiaohao
}
if = {
limit = {
is_ai = no
has_global_flag = AZ_fengkuangAI_citiao_ex
}
date > 1939.9.1
}
}
bypass = {
}
@@ -4856,6 +4884,12 @@ focus_tree = {
NOT = {
country_exists = AUS
}
if = {
limit = {
is_ai = no
}
not = { has_global_flag = AZ_fengkuangAI_citiao_ex }
}
}
bypass = {
OR = {
@@ -4952,6 +4986,12 @@ focus_tree = {
NOT = {
country_exists = CZE
}
if = {
limit = {
is_ai = no
}
not = { has_global_flag = AZ_fengkuangAI_citiao_ex }
}
}
bypass = {
OR = {
@@ -5105,10 +5145,18 @@ focus_tree = {
has_war_with = YUW
}
available = {
is_puppet = no
NOT = {
has_completed_focus = TIX_yubilanhangxianjiaohao
}
NOT = { has_non_aggression_pact_with = YUW }
if = {
limit = {
is_ai = no
has_global_flag = AZ_fengkuangAI_citiao_ex
}
date > 1940.1.1
}
}
cancel_if_invalid = yes
continue_if_invalid = no
@@ -5159,9 +5207,17 @@ focus_tree = {
}
}
available = {
is_puppet = no
NOT = {
has_completed_focus = TIX_yubilanhangxianjiaohao
}
if = {
limit = {
is_ai = no
has_global_flag = AZ_fengkuangAI_citiao_ex
}
date > 1939.10.1
}
}
bypass = {
YUW = {
@@ -5200,6 +5256,18 @@ focus_tree = {
country_event = TIX_event.10
}
}
if = {
limit = {
HUJ = {
is_puppet = no
exists = yes
not = { has_war_with = TIX }
}
}
HUJ = {
country_event = HUJ_event.5
}
}
}
}
focus = {
@@ -6436,6 +6504,13 @@ focus_tree = {
has_army_manpower = {
size > 1500000
}
if = {
limit = {
is_ai = no
has_global_flag = AZ_fengkuangAI_citiao_ex
}
date > 1941.1.1
}
}
cost = 7
search_filters = {

File diff suppressed because it is too large Load Diff

View File

@@ -10,10 +10,10 @@ on_actions = {
}
}
}
on_monthly = {
on_monthly_CHY = {
effect = {
IF = { OR = { not = { has_global_flag = tianchengzhaohuan } not = { has_global_flag = tianchengzhaohuan_not } } }
every_country = {
CHY = {
limit = {
has_character = CHY_tiancheng
OR = { has_tech = radio_detection is_ai = yes }

View File

@@ -41,7 +41,7 @@ on_actions = {
}
}
}
on_weekly = {
on_weekly_DOH = {
effect = {
DOH_modifier_effect = yes
DOH_point_weekly_limit = yes
@@ -81,7 +81,7 @@ on_actions = {
}
}
}
on_monthly = {
on_monthly_DH1 = {
effect = {
if = {
limit = {

View File

@@ -15,9 +15,13 @@
chromium = 10
}
}
visible = {
allowed = {
FROM = {
tag = BFL
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -61,12 +65,19 @@
chromium = 30
}
}
visible = {
allowed = {
FROM = {
tag = BFL
}
}
visible = {
FROM = {
is_ai = no
}
}
available = {
}
@@ -108,12 +119,19 @@
chromium = 50
}
}
visible = {
allowed = {
FROM = {
tag = BFL
}
}
visible = {
FROM = {
is_ai = no
}
}
available = {
}
@@ -289,9 +307,13 @@
chromium = 10
}
}
visible = {
allowed = {
FROM = {
tag = TIX
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -335,9 +357,13 @@
chromium = 30
}
}
visible = {
allowed = {
FROM = {
tag = TIX
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -382,9 +408,13 @@
chromium = 50
}
}
visible = {
allowed = {
FROM = {
tag = TIX
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -458,9 +488,13 @@
chromium = 10
}
}
visible = {
allowed = {
FROM = {
tag = HUJ
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -504,9 +538,13 @@
chromium = 30
}
}
visible = {
allowed = {
FROM = {
tag = HUJ
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -551,9 +589,13 @@
chromium = 50
}
}
visible = {
allowed = {
FROM = {
tag = HUJ
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -596,9 +638,13 @@
chromium = 10
}
}
visible = {
allowed = {
FROM = {
tag = YUW
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -642,9 +688,13 @@
chromium = 30
}
}
visible = {
allowed = {
FROM = {
tag = YUW
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -689,9 +739,13 @@
chromium = 50
}
}
visible = {
allowed = {
FROM = {
tag = YUW
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -743,9 +797,13 @@
chromium = 10
}
}
visible = {
allowed = {
FROM = {
tag = BYG
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -789,9 +847,13 @@
chromium = 30
}
}
visible = {
allowed = {
FROM = {
tag = BYG
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -836,9 +898,13 @@
chromium = 50
}
}
visible = {
allowed = {
FROM = {
tag = BYG
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -880,9 +946,13 @@
chromium = 10
}
}
visible = {
allowed = {
FROM = {
tag = BYG
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -926,9 +996,13 @@
chromium = 30
}
}
visible = {
allowed = {
FROM = {
tag = BYG
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -973,9 +1047,13 @@
chromium = 50
}
}
visible = {
allowed = {
FROM = {
tag = BYG
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -1017,9 +1095,13 @@
chromium = 10
}
}
visible = {
allowed = {
FROM = {
tag = SAD
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -1063,9 +1145,13 @@
chromium = 30
}
}
visible = {
allowed = {
FROM = {
tag = SAD
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -1110,9 +1196,13 @@
chromium = 50
}
}
visible = {
allowed = {
FROM = {
tag = SAD
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -1154,9 +1244,13 @@
chromium = 10
}
}
visible = {
allowed = {
FROM = {
tag = CHY
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -1200,9 +1294,13 @@
chromium = 30
}
}
visible = {
allowed = {
FROM = {
tag = CHY
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -1247,9 +1345,13 @@
chromium = 50
}
}
visible = {
allowed = {
FROM = {
tag = CHY
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -1291,9 +1393,13 @@
chromium = 10
}
}
visible = {
allowed = {
FROM = {
tag = DOH
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -1339,9 +1445,13 @@
chromium = 30
}
}
visible = {
allowed = {
FROM = {
tag = DOH
}
}
visible = {
FROM = {
is_ai = no
}
}
@@ -1386,9 +1496,13 @@
chromium = 50
}
}
visible = {
allowed = {
FROM = {
tag = DOH
}
}
visible = {
FROM = {
is_ai = no
}
}

View File

@@ -10464,6 +10464,18 @@ country_event = {
activate_mission = AZ_fkAI_xuanzebuff_time
set_country_flag = AZ_fkAI_playertime
add_ideas = TY_fkAI_wanjiagangtiezhiqu
add_ideas = TY_fkAIdebuffplayer
}
every_country = {
limit = {
is_ai = no
OR = {
tag = TIX
tag = YUW
tag = BFL
}
}
add_ideas = TY_fkAIdebuffplayer_teding
}
}
ai_chance = {
@@ -13120,7 +13132,7 @@ country_event = {
country_event = {
id = az_tianjiang.389
title = "关于每挑战"
title = "关于每挑战"
desc = az_tianjiang.389.d
picture = GFX_report_event_generic_read_write
is_triggered_only = yes
@@ -13443,7 +13455,7 @@ country_event = {
country_event = {
id = az_tianjiang.412
title = "自选稀有效果!"
desc = "恭喜你完美达成了每挑战的通关条件!现在你可以在这里自选一个想要的特殊效果。"
desc = "恭喜你完美达成了每挑战的通关条件!现在你可以在这里自选一个想要的特殊效果。"
picture = GFX_aze_kelifulan
is_triggered_only = yes
option = {
@@ -13498,10 +13510,22 @@ country_event = {
}
}
}
trigger = {
HUJ = { is_ai = yes }
BYG = { is_ai = yes }
YUW = { is_ai = yes }
DOH = { is_ai = yes }
}
ai_chance = {
base = 100
}
}
option = {
name = "谁?"
ai_chance = {
base = 1
}
}
}
country_event = {

View File

@@ -507,6 +507,7 @@ country_event = {
transfer_state = 717
transfer_state = 328
transfer_state = 524
transfer_state = 1043
CHY = {
country_event = CHY_new1_shijian.1301
}

View File

@@ -400,6 +400,13 @@ country_event = {
transfer_state = 328
transfer_state = 610
transfer_state = 715
transfer_state = 717
transfer_state = 714
transfer_state = 761
transfer_state = 611
transfer_state = 612
transfer_state = 1043
transfer_state = 609
}
}
option = {
@@ -611,6 +618,7 @@ country_event = {
transfer_state = 717
transfer_state = 328
transfer_state = 524
transfer_state = 1043
}
option = {
name = CHY_event.27.b
@@ -650,6 +658,7 @@ country_event = {
transfer_state = 717
transfer_state = 328
transfer_state = 524
transfer_state = 1043
}
}

View File

@@ -472,11 +472,11 @@ country_event = {
ideology = democratic
popularity = -0.05
}
#retire_country_leader = yes
#promote_character = {
# character = HOL_pieter_sjoerds_gerbrandy
# ideology = conservatism
#}
retire_country_leader = yes
promote_character = {
character = HOL_pieter_sjoerds_gerbrandy
ideology = conservatism
}
if = {
limit = {
has_idea = HOL_weak_government
@@ -936,7 +936,7 @@ country_event = {
factor = 50
modifier = {
factor = 0
is_in_faction_with = SOV
is_in_faction_with = BFL
}
modifier = {
factor = 0
@@ -1017,7 +1017,7 @@ country_event = {
factor = 50
modifier = {
factor = 0
is_in_faction_with = SOV
is_in_faction_with = BFL
}
modifier = {
factor = 0
@@ -1098,7 +1098,7 @@ country_event = {
factor = 50
modifier = {
factor = 0
is_in_faction_with = SOV
is_in_faction_with = BFL
}
modifier = {
factor = 0
@@ -1280,7 +1280,7 @@ country_event = {
factor = 50
modifier = {
factor = 0
is_in_faction_with = SOV
is_in_faction_with = BFL
}
modifier = {
factor = 0
@@ -1476,7 +1476,7 @@ country_event = {
factor = 50
modifier = {
factor = 0
is_in_faction_with = SOV
is_in_faction_with = BFL
}
modifier = {
factor = 0
@@ -1704,7 +1704,7 @@ country_event = {
factor = 50
modifier = {
factor = 0
is_in_faction_with = SOV
is_in_faction_with = BFL
}
modifier = {
factor = 0
@@ -2774,7 +2774,7 @@ country_event = {
name = excellent
if = {
limit = {
any_state = {
any_controlled_state = {
is_fully_controlled_by = ROOT
is_on_continent = europe
}
@@ -3010,7 +3010,11 @@ country_event = {
autonomy_state = autonomy_free
}
}
create_faction = GER_central_powers_faction
create_faction_from_template = {
template = faction_template_GER_mitteleuropa_alliance
name = GER_central_powers_faction
icon = GFX_faction_logo_generic_13
}
add_to_faction = HOL
}
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -13,6 +13,15 @@ country_event = {
}
option = {
name = "ai_bianzhi.1.a"
set_technology = {
antitank1 = 1
}
set_technology = {
antitank2 = 1
}
set_technology = {
antitank3 = 1
}
set_technology = { tech_military_police = 1 }
set_technology = { tech_maintenance_company = 1 }
set_technology = { tech_maintenance_company2 = 1 }
@@ -289,6 +298,15 @@ country_event = {
}
option = {
name = "ai_bianzhi.2.a"
set_technology = {
antitank1 = 1
}
set_technology = {
antitank2 = 1
}
set_technology = {
antitank3 = 1
}
set_technology = { tech_military_police = 1 }
set_technology = { tech_maintenance_company = 1 }
set_technology = { tech_maintenance_company2 = 1 }
@@ -593,6 +611,15 @@ country_event = {
}
option = {
name = "ai_bianzhi.3.a"
set_technology = {
antitank1 = 1
}
set_technology = {
antitank2 = 1
}
set_technology = {
antitank3 = 1
}
set_technology = { tech_logistics_company = 1 }
set_technology = { tech_military_police = 1 }
set_technology = { tech_maintenance_company = 1 }
@@ -947,6 +974,15 @@ country_event = {
}
option = {
name = "ai_bianzhi.4.a"
set_technology = {
antitank1 = 1
}
set_technology = {
antitank2 = 1
}
set_technology = {
antitank3 = 1
}
set_technology = { tech_logistics_company = 1 }
set_technology = { tech_military_police = 1 }
set_technology = { tech_maintenance_company = 1 }
@@ -1622,6 +1658,15 @@ country_event = {
}
option = {
name = "ai_bianzhi.6.a"
set_technology = {
antitank1 = 1
}
set_technology = {
antitank2 = 1
}
set_technology = {
antitank3 = 1
}
set_technology = { tech_logistics_company = 1 }
set_technology = { tech_military_police = 1 }
set_technology = { tech_maintenance_company = 1 }
@@ -1937,7 +1982,15 @@ country_event = {
}
option = {
name = "ai_bianzhi.7.a"
set_technology = {
antitank1 = 1
}
set_technology = {
antitank2 = 1
}
set_technology = {
antitank3 = 1
}
set_technology = { tech_logistics_company = 1 }
set_technology = { tech_signal_company = 1 }
set_technology = { tech_military_police = 1 }
@@ -2291,8 +2344,15 @@ country_event = {
}
option = {
name = "ai_bianzhi.8.a"
set_technology = {
antitank1 = 1
}
set_technology = {
antitank2 = 1
}
set_technology = {
antitank3 = 1
}
set_technology = { amphibious_drive = 1 }
set_technology = { tech_logistics_company = 1 }
set_technology = { tech_maintenance_company = 1 }
@@ -2742,6 +2802,15 @@ country_event = {
}
option = {
name = "ai_bianzhi.9.a"
set_technology = {
antitank1 = 1
}
set_technology = {
antitank2 = 1
}
set_technology = {
antitank3 = 1
}
set_technology = { tech_logistics_company = 1 }
set_technology = { tech_maintenance_company = 1 }
set_technology = { tech_maintenance_company2 = 1 }
@@ -3017,6 +3086,15 @@ country_event = {
}
option = {
name = "ai_bianzhi.10.a"
set_technology = {
antitank1 = 1
}
set_technology = {
antitank2 = 1
}
set_technology = {
antitank3 = 1
}
set_technology = { tech_logistics_company = 1 }
set_technology = { tech_maintenance_company = 1 }
set_technology = { tech_maintenance_company2 = 1 }

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View File

@@ -34,7 +34,7 @@ set_variable = { AUS_pub_slot_C = 0 }
#########################################
################阵营#####################
#########################################
create_faction = Solidarity_Pact
#create_faction = Solidarity_Pact
#########################################
################人物#####################
#########################################

View File

@@ -76,6 +76,29 @@ guiTypes = {
fixedsize = yes
}
iconType ={
name ="energy_consumption_bg"
spriteType = "GFX_victorypoint_stateview_bg"
position = { x = 403 y = 121 }
}
iconType = {
name = "energy_icon"
spriteType = "GFX_modifiers_energy"
position = { x = 418 y = 118 }
}
instantTextboxType = {
name = "energy_text"
position = { x = 398 y = 124 }
textureFile = ""
font = "hoi_16mbs"
text = ""
maxWidth = 30
maxHeight = 30
format = center
}
gridBoxType = {
name = "state_shared_slot_building_entries"
position = { x = 162 y = 168 }

View File

@@ -1,6 +1,6 @@
l_simp_chinese:
gengxinshuoming_title2:0"2.16更新内容"
gengxinshuoming_text2:"1.AI下兵更多而且会造一些重坦师。\n2.舰娘国后期都不会缺煤炭了。\n\n§O已经整合50建筑槽MOD无需再额外启动§!\nMOD内95%的长文案由AI生成§C所有文案当做同人小说来看就好§!MOD交流群539127559\n最下方的决议里有路线指南和舰娘羁绊事件。出现成就条件满足但无法去完成的情况请打开历史国策。"
gengxinshuoming_title2:0"2.18更新内容"
gengxinshuoming_text2:"1.调整了全词条的数值大幅提高双方HP与组织度。\n2.加强了精通度决议效果,且舰娘机可以获取空军精通度(未测试)。\n3.调整了部分AI。\n\n§O已经整合50建筑槽MOD无需再额外启动§!\nMOD内95%的长文案由AI生成§C所有文案当做同人小说来看就好§!MOD交流群539127559\n最下方的决议里有路线指南和舰娘羁绊事件。出现成就条件满足但无法去完成的情况请打开历史国策。"
az_openstart_button_tooltip:0"打开碧蓝MOD开始界面"
dancingxiaotiancheng_tooltip:0"§RDancing~§! §CDancing~§! §YNon Stop§! §Bmy§! §GDancing~§!"
az_start_mainwindow_stratgame_btn_tooltip:0"§Y◆注意◆§!确认你已完成所有MOD设定点击开始游戏后将§R无法更改§!任何设定§Y◆注意◆§!"
@@ -306,35 +306,39 @@ az_gaobaoqichuan_cj_DESC:"现在,是幻想时间。"
az_zhanxinjiyuan_cj_NAME:1"崭新纪元"
az_zhanxinjiyuan_cj_DESC:"属于团结主义的黎明已经到来!"
DOH_zaozhan_cjwx:"提前与重樱开战"
az_meizhoutiaozhan_cj_NAME:"完美通关"
az_meizhoutiaozhan_cj_DESC:"在每挑战中达成完美通关条件。"
az_meizhoutiaozhan_cj_NAME:"完美通关:北联"
az_meizhoutiaozhan_cj_DESC:"在每挑战中达成北联的完美通关条件。"
az_meizhoutiaozhan_cj2_NAME:"完美通关:鸢尾"
az_meizhoutiaozhan_cj2_DESC:"在每月挑战中达成鸢尾的完美通关条件。"
az_ceshichengjiu_cj_NAME:"路过的蛮啾"
az_ceshichengjiu_cj_DESC:"这是一个测试成就,请无视喵。"
##################每挑战##############
az_tianjiang.389.d:"每挑战是碧蓝MOD在最近一次更新中新添加的机制玩家可以通过开启挑战来获得各种平时无法得到的加成并与同样获得特殊增益的AI进行对抗。\n\n该模式的目的是给喜欢在碧蓝MOD中PVE的玩家一个动态的环境因此每都会对双方的BUFF以及挑战的目标进行更新。\n\n每挑战不绑定历史国策可以与疯狂AI或者历史挑战、丁真AI同时开启但会在一定程度上影响其本身的难度。该机制属于单机游玩专属联机时无法启用。\n\n如果对此模式有想法或意见欢迎加群讨论。"
AZ_meizhoutiaozhan_jyz:"每挑战"
AZ_meizhoutiaozhan_jyz_desc:"本挑战国家§Y北联§!\n本路线要求§Y任意红线§!\n本挑战目标§R历史国策流程进入冷战路线,并完成“致命冲击”外的任意冷战最终国策§!\n本§G玩家效果§!卫国战争+人海战术+宁死不屈+侧重陆军\n本§RAI效果§!闪电战+坦克工厂+强化产线+后续乏力\n\n目前难度适中有建议欢迎加群反馈。"
##################每挑战##############
az_tianjiang.389.d:"每挑战是碧蓝MOD在最近一次更新中新添加的机制玩家可以通过开启挑战来获得各种平时无法得到的加成并与同样获得特殊增益的AI进行对抗。\n\n该模式的目的是给喜欢在碧蓝MOD中PVE的玩家一个动态的环境因此每都会对双方的BUFF以及挑战的目标进行更新。\n\n每挑战不绑定历史国策可以与疯狂AI或者历史挑战、丁真AI同时开启但会在一定程度上影响其本身的难度。该机制属于单机游玩专属联机时无法启用。\n\n如果对此模式有想法或意见欢迎加群讨论。"
AZ_meizhoutiaozhan_jyz:"每挑战"
AZ_meizhoutiaozhan_jyz_desc:"本挑战国家§Y鸢尾§!\n本路线要求§Y莫加多尔§!\n本挑战目标§R在非历史国策下,向全世界散播涩涩腐蚀(盟友与附庸除外)§!\n本§G玩家效果§!强者战争+团结一致+堑壕战+不思进取\n本§RAI效果§!速度至上+战无不胜+宁死不屈+黑云遮日\n\n目前难度适中有建议欢迎加群反馈。"
AZ_meizhoutiaozhan_jy_debug:"测试决议"
AZ_meizhoutiaozhan_jy_aibuff:"AI决议"
AZ_meizhoutiaozhan_jy_on:"开启§Y每挑战§!"
AZ_meizhoutiaozhan_jy_off:"不启用§Y每周挑战§!"
AZ_meizhoutiaozhan_jy_on:"开启§Y每挑战§!"
AZ_meizhoutiaozhan_jy_on_desc:"如果条件都满足但决议是灰色的,说明你没有关闭历史国策。"
AZ_meizhoutiaozhan_jy_off:"不启用§Y每月挑战§!"
AZ_meizhoutiaozhan_jy_time:"选择时间倒计时"
AZ_meizhoutiaozhan_jy_time_desc:"如果不进行选择,则自动不启用每挑战。"
AZ_meizhoutiaozhan_jy_time_desc:"如果不进行选择,则自动不启用每挑战。"
az_aikongzhiqitaguojia:"所有其他国家都是由AI控制的"
az_meizhoutiaozhan_action:"启用了每挑战"
az_meizhoutiaozhan_down:"关闭了每挑战"
az_meizhoutiaozhan_action:"启用了每挑战"
az_meizhoutiaozhan_down:"关闭了每挑战"
AZ_meizhoutiaozhan_jy_wanmei_time:"完美达成目标"
az_meizhoutiaozhan_buwanmei:"超过时间限制,无法获得额外奖励"
AZ_meizhoutiaozhan_jy_dacheng_time:"成功完成目标"
az_meizhoutiaozhan_shibai:"§R超过最大时间限制挑战失败§!"
AZ_mztz_AIbuff:"每挑战AI效果"
AZ_mztz_playerbuff:"每挑战:玩家效果"
AZ_meizhoutiaozhan_jy_BFL_misson:"每挑战:北联"
AZ_mztz_AIbuff:"每挑战AI效果"
AZ_mztz_playerbuff:"每挑战:玩家效果"
AZ_meizhoutiaozhan_jy_BFL_misson:"每挑战:北联"
AZ_meizhoutiaozhan_jy_BFL_misson_desc:"在1945年之前完成视为完美完成目标将获得额外奖励并获得成就。"
AZ_meizhoutiaozhan_jiangli:"完美通关的奖励"
AZ_meizhoutiaozhan_jiangli_desc:"如果你完美达成过每挑战的通关条件(解锁了对应成就),那么你就可以在这里自选各种平时玩不到的增益!"
az_meizhoutiaozhan_cj_get:"完美达成每挑战通关条件"
AZ_meizhoutiaozhan_jiangli_desc:"如果你完美达成过每挑战的通关条件(解锁了对应成就),那么你就可以在这里自选各种平时玩不到的增益!"
az_meizhoutiaozhan_cj_get:"完美达成每挑战通关条件"
az_meizhoutiaozhan_cj_get2:"完美达成每月挑战通关条件"
AZ_mztz_xiaoma_idea:"挑战奖励:超级小马"
az_shenjingbaizhan_tech:"词条:身经百战"
az_shenjingbaizhan_tech_desc:"疯狂AI地形修正"
@@ -343,6 +347,8 @@ az_jianniangguo_tech:"碧蓝航线MOD加成"
az_jianniangguo_tech_desc:"防止数值膨胀导致激情互秒。"
az_liluntupo_new_tech:"理论突破"
az_liluntupo_new_tech_desc:"双学说,落幕。"
AZ_meizhoutiaozhan_jy_YUW_misson:"每月挑战:鸢尾"
AZ_meizhoutiaozhan_jy_YUW_misson_desc:"在1945年之前完成视为完美完成目标将获得额外奖励并获得成就。"
#########################临时文本P社为什么不写本地化############################
@@ -361,3 +367,8 @@ modifier_experience_gain_medium_armor_combat_factor: "战斗中获取的中坦
modifier_experience_gain_heavy_armor_combat_factor: "战斗中获取的重坦经验:"
shijianniangguojia_trigger_tooltip: "§Y[ROOT.getname]§!是舰娘国家"
az_meitanzuobi: "舰娘国特殊能源"
TY_fkAIdebuffplayer: "疯狂AI全词条玩家debuff"
TY_fkAIdebuffplayer_desc: "由于最近难度变低因此添加该debuff。"
psh_yymj: "英勇蛮啾"
psh_yymj_desc: "为英勇的蛮啾们颁发勋章!"
TY_fkAIdebuffplayer_teding: "疯狂AI全词条玩家额外debuff特定国家"