From e287d9d86db499d37908b5bb9b204b8fdc36e34b Mon Sep 17 00:00:00 2001 From: "actions[bot]" Date: Fri, 21 Nov 2025 04:01:34 +0000 Subject: [PATCH] 2025-11-21 04:01:34 --- .../ai_faction_theaters.txt | 1345 +++ src/common/ai_strategy/BYG.txt | 95 + src/common/ai_strategy/HUJ.txt | 59 + src/common/ai_strategy/TIX.txt | 28 + src/common/buildings/00_buildings.txt | 54 +- .../buildings/01_landmark_buildings.txt | 246 +- src/common/combat_tactics.txt | 34 +- src/common/country_leader/az_psh_traits.txt | 4 +- ...rist_traits.txt => az_theorist_traits.txt} | 48 +- src/common/country_leader/azng_traits.txt | 22 +- src/common/decisions/tianjiang_decision.txt | 2 +- src/common/decisions/xingdong_decisions.txt | 47 +- .../az_dynamic_modifiers.txt | 1 + .../goals/faction_goals_long_term.txt | 1492 ++++ .../goals/faction_goals_medium_term.txt | 7197 +++++++++++++++++ .../goals/faction_goals_short_term.txt | 5480 +++++++++++++ .../factions/templates/az_templates.txt | 205 + src/common/game_rules/AZ_game_rules.txt | 53 + src/common/ideas/_economic.txt | 1103 ++- src/common/ideas/_event.txt | 230 - src/common/ideas/_manpower.txt | 702 -- src/common/ideas/byg.txt | 30 + src/common/ideas/china.txt | 748 -- src/common/ideas/china_shared.txt | 185 - src/common/ideas/doh.txt | 22 +- src/common/ideas/tianjiang.txt | 22 + .../organizations/00_generic_organization.txt | 154 +- src/common/national_focus/beifanglianhe.txt | 47 +- src/common/national_focus/byg_focus.txt | 28 +- src/common/national_focus/chongying_new.txt | 20 +- src/common/national_focus/donghuang_new.txt | 14 +- src/common/national_focus/huangjia.txt | 25 +- src/common/national_focus/sad_focus.txt | 2 +- src/common/national_focus/tiexue.txt | 74 +- src/common/national_focus/yuanwei.txt | 36 +- src/common/on_actions/az_on_actions.txt | 10 +- .../on_actions/az_waring_on_actions.txt | 22 + src/common/script_enums.txt | 19 +- .../scripted_effects/az_scripted_effects.txt | 18 +- src/common/technologies/az_tech.txt | 45 + src/common/technologies/land_doctrine.txt | 3543 -------- src/common/unit_leader/00_attack_skills.txt | 360 +- .../unit_leader/00_coordination_skills.txt | 135 +- src/common/unit_leader/00_defense_skills.txt | 320 +- .../unit_leader/00_logistics_skills.txt | 228 +- .../unit_leader/00_maneuvering_skills.txt | 183 +- src/common/unit_leader/00_planning_skills.txt | 150 +- src/common/unit_leader/00_skills.txt | 275 +- src/events/AZ_tianjiangEvents.txt | 14 +- src/events/DOH_shijian.txt | 124 +- src/history/countries/BFL - Beifanglianhe.txt | 13 +- src/history/countries/BYG - Baiying.txt | 5 + src/history/countries/CHY - Chongying.txt | 3 + src/history/countries/DOH - Donghuang.txt | 5 +- src/history/countries/ENG - Britain.txt | 2011 +++++ src/history/countries/GER - Germany.txt | 1785 ++++ src/history/countries/HUJ - Huangjia.txt | 27 +- src/history/countries/SAD - Sading.txt | 2 + src/history/countries/SOV - Soviet union.txt | 2002 +++++ src/history/countries/TIX - Tiexue.txt | 4 + src/history/countries/USA - USA.txt | 1394 ++++ src/history/countries/YUW - Yuanwei.txt | 3 + .../az_decisions_l_simp_chinese.yml | 2 + .../simp_chinese/az_misc_l_simp_chinese.yml | 11 +- .../simp_chinese/azevent_l_simp_chinese.yml | 2 + .../liluntupodecisions_l_simp_chinese.yml | 1 + 66 files changed, 26200 insertions(+), 6370 deletions(-) create mode 100755 src/common/ai_faction_theaters/ai_faction_theaters.txt rename src/common/country_leader/{theorist_traits.txt => az_theorist_traits.txt} (90%) create mode 100755 src/common/factions/goals/faction_goals_long_term.txt create mode 100755 src/common/factions/goals/faction_goals_medium_term.txt create mode 100755 src/common/factions/goals/faction_goals_short_term.txt create mode 100755 src/common/factions/templates/az_templates.txt delete mode 100755 src/common/ideas/_event.txt delete mode 100755 src/common/ideas/_manpower.txt delete mode 100755 src/common/ideas/china.txt delete mode 100755 src/common/ideas/china_shared.txt delete mode 100755 src/common/technologies/land_doctrine.txt create mode 100755 src/history/countries/ENG - Britain.txt create mode 100755 src/history/countries/GER - Germany.txt create mode 100755 src/history/countries/SOV - Soviet union.txt create mode 100755 src/history/countries/USA - USA.txt diff --git a/src/common/ai_faction_theaters/ai_faction_theaters.txt b/src/common/ai_faction_theaters/ai_faction_theaters.txt new file mode 100755 index 0000000..be6e465 --- /dev/null +++ b/src/common/ai_faction_theaters/ai_faction_theaters.txt @@ -0,0 +1,1345 @@ +# EUROPE + +western_europe = { + name = theater_western_europe + regions = { + 19 # Northern France + 5 # Benelux + 7 # Western Germany + 208 # Western France + 6 # North West Germany + 18 # English Channel + 1 # Southern England + 275 # Jutland + 20 # Southern France + 42 # Bay of Biscay + 21 # Alpine Region + } + cancel = { + OR = { + AND= { + # Germany should stop focusing on the Western Front when Barbarossa starts + original_tag = TIX + has_war_with = BFL + 219 = { is_controlled_by_ROOT_or_ally = no } + } + AND = { + # UK should not care overly much about the continent while France is Capitulated + YUW = { + is_in_faction_with = ROOT + has_capitulated = yes + } + } + has_war = no + } + } + + ai_will_do = { + base = 0 + modifier = { + add = 1 + capital_scope = { is_on_continent = europe} + } + modifier = { + add = 5 + OR = { + has_war_with = YUW + has_war_with = TIX + has_war_with = HOL + has_war_with = BEL + } + } + modifier = { + factor = 10 + is_historical_focus_on = yes + original_tag = BYG + is_in_faction_with = HUJ + } + modifier = { + factor = 0 + has_war = no + } + modifier = { + factor = 0 + original_tag = TIX + has_war_with = BFL + 219 = { is_controlled_by_ROOT_or_ally = no } # We can focus again on the west if we take Moscow + } + modifier = { + factor = 0 + original_tag = HUJ + YUW = { + is_in_faction_with = ROOT + has_capitulated = yes + } + } + } +} + +eastern_europe = { + name = theater_eastern_europe + regions = { + 8 # Eastern Germany + 38 # Western Poland + 9 # Czechoslovakia + 39 # Eastern Poland + 206 # Lower Baltic Sea + 37 # Baltic States + 27 #Northern Balkans + 132 #Novgorod + 131 #Belarus + 130 # Ukraine + 133 # Central Rusia + } + cancel = { + has_war = no + } + + ai_will_do = { + base = 0 + modifier = { + add = 1 + capital_scope = { is_on_continent = europe} + } + modifier = { + add = 1 + OR = { + has_war_with = POL + has_war_with = CZE + has_war_with = BFL + } + } + modifier = { + add = 10 + original_tag = BFL + has_war_with = TIX + } + modifier = { + factor = 0 + has_war = no + } + } +} + +barbarossa_north = { + name = theater_barbarossa_north + regions = { + 37 # Baltic States + 132 # Novgorod + 206 # Lower Baltic Sea + 9 # Gulf of Finland + 12 # Eastern Finland + 265 # Eastern Finland + 150 # Archangelsk + 278 # Western Finland + 279 # Gulf of Botnia + 277 # Northern Finland + 12 # Kola + 191 # Northern Norway + 46 # Barents Sea + + } + + cancel = { + NOT = { has_war_with = BFL } + } + + ai_will_do = { + base = 0 + modifier = { + add = 5 + original_tag = TIX + has_war_with = BFL + } + modifier = { + add = 1 + is_in_faction_with = TIX + has_war_with = BFL + } + + } +} + +barbarossa_center = { + name = theater_barbarossa_center + regions = { + 8 # Eastern Germany + 38 # Western Poland + 39 # Eastern Poland + 131 #Belarus + 133 # Central Russia + 40 # Transvolga + 138 # Urals + 22 # Czeckoslovakia + 14 # Trans-Urals + + } + preferred_countries = { + TIX SLO + } + cancel = { + NOT = { has_war_with = BFL } + } + + ai_will_do = { + base = 0 + modifier = { + add = 10 + original_tag = TIX + has_war_with = BFL + } + } +} + +barbarossa_south = { # For Barbarossas + name = theater_barbarossa_south + regions = { + 130 # Ukraine + 26 # Eastern Balkans + 27 #Northern Balkans + 30 # Black Sea + 15 # Kuban Region + 137 # Western Steppe + 267 # Transcaspia + 270 # Syrdania + + } + cancel = { + NOT = { has_war_with = BFL } + } + preferred_countries = { + ROM SAD + } + ai_will_do = { + base = 0 + modifier = { + add = 5 + OR = { + original_tag = TIX + is_in_faction_with = TIX + } + has_war_with = BFL + } + } +} + +north_sea_region = { + name = theater_north_sea_region + regions = { + 16 # North Sea + 174 # Norwegian Coast + 173 # Eastern North Sea + 11 # Southern Norway + 191 # Northern Norway + 2 # Northern England + 3 # Scotland + 4 # Ireland + 45 # Norwegian Sea + 161 # Iceland + 275 # Jutland Peninsula + 44 # Denmark Strait + 10 # Southern Sweden + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + OR = { + original_tag = HUJ + has_war_with = HUJ + original_tag = NOR + has_war_with = NOR + original_tag = ICE + has_war_with = ICE + original_tag = DEN + has_war_with = DEN + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + + +southern_europe = { + name = theater_southern_europe + regions = { + 23 # Italy + 169 # Tyrrhenian Sea + 168 # Adriatic Sea + 24 # Western Balkans + 25 # Greece + 202 # Aegean Sea + 21 # Alpine Region + 29 # Central Med + 68 # Western Med + + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + capital_scope = { is_on_continent = europe} + } + modifier = { + add = 2 + OR = { + has_war_with = SAD + has_war_with = YUG + has_war_with = GRE + original_tag = SAD + original_tag = YUG + original_tag = GRE + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + +black_sea_region = { + name = theater_black_sea_region + regions = { + 30 # Black Sea + 129 # Asia Minor + 26 # Eastern Balkans + 25 # Greece + 130 # Ukraine + 135 # Kuban Region + 134 # Caucasus Region + 202 # Aegean Sea + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + OR = { + controls_state = 21 # Edirne + controls_state = 211 # Varna + controls_state = 971 # Northern Dobrudja + controls_state = 137 # Crimea + controls_state = 231 # Georgia + controls_state = 192 # Odessa + } + any_enemy_country = { + controls_state = 21 # Edirne + controls_state = 211 # Varna + controls_state = 971 # Northern Dobrudja + controls_state = 137 # Crimea + controls_state = 231 # Georgia + controls_state = 192 # Odessa + } + } + modifier = { + factor = 2 + OR = { + original_tag = TUR + has_war_with = TUR + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + +scandinavia = { + name = theater_scandinavia + regions = { + 10 # Southern Sweden + 192 # Lower Norrland + 11 # Southern Norway + 191 # Northern Norway + 276 # Northern Norrland + 206 # Lower Baltic Sea + 275 # Jutland Peninsula + 173 # Eastern North Sea + 279 # Gulf of Bothnia + 277 # Northern Finland + 278 # Western Finland + 9 # Gulf of Finland + + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + capital_scope = { is_on_continent = europe} + } + modifier = { + add = 2 + OR = { + has_war_with = SWE + has_war_with = NOR + has_war_with = DEN + original_tag = SWE + original_tag = NOR + original_tag = DEN + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + +# AFRICA AND MIDDLE EAST +north_africa = { + name = theater_north_africa + regions = { + 225 # Tripoli + 128 # Egypt + 29 # Central Med + 126 # Eastern Maghreb + 182 # Western Maghreb + 48 # African Coast + 68 # Western Med + 69 # Eastern Med + 100 # Red Sea + + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + capital_scope = { is_on_continent = africa } + } + modifier = { + add = 2 + owns_any_state_of = { + 448 # Tripoli + 458 # Tunisia + 907 # Cairo + 447 # Alexandria + 459 # Algiers + 461 # Casablanca + } + } + modifier = { + factor = 0 + is_historical_focus_on = yes + tag = HUJ + } + modifier = { + factor = 0 + has_war = no + } + } +} + +north_africa_uk = { + name = theater_north_africa + regions = { + 128 # Egypt + 225 # Tripoli + 29 # Central Med + 126 # Eastern Maghreb + 182 # Western Maghreb + 48 # African Coast + 68 # Western Med + 69 # Eastern Med + 100 # Red Sea + } + cancel = { + + } + preferred_countries = { + AST SAF + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + original_tag = HUJ + } + modifier = { + factor = 2 + owns_any_state_of = { + 448 # Tripoli + 458 # Tunisia + 907 # Cairo + 447 # Alexandria + 459 # Algiers + 461 # Casablanca + } + } + modifier = { + factor = 5 + is_historical_focus_on = yes + tag = HUJ + } + modifier = { + factor = 0 + has_war = no + date < 1938.1.1 + } + } +} + +east_africa = { + name = east_africa + regions = { + 274 # Ogaden + 273 # Danakil + 17 # Ethiopian Highlands + 217 # Victoria + 102 # East African Coast + 100 # Red Sea + 216 # Upper Nile + 227 # North East Congo + 60 # West Indian Ocean + 181 # Madagascar + 183 # Central Africa + + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + capital_scope = { is_on_continent = africa } + } + modifier = { + add = 1 + owns_any_state_of = { + 559 # Somaliland + 217 # Shewa + 268 # French Somaliland + 269 # British Somaliland + 551 # Khartoum + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + +west_africa = { + name = theater_west_africa + regions = { + 226 # West Africa + 140 # Sub Saharan Africa + 184 # Cameroon + 272 # West Congo + 62 # Gulf of Guinea + 61 # Cap Verde Plain + 183 # Central Africa + 271 # South East Congo + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + capital_scope = { is_on_continent = africa } + } + modifier = { + add = 1 + owns_any_state_of = { + 779 # ivory Coast + 298 # Liberia + 295 # FLéopoldville + 274 # Ghana + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + +south_africa = { + name = theater_south_africa + regions = { + 139 # South Africa + 65 # Cape of Africa + 215 # Namibia + 223 # Zambezi + 185 # South East Africa + 224 # Angola + 103 # Mozambique Channel + + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + capital_scope = { is_on_continent = africa } + } + modifier = { + add = 1 + owns_any_state_of = { + 779 # ivory Coast + 298 # Liberia + 295 # FLéopoldville + 274 # Ghana + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + + +middle_east = { + name = middle_east + regions = { + 232 # Levant + 237 # Hejaz + 28 # Middle East + 129 # Asia Minor + 240 # Western Zagros + 196 # Central Arabia + 238 # East Arabia + 236 # South Arabia + 239 # Alborz + 116 # Central Iranian Range + 298 # Eastern Zagros + + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + capital_scope = { is_on_continent = middle_east } + } + modifier = { + add = 1 + owns_any_state_of = { + 454 # Palstine + 554 # Damascus + 291 # Baghdad + 292 # Nejd + 293 # North Yemen + 294 # Muscat + } + } + modifier = { + add = 1 + any_enemy_country = { + capital_scope = { is_on_continent = middle_east } + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + +persia = { + name = theater_persia + regions = { + 239 # Alborz + 116 # Central Iranian Range + 298 # Eastern Zagros + 203 # Persian Gulf + 232 # Levant + 28 # Middle East + 241 # Dash-E Kavir + 297 # Eastern Iranian Range + 291 # Baluchistan + 289 # South Afghanistan + 134 # Caucasus + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + capital_scope = { is_on_continent = middle_east } + } + modifier = { + add = 1 + OR = { + original_tag = PER + has_war_with = PER + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + +# ASIA +chinese_coastline = { + name = theater_chinese_coastline + regions = { + 77 # Yellow Sea + 76 # East China Sea + 143 # Northern China + 247 # Yantzee River Region + 164 # Eastern China + 155 # Western Manchuria + 248 # Guangxi + 75 # South China Sea + 186 # Korea + + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 5 + OR = { + is_literally_china = yes + original_tag = CHY + } + } + modifier = { + add = 2 + any_enemy_country = { + is_literally_china = yes + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + +chinese_mainland = { + name = theater_chinese_mainland + regions = { + 246 # Central China + 165 # Southern China + 245 # Shanxi Region + 249 # Yunnan + 250 # Kham + 144 # Western China + 200 # Quinghai + 244 # Chahar + 252 # Tien Shan + 145 # Taklamakan + 146 # Himalayas + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + has_war = yes # Don't bother with interior focus if not already at war. + OR = { + is_literally_china = yes + any_enemy_country = { + is_literally_china = yes + } + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + + + +south_east_asia = { + name = theater_south_east_asia + regions = { + 72 # Straits of Malacka + 188 # Malaya + 229 # Siam + 228 # South Indochina + 142 # North Indochina + 73 # Gulf of Thailand + 187 # Sumatra + 293 # Tenasserim + 294 # Rangoon + 101 # Bay of Bengal + 292 # Shan States + + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + OR = { + any_enemy_country = { + OR = { + controls_state = 1021 # Singapore + controls_state = 336 # Malaya + controls_state = 289 # Siam + controls_state = 671 # Tonkin + controls_state = 672 # Sumatra + } + } + controls_state = 1021 # Singapore + controls_state = 336 # Malaya + controls_state = 289 # Siam + controls_state = 671 # Tonkin + controls_state = 672 # Sumatra + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + +bengal = { + name = theater_bengal + regions = { + 101 # Bay of Bengal + 290 # Bengal + 231 # East Ghats + 230 # Cape Comorin + 294 # Rangoon + 141 # Eastern India + 293 # Tenasserim + 31 # Deccan Plateau + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + OR = { + any_enemy_country = { + OR = { + controls_state = 320 # French India + controls_state = 423 # French Madras + controls_state = 431 # Calcutta + controls_state = 431 # East Bengal + controls_state = 995 # Rangoon + controls_state = 289 # Siam + } + } + controls_state = 320 # French India + controls_state = 423 # French Madras + controls_state = 431 # Calcutta + controls_state = 431 # East Bengal + controls_state = 995 # Rangoon + controls_state = 289 # Siam + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + +northern_india = { + name = theater_northern_india + regions = { + 153 # Northern India + 190 # Pakistan + 162 # North Afghanistan + 289 # South Afghanistan + 291 # Baluchistan + 296 # Gujarat + 251 # Ngari + 297 # Eastern Iranian range + 104 # Arabian Sea + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + OR = { + any_enemy_country = { + OR = { + controls_state = 443 # Sind + controls_state = 439 # Dehli + controls_state = 440 # West Punjab + controls_state = 267 # Kabul + # controls_state = 410 # Sistan # Intentionally left out as I don't want the ai to pick this if they attacking Persia, but the other way around is ok. + } + } + controls_state = 443 # Sind + controls_state = 439 # Dehli + controls_state = 440 # West Punjab + controls_state = 267 # Kabul + controls_state = 410 # Sistan + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + +# PACIFIC +central_pacific = { + name = theater_central_pacific + regions = { + 105 # Hawaii Ridge + 176 # Central North Pacific + 172 # Pacific Line Ridge + 95 # West Emperor Chain + 180 # Micronesian Gap + 96 # North Emperor Chain + 97 # Eastern Micronesia + 177 # western North Pacific + 94 # Mariana Region + + } + cancel = { + # IF BYG lose control of Pearl harbor, then go for Coastine Defense instead + AND = { + original_tag = BYG + any_enemy_country = { + controls_state = 629 #Hawaii + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + original_tag = BYG + controls_state = 629 #Hawaii + } + modifier = { + add = 1 + has_war_with = CHY + controls_state = 629 #Hawaii + } + modifier = { + add = 1 + has_war_with = BYG + any_enemy_country = { + controls_state = 629 #Hawaii + } + } + modifier = { + factor = 0 + has_war = no + } + } + + +} + +us_west_coast = { + name = theater_us_west_coast + regions = { + 89 # Western Seaboard + 115 # North East Pacific + 114 # North Pacific + 171 # North West Coast + 218 # California + 118 # Cascades + 33 # Alaska + 105 # Hawaii Ridge + 176 # Central North Pacific + 88 # Bering Sea + 235 # British Columbia + } + cancel = { + # IF BYG retake Pearl harbor, then go for Central Pacific instead + AND = { + original_tag = BYG + controls_state = 629 #Hawaii + } + } + ai_will_do = { + base = 0 + modifier = { + add = 5 + original_tag = BYG + any_enemy_country = { + controls_state = 629 #Hawaii + } + } + modifier = { + add = 2 + has_war_with = BYG + controls_state = 629 #Hawaii + } + modifier = { + factor = 0 + has_war = no + } + } + + +} +south_pacific = { + name = theater_south_pacific + regions = { + 84 # Bismarck Sea + 93 # Java Sea + 83 # Solomon Sea + 81 # Coral Sea + 167 # New Guinea + 80 # Celebes Sea + 159 # Borneo + 75 # South China Sea + 194 # Eastern Australia + 94 # Mariana Region + 86 # Tasman Sea + + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 2 + OR = { + has_war_with = AST + is_in_faction_with = AST + original_tag = AST + } + has_navy_size = { + size > 40 + } + } + modifier = { + add = 1 + OR = { + capital_scope = { + is_on_continent = asia + is_on_continent = australia + is_on_continent = north_america + is_on_continent = south_america + } + } + has_navy_size = { + size > 150 + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + +japanese_home_islands = { + name = theater_japanese_home_islands + regions = { + 154 # Home Islands + 79 # Sea of Japan + 90 # Coast of Japan + 76 # East China Sea + 87 # Sea of Okhotsk + 94 # Mariana Region + 177 # West North Pacific + 78 # Philippine Sea + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + OR = { + has_war_with = CHY + original_tag = CHY + } + has_navy_size = { + size > 80 + } + } + modifier = { + add = 10 + has_war_with = CHY + has_navy_size = { + size > 150 + } + controls_state = 648 # Minamitorishima + controls_state = 94 # Iwo Jima + } + modifier = { + add = 10 + original_tag = CHY + any_enemy_country = { + controls_state = 94 # Iwo Jima + } + } + modifier = { + factor = 0 + has_war = no + } + } +} + + +# AMERICAS +us_east_coast = { + name = theater_us_east_coast + regions = { + 54 # Eastern Seaboard + 170 # Florida Coast + 197 # New England + 117 # East Coast + 211 # Gulf Coast + 55 # Newfoundland Sea + 213 # Maritimes + 214 # Appalachia + 198 # Great Lakes + 119 # South West + + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + OR = { + original_tag = BYG + AND = { + has_war_with = BYG + has_navy_size = { + size > 100 + } + OR = { + capital_scope = { is_on_continent = europe } + capital_scope = { is_on_continent = south_america } + capital_scope = { is_on_continent = north_america } + capital_scope = { is_on_continent = africa } + } + } + } + } + modifier = { + add = 2 + has_war_with = BYG + original_tag = TIX + 126 = { is_controlled_by_ROOT_or_ally = yes } # Greater London Area + 14 = { is_controlled_by_ROOT_or_ally = yes } # Brittany + 123 = { is_controlled_by_ROOT_or_ally = yes } # South-West England + } + modifier = { + factor = 0 + has_war = no + } + } +} + +central_america = { + name = theater_central_america + regions = { + 53 # Carribean Sea + 52 # Gulf of Mexico + 205 # Yucatan + 34 # Central America + 123 # Transvolcanic Belt + 107 # Western Canal Zone + 106 # Mexican Coast + 204 # Sierra Madre + 170 # Florida Coast + 124 # Northern South America + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + OR = { + has_war_with = HON + has_war_with = MEX + has_war_with = GUA + has_war_with = CUB + has_war_with = NIC + has_war_with = COS + has_war_with = PAN + has_war_with = HAI + has_war_with = DOM + } + } + modifier = { + factor = 0 + is_historical_focus_on = yes + OR = { + original_tag = TIX + original_tag = SAD + } + NOT = { 126 = { is_controlled_by_ROOT_or_ally = yes } } # We don't cross the atlantic unless we have conquered the United kingdom + } + modifier = { + factor = 0 + has_war = no + } + } +} + +gran_columbia = { + name = theater_gran_columbia + regions = { + 124 # Northern South America + 280 # Guyana + 201 # Northern Andes + 287 # Bolivia + 163 # Amazonas + 107 # Western Canal Zone + 109 # Peruvian Coast + 285 # Rio Tocantis + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + OR = { + has_war_with = VEN + has_war_with = COL + has_war_with = ECU + has_war_with = PER + has_war_with = BOL + } + } + modifier = { + factor = 0 + is_historical_focus_on = yes + OR = { + original_tag = TIX + original_tag = SAD + } + NOT = { 126 = { is_controlled_by_ROOT_or_ally = yes } } # We don't cross the atlantic unless we have conquered the United kingdom + } + modifier = { + factor = 0 + has_war = no + } + } +} + +south_south_america = { + name = theater_south_south_america + regions = { + 284 # Southern Andes + 283 # Patagonia + 35 # Pampas + 281 # Gran Chaco + 282 # Rio Grande do Sul + 108 # South American Coast + 63 # Argentine Coast + 64 # South Georgia Sea + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + OR = { + has_war_with = ARG + has_war_with = URU + has_war_with = PAR + has_war_with = DOH + } + } + modifier = { + factor = 0 + is_historical_focus_on = yes + OR = { + original_tag = TIX + original_tag = SAD + } + NOT = { 126 = { is_controlled_by_ROOT_or_ally = yes } } # We don't cross the atlantic unless we have conquered the United kingdom + } + modifier = { + factor = 0 + has_war = no + } + } +} + +brazil = { + name = theater_brazil + regions = { + 125 # Brazil + 288 # Central Brazil + 286 # Rio Grande Do North + 282 # Rio Grande do Sul + 163 # Amazonas + 287 # Bolivia + 281 # Gran Chaco + 280 # Guyana + 61 # Cap Verde Plain + 66 # South Central Atlantic + + } + cancel = { + has_war = no + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + has_war_with = BRA + } + modifier = { + factor = 0 + is_historical_focus_on = yes + OR = { + original_tag = TIX + original_tag = SAD + } + NOT = { 126 = { is_controlled_by_ROOT_or_ally = yes } } # We don't cross the atlantic unless we have conquered the United kingdom + } + modifier = { + factor = 0 + has_war = no + } + } +} \ No newline at end of file diff --git a/src/common/ai_strategy/BYG.txt b/src/common/ai_strategy/BYG.txt index 62c3389..ff3e8df 100755 --- a/src/common/ai_strategy/BYG.txt +++ b/src/common/ai_strategy/BYG.txt @@ -1821,4 +1821,99 @@ BYG_dont_guarantee_SA_unless_everyhting_is_shit = { id = BRA value = -200 } +} + +### PACIFIC BUILDUP STRATEGIES + +# GUAM NAVAL BASE +BYG_prepare_guam = { + allowed = { + original_tag = BYG + } + enable = { + date > 1940.1.1 + 638 = { + naval_base < 4 + } + } + abort_when_not_enabled = yes + ai_strategy = { + type = build_building + id = naval_base + target = 12140 + value = 100 + } +} + +BYG_prepare_guam_2 = { + allowed = { + original_tag = BYG + } + enable = { + date > 1943.1.1 + 638 = { + naval_base < 8 + } + } + abort_when_not_enabled = yes + ai_strategy = { + type = build_building + id = naval_base + target = 12140 + value = 100 + } +} + +# GUAM HEADQUARTERS +BYG_prepare_guam_3_naval_hq_supply = { + allowed = { + original_tag = BYG + has_dlc = "No Compromise, No Surrender" + } + enable = { + date > 1943.1.1 + 638 = { + OR = { + naval_headquarters < 1 + naval_supply_hub < 1 + } + } + } + abort_when_not_enabled = yes + ai_strategy = { + type = build_building + id = naval_headquarters + target = 12140 + value = 100 + } + ai_strategy = { + type = build_building + id = naval_supply_hub + target = 12140 + value = 100 + } + +} + + +### FACTION RELATED STRATEGIES + +BYG_base_faction_priorities = { + allowed = { + original_tag = BYG + } + enable = { + always = yes + } + abort_when_not_enabled = yes + ai_strategy = { + type = spent_faction_initiative_priority + id = program + value = 25 + } + ai_strategy = { + type = spent_faction_initiative_priority + id = unlock_faction_commander + value = 5 + } } \ No newline at end of file diff --git a/src/common/ai_strategy/HUJ.txt b/src/common/ai_strategy/HUJ.txt index fa4b5d3..ec1d138 100755 --- a/src/common/ai_strategy/HUJ.txt +++ b/src/common/ai_strategy/HUJ.txt @@ -2777,4 +2777,63 @@ HUJ_raids = { id = TIX value = 200 # +200% more likely to target TIX } +} + +HUJ_i_like_raj = { + + allowed = { + original_tag = HUJ + has_dlc = "Graveyard of Empires" + } + enable = { + has_government = democratic + RAJ = { + is_subject_of = HUJ + } + } + abort_when_not_enabled = yes + + ai_strategy = { + type = befriend + id = "RAJ" + value = 200 + } + ai_strategy = { + type = alliance + id = "RAJ" + value = 200 + } +} + +HUJ_become_head_of_crypto = { + allowed = { + original_tag = HUJ + has_dlc = "No Compromise, No Surrender" + has_dlc = "La Resistance" + } + enable = { + has_done_agency_upgrade = upgrade_form_department + } + abort_when_not_enabled = yes + ai_strategy = { + type = become_head_of_crypto + value = 8 + } +} + +HUJ_become_supreme_commander = { + allowed = { + original_tag = HUJ + has_dlc = "No Compromise, No Surrender" + } + enable = { + date > 1938.1.1 + date < 1940.1.1 + } + abort_when_not_enabled = yes + ai_strategy = { + type = spent_faction_initiative_priority + id = unlock_faction_commander + value = 5 + } } \ No newline at end of file diff --git a/src/common/ai_strategy/TIX.txt b/src/common/ai_strategy/TIX.txt index 64c673a..ffd2630 100755 --- a/src/common/ai_strategy/TIX.txt +++ b/src/common/ai_strategy/TIX.txt @@ -2928,4 +2928,32 @@ TIX_YUW_is_SB = { id = "YUW" value = -9999 } +} + +# FACTION RELATED STRATEGIES + +TIX_base_faction_priorities = { + allowed = { + original_tag = TIX + } + enable = { + always = yes + } + abort_when_not_enabled = yes + # Note these adds to the base, as defined in default + ai_strategy = { + type = spent_faction_initiative_priority + id = program + value = 15 + } + ai_strategy = { + type = spent_faction_initiative_priority + id = unlock_faction_commander + value = 5 + } + ai_strategy = { + type = spent_faction_initiative_priority + id = unlock_doctrine_sharing + value = 10 + } } \ No newline at end of file diff --git a/src/common/buildings/00_buildings.txt b/src/common/buildings/00_buildings.txt index f197c84..b5ad05a 100755 --- a/src/common/buildings/00_buildings.txt +++ b/src/common/buildings/00_buildings.txt @@ -108,6 +108,7 @@ buildings = { level_cap = { province_max = 1 } + tags = { supply_building } } rail_way = { @@ -156,6 +157,7 @@ buildings = { is_port = yes icon_frame = 6 value = 1 + tags = { naval_buildings_tag } allied_build = yes infrastructure_construction_effect = yes level_cap = { @@ -228,6 +230,7 @@ buildings = { icon_frame = 4 only_costal = yes value = 5 + tags = { naval_buildings_tag } infrastructure_construction_effect = yes level_cap = { shares_slots = yes @@ -349,6 +352,52 @@ buildings = { } } + naval_supply_hub = { + show_on_map = 1 + base_cost = 7500 + icon_frame = 28 + disabled_in_dmz = yes + naval_supply_hub = yes + infrastructure_construction_effect = yes + only_costal = yes + tags = { naval_buildings_tag } + building_prerequisite = { + building_dependency = { + building = naval_base + level = 8 + } + } + level_cap = { + province_max = 1 + } + } + + naval_headquarters = { + dlc_allowed = { has_dlc = "No Compromise, No Surrender" } + show_on_map = 1 + base_cost = 10000 + per_controlled_building_extra_cost = 5000 + icon_frame = 29 + value = 1 + naval_headquarter = yes + disabled_in_dmz = yes + infrastructure_construction_effect = yes + only_costal = yes + tags = { naval_buildings_tag } + building_prerequisite = { + building_dependency = { + building = naval_base + level = 8 + } + } + level_cap = { + province_max = 1 + } + modules = { + naval_leader_module + } + } + nuclear_reactor = { hide_if_missing_tech = yes missing_tech_loc = { @@ -436,7 +485,8 @@ buildings = { state_modifiers = { state_production_speed_buildings_factor = 0.15 local_building_slots_factor = 0.15 - state_resources_factor = 0.1 + state_resources_factor = 0.1 + local_factory_energy_consumption = -0.25 } level_cap = { @@ -549,6 +599,7 @@ buildings = { state_production_speed_buildings_factor = 0.15 local_building_slots_factor = 0.15 state_resources_factor = 0.1 + local_factory_energy_consumption = -0.65 } } dam_mountain = { @@ -574,6 +625,7 @@ buildings = { state_production_speed_buildings_factor = 0.15 local_building_slots_factor = 0.15 state_resources_factor = 0.1 + local_factory_energy_consumption = -0.65 } } diff --git a/src/common/buildings/01_landmark_buildings.txt b/src/common/buildings/01_landmark_buildings.txt index 4f321d7..0049090 100755 --- a/src/common/buildings/01_landmark_buildings.txt +++ b/src/common/buildings/01_landmark_buildings.txt @@ -52,6 +52,7 @@ buildings = { province_max = 1 } always_shown = yes + drawn_at_distance = yes show_modifier = yes country_modifiers = { enable_for_controllers = { HUJ } @@ -79,6 +80,7 @@ buildings = { province_max = 1 } always_shown = yes + drawn_at_distance = yes show_modifier = yes country_modifiers = { enable_for_controllers = { SAD } @@ -106,6 +108,7 @@ buildings = { province_max = 1 } always_shown = yes + drawn_at_distance = yes show_modifier = yes country_modifiers = { enable_for_controllers = { BRA } @@ -133,9 +136,10 @@ buildings = { province_max = 1 } always_shown = yes + drawn_at_distance = yes show_modifier = yes country_modifiers = { - enable_for_controllers = { YUW } + enable_for_controllers = { YUW WEX } modifiers = { stability_factor = 0.05 # National Symbol, represents France's scientific progress } @@ -159,9 +163,10 @@ buildings = { province_max = 1 } always_shown = yes + drawn_at_distance = yes show_modifier = yes country_modifiers = { - enable_for_controllers = { BYG } + enable_for_controllers = { BYG USA USB } modifiers = { stability_factor = 0.05 political_power_factor = 0.02 @@ -188,6 +193,7 @@ buildings = { province_max = 1 } always_shown = yes + drawn_at_distance = yes show_modifier = yes country_modifiers = { enable_for_controllers = { BFL } @@ -215,6 +221,7 @@ buildings = { province_max = 1 } always_shown = yes + drawn_at_distance = yes show_modifier = yes country_modifiers = { enable_for_controllers = { AUS } @@ -241,6 +248,7 @@ buildings = { province_max = 1 } always_shown = yes + drawn_at_distance = yes show_modifier = yes country_modifiers = { enable_for_controllers = { TIX } @@ -267,6 +275,7 @@ buildings = { province_max = 1 } always_shown = yes + drawn_at_distance = yes show_modifier = yes country_modifiers = { enable_for_controllers = { TIX } @@ -295,6 +304,7 @@ buildings = { province_max = 1 } always_shown = yes + drawn_at_distance = yes show_modifier = yes country_modifiers = { enable_for_controllers = { RAJ } @@ -322,6 +332,7 @@ buildings = { province_max = 1 } always_shown = yes + drawn_at_distance = yes show_modifier = yes country_modifiers = { enable_for_controllers = { PER } @@ -349,6 +360,7 @@ buildings = { province_max = 1 } always_shown = yes + drawn_at_distance = yes show_modifier = yes country_modifiers = { enable_for_controllers = { TUR } @@ -358,8 +370,230 @@ buildings = { } } + landmark_forbidden_city = { + dlc_allowed = { has_dlc = "No Compromise, No Surrender" } ###DLC NEEDS TO BE SPECIFIED!! + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + + is_buildable = no + disable_grow_animation = yes + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + only_display_if_exists = yes + special_icon = GFX_forbidden_city_icon_small + level_cap = { + province_max = 1 + } + always_shown = yes + drawn_at_distance = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { DOH DH1 } + modifiers = { + surrender_limit = 0.05 + } + } + } + + landmark_nanjing_presidential_palace = { + dlc_allowed = { has_dlc = "No Compromise, No Surrender" } ###DLC NEEDS TO BE SPECIFIED!! + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + + is_buildable = no + disable_grow_animation = yes + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + only_display_if_exists = yes + special_icon = GFX_nanjing_presidential_palace_icon_small + level_cap = { + province_max = 1 + } + always_shown = yes + drawn_at_distance = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { DOH DH1 } + modifiers = { + political_power_factor = 0.05 + } + } + } + + landmark_nanjing_presidential_palace_prc = { + dlc_allowed = { has_dlc = "No Compromise, No Surrender" } ###DLC NEEDS TO BE SPECIFIED!! + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + + is_buildable = no + disable_grow_animation = yes + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + only_display_if_exists = yes + special_icon = GFX_nanjing_presidential_palace_icon_small + level_cap = { + province_max = 1 + } + always_shown = yes + drawn_at_distance = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { DOH DH1 } + modifiers = { + political_power_factor = 0.05 + } + } + } + + landmark_nanjing_presidential_palace_gen = { + dlc_allowed = { has_dlc = "No Compromise, No Surrender" } ###DLC NEEDS TO BE SPECIFIED!! + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + + is_buildable = no + disable_grow_animation = yes + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + only_display_if_exists = yes + special_icon = GFX_nanjing_presidential_palace_icon_small + level_cap = { + province_max = 1 + } + always_shown = yes + drawn_at_distance = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { DOH DH1 } + modifiers = { + political_power_factor = 0.05 + } + } + } + + landmark_great_wall_section = { + #dlc_allowed = { has_dlc = "No Compromise, No Surrender" } ###DLC NEEDS TO BE SPECIFIED!! + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + + is_buildable = no + disable_grow_animation = yes + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + only_display_if_exists = yes + special_icon = GFX_the_great_wall_icon_small + level_cap = { + province_max = 1 + } + always_shown = yes + drawn_at_distance = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { CHY } #add CHI and PRC? + modifiers = { + #stability_factor = 0.05 + } + } + } + + landmark_tokyo_imperial_palace = { + dlc_allowed = { has_dlc = "No Compromise, No Surrender" } + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + is_buildable = no + disable_grow_animation = yes + only_display_if_exists = yes + special_icon = GFX_tokyo_imperial_palace_icon_small + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + level_cap = { + province_max = 1 + } + always_shown = yes + drawn_at_distance = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { CHY } + modifiers = { + political_power_factor = 0.05 # The seat of power of the Japanese Emperor, revered by almost all + } + } + } + + landmark_national_diet = { + dlc_allowed = { has_dlc = "No Compromise, No Surrender" } + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + is_buildable = no + disable_grow_animation = yes + only_display_if_exists = yes + special_icon = GFX_national_diet_icon_small + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + level_cap = { + province_max = 1 + } + always_shown = yes + drawn_at_distance = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { CHY } + modifiers = { + political_power_factor = 0.05 # The seat of power of the Japanese parliament, taking decision and leading Japan towads its future + stability_factor = 0.05 + } + } + } + + landmark_hakko_ichiu = { + dlc_allowed = { has_dlc = "No Compromise, No Surrender" } + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + is_buildable = no + disable_grow_animation = yes + only_display_if_exists = yes + special_icon = GFX_hakko_ichiu_monument_icon_small + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + level_cap = { + province_max = 1 + } + always_shown = yes + drawn_at_distance = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { CHY } + modifiers = { + war_support_factor = 0.05 + justify_war_goal_time = -0.1 + } + } + } + landmark_ss_ic = { - dlc_allowed = { has_dlc = Gotterdammerung } show_on_map = 1 base_cost = 20000 damage_factor = 0 # This building can't be damaged by regular strat bombing @@ -385,7 +619,6 @@ buildings = { } landmark_kameluo = { - dlc_allowed = { has_dlc = Gotterdammerung } show_on_map = 1 base_cost = 20000 damage_factor = 0 # This building can't be damaged by regular strat bombing @@ -413,7 +646,6 @@ buildings = { } landmark_shengmixixer = { - dlc_allowed = { has_dlc = Gotterdammerung } show_on_map = 1 base_cost = 20000 damage_factor = 0 # This building can't be damaged by regular strat bombing @@ -441,7 +673,6 @@ buildings = { } landmark_midejiaerte = { - dlc_allowed = { has_dlc = Gotterdammerung } show_on_map = 1 base_cost = 20000 damage_factor = 0 # This building can't be damaged by regular strat bombing @@ -467,7 +698,6 @@ buildings = { } landmark_Soviet = { - dlc_allowed = { has_dlc = Gotterdammerung } show_on_map = 1 base_cost = 20000 damage_factor = 0 # This building can't be damaged by regular strat bombing @@ -494,7 +724,6 @@ buildings = { } landmark_longgongcheng = { - dlc_allowed = { has_dlc = Gotterdammerung } show_on_map = 1 base_cost = 20000 damage_factor = 0 # This building can't be damaged by regular strat bombing @@ -519,6 +748,7 @@ buildings = { } } } + } spawn_points = { diff --git a/src/common/combat_tactics.txt b/src/common/combat_tactics.txt index 0f8183a..33f16f5 100755 --- a/src/common/combat_tactics.txt +++ b/src/common/combat_tactics.txt @@ -72,6 +72,7 @@ tactic_assault = { trigger = { is_attacker = yes phase = no + has_artillery_ratio > 0.1 } active = yes @@ -311,7 +312,7 @@ tactic_tw_defend = { picture = tw_defend display_phase = tactical_withdrawal - combat_width = -0.25 + combat_width = -0.25 attacker = -0.3 defender = -0.05 } @@ -421,7 +422,7 @@ tactic_blitz = { has_trait = panzer_leader skill_advantage > 1 } - OWNER = { NOT = { has_tech = masterful_blitz } } #Soviet improved version of blitz will replace this + OWNER = { NOT = { has_tactic = tactic_masterful_blitz } } #Soviet improved version of blitz will replace this } active = no @@ -756,7 +757,31 @@ tactic_human_wave_tactics = { #People's army attacker tactic tactic_banzai_charge = { #Special Japan attacker tactic is_attacker = yes trigger = { - tag = JAP + tag = CHY + is_attacker = yes + phase = no + OWNER = { NOT = { has_tactic = tactic_grand_banzai_charge } } #Japanese improved version of Banzai Charge will replace this + } + + active = yes + + countered_by = tactic_overwhelming_fire + + base = { factor = 4 } + picture = tactic_banzai_charge + + attacker_movement_speed = 0.1 + attacker = 0.25 + defender = 0.1 +} + +tactic_grand_banzai_charge = { #Special Japan attacker tactic + only_show_for = CHY + + is_attacker = yes + + trigger = { + tag = CHY is_attacker = yes phase = no } @@ -769,7 +794,7 @@ tactic_banzai_charge = { #Special Japan attacker tactic picture = tactic_banzai_charge attacker_movement_speed = 0.1 - attacker = 0.25 + attacker = 0.3 defender = 0.1 } @@ -918,6 +943,7 @@ tactic_masterful_blitz = { #Improved version of Blitz for Soviets defender = -0.2 } + tactic_urban_defense = { is_attacker = no trigger = { diff --git a/src/common/country_leader/az_psh_traits.txt b/src/common/country_leader/az_psh_traits.txt index 97207ed..ab3cb73 100755 --- a/src/common/country_leader/az_psh_traits.txt +++ b/src/common/country_leader/az_psh_traits.txt @@ -311,7 +311,7 @@ leader_traits = { trait_beilunnusi = { random = no experience_gain_army = 0.2 - cat_grand_battle_plan_cost_factor = -0.15 + grand_battleplan_mastery_gain_factor = 0.15 army_defence_factor = 0.05 land_reinforce_rate = 0.01 army_org_factor = 0.1 @@ -847,7 +847,7 @@ leader_traits = { experience_gain_army = 0.2 army_attack_factor = 0.1 army_attack_speed_factor = 0.2 - cat_superior_firepower_cost_factor = -0.15 + superior_firepower_mastery_gain_factor = 0.15 } #贝尔蒂 trait_beierdi = { diff --git a/src/common/country_leader/theorist_traits.txt b/src/common/country_leader/az_theorist_traits.txt similarity index 90% rename from src/common/country_leader/theorist_traits.txt rename to src/common/country_leader/az_theorist_traits.txt index 99d7723..163c6e2 100755 --- a/src/common/country_leader/theorist_traits.txt +++ b/src/common/country_leader/az_theorist_traits.txt @@ -6,28 +6,28 @@ leader_traits = { army_org_factor = 0.05 navy_org_factor = 0.05 naval_torpedo_cooldown_factor = -0.1 - cat_grand_battle_plan_cost_factor = -0.15 + grand_battleplan_mastery_gain_factor = 0.15 } trait_longfeng = { random = no experience_gain_navy = 0.2 navy_carrier_air_targetting_factor = 0.1 navy_carrier_air_agility_factor = 0.1 - cat_base_strike_cost_factor = -0.15 + new_base_strike_mastery_gain_factor = 0.15 } trait_xianghe = { random = no experience_gain_air = 0.2 air_attack_factor = 0.05 air_agility_factor = 0.2 - cat_operational_integrity_cost_factor = -0.15 + new_operational_integrity_mastery_gain_factor = 0.15 } trait_pinghai = { random = no experience_gain_army = 0.2 resistance_growth_on_our_occupied_states = 0.25 land_reinforce_rate = 0.15 - cat_mass_assault_cost_factor = -0.15 + mass_assault_mastery_gain_factor = 0.15 } trait_haerbin = { random = no @@ -35,14 +35,14 @@ leader_traits = { army_artillery_attack_factor = 0.1 navy_capital_ship_attack_factor = 0.05 naval_torpedo_hit_chance_factor = 0.2 - cat_fleet_in_being_cost_factor = -0.15 + new_fleet_in_being_mastery_gain_factor = 0.15 } trait_moermansike = { random = no experience_gain_army = 0.2 resistance_damage_to_garrison_on_our_occupied_states = 0.2 army_artillery_attack_factor = 0.1 - cat_superior_firepower_cost_factor = -0.15 + superior_firepower_mastery_gain_factor = 0.15 equipment_bonus = { motorized_rocket_equipment = { soft_attack = 0.3 @@ -73,7 +73,7 @@ leader_traits = { instant = yes } } - cat_strategic_destruction_cost_factor = -0.15 + new_strategic_destruction_mastery_gain_factor = 0.15 } trait_quejie = { random = no @@ -91,35 +91,35 @@ leader_traits = { tech_air_damage_factor = -0.05 static_anti_air_damage_factor = 0.15 navy_anti_air_attack_factor = 0.1 - cat_grand_battle_plan_cost_factor = -0.15 + grand_battleplan_mastery_gain_factor = 0.15 } trait_shengwang = { random = no experience_gain_navy = 0.2 navy_capital_ship_attack_factor = 0.1 naval_hit_chance = 0.25 - cat_fleet_in_being_cost_factor = -0.15 + new_fleet_in_being_mastery_gain_factor = 0.15 } trait_tianying = { random = no experience_gain_air = 0.2 air_attack_factor = 0.1 air_agility_factor = 0.1 - cat_battlefield_support_cost_factor = -0.15 + new_battlefield_support_mastery_gain_factor = 0.15 } trait_luoma = { random = no experience_gain_army = 0.2 planning_speed = 0.1 max_planning = 0.1 - cat_grand_battle_plan_cost_factor = -0.15 + grand_battleplan_mastery_gain_factor = 0.15 } trait_weineituo = { random = no experience_gain_navy = 0.2 army_artillery_attack_factor = 0.1 naval_hit_chance = 0.2 - cat_fleet_in_being_cost_factor = -0.15 + new_fleet_in_being_mastery_gain_factor = 0.15 } trait_lvzuofu = { random = no @@ -138,7 +138,7 @@ leader_traits = { instant = yes } } - cat_mobile_warfare_cost_factor = -0.15 + new_mobile_warfare_mastery_gain_factor = 0.15 } trait_huteng = { random = no @@ -146,20 +146,20 @@ leader_traits = { army_armor_attack_factor = 0.1 motorized_attack_factor = 0.1 mechanized_attack_factor = 0.1 - cat_superior_firepower_cost_factor = -0.15 + superior_firepower_mastery_gain_factor = 0.15 } trait_z46 = { random = no experience_gain_navy = 0.2 naval_torpedo_screen_penetration_factor = 0.2 naval_torpedo_hit_chance_factor = 0.2 - cat_trade_interdiction_cost_factor = -0.15 + new_convoy_raiding_mastery_gain_factor = 0.15 } trait_yibei = { random = no experience_gain_air = 0.2 air_defence_factor = 0.1 - cat_battlefield_support_cost_factor = -0.15 + new_battlefield_support_mastery_gain_factor = 0.15 } trait_buleisite = { random = no @@ -176,7 +176,7 @@ leader_traits = { } army_attack_factor = 0.05 recon_factor_while_entrenched = 0.3 - cat_grand_battle_plan_cost_factor = -0.15 + grand_battleplan_mastery_gain_factor = 0.15 } trait_kaixuan = { random = no @@ -192,14 +192,14 @@ leader_traits = { } } navy_screen_attack_factor = 0.3 - cat_fleet_in_being_cost_factor = -0.15 + new_fleet_in_being_mastery_gain_factor = 0.15 } trait_fuerjia = { random = no experience_gain_navy = 0.2 sortie_efficiency = 0.2 naval_strike_attack_factor = 0.1 - cat_fleet_in_being_cost_factor = -0.15 + new_fleet_in_being_mastery_gain_factor = 0.15 } trait_naerxun_doh = { random = no @@ -213,8 +213,8 @@ leader_traits = { random = no air_wing_xp_loss_when_killed_factor = -0.25 air_range_factor = 0.25 - cat_base_strike_cost_factor = -0.15 - cat_operational_integrity_cost_factor = -0.15 + new_base_strike_mastery_gain_factor = 0.15 + new_operational_integrity_mastery_gain_factor = 0.15 } trait_kelong_doh = { random = no @@ -267,7 +267,7 @@ leader_traits = { naval_torpedo_hit_chance_factor = 0.1 naval_torpedo_cooldown_factor = -0.1 naval_torpedo_screen_penetration_factor = 0.1 - cat_fleet_in_being_cost_factor = -0.15 + new_fleet_in_being_mastery_gain_factor = 0.15 } trait_huonululu = { random = no @@ -479,7 +479,7 @@ leader_traits = { naval_torpedo_hit_chance_factor = 0.1 naval_torpedo_screen_penetration_factor = 0.1 naval_torpedo_reveal_chance_factor = -0.10 - cat_fleet_in_being_cost_factor = -0.15 + new_fleet_in_being_mastery_gain_factor = 0.15 } trait_xia = { random = no @@ -493,7 +493,7 @@ leader_traits = { experience_gain_army = 0.2 supply_consumption_factor = -0.05 army_attack_speed_factor = 0.1 - cat_grand_battle_plan_cost_factor = -0.15 + grand_battleplan_mastery_gain_factor = 0.15 } trait_guanchazhe = { random = no diff --git a/src/common/country_leader/azng_traits.txt b/src/common/country_leader/azng_traits.txt index 6d2c007..b8d3dc6 100755 --- a/src/common/country_leader/azng_traits.txt +++ b/src/common/country_leader/azng_traits.txt @@ -45,7 +45,7 @@ leader_traits = { random = no experience_gain_army = 0.2 army_speed_factor = 0.1 - cat_mobile_warfare_cost_factor = -0.15 + new_mobile_warfare_mastery_gain_factor = 0.15 } trait_xianggelila = { @@ -53,7 +53,7 @@ leader_traits = { experience_gain_army = 0.2 army_bonus_air_superiority_factor = 0.1 max_planning = 0.05 - cat_grand_battle_plan_cost_factor = -0.15 + grand_battleplan_mastery_gain_factor = 0.15 } trait_tikangdeluojia = { @@ -61,12 +61,12 @@ leader_traits = { experience_gain_army = 0.2 army_artillery_attack_factor = 0.1 army_armor_attack_factor = 0.1 - cat_superior_firepower_cost_factor = -0.15 + superior_firepower_mastery_gain_factor = 0.15 } trait_aisaikesi = { random = no - cat_mass_assault_cost_factor = -0.15 + mass_assault_mastery_gain_factor = 0.15 experience_gain_army = 0.2 training_time_army_factor = -0.1 industrial_capacity_dockyard = 0.05 @@ -82,7 +82,7 @@ leader_traits = { random = no experience_gain_navy = 0.2 air_mission_efficiency = 0.1 - cat_base_strike_cost_factor = -0.15 + new_base_strike_mastery_gain_factor = 0.15 } trait_sheshuiyu = { @@ -102,7 +102,7 @@ leader_traits = { experience_gain_navy = 0.2 navy_capital_ship_attack_factor = 0.2 navy_capital_ship_defence_factor = 0.1 - cat_fleet_in_being_cost_factor = -0.15 + new_fleet_in_being_mastery_gain_factor = 0.15 } trait_youqibing = { @@ -122,7 +122,7 @@ leader_traits = { instant = yes } } - cat_operational_integrity_cost_factor = -0.15 + new_operational_integrity_mastery_gain_factor = 0.15 } trait_badan = { @@ -140,7 +140,7 @@ leader_traits = { } navy_anti_air_attack_factor = 0.2 sortie_efficiency = 0.05 - cat_battlefield_support_cost_factor = -0.15 + new_battlefield_support_mastery_gain_factor = 0.15 } trait_dahuangfeng = { @@ -156,7 +156,7 @@ leader_traits = { air_strategic_bomber_defence_factor = 0.05 air_strategic_bomber_agility_factor = 0.05 air_strategic_bomber_bombing_factor = 0.05 - cat_strategic_destruction_cost_factor = -0.15 + new_strategic_destruction_mastery_gain_factor = 0.15 } trait_shengluyisi = { @@ -287,7 +287,7 @@ leader_traits = { random = no experience_gain_army = 0.2 army_armor_attack_factor = 0.2 - cat_mass_assault_cost_factor = -0.15 + mass_assault_mastery_gain_factor = 0.15 } trait_afuleer = { random = no @@ -325,7 +325,7 @@ leader_traits = { instant = yes } } - cat_strategic_destruction_cost_factor = -0.15 + new_strategic_destruction_mastery_gain_factor = 0.15 } trait_sayousi = { random = no diff --git a/src/common/decisions/tianjiang_decision.txt b/src/common/decisions/tianjiang_decision.txt index 7cab23c..a4f1508 100755 --- a/src/common/decisions/tianjiang_decision.txt +++ b/src/common/decisions/tianjiang_decision.txt @@ -11095,7 +11095,7 @@ HUJ_zhanzhengdezhongjie = { has_war_with = TIX HUJ = { is_in_faction_with = BYG } NOT = { has_war_with = BFL } - surrender_progress < 0.3 + surrender_progress < 0.4 TIX = { is_puppet = no surrender_progress > 0.1 diff --git a/src/common/decisions/xingdong_decisions.txt b/src/common/decisions/xingdong_decisions.txt index e77b94d..9fa1897 100755 --- a/src/common/decisions/xingdong_decisions.txt +++ b/src/common/decisions/xingdong_decisions.txt @@ -8,9 +8,10 @@ xingdong_category = { is_debug = yes } complete_effect = { - set_technology = { - keyantech_juxinghangmu = 1 - } + #add_to_variable = { + # var = xzmf_sl + # value = 99 + #} } } @@ -2187,7 +2188,7 @@ xingdong_category = { } } ai_will_do = { - factor = 1 + factor = 0 } visible = { @@ -2236,4 +2237,42 @@ xingdong_category = { } } + mf_meitan = { + icon = xzmf + available = { + custom_trigger_tooltip = { + tooltip = "" + check_variable = { + var = xzmf_sl + value = 5 + compare = greater_than_or_equals + } + } + } + ai_will_do = { + factor = 0 + } + visible = { + + } + custom_cost_trigger = { + check_variable = { + var = xzmf_sl + value = 5 + compare = greater_than_or_equals + } + } + + custom_cost_text = mf_shuliang_5 + complete_effect = { + custom_effect_tooltip = az_ziyuanzhuanhua_tan_tooltip + add_to_variable = { az_ziyuanzhuanhua_tan = 100 } + force_update_dynamic_modifier = yes + add_to_variable = { + var = xzmf_sl + value = -5 + } + } + } + } diff --git a/src/common/dynamic_modifiers/az_dynamic_modifiers.txt b/src/common/dynamic_modifiers/az_dynamic_modifiers.txt index 311cef7..5f00798 100755 --- a/src/common/dynamic_modifiers/az_dynamic_modifiers.txt +++ b/src/common/dynamic_modifiers/az_dynamic_modifiers.txt @@ -30,6 +30,7 @@ az_ziyuanzhuanhua_amount = { country_resource_tungsten = az_ziyuanzhuanhua_wu country_resource_chromium = az_ziyuanzhuanhua_ge country_resource_aluminium = az_ziyuanzhuanhua_lv + country_resource_coal = az_ziyuanzhuanhua_tan } az_jianniangxiujia_modifier = { enable = { diff --git a/src/common/factions/goals/faction_goals_long_term.txt b/src/common/factions/goals/faction_goals_long_term.txt new file mode 100755 index 0000000..9c6788f --- /dev/null +++ b/src/common/factions/goals/faction_goals_long_term.txt @@ -0,0 +1,1492 @@ +#category = short_term medium_term or long_term +# ROOT is faction leader, FROM is faction member who opens UI and views goals, completed/cancel/complete_effect do not have FROM scopes + + +###################################################################### + +### ## ## ### ### ## # # ## ### ### ## ### ### ### ## +# # # # # # # # # ## # # # # # # # # # # # # +## #### # # # # # # ## # ### ## # # ## # # +# # # # # # # # # # # # # # # # # # # # # +# # # ## # ### ## # # ## # ### ## ### # ### ## + +###################################################################### + + + ## # # ### ## +# # # # # # +#### # # # +# # # # # # +# # # # ### ## + + +faction_goal_resource_control = { + name = resource_control_goal_name + description = resource_control_goal_desc + category = long_term + group = resources_to_market_icon + visible = { + + } + available = { + + } + completed = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount > 499 + extracted = yes # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = coal + amount > 499 + extracted = yes # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = rubber + amount > 199 + extracted = yes # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = aluminium + amount > 199 + extracted = yes # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = chromium + amount > 199 + extracted = yes # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = tungsten + amount > 199 + extracted = yes # (optional, default: no) checks extracted amount instead of country balance + } + + + } + complete_effect = { + add_faction_power_projection = 500 + 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_faction_member = { + tooltip = INFLUENCE_TOP_THREE + visible_when_empty = yes + limit = { + faction_influence_rank < 4 + } + add_political_power = 100 + } + } + ai_will_do = { + base = 1 + } +} + + + ## # # ### # # ## +# # # # # ## # # # +# #### # # ## #### +# # # # # # # # # + ## # # ### # # # # + + +faction_goal_secure_chinese_waters = { + name = secure_chinese_waters_goal_name + description = secure_chinese_waters_goal_desc + category = long_term + group = FOCUS_FILTER_NAVY_XP + allowed = { + } + visible = { + FROM = { + is_literally_china = yes + has_war = yes + OR = { + has_faction_template = faction_template_chinese_united_front + has_faction_template = faction_template_wang_front + } + } + } + available = { + FROM = { has_war_with_major = yes } + } + completed = { + has_war_with_major = yes + has_naval_control = 75 + has_naval_control = 76 + has_naval_control = 77 + } + 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 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + } + + name = ALL_FACTION_MEMBERS + } + custom_effect_tooltip = ALL_FACTION_MEMBERS + navy_experience = 50 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 2 # If more dockyards then more realistically attainable + num_of_naval_factories > 39 + } + modifier = { + factor = 2 # If stronger navy/weaker enemy navy then more realistically attainable + alliance_naval_strength_ratio > 0.5 + } + modifier = { + factor = 2 # After controlled all of China's land states you should look towards the ocean + collection_size = { + input = { + input = collection:china_potential_core_mainland_states + operators = { + limit = { + OR = { + controller = { is_in_faction_with = JAP } + is_controlled_by = JAP + } + } + } + name = COLLECTION_NO_JAPANESE_IN_CHINA + } + value < 1 + } + } + } +} + + +faction_goal_no_japanese_in_china = { + name = faction_goal_no_japanese_in_china_name + description = faction_goal_no_japanese_in_china_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + is_literally_china = yes + any_enemy_country = { + original_tag = JAP + } + } + + } + completed = { + collection_size = { + input = { + input = collection:china_potential_core_mainland_states + operators = { + limit = { + OR = { + controller = { is_in_faction_with = JAP } + is_controlled_by = JAP + } + } + } + name = COLLECTION_NO_JAPANESE_IN_CHINA + } + value < 1 + } + } + complete_effect = { + add_faction_power_projection = 100 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + limit = { + faction_influence_ratio > 0.3 + } + } + name = INFLUENCE_ABOVE_30_PERCENT + } + add_faction_influence_ratio = 0.1 + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 10 # Do itttt! + } +} + + + ### ## ### ## # # + # # # # # # # ## # + # #### ### #### # ## +# # # # # # # # # + ## # # # # # # # + + +# Align China +faction_goal_align_china = { + name = align_china_goal_name + description = align_china_goal_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = JAP + } + } + completed = { + collection_size = { + input = { + input = collection:countries_china + operators = { + limit = { + exists = yes + has_capitulated = no + NOT = { is_subject_of = ROOT } + } + } + name = COLLECTION_UNCAPITULATED_INDEPENDENT_CHINESE_COUNTRIES + } + value < 3 + } + } + complete_effect = { + + add_faction_power_projection = 300 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + limit = { + faction_influence_ratio > 0.3 + } + } + + name = INFLUENCE_ABOVE_30_PERCENT + } + custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 9 # Early game prio + date < 1941.1.1 + } + } +} + +faction_goal_war_on_communism_in_asia = { + name = war_on_communism_in_asia_goal_name + description = war_on_communism_in_asia_goal_desc + category = long_term + group = FOCUS_FILTER_POLITICAL_CHARACTER + allowed = { + + } + visible = { + FROM = { + original_tag = JAP + has_completed_focus = JAP_the_great_spiritual_evil + } + } + completed = { + collection_size = { + input = { + input = collection:communist_countries_asia + operators = { + limit = { + exists = yes + has_capitulated = no + NOT = { has_war_with = ROOT } + } + } + name = COLLECTION_WAR_WITH_COMMUNIST_COUNTRIES_ASIA + } + value < 1 + } + } + 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 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + } + + name = ALL_FACTION_MEMBERS + } + custom_effect_tooltip = ALL_FACTION_MEMBERS + add_war_support = 0.05 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 100 # Prio when taken the focus + has_completed_focus = JAP_strike_down_the_enemy_of_the_people + } + } +} + + +# # ## ## +# # # # # +# # # #### +# # # # # + ## ## # # + + +faction_goal_contain_japanese_expansion_asia = { + name = contain_japanese_expansion_asia_goal_name + description = contain_japanese_expansion_asia_goal_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + original_tag = USA + has_country_flag = USA_unlock_contain_japanese_goal + } + date > 1940.1.1 + collection_size = { + input = { + input = collection:country_and_all_subjects_controlled_non_core_states + name = COLLECTION_OCCUPIED_STATES_BY_JAPAN_OR_FACTION_MEMBERS + } + value > 29 + } + } + completed = { + JAP = { + IF = { + limit = { + is_in_faction = no + } + collection_size = { + input = { + input = collection:country_and_all_subjects_controlled_non_core_states + name = COLLECTION_OCCUPIED_STATES_BY_JAPAN_OR_FACTION_MEMBERS + } + value < 20 + } + } + ELSE = { + collection_size = { + input = { + input = collection:faction_controlled_non_core_states + name = COLLECTION_OCCUPIED_STATES_BY_JAPAN_OR_FACTION_MEMBERS + } + value < 20 + } + } + } + } + complete_effect = { + add_faction_power_projection = 100 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + limit = { + faction_influence_ratio > 0.3 + } + } + + name = INFLUENCE_ABOVE_30_PERCENT + } + custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # Start considering it when Japan is growing a lot + collection_size = { + input = { + input = collection:country_and_all_subjects_controlled_non_core_states + name = COLLECTION_OCCUPIED_STATES_BY_JAPAN_OR_FACTION_MEMBERS + } + value > 49 + } + } + modifier = { + add = 10 # Really do it when at war + any_enemy_country = { + original_tag = JAP + } + } + } +} + + + ## ## # # ### ### ### # # # # ### ## # # +# # # # # # # # # # ## # # # # ## # + # # # # # # ## # # # # ## # # # # ## + # # # # # # # # # # # # # # # # # +## ## # ### ### # ## # # ### ## # # + + +faction_goal_eastern_european_security = { + name = eastern_european_security_goal_name + description = eastern_european_security_goal_desc + category = long_term + group = FOCUS_FILTER_POLITICAL_CHARACTER + visible = { + FROM = { original_tag = SOV } + } + completed = { + count_triggers = { + amount = 6 + + POL = { + is_subject_of = ROOT + is_in_faction_with = ROOT + } + ROM = { + is_subject_of = ROOT + is_in_faction_with = ROOT + } + HUN = { + is_subject_of = ROOT + is_in_faction_with = ROOT + } + CZE = { + is_subject_of = ROOT + is_in_faction_with = ROOT + } + BUL = { + is_subject_of = ROOT + is_in_faction_with = ROOT + } + GRE = { + is_subject_of = ROOT + is_in_faction_with = ROOT + } + YUG = { + is_subject_of = ROOT + is_in_faction_with = ROOT + } + TUR = { + is_subject_of = ROOT + is_in_faction_with = ROOT + } + } + } + complete_effect = { + add_faction_power_projection = 1000 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT + every_faction_member = { + limit = { faction_influence_ratio > 0.3} + add_political_power = 200 + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + date > 1938.1.1 + } + modifier = { + add = 9 # SOV should always prio this + date > 1938.1.1 + original_tag = SOV + } + } +} + + +### ## # ## # # ### +# # # # # # # ## # # # +### # # # #### # ## # # +# # # # # # # # # # +# ## ### # # # # ### + +faction_goal_eliminate_the_twin_threats = { + name = eliminate_the_twin_threats_goal_name + description = eliminate_the_twin_threats_goal_desc + category = long_term + group = FOCUS_FILTER_POLITICAL_CHARACTER + visible = { + FROM = { + original_tag = POL + NOT = { is_in_faction_with = SOV } + NOT = { is_in_faction_with = GER } + } + } + completed = { + SOV = { + OR = { + exists = no + is_in_faction_with = ROOT + } + } + GER = { + OR = { + exists = no + is_in_faction_with = ROOT + } + } + } + complete_effect = { + add_faction_power_projection = 1000 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT + every_faction_member = { + limit = { faction_influence_ratio > 0.3} + add_political_power = 200 + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + } +} + + +### # # ### # ### ### ### # ### ### # # ### ### # # ### ### + # # # # # # # # # # # ## # # # ## # # # + # #### ## # # # # # ## ## # ## # ## # ## # ## + # # # # # # # # # # # # # # # # # # # + # # # ### ### ### # # ### ### ### # # # ### # # # ### + +faction_goal_disarm_aggression_central_powers = { + name = disarm_aggression_central_powers_goal_name + description = disarm_aggression_central_powers_goal_desc + category = long_term + group = FOCUS_FILTER_POLITICAL_CHARACTER + visible = { + FROM = { + OR = { + original_tag = FRA + original_tag = CZE + } + has_government = democratic + } + OR = { + any_country_with_original_tag = { + original_tag_to_check = GER + NOT = { has_government = democratic } + } + any_country_with_original_tag = { + original_tag_to_check = HUN + NOT = { has_government = democratic } + } + any_country_with_original_tag = { + original_tag_to_check = AUS + NOT = { has_government = democratic } + } + any_country_with_original_tag = { + original_tag_to_check = BUL + NOT = { has_government = democratic } + } + } + } + completed = { + OR = { + any_country_with_original_tag = { + original_tag_to_check = GER + has_government = democratic + } + GER = { exists = no } + } + OR = { + any_country_with_original_tag = { + original_tag_to_check = HUN + has_government = democratic + } + HUN = { exists = no } + } + OR = { + any_country_with_original_tag = { + original_tag_to_check = AUS + has_government = democratic + } + AUS = { exists = no } + } + OR = { + any_country_with_original_tag = { + original_tag_to_check = BUL + has_government = democratic + } + BUL = { exists = no } + } + } + complete_effect = { + add_faction_power_projection = 1000 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT + every_faction_member = { + limit = { faction_influence_ratio > 0.3} + add_political_power = 200 + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + } +} + + +########################################################## + + ## ### # # ### ### ### ## ## ## ## # ## +# # ## # # # # # # # # # # # # # # +# ## ## # ## ## ### # # # ## # # #### # # +# # # # # # # # # # # # # # # # # # # + ## ### # # ### # # ### ## ## ## # # ### ## + +########################################################## + + +### Units/Deployment + +faction_goal_rule_the_waves = { + name = rule_the_waves_goal_name + description = rule_the_waves_goal_desc + category = long_term + group = FOCUS_FILTER_NAVY_XP + visible = { + FROM = { + OR = { + original_tag = ENG # Britannia always wants to Rule! + num_of_naval_factories > 19 + } + } + } + available = { + FROM = { + OR = { + NOT = { has_government = democratic } + NOT = { has_idea = MTG_naval_treaty_adherent } + } + } + } + completed = { + has_war = yes + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + unit = capital_ship + size > 59 + } + alliance_naval_strength_ratio > 2 + } + complete_effect = { + add_faction_power_projection = 300 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = INFLUENCE_TOP_TWO + every_faction_member = { + limit = { faction_influence_rank < 3} + add_faction_initiative = 1 + + } + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + random_character = { + tooltip = ONE_ADMIRAL + visible_when_empty = yes + limit = { + is_navy_leader = yes + NOT = { has_trait = seawolf } + NOT = { has_trait = battleship_adherent } + } + gain_xp = 400 + add_coordination = 1 + add_trait = { trait = battleship_adherent } + } + add_mastery = { + amount = 100 + track = capital_ships + } + add_tech_bonus = { + name = rule_the_waves_tech_bonus + bonus = 1 + uses = 1 + category = naval_equipment + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # Don't bother unless you're somewhat likely to be able to do it + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + unit = capital_ship + size > 19 + } + alliance_naval_strength_ratio > 0.6 + } + modifier = { + add = 1 # If you got a bunch of dockyards odds of succeeding go up + indication nation is gunning for navy + num_of_naval_factories > 59 + } + modifier = { + add = 10 # These boys always want to give it a shot + OR = { + original_tag = ENG + original_tag = USA + original_tag = JAP + } + is_historical_focus_on = yes + } + } +} + +faction_goal_strategic_bombing_campaign = { + name = strategic_bombing_campaign_goal_name + description = strategic_bombing_campaign_goal_desc + category = long_term + group = FOCUS_FILTER_AIR_XP + available = { + FROM = { + has_war = yes + } + } + completed = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + unit = strategic_bomber + size > 199 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + owner = { + has_war_with = root + } + is_core_of = OWNER + days_since_last_strategic_bombing < 30 + } + } + name = ENEMY_FACTION_STATES_BOMBED + } + value > 2 + } + } + 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 > 49 + type = strategic_bomber + } + } + } + name = ALL_FACTION_MEMBERS_WITH_50_BOMBERS + } + add_faction_initiative = 1 + add_war_support = 0.1 + air_experience = 50 + add_mastery = { + amount = 100 + track = heavy_aircraft + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # Powers with few military factories should probably not care about expensive bombers + num_of_military_factories > 49 + } + modifier = { + add = 1 # Factions with decent number of military factories should probably start caring more about strat bombing - because they can + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION_NAME + } + buildings = { arms_factory } + size > 149 + } + } + } +} + + +### War Waging + +faction_goal_liberate_territory = { + name = liberate_territory_goal_name + description = liberate_territory_goal_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + visible = { + collection_size = { + input = { + input = collection:faction_owned_core_states + operators = { + limit = { + NOT = { is_fully_controlled_by = OWNER } + } + } + name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED + } + value > 0 + } + } + completed = { + collection_size = { + input = { + input = collection:faction_owned_core_states + operators = { + limit = { + NOT = { is_fully_controlled_by = OWNER } + } + } + name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED + } + value < 1 + } + } + 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 + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_stability = 0.1 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 4 # If lots of territory, prioritize this + collection_size = { + input = { + input = collection:faction_owned_core_states + operators = { + limit = { + NOT = { is_fully_controlled_by = OWNER } + } + } + name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED + } + value > 4 + } + } + modifier = { + add = 5 # If even more territory, prioritize this A LOT + collection_size = { + input = { + input = collection:faction_owned_core_states + operators = { + limit = { + NOT = { is_fully_controlled_by = OWNER } + } + } + name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED + } + value > 10 + } + } + } +} + +faction_goal_great_offensive = { + name = great_offensive_goal_name + description = great_offensive_goal_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { has_war = yes } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + owner = { + has_war_with = ROOT + } + is_core_of = OWNER + is_controlled_by_ROOT_or_ally = yes + } + } + name = ENEMY_FACTION_CORE_STATES_CONTROLLED_BY_US + } + value < 1 + } + } + completed = { + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + owner = { + has_war_with = ROOT + } + is_core_of = OWNER + is_controlled_by_ROOT_or_ally = yes + } + } + name = ENEMY_FACTION_CORE_STATES_CONTROLLED_BY_US + } + value > 0 + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_war_support = 0.1 + } + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + any_controlled_state = { + owner = { + has_war_with = ROOT + } + is_core_of = OWNER + } + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # If healthy equipment stockpiles, go for it + stockpile_ratio = { + archetype = infantry_equipment + ratio > 1 + } + stockpile_ratio = { + archetype = artillery_equipment + ratio > 1 + } + } + modifier = { + add = 1 # If we're in a secure position we can probably push + collection_size = { + input = { + input = collection:faction_owned_core_states + operators = { + limit = { + NOT = { is_fully_controlled_by = OWNER } + } + } + name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED + } + value < 1 + } + } + } +} + +faction_goal_defeating_our_enemies = { + name = defeating_our_enemies_goal_name + description = defeating_our_enemies_goal_desc + group = FOCUS_FILTER_ANNEXATION + category = long_term + visible = { + NOT = { has_country_flag = peace_winner_flag} + } + completed = { + custom_trigger_tooltip = { + tooltip = is_victor_in_pc_tt + has_country_flag = peace_winner_flag + } + + } + complete_effect = { + add_faction_power_projection = 200 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_war_support = 0.1 + } + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = PEACE_CONFERENCE_WINNERS + every_faction_member = { + visible_when_empty = yes + limit = { + has_country_flag = peace_winner_flag + } + add_faction_initiative = 1 + } + } +} + +### INDUSTRY + +faction_goal_industrial_domination = { + name = industrial_domination_goal_name + description = industrial_domination_goal_desc + category = long_term + group = FOCUS_FILTER_INDUSTRY + visible = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION_NAME + } + buildings = { industrial_complex arms_factory dockyard } + size > 100 + } + } + completed = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION_NAME + } + buildings = { industrial_complex arms_factory dockyard } + size > 1000 + } + } + complete_effect = { + add_faction_power_projection = 200 + custom_effect_tooltip = generic_skip_one_line_tt + every_faction_member = { + tooltip = AT_LEAST_500_FACTORIES + visible_when_empty = yes + limit = { + num_of_controlled_factories > 500 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 1 # If already big it's easy to grow + is_major = yes + } + modifier = { + add = 1 # If we are already on the way + num_of_controlled_factories > 200 + } + } +} + +### Tech + +faction_goal_the_atomic_race = { + name = the_atomic_race_goal_name + description = the_atomic_race_goal_desc + group = FOCUS_FILTER_RESEARCH + category = long_term + visible = { + date > 1940.1.1 + } + completed = { + custom_override_tooltip = { + tooltip = the_atomic_race_complete_trigger + has_variable = global.first_country_sp_nuclear_bomb + var:global.first_country_sp_nuclear_bomb = { + OR = { + is_in_faction_with = ROOT + tag = ROOT + } + } + } + } + cancel = { + custom_override_tooltip = { + tooltip = the_atomic_race_complete_trigger_fail + has_variable = global.first_country_sp_nuclear_bomb + NOT = { + var:global.first_country_sp_nuclear_bomb = { + is_in_faction_with = ROOT + } + } + NOT = { + var:global.first_country_sp_nuclear_bomb = { + tag = ROOT + } + } + } + } + complete_effect = { + add_faction_power_projection = 1000 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + limit = { + faction_influence_rank < 4 + } + } + + name = INFLUENCE_TOP_THREE + } + add_faction_initiative = 1 + add_breakthrough_progress = { + specialization = specialization_nuclear + value = 0.25 + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + is_major = yes + } + } +} + + +### Ideology based + +# Defeat of Communism +faction_goal_defeat_of_communism = { + name = defeat_of_communism_goal_name + description = defeat_of_communism_goal_desc + group = FOCUS_FILTER_CONSOLIDATION + category = long_term + visible = { + collection_size = { + input = { + input = game:scope + operators = { + faction_members + limit = { + has_government = communism + } + } + name = FACTION + } + value < 1 + } + } + locked_goal = yes + available = { + + } + completed = { + collection_size = { + input = { + input = collection:communist_controlled_states_my_continent + name = COLLECTION_AMOUNT_OF_COMMUNIST_CONTROLLED_STATES_SAME_CONTINENT + } + value < 1 + } + + } + complete_effect = { + add_faction_power_projection = 500 + 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 + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_popularity = { + ideology = communism + popularity = -0.15 + } + add_political_power = 100 + } + } +} + +# Defeat of Fascism +faction_goal_defeat_of_fascism = { + name = defeat_of_fascism_goal_name + description = defeat_of_fascism_goal_desc + category = long_term + group = FOCUS_FILTER_CONSOLIDATION + visible = { + collection_size = { + input = { + input = game:scope + operators = { + faction_members + limit = { + has_government = fascism + } + } + name = FACTION + } + value < 1 + } + } + available = { + + } + completed = { + collection_size = { + input = { + input = collection:fascist_controlled_states_my_continent + name = COLLECTION_AMOUNT_OF_FASCIST_CONTROLLED_STATES_SAME_CONTINENT + } + value < 1 + } + + } + complete_effect = { + add_faction_power_projection = 500 + 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 + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_popularity = { + ideology = fascism + popularity = -0.15 + } + add_political_power = 100 + } + } +} + +# Defeat of Anti-fascists +faction_goal_defeat_of_anti_fascists = { + name = defeat_of_anti_fascists_goal_name + description = defeat_of_anti_fascists_goal_desc + category = long_term + group = FOCUS_FILTER_CONSOLIDATION + visible = { + collection_size = { + input = { + input = game:scope + operators = { + faction_members + limit = { + OR = { + has_government = fascism + has_government = democratic + } + } + } + name = FACTION + } + value < 1 + } + } + available = { + + } + completed = { + collection_size = { + input = { + input = collection:anti_fascist_controlled_states_my_continent + name = COLLECTION_STATES_MY_CONTINENT_CONTROLLED_DEMOCRATIC_COMMUNIST + } + value < 1 + } + + } + complete_effect = { + add_faction_power_projection = 500 + 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 + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_popularity = { + ideology = fascism + popularity = 0.2 + } + add_political_power = 100 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # If war with communists you probably hate them + any_enemy_country = { + has_government = communism + } + } + } +} + +# Defeat of Anti-communists +faction_goal_defeat_of_anti_communists = { + name = defeat_of_anti_communists_goal_name + description = defeat_of_anti_communists_goal_desc + group = FOCUS_FILTER_CONSOLIDATION + category = long_term + visible = { + collection_size = { + input = { + input = game:scope + operators = { + faction_members + limit = { + OR = { + has_government = fascism + has_government = democratic + } + } + } + name = FACTION + } + value < 1 + } + } + available = { + + } + completed = { + collection_size = { + input = { + input = collection:anti_communist_controlled_states_my_continent + name = COLLECTION_STATES_MY_CONTINENT_CONTROLLED_DEMOCRATIC_FASCIST + } + value < 1 + } + + } + complete_effect = { + add_faction_power_projection = 500 + 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 + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_popularity = { + ideology = communism + popularity = 0.2 + } + add_political_power = 100 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # If war with communists you probably hate them + any_enemy_country = { + has_government = communism + } + } + } +} + +# The red Tide +faction_goal_the_red_tide = { + name = the_red_tide_goal_name + description = the_red_tide_goal_desc + category = long_term + group = FOCUS_FILTER_ARMY_XP + allowed = { + + } + visible = { + FROM = { + is_major = yes + has_government = communism + } + } + completed = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION_NAME + } + manpower = yes + size > 10000000 + } + } + complete_effect = { + add_faction_power_projection = 250 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = HAS_DEPLOYED_AT_LEAST_5M_MANPOWER + every_faction_member = { + limit = { + check_variable = { deployed_army_manpower_k > 5000 } + } + hidden_effect = { + add_faction_influence_ratio = 0.05 + army_experience = 50 + } + } + effect_tooltip = { + add_faction_influence_ratio = 0.05 + army_experience = 50 + } + } + ai_will_do = { + base = 1 + } +} \ No newline at end of file diff --git a/src/common/factions/goals/faction_goals_medium_term.txt b/src/common/factions/goals/faction_goals_medium_term.txt new file mode 100755 index 0000000..93a2e61 --- /dev/null +++ b/src/common/factions/goals/faction_goals_medium_term.txt @@ -0,0 +1,7197 @@ +#category = short_term medium_term or long_term +# ROOT is faction leader, FROM is faction member who opens UI and views goals, completed/cancel/complete_effect do not have FROM scopes + + +###################################################################### + +### ## ## ### ### ## # # ## ### ### ## ### ### ### ## +# # # # # # # # # ## # # # # # # # # # # # # +## #### # # # # # # ## # ### ## # # ## # # +# # # # # # # # # # # # # # # # # # # # # +# # # ## # ### ## # # ## # ### ## ### # ### ## + +###################################################################### + + + ## # # ### ## +# # # # # # +#### # # # +# # # # # # +# # # # ### ## + + +faction_goal_undo_versailles = { + name = undo_versailles_goal_name + description = undo_versailles_goal_desc + category = medium_term + group = FOCUS_FILTER_WAR_SUPPORT + visible = { + FROM = { original_tag = TIX } + } + completed = { + OR = { + AND = { + original_tag = TIX + has_army_manpower = { + size > 1000000 + } + controls_state = 28 + controls_state = 85 + controls_state = 86 + controls_state = 188 + controls_state = 762 + controls_state = 807 + controls_state = 912 + } + any_allied_country = { + original_tag = TIX + has_army_manpower = { + size > 1000000 + } + controls_state = 28 + controls_state = 85 + controls_state = 86 + controls_state = 188 + controls_state = 762 + controls_state = 807 + controls_state = 912 + } + } + 42 = { is_demilitarized_zone = no } + 51 = { is_demilitarized_zone = no } + 978 = { is_demilitarized_zone = no } + } + complete_effect = { + add_faction_power_projection = 100 + every_faction_member = { + limit = { + original_tag = TIX + } + add_faction_initiative = 1 + } + custom_effect_tooltip = generic_skip_one_line_tt + every_faction_member = { + tooltip = INFLUENCE_ABOVE_30_PERCENT + visible_when_empty = yes + limit = { + faction_influence_ratio > 0.3 + } + add_war_support = 0.05 + add_political_power = 50 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 9 + is_historical_focus_on = yes + } + } +} + +faction_goal_secure_european_continent = { + name = secure_european_continent_goal_name + description = secure_european_continent_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = TIX + } + } + completed = { + collection_size = { + input = { + input = constant:country_groups.continental_europe_1936 + operators = { + limit = { + OR = { + is_in_faction_with = ROOT + has_capitulated = yes + exists = no + is_subject_of = ROOT + } + } + } + name = COLLECTION_CONTINENTAL_EUROPE_DEFEATED_OR_FACTION_MEMBERS + } + value > 8 + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + every_faction_member = { + tooltip = INFLUENCE_ABOVE_30_PERCENT + visible_when_empty = yes + limit = { + faction_influence_ratio > 0.3 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 9 + is_historical_focus_on = yes + } + } +} + +faction_goal_secure_north_africa = { + name = secure_north_africa_goal_name + description = secure_north_africa_goal_desc + group = FOCUS_FILTER_ANNEXATION + category = medium_term + visible = { + OR = { + FROM = { original_tag = SAD } + any_allied_country = { + original_tag = SAD + } + } + } + available = { + OR = { + FROM = { has_completed_focus = ITA_italian_irredentism } + any_allied_country = { + has_completed_focus = ITA_italian_irredentism + } + } + } + completed = { + AND = { + 446 = { is_controlled_by_ROOT_or_ally = yes } # Suez + 448 = { is_controlled_by_ROOT_or_ally = yes } # Tripoli + 116 = { is_controlled_by_ROOT_or_ally = yes } # Malta + } + OR = { + 118 = { is_controlled_by_ROOT_or_ally = yes } # Gibraltar + 183 = { is_controlled_by_ROOT_or_ally = yes } # Cyprus + 182 = { is_controlled_by_ROOT_or_ally = yes } # Crete + } + } + complete_effect = { + add_faction_power_projection = 500 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = INFLUENCE_TOP_TWO + every_faction_member = { + limit = { + faction_influence_rank < 3 + } + add_faction_initiative = 1 + add_political_power = 100 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 10 + is_historical_focus_on = yes + } + } +} + +faction_goal_high_seas_fleet = { + name = high_seas_fleet_goal_name + description = high_seas_fleet_goal_desc + group = FOCUS_FILTER_NAVY_XP + category = medium_term + allowed = { + } + visible = { + FROM = { + OR = { + original_tag = TIX + AND = { + any_allied_country = { + original_tag = TIX + } + num_of_naval_factories > 0 + } + } + } + } + completed = { + has_war_with_major = yes + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + unit = capital_ship + size > 19 + } + } + 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 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + limit = { + num_of_naval_factories > 0 + } + } + name = ALL_FACTION_MEMBERS + } + navy_experience = 50 + add_tech_bonus = { + name = high_seas_fleet_tech_bonus + bonus = 0.5 + uses = 2 + category = naval_equipment + } + } + } + ai_will_do = { + base = 1 + modifier = { + add = 1 # If they have a bunch of naval factories, go for it + num_of_naval_factories > 29 + } + } +} + + +### # # ### ## # # ### ### ## + # # # # # # # # # # # + # #### ## #### # # # ## # + # # # # # # # # # # # + # # # ### # # ### ### ### ### ## + +faction_goal_the_arteries_of_trade = { + name = the_arteries_of_trade_goal_name + description = the_arteries_of_trade_goal_desc + category = medium_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + } + visible = { + FROM = { + has_war = yes + OR = { + tag = HUJ + tag = CAN + tag = RAJ + tag = MAL + tag = BYG + } + } + } + completed = { + count_triggers = { + amount = 10 + has_naval_control = 43 + has_naval_control = 49 + has_naval_control = 51 + has_naval_control = 56 + has_naval_control = 57 + has_naval_control = 68 + has_naval_control = 29 + has_naval_control = 69 + has_naval_control = 72 + has_naval_control = 100 + has_naval_control = 104 + has_naval_control = 71 + has_naval_control = 60 + has_naval_control = 48 + has_naval_control = 61 + has_naval_control = 62 + } + } + complete_effect = { + add_faction_power_projection = 100 + every_faction_member = { + add_stability = 0.05 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 1 # Extra eager to do this as the main trade nations + OR = { + original_tag = HUJ + original_tag = BYG + } + } + modifier = { + factor = 2 + is_historical_focus_on = yes + } + } +} + +faction_goal_imperial_glory = { + name = imperial_glory_goal_name + description = imperial_glory_goal_desc + category = medium_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + } + visible = { + FROM = { + OR = { + original_tag = HUJ + original_tag = CAN + original_tag = RAJ + original_tag = AST + original_tag = NZL + original_tag = MAL + original_tag = YUW + original_tag = HOL + original_tag = INS + } + } + } + available = { + FROM = { has_war = yes } + } + completed = { + longest_war_length > 36 + count_triggers = { + amount = 3 # Add triggers to count below + + 1021 = { is_controlled_by_ROOT_or_ally = yes } # Singapore + 118 = { is_controlled_by_ROOT_or_ally = yes } # Gibraltar + 116 = { is_controlled_by_ROOT_or_ally = yes } # Malta + IF = { + limit = { 286 = { OWNER = { is_in_faction_with = ROOT } } } + 286 = { is_controlled_by_ROOT_or_ally = yes } # Saigon if France joins + } + IF = { + limit = { 335 = { OWNER = { is_in_faction_with = ROOT } } } + 335 = { is_controlled_by_ROOT_or_ally = yes } # East Indies + } + } + } + complete_effect = { + add_faction_power_projection = 200 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + limit = { + owns_any_state_of = { + 1021 + 118 + 116 + 286 + 335 + } + } + } + + name = OWNS_LISTED_STATE + } + custom_effect_tooltip = OWNS_LISTED_STATE + add_faction_initiative = 1 + add_faction_influence_ratio = 0.05 + add_stability = 0.05 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # The Empire cares a little + OR = { + original_tag = HUJ + original_tag = CAN + original_tag = RAJ + original_tag = AST + original_tag = NZL + original_tag = MAL + original_tag = YUW + original_tag = HOL + original_tag = INS + } + is_historical_focus_on = yes + } + modifier = { + add = 1 # The Colonial Powers always care + OR = { + original_tag = HUJ + original_tag = YUW + original_tag = HOL + } + } + modifier = { + add = 10 # The Colonial Powers always care a LOT on historical + OR = { + original_tag = HUJ + original_tag = YUW + original_tag = HOL + } + is_historical_focus_on = yes + } + } +} + + +faction_goal_guardians_of_peace = { + name = guardians_of_peace_goal_name + description = guardians_of_peace_goal_desc + category = medium_term + group = FOCUS_FILTER_CONSOLIDATION + visible = { + date < 1939.1.1 + FROM = { + NOT = { has_government = fascism } + NOT = { has_government = communism } + NOT = { has_country_flag = guardians_of_peace_been_at_war_flag } + } + } + available = { + + } + cancel = { + FROM = { + has_country_flag = guardians_of_peace_been_at_war_flag + } + } + completed = { + date > 1938.12.31 + NOT = { has_country_flag = guardians_of_peace_been_at_war_flag } + all_allied_country = { + NOT = { has_country_flag = guardians_of_peace_been_at_war_flag } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_stability = 0.05 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + has_government = democratic + } + } +} + + + ## # # ### # # ## +# # # # # ## # # # +# #### # # ## #### +# # # # # # # # # + ## # # ### # # # # + + +faction_goal_control_the_chinese_coast = { + name = control_the_chinese_coast_goal_name + description = control_the_chinese_coast_goal_desc + group = FOCUS_FILTER_CONSOLIDATION + category = medium_term + allowed = { + } + visible = { + FROM = { + is_literally_china = yes + has_war = yes + OR = { + has_faction_template = faction_template_chinese_united_front + has_faction_template = faction_template_wang_front + } + } + } + completed = { + OR = { + AND = { + has_war = yes + any_enemy_country = { + war_length_with = { + tag = ROOT + months > 36 + } + } + } + AND = { + date > 1939.6.1 + has_war = no + } + } + count_triggers = { + amount = 5 + 1033 = { is_controlled_by_ROOT_or_ally = yes } + 592 = { is_controlled_by_ROOT_or_ally = yes } + 593 = { is_controlled_by_ROOT_or_ally = yes } + 595 = { is_controlled_by_ROOT_or_ally = yes } + 596 = { is_controlled_by_ROOT_or_ally = yes } + 613 = { is_controlled_by_ROOT_or_ally = yes } + 1034 = { is_controlled_by_ROOT_or_ally = yes } + 598 = { is_controlled_by_ROOT_or_ally = yes } + 597 = { is_controlled_by_ROOT_or_ally = yes } + } + + } + cancel = { + NOT = { + count_triggers = { + amount = 5 + 1033 = { is_controlled_by_ROOT_or_ally = yes } + 592 = { is_controlled_by_ROOT_or_ally = yes } + 593 = { is_controlled_by_ROOT_or_ally = yes } + 595 = { is_controlled_by_ROOT_or_ally = yes } + 596 = { is_controlled_by_ROOT_or_ally = yes } + 613 = { is_controlled_by_ROOT_or_ally = yes } + 1034 = { is_controlled_by_ROOT_or_ally = yes } + 598 = { is_controlled_by_ROOT_or_ally = yes } + 597 = { is_controlled_by_ROOT_or_ally = yes } + } + } + } + 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 + operators = { + faction_members + } + + name = ALL_FACTION_MEMBERS + } + custom_effect_tooltip = ALL_FACTION_MEMBERS + army_experience = 50 + add_war_support = 0.05 + } + } + ai_will_do = { + base = 10 # Pretty much everyone should want to do this + } +} + +faction_goal_the_northern_mandate = { + name = faction_goal_the_northern_mandate_name + description = faction_goal_the_northern_mandate_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + } + visible = { + FROM = { + original_tag = DOH + has_government = fascism + } + } + available = { + FROM = { has_completed_focus = CHI_the_northern_mandate } + } + ratio_progress = { + total_amount_collection = collection:the_northern_mandate_states + completed_amount_collection = { + input = collection:the_northern_mandate_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + } + } + name = COLLECTION_FACTION_CONTROLS_NORTHERN_MANDATE + } + } + auto_complete = yes + complete_effect = { + add_faction_power_projection = 100 + every_state = { + limit = { + CHI_northern_mandate_states = yes + } + add_dynamic_modifier = { + modifier = NORDIC_efficient_resource_extraction + } + } + } + ai_will_do = { + base = 1 + } +} + +faction_goal_the_southern_mandate = { + name = faction_goal_the_southern_mandate_name + description = faction_goal_the_southern_mandate_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + } + visible = { + FROM = { + original_tag = DOH + has_government = fascism + } + } + available = { + FROM = { has_completed_focus = CHI_the_southern_mandate } + } + ratio_progress = { + total_amount_collection = collection:the_southern_mandate_states + completed_amount_collection = { + input = collection:the_southern_mandate_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + } + } + name = COLLECTION_FACTION_CONTROLS_SOUTHERN_MANDATE + } + } + auto_complete = yes + complete_effect = { + add_faction_power_projection = 100 + every_state = { + limit = { + CHI_southern_mandate_states = yes + } + add_dynamic_modifier = { + modifier = NORDIC_efficient_resource_extraction + } + } + } + ai_will_do = { + base = 1 + } +} + +faction_goal_the_greater_game = { + name = faction_goal_the_greater_game_name + description = faction_goal_the_greater_game_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + } + visible = { + FROM = { + original_tag = DOH + has_government = fascism + } + } + available = { + FROM = { has_completed_focus = CHI_the_greater_game } + } + ratio_progress = { + total_amount_collection = collection:the_greater_game_states + completed_amount_collection = { + input = collection:the_greater_game_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + } + } + name = COLLECTION_FACTION_CONTROLS_GREATER_GAME + } + } + auto_complete = yes + complete_effect = { + add_faction_power_projection = 50 + every_state = { + limit = { + CHI_greater_game_states = yes + } + add_dynamic_modifier = { + modifier = NORDIC_efficient_resource_extraction + } + } + } + ai_will_do = { + base = 1 + } +} + +faction_goal_subjugate_the_faction = { + name = faction_goal_subjugate_the_faction_name + description = faction_goal_subjugate_the_faction_desc + category = medium_term + group = FOCUS_FILTER_POLITICAL + allowed = { + is_literally_china = yes + } + visible = { + FROM = { + is_literally_china = yes + has_faction_template = faction_template_chinese_united_front + } + } + available = { + FROM = { + is_faction_leader = yes + has_completed_focus = CHI_from_many_to_one + } + } + completed = { + collection_size = { + input = { + input = game:scope + operators = { + faction_members + limit = { + is_subject_of = ROOT # Should be checking faction leader + } + } + name = COLLECTION_AMOUNT_OF_SUBJECTS_TO_FACTION_LEADER + } + value > 7 + } + } + 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 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + } + + name = ALL_FACTION_MEMBERS + } + custom_effect_tooltip = ALL_FACTION_MEMBERS + add_war_support = 0.15 + every_unit_leader = { + add_timed_unit_leader_trait = { + trait = motivated + days = 270 + } + } + } + } + ai_will_do = { + base = 10 # Do itttt! + } +} + + ### ## ### ## # # + # # # # # # # ## # + # #### ### #### # ## +# # # # # # # # # + ## # # # # # # # + + +faction_goal_control_the_chinese_capitals = { + name = control_the_chinese_capitals_goal_name + description = control_the_chinese_capitals_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + } + visible = { + FROM = { + original_tag = CHY + } + } + completed = { + 608 = { is_controlled_by_ROOT_or_ally = yes } + 1035 = { is_controlled_by_ROOT_or_ally = yes } + 592 = { is_controlled_by_ROOT_or_ally = yes } + } + 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 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + } + + name = ALL_FACTION_MEMBERS + } + custom_effect_tooltip = ALL_FACTION_MEMBERS + army_experience = 50 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 9 # Early game prio + date < 1941.1.1 + } + } +} + +faction_goal_secure_the_oil_supply = { + name = secure_the_oil_supply_goal_name + description = secure_the_oil_supply_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + original_tag = CHY + } + } + completed = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount > 199 + } + } + complete_effect = { + + every_faction_member = { + tooltip = AT_LEAST_70_OIL + visible_when_empty = yes + limit = { + has_resources_in_country = { + resource = oil + amount > 69 + } + } + add_faction_initiative = 1 + add_faction_influence_ratio = 0.15 + add_tech_bonus = { + name = secure_the_oil_supply_tech_bonus + bonus = 0.75 + uses = 1 + category = excavation_tech + } + } + + } + ai_will_do = { + base = 1 + modifier = { + add = 9 # Mid game prio + date > 1941.1.1 + } + } +} + + + ## ## # # ### ### ### # # # # ### ## # # +# # # # # # # # # # ## # # # # ## # + # # # # # # ## # # # # ## # # # # ## + # # # # # # # # # # # # # # # # # +## ## # ### ### # ## # # ### ## # # + + +faction_goal_indifference_is_a_threat = { + name = indifference_is_a_threat_goal_name + description = indifference_is_a_threat_goal_desc + category = medium_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + FROM = { + original_tag = BFL + } + } + completed = { + collection_size = { + input = { + input = collection:europe_non_aligned_countries + name = COLLECTION_COUNTRIES_EUROPE_NON_ALIGNED + } + value < 3 + } + } + complete_effect = { + add_faction_power_projection = 500 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_political_power = 50 + add_popularity = { + ideology = communism + popularity = 0.05 + } + } + } + ai_will_do = { + base = 1 + } +} + +faction_goal_undoing_brest_litowsk = { + name = undoing_brest_litowsk_goal_name + description = undoing_brest_litowsk_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + original_tag = BFL + } + } + completed = { + count_triggers = { + amount = 4 + OR = { + LIT = { exists = no } + LIT = { is_in_faction_with = ROOT } + } + OR = { + LAT = { exists = no } + LAT = { is_in_faction_with = ROOT } + } + OR = { + EST = { exists = no } + EST = { is_in_faction_with = ROOT } + } + OR = { + POL = { exists = no } + POL = { is_in_faction_with = ROOT } + } + OR = { + FIN = { exists = no } + FIN = { is_in_faction_with = ROOT } + } + } + + } + complete_effect = { + add_faction_power_projection = 500 + 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 + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + army_experience = 50 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 9 # BFL should always prio this + original_tag = BFL + } + } +} + + + + +### ## # ## # # ### +# # # # # # # ## # # # +### # # # #### # ## # # +# # # # # # # # # # +# ## ### # # # # ### + + +faction_goal_the_two_seas = { + name = the_two_seas_goal_name + description = the_two_seas_goal_desc + category = medium_term + group = FOCUS_FILTER_NAVY_XP + visible = { + FROM = { original_tag = POL } + } + + completed = { + has_naval_control = 206 + has_naval_control = 279 + has_naval_control = 9 + has_naval_control = 30 + OR = { + 807 = { + naval_base > 7 + is_controlled_by_ROOT_or_ally = yes + } + 85 = { + naval_base > 7 + is_controlled_by_ROOT_or_ally = yes + } + } + } + complete_effect = { + add_faction_power_projection = 50 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + } + ai_will_do = { + base = 0 + modifier = { + add = 10 + OR = { + has_completed_focus = POL_the_between_the_seas_concept + has_completed_focus = POL_sea_to_sea + } + } + } +} + + +########################################################### + + ## ### # # ### ### ### ## ## ## ## # ## +# # ## # # # # # # # # # # # # # # +# ## ## # ## ## ### # # # ## # # #### # # +# # # # # # # # # # # # # # # # # # # + ## ### # # ### # # ### ## ## ## # # ### ## + +########################################################### + + +### Faction Growth + +faction_goal_a_large_faction = { + name = a_large_faction_goal_name + description = a_large_faction_goal_desc + category = medium_term + group = FOCUS_FILTER_POLITICAL_CHARACTER + visible = { + num_faction_members > 4 + } + completed = { + num_faction_members > 9 + } + complete_effect = { + add_faction_power_projection = 200 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + } + ai_will_do = { + base = 1 + } +} + +### Units/Deployment + +faction_goal_marine_corps = { + name = marine_corps_goal_name + description = marine_corps_goal_desc + category = medium_term + group = FOCUS_FILTER_NAVY_XP + available = { + } + completed = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + unit_category = category_amphibious_tanks + size > 9 + } + } + 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 + } + } + } + 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 = invader } + } + gain_xp = 400 + add_attack = 1 + add_trait = { trait = invader } + } + } + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_tech_bonus = { + name = marine_corps_tech_bonus + bonus = 0.5 + uses = 1 + category = marine_tech + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + any_state = { + is_controlled_by_ROOT_or_ally = yes + is_coastal = yes + } + } + modifier = { + add = 2 + any_state = { + is_controlled_by = ROOT + is_coastal = yes + } + } + } +} + +faction_goal_submarine_force = { + name = submarine_force_goal_name + description = submarine_force_goal_desc + category = medium_term + group = FOCUS_FILTER_NAVY_XP + available = { + + } + completed = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + unit = submarine + size > 99 + } + } + 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 > 24 + type = submarine + } + } + } + name = ALL_FACTION_MEMBERS_WITH_25_SUBMARINES + } + random_character = { + tooltip = ONE_ADMIRAL + visible_when_empty = yes + limit = { + is_navy_leader = yes + NOT = { has_trait = seawolf } + NOT = { has_trait = ironside } + NOT = { has_trait = battleship_adherent } + NOT = { has_trait = gunnery_expert } + NOT = { has_trait = aviation_enthusiast } + } + gain_xp = 400 + add_attack = 1 + add_trait = { trait = seawolf } + } + add_mastery = { + amount = 100 + track = submarines + } + } + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_tech_bonus = { + name = submarine_force_tech_bonus + bonus = 0.5 + uses = 1 + category = naval_equipment + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # Powers with no dockyards should probably not care about navy + num_of_naval_factories > 0 + } + modifier = { + add = 1 # Powers with a less dockyard capacity should probably try to build subs rather than contest the high seas + num_of_naval_factories > 10 + } + modifier = { + add = -1 # Powers with more dockyard capacity should probably try to contest the high seas instead of building subs + num_of_naval_factories > 25 + } + modifier = { + add = -1 # Powers with more dockyard capacity should probably try to contest the high seas instead of building subs + num_of_naval_factories > 50 + } + } +} + +faction_goal_convoy_escort_force = { + name = convoy_escort_force_goal_name + description = convoy_escort_force_goal_desc + category = medium_term + group = FOCUS_FILTER_NAVY_XP + available = { + + } + completed = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + unit = screen_ship + size > 99 + } + } + 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 > 24 + type = screen_ship + } + } + } + name = ALL_FACTION_MEMBERS_WITH_25_SCREENING_SHIPS + } + random_character = { + tooltip = ONE_ADMIRAL + visible_when_empty = yes + limit = { + is_navy_leader = yes + NOT = { has_trait = fleet_protector } + NOT = { has_trait = seawolf } + NOT = { has_trait = ironside } + NOT = { has_trait = battleship_adherent } + NOT = { has_trait = gunnery_expert } + NOT = { has_trait = aviation_enthusiast } + } + gain_xp = 400 + add_attack = 1 + add_trait = { trait = fleet_protector } + } + add_mastery = { + amount = 100 + track = screens + } + } + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_tech_bonus = { + name = convoy_escort_force_tech_bonus + bonus = 0.5 + uses = 1 + category = naval_equipment + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # Powers with no dockyards should probably not care about navy + num_of_naval_factories > 0 + } + modifier = { + add = 1 # Powers with threatened convoys should care more + convoy_threat > 0.2 + } + modifier = { + add = 8 # Powers with very threatened convoys should care -a lot- + convoy_threat > 0.5 + } + } +} + +faction_goal_air_superiority = { + name = air_superiority_goal_name + description = air_superiority_goal_desc + category = medium_term + group = FOCUS_FILTER_AIR_XP + available = { + + } + completed = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + unit = fighter + size > 999 + } + } + 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 > 249 + type = fighter + } + } + } + name = ALL_FACTION_MEMBERS_WITH_250_FIGHTERS + } + air_experience = 50 + add_mastery = { + amount = 100 + track = fighter_aircraft + } + } + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_tech_bonus = { + name = air_superiority_tech_bonus + bonus = 0.5 + uses = 1 + category = air_equipment + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # Powers with few military factories should probably not care about expensive planes + num_of_military_factories > 39 + } + modifier = { + add = 1 # Factions with decent number of military factories should probably start caring a lot about contesting air superiority - because they can + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION_NAME + } + buildings = { arms_factory } + size > 149 + } + } + } +} + +### Industry + +faction_goal_industrial_expansion = { + name = industrial_expansion_goal_name + description = industrial_expansion_goal_desc + category = medium_term + group = FOCUS_FILTER_INDUSTRY + visible = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION_NAME + } + buildings = { industrial_complex } + size > 49 + } + } + completed = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION_NAME + } + buildings = { industrial_complex } + size > 149 + } + } + complete_effect = { + add_faction_power_projection = 200 + custom_effect_tooltip = generic_skip_one_line_tt + every_faction_member = { + tooltip = AT_LEAST_50_CIVS + visible_when_empty = yes + limit = { + num_of_civilian_factories > 49 + } + add_tech_bonus = { + name = industrial_expansion_tech_bonus + bonus = 0.5 + uses = 2 + category = industry + } + } + } + ai_will_do = { + base = 1 + modifier = { + add = 1 # If already big it's easy to grow + is_major = yes + } + modifier = { + add = 1 # If already big it's easy to grow + is_major = yes + } + modifier = { + add = 1 # Prioritize more earlier on - more pay-off + date < 1938.1.1 + } + } +} + + +faction_goal_industrial_research = { + name = industrial_research_goal_name + description = industrial_research_goal_desc + category = medium_term + group = FOCUS_FILTER_RESEARCH + visible = { + any_allied_country = { + NOT = { has_tech = construction4 } + } + } + completed = { + ROOT = { + has_tech = construction4 + } + all_allied_country = { + has_tech = construction4 + } + + collection_size = { + input = { + input = game:scope + operators = { + faction_members + } + } + value > 4 + } + } + complete_effect = { + add_faction_power_projection = 200 + custom_effect_tooltip = generic_skip_one_line_tt + every_faction_member = { + tooltip = INFLUENCE_ABOVE_30_PERCENT + visible_when_empty = yes + limit = { + faction_influence_ratio > 0.3 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 1 # Prio for smaller factions (Easier to get everyone up then ) + collection_size = { + input = { + input = game:scope + operators = { + faction_members + } + } + value < 5 + } + } + modifier = { + add = 1 # Prioritize during build up, but not too early + date > 1938.1.1 + date < 1941.1.1 + } + } +} + +faction_goal_a_military_base = { + name = a_military_base_goal_name + description = a_military_base_goal_desc + category = medium_term + group = FOCUS_FILTER_INDUSTRY + visible = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION_NAME + } + buildings = { arms_factory } + size > 49 + } + } + completed = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION_NAME + } + buildings = { arms_factory } + size > 149 + } + } + complete_effect = { + add_faction_power_projection = 200 + custom_effect_tooltip = generic_skip_one_line_tt + every_faction_member = { + tooltip = AT_LEAST_50_MILS + visible_when_empty = yes + limit = { + num_of_military_factories > 49 + } + add_tech_bonus = { + name = a_military_base_tech_bonus + bonus = 0.5 + uses = 2 + category = excavation_tech + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + date > 1938.1.1 + } + modifier = { + add = 1 + is_major = yes + } + } +} + +### War Waging + +faction_goal_aggressive_defense = { + name = aggressive_defense_goal_name + description = aggressive_defense_goal_desc + group = FOCUS_FILTER_WAR_SUPPORT + category = medium_term + visible = { + FROM = { has_defensive_war = yes } + } + completed = { + any_allied_country = { + has_defensive_war = yes + } + collection_size = { + input = { + input = game:scope + operators = { + faction_members + limit = { + any_enemy_country = { + has_offensive_war_with = ROOT + casualties_inflicted_by = { + opponent = PREV + thousands > 250 + } + } + } + } + name = COLLECTION_CASUALTIES_INFLICTED_BY_FACTION_MEMBERS + } + value > 0 + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS_INFLICTED_250K_CASUALTIES + every_faction_member = { + limit = { + any_enemy_country = { + has_offensive_war_with = ROOT + casualties_inflicted_by = { + opponent = PREV + thousands > 250 + } + } + } + add_faction_initiative = 1 + } + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + army_experience = 50 + } + } + ai_will_do = { + base = 1 + } +} + + +### Strategic Resources + +# Mexican Oil +faction_goal_control_mexican_oil = { + name = control_mexican_oil_goal_name + description = control_mexican_oil_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = MEX + is_in_faction_with = MEX + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 479 + value < 2000 + } + } + } + available = { + + } + completed = { + 480 = { is_controlled_by_ROOT_or_ally = yes } + 479 = { is_controlled_by_ROOT_or_ally = yes } + 477 = { is_controlled_by_ROOT_or_ally = yes } + 476 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 480 + controls_state = 479 + controls_state = 477 + controls_state = 476 + } + } + add_faction_initiative = 1 + } + every_state = { + limit = { + OR = { + state = 480 + state = 479 + state = 477 + state = 476 + } + } + if = { + limit = { + infrastructure < 5 + } + add_building_construction = { + type = infrastructure + level = 1 + instant_build = yes + } + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 479 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount < 10 + extracted = yes + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + modifier = { + add = 5 # Massive boost in case low fuel and already at war anyway + fuel_ratio < 0.1 + 479 = { + owner = { + has_war_with = ROOT + } + } + } + } +} + +# Curacao Oil +faction_goal_control_curacao_oil = { + name = control_curacao_oil_goal_name + description = control_curacao_oil_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = HOL + is_in_faction_with = HOL + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 695 + value < 2000 + } + } + } + available = { + + } + completed = { + 695 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_allied_country = { + visible_when_empty = yes + limit = { + controls_state = 695 + } + add_faction_initiative = 1 + } + 695 = { + if = { + limit = { + infrastructure < 5 + } + add_building_construction = { + type = infrastructure + level = 1 + instant_build = yes + } + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 695 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount < 10 + extracted = yes + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + modifier = { + add = 5 # Massive boost in case low fuel and already at war anyway + fuel_ratio < 0.1 + 695 = { + owner = { + has_war_with = ROOT + } + } + } + } +} + +# Venezuelan Oil +faction_goal_control_venezuelan_oil = { + name = control_venezuelan_oil_goal_name + description = control_venezuelan_oil_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = VEN + is_in_faction_with = VEN + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 307 + value < 2000 + } + } + } + available = { + + } + completed = { + 489 = { is_controlled_by_ROOT_or_ally = yes } + 307 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_allied_country = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 489 + controls_state = 307 + } + } + add_faction_initiative = 1 + } + every_state = { + limit = { + OR = { + state = 489 + state = 307 + } + } + if = { + limit = { + infrastructure < 5 + } + add_building_construction = { + type = infrastructure + level = 1 + instant_build = yes + } + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 307 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount < 10 + extracted = yes + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + modifier = { + add = 5 # Massive boost in case low fuel and already at war anyway + fuel_ratio < 0.1 + 307 = { + owner = { + has_war_with = ROOT + } + } + } + } +} + +# Guyanan Bauxite +faction_goal_control_guyanan_bauxite = { + name = control_guyanan_bauxite_goal_name + description = control_guyanan_bauxite_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = HUJ + is_in_faction_with = HUJ + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 687 + value < 2000 + } + } + } + available = { + + } + completed = { + 687 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_allied_country = { + visible_when_empty = yes + limit = { + controls_state = 687 + } + add_faction_initiative = 1 + } + 687 = { + if = { + limit = { + infrastructure < 5 + } + add_building_construction = { + type = infrastructure + level = 1 + instant_build = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 687 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If low on aluminium + aluminium > 40 + } + modifier = { + add = 1 # If very low on aluminium + aluminium > 10 + } + modifier = { + add = 3 # If entire alliance is low on aluminium they should be heavily incentivized to taking more + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = aluminium + amount < 10 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + } + } +} + +# Surinamese Bauxite +faction_goal_control_suriname_bauxite = { + name = control_suriname_bauxite_goal_name + description = control_suriname_bauxite_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = HOL + is_in_faction_with = HOL + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 309 + value < 2000 + } + } + } + available = { + + } + completed = { + 309 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_allied_country = { + visible_when_empty = yes + limit = { + controls_state = 309 + } + add_faction_initiative = 1 + } + 309 = { + if = { + limit = { + infrastructure < 5 + } + add_building_construction = { + type = infrastructure + level = 1 + instant_build = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 309 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If low on aluminium + aluminium > 40 + } + modifier = { + add = 1 # If very low on aluminium + aluminium > 10 + } + modifier = { + add = 3 # If entire alliance is low on aluminium they should be heavily incentivized to taking more + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = aluminium + amount < 10 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + } + } +} + +# Lappland Metals +faction_goal_control_lappland_metals = { + name = control_lappland_metals_goal_name + description = control_lappland_metals_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = SWE + is_in_faction_with = SWE + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 918 + value < 2000 + } + } + } + available = { + + } + completed = { + 666 = { is_controlled_by_ROOT_or_ally = yes } + 918 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 666 + controls_state = 918 + } + } + add_faction_initiative = 1 + } + every_state = { + limit = { + OR = { + state = 666 + state = 918 + } + } + if = { + limit = { + infrastructure < 5 + } + add_building_construction = { + type = infrastructure + level = 1 + instant_build = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 918 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If low on resources + OR = { + tungsten < 40 + steel < 40 + chromium < 12 + } + } + modifier = { + add = 1 # If very low on resources + OR = { + tungsten < 10 + steel < 10 + chromium < 5 + } + } + modifier = { + add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more + OR = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = tungsten + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = steel + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = chromium + amount < 8 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + } + } + } +} + +# Ploiesti Oil Fields +faction_goal_control_ploiesti_oil_fields = { + name = control_ploiesti_oil_fields_goal_name + description = control_ploiesti_oil_fields_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + NOT = { + is_in_faction_with = ROM + original_tag = ROM + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 46 + value < 2000 + } + } + } + available = { + + } + completed = { + 46 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 46 + } + add_faction_initiative = 1 + } + 46 = { + if = { + limit = { + infrastructure < 5 + } + add_building_construction = { + type = infrastructure + level = 1 + instant_build = yes + } + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 46 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount < 10 + extracted = yes + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + modifier = { + add = 5 # Massive boost in case low fuel and already at war anyway + fuel_ratio < 0.1 + 46 = { + owner = { + has_war_with = ROOT + } + } + } + } +} + +# Baku Oil Fields +faction_goal_control_baku_oil_fields = { + name = control_baku_oil_fields_goal_name + description = control_baku_oil_fields_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = BFL + is_in_faction_with = BFL + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 229 + value < 2000 + } + } + } + available = { + + } + completed = { + 229 = { is_controlled_by_ROOT_or_ally = yes } + 232 = { is_controlled_by_ROOT_or_ally = yes } + 821 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 229 + controls_state = 232 + controls_state = 821 + } + } + add_faction_initiative = 1 + } + every_state = { + limit = { + OR = { + state = 229 + state = 232 + state = 821 + } + } + if = { + limit = { + infrastructure < 5 + } + add_building_construction = { + type = infrastructure + level = 1 + instant_build = yes + } + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 479 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount < 10 + extracted = yes + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + modifier = { + add = 5 # Massive boost in case low fuel and already at war anyway + fuel_ratio < 0.1 + 479 = { + owner = { + has_war_with = ROOT + } + } + } + } +} + +# Iraqi Oil +faction_goal_control_iraqi_oil = { + name = control_iraqi_oil_goal_name + description = control_iraqi_oil_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = IRQ + is_in_faction_with = IRQ + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 291 + value < 2000 + } + } + } + available = { + + } + completed = { + 291 = { is_controlled_by_ROOT_or_ally = yes } + 676 = { is_controlled_by_ROOT_or_ally = yes } + 1010 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 291 + controls_state = 676 + controls_state = 1010 + } + } + add_faction_initiative = 1 + } + every_state = { + limit = { + OR = { + state = 291 + state = 676 + state = 1010 + } + } + if = { + limit = { + infrastructure < 5 + } + add_building_construction = { + type = infrastructure + level = 1 + instant_build = yes + } + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 479 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount < 10 + extracted = yes + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + modifier = { + add = 5 # Massive boost in case low fuel and already at war anyway + fuel_ratio < 0.1 + 479 = { + owner = { + has_war_with = ROOT + } + } + } + } +} + +# Persian Oil +faction_goal_control_persian_oil = { + name = control_persian_oil_goal_name + description = control_persian_oil_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = PER + is_in_faction_with = PER + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 413 + value < 2000 + } + } + } + available = { + + } + completed = { + 411 = { is_controlled_by_ROOT_or_ally = yes } + 412 = { is_controlled_by_ROOT_or_ally = yes } + 413 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 411 + controls_state = 412 + controls_state = 413 + } + } + add_faction_initiative = 1 + } + every_state = { + limit = { + OR = { + state = 411 + state = 412 + state = 413 + } + } + if = { + limit = { + infrastructure < 5 + } + add_building_construction = { + type = infrastructure + level = 1 + instant_build = yes + } + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 479 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount < 10 + extracted = yes + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + modifier = { + add = 5 # Massive boost in case low fuel and already at war anyway + fuel_ratio < 0.1 + 479 = { + owner = { + has_war_with = ROOT + } + } + } + } +} + +# Chinese Metals +faction_goal_control_chinese_metals = { + name = control_chinese_metals_goal_name + description = control_chinese_metals_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + } + visible = { + FROM = { + is_independent_china_or_warlord = no + } + all_allied_country = { + is_independent_china_or_warlord = no + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 599 + value < 2000 + } + } + } + available = { + + } + completed = { + 592 = { is_controlled_by_ROOT_or_ally = yes } + 593 = { is_controlled_by_ROOT_or_ally = yes } + 594 = { is_controlled_by_ROOT_or_ally = yes } + 599 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 592 + controls_state = 593 + controls_state = 594 + controls_state = 599 + } + } + add_faction_initiative = 1 + } + every_state = { + limit = { + OR = { + state = 592 + state = 593 + state = 594 + state = 599 + } + } + if = { + limit = { + infrastructure < 5 + } + add_building_construction = { + type = infrastructure + level = 1 + instant_build = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 599 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If low on resources + OR = { + tungsten < 40 + steel < 40 + chromium < 12 + } + } + modifier = { + add = 1 # If very low on resources + OR = { + tungsten < 10 + steel < 10 + chromium < 5 + } + } + modifier = { + add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more + OR = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = tungsten + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = steel + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = chromium + amount < 8 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + } + } + } +} + +# Malayan Riches +faction_goal_control_malayan_riches = { + name = control_malayan_riches_goal_name + description = control_malayan_riches_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = MAL + is_in_faction_with = MAL + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 336 + value < 2000 + } + } + } + available = { + + } + completed = { + 333 = { is_controlled_by_ROOT_or_ally = yes } + 336 = { is_controlled_by_ROOT_or_ally = yes } + 1021 = { is_controlled_by_ROOT_or_ally = yes } + 1024 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 333 + controls_state = 336 + controls_state = 1021 + controls_state = 1024 + } + } + add_faction_initiative = 1 + } + every_state = { + limit = { + OR = { + state = 333 + state = 336 + state = 1021 + state = 1024 + } + } + if = { + limit = { + infrastructure < 5 + } + add_building_construction = { + type = infrastructure + level = 1 + instant_build = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 366 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If low on resources + OR = { + rubber < 40 + tungsten < 40 + steel < 12 + aluminium < 8 + fuel_ratio < 0.5 + } + } + modifier = { + add = 1 # If very low on resources + OR = { + rubber < 10 + tungsten < 10 + steel < 8 + aluminium < 5 + fuel_ratio < 0.2 + } + } + modifier = { + add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more + OR = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = rubber + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = tungsten + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = steel + amount < 8 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = aluminium + amount < 4 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount < 10 + extracted = yes # (optional, default: no) checks extracted amount instead of country balance + } + } + } + } +} + +# Indonesian Riches +faction_goal_control_indonesian_riches = { + name = control_indonesian_riches_goal_name + description = control_indonesian_riches_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = INS + is_in_faction_with = INS + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 672 + value < 2000 + } + } + } + available = { + + } + completed = { + 334 = { is_controlled_by_ROOT_or_ally = yes } + 335 = { is_controlled_by_ROOT_or_ally = yes } + 667 = { is_controlled_by_ROOT_or_ally = yes } + 672 = { is_controlled_by_ROOT_or_ally = yes } + 673 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 334 + controls_state = 335 + controls_state = 667 + controls_state = 672 + controls_state = 673 + } + } + add_faction_initiative = 1 + } + every_state = { + limit = { + OR = { + state = 334 + state = 335 + state = 667 + state = 672 + state = 673 + } + } + if = { + limit = { + infrastructure < 5 + } + add_building_construction = { + type = infrastructure + level = 1 + instant_build = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 672 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If low on resources + OR = { + rubber < 40 + aluminium < 12 + fuel_ratio < 0.5 + } + } + modifier = { + add = 1 # If very low on resources + OR = { + rubber < 10 + aluminium < 5 + fuel_ratio < 0.2 + } + } + modifier = { + add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more + OR = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = rubber + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = tungsten + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = steel + amount < 8 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = aluminium + amount < 4 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount < 10 + extracted = yes # (optional, default: no) checks extracted amount instead of country balance + } + } + } + } +} + +### Strategic Bases + +# Newfoundland +faction_goal_control_newfoundland_bases = { + name = control_newfoundland_bases_goal_name + description = control_newfoundland_bases_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = HUJ + is_in_faction_with = HUJ + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 331 + value < 2000 + } + } + } + available = { + + } + completed = { + 331 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 331 + } + add_faction_initiative = 1 + } + 331 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 331 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with a north american power prioritize this + NOT = { + any_controlled_state = { + is_on_continent = north_america + } + } + any_enemy_country = { + capital_scope = { + is_on_continent = north_america + } + } + } + } +} + +# Bermuda +faction_goal_control_bermuda = { + name = control_bermuda_goal_name + description = control_bermuda_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = HUJ + is_in_faction_with = HUJ + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 696 + value < 2000 + } + } + } + available = { + + } + completed = { + 696 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 696 + } + add_faction_initiative = 1 + } + 696 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 331 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with a north american power prioritize this + NOT = { + any_controlled_state = { + is_on_continent = north_america + } + } + any_enemy_country = { + capital_scope = { + is_on_continent = north_america + } + } + } + } +} + +# Bahamas +faction_goal_control_bahamas_bases = { + name = control_bahamas_bases_goal_name + description = control_bahamas_bases_goal_desc + category = medium_term + group = FOCUS_FILTER_NAVY_XP + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = HUJ + is_in_faction_with = HUJ + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 693 + value < 2000 + } + } + } + available = { + + } + completed = { + 690 = { is_controlled_by_ROOT_or_ally = yes } + 693 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 690 + controls_state = 693 + } + } + add_faction_initiative = 1 + } + 690 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = 10254 + } + } + 693 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 331 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = north_america + is_on_continent = south_america + } + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = europe + is_on_continent = africa + } + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with a north american power prioritize this + any_enemy_country = { + capital_scope = { + is_on_continent = north_america + } + } + } + } +} + +# Panama +faction_goal_control_panama_canal = { + name = control_panama_canal_goal_name + description = control_panama_canal_goal_desc + category = medium_term + group = FOCUS_FILTER_NAVY_XP + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = BYG + is_in_faction_with = BYG + } + } + OR = { + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES # a custom loc string that will be displayed + } + distance_to = { + target = 685 + value < 2000 + } + } + AND = { + 685 = { is_controlled_by = BYG } + has_war_with = BYG + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES # a custom loc string that will be displayed + } + distance_to = { + target = 685 + value < 6000 + } + } + } + } + } + available = { + + } + completed = { + 685 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 685 + } + add_faction_initiative = 1 + } + 685 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 7617 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 7617 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 685 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 2 # If major naval power seek to control access + has_navy_size = { + size > 20 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with a north american power prioritize this + NOT = { + any_controlled_state = { + is_on_continent = north_america + } + } + any_enemy_country = { + capital_scope = { + is_on_continent = north_america + } + } + } + modifier = { + add = 10 # If BYG + original_tag = BYG + } + } +} + +# Trinidad +faction_goal_control_trinidad = { + name = control_trinidad_goal_name + description = control_trinidad_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = HUJ + is_in_faction_with = HUJ + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 691 + value < 2000 + } + } + } + available = { + + } + completed = { + 691 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 691 + } + add_faction_initiative = 1 + } + 691 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 1 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 691 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = north_america + is_on_continent = south_america + } + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = europe + is_on_continent = africa + } + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with a north american power prioritize this + NOT = { + any_controlled_state = { + is_on_continent = north_america + } + } + any_enemy_country = { + capital_scope = { + is_on_continent = north_america + } + } + } + } +} + +# Azores +faction_goal_control_azores = { + name = control_azores_goal_name + description = control_azores_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = POR + is_in_faction_with = POR + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 698 + value < 2000 + } + } + } + available = { + + } + completed = { + 698 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 698 + } + add_faction_initiative = 1 + } + 698 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 1 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 698 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = north_america + is_on_continent = south_america + } + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = europe + is_on_continent = africa + } + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 2 # If at war with a north american power prioritize this for range + NOT = { + any_controlled_state = { + is_on_continent = north_america + } + } + any_enemy_country = { + capital_scope = { + is_on_continent = north_america + } + } + } + } +} + +# Iceland +faction_goal_control_iceland = { + name = control_iceland_goal_name + description = control_iceland_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = DEN + is_in_faction_with = DEN + original_tag = ICE + is_in_faction_with = ICE + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 100 + value < 2000 + } + } + } + available = { + + } + completed = { + 100 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 100 + } + add_faction_initiative = 1 + } + 100 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 1 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 100 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = north_america + is_on_continent = south_america + } + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = europe + is_on_continent = africa + } + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 2 # If at war with a north american power prioritize this for range + NOT = { + any_controlled_state = { + is_on_continent = north_america + } + } + any_enemy_country = { + capital_scope = { + is_on_continent = north_america + } + } + } + } +} + +# Faroe Islands +faction_goal_control_faroe_islands = { + name = control_faroe_islands_goal_name + description = control_faroe_islands_goal_desc + category = medium_term + group = FOCUS_FILTER_NAVY_XP + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = DEN + is_in_faction_with = DEN + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 337 + value < 2000 + } + } + } + available = { + + } + completed = { + 337 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 337 + } + add_faction_initiative = 1 + } + 337 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 1 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 337 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = north_america + is_on_continent = south_america + } + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = europe + is_on_continent = africa + } + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with a north american power prioritize this + NOT = { + any_controlled_state = { + is_on_continent = north_america + } + } + any_enemy_country = { + capital_scope = { + is_on_continent = north_america + } + } + } + } +} + +# Narvik +faction_goal_control_narvik = { + name = control_narvik_goal_name + description = control_narvik_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = NOR + is_in_faction_with = NOR + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 144 + value < 2000 + } + } + } + available = { + + } + completed = { + 144 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 144 + } + add_faction_initiative = 1 + } + 144 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 192 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 144 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with USSR prioritize this + any_enemy_country = { + original_tag = BFL + } + } + } +} + +# Danish Belts +faction_goal_control_danish_belts = { + name = control_danish_belts_goal_name + description = control_danish_belts_goal_desc + category = medium_term + group = FOCUS_FILTER_NAVY_XP + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = DEN + is_in_faction_with = DEN + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 37 + value < 2000 + } + } + } + available = { + + } + completed = { + 37 = { is_controlled_by_ROOT_or_ally = yes } + 911 = { is_controlled_by_ROOT_or_ally = yes } + 99 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 37 + controls_state = 911 + controls_state = 99 + } + } + add_faction_initiative = 1 + } + 37 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 2 + province = 6287 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 2 + province = 3260 + instant_build = yes + } + } + 911 = { + add_building_construction = { + type = coastal_bunker + level = 2 + province = 3325 + instant_build = yes + } + } + 99 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = 394 + } + add_building_construction = { + type = coastal_bunker + level = 2 + province = 394 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 2 + province = 3277 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 37 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with HUJ and capital is on mainland Europe prioritize this + capital_scope = { + is_on_continent = europe + } + any_enemy_country = { + original_tag = HUJ + } + } + modifier = { + add = 1 # If TIX prioritize this + is_historical_focus_on = yes + original_tag = TIX + } + } +} + +# Brittany +faction_goal_control_brittany_bases = { + name = control_brittany_bases_goal_name + description = control_brittany_bases_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = YUW + is_in_faction_with = YUW + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 14 + value < 2000 + } + } + } + available = { + + } + completed = { + 14 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 14 + } + add_faction_initiative = 1 + } + 14 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 14 = { + controller = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If TIX or BFL prioritize this + is_historical_focus_on = yes + OR = { + original_tag = BFL + original_tag = TIX + } + } + } +} + +# Gibraltar +faction_goal_control_gibraltar = { + name = control_gibraltar_goal_name + description = control_gibraltar_goal_desc + category = medium_term + group = FOCUS_FILTER_NAVY_XP + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = HUJ + is_in_faction_with = HUJ + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 118 + value < 2000 + } + } + } + available = { + + } + completed = { + 118 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 118 + } + add_faction_initiative = 1 + } + 118 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 4135 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 4135 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 118 = { + controller = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If TIX or SAD prioritize this + is_historical_focus_on = yes + OR = { + original_tag = SAD + original_tag = TIX + } + } + } +} + +# Malta +faction_goal_control_malta = { + name = control_malta_goal_name + description = control_malta_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = HUJ + is_in_faction_with = HUJ + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 116 + value < 2000 + } + } + } + available = { + + } + completed = { + 116 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 116 + } + add_faction_initiative = 1 + } + 116 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 1 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 116 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the mediterranean supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = middle_east + is_on_continent = africa + } + } + } + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If TIX or SAD prioritize this + is_historical_focus_on = yes + OR = { + original_tag = SAD + original_tag = TIX + } + } + } +} + +# Crete +faction_goal_control_crete = { + name = control_crete_goal_name + description = control_crete_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = GRE + is_in_faction_with = GRE + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 182 + value < 2000 + } + } + } + available = { + + } + completed = { + 182 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 182 + } + add_faction_initiative = 1 + } + 182 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 1 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 182 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the mediterranean supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = middle_east + is_on_continent = africa + } + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If TIX or SAD prioritize this + is_historical_focus_on = yes + OR = { + original_tag = SAD + original_tag = TIX + } + } + } +} + +# Cyprus +faction_goal_control_cyprus = { + name = control_cyprus_goal_name + description = control_cyprus_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = HUJ + is_in_faction_with = HUJ + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 183 + value < 2000 + } + } + } + available = { + + } + completed = { + 183 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 183 + } + add_faction_initiative = 1 + } + 183 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 1 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 182 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the mediterranean supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = middle_east + is_on_continent = africa + } + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If TUR prioritize this + OR = { + original_tag = TUR + } + } + modifier = { + add = 1 # If TIX or SAD prioritize this + is_historical_focus_on = yes + OR = { + original_tag = SAD + original_tag = TIX + } + } + } +} + +# Bosporus +faction_goal_control_bosporus = { + name = control_bosporus_goal_name + description = control_bosporus_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = TUR + is_in_faction_with = TUR + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 797 + value < 2000 + } + } + } + available = { + + } + completed = { + 797 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 797 + } + add_faction_initiative = 1 + } + 797 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 9833 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 9833 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 11829 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 11829 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 1155 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 1155 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 9947 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 9947 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 797 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If major naval power seek to control access + has_navy_size = { + size > 20 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with BFL prioritize this + any_enemy_country = { + original_tag = BFL + } + } + modifier = { + add = 1 # If BFL + original_tag = BFL + } + } +} + +# Dardanelles +faction_goal_control_dardanelles = { + name = control_dardanelles_goal_name + description = control_dardanelles_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = TUR + is_in_faction_with = TUR + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 340 + value < 2000 + } + } + } + available = { + + } + completed = { + 340 = { is_controlled_by_ROOT_or_ally = yes } + 341 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 340 + controls_state = 341 + } + } + add_faction_initiative = 1 + } + 340 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 6864 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 6864 + instant_build = yes + } + } + 341 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = 849 + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 849 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 849 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 340 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If major naval power seek to control access + has_navy_size = { + size > 20 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with BFL prioritize this + any_enemy_country = { + original_tag = BFL + } + } + modifier = { + add = 1 # If BFL + original_tag = BFL + } + } +} + +# Suez Canal +faction_goal_control_suez_canal = { + name = control_suez_canal_goal_name + description = control_suez_canal_goal_desc + category = medium_term + group = FOCUS_FILTER_NAVY_XP + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = HUJ + is_in_faction_with = HUJ + original_tag = EGY + is_in_faction_with = EGY + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 446 + value < 2000 + } + } + } + available = { + + } + completed = { + 446 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 446 + } + add_faction_initiative = 1 + } + 446 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = 12049 + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 12049 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 12049 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = 4073 + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 4073 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 4073 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 446 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 2 # If major naval power seek to control access + has_navy_size = { + size > 20 + type = capital_ship + } + } + modifier = { + add = 10 # If HUJ + original_tag = HUJ + } + } +} + +# Gulf of Aden +faction_goal_control_gulf_of_aden_bases = { + name = control_gulf_of_aden_bases_goal_name + description = control_gulf_of_aden_bases_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = RAJ + is_in_faction_with = RAJ + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 992 + value < 2000 + } + } + } + available = { + + } + completed = { + 992 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 992 + } + add_faction_initiative = 1 + } + 992 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 992 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the suez supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with HUJ prioritize this + is_historical_focus_on = yes + any_enemy_country = { + original_tag = HUJ + } + } + } +} + +# Strait of Hormuz +faction_goal_control_strait_of_hormuz = { + name = control_strait_of_hormuz_goal_name + description = control_strait_of_hormuz_goal_desc + category = medium_term + group = FOCUS_FILTER_NAVY_XP + allowed = { + always = yes + } + visible = { + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 1013 + value < 2000 + } + } + } + available = { + + } + completed = { + 412 = { is_controlled_by_ROOT_or_ally = yes } + 1013 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 412 + controls_state = 1013 + } + } + add_faction_initiative = 1 + } + 412 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 7982 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 7982 + instant_build = yes + } + } + 1013 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 13369 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 13369 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 1013 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the suez supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = europe + is_on_continent = asia + } + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE_OR_ASIA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = middle_east + } + } + name = COLLECTION_FACTION_STATES_IN_MIDDLE_EAST + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with HUJ prioritize this + is_historical_focus_on = yes + any_enemy_country = { + original_tag = HUJ + } + } + } +} + +# Ceylon +faction_goal_control_ceylon = { + name = control_ceylon_goal_name + description = control_ceylon_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = HUJ + is_in_faction_with = HUJ + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 422 + value < 2000 + } + } + } + available = { + + } + completed = { + 422 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 422 + } + add_faction_initiative = 1 + } + 422 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 422 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with HUJ prioritize this + is_historical_focus_on = yes + any_enemy_country = { + original_tag = HUJ + } + } + } +} + +# Singapore +faction_goal_control_singapore = { + name = control_singapore_goal_name + description = control_singapore_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = HUJ + is_in_faction_with = HUJ + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 1021 + value < 2000 + } + } + } + available = { + + } + completed = { + 1021 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 1021 + } + add_faction_initiative = 1 + } + 1021 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 1021 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with HUJ prioritize this + is_historical_focus_on = yes + any_enemy_country = { + original_tag = HUJ + } + } + } +} + +# Manila +faction_goal_control_manila = { + name = control_manila_goal_name + description = control_manila_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = PHI + is_in_faction_with = PHI + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 327 + value < 2000 + } + } + } + available = { + + } + completed = { + 327 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 327 + } + add_faction_initiative = 1 + } + 327 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 10265 + instant_build = yes + } + } + } + ai_will_do = { + base = 1 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 327 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with BYG prioritize this + is_historical_focus_on = yes + any_enemy_country = { + original_tag = BYG + } + } + } +} + +# Okinawa +faction_goal_control_okinawa = { + name = control_okinawa_goal_name + description = control_okinawa_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = CHY + is_in_faction_with = CHY + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 526 + value < 2000 + } + } + } + available = { + + } + completed = { + 526 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 526 + } + add_faction_initiative = 1 + } + 526 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 526 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with CHY prioritize this + any_enemy_country = { + original_tag = CHY + } + } + } +} + +# Iwo Jima +faction_goal_control_iwo_jima = { + name = control_iwo_jima_goal_name + description = control_iwo_jima_goal_desc + category = medium_term + group = FOCUS_FILTER_NAVY_XP + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = CHY + is_in_faction_with = CHY + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 645 + value < 2000 + } + } + } + available = { + + } + completed = { + 645 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 645 + } + add_faction_initiative = 1 + } + 645 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 645 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with CHY prioritize this + any_enemy_country = { + original_tag = CHY + } + } + } +} + +# Caroline Islands +faction_goal_control_caroline_islands = { + name = control_caroline_islands_goal_name + description = control_caroline_islands_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = CHY + is_in_faction_with = CHY + original_tag = FSM + is_in_faction_with = FSM + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 684 + value < 2000 + } + } + } + available = { + + } + completed = { + 684 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 684 + } + add_faction_initiative = 1 + } + 684 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = 2489 + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 684 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transpacific supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with a north american power prioritize this + NOT = { + any_controlled_state = { + is_on_continent = north_america + } + } + any_enemy_country = { + capital_scope = { + is_on_continent = north_america + } + } + } + modifier = { + add = 1 # If at war with CHY prioritize this + any_enemy_country = { + original_tag = CHY + } + } + } +} + +# Guadalcanal +faction_goal_control_guadalcanal = { + name = control_guadalcanal_goal_name + description = control_guadalcanal_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = AST + is_in_faction_with = AST + original_tag = SOL + is_in_faction_with = SOL + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 634 + value < 2000 + } + } + } + available = { + + } + completed = { + 634 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 634 + } + add_faction_initiative = 1 + } + 634 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = 1269 + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 634 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transpacific supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = north_america + is_on_continent = asia + } + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA_OR_ASIA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = australia + } + } + name = COLLECTION_FACTION_STATES_IN_AUSTRALIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with an oceanian power prioritize this + NOT = { + any_controlled_state = { + is_on_continent = australia + } + } + any_enemy_country = { + capital_scope = { + is_on_continent = australia + } + } + } + } +} + +# Wake Island +faction_goal_control_wake_island = { + name = control_wake_island_goal_name + description = control_wake_island_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = BYG + is_in_faction_with = BYG + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 632 + value < 2000 + } + } + } + available = { + + } + completed = { + 632 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 632 + } + add_faction_initiative = 1 + } + 632 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 632 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transpacific supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with a north american power prioritize this + NOT = { + any_controlled_state = { + is_on_continent = north_america + } + } + any_enemy_country = { + capital_scope = { + is_on_continent = north_america + } + } + } + modifier = { + add = 1 # If at war with BYG prioritize this + any_enemy_country = { + original_tag = BYG + } + } + } +} + +# Midway Island +faction_goal_control_midway_island = { + name = control_midway_island_goal_name + description = control_midway_island_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = BYG + is_in_faction_with = BYG + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 631 + value < 2000 + } + } + } + available = { + + } + completed = { + 631 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 631 + } + add_faction_initiative = 1 + } + 631 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 631 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transpacific supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with a north american power prioritize this + NOT = { + any_controlled_state = { + is_on_continent = north_america + } + } + any_enemy_country = { + capital_scope = { + is_on_continent = north_america + } + } + } + modifier = { + add = 1 # If at war with BYG prioritize this + any_enemy_country = { + original_tag = BYG + } + } + } +} + +# Hawaii +faction_goal_control_hawaii = { + name = control_hawaii_goal_name + description = control_hawaii_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = BYG + is_in_faction_with = BYG + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 629 + value < 2000 + } + } + } + available = { + + } + completed = { + 629 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 629 + } + add_faction_initiative = 1 + } + 629 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 629 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transpacific supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 2 # If major naval power you want it BADLY + has_navy_size = { + size > 20 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with a north american power prioritize this + NOT = { + any_controlled_state = { + is_on_continent = north_america + } + } + any_enemy_country = { + capital_scope = { + is_on_continent = north_america + } + } + } + modifier = { + add = 1 # If at war with BYG prioritize this + any_enemy_country = { + original_tag = BYG + } + } + } +} + +# Attu Island +faction_goal_control_attu_island = { + name = control_attu_island_goal_name + description = control_attu_island_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + NOT = { + original_tag = BYG + is_in_faction_with = BYG + } + } + any_collection_element = { + collection = { + input = game:scope + operators = { faction_members controlled_states } + name = FACTION_CONTROLLED_STATES + } + distance_to = { + target = 650 + value < 2000 + } + } + } + available = { + + } + completed = { + 650 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 650 + } + add_faction_initiative = 1 + } + 650 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 650 = { + owner = { + has_war_with = ROOT + } + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transpacific supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with a north american power prioritize this + NOT = { + any_controlled_state = { + is_on_continent = north_america + } + } + any_enemy_country = { + capital_scope = { + is_on_continent = north_america + } + } + } + modifier = { + add = 1 # If at war with BYG prioritize this + any_enemy_country = { + original_tag = BYG + } + } + modifier = { + add = 1 # If CHY prioritize this + is_historical_focus_on = yes + original_tag = CHY + } + } +} \ No newline at end of file diff --git a/src/common/factions/goals/faction_goals_short_term.txt b/src/common/factions/goals/faction_goals_short_term.txt new file mode 100755 index 0000000..bc9dfcc --- /dev/null +++ b/src/common/factions/goals/faction_goals_short_term.txt @@ -0,0 +1,5480 @@ +#category = short_term medium_term or long_term +# ROOT is faction leader, FROM is faction member who opens UI and views goals, completed/cancel/complete_effect do not have FROM scopes + + +###################################################################### + +### ## ## ### ### ## # # ## ### ### ## ### ### ### ## +# # # # # # # # # ## # # # # # # # # # # # # +## #### # # # # # # ## # ### ## # # ## # # +# # # # # # # # # # # # # # # # # # # # # +# # # ## # ### ## # # ## # ### ## ### # ### ## + +###################################################################### + + + ## # # ### ## +# # # # # # +#### # # # +# # # # # # +# # # # ### ## + + +faction_goal_one_germany = { + name = one_germany_goal_name + description = one_germany_goal_desc + category = short_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = TIX + } + } + cancel = { + FROM = { + NOT = { has_government = fascism } + } + } + completed = { + any_country_with_original_tag = { + original_tag_to_check = AUS + exists = no + } + any_country_with_original_tag = { + original_tag_to_check = TIX + controls_state = 4 + } + } + complete_effect = { + add_faction_power_projection = 50 + custom_effect_tooltip = THE_FACTION_LEADER + add_stability = 0.05 + } + ai_will_do = { + base = 10 + } +} + + +# # ## ## +# # # # # +# # # #### +# # # # # + ## ## # # + + +faction_goal_building_up_guam = { + name = building_up_guam_goal_name + description = building_up_guam_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + visible = { + FROM = { tag = BYG} + } + cancel = { + FROM = { NOT = { controls_state = 638 } } + } + completed = { + 638 = { naval_base > 3 } + } + complete_effect = { + add_faction_power_projection = 50 + custom_effect_tooltip = THE_FACTION_LEADER + add_war_support = 0.02 + } + ai_will_do = { + base = 10 + } +} + + +### # # ### ## # # ### ### ## + # # # # # # # # # # # + # #### ## #### # # # ## # + # # # # # # # # # # # + # # # ### # # ### ### ### ### ## + + +### none! + + + ## # # ### # # ## +# # # # # ## # # # +# #### # # ## #### +# # # # # # # # # + ## # # ### # # # # + + +faction_goal_guerilla_expansion = { + name = guerilla_expansion_goal_name + description = guerilla_expansion_goal_desc + category = short_term + group = FOCUS_FILTER_POLITICAL_CHARACTER + allowed = { + } + visible = { + FROM = { + has_war = yes + is_literally_china = yes + } + } + completed = { + custom_trigger_tooltip = { + tooltip = GUERILLA_TOTAL_ABOVE_THRESHOLD + check_variable = { global.guerilla_counter > 4 } + } + } + complete_effect = { + add_faction_power_projection = 100 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + limit = { + check_variable = { THIS.guerilla_counter > 2 } + } + } + name = GUERILLA_ABOVE_THRESHOLD + } + add_faction_influence_ratio = 0.2 + add_war_support = 0.05 + } + } + ai_will_do = { + base = 3 # Pretty much everyone should want to do this + modifier = { + add = 2 # DOH cares more + original_tag = DOH + } + } +} + +faction_goal_north_subjugated = { + name = faction_goal_north_subjugated_name + description = faction_goal_north_subjugated_desc + category = short_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = DOH + has_faction_template = faction_template_chinese_united_front + NOT = { + has_country_flag = CHI_tour_the_south_flag + has_country_flag = CHI_tour_the_west_flag + } + } + } + available = { + FROM = { has_completed_focus = CHI_tour_the_north } + } + completed = { + NXM = { + all_core_state = { + is_owned_by = ROOT + } + } + SHX = { + all_core_state = { + is_owned_by = ROOT + } + } + GSM = { + all_core_state = { + is_owned_by = ROOT + } + } + HBC = { + all_core_state = { + is_owned_by = ROOT + } + } + XIC = { + all_core_state = { + is_owned_by = ROOT + } + } + SND = { + all_core_state = { + is_owned_by = ROOT + } + } + + } + complete_effect = { + add_faction_power_projection = 50 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + limit = { + is_subject = yes + } + } + + name = ALL_FACTION_MEMBERS + } + custom_effect_tooltip = ALL_FACTION_MEMBERS + add_timed_idea = { + idea = idea_CHI_central_government_integration_pressure + days = 365 + } + } + } + ai_will_do = { + base = 1 + } +} + +faction_goal_unlock_research = { + name = faction_goal_unlock_research_name + description = faction_goal_unlock_research_desc + category = short_term + group = FOCUS_FILTER_INTERNAL_AFFAIRS + available = { + FROM = { num_faction_members > 2 } + } + visible = { + FROM = { has_faction_research_unlocked = no } + } + select_effect = { + set_temp_variable = { total_techs = 0 } + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + } + } + add_to_temp_variable = { total_techs = num_researched_technologies } + } + + multiply_temp_variable = { + var = total_techs + value = 1.20 + } + scope:faction = { + set_variable = { unlock_military_techs_researched_target = total_techs } + } + } + completed = { + scope:faction = { + hidden_trigger = { + tooltip_evaluation = eval + set_temp_variable = { unlock_military_techs_researched_compare = 0 } + all_collection_elements = { + collection = { + input = game:scope + operators = { faction_members } + } + add_to_temp_variable = { unlock_military_techs_researched_compare = num_researched_technologies } + } + set_temp_variable = { unlock_military_techs_researched_compare_temp_target = unlock_military_techs_researched_compare } + multiply_temp_variable = { unlock_military_techs_researched_compare_temp_target = 1.20 } + } + if = { + limit = { + has_variable = unlock_military_techs_researched_target + } + check_variable = { + var = unlock_military_techs_researched_compare + value = unlock_military_techs_researched_target + compare = greater_than + tooltip = "GOAL_T_TRIGGER_A" + } + } + else = { + check_variable = { + var = unlock_military_techs_researched_compare + value = unlock_military_techs_researched_compare_temp_target + compare = greater_than + tooltip = "GOAL_T_TRIGGER_A" + } + } + } + } + complete_effect = { + set_faction_research_unlocked = yes + add_faction_initiative = 1 + } + ai_will_do = { + base = 1000 # They should always do this if they can + } +} + +faction_goal_unlock_military = { + name = faction_goal_unlock_military_name + description = faction_goal_unlock_military_desc + category = short_term + group = FOCUS_FILTER_INTERNAL_AFFAIRS + available = { + FROM = { num_faction_members > 2 } + } + visible = { + FROM = { has_faction_military_unlocked = no } + } + select_effect = { + set_temp_variable = { total_divs = 0 } + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + } + } + add_to_temp_variable = { total_divs = num_armies } + } + + multiply_temp_variable = { + var = total_divs + value = 1.20 + } + scope:faction = { + set_variable = { unlock_target = total_divs } + } + } + completed = { + scope:faction = { + hidden_trigger = { + tooltip_evaluation = eval + set_temp_variable = { unlock_compare = 0 } + all_collection_elements = { + collection = { + input = game:scope + operators = { faction_members } + } + add_to_temp_variable = { unlock_compare = num_armies } + set_temp_variable = { unlock_military_techs_researched_compare_temp_target = unlock_compare } + multiply_temp_variable = { unlock_military_techs_researched_compare_temp_target = 1.20 } + } + } + if = { + limit = { + has_variable = unlock_target + } + check_variable = { + var = unlock_compare + value = unlock_target + compare = greater_than + tooltip = "GOAL_T_TRIGGER_B" + } + } + else = { + check_variable = { + var = unlock_compare + value = unlock_military_techs_researched_compare_temp_target + compare = greater_than + tooltip = "GOAL_T_TRIGGER_B" + } + } + } + } + complete_effect = { + set_faction_military_unlocked = yes + add_faction_initiative = 1 + } + ai_will_do = { + base = 1000 # They should always do this if they can + } +} + +faction_goal_west_subjugated = { + name = faction_goal_west_subjugated_name + description = faction_goal_west_subjugated_desc + category = short_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = DOH + has_faction_template = faction_template_chinese_united_front + NOT = { + has_country_flag = CHI_tour_the_south_flag + has_country_flag = CHI_tour_the_north_flag + } + } + } + available = { + FROM = { has_completed_focus = CHI_tour_the_west } + } + completed = { + XSM = { + all_core_state = { + is_owned_by = ROOT + } + } + KHM = { + all_core_state = { + is_owned_by = ROOT + } + } + SIK = { + all_core_state = { + is_owned_by = ROOT + } + } + SIC = { + all_core_state = { + is_owned_by = ROOT + } + } + } + complete_effect = { + add_faction_power_projection = 50 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + limit = { + is_subject = yes + } + } + + name = ALL_FACTION_MEMBERS + } + custom_effect_tooltip = ALL_FACTION_MEMBERS + add_timed_idea = { + idea = idea_CHI_central_government_integration_pressure + days = 365 + } + } + } + ai_will_do = { + base = 1 + } +} + +faction_goal_south_subjugated = { + name = faction_goal_south_subjugated_name + description = faction_goal_south_subjugated_desc + group = FOCUS_FILTER_ANNEXATION + category = short_term + visible = { + FROM = { + original_tag = DOH + has_faction_template = faction_template_chinese_united_front + NOT = { + has_country_flag = CHI_tour_the_north_flag + has_country_flag = CHI_tour_the_west_flag + } + } + } + available = { + FROM = { has_completed_focus = CHI_tour_the_south } + } + completed = { + GDC = { + all_core_state = { + is_owned_by = ROOT + } + } + GXC = { + all_core_state = { + is_owned_by = ROOT + } + } + YUN = { + all_core_state = { + is_owned_by = ROOT + } + } + } + complete_effect = { + add_faction_power_projection = 50 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + limit = { + is_subject = yes + } + } + + name = ALL_FACTION_MEMBERS + } + custom_effect_tooltip = ALL_FACTION_MEMBERS + add_timed_idea = { + idea = idea_CHI_central_government_integration_pressure + days = 365 + } + } + } + ai_will_do = { + base = 1 + } +} + + + ### ## ### ## # # + # # # # # # # ## # + # #### ### #### # ## +# # # # # # # # # + ## # # # # # # # + + +faction_goal_coastal_security = { + name = coastal_security_goal_name + description = coastal_security_goal_desc + category = short_term + group = FOCUS_FILTER_NAVY_XP + allowed = { + } + visible = { + FROM = { + original_tag = CHY + } + } + completed = { + has_naval_control = 90 + has_naval_control = 79 + has_naval_control = 77 + has_naval_control = 76 + has_naval_control = 75 + has_naval_control = 73 + } + complete_effect = { + add_faction_initiative = 1 + add_faction_power_projection = 500 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + } + name = ALL_FACTION_MEMBERS + } + navy_experience = 50 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 4 # Mid game prio + date > 1940.1.1 + } + } +} + + + ## ## # # ### ### ### # # # # ### ## # # +# # # # # # # # # # ## # # # # ## # + # # # # # # ## # # # # ## # # # # ## + # # # # # # # # # # # # # # # # # +## ## # ### ### # ## # # ### ## # # + + +#faction_goal_production_quotas = { +# name = production_quotas_goal_name +# description = production_quotas_goal_desc +# category = short_term +# allowed = { +# tag = BFL +# } +# completed = { +# +# custom_trigger_tooltip = { +# tooltip = "TODO Count faction Equipment - tanks - Infantry EQ - Planes" +# check_variable = { ROOT.num_equipment@infantry_equipment > 1000} +# } +# #count_in_collection = { +# # collection = { +# # input = game:scope +# # operators = { faction_members } +# # name = FACTION_NAME +# # } +# # equipment = { infantry_equipment } +# # size > 50000 +# #} +# +# } +# complete_effect = { +# add_faction_power_projection = 200 +# custom_effect_tooltip = generic_skip_one_line_tt +# custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT +# every_faction_member = { +# limit = { faction_influence_ratio > 0.3} +# add_political_power = 75 +# } +# } +# ai_will_do = { +# base = 1 +# modifier = { +# add = 1 +# date < 1940.1.1 +# } +# } +#} + +faction_goal_stall_the_fascist_threat = { + name = stall_the_fascist_threat_goal_name + description = stall_the_fascist_threat_goal_desc + group = FOCUS_FILTER_INTERNAL_AFFAIRS + category = short_term + allowed = { + } + visible = { + date < 1938.6.1 + FROM = { + original_tag = BFL + } + } + completed = { + OR = { + AND = { + date > 1939.1.1 + NOT = { has_global_flag = scw_over } + } + AND = { + has_global_flag = scw_over + has_global_flag = republican_victory + } + } + } + complete_effect = { + add_faction_power_projection = 200 + 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 + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { army_experience = 50 } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + SPR_scw_in_progress = yes + } + modifier = { + add = 9 # BFL should always prio this + SPR_scw_in_progress = yes + original_tag = BFL + } + } +} + + +########################################################## + + ## ### # # ### ### ### ## ## ## ## # ## +# # ## # # # # # # # # # # # # # # +# ## ## # ## ## ### # # # ## # # #### # # +# # # # # # # # # # # # # # # # # # # + ## ### # # ### # # ### ## ## ## # # ### ## + +########################################################## + + +# Faction Growth + +faction_goal_growing_the_faction = { + name = growing_the_faction + description = growing_the_faction_desc + category = short_term + group = FOCUS_FILTER_POLITICAL_CHARACTER + visible = { + num_faction_members < 5 + } + completed = { + num_faction_members > 4 + } + complete_effect = { + add_faction_power_projection = 50 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + num_faction_members < 5 + } + modifier = { + add = 1 + num_faction_members < 4 + } + modifier = { + add = 3 + num_faction_members < 3 + } + } +} + +faction_goal_spy_master = { + name = spy_master_goal_name + description = spy_master_goal_desc + group = FOCUS_FILTER_POLITICAL_CHARACTER + category = short_term + allowed = { + has_dlc = "La Resistance" + } + visible = { + FROM = { + is_spymaster = no + any_allied_country = { + is_spymaster = no + } + } + } + completed = { + OR = { + is_spymaster = yes + any_allied_country = { + is_spymaster = yes + } + } + } + complete_effect = { + add_faction_power_projection = 50 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = THE_SPY_MASTER + add_faction_initiative = 1 + custom_effect_tooltip = generic_skip_one_line_tt + every_faction_member = { + limit = { + has_intelligence_agency = no + } + create_intelligence_agency = yes + } + every_faction_member = { + limit = { + has_intelligence_agency = yes + NOT = { has_done_agency_upgrade = upgrade_form_department } + } + upgrade_intelligence_agency = upgrade_form_department + } + every_faction_member = { + limit = { + has_intelligence_agency = yes + has_done_agency_upgrade = upgrade_form_department + NOT = { has_done_agency_upgrade = upgrade_crypto_strength } + } + upgrade_intelligence_agency = upgrade_crypto_strength + } + every_faction_member = { + limit = { + has_intelligence_agency = yes + has_done_agency_upgrade = upgrade_crypto_strength + has_tech = mechanical_computing + NOT = { has_done_agency_upgrade = upgrade_crypto_strength_2 } + } + add_faction_initiative = 1 + upgrade_intelligence_agency = upgrade_crypto_strength_2 + } + every_faction_member = { + limit = { + has_intelligence_agency = yes + NOT = { agency_upgrade_number > 30 } + OR = { + has_done_agency_upgrade = upgrade_crypto_strength_2 + NOT = { has_tech = mechanical_computing } + } + } + add_faction_initiative = 1 + gain_random_agency_upgrade = yes + } + every_faction_member = { # Fallback in case someone completed everything + visible_when_empty = yes + limit = { + has_intelligence_agency = yes + agency_upgrade_number > 30 + } + add_faction_initiative = 1 + add_political_power = 100 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 2 + has_intelligence_agency = yes + } + } +} + + +#faction_goal_convoy_sufficiency = { +# name = convoy_sufficiency_goal_name +# description = convoy_sufficiency_goal_desc +# completed = { +# count_in_collection = { +# collection = { +# input = game:scope +# operators = { faction_members } +# name = FACTION_NAME +# } +# equipment = { convoy } +# size > 1000 +# } +# } +# complete_effect = { +# add_faction_power_projection = 200 +# custom_effect_tooltip = generic_skip_one_line_tt +# every_faction_member = { +# tooltip = AT_LEAST_50_MILS +# visible_when_empty = yes +# limit = { +# num_of_military_factories > 49 +# } +# add_faction_initiative = 1 +# } +# +# } +#} + +faction_goal_ensure_military_r_d = { + name = ensure_military_r_d_goal_name + description = ensure_military_r_d_goal_desc + category = short_term + group = FOCUS_FILTER_RESEARCH + visible = { + OR = { + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + land_facility > 0 + } + } + name = COLLECTION_FACTION_LAND_FACILITY + } + value < 1 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + naval_facility > 0 + } + } + name = COLLECTION_FACTION_NAVAL_FACILITY + } + value < 1 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + air_facility > 0 + } + } + name = COLLECTION_FACTION_AIR_FACILITY + } + value < 1 + } + } + } + completed = { + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + land_facility > 0 + } + } + name = COLLECTION_FACTION_LAND_FACILITY + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + naval_facility > 0 + } + } + name = COLLECTION_FACTION_NAVAL_FACILITY + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + air_facility > 0 + } + } + name = COLLECTION_FACTION_AIR_FACILITY + } + value > 0 + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_collection_element = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + air_facility > 0 + land_facility > 0 + naval_facility > 0 + } + } + } + name = OWNS_LISTED_STATE + } + custom_effect_tooltip = OWNS_LISTED_STATE + add_faction_influence_ratio = 0.05 + } + every_faction_member = { + if = { + limit = { + any_scientist = { + has_scientist_level = { + level > 0 + specialization = specialization_land + } + is_active_scientist = yes + } + } + every_scientist = { + visible_when_empty = yes + limit = { + has_scientist_level = { + level > 0 + specialization = specialization_land + } + is_active_scientist = yes + } + add_scientist_xp = { + experience = constant:sp_scientist_xp_gain.very_high + specialization = specialization_land + } + } + } + if = { + limit = { + any_scientist = { + has_scientist_level = { + level > 0 + specialization = specialization_naval + } + is_active_scientist = yes + } + } + every_scientist = { + visible_when_empty = yes + limit = { + has_scientist_level = { + level > 0 + specialization = specialization_naval + } + is_active_scientist = yes + } + add_scientist_xp = { + experience = constant:sp_scientist_xp_gain.very_high + specialization = specialization_naval + } + } + } + if = { + limit = { + any_scientist = { + has_scientist_level = { + level > 0 + specialization = specialization_air + } + is_active_scientist = yes + } + } + every_scientist = { + visible_when_empty = yes + limit = { + has_scientist_level = { + level > 0 + specialization = specialization_air + } + is_active_scientist = yes + } + add_scientist_xp = { + experience = constant:sp_scientist_xp_gain.very_high + specialization = specialization_air + } + } + } + } + } + ai_will_do = { + base = 1 + } +} + + +### Industry + +faction_goal_military_infrastructure = { + name = military_infrastructure_goal_name + description = military_infrastructure_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + visible = { + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_core_of = CONTROLLER + is_controlled_by_ROOT_or_ally = yes + any_neighbor_state = { + controller = { + NOT = { is_in_faction_with = ROOT } + } + } + infrastructure < 5 + } + } + name = COLLECTION_FACTION_BORDER_STATES_FULL_INFRASTRUCTURE + } + value > 0 + } + } + completed = { + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + any_neighbor_state = { + controller = { + NOT = { is_in_faction_with = ROOT } + } + } + infrastructure < 5 + } + } + name = COLLECTION_FACTION_BORDER_STATES_FULL_INFRASTRUCTURE + } + value < 1 + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + army_experience = 50 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + has_war = no + } + } +} + +faction_goal_a_great_fortress = { + name = a_great_fortress_goal_name + description = a_great_fortress_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + visible = { + } + available = { + collection_size = { + input = { + input = collection:faction_owned_core_states + operators = { + limit = { + NOT = { is_fully_controlled_by = OWNER } + } + } + name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED + } + value < 1 + } + } + completed = { + OR = { + ROOT = { + has_tech = coastal_fort_tech_2 + has_tech = land_fort_tech_2 + } + any_allied_country = { + has_tech = coastal_fort_tech_2 + has_tech = land_fort_tech_2 + } + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION_NAME + } + buildings = { bunker coastal_bunker} + size > 29 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + limit = { + NOT = { has_idea = deterrence } + } + add_timed_idea = { + idea = deterrence + days = 360 + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + has_tech = basic_fortification_tech + } + } +} + + +### War Waging + + + +faction_goal_preemptive_strike_on_fascism = { + name = preemptive_strike_on_fascism_goal_name + description = preemptive_strike_on_fascism_goal_desc + category = short_term + group = FOCUS_FILTER_WAR_SUPPORT + visible = { + FROM = { + NOT = { + has_government = fascism + } + NOT = { + any_enemy_country = { + has_government = fascism + } + } + } + } + available = { + threat < 0.5 + } + completed = { + any_allied_country = { + has_offensive_war = yes + any_enemy_country = { + has_government = fascism + } + } + } + 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 + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + army_experience = 25 + add_war_support = 0.05 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + is_historical_focus_on = yes + } + } +} + + +faction_goal_war_on_communism = { + name = war_on_communism_goal_name + description = war_on_communism_goal_desc + category = short_term + group = FOCUS_FILTER_WAR_SUPPORT + visible = { + FROM = { + NOT = { + has_government = communism + } + } + any_country = { + has_government = communism + is_on_same_continent_as = FROM + } + NOT = { original_tag = CHY } # they have their own goal + } + completed = { + OR = { + any_enemy_country = { + has_government = communism + is_on_same_continent_as = ROOT + } + any_allied_country = { + any_enemy_country = { + has_government = communism + is_on_same_continent_as = PREV + } + } + } + } + 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 + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_war_support = 0.05 + } + } + ai_will_do = { + base = 1 + } +} + +faction_goal_war_on_democracy = { + name = war_on_democracy_goal_name + description = war_on_democracy_goal_desc + group = FOCUS_FILTER_WAR_SUPPORT + category = short_term + visible = { + FROM = { + NOT = { + has_government = democratic + } + } + any_country = { + has_government = democratic + is_on_same_continent_as = FROM + } + } + completed = { + OR = { + any_enemy_country = { + has_government = democratic + is_on_same_continent_as = ROOT + } + any_allied_country = { + any_enemy_country = { + has_government = democratic + is_on_same_continent_as = PREV + } + } + } + } + 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 + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_war_support = 0.05 + } + } + ai_will_do = { + base = 1 + } +} + + +### Units + +faction_goal_an_armored_fist = { + name = an_armored_fist_goal_name + description = an_armored_fist_goal_desc + category = short_term + group = FOCUS_FILTER_ARMY_XP + visible = { + + } + completed = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + unit = armor + size > 14 + } + + + } + complete_effect = { + add_faction_power_projection = 200 + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + army_experience = 50 + random_character = { + tooltip = ONE_PANZER_GENERAL + visible_when_empty = yes + limit = { + is_unit_leader = yes + OR = { + has_trait = panzer_leader + has_trait = panzer_expert + } + } + gain_xp = 400 + add_attack = 1 + } + } + } + ai_will_do = { + base = 1 + } +} + +faction_goal_an_infantry_army = { + name = an_infantry_army_goal_name + description = an_infantry_army_goal_desc + category = short_term + group = FOCUS_FILTER_ARMY_XP + completed = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + unit = infantry + size > 249 + } + } + complete_effect = { + add_faction_power_projection = 200 + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + army_experience = 50 + random_character = { + tooltip = ONE_INFANTRY_GENERAL + visible_when_empty = yes + limit = { + is_unit_leader = yes + OR = { + has_trait = infantry_leader + has_trait = infantry_expert + } + } + gain_xp = 400 + add_logistics = 1 + } + } + } + ai_will_do = { + base = 1 + } +} + +### Strategic Resources + +# Mexican Oil +faction_goal_develop_mexican_oil = { + name = develop_mexican_oil_goal_name + description = develop_mexican_oil_goal_desc + category = short_term + group = resources_to_market_icon + allowed = { + + } + visible = { + OR = { + 480 = { is_controlled_by_ROOT_or_ally = yes } + 479 = { is_controlled_by_ROOT_or_ally = yes } + 477 = { is_controlled_by_ROOT_or_ally = yes } + 476 = { is_controlled_by_ROOT_or_ally = yes } + } + } + available = { + FROM = { + has_tech = excavation1 + has_tech = excavation2 + } + 480 = { is_controlled_by_ROOT_or_ally = yes } + 479 = { is_controlled_by_ROOT_or_ally = yes } + 477 = { is_controlled_by_ROOT_or_ally = yes } + 476 = { is_controlled_by_ROOT_or_ally = yes } + } + completed = { + 480 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 479 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 477 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 476 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + } + complete_effect = { + add_faction_power_projection = 100 + every_state = { + limit = { + OR = { + state = 480 + state = 479 + state = 477 + state = 476 + } + } + add_resource = { + type = oil + amount = 4 + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + add = 1 # State owners should care more + OR = { + controls_state = 480 + controls_state = 479 + controls_state = 477 + controls_state = 476 + } + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + } +} + +# Curacao Oil +faction_goal_develop_curacao_oil = { + name = develop_curacao_oil_goal_name + description = develop_curacao_oil_goal_desc + category = short_term + group = resources_to_market_icon + allowed = { + + } + visible = { + 695 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + FROM = { + has_tech = excavation1 + has_tech = excavation2 + } + } + completed = { + 695 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + } + complete_effect = { + add_faction_power_projection = 100 + 695 = { + add_resource = { + type = oil + amount = 14 + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + add = 1 # State owners should care more + controls_state = 695 + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + } +} + +# Venezuelan Oil +faction_goal_develop_venezuelan_oil = { + name = develop_venezuelan_oil_goal_name + description = develop_venezuelan_oil_goal_desc + category = short_term + group = resources_to_market_icon + + allowed = { + + } + visible = { + OR = { + 489 = { is_controlled_by_ROOT_or_ally = yes } + 307 = { is_controlled_by_ROOT_or_ally = yes } + } + } + available = { + FROM = { + has_tech = excavation1 + has_tech = excavation2 + } + 489 = { is_controlled_by_ROOT_or_ally = yes } + 307 = { is_controlled_by_ROOT_or_ally = yes } + } + completed = { + 489 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 307 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + } + complete_effect = { + add_faction_power_projection = 100 + every_state = { + limit = { + OR = { + state = 489 + state = 307 + } + } + add_resource = { + type = oil + amount = 8 + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + add = 1 # State owners should care more + OR = { + controls_state = 489 + controls_state = 307 + } + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + } +} + +# Guyanan Bauxite +faction_goal_develop_guyanan_bauxite = { + name = develop_guyanan_bauxite_goal_name + description = develop_guyanan_bauxite_goal_desc + category = short_term + group = resources_to_market_icon + allowed = { + + } + visible = { + 687 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + FROM = { + has_tech = excavation1 + has_tech = excavation2 + } + + } + completed = { + 687 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + } + complete_effect = { + add_faction_power_projection = 100 + 687 = { + add_resource = { + type = aluminium + amount = 14 + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # State owners should care more + controls_state = 687 + } + modifier = { + add = 1 # If entire alliance is low on aluminium they should be incentivized to developing more + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = aluminium + amount < 30 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + } + modifier = { + add = 3 # If entire alliance is very low on aluminium they should be heavily incentivized to developing more + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = aluminium + amount < 10 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + } + } +} + +# Surinamese Bauxite +faction_goal_develop_suriname_bauxite = { + name = develop_suriname_bauxite_goal_name + description = develop_suriname_bauxite_goal_desc + category = short_term + group = resources_to_market_icon + allowed = { + + } + visible = { + 309 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + FROM = { + has_tech = excavation1 + has_tech = excavation2 + } + + } + completed = { + 309 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + } + complete_effect = { + add_faction_power_projection = 100 + 309 = { + add_resource = { + type = aluminium + amount = 14 + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # State owners should care more + controls_state = 309 + } + modifier = { + add = 1 # If entire alliance is low on aluminium they should be incentivized to developing more + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = aluminium + amount < 30 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + } + modifier = { + add = 3 # If entire alliance is very low on aluminium they should be heavily incentivized to developing more + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = aluminium + amount < 10 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + } + } +} + +# Lappland Metals +faction_goal_develop_lappland_metals = { + name = develop_lappland_metals_goal_name + description = develop_lappland_metals_goal_desc + category = short_term + group = resources_to_market_icon + allowed = { + + } + visible = { + OR = { + 666 = { is_controlled_by_ROOT_or_ally = yes } + 918 = { is_controlled_by_ROOT_or_ally = yes } + } + } + available = { + FROM = { + has_tech = excavation1 + has_tech = excavation2 + } + 666 = { is_controlled_by_ROOT_or_ally = yes } + 918 = { is_controlled_by_ROOT_or_ally = yes } + } + completed = { + 666 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 918 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + } + complete_effect = { + add_faction_power_projection = 100 + 666 = { + add_resource = { + type = tungsten + amount = 14 + } + add_resource = { + type = steel + amount = 14 + } + add_resource = { + type = chromium + amount = 8 + } + } + 918 = { + add_resource = { + type = tungsten + amount = 10 + } + add_resource = { + type = steel + amount = 10 + } + add_resource = { + type = chromium + amount = 5 + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # State owners should care more + OR = { + controls_state = 666 + controls_state = 918 + } + } + modifier = { + add = 1 # If entire alliance is low on resources they should be incentivized to developing more + OR = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = tungsten + amount < 45 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = steel + amount < 45 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = chromium + amount < 24 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + } + } + modifier = { + add = 3 # If entire alliance is very low on resources they should be heavily incentivized to developing more + OR = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = tungsten + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = steel + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = chromium + amount < 8 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + } + } + } +} + +# Ploiesti Oil Fields +faction_goal_develop_ploiesti_oil_fields = { + name = develop_ploiesti_oil_fields_goal_name + description = develop_ploiesti_oil_fields_goal_desc + category = short_term + group = resources_to_market_icon + allowed = { + + } + visible = { + 46 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + FROM = { + has_tech = excavation1 + has_tech = excavation2 + } + } + completed = { + 46 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + } + complete_effect = { + add_faction_power_projection = 100 + 46 = { + add_resource = { + type = oil + amount = 14 + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + add = 1 # State owners should care more + controls_state = 46 + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + } +} + +# Baku Oil Fields +faction_goal_develop_baku_oil_fields = { + name = develop_baku_oil_fields_goal_name + description = develop_baku_oil_fields_goal_desc + category = short_term + group = resources_to_market_icon + + allowed = { + + } + visible = { + OR = { + 229 = { is_controlled_by_ROOT_or_ally = yes } + 232 = { is_controlled_by_ROOT_or_ally = yes } + 821 = { is_controlled_by_ROOT_or_ally = yes } + } + } + available = { + FROM = { + has_tech = excavation1 + has_tech = excavation2 + } + 229 = { is_controlled_by_ROOT_or_ally = yes } + 232 = { is_controlled_by_ROOT_or_ally = yes } + 821 = { is_controlled_by_ROOT_or_ally = yes } + } + completed = { + 229 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 232 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 821 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + } + complete_effect = { + add_faction_power_projection = 100 + every_state = { + limit = { + OR = { + state = 232 + state = 821 + } + } + add_resource = { + type = oil + amount = 4 + } + } + 229 = { + add_resource = { + type = oil + amount = 14 + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + add = 1 # State owners should care more + controls_state = 46 + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + } +} + +# Iraqi Oil +faction_goal_develop_iraqi_oil = { + name = develop_iraqi_oil_goal_name + description = develop_iraqi_oil_goal_desc + category = short_term + group = resources_to_market_icon + allowed = { + + } + visible = { + OR = { + 291 = { is_controlled_by_ROOT_or_ally = yes } + 676 = { is_controlled_by_ROOT_or_ally = yes } + 1010 = { is_controlled_by_ROOT_or_ally = yes } + } + } + available = { + FROM = { + has_tech = excavation1 + has_tech = excavation2 + } + 291 = { is_controlled_by_ROOT_or_ally = yes } + 676 = { is_controlled_by_ROOT_or_ally = yes } + 1010 = { is_controlled_by_ROOT_or_ally = yes } + } + completed = { + 291 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 676 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 1010 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + } + complete_effect = { + add_faction_power_projection = 100 + 291 = { + add_resource = { + type = oil + amount = 6 + } + } + 676 = { + add_resource = { + type = oil + amount = 4 + } + } + 1010 = { + add_resource = { + type = oil + amount = 2 + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + add = 1 # State owners should care more + controls_state = 46 + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + } +} + +# Persian Oil +faction_goal_develop_persian_oil = { + name = develop_persian_oil_goal_name + description = develop_persian_oil_goal_desc + category = short_term + group = resources_to_market_icon + allowed = { + + } + visible = { + OR = { + 411 = { is_controlled_by_ROOT_or_ally = yes } + 412 = { is_controlled_by_ROOT_or_ally = yes } + 413 = { is_controlled_by_ROOT_or_ally = yes } + } + } + available = { + FROM = { + has_tech = excavation1 + has_tech = excavation2 + } + 411 = { is_controlled_by_ROOT_or_ally = yes } + 412 = { is_controlled_by_ROOT_or_ally = yes } + 413 = { is_controlled_by_ROOT_or_ally = yes } + } + completed = { + 411 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 412 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 413 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + } + complete_effect = { + add_faction_power_projection = 100 + 411 = { + add_resource = { + type = oil + amount = 6 + } + } + 412 = { + add_resource = { + type = oil + amount = 4 + } + } + 413 = { + add_resource = { + type = oil + amount = 8 + } + } + } + ai_will_do = { + base = 1 # Everyone should always kiiiinda care about oil + modifier = { + add = 1 # State owners should care more + controls_state = 46 + } + modifier = { + add = -1 # If the alliance is doing well with fuel avoid taking this... + fuel_ratio > 0.9 + all_allied_country = { + fuel_ratio > 0.9 + } + } + modifier = { + add = 1 # Powers with low fuel should care about oil a bit more + fuel_ratio < 0.4 + } + modifier = { + add = 1 # Powers with very low fuel should care about oil A LOT + fuel_ratio < 0.1 + } + } +} + +# Chinese Metals +faction_goal_develop_chinese_metals = { + name = develop_chinese_metals_goal_name + description = develop_chinese_metals_goal_desc + category = short_term + group = resources_to_market_icon + allowed = { + + } + visible = { + OR = { + 592 = { is_controlled_by_ROOT_or_ally = yes } + 593 = { is_controlled_by_ROOT_or_ally = yes } + 594 = { is_controlled_by_ROOT_or_ally = yes } + 599 = { is_controlled_by_ROOT_or_ally = yes } + } + } + available = { + FROM = { + has_tech = excavation1 + has_tech = excavation2 + } + 592 = { is_controlled_by_ROOT_or_ally = yes } + 593 = { is_controlled_by_ROOT_or_ally = yes } + 594 = { is_controlled_by_ROOT_or_ally = yes } + 599 = { is_controlled_by_ROOT_or_ally = yes } + } + completed = { + 592 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 593 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 594 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 599 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + } + complete_effect = { + add_faction_power_projection = 100 + 592 = { + add_resource = { + type = tungsten + amount = 4 + } + add_resource = { + type = steel + amount = 6 + } + add_resource = { + type = chromium + amount = 2 + } + } + 593 = { + add_resource = { + type = tungsten + amount = 6 + } + add_resource = { + type = steel + amount = 6 + } + add_resource = { + type = chromium + amount = 2 + } + } + 594 = { + add_resource = { + type = tungsten + amount = 4 + } + add_resource = { + type = steel + amount = 4 + } + add_resource = { + type = chromium + amount = 2 + } + } + 599 = { + add_resource = { + type = tungsten + amount = 6 + } + add_resource = { + type = steel + amount = 6 + } + add_resource = { + type = chromium + amount = 2 + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # State owners should care more + OR = { + controls_state = 592 + controls_state = 593 + controls_state = 594 + controls_state = 599 + } + } + modifier = { + add = 1 # If entire alliance is low on resources they should be incentivized to developing more + OR = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = tungsten + amount < 45 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = steel + amount < 45 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = chromium + amount < 24 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + } + } + modifier = { + add = 3 # If entire alliance is very low on resources they should be heavily incentivized to developing more + OR = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = tungsten + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = steel + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = chromium + amount < 8 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + } + } + } +} + +# Malayan Riches +faction_goal_develop_malayan_riches = { + name = develop_malayan_riches_goal_name + description = develop_malayan_riches_goal_desc + category = short_term + group = resources_to_market_icon + allowed = { + + } + visible = { + OR = { + 333 = { is_controlled_by_ROOT_or_ally = yes } + 336 = { is_controlled_by_ROOT_or_ally = yes } + 1021 = { is_controlled_by_ROOT_or_ally = yes } + 1024 = { is_controlled_by_ROOT_or_ally = yes } + } + } + available = { + FROM = { + has_tech = excavation1 + has_tech = excavation2 + } + 333 = { is_controlled_by_ROOT_or_ally = yes } + 336 = { is_controlled_by_ROOT_or_ally = yes } + 1021 = { is_controlled_by_ROOT_or_ally = yes } + 1024 = { is_controlled_by_ROOT_or_ally = yes } + } + completed = { + 333 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 336 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 1021 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 1024 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + } + complete_effect = { + add_faction_power_projection = 100 + 333 = { + add_resource = { + type = oil + amount = 2 + } + add_resource = { + type = rubber + amount = 8 + } + add_resource = { + type = coal + amount = 1 + } + } + 336 = { + add_resource = { + type = aluminium + amount = 4 + } + add_resource = { + type = rubber + amount = 60 + } + add_resource = { + type = tungsten + amount = 28 + } + add_resource = { + type = steel + amount = 4 + } + } + 1021 = { + add_resource = { + type = aluminium + amount = 3 + } + add_resource = { + type = tungsten + amount = 12 + } + add_resource = { + type = steel + amount = 4 + } + } + 1024 = { + add_resource = { + type = rubber + amount = 8 + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # State owners should care more + OR = { + controls_state = 333 + controls_state = 336 + controls_state = 1021 + controls_state = 1024 + } + } + modifier = { + add = 1 # If entire alliance is low on resources they should be incentivized to developing more + OR = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = rubber + amount < 45 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = tungsten + amount < 45 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = steel + amount < 24 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = aluminium + amount < 12 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount < 30 + extracted = yes # (optional, default: no) checks extracted amount instead of country balance + } + } + } + modifier = { + add = 3 # If entire alliance is very low on resources they should be heavily incentivized to taking more + OR = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = rubber + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = tungsten + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = steel + amount < 8 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = aluminium + amount < 4 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount < 10 + extracted = yes # (optional, default: no) checks extracted amount instead of country balance + } + } + } + } +} + +# Indonesian Riches +faction_goal_develop_indonesian_riches = { + name = develop_indonesian_riches_goal_name + description = control_indonesian_riches_goal_desc + category = short_term + group = resources_to_market_icon + allowed = { + + } + visible = { + OR = { + 334 = { is_controlled_by_ROOT_or_ally = yes } + 335 = { is_controlled_by_ROOT_or_ally = yes } + 667 = { is_controlled_by_ROOT_or_ally = yes } + 672 = { is_controlled_by_ROOT_or_ally = yes } + 673 = { is_controlled_by_ROOT_or_ally = yes } + } + } + available = { + FROM = { + has_tech = excavation1 + has_tech = excavation2 + } + 334 = { is_controlled_by_ROOT_or_ally = yes } + 335 = { is_controlled_by_ROOT_or_ally = yes } + 667 = { is_controlled_by_ROOT_or_ally = yes } + 672 = { is_controlled_by_ROOT_or_ally = yes } + 673 = { is_controlled_by_ROOT_or_ally = yes } + } + completed = { + 334 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 335 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 667 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 672 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + 673 = { + CONTROLLER = { has_tech = excavation3 } + infrastructure > 4 + } + } + complete_effect = { + add_faction_power_projection = 100 + 334 = { + add_resource = { + type = oil + amount = 3 + } + add_resource = { + type = rubber + amount = 28 + } + add_resource = { + type = coal + amount = 2 + } + } + 335 = { + add_resource = { + type = oil + amount = 4 + } + add_resource = { + type = rubber + amount = 48 + } + } + 667 = { + add_resource = { + type = rubber + amount = 6 + } + } + 672 = { + add_resource = { + type = oil + amount = 5 + } + add_resource = { + type = aluminium + amount = 8 + } + add_resource = { + type = rubber + amount = 50 + } + add_resource = { + type = coal + amount = 3 + } + } + 673 = { + add_resource = { + type = rubber + amount = 10 + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # State owners should care more + OR = { + controls_state = 334 + controls_state = 335 + controls_state = 667 + controls_state = 672 + controls_state = 673 + } + } + modifier = { + add = 1 # If entire alliance is low on resources they should be incentivized to developing more + OR = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = rubber + amount < 45 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = tungsten + amount < 45 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = steel + amount < 24 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = aluminium + amount < 12 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount < 30 + extracted = yes # (optional, default: no) checks extracted amount instead of country balance + } + } + } + modifier = { + add = 3 # If entire alliance is very low on resources they should be heavily incentivized to taking more + OR = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = rubber + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = tungsten + amount < 15 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = steel + amount < 8 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = aluminium + amount < 4 + extracted = no # (optional, default: no) checks extracted amount instead of country balance + } + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount < 10 + extracted = yes # (optional, default: no) checks extracted amount instead of country balance + } + } + } + } +} + +### Strategic Bases + +# Newfoundland +faction_goal_expand_newfoundland_bases = { + name = expand_newfoundland_bases_goal_name + description = expand_newfoundland_bases_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + + allowed = { + + } + visible = { + 331 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 331 = { + air_base > 1 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 2 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 331 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Bermuda +faction_goal_expand_bermuda_bases = { + name = expand_bermuda_bases_goal_name + description = expand_bermuda_bases_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 696 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 696 = { + air_base > 1 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 2 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 696 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Bahamas +faction_goal_expand_bahamas_bases = { + name = expand_bahamas_bases_goal_name + description = expand_bahamas_bases_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + OR = { + 690 = { is_controlled_by_ROOT_or_ally = yes } + 693 = { is_controlled_by_ROOT_or_ally = yes } + } + } + available = { + 690 = { is_controlled_by_ROOT_or_ally = yes } + 693 = { is_controlled_by_ROOT_or_ally = yes } + } + completed = { + any_state = { + OR = { + state = 690 + state = 693 + } + air_base > 1 + } + any_state = { + OR = { + state = 690 + state = 693 + } + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 2 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 690 + controls_state = 693 + } + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Panama +faction_goal_fortify_panama_canal = { + name = fortify_panama_canal_goal_name + description = control_panama_canal_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 685 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 685 = { + air_base > 7 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 4 + } + any_province_building_level = { + province = { + all_provinces = yes + } + building = coastal_bunker + level > 0 + } + any_province_building_level = { + province = { + all_provinces = yes + } + building = bunker + level > 0 + } + } + OR = { + divisions_in_state = { state = 685 size > 0 } + any_allied_country = { + divisions_in_state = { state = 685 size > 0 } + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 685 + } + add_faction_initiative = 1 + } + 685 = { + add_building_construction = { + type = coastal_bunker + level = 1 + province = 7617 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 7617 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 2 # If major naval power seek to protect access + has_navy_size = { + size > 20 + type = capital_ship + } + } + modifier = { + add = 10 # If BYG + original_tag = BYG + } + } +} + +# Trinidad +faction_goal_expand_trinidad_bases = { + name = expand_trinidad_bases_goal_name + description = control_trinidad_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 691 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 691 = { + air_base > 1 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 2 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 691 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Azores +faction_goal_expand_azores_bases = { + name = expand_azores_bases_goal_name + description = control_azores_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + + allowed = { + + } + visible = { + 698 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 698 = { + air_base > 2 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 4 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 698 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Iceland +faction_goal_expand_iceland_bases = { + name = expand_iceland_bases_goal_name + description = expand_iceland_bases_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 100 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 100 = { + air_base > 1 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 2 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 100 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Faroe Islands +faction_goal_expand_faroese_bases = { + name = expand_faroese_bases_goal_name + description = control_faroe_islands_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 337 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 337 = { + air_base > 1 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 2 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 337 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 2 # If convoys being threatened try to secure the transatlantic supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Narvik +faction_goal_expand_narvik_bases = { + name = expand_narvik_bases_goal_name + description = expand_narvik_bases_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 144 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 144 = { + air_base > 2 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 4 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 144 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with USSR prioritize this + any_enemy_country = { + original_tag = BFL + } + } + } +} + +# Danish Belts +faction_goal_fortify_danish_belts = { + name = fortify_danish_belts_goal_name + description = fortify_danish_belts_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + OR = { + 37 = { is_controlled_by_ROOT_or_ally = yes } + 911 = { is_controlled_by_ROOT_or_ally = yes } + 99 = { is_controlled_by_ROOT_or_ally = yes } + } + } + available = { + 37 = { is_controlled_by_ROOT_or_ally = yes } + 911 = { is_controlled_by_ROOT_or_ally = yes } + 99 = { is_controlled_by_ROOT_or_ally = yes } + } + completed = { + custom_trigger_tooltip = { + tooltip = fortify_danish_belts_tooltip + 37 = { + any_province_building_level = { + province = { + id = 6287 + id = 3260 + } + building = coastal_bunker + level > 0 + } + } + 911 = { + any_province_building_level = { + province = { + id = 3325 + } + building = coastal_bunker + level > 0 + } + } + 99 = { + any_province_building_level = { + province = { + id = 394 + id = 3277 + } + building = coastal_bunker + level > 0 + } + } + OR = { + AND = { + divisions_in_state = { state = 37 size > 1 } + divisions_in_state = { state = 911 size > 0 } + divisions_in_state = { state = 99 size > 1 } + } + any_allied_country = { + divisions_in_state = { state = 37 size > 1 } + divisions_in_state = { state = 911 size > 0 } + divisions_in_state = { state = 99 size > 1 } + } + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 37 + controls_state = 911 + controls_state = 99 + } + } + add_faction_initiative = 1 + } + 37 = { + add_building_construction = { + type = coastal_bunker + level = 1 + province = 6287 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 3260 + instant_build = yes + } + } + 911 = { + add_building_construction = { + type = coastal_bunker + level = 1 + province = 3325 + instant_build = yes + } + } + 99 = { + add_building_construction = { + type = coastal_bunker + level = 1 + province = 394 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 3277 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # If naval power seek to control access + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with HUJ and capital is on mainland Europe prioritize this + capital_scope = { + is_on_continent = europe + } + any_enemy_country = { + original_tag = HUJ + } + } + modifier = { + add = 1 # If TIX prioritize this + is_historical_focus_on = yes + original_tag = TIX + } + } +} + +# Gibraltar +faction_goal_fortify_gibraltar = { + name = fortify_gibraltar_goal_name + description = fortify_gibraltar_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + + allowed = { + + } + visible = { + 118 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 118 = { + air_base > 3 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 6 + } + any_province_building_level = { + province = { + all_provinces = yes + } + building = coastal_bunker + level > 2 + } + any_province_building_level = { + province = { + all_provinces = yes + } + building = bunker + level > 2 + } + } + OR = { + divisions_in_state = { state = 118 size > 0 } + any_allied_country = { + divisions_in_state = { state = 118 size > 0 } + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 118 + } + add_faction_initiative = 1 + } + 118 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = air_base + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 4135 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 4135 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + factor = 2 # Target of opportunity - already at war anyway + 118 = { + controller = { + has_war_with = ROOT + } + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If TIX or SAD prioritize this + is_historical_focus_on = yes + OR = { + original_tag = SAD + original_tag = TIX + } + } + } +} + +# Malta +faction_goal_expand_maltese_bases = { + name = expand_maltese_bases_goal_name + description = expand_maltese_bases_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 116 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 116 = { + air_base > 3 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 3 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 116 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 2 # If convoys being threatened try to secure the mediterranean supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = middle_east + is_on_continent = africa + } + } + } + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Crete +faction_goal_expand_cretan_bases = { + name = expand_cretan_bases_goal_name + description = expand_cretan_bases_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 182 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 182 = { + air_base > 3 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 4 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 182 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 2 # If convoys being threatened try to secure the mediterranean supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = middle_east + is_on_continent = africa + } + } + } + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Cyprus +faction_goal_expand_cypriot_bases = { + name = expand_cypriot_bases_goal_name + description = expand_cypriot_bases_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 183 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 183 = { + air_base > 2 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 3 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 183 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 2 # If convoys being threatened try to secure the mediterranean supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = middle_east + is_on_continent = africa + } + } + } + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Bosporus +faction_goal_fortify_bosporus = { + name = fortify_bosporus_goal_name + description = fortify_bosporus_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 797 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + custom_trigger_tooltip = { + tooltip = fortify_bosporus_tooltip + 797 = { + any_province_building_level = { + province = { + id = 9833 + id = 11829 + } + building = coastal_bunker + level > 0 + } + any_province_building_level = { + province = { + id = 9833 + id = 11829 + } + building = bunker + level > 0 + } + } + OR = { + divisions_in_state = { state = 797 size > 1 } + any_allied_country = { + divisions_in_state = { state = 797 size > 1 } + } + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 797 + } + add_faction_initiative = 1 + } + 797 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 9833 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 9833 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 11829 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 11829 + instant_build = yes + } + } + } + ai_will_do = { + base = 1 + modifier = { + add = 1 # If major naval power seek to control access + has_navy_size = { + size > 20 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with BFL prioritize this + any_enemy_country = { + original_tag = BFL + } + } + } +} + +# Dardanelles +faction_goal_fortify_dardanelles = { + name = fortify_dardanelles_goal_name + description = fortify_dardanelles_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + OR = { + 340 = { is_controlled_by_ROOT_or_ally = yes } + 341 = { is_controlled_by_ROOT_or_ally = yes } + } + } + available = { + 340 = { is_controlled_by_ROOT_or_ally = yes } + 341 = { is_controlled_by_ROOT_or_ally = yes } + } + completed = { + custom_trigger_tooltip = { + tooltip = fortify_dardanelles_tooltip + 340 = { + any_province_building_level = { + province = { + id = 6864 + } + building = coastal_bunker + level > 0 + } + any_province_building_level = { + province = { + id = 6864 + } + building = bunker + level > 0 + } + } + 341 = { + any_province_building_level = { + province = { + id = 849 + } + building = coastal_bunker + level > 0 + } + any_province_building_level = { + province = { + id = 849 + } + building = bunker + level > 0 + } + } + OR = { + AND = { + divisions_in_state = { state = 797 size > 0 } + divisions_in_state = { state = 341 size > 0 } + } + any_allied_country = { + divisions_in_state = { state = 797 size > 0 } + divisions_in_state = { state = 341 size > 0 } + } + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 340 + controls_state = 341 + } + } + add_faction_initiative = 1 + } + 340 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 6864 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 6864 + instant_build = yes + } + } + 341 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = naval_base + level = 1 + instant_build = yes + province = 849 + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 849 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 849 + instant_build = yes + } + } + } + ai_will_do = { + base = 1 + modifier = { + add = 1 # If major naval power seek to control access + has_navy_size = { + size > 20 + type = capital_ship + } + } + modifier = { + add = 1 # If at war with BFL prioritize this + any_enemy_country = { + original_tag = BFL + } + } + } +} + +# Suez Canal +faction_goal_fortify_suez_canal = { + name = fortify_suez_canal_goal_name + description = fortify_suez_canal_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + + allowed = { + + } + visible = { + 446 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + custom_trigger_tooltip = { + tooltip = fortify_suez_tooltip + 446 = { + any_province_building_level = { + province = { + id = 12049 + id = 4073 + id = 1155 + id = 9947 + } + building = coastal_bunker + level > 0 + } + any_province_building_level = { + province = { + id = 12049 + id = 4073 + id = 1155 + id = 9947 + } + building = bunker + level > 0 + } + } + OR = { + divisions_in_state = { state = 446 size > 3 } + any_allied_country = { + divisions_in_state = { state = 446 size > 3 } + } + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 446 + } + add_faction_initiative = 1 + } + 446 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 12049 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 12049 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 4073 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 4073 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 1155 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 1155 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 9947 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 9947 + instant_build = yes + } + } + } + ai_will_do = { + base = 1 + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 2 # If major naval power seek to control access + has_navy_size = { + size > 20 + type = capital_ship + } + } + } +} + +# Gulf of Aden +faction_goal_expand_gulf_of_aden_bases = { + name = expand_gulf_of_aden_bases_goal_name + description = control_gulf_of_aden_bases_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 992 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 992 = { + air_base > 2 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 2 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 992 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 2 # If convoys being threatened try to secure the suez supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to control access + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Strait of Hormuz +faction_goal_fortify_strait_of_hormuz = { + name = fortify_strait_of_hormuz_goal_name + description = fortify_strait_of_hormuz_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + OR = { + 412 = { is_controlled_by_ROOT_or_ally = yes } + 1013 = { is_controlled_by_ROOT_or_ally = yes } + } + } + available = { + 412 = { is_controlled_by_ROOT_or_ally = yes } + 1013 = { is_controlled_by_ROOT_or_ally = yes } + } + completed = { + custom_trigger_tooltip = { + tooltip = fortify_strait_of_hormuz_tooltip + 412 = { + any_province_building_level = { + province = { + id = 7982 + } + building = coastal_bunker + level > 0 + } + any_province_building_level = { + province = { + id = 7982 + } + building = bunker + level > 0 + } + } + 1013 = { + any_province_building_level = { + province = { + id = 13369 + } + building = coastal_bunker + level > 0 + } + any_province_building_level = { + province = { + id = 13369 + } + building = bunker + level > 0 + } + } + OR = { + AND = { + divisions_in_state = { state = 412 size > 0 } + divisions_in_state = { state = 1013 size > 0 } + } + any_allied_country = { + divisions_in_state = { state = 412 size > 0 } + divisions_in_state = { state = 1013 size > 0 } + } + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + OR = { + controls_state = 412 + controls_state = 1013 + } + } + add_faction_initiative = 1 + } + 412 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 7982 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 7982 + instant_build = yes + } + } + 1013 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 13369 + instant_build = yes + } + add_building_construction = { + type = bunker + level = 1 + province = 13369 + instant_build = yes + } + } + } + ai_will_do = { + base = 1 + modifier = { + add = 2 # If convoys being threatened try to secure the suez supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = europe + is_on_continent = asia + } + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE_OR_ASIA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = middle_east + } + } + name = COLLECTION_FACTION_STATES_IN_MIDDLE_EAST + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to control access + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Ceylon +faction_goal_expand_ceylonese_bases = { + name = expand_ceylonese_bases_goal_name + description = expand_ceylonese_bases_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 422 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 422 = { + air_base > 4 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 6 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 422 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 2 # If convoys being threatened try to secure the supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Singapore +faction_goal_expand_singapore_naval_base = { + name = expand_singapore_naval_base_goal_name + description = expand_singapore_naval_base_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 1021 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 1021 = { + air_base > 7 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 9 + } + any_province_building_level = { + province = { + all_provinces = yes + } + building = coastal_bunker + level > 3 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 1021 + } + add_faction_initiative = 1 + } + 1021 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + } + } + ai_will_do = { + base = 1 + modifier = { + add = 2 # If convoys being threatened try to secure the supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = europe + } + } + name = COLLECTION_FACTION_STATES_IN_EUROPE + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 5 # HUJ should really want to do this + is_historical_focus_on = yes + original_tag = HUJ + } + } +} + +# Manila +faction_goal_fortify_manila_bay = { + name = fortify_manila_bay_goal_name + description = fortify_manila_bay_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 327 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + custom_trigger_tooltip = { + tooltip = fortify_manila_tooltip + 327 = { + air_base > 7 + any_province_building_level = { + province = { + id = 10265 + } + building = naval_base + level > 6 + } + any_province_building_level = { + province = { + id = 10265 + } + building = coastal_bunker + level > 1 + } + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 327 + } + add_faction_initiative = 1 + } + 327 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 10265 + instant_build = yes + } + } + } + ai_will_do = { + base = 1 + modifier = { + add = 1 # If naval power seek to protect it by expandin/fortifying bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + modifier = { + add = 1 # If PHI prioritize this + original_tag = PHI + } + } +} + +# Okinawa +faction_goal_fortify_okinawa = { + name = fortify_okinawa_goal_name + description = fortify_okinawa_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + + allowed = { + + } + visible = { + 526 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + custom_trigger_tooltip = { + tooltip = fortify_okinawa_tooltip + 526 = { + air_base > 4 + anti_air_building > 0 + any_province_building_level = { + province = { + id = 10265 + } + building = coastal_bunker + level > 1 + } + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 526 + } + add_faction_initiative = 1 + } + 526 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 11932 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # If at war with CHY then expand airbases + has_war_with = CHY + } + modifier = { + add = 10 # If Japan and vulnerable at sea prioritize this + original_tag = CHY + has_navy_size = { + size < 10 + type = capital_ship + } + has_navy_size = { + type = carrier + size < 4 + } + } + } +} + +# Iwo Jima +faction_goal_fortify_iwo_jima = { + name = fortify_iwo_jima_goal_name + description = fortify_iwo_jima_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 645 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 645 = { + air_base > 2 + anti_air_building > 0 + any_province_building_level = { + province = { + id = 10265 + } + building = coastal_bunker + level > 1 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 645 + } + add_faction_initiative = 1 + } + 645 = { + add_building_construction = { + type = anti_air_building + level = 1 + instant_build = yes + } + add_building_construction = { + type = coastal_bunker + level = 1 + province = 13025 + instant_build = yes + } + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # If at war with CHY then expand airbases + has_war_with = CHY + } + modifier = { + add = 10 # If Japan and vulnerable at sea prioritize this + original_tag = CHY + has_navy_size = { + size < 10 + type = capital_ship + } + has_navy_size = { + type = carrier + size < 4 + } + } + } +} + +# Caroline Islands +faction_goal_expand_caroline_islands_bases = { + name = expand_caroline_islands_bases_goal_name + description = expand_caroline_islands_bases_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 684 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 684 = { + air_base > 4 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 7 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 684 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 2 # If convoys being threatened try to secure the transpacific supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Guadalcanal +faction_goal_expand_guadalcanal_bases = { + name = expand_guadalcanal_bases_goal_name + description = expand_guadalcanal_bases_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 634 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 634 = { + air_base > 1 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 3 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 634 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # Always care if Australia or NZL + OR = { + original_tag = AST + original_tag = NZL + } + } + modifier = { + add = 2 # If convoys being threatened try to secure the transpacific supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + OR = { + is_on_continent = north_america + is_on_continent = asia + } + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA_OR_ASIA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = australia + } + } + name = COLLECTION_FACTION_STATES_IN_AUSTRALIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Wake Island +faction_goal_expand_wake_island_bases = { + name = expand_wake_island_bases_goal_name + description = control_wake_island_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 632 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 632 = { + air_base > 1 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 2 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 632 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 2 # If convoys being threatened try to secure the transpacific supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} + +# Midway Island +faction_goal_expand_midway_island_bases = { + name = expand_midway_island_bases_goal_name + description = expand_midway_island_bases_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + 631 = { is_controlled_by_ROOT_or_ally = yes } + } + available = { + + } + completed = { + 631 = { + air_base > 1 + any_province_building_level = { + province = { + all_provinces = yes + } + building = naval_base + level > 2 + } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = TARGET_STATE_CONTROLLERS + every_faction_member = { + visible_when_empty = yes + limit = { + controls_state = 631 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 2 # If convoys being threatened try to secure the transpacific supply lines better + convoy_threat > 0.5 + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = north_america + } + } + name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA + } + value > 0 + } + collection_size = { + input = { + input = game:all_states + operators = { + limit = { + is_controlled_by_ROOT_or_ally = yes + is_on_continent = asia + } + } + name = COLLECTION_FACTION_STATES_IN_ASIA + } + value > 0 + } + } + modifier = { + add = 1 # If naval power seek to project it by expanding bases + has_navy_size = { + size > 5 + type = capital_ship + } + } + } +} \ No newline at end of file diff --git a/src/common/factions/templates/az_templates.txt b/src/common/factions/templates/az_templates.txt new file mode 100755 index 0000000..75a3d79 --- /dev/null +++ b/src/common/factions/templates/az_templates.txt @@ -0,0 +1,205 @@ +# The Allies +faction_template_azurlane = { + name = "碧蓝航线" + manifest = faction_manifest_defense_of_democracy_allies + + goals = { + + # Short term goals + + # Medium term goals + faction_goal_the_arteries_of_trade + + # Long term goals + faction_goal_the_atomic_race + faction_goal_rule_the_waves + + } + + + default_rules = { + joining_rule_non_fascist + joining_rule_has_no_offensive_war + faction_peace_rule_liberation_focus + government_in_exile_allowed + change_leader_rule_manifest_below_35 + dismissal_rule_ideology_not_democratic + change_leader_rule_industry + } + + icon = GFX_faction_icon_allies +} + +# AXIS +faction_template_cszz = { + name = "赤色中轴" + icon = GFX_faction_logo_axis + manifest = faction_manifest_conquest_of_territory + + goals = { + + # Short term goals + faction_goal_one_germany #It is ok for them not to start with a free slot + #faction_goal_high_seas_fleet + + # Medium term goals + faction_goal_secure_european_continent + + # Long terms + faction_goal_resource_control + + } + + default_rules = { + call_to_war_rule_independent_only + joining_rule_non_communist + faction_peace_rule_conquest_focus + change_leader_rule_manpower + change_leader_rule_manifest_below_35 + dismissal_rule_offensive_war + } + +} + +#东亚反暴政联盟 +faction_template_DOH_united_front = { + name = "东亚反暴政联盟" + manifest = faction_manifest_china_territorial_integrity + + goals = { + # Short term goals + # None + + # Medium term goals + faction_goal_control_the_chinese_coast + + # Long term goals + faction_goal_no_japanese_in_china + + } + + default_rules = { + joining_rule_china_only + joining_rule_non_fascist + change_leader_rule_manpower + dismissal_rule_offensive_war + } + + icon = GFX_faction_logo_chinese_united_front +} + +# Comintern +faction_template_BFL_comintern = { + name = "共产联盟" + manifest = faction_manifest_security_through_expansion + icon = GFX_faction_logo_comintern + goals = { + + # Short term goals + # faction_goal_stall_the_fascist_threat + + # Medium term goals + faction_goal_indifference_is_a_threat + + # Long term goals + faction_goal_the_red_tide + + } + + default_rules = { + joining_rule_communist_only + faction_peace_rule_puppeting_focus + change_leader_rule_manpower + change_leader_rule_industry + war_declaration_rule_major_only + } +} + +# Sakoku Ron +faction_template_CHY_sakoku_ron_faction = { + name = "东亚反共同盟" + manifest = faction_manifest_containment_of_communism + + goals = { + + # Short Term + faction_goal_war_on_communism + + # Medium Term + faction_goal_industrial_expansion + + # Long Term + faction_goal_resource_control + faction_goal_defeat_of_communism + + } + + default_rules = { + joining_rule_puppets_only + change_leader_rule_industry + } + + icon = GFX_faction_logo_japanese_co_prosperity_sphere +} + +# New Order in East Asia +faction_template_CHY_new_asia_faction = { + name = "东亚合作圈" + manifest = faction_manifest_suppress_asian_communism + + goals = { + + # Short Term + #faction_goal_ensure_military_r_d + #faction_goal_war_on_communism # Would be autocompleted if done when at war with the PRC + + # Medium Term + faction_goal_control_the_chinese_capitals + + # Long Term + faction_goal_align_china + + #faction_goal_war_on_communism_in_asia + } + + default_rules = { + joining_rule_non_communist + joining_rule_east_asia_only + faction_peace_china_focus + change_leader_rule_industry + } + + icon = GFX_faction_logo_japanese_co_prosperity_sphere +} + +#美联邦 +faction_template_byg_commonwealth = { + name = "白鹰联邦" + icon = GFX_faction_logo_generic_17 + manifest = faction_manifest_defense_of_democracy + can_leader_join_other_factions = yes + visible = { + always = no + } + + goals = { + # Short term goals + faction_goal_building_up_guam # Acceptable not to be empty at start. + + # Medium term goals + faction_goal_industrial_expansion + + # Long term goals + #faction_goal_contain_japanese_expansion_asia #Granted/Unlocked by War Plan Orange + } + + default_rules = { + joining_rule_puppets_only + war_declaration_generated_tension_25 + war_declaration_threat_75 + change_leader_rule_industry + change_leader_rule_manpower + change_leader_rule_manifest_below_35 + } + +} \ No newline at end of file diff --git a/src/common/game_rules/AZ_game_rules.txt b/src/common/game_rules/AZ_game_rules.txt index 2e549f5..1b18193 100755 --- a/src/common/game_rules/AZ_game_rules.txt +++ b/src/common/game_rules/AZ_game_rules.txt @@ -2275,6 +2275,59 @@ PER_ai_behavior = { } } +PHI_AI_BEHAVIOR = { + name = "PHI_AI_BEHAVIOR" + group = "RULE_GROUP_AI_BEHAVIOR" + required_dlc = "No Compromise, No Surrender" + default = { + name = DEFAULT + text = "RULE_OPTION_DEFAULT" + desc = "RULE_OPTION_DEFAULT_AI_DESC" + } + option = { + name = HISTORICAL + text = "RULE_OPTION_HISTORICAL" + desc = "RULE_OPTION_HISTORICAL_PHI_AI_DESC" + allow_achievements = yes + } + option = { + name = FLEXIBLE + text = "RULE_OPTION_FLEXIBLE_PHI_AI" + desc = "RULE_OPTION_FLEXIBLE_PHI_AI_DESC" + allow_achievements = no + } + option = { + name = FASCIST + text = "RULE_OPTION_FASCIST_PHI_AI" + desc = "RULE_OPTION_FASCIST_PHI_AI_DESC" + allow_achievements = no + } + option = { + name = MONARCHIST + text = "RULE_OPTION_MONARCHIST" + desc = "RULE_OPTION_MONARCHIST_PHI_AI_DESC" + allow_achievements = no + } + option = { + name = COMMUNIST + text = "RULE_OPTION_COMMUNIST_PHI_AI" + desc = "RULE_OPTION_COMMUNIST_PHI_AI_DESC" + allow_achievements = no + } + option = { + name = MACARTHUR + text = "RULE_OPTION_MACARTHUR_PHI_AI" + desc = "RULE_OPTION_MACARTHUR_PHI_AI_DESC" + allow_achievements = no + } + option = { + name = RANDOM + text = "RULE_OPTION_RANDOM" + desc = "RULE_OPTION_RANDOM_AI_DESC" + allow_achievements = no + } +} + ###### AZ_generic_guocetihuan = { name = "AZ_generic_guocetihuan" diff --git a/src/common/ideas/_economic.txt b/src/common/ideas/_economic.txt index c345e6c..9cf1cad 100755 --- a/src/common/ideas/_economic.txt +++ b/src/common/ideas/_economic.txt @@ -1,12 +1,17 @@ ideas = { + economy = { law = yes use_list_view = yes + undisturbed_isolation = { + + allowed = { always = no } removal_cost = -1 + modifier = { consumer_goods_expected_value = 0.6 production_speed_industrial_complex_factor = -0.8 @@ -22,38 +27,55 @@ ideas = { max_fuel_factor = -0.45 fuel_gain_factor = -0.6 agency_upgrade_time = 1 + factory_energy_consumption = -0.3 } + allowed_to_remove = { - OR = { - AND = { - has_war_support > 1.9 - NOT = { - has_idea = BYG_jjwjhyz - } - NOT = { - has_idea = BYG_jjwjhyz_1 - } - NOT = { - has_idea = BYG_jjwjhyz_2 - } - NOT = { - has_idea = BYG_jjwjhyz_3 - } + IF = { + limit = { + original_tag = BYG } - AND = { - has_war_support > 1.5 - has_defensive_war = yes + OR = { + AND = { + has_war_support > 1.9 + NOT = { + has_idea = BYG_jjwjhyz + } + NOT = { + has_idea = BYG_jjwjhyz_1 + } + NOT = { + has_idea = BYG_jjwjhyz_2 + } + NOT = { + has_idea = BYG_jjwjhyz_3 + } + } + AND = { + has_war_support > 1.5 + has_defensive_war = yes + } + has_completed_focus = BYG_wanzhengdewomen + } + } + ELSE = { + OR = { + has_war_support > 0.8 + has_war = yes } - has_completed_focus = BYG_wanzhengdewomen } } + cancel_if_invalid = no } + isolation = { + allowed = { always = no } removal_cost = -1 + modifier = { consumer_goods_expected_value = 0.4 production_speed_industrial_complex_factor = -0.4 @@ -69,43 +91,116 @@ ideas = { max_fuel_factor = -0.35 fuel_gain_factor = -0.5 agency_upgrade_time = 0.8 + factory_energy_consumption = -0.3 } allowed_to_remove = { - OR = { - has_war_support > 0.75 - has_war = yes - has_completed_focus = USA_limited_intervention + IF = { + limit = { + original_tag = USA + } + OR = { + has_war_support > 0.75 + has_war = yes + has_completed_focus = USA_limited_intervention + } + } + ELSE = { + OR = { + has_war_support > 0.75 + has_war = yes + } } } + cancel_if_invalid = no } + civilian_economy = { + + cost = 150 removal_cost = -1 + modifier = { consumer_goods_expected_value = 0.35 production_speed_infrastructure_factor = 0.3 production_speed_industrial_complex_factor = 0.3 + production_speed_arms_factory_factor = -0.3 research_speed_factor = 0.05 stability_weekly = 0.002 monthly_population = 0.1 + conversion_cost_civ_to_mil_factor= 0.3 + conversion_cost_mil_to_civ_factor = 0.3 + max_fuel_factor = -0.25 fuel_gain_factor = -0.4 + factory_energy_consumption = -0.3 } + default = yes + cancel_if_invalid = no } + low_economic_mobilisation = { + available = { has_war_support > 0.3 - if = { + + IF = { limit = { original_tag = HUN has_dlc = "Death or Dishonor" + NOT = { + has_dlc = "Gotterdammerung" + } } - NOT = { - has_idea = HUN_treaty_of_triannon + IF = { + limit = { + has_dlc = "Arms Against Tyranny" + } + NOT = { has_idea = HUN_treaty_of_triannon_aat } + } + ELSE = { + NOT = { has_idea = HUN_treaty_of_triannon } } } + ELSE_IF = { + limit = { + original_tag = HUN + has_dlc = "Gotterdammerung" + } + IF = { + limit = { + has_dlc = "Arms Against Tyranny" + } + custom_trigger_tooltip = { + tooltip = wuw_HUN_not_has_trianon_for_laws_tt + NOT = { + OR = { + has_idea = HUN_treaty_of_triannon_aat_wuw + has_idea = HUN_treaty_of_triannon_aat_wuw_no_air_debuff + has_idea = HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff + has_idea = HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff + } + } + + } + } + ELSE = { + custom_trigger_tooltip = { + tooltip = wuw_HUN_not_has_trianon_for_laws_tt + NOT = { + OR = { + has_idea = HUN_treaty_of_triannon_wuw + has_idea = HUN_treaty_of_triannon_wuw_no_army_exp_debuff + has_idea = HUN_treaty_of_triannon_wuw_no_air_debuff + has_idea = HUN_treaty_of_triannon_wuw_no_air_or_army_debuff + } + } + } + } + } + if = { limit = { has_completed_focus = USA_limited_intervention @@ -114,6 +209,19 @@ ideas = { has_war_support > 0.3 congress_high_support_trigger = yes } + if = { + limit = { + original_tag = TUR + has_dlc = "Battle for the Bosporus" + } + NOT = { + OR = { + has_active_mission = TUR_etatism_crisis_2 + has_active_mission = TUR_etatism_crisis_3 + has_active_mission = TUR_etatism_crisis_4 + } + } + } } on_add = { if = { @@ -125,27 +233,36 @@ ideas = { USA_congress_large_opposition = yes } } + cost = 150 removal_cost = -1 + modifier = { consumer_goods_expected_value = 0.3 production_speed_infrastructure_factor = 0.2 production_speed_industrial_complex_factor = 0.2 + production_speed_arms_factory_factor = -0.1 research_speed_factor = 0.025 stability_weekly = 0.001 monthly_population = 0.05 - fuel_gain_factor = -0.2 + fuel_gain_factor = -0.25 + factory_energy_consumption = -0.3 + #unit_medal_effectiveness = -0.60 } + cancel_if_invalid = no + ai_will_do = { - factor = 2 - modifier = { + factor = 2 + + modifier = { factor = 20 + is_major = yes } modifier = { - has_war_support > 0.25 - factor = 0 #don't even look at it if you could be taking partial mob + has_war_support > 0.5 + factor = 0 #don't even look at it if you could be taking partial mob } modifier = { tag = ENG @@ -153,23 +270,60 @@ ideas = { date < 1937.6.1 factor = 0 } - } + } } + partial_economic_mobilisation = { + available = { has_war_support > 0.5 - if = { + + IF = { limit = { original_tag = HUN has_dlc = "Death or Dishonor" - } - OR = { - has_completed_focus = HUN_secret_rearmament NOT = { - has_idea = HUN_treaty_of_triannon + has_dlc = "Gotterdammerung" + } + } + IF = { + limit = { + has_dlc = "Arms Against Tyranny" + } + OR = { + has_completed_focus = HUN_secret_rearmament + NOT = { has_idea = HUN_treaty_of_triannon_aat } + } + } + ELSE = { + OR = { + has_completed_focus = HUN_secret_rearmament + NOT = { has_idea = HUN_treaty_of_triannon } } } } + ELSE_IF = { + limit = { + original_tag = HUN + has_dlc = "Gotterdammerung" + } + IF = { + limit = { + has_dlc = "Arms Against Tyranny" + } + OR = { + has_completed_focus = wuw_HUN_secret_rearmament + NOT = { has_idea = HUN_treaty_of_triannon_aat_wuw } + } + } + ELSE = { + OR = { + has_completed_focus = wuw_HUN_secret_rearmament + NOT = { has_idea = HUN_treaty_of_triannon_wuw } + } + } + } + if = { limit = { has_completed_focus = USA_limited_intervention @@ -178,17 +332,35 @@ ideas = { has_war_support > 0.5 congress_high_support_trigger = yes } + if = { + limit = { + original_tag = TUR + has_dlc = "Battle for the Bosporus" + } + NOT = { + OR = { + has_active_mission = TUR_etatism_crisis_1 + has_active_mission = TUR_etatism_crisis_3 + has_active_mission = TUR_etatism_crisis_4 + } + } + } } + cost = 150 removal_cost = -1 + modifier = { consumer_goods_expected_value = 0.25 production_speed_arms_factory_factor = 0.1 production_speed_infrastructure_factor = 0.1 production_speed_industrial_complex_factor = 0.1 - conversion_cost_civ_to_mil_factor = -0.1 + conversion_cost_civ_to_mil_factor= -0.1 conversion_cost_mil_to_civ_factor = -0.1 + factory_energy_consumption = -0.4 + fuel_gain_factor = -0.3 } + cancel_if_invalid = no on_add = { if = { @@ -201,24 +373,84 @@ ideas = { } } ai_will_do = { - factor = 2 - modifier = { + factor = 2 + + modifier = { factor = 20 + is_major = yes } - } + + modifier = { + add = 80 + original_tag = SOV + date < 1937.1.1 + NOT = { + OR = { + has_idea = war_economy + has_idea = tot_economic_mobilisation + } + } + } + + modifier = { + original_tag = SIA + NOT = { + OR = { + has_idea = war_economy + has_idea = tot_economic_mobilisation + } + } + add = 1200 #Prep for invasion + } + + modifier = { + factor = 100 + OR = { + original_tag = URG + original_tag = PAR + } + NOT = { + has_idea = war_economy + } + has_completed_focus = GUAY_coup_detat + } + } } + war_economy = { + + available = { has_war = yes has_war_support > 1 OR = { has_government = fascism has_government = communism - custom_trigger_tooltip = { - tooltip = or_clarification_tooltip - always = no + if = { + limit = { + PHI_SEA = yes + } + if = { + limit = { + has_idea = PHI_ties_with_nationalist_spain + } + has_idea = PHI_ties_with_nationalist_spain + } + else_if = { + limit = { + has_idea = PHI_ties_with_nationalist_spain_2 + } + has_idea = PHI_ties_with_nationalist_spain_2 + } + else = { + hidden_trigger = { always = no } #NEED TO HAVE AN ALWAYS AS AN END STATEMENT IF URE USING AN IF ELSE IN AN OR STATEMENT OTHERWISE THE EVALUATION BREAKS!! + } } + else = { + hidden_trigger = { always = no } #NEED TO HAVE AN ALWAYS AS AN END STATEMENT IF URE USING AN IF ELSE IN AN OR STATEMENT OTHERWISE THE EVALUATION BREAKS!! + } + custom_trigger_tooltip = { tooltip = or_clarification_tooltip always = no } AND = { has_war = yes any_enemy_country = { @@ -229,15 +461,62 @@ ideas = { } } } - if = { + + IF = { limit = { original_tag = HUN has_dlc = "Death or Dishonor" + NOT = { + has_dlc = "Gotterdammerung" + } } - NOT = { - has_idea = HUN_treaty_of_triannon + IF = { + limit = { + has_dlc = "Arms Against Tyranny" + } + NOT = { has_idea = HUN_treaty_of_triannon_aat } + } + ELSE = { + NOT = { has_idea = HUN_treaty_of_triannon } } } + ELSE_IF = { + limit = { + original_tag = HUN + has_dlc = "Gotterdammerung" + } + IF = { + limit = { + has_dlc = "Arms Against Tyranny" + } + custom_trigger_tooltip = { + tooltip = wuw_HUN_not_has_trianon_for_laws_tt + NOT = { + OR = { + has_idea = HUN_treaty_of_triannon_aat_wuw + has_idea = HUN_treaty_of_triannon_aat_wuw_no_air_debuff + has_idea = HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff + has_idea = HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff + } + } + + } + } + ELSE = { + custom_trigger_tooltip = { + tooltip = wuw_HUN_not_has_trianon_for_laws_tt + NOT = { + OR = { + has_idea = HUN_treaty_of_triannon_wuw + has_idea = HUN_treaty_of_triannon_wuw_no_army_exp_debuff + has_idea = HUN_treaty_of_triannon_wuw_no_air_debuff + has_idea = HUN_treaty_of_triannon_wuw_no_air_or_army_debuff + } + } + } + } + } + if = { limit = { has_completed_focus = USA_limited_intervention @@ -246,16 +525,33 @@ ideas = { has_war_support > 0.75 congress_high_support_trigger = yes } + if = { + limit = { + original_tag = TUR + has_dlc = "Battle for the Bosporus" + } + NOT = { + OR = { + has_active_mission = TUR_etatism_crisis_1 + has_active_mission = TUR_etatism_crisis_2 + has_active_mission = TUR_etatism_crisis_4 + } + } + } } + cost = 150 removal_cost = -1 + modifier = { consumer_goods_expected_value = 0.2 production_speed_arms_factory_factor = 0.2 - conversion_cost_civ_to_mil_factor = -0.2 + conversion_cost_civ_to_mil_factor= -0.2 conversion_cost_mil_to_civ_factor = -0.2 fuel_gain_factor = 0.2 + factory_energy_consumption = -0.5 } + cancel_if_invalid = no on_add = { if = { @@ -268,15 +564,18 @@ ideas = { } } ai_will_do = { - factor = 3 + base = 3 + modifier = { #High prio on production factor = 20 - manpower_per_military_factory > 1000 + manpower_per_military_factory > 1000 } + modifier = { # If we CAN go for total mobilization and have enough manpower for it, skip war economy, it's only a waste of PP factor = 0 + manpower_per_military_factory > 15000 has_war = yes has_war_support > 0.8 @@ -287,15 +586,57 @@ ideas = { } } } + modifier = { add = 1800 + # revert from closed_economy if we have large allies has_idea = closed_economy has_large_ally_not_pick_closed_economy = yes } - } + + modifier = { + # We will lose the war support after the war anyway + factor = 0 + original_tag = GER + has_civil_war = yes + has_government = neutrality + } + + modifier = { + # They will take the focus to gain this for free, so they shouldn't spend pp on it too willy-nilly + factor = 0.5 + original_tag = JAP + OR = { + is_historical_focus_on = yes + has_country_flag = JAP_AI_RANDOM_FASCIST + has_country_flag = JAP_AI_RANDOM_NEUTRALITY + } + + } + } } + tot_economic_mobilisation = { + + visible = { + if = { + limit = { + original_tag = GER + } + NOT = { has_completed_focus = GER_totaler_krieg } + } + if = { + limit = { + original_tag = JAP + } + NOT = { + has_completed_focus = JAP_sea_national_defense_state + has_completed_focus = JAP_prepare_for_the_final_war + } + } + } + available = { has_war = yes has_war_support > 1.6 @@ -305,15 +646,62 @@ ideas = { ratio > 0.5 } } - if = { + + IF = { limit = { original_tag = HUN has_dlc = "Death or Dishonor" + NOT = { + has_dlc = "Gotterdammerung" + } } - NOT = { - has_idea = HUN_treaty_of_triannon + IF = { + limit = { + has_dlc = "Arms Against Tyranny" + } + NOT = { has_idea = HUN_treaty_of_triannon_aat } + } + ELSE = { + NOT = { has_idea = HUN_treaty_of_triannon } } } + ELSE_IF = { + limit = { + original_tag = HUN + has_dlc = "Gotterdammerung" + } + IF = { + limit = { + has_dlc = "Arms Against Tyranny" + } + custom_trigger_tooltip = { + tooltip = wuw_HUN_not_has_trianon_for_laws_tt + NOT = { + OR = { + has_idea = HUN_treaty_of_triannon_aat_wuw + has_idea = HUN_treaty_of_triannon_aat_wuw_no_air_debuff + has_idea = HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff + has_idea = HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff + } + } + + } + } + ELSE = { + custom_trigger_tooltip = { + tooltip = wuw_HUN_not_has_trianon_for_laws_tt + NOT = { + OR = { + has_idea = HUN_treaty_of_triannon_wuw + has_idea = HUN_treaty_of_triannon_wuw_no_army_exp_debuff + has_idea = HUN_treaty_of_triannon_wuw_no_air_debuff + has_idea = HUN_treaty_of_triannon_wuw_no_air_or_army_debuff + } + } + } + } + } + if = { limit = { has_completed_focus = USA_limited_intervention @@ -322,6 +710,19 @@ ideas = { has_war_support > 0.9 congress_high_support_trigger = yes } + if = { + limit = { + original_tag = TUR + has_dlc = "Battle for the Bosporus" + } + NOT = { + OR = { + has_active_mission = TUR_etatism_crisis_1 + has_active_mission = TUR_etatism_crisis_2 + has_active_mission = TUR_etatism_crisis_3 + } + } + } } on_add = { if = { @@ -334,17 +735,21 @@ ideas = { } } ai_will_do = { - factor = 1 + base = 1 + modifier = { factor = 25 #Prio this if nation has a lot of manpower compared to MIC manpower_per_military_factory > 15000 } + modifier = { #Block unless nation has a lot of manpower factor = 0 - manpower_per_military_factory < 7000 + manpower_per_military_factory < 10000 } + + modifier = { # never take this if we are on low conscription laws for safety factor = 0 @@ -353,18 +758,19 @@ ideas = { has_idea = limited_conscription } } + # Germany needs to be careful modifier = { factor = 0 + tag = GER - NOT = { - has_tech = volkssturm - } + NOT = { has_doctrine = last_stand } has_war = yes date < 1944.01.01 } modifier = { factor = 0 + tag = SOV has_war = yes OR = { @@ -377,24 +783,31 @@ ideas = { } } } - } + } + cost = 150 removal_cost = -1 + modifier = { consumer_goods_expected_value = 0.1 conscription = -0.03 production_speed_arms_factory_factor = 0.3 - conversion_cost_civ_to_mil_factor = -0.3 + conversion_cost_civ_to_mil_factor= -0.3 conversion_cost_mil_to_civ_factor = -0.3 fuel_gain_factor = 0.4 + factory_energy_consumption = -0.8 } + cancel_if_invalid = no } + totaler_krieg_economy = { + visible = { original_tag = GER has_completed_focus = GER_totaler_krieg } + available = { has_completed_focus = GER_totaler_krieg has_war_with_major = yes @@ -406,68 +819,125 @@ ideas = { } } } + cost = 150 removal_cost = -1 + modifier = { consumer_goods_expected_value = 0.15 conscription = -0.02 production_speed_arms_factory_factor = 0.2 production_speed_dockyard_factor = 0.2 - conversion_cost_civ_to_mil_factor = -0.3 + conversion_cost_civ_to_mil_factor= -0.3 conversion_cost_mil_to_civ_factor = -0.3 industrial_capacity_factory = 0.05 industrial_capacity_dockyard = 0.05 + factory_energy_consumption = 0.5 } cancel_if_invalid = no } + + national_defense_state = { + + picture = JAP_national_defense_state + + visible = { + original_tag = JAP + OR = { + has_completed_focus = JAP_prepare_for_the_final_war + has_completed_focus = JAP_sea_national_defense_state + } + } + + available = { + OR = { + has_completed_focus = JAP_prepare_for_the_final_war + has_completed_focus = JAP_sea_national_defense_state + } + OR = { + has_war_with_major = yes + has_war_support > 0.75 + } + any_enemy_country = { + ic_ratio = { + tag = ROOT + ratio > 0.5 + } + } + } + + cost = 150 + removal_cost = -1 + + modifier = { + consumer_goods_expected_value = 0.15 + production_speed_arms_factory_factor = 0.3 + conversion_cost_civ_to_mil_factor= -0.3 + conversion_cost_mil_to_civ_factor = -0.3 + factory_energy_consumption = 0.45 + } + cancel_if_invalid = no + } + new_economic_policy = { + picture = new_economic_policy + allowed = { always = no } allowed_to_remove = { OR = { surrender_progress > 0.75 - NOT = { - has_government = communism - } + NOT = { has_government = communism } } } + removal_cost = -1 + modifier = { consumer_goods_expected_value = 0.15 production_speed_buildings_factor = -0.15 + factory_energy_consumption = 0.25 } + cancel_if_invalid = no + ai_will_do = { - factor = 0 - } + factor = 0 + } } new_economic_policy_2 = { name = new_economic_policy + picture = new_economic_policy + allowed = { always = no } allowed_to_remove = { OR = { surrender_progress > 0.75 - NOT = { - has_government = communism - } + NOT = { has_government = communism } } } + removal_cost = -1 + modifier = { - consumer_goods_expected_value = 0.1 + consumer_goods_expected_value = 0.10 production_speed_buildings_factor = -0.2 global_building_slots_factor = 0.1 + factory_energy_consumption = 0.35 } + cancel_if_invalid = no + ai_will_do = { - factor = 0 - } + factor = 0 + } } + capital_investment_model = { name = capital_investment_model @@ -489,6 +959,7 @@ ideas = { trade_opinion_factor = 0.75 stability_factor = -0.15 political_power_factor = -0.1 + factory_energy_consumption = 0.35 } @@ -498,27 +969,71 @@ ideas = { factor = 0 } } + + JAP_war_communism_idea = { + + picture = new_economic_policy + + allowed = { + always = no + } + allowed_to_remove = { + OR = { + surrender_progress > 0.75 + NOT = { has_government = communism } + } + } + + removal_cost = -1 + + modifier = { + consumer_goods_expected_value = 0.15 + production_speed_industrial_complex_factor = -0.1 + global_building_slots_factor = 0.1 + factory_energy_consumption = 0.3 + war_support_factor = 0.1 + stability_factor = -0.1 + conscription = 0.02 + industrial_capacity_factory = 0.05 + industrial_capacity_dockyard = 0.05 + production_speed_arms_factory_factor = 0.2 + production_speed_dockyard_factor = 0.2 + } + + cancel_if_invalid = no + + ai_will_do = { + factor = 0 + } + } } + trade_laws = { law = yes use_list_view = yes + uncontrolled_exports = { + + allowed = { always = no } removal_cost = -1 picture = isolation + rule = { can_access_market = no } + modifier = { min_export = 0.25 consumer_goods_expected_value = 0.05 - civilian_intel_to_others = 40 - navy_intel_to_others = 40 + civilian_intel_to_others = 40.0 + navy_intel_to_others = 40.0 agency_upgrade_time = 0.15 cic_construction_boost = 0.15 } + allowed_to_remove = { OR = { has_war = yes @@ -537,49 +1052,36 @@ ideas = { } } } + on_remove = { - effect_tooltip = { - remove_dynamic_modifier = { - modifier = international_city - } + effect_tooltip = { + remove_dynamic_modifier = { modifier = international_city } } hidden_effect = { if = { limit = { tag = POL - 85 = { - is_demilitarized_zone = no - } - has_civil_war = no + 85 = { is_demilitarized_zone = no } + has_civil_war = no } 85 = { if = { limit = { - has_dynamic_modifier = { - modifier = international_city - } - } - remove_dynamic_modifier = { - modifier = international_city + has_dynamic_modifier = { modifier = international_city } } + remove_dynamic_modifier = { modifier = international_city } } } } } } + cancel_if_invalid = no } + free_trade = { + available = { - if = { - limit = { - original_tag = SPR - has_dlc = "La Resistance" - } - NOT = { - has_completed_focus = SPR_all_must_bear_the_torch - } - } if = { limit = { original_tag = TIX @@ -588,68 +1090,84 @@ ideas = { has_completed_focus = TIX_chongjiangongye } } + if = { + limit = { + original_tag = SPR + has_dlc = "La Resistance" + } + NOT = { has_completed_focus = SPR_all_must_bear_the_torch } + } + if = { + limit = { + original_tag = GER + } + NOT = { has_completed_focus = GER_autarky_efforts } + } + + if = { + limit = { + original_tag = PRC + has_dlc = "No Compromise, No Surrender" + } + NOT = { has_completed_focus = PRC_promote_paper_bills } + } } + cost = 150 removal_cost = -1 + modifier = { min_export = 0.8 industrial_capacity_factory = 0.15 industrial_capacity_dockyard = 0.15 production_speed_buildings_factor = 0.15 - research_speed_factor = 0.1 - civilian_intel_to_others = 40 - navy_intel_to_others = 20 - cic_construction_boost_factor = 0.05 + research_speed_factor = 0.10 + civilian_intel_to_others = 40.0 + navy_intel_to_others = 20.0 + cic_construction_boost_factor = 0.1 } + cancel_if_invalid = no + ai_will_do = { - factor = 1 - modifier = { + factor = 1 + + modifier = { factor = 300 + OR = { tag = PER tag = IRQ } is_in_faction = no } + modifier = { factor = 300 + tag = BRA - date > 1943.1.1 # at this point we can probably cash in on rubber lack in the world + date > 1943.1.1 # at this point we can probably cash in on rubber lack in the world } + + modifier = { + factor = 400 + original_tag = SWE + date > 1941.6.1 + } + # Oil for hitlers oil throne! modifier = { factor = 600 tag = ROM - is_in_faction_with = GER + is_in_faction_with = TIX } - modifier = { - factor = 0 - is_major = no - has_war = yes - } - } + } } + export_focus = { + available = { - if = { - limit = { - original_tag = CHI - has_dlc = "Waking the Tiger" - } - NOT = { - has_idea = CHI_nine_power_treaty - } - } - if = { - limit = { - original_tag = SPR - has_dlc = "La Resistance" - } - NOT = { - has_completed_focus = SPR_all_must_bear_the_torch - } - } + if = { limit = { original_tag = TIX @@ -658,25 +1176,61 @@ ideas = { has_completed_focus = TIX_chongjiangongye } } + if = { + limit = { + original_tag = CHI + has_dlc = "Waking the Tiger" + } + NOT = { has_idea = CHI_nine_power_treaty } + } + if = { + limit = { + original_tag = SPR + has_dlc = "La Resistance" + } + NOT = { has_completed_focus = SPR_all_must_bear_the_torch } + } + if = { + limit = { + original_tag = GER + } + NOT = { has_completed_focus = GER_autarky_efforts } + } + + if = { + limit = { + original_tag = PRC + has_dlc = "No Compromise, No Surrender" + } + NOT = { has_completed_focus = PRC_promote_paper_bills } + } } + + cost = 150 removal_cost = -1 + modifier = { min_export = 0.5 industrial_capacity_factory = 0.1 industrial_capacity_dockyard = 0.1 production_speed_buildings_factor = 0.1 research_speed_factor = 0.05 - civilian_intel_to_others = 20 - navy_intel_to_others = 10 + civilian_intel_to_others = 20.0 + navy_intel_to_others = 10.0 cic_construction_boost_factor = 0.1 } + default = yes + cancel_if_invalid = no + ai_will_do = { - factor = 1 + factor = 1 + modifier = { factor = 0 + is_major = no has_war = no is_in_faction = no @@ -684,20 +1238,29 @@ ideas = { # portugal and sweden are special tungsten snowflakes tag = POR tag = SWE + # Iraq & Iran are special oil snowflakes tag = PER tag = IRQ } } modifier = { - factor = 0 - is_major = no - has_war = yes + factor = 1000 + has_idea = uncontrolled_exports #Poland should try and escape this as soon as they can } - } + } } + limited_exports = { available = { + if = { + limit = { + original_tag = TIX + } + not = { + has_completed_focus = TIX_chongjiangongye + } + } OR = { AND = { has_government = democratic @@ -710,79 +1273,110 @@ ideas = { } } AND = { - NOT = { - has_government = democratic - } + NOT = { has_government = democratic } OR = { has_idea = partial_economic_mobilisation has_idea = war_economy has_idea = tot_economic_mobilisation + if = { + limit = { + original_tag = GER + } + has_idea = totaler_krieg_economy + } + else = { + hidden_trigger = { always = no } #NEED TO HAVE AN ALWAYS AS AN END STATEMENT IF URE USING AN IF ELSE IN AN OR STATEMENT OTHERWISE THE EVALUATION BREAKS!! + } } } + if = { + limit = { + original_tag = RAJ + has_dlc = "Graveyard of Empires" + } + has_completed_focus = RAJ_raise_import_duties + } + else = { + hidden_trigger = { always = no } #NEED TO HAVE AN ALWAYS AS AN END STATEMENT IF URE USING AN IF ELSE IN AN OR STATEMENT OTHERWISE THE EVALUATION BREAKS!! + } } + if = { limit = { original_tag = CHI has_dlc = "Waking the Tiger" } - NOT = { - has_idea = CHI_nine_power_treaty - } + NOT = { has_idea = CHI_nine_power_treaty } } if = { limit = { original_tag = SPR has_dlc = "La Resistance" } - NOT = { - has_completed_focus = SPR_all_must_bear_the_torch - } - } - if = { - limit = { - original_tag = TIX - } - not = { - has_completed_focus = TIX_chongjiangongye - } + NOT = { has_completed_focus = SPR_all_must_bear_the_torch } } } + cost = 150 removal_cost = -1 + modifier = { min_export = 0.25 industrial_capacity_factory = 0.05 industrial_capacity_dockyard = 0.05 production_speed_buildings_factor = 0.05 research_speed_factor = 0.01 - civilian_intel_to_others = 10 + civilian_intel_to_others = 10.0 navy_intel_to_others = 5 - lend_lease_tension = 0.2 + lend_lease_tension = 0.20 cic_construction_boost = -0.05 } + cancel_if_invalid = no + ai_will_do = { - factor = 1 - modifier = { + factor = 1 + + modifier = { add = -1 + is_major = no is_in_faction = yes has_war = yes } + # minors not at war should want to get the bonuses from free trade modifier = { add = -1 + is_major = no has_war = no } + modifier = { + factor = 200 + NOT = { has_government = fascism } + NOT = { has_idea = closed_economy } + has_war = yes + is_major = yes + } modifier = { add = 1500 + # revert from closed_economy if we have large allies has_idea = closed_economy has_large_ally_not_pick_closed_economy = yes } - } + modifier = { #Germany should keep its Autarkic Economy + factor = 0.5 + original_tag = TIX + OR = { + has_idea = autarkic_economy + has_idea = autarkic_economy_improved + } + } + } } + autarkic_economy = { visible = { original_tag = TIX @@ -791,33 +1385,42 @@ ideas = { has_completed_focus = TIX_shixianzijizizu } } + available = { } + cost = 150 removal_cost = -1 + modifier = { min_export = 0.1 industrial_capacity_factory = 0.05 industrial_capacity_dockyard = 0.05 production_speed_buildings_factor = 0.05 research_speed_factor = 0.05 + lend_lease_tension = 0.20 faction_trade_opinion_factor = 0.25 + #cic_construction_boost = -0.05 } + cancel_if_invalid = no - ai_will_do = { - #Germany should always for AutarkicEconomy if its available - factor = 100 - modifier = { - add = 500 - has_idea = limited_exports - } - modifier = { - add = 1500 - has_idea = closed_economy - has_large_ally_not_pick_closed_economy = yes - } - } + + ai_will_do = { #Germany should always for AutarkicEconomy if its available + factor = 100 + + modifier = { + add = 500 + has_idea = limited_exports + } + + modifier = { + add = 1500 + has_idea = closed_economy + has_large_ally_not_pick_closed_economy = yes + } + } } + autarkic_economy_improved = { picture = autarkic_economy name = autarkic_economy @@ -825,61 +1428,48 @@ ideas = { original_tag = TIX has_completed_focus = TIX_shixianzijizizu } + available = { } + cost = 150 removal_cost = -1 + modifier = { - min_export = 0 + min_export = 0.05 industrial_capacity_factory = 0.15 industrial_capacity_dockyard = 0.15 production_speed_buildings_factor = 0.1 research_speed_factor = 0.05 + lend_lease_tension = 0.20 faction_trade_opinion_factor = 0.5 + #cic_construction_boost = -0.05 } + cancel_if_invalid = no - ai_will_do = { - #Germany should always for AutarkicEconomy if its available - factor = 100 - modifier = { - add = 500 - has_idea = limited_exports - } - modifier = { - add = 1500 - has_idea = closed_economy - has_large_ally_not_pick_closed_economy = yes - } - } + + ai_will_do = { #Germany should always for AutarkicEconomy if its available + factor = 100 + + modifier = { + add = 500 + has_idea = limited_exports + } + + modifier = { + add = 1500 + has_idea = closed_economy + has_large_ally_not_pick_closed_economy = yes + } + } } + closed_economy = { + + available = { + has_war = yes - OR = { - has_government = fascism - has_government = communism - } - OR = { - has_idea = war_economy - has_idea = tot_economic_mobilisation - } - OR = { - NOT = { - tag = SOV - } - NOT = { - has_opinion_modifier = MR_pact - } - } - if = { - limit = { - original_tag = CHI - has_dlc = "Waking the Tiger" - } - NOT = { - has_idea = CHI_nine_power_treaty - } - } if = { limit = { original_tag = TIX @@ -888,45 +1478,121 @@ ideas = { has_completed_focus = TIX_chongjiangongye } } + IF = { + limit = { + NOT = { + original_tag = JAP + } + } + OR = { + has_government = fascism + has_government = communism + } + } + ELSE_IF = { + limit = { + original_tag = JAP + } + OR = { + has_government = fascism + has_government = communism + AND = { + has_completed_focus = JAP_sea_state_general_mobilization_law + has_government = neutrality + } + } + } + + OR = { + has_idea = war_economy + has_idea = tot_economic_mobilisation + IF = { + limit = { + original_tag = TIX + } + has_idea = totaler_krieg_economy + } + ELSE_IF = { + limit = { + original_tag = JAP + } + #has_completed_focus = JAP_sea_state_general_mobilization_law + has_idea = national_defense_state + } + ELSE = { + hidden_trigger = { always = no } #NEED TO HAVE AN ALWAYS AS AN END STATEMENT IF URE USING AN IF ELSE IN AN OR STATEMENT OTHERWISE THE EVALUATION BREAKS!! + } + } + OR = { + NOT = { tag = SOV } + NOT = { has_opinion_modifier = MR_pact } + } + + IF = { + limit = { + original_tag = CHI + has_dlc = "Waking the Tiger" + } + NOT = { has_idea = CHI_nine_power_treaty } + } + } + rule = { can_access_market = no desc = can_not_access_market_closed_economy } + cost = 150 removal_cost = -1 + modifier = { min_export = 0 #civilian_intel_to_others = 0.0 - lend_lease_tension = 0.4 + lend_lease_tension = 0.40 cic_construction_boost = -0.1 } - on_add = { - custom_effect_tooltip = closed_economy_TT - } + cancel_if_invalid = no + ai_will_do = { - factor = 1 - modifier = { + factor = 1 + + modifier = { factor = 0 + is_major = no is_in_faction = yes has_war = yes } + # minors not at war should want to get the bonuses from free trade modifier = { factor = 0 + is_major = no has_war = no } + modifier = { factor = 0 + # don't take if we have a reasonable sized ally # since they will require our trades has_large_ally_not_pick_closed_economy = yes } - } + modifier = { #Germany should keep its Autarkic Economy + factor = 0.5 + original_tag = TIX + is_in_faction = yes + OR = { + has_idea = autarkic_economy + has_idea = autarkic_economy_improved + } + } + } } + azurlane_closed_economy = { available = { OR = { @@ -1066,6 +1732,7 @@ ideas = { } } } + special_economic_zones = { available = { always = no diff --git a/src/common/ideas/_event.txt b/src/common/ideas/_event.txt deleted file mode 100755 index 3b897fc..0000000 --- a/src/common/ideas/_event.txt +++ /dev/null @@ -1,230 +0,0 @@ -ideas = { - - country = { - fascist_assault_divisions = { - - allowed = { - always = no # Triggered via event - } - - picture = generic_fascism_drift_bonus - - modifier = { - stability_factor = -0.05 - conscription = 0.002 - fascism_drift = 0.05 - } - - ai_will_do = { - factor = 0 - } - } - - communist_partisans_recruiting = { - - allowed = { - always = no # Triggered via event - } - - picture = generic_communism_drift_bonus - - modifier = { - conscription = -0.002 - communism_drift = 0.05 - } - - ai_will_do = { - factor = 0 - } - } - - democratic_opposition_voicing_protests = { - - allowed = { - always = no # Triggered via event - } - - picture = generic_democratic_drift_bonus - - modifier = { - political_power_factor = -0.5 - democratic_drift = 0.05 - } - - ai_will_do = { - factor = 0 - } - } - - fascist_revolutionaries = { - - removal_cost = -1 - - allowed = { - always = no # Triggered via event - } - - picture = generic_fascism_drift_bonus - - modifier = { - stability_factor = -0.1 - } - } - - communist_revolutionaries = { - - removal_cost = -1 - - allowed = { - always = no # Triggered via event - } - - picture = generic_communism_drift_bonus - - modifier = { - stability_factor = -0.1 - } - } - - democratic_revolutionaries = { - - removal_cost = -1 - - allowed = { - always = no # Triggered via event - } - - picture = generic_democratic_drift_bonus - - modifier = { - stability_factor = -0.1 - } - } - - - fascism_defeated = { - removal_cost = -1 - - allowed = { - always = no # Triggered via event - } - - picture = generic_democratic_drift_bonus - - modifier = { - stability_factor = 0.1 - } - } - - communism_defeated = { - removal_cost = -1 - - allowed = { - always = no # Triggered via event - } - - picture = generic_democratic_drift_bonus - - modifier = { - stability_factor = 0.1 - } - } - - reign_of_terror = { - removal_cost = -1 - - allowed = { - always = no # Triggered via event - } - - picture = generic_intel_bonus - - modifier = { - political_power_factor = 0.2 - stability_weekly = 0.005 - } - } - - anti_soviet_pact = { - - removal_cost = -1 # Or make removable, with high cost? - - available = { - is_subject = no - } - - allowed = { - always = no # Triggered via event - } - - ai_will_do = { - factor = 0 - } - - picture = anti_soviet_pact - } - - anti_soviet_pact_refused_call = { - - picture = generic_communism_drift_bonus - - removal_cost = -1 # Or make removable, with high cost? - - allowed = { - always = no # Triggered via event - } - - ai_will_do = { - factor = 0 - } - - modifier = { - stability_factor = -0.1 - communism_drift = 0.05 - } - } - - anti_nazi_coup = { - - allowed = { - always = no - } - removal_cost = -1 - - picture = generic_democratic_drift_bonus - - modifier = { - fascism_acceptance = -50 - } - } - - shattered_government = { - - allowed = { - always = no - } - removal_cost = -1 - - picture = generic_democratic_drift_bonus - - modifier = { - stability_factor = -0.1 - } - } - - political_turmoil = { - - allowed = { - always = no - } - removal_cost = -1 - - picture = FRA_scw_intervention_republicans_focus - - modifier = { - stability_factor = -0.1 - war_support_factor = -0.1 - } - } - } -} \ No newline at end of file diff --git a/src/common/ideas/_manpower.txt b/src/common/ideas/_manpower.txt deleted file mode 100755 index d42a775..0000000 --- a/src/common/ideas/_manpower.txt +++ /dev/null @@ -1,702 +0,0 @@ -ideas = { - - mobilization_laws = { - law = yes - use_list_view = yes - - disarmed_nation = { - - cost = 150 - removal_cost = -1 - level = 7 - - available = { - #has_manpower_for_recruit_change_to = { value = 0.005 group = mobilization_laws } - } - - modifier = { - conscription = 0.01 - } - - cancel_if_invalid = no - } - - volunteer_only = { - - cost = 150 - removal_cost = -1 - level = 6 - - available = { - #has_manpower_for_recruit_change_to = { value = 0.015 group = mobilization_laws } - if = { - limit = { - original_tag = HUN - has_dlc = "Death or Dishonor" - } - NOT = { has_idea = HUN_treaty_of_triannon } - } - NOT = { has_idea = undisturbed_isolation } - NOT = { has_idea = isolation } - } - - ai_will_do = { - factor = 1 - - modifier = { - factor = 60 # being disarmed is bad in a wargame yo - has_idea = disarmed_nation - } - } - - modifier = { - conscription = 0.015 - } - - default = yes - - cancel_if_invalid = no - } - - limited_conscription = { - - cost = 150 - removal_cost = -1 - level = 5 - - available = { - #has_manpower_for_recruit_change_to = { value = 0.025 group = mobilization_laws } - has_war_support > 0.1 - NOT = { has_idea = undisturbed_isolation } - NOT = { has_idea = isolation } - if = { - limit = { - original_tag = AST - has_dlc = "Together for Victory" - } - has_completed_focus = AST_citizen_military_forces - } - if = { - limit = { - original_tag = CAN - has_dlc = "Together for Victory" - } - has_completed_focus = CAN_commit_to_the_war - } - if = { - limit = { - original_tag = RAJ - has_dlc = "Together for Victory" - } - is_subject = no - } - - if = { - limit = { - original_tag = HUN - has_dlc = "Death or Dishonor" - } - NOT = { has_idea = HUN_treaty_of_triannon } - } - if = { - limit = { - original_tag = ENG - has_dlc = "Man the Guns" - has_completed_focus = ENG_concessions_to_the_trade_unions - } - NOT = { has_country_flag = ENG_cannot_increase_conscription_law } - } - if = { - limit = { - original_tag = SPR - has_dlc = "La Resistance" - } - NOT = { has_completed_focus = SPR_all_must_bear_the_torch } - } - } - - modifier = { - conscription = 0.025 - } - - ai_will_do = { - factor = 1 - modifier = { - #Prio if low on manpower - factor = 20 - manpower_per_military_factory < 1000 - } - modifier = { - tag = ENG - has_idea_with_trait = military_theorist - factor = 20 - } - } - - cancel_if_invalid = no - } - - extensive_conscription = { - - available = { - #has_manpower_for_recruit_change_to = { value = 0.05 group = mobilization_laws } - OR = { - has_government = fascism - has_government = communism - AND = { - has_war = yes - enemies_strength_ratio > 0.5 - #any_enemy_country = { - # strength_ratio = { - # tag = ROOT - # ratio > 0.5 - # } - #} - } - } - has_war_support > 0.2 - #Special rules AST in TFV - if = { - limit = { - original_tag = AST - has_dlc = "Together for Victory" - } - has_completed_focus = AST_citizen_military_forces - has_completed_focus = AST_fight_work_or_perish - } - if = { - limit = { - original_tag = CAN - has_dlc = "Together for Victory" - } - has_completed_focus = CAN_commit_to_the_war - has_completed_focus = CAN_if_day - } - if = { - limit = { - original_tag = RAJ - has_dlc = "Together for Victory" - } - is_subject = no - } - - if = { - limit = { - original_tag = HUN - has_dlc = "Death or Dishonor" - } - NOT = { has_idea = HUN_treaty_of_triannon } - } - if = { - limit = { - original_tag = ENG - has_dlc = "Man the Guns" - has_completed_focus = ENG_concessions_to_the_trade_unions - } - NOT = { has_country_flag = ENG_cannot_increase_conscription_law } - } - if = { - limit = { - original_tag = SPR - has_dlc = "La Resistance" - } - NOT = { has_completed_focus = SPR_all_must_bear_the_torch } - } - } - ai_will_do = { - factor = 1 - modifier = { - #Prio if low on manpower - factor = 20 - manpower_per_military_factory < 800 - } - - modifier = { # china relies a lot on throwing bodies at the enemy - factor = 3 - - tag = CHI - has_manpower < 200000 - } - - } - - cost = 150 - removal_cost = -1 - level = 4 - - modifier = { - conscription = 0.05 - #industrial_capacity_factory = -0.1 - #production_speed_buildings_factor = -0.1 - training_time_factor = 0.1 - } - - cancel_if_invalid = no - } - - service_by_requirement = { - - - available = { - #has_manpower_for_recruit_change_to = { value = 0.1 group = mobilization_laws } - OR = { - has_government = fascism - has_government = communism - AND = { - has_war = yes - enemies_strength_ratio > 0.6 - #any_enemy_country = { - # strength_ratio = { - # tag = ROOT - # ratio > 0.6 - # } - #} - } - } - OR = { - has_war_support > 0.6 - surrender_progress > 0 - } - - if = { - limit = { - original_tag = AST - has_dlc = "Together for Victory" - } - has_completed_focus = AST_citizen_military_forces - has_completed_focus = AST_fight_work_or_perish - } - - if = { - limit = { - original_tag = CAN - has_dlc = "Together for Victory" - } - OR = { - has_completed_focus = CAN_compromise_with_quebec - has_completed_focus = CAN_forced_quebec_conscription - } - } - if = { - limit = { - original_tag = RAJ - has_dlc = "Together for Victory" - } - is_subject = no - } - - if = { - limit = { - original_tag = HUN - has_dlc = "Death or Dishonor" - } - NOT = { has_idea = HUN_treaty_of_triannon } - } - if = { - limit = { - original_tag = ENG - has_dlc = "Man the Guns" - has_completed_focus = ENG_concessions_to_the_trade_unions - } - NOT = { has_country_flag = ENG_cannot_increase_conscription_law } - } - if = { - limit = { - original_tag = SPR - has_dlc = "La Resistance" - } - NOT = { has_completed_focus = SPR_all_must_bear_the_torch } - } - } - - ai_will_do = { - factor = 1 - modifier = { - #Prio if low on manpower - factor = 20 - manpower_per_military_factory < 700 - } - modifier = { - #Lower chance if has decent amount - factor = 0.5 - manpower_per_military_factory > 1000 - } - modifier = { - #Block has plenty manpower - factor = 0 - NOT = { tag = CHI } - NOT = { tag = SOV } - manpower_per_military_factory > 3000 - } - - modifier = { # china relies a lot on throwing bodies at the enemy - factor = 3 - - tag = CHI - has_manpower < 200000 - } - - modifier = { # germany needs this before russia, badly - factor = 10 - - original_tag = GER - has_manpower < 2000000 - } - modifier = { - factor = 1000 - original_tag = SOV - check_variable = { manpower_k < 3000 } - } - - } - - cost = 150 - removal_cost = -1 - level = 3 - - modifier = { - conscription = 0.1 - industrial_capacity_factory = -0.1 - industrial_capacity_dockyard = -0.1 - production_speed_buildings_factor = -0.1 - training_time_factor = 0.2 - } - - cancel_if_invalid = no - } - - all_adults_serve = { - - - available = { - #has_manpower_for_recruit_change_to = { value = 0.2 group = mobilization_laws } - has_war = yes - OR = { - has_war_support > 0.7 - surrender_progress > 0 - } - enemies_strength_ratio > 0.75 - #any_enemy_country = { - # strength_ratio = { - # tag = ROOT - # ratio > 0.75 - # } - #} - - if = { - limit = { - original_tag = AST - has_dlc = "Together for Victory" - } - has_completed_focus = AST_citizen_military_forces - has_completed_focus = AST_fight_work_or_perish - } - - if = { - limit = { - original_tag = CAN - has_dlc = "Together for Victory" - } - OR = { - has_completed_focus = CAN_compromise_with_quebec - has_completed_focus = CAN_forced_quebec_conscription - } - } - if = { - limit = { - original_tag = RAJ - has_dlc = "Together for Victory" - } - is_subject = no - } - - if = { - limit = { - original_tag = HUN - has_dlc = "Death or Dishonor" - } - NOT = { has_idea = HUN_treaty_of_triannon } - } - if = { - limit = { - original_tag = ENG - has_dlc = "Man the Guns" - has_completed_focus = ENG_concessions_to_the_trade_unions - } - NOT = { has_country_flag = ENG_cannot_increase_conscription_law } - } - if = { - limit = { - original_tag = SPR - has_dlc = "La Resistance" - } - NOT = { has_completed_focus = SPR_all_must_bear_the_torch } - } - } - - ai_will_do = { - factor = 1 - modifier = { - #Prio if low on manpower - factor = 20 - manpower_per_military_factory < 600 - } - modifier = { - #Lower chance if has decent amount - factor = 0.5 - manpower_per_military_factory > 1000 - } - modifier = { - #Block has plenty manpower - factor = 0 - NOT = { tag = CHI } - manpower_per_military_factory > 5000 - } - - modifier = { # china relies a lot on throwing bodies at the enemy - factor = 3 - - tag = CHI - has_manpower < 200000 - } - modifier = { - factor = 10 - original_tag = SOV - date > 1943.1.1 - has_manpower < 2000000 - } - } - - cost = 150 - removal_cost = -1 - level = 2 - - modifier = { - conscription = 0.2 - industrial_capacity_factory = -0.3 - industrial_capacity_dockyard = -0.3 - production_speed_buildings_factor = -0.3 - #XP from reinforcement penalty (small) - training_time_factor = 0.3 - } - - cancel_if_invalid = no - } - - scraping_the_barrel = { - - - available = { - #has_manpower_for_recruit_change_to = { value = 0.25 group = mobilization_laws } - has_war = yes - OR = { - has_war_support > 0.85 - surrender_progress > 0.25 - } - enemies_strength_ratio > 1 - #any_enemy_country = { - # strength_ratio = { - # tag = ROOT - # ratio > 1 - # } - #} - if = { - limit = { - original_tag = AST - has_dlc = "Together for Victory" - } - has_completed_focus = AST_citizen_military_forces - has_completed_focus = AST_fight_work_or_perish - } - - if = { - limit = { - original_tag = CAN - has_dlc = "Together for Victory" - } - OR = { - has_completed_focus = CAN_compromise_with_quebec - has_completed_focus = CAN_forced_quebec_conscription - } - } - if = { - limit = { - original_tag = RAJ - has_dlc = "Together for Victory" - } - is_subject = no - } - - if = { - limit = { - original_tag = HUN - has_dlc = "Death or Dishonor" - } - NOT = { has_idea = HUN_treaty_of_triannon } - } - if = { - limit = { - original_tag = ENG - has_dlc = "Man the Guns" - has_completed_focus = ENG_concessions_to_the_trade_unions - } - NOT = { has_country_flag = ENG_cannot_increase_conscription_law } - } - if = { - limit = { - original_tag = SPR - has_dlc = "La Resistance" - } - NOT = { has_completed_focus = SPR_all_must_bear_the_torch } - } - } - - ai_will_do = { - factor = 1 - modifier = { - #Prio if low on manpower - factor = 20 - manpower_per_military_factory < 500 - } - modifier = { - #Lower chance if has decent amount - factor = 0.5 - manpower_per_military_factory > 1000 - } - modifier = { - #Block has plenty manpower - factor = 0 - manpower_per_military_factory > 5000 - } - } - - cost = 150 - removal_cost = -1 - level = 1 - - modifier = { - conscription = 0.25 - industrial_capacity_factory = -0.4 - industrial_capacity_dockyard = -0.4 - production_speed_buildings_factor = -0.4 - training_time_factor = 0.5 - } - - cancel_if_invalid = no - } - ### Ethiopian National Levy - ETH_chitet_law = { - picture = ETH_chitet_law - cost = 150 - removal_cost = -1 - level = 6 - - allowed = { - always = no - } - allowed_to_remove = { - always = no - } - - ai_will_do = { - factor = 0 - } - - modifier = { - conscription = 0.045 - custom_modifier_tooltip = ETH_chitet_law_tt - industrial_capacity_factory = -0.05 - industrial_capacity_dockyard = -0.05 - production_speed_buildings_factor = -0.05 - } - - default = yes - - cancel_if_invalid = no - } - ETH_chitet_law_peace_time = { - picture = ETH_chitet_law - - cost = 150 - removal_cost = -1 - level = 6 - - allowed = { - always = no - } - allowed_to_remove = { - always = no - } - - ai_will_do = { - factor = 0 - } - - modifier = { - conscription = 0.005 - custom_modifier_tooltip = ETH_chitet_law_tt - industrial_capacity_factory = 0.05 - industrial_capacity_dockyard = 0.05 - production_speed_buildings_factor = 0.05 - } - - default = yes - - cancel_if_invalid = no - } - - ### Swiss Citizen Militia ### - - SWI_citizen_militia_1 = { - cost = 200 - picture = citizen_militia_1 - removal_cost = -1 - level = 6 - - allowed = { - always = no - } - allowed_to_remove = { - has_completed_focus = SWI_professionalize_militias - has_completed_focus = SWI_join_the_allies - has_completed_focus = SWI_join_france - has_completed_focus = SWI_jump_into_action - } - ai_will_do = { - factor = 0 - } - - modifier = { - conscription = 0.1 - custom_modifier_tooltip = SWI_army_limitations_TT - ai_desired_divisions_factor = 1 - } - } - - SWI_citizen_militia_2 = { - picture = citizen_militia_2 - cost = 200 - removal_cost = -1 - level = 6 - - allowed = { - always = no - } - allowed_to_remove = { - has_completed_focus = SWI_professionalize_militias - has_completed_focus = SWI_join_the_allies - has_completed_focus = SWI_join_france - has_completed_focus = SWI_jump_into_action - } - ai_will_do = { - factor = 0 - } - - modifier = { - conscription = 0.2 - custom_modifier_tooltip = SWI_army_limitations_TT - ai_desired_divisions_factor = 2 - } - } - } -} diff --git a/src/common/ideas/byg.txt b/src/common/ideas/byg.txt index 9184860..105f8af 100755 --- a/src/common/ideas/byg.txt +++ b/src/common/ideas/byg.txt @@ -182,6 +182,36 @@ ideas = { custom_modifier_tooltip = az_hidden_ideas } } + BYG_kdxt_1 = { + name = BYG_kdxt + + allowed_civil_war = { + always = yes + } + + modifier = { + air_cas_present_factor = 0.3 + air_strategic_bomber_bombing_factor = 0.2 + air_night_penalty = -0.25 + air_range_factor = 0.3 + custom_modifier_tooltip = az_hidden_ideas + } + } + BYG_kdxt_2 = { + name = BYG_kdxt + + allowed_civil_war = { + always = yes + } + + modifier = { + air_cas_present_factor = 0.2 + air_strategic_bomber_bombing_factor = 0.3 + air_night_penalty = -0.25 + air_range_factor = 0.3 + custom_modifier_tooltip = az_hidden_ideas + } + } BYG_wjdl = { allowed_civil_war = { diff --git a/src/common/ideas/china.txt b/src/common/ideas/china.txt deleted file mode 100755 index c2fa41f..0000000 --- a/src/common/ideas/china.txt +++ /dev/null @@ -1,748 +0,0 @@ -ideas = { - country = { - german_advisors = { - - allowed = { - always = no - } - - allowed_civil_war = { - NOT = { - has_government = communism - } - } - - removal_cost = -1 - - modifier = { - land_doctrine_cost_factor = -0.10 - } - } - - CHI_civil_war_deserters = { - - picture = generic_morale_bonus - - allowed = { - always = no - } - - allowed_civil_war = { - NOT = { - OR = { - has_government = communism - has_government = fascism - } - } - } - - removal_cost = -1 - - modifier = { - army_morale_factor = -0.2 - } - - } - - # Communist uprisings may cause states to defect to PRC - CHI_communist_uprisings = { - - picture = FRA_scw_intervention_republicans_focus - - allowed = { - always = no - } - - allowed_civil_war = { - NOT = { - has_government = communism - } - } - - removal_cost = -1 - - modifier = { - } - - } - - ##################### - ##### WTT IDEAS ##### - ##################### - - CHI_nine_power_treaty = { - - picture = HUN_treaty_of_triannon - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - - } - - } - - CHI_army_corruption_1 = { - - picture = chi_army_corruption - - name = CHI_army_corruption - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - army_attack_factor = -0.3 - army_defence_factor = -0.3 - mobilization_speed = -0.3 - } - - } - - CHI_army_corruption_2 = { - - picture = chi_army_corruption2 - - name = CHI_army_corruption - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - army_attack_factor = -0.2 - army_defence_factor = -0.2 - mobilization_speed = -0.2 - } - - } - - CHI_army_corruption_3 = { - - picture = chi_army_corruption3 - - name = CHI_army_corruption - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - army_attack_factor = -0.1 - army_defence_factor = -0.1 - mobilization_speed = -0.1 - } - - } - - CHI_ineffective_bureaucracy = { - - picture = generic_disjointed_gov - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - conscription_factor = -0.35 - } - - } - - CHI_incompetent_officers = { - - picture = chi_incompetent_officers - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - command_power_gain_mult = -0.7 - } - - } - - #Chinese Unity levels - - CHI_chinese_unity_1 = { - - picture = chi_chinese_unity - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - surrender_limit = 0.05 - } - - } - - CHI_chinese_unity_2 = { - - name = CHI_chinese_unity_1 - picture = chi_chinese_unity - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - surrender_limit = 0.1 - } - - } - - CHI_chinese_unity_3 = { - - picture = chi_chinese_unity - name = CHI_chinese_unity_1 - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - surrender_limit = 0.15 - } - - } - - ################################ - ##### Hyper inflation level #### - ################################ - - CHI_hyper_inflation_none = { - - picture = chi_hyper_inflation - - allowed = { - always = no - } - - removal_cost = -1 - - modifier = { - - } - } - - CHI_hyper_inflation_1 = { - - picture = chi_hyper_inflation - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - consumer_goods_factor = 0.05 - industrial_capacity_factory = -0.05 - } - } - - - CHI_hyper_inflation_2 = { - - picture = chi_hyper_inflation2 - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - consumer_goods_factor = 0.10 - industrial_capacity_factory = -0.10 - } - } - - CHI_hyper_inflation_3 = { - - picture = chi_hyper_inflation3 - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - consumer_goods_factor = 0.15 - industrial_capacity_factory = -0.15 - } - } - - CHI_hyper_inflation_4 = { - - picture = chi_hyper_inflation4 - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - consumer_goods_factor = 0.20 - industrial_capacity_factory = -0.20 - } - } - - CHI_hyper_inflation_5 = { - - picture = chi_hyper_inflation5 - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - consumer_goods_factor = 0.25 - industrial_capacity_factory = -0.25 - } - } - - ##################### - ##### From focus #### - ##################### - - CHI_executive_yuan = { - - picture = generic_constitutional_guarantees - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - political_power_gain = 0.25 - } - } - - CHI_legislative_yuan = { - - picture = generic_democratic_drift_bonus - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - political_power_gain = 0.25 - democratic_drift = 0.02 - } - } - - CHI_inter_party_coordination_council = { - - picture = generic_neutrality_drift_bonus - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - neutrality_drift = -0.02 - } - } - - CHI_war_of_resistance = { - - picture = chi_war_of_resistance - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - army_core_defence_factor = 0.15 - } - } - - CHI_war_of_resistance_2 = { - - name = CHI_war_of_resistance - - picture = chi_war_of_resistance2 - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - army_core_defence_factor = 0.15 - army_core_attack_factor = 0.15 - } - } - - CHI_war_of_national_liberation = { - - picture = chi_war_of_resistance3 - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - army_core_attack_factor = 0.1 - } - } - - CHI_forced_conscription = { - - picture = chi_forced_conscription - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - conscription = 0.02 - war_support_factor = -0.1 - } - } - - CHI_military_affairs_commission = { - - picture = generic_army_war_college - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - max_command_power = 10 - experience_gain_army = 0.05 - } - } - - CHI_whampoa_military_academy = { - - picture = chi_whampoa_military_academy - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - army_leader_cost_factor = -0.3 - army_leader_start_planning_level = 1 - } - } - - CHI_grain_tax = { - - picture = generic_agrarian_society - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - consumer_goods_factor = -0.1 - war_support_factor = -0.07 - stability_factor = -0.07 - } - } - - CHI_warlord_integration_1 = { - - name = CHI_warlord_integration - - picture = chi_warlord_integration5 - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - political_power_gain = -0.25 - } - } - - CHI_warlord_integration_2 = { - - name = CHI_warlord_integration - - picture = chi_warlord_integration4 - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - political_power_gain = -0.5 - } - } - - CHI_warlord_integration_3 = { - - name = CHI_warlord_integration - - picture = chi_warlord_integration3 - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - political_power_gain = -0.75 - } - } - - CHI_warlord_integration_4 = { - - name = CHI_warlord_integration - - picture = chi_warlord_integration2 - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - political_power_gain = -1.0 - } - } - - CHI_warlord_integration_5 = { - - name = CHI_warlord_integration - - picture = chi_warlord_integration - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - political_power_gain = -1.25 - } - } - - CHI_war_of_anti_imperialism = { - - picture = FRA_scw_intervention_nationalists_focus - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - targeted_modifier = { - tag = JAP - attack_bonus_against = 0.1 - defense_bonus_against = 0.1 - } - - targeted_modifier = { - tag = MAN - attack_bonus_against = 0.1 - defense_bonus_against = 0.1 - } - } - - CHI_illegal_regime = { - - picture = generic_purge - - allowed = { - always = no - } - - allowed_civil_war = { - always = no - } - - removal_cost = -1 - - modifier = { - stability_factor = -0.5 - war_support_factor = -0.65 - surrender_limit = -0.20 - } - } - } - - # TECHNOLOGY - - -} \ No newline at end of file diff --git a/src/common/ideas/china_shared.txt b/src/common/ideas/china_shared.txt deleted file mode 100755 index 4c8fb85..0000000 --- a/src/common/ideas/china_shared.txt +++ /dev/null @@ -1,185 +0,0 @@ -ideas = { - - country = { - CHI_wargaming_division = { - - picture = chi_wargaming_division - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - max_command_power = 10 - } - } - - CHI_chinese_general_staff = { - - picture = general_staff - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - army_leader_start_planning_level = 1 - } - } - - CHI_elite_mountaineers = { - - picture = ast_volunteer_defence_corps - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - special_forces_cap = 0.02 - } - } - - CHI_french_drill = { - - picture = generic_intel_bonus - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - army_leader_start_defense_level = 1 - } - } - - CHI_modern_logistics = { - - picture = FRA_motorized_focus - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - army_leader_start_logistics_level = 1 - } - } - - CHI_construction_battalions = { - - picture = ast_all_in - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - max_dig_in = 5 - } - } - - CHI_chinese_support = { - - picture = chi_chinese_support - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - autonomy_gain = 0.5 - } - } - - CHI_train_marines = { - - picture = generic_infantry_bonus - - allowed = { - always = no - } - - allowed_civil_war = { - always = yes - } - - removal_cost = -1 - - modifier = { - special_forces_cap = 0.02 - } - } - - } - - political_advisor = { - - } - - army_chief = { - - } - - navy_chief = { - - - } - - air_chief = { - - } - - high_command = { - - - } - - theorist = { - - } - - -} \ No newline at end of file diff --git a/src/common/ideas/doh.txt b/src/common/ideas/doh.txt index 0c01817..0a94b5d 100755 --- a/src/common/ideas/doh.txt +++ b/src/common/ideas/doh.txt @@ -673,25 +673,9 @@ ideas = { allowed_civil_war = { always = yes } - targeted_modifier = { - tag = SHX - attack_bonus_against = 0.25 - } - targeted_modifier = { - tag = XSM - attack_bonus_against = 0.25 - } - targeted_modifier = { - tag = SIK - attack_bonus_against = 0.25 - } - targeted_modifier = { - tag = YUN - attack_bonus_against = 0.25 - } - targeted_modifier = { - tag = GXC - attack_bonus_against = 0.25 + modifier = { + army_attack_against_minor_factor = 0.5 + army_breakthrough_against_minor_factor = 0.5 } } DOH_dfgg1 = { diff --git a/src/common/ideas/tianjiang.txt b/src/common/ideas/tianjiang.txt index 1c625d8..09fff40 100755 --- a/src/common/ideas/tianjiang.txt +++ b/src/common/ideas/tianjiang.txt @@ -1,4 +1,26 @@ ideas = { + hidden_ideas = { + az_aimeitanzuobi = { + + allowed_civil_war = { + always = yes + } + modifier = { + country_resource_coal = 300 + factory_energy_consumption = -0.1 + new_convoy_raiding_mastery_gain_factor = 10 + new_fleet_in_being_mastery_gain_factor = 10 + new_base_strike_mastery_gain_factor = 10 + new_operational_integrity_mastery_gain_factor = 10 + new_battlefield_support_mastery_gain_factor = 10 + new_strategic_destruction_mastery_gain_factor = 10 + mass_assault_mastery_gain_factor = 10 + grand_battleplan_mastery_gain_factor = 10 + superior_firepower_mastery_gain_factor = 10 + new_mobile_warfare_mastery_gain_factor = 10 + } + } + } # 天降独有民族精神,防覆盖 country = { AZ_mztz_rwkk_idea = { diff --git a/src/common/military_industrial_organization/organizations/00_generic_organization.txt b/src/common/military_industrial_organization/organizations/00_generic_organization.txt index ea582f1..2dd5dd2 100755 --- a/src/common/military_industrial_organization/organizations/00_generic_organization.txt +++ b/src/common/military_industrial_organization/organizations/00_generic_organization.txt @@ -94,6 +94,15 @@ generic_tank_organization = { has_dlc = "Graveyard of Empires" } } + NOT = { + AND = { +# OR = { + original_tag = PHI +# } + has_dlc = "No Compromise, No Surrender" + + } + } } equipment_type = { mio_cat_eq_all_light_tank mio_cat_eq_all_medium_tank } @@ -454,9 +463,8 @@ generic_infantry_tank_organization = { any_parent = { generic_mio_trait_battle_tank_specifications } equipment_bonus = { - soft_attack = 0.05 - hard_attack = 0.05 - ap_attack = 0.05 + soft_attack = 0.03 + hard_attack = 0.03 } } @@ -490,7 +498,7 @@ generic_infantry_tank_organization = { mutually_exclusive = { generic_mio_trait_anti_tank_role } equipment_bonus = { - soft_attack = 0.1 + soft_attack = 0.05 } } @@ -507,7 +515,7 @@ generic_infantry_tank_organization = { mutually_exclusive= { generic_mio_trait_close_support_role } equipment_bonus = { - hard_attack = 0.1 + hard_attack = 0.05 ap_attack = 0.1 } } @@ -621,7 +629,7 @@ generic_assault_guns_organization = { always = no # Archetype only - countries using it have their own verisons } - equipment_type = { light_tank_artillery_chassis medium_tank_artillery_chassis heavy_tank_artillery_chassis } + equipment_type = { light_tank_artillery_chassis medium_tank_artillery_chassis heavy_tank_artillery_chassis modern_tank_artillery_chassis } research_categories = { mio_cat_tech_all_armor_and_modules mio_cat_all_artillery_equipment } tree_header_text = { @@ -643,11 +651,11 @@ generic_assault_guns_organization = { name = generic_mio_initial_trait_assault_guns_organization limit_to_equipment_type = { - light_tank_artillery_chassis medium_tank_artillery_chassis heavy_tank_artillery_chassis + light_tank_artillery_chassis medium_tank_artillery_chassis heavy_tank_artillery_chassis modern_tank_artillery_chassis } equipment_bonus = { - soft_attack = 0.07 + soft_attack = 0.05 armor_value = -0.03 reliability = 0.05 } @@ -664,7 +672,7 @@ generic_assault_guns_organization = { limit_to_equipment_type = { light_tank_artillery_chassis } equipment_bonus = { - soft_attack = 0.05 + soft_attack = 0.03 maximum_speed = 0.1 } } @@ -705,7 +713,7 @@ generic_assault_guns_organization = { limit_to_equipment_type = { light_tank_artillery_chassis } equipment_bonus = { - soft_attack = 0.05 + soft_attack = 0.03 breakthrough = 0.1 } } @@ -726,7 +734,7 @@ generic_assault_guns_organization = { limit_to_equipment_type = { light_tank_artillery_chassis } equipment_bonus = { - soft_attack = 0.1 + soft_attack = 0.05 reliability = 0.05 } } @@ -803,7 +811,7 @@ generic_assault_guns_organization = { # production_resource_penalty_factor = -0.15 #} - limit_to_equipment_type = { medium_tank_artillery_chassis } + limit_to_equipment_type = { medium_tank_artillery_chassis modern_tank_artillery_chassis } equipment_bonus = { defense = 0.1 @@ -829,7 +837,7 @@ generic_assault_guns_organization = { #} equipment_bonus = { - soft_attack = 0.05 + soft_attack = 0.03 breakthrough = 0.1 defense = 0.05 } @@ -866,7 +874,7 @@ generic_assault_guns_organization = { all_parents = { generic_mio_trait_heavy_assault_gun_improvements } - limit_to_equipment_type = { heavy_tank_artillery_chassis } + limit_to_equipment_type = { heavy_tank_artillery_chassis modern_tank_artillery_chassis } equipment_bonus = { armor_value = 0.05 @@ -884,7 +892,7 @@ generic_assault_guns_organization = { all_parents = { generic_mio_trait_heavy_assault_gun_improvements } - limit_to_equipment_type = { heavy_tank_artillery_chassis } + limit_to_equipment_type = { heavy_tank_artillery_chassis modern_tank_artillery_chassis } equipment_bonus = { maximum_speed = 0.1 @@ -917,7 +925,7 @@ generic_assault_guns_organization = { limit_to_equipment_type = { medium_tank_artillery_chassis } equipment_bonus = { - soft_attack = 0.15 + soft_attack = 0.05 breakthrough = 0.05 reliability = -0.1 } @@ -2456,11 +2464,11 @@ generic_escort_ship_organization = { allowed = { NOT = { OR = { tag = BFL tag = HUJ tag = SAD tag = TIX tag = BYG tag = CHY tag = YUW tag = DOH tag = BLI tag = SIR tag = SR1 tag = SR2 tag = SR3 tag = SR4 } } - NOT = { OR = { original_tag = GER tag = ENG tag = SOV tag = FRA tag = ITA tag = JAP tag = USA tag = BEL tag = CAN tag = SWE tag = HUN tag = CZE tag = ROM tag = YUG tag = POR tag = GRE tag = TUR tag = LAT tag = EST } } - NOT = { OR = { tag = SPR tag = SPA tag = SPB tag = SPC tag = SPD } } + NOT = { OR = { original_tag = GER original_tag = ENG original_tag = SOV original_tag = FRA original_tag = ITA original_tag = JAP original_tag = USA original_tag = BEL original_tag = CAN original_tag = SWE original_tag = HUN original_tag = CZE original_tag = ROM original_tag = YUG original_tag = POR original_tag = GRE original_tag = TUR original_tag = LAT original_tag = EST } } + NOT = { OR = { original_tag = SPR original_tag = SPA original_tag = SPB original_tag = SPC original_tag = SPD } } NOT = { AND = { - tag = POL + original_tag = POL OR = { has_dlc = "Poland: United and Ready" has_dlc = "No Step Back" @@ -2469,43 +2477,43 @@ generic_escort_ship_organization = { } NOT = { AND = { - OR = { tag = AST tag = NZL tag = RAJ } + OR = { original_tag = AST original_tag = NZL original_tag = RAJ } has_dlc = "Together for Victory" } } NOT = { AND = { - OR = { tag = CHI tag = PRC tag = MAN tag = SHX tag = XSM tag = GXC tag = YUN tag = SIK tag = MEN } + OR = { original_tag = CHI original_tag = PRC original_tag = MAN original_tag = SHX original_tag = XSM original_tag = GXC original_tag = YUN original_tag = SIK original_tag = MEN } has_dlc = "Waking the Tiger" } } NOT = { AND = { - OR = { tag = MEX tag = HOL } + OR = { original_tag = MEX original_tag = HOL } has_dlc = "Man the Guns" } } NOT = { AND = { - tag = BUL + original_tag = BUL has_dlc = "Battle for the Bosporus" } } NOT = { AND = { - OR = { tag = EST tag = LAT } + OR = { original_tag = EST original_tag = LAT } has_dlc = "No Step Back" } } NOT = { AND = { - OR = { tag = ETH tag = SWI } + OR = { original_tag = ETH original_tag = SWI } has_dlc = "By Blood Alone" } } NOT = { AND = { - OR = { original_tag = FIN tag = NOR tag = DEN tag = SWE tag = ICE } + OR = { original_tag = FIN original_tag = NOR original_tag = DEN original_tag = SWE original_tag = ICE } has_dlc = "Arms Against Tyranny" } } @@ -2539,6 +2547,23 @@ generic_escort_ship_organization = { has_dlc = "Graveyard of Empires" } } + + NOT = { + AND = { + OR = { + original_tag = PHI + original_tag = SND + original_tag = HBC + original_tag = XIC + original_tag = GDC + original_tag = SIC + original_tag = NXM + original_tag = GSM + original_tag = KHM + } + has_dlc = "No Compromise, No Surrender" + } + } } equipment_type = { @@ -3968,10 +3993,10 @@ generic_general_aircraft_organization = { allowed = { NOT = { OR = { tag = BFL tag = HUJ tag = SAD tag = TIX tag = BYG tag = CHY tag = YUW tag = DOH tag = BLI tag = SIR tag = SR1 tag = SR2 tag = SR3 tag = SR4 } } NOT = { - OR = { original_tag = GER tag = ENG tag = SOV tag = FRA tag = ITA tag = JAP tag = USA tag = BEL tag = CAN tag = YUG tag = ROM tag = CZE tag = HUN tag = CHI tag = MAN tag = HOL tag = BUL tag = GRE tag = TUR tag = LAT tag = LIT + OR = { original_tag = GER original_tag = ENG original_tag = SOV original_tag = FRA original_tag = ITA original_tag = JAP original_tag = USA original_tag = BEL original_tag = CAN original_tag = YUG original_tag = ROM original_tag = CZE original_tag = HUN original_tag = CHI original_tag = MAN original_tag = HOL original_tag = BUL original_tag = GRE original_tag = TUR original_tag = LAT original_tag = LIT } } - NOT = { tag = SPR tag = SPA tag = SPB tag = SPC tag = SPD } + NOT = { original_tag = SPR original_tag = SPA original_tag = SPB original_tag = SPC original_tag = SPD } NOT = { AND = { original_tag = POL @@ -4064,6 +4089,22 @@ generic_general_aircraft_organization = { has_dlc = "Graveyard of Empires" } } + NOT = { + AND = { + OR = { + original_tag = PHI + original_tag = SND + original_tag = HBC + original_tag = XIC + original_tag = GDC + original_tag = SIC + original_tag = NXM + original_tag = GSM + original_tag = KHM + } + has_dlc = "No Compromise, No Surrender" + } + } } equipment_type = { @@ -6894,6 +6935,15 @@ generic_artillery_organization = { } } + NOT = { + AND = { +# OR = { + original_tag = PHI +# } + has_dlc = "No Compromise, No Surrender" + + } + } } @@ -7298,6 +7348,15 @@ generic_infantry_equipment_organization = { } } + NOT = { + AND = { +# OR = { + original_tag = PHI +# } + has_dlc = "No Compromise, No Surrender" + + } + } } equipment_type = { @@ -7852,10 +7911,10 @@ generic_motorized_mechanized_organization = { allowed = { NOT = { OR = { tag = BFL tag = HUJ tag = SAD tag = TIX tag = BYG tag = CHY tag = YUW tag = DOH tag = BLI tag = SIR tag = SR1 tag = SR2 tag = SR3 tag = SR4 } } - NOT = { OR = { original_tag = GER tag = ENG tag = SOV tag = FRA tag = ITA tag = JAP tag = USA tag = CZE tag = ROM tag = MEX } } + NOT = { OR = { original_tag = GER original_tag = ENG original_tag = SOV original_tag = FRA original_tag = ITA original_tag = JAP original_tag = USA original_tag = CZE original_tag = ROM original_tag = MEX } } NOT = { AND = { - tag = POL + original_tag = POL OR = { has_dlc = "Poland: United and Ready" has_dlc = "No Step Back" @@ -7864,49 +7923,49 @@ generic_motorized_mechanized_organization = { } NOT = { AND = { - tag = NZL + original_tag = NZL has_dlc = "Together for Victory" } } NOT = { AND = { - OR = { tag = CHI tag = PRC tag = MAN tag = SHX tag = XSM tag = GXC tag = YUN tag = SIK tag = MEN } + OR = { original_tag = CHI original_tag = PRC original_tag = MAN original_tag = SHX original_tag = XSM original_tag = GXC original_tag = YUN original_tag = SIK original_tag = MEN } has_dlc = "Waking the Tiger" } } NOT = { AND = { - tag = HOL + original_tag = HOL has_dlc = "Man the Guns" } } NOT = { AND = { - OR = { tag = SPR tag = SPA tag = SPB tag = SPC tag = SPD tag = POR } + OR = { original_tag = SPR original_tag = SPA original_tag = SPB original_tag = SPC original_tag = SPD original_tag = POR } has_dlc = "La Resistance" } } NOT = { AND = { - OR = { tag = BUL tag = GRE tag = TUR } + OR = { original_tag = BUL original_tag = GRE original_tag = TUR } has_dlc = "Battle for the Bosporus" } } NOT = { AND = { - OR = { tag = EST tag = LAT tag = LIT } + OR = { original_tag = EST original_tag = LAT original_tag = LIT } has_dlc = "No Step Back" } } NOT = { AND = { - OR = { tag = ETH tag = SWI } + OR = { original_tag = ETH original_tag = SWI } has_dlc = "By Blood Alone" } } NOT = { AND = { - OR = { original_tag = FIN tag = NOR tag = DEN tag = SWE } + OR = { original_tag = FIN original_tag = NOR original_tag = DEN original_tag = SWE } has_dlc = "Arms Against Tyranny" } } @@ -7944,6 +8003,23 @@ generic_motorized_mechanized_organization = { } } + NOT = { + AND = { + OR = { + original_tag = PHI + original_tag = SND + original_tag = HBC + original_tag = XIC + original_tag = GDC + original_tag = SIC + original_tag = NXM + original_tag = GSM + original_tag = KHM + original_tag = KUM + } + has_dlc = "No Compromise, No Surrender" + } + } } equipment_type = { @@ -8669,7 +8745,7 @@ generic_helicopter_organization = { #fuel_consumption #build_cost_ic #manpower -#naval_supremacy_factor +#naval_dominance_factor #naval_torpedo_enemy_critical_chance_factor (if you have modules adding it) #naval_torpedo_damage_reduction_factor (if you have modules adding it) #carrier_size (this will get very bad for you I promise, equipment modifiers are a mistake) diff --git a/src/common/national_focus/beifanglianhe.txt b/src/common/national_focus/beifanglianhe.txt index 4617185..c4d8219 100755 --- a/src/common/national_focus/beifanglianhe.txt +++ b/src/common/national_focus/beifanglianhe.txt @@ -870,8 +870,8 @@ add_doctrine_cost_reduction = { name = "人海学说" cost_reduction = 0.75 - uses = 1 - category = cat_mass_assault + uses = 2 + category = land_doctrine } } } @@ -1026,6 +1026,7 @@ #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { BFL_lujunjianshe_dengji = Yes + army_experience = 75 add_doctrine_cost_reduction = { name = "纵深作战" cost_reduction = 0.5 @@ -1559,12 +1560,7 @@ cost = 7 available = { - if = { - limit = { - is_ai = no - } - has_navy_experience > 499 - } + } ai_will_do = { factor = 5 @@ -1576,7 +1572,6 @@ remove_idea = BFL_feilabukandehaijun add_idea = BFL_feilabukandehaijun_2 } - navy_experience = -500 random_owned_controlled_state = { add_extra_state_shared_building_slots = 2 add_building_construction = { @@ -1603,12 +1598,6 @@ x = -1 y = 1 available = { - if = { - limit = { - is_ai = no - } - has_navy_experience > 999 - } } cost = 7 @@ -1622,7 +1611,6 @@ remove_idea = BFL_feilabukandehaijun_2 add_idea = BFL_feilabukandehaijun_3 } - navy_experience = -1000 add_ideas = BFL_pwjsc } } @@ -1656,12 +1644,6 @@ cost = 7 available = { - if = { - limit = { - is_ai = no - } - has_navy_experience > 499 - } } ai_will_do = { factor = 5 @@ -1673,7 +1655,6 @@ remove_idea = BFL_feilabukandehaijun add_idea = BFL_feilabukandehaijun_2 } - navy_experience = -400 add_tech_bonus = { name = "舰队质量" bonus = 1 @@ -1692,12 +1673,6 @@ cost = 7 available = { - if = { - limit = { - is_ai = no - } - has_navy_experience > 999 - } } ai_will_do = { factor = 5 @@ -1709,7 +1684,6 @@ remove_idea = BFL_feilabukandehaijun_2 add_idea = BFL_feilabukandehaijun_3 } - navy_experience = -900 add_tech_bonus = { name = "超前思维" bonus = 2 @@ -3494,7 +3468,7 @@ } else = { set_global_flag = BFL_created_gongchanlianmeng - create_faction = "共产联盟" + create_faction_from_template = faction_template_BFL_comintern } add_ideas = BFL_dlzq add_political_power = 100 @@ -3649,12 +3623,6 @@ cost = 10 available = { NOT = { has_country_flag = BFL_zzpianzhidu_on } - if = { - limit = { - is_ai = no - } - has_air_experience > 499 - } } ai_will_do = { factor = 5 @@ -3662,7 +3630,6 @@ #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { - air_experience = -500 swap_ideas = { remove_idea = BFL_buchengshudekongjun_2 add_idea = BFL_buchengshudekongjun_3 @@ -3778,7 +3745,7 @@ } else = { set_global_flag = BFL_created_gongchanlianmeng - create_faction = "共产联盟" + create_faction_from_template = faction_template_BFL_comintern } swap_ideas = { remove_idea = BFL_luxianwenti @@ -5993,7 +5960,7 @@ } completion_reward = { set_global_flag = BFL_created_gongchanlianmeng - create_faction = "共产联盟" + create_faction_from_template = faction_template_BFL_comintern declare_war_on = { target = TIX type = annex_everything } } } diff --git a/src/common/national_focus/byg_focus.txt b/src/common/national_focus/byg_focus.txt index f7caa6d..0310a52 100755 --- a/src/common/national_focus/byg_focus.txt +++ b/src/common/national_focus/byg_focus.txt @@ -352,7 +352,8 @@ focus_tree = { specialization = specialization_land value = 1.5 } - custom_effect_tooltip = BYG_xiandaishandianzhan_effect_tooltip + add_ideas = BYG_xdsdz + #custom_effect_tooltip = BYG_xiandaishandianzhan_effect_tooltip } } focus = { @@ -601,7 +602,7 @@ focus_tree = { name = "防空巡洋" bonus = 1.5 uses = 1 - category = cl_tech + category = ca_tech } add_tech_bonus = { name = "防空炮" @@ -923,11 +924,10 @@ focus_tree = { } #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { - add_doctrine_cost_reduction = { - name = "战略破坏" - cost_reduction = 0.5 - uses = 2 - category = strategic_destruction_tree + air_experience = 200 + swap_ideas = { + remove_idea = BYG_kdxt + add_idea = BYG_kdxt_2 } TY_kongjunliluntupo = yes } @@ -950,11 +950,10 @@ focus_tree = { } #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { - add_doctrine_cost_reduction = { - name = "对地支援" - cost_reduction = 0.5 - uses = 2 - category = battlefield_support_tree + air_experience = 200 + swap_ideas = { + remove_idea = BYG_kdxt + add_idea = BYG_kdxt_1 } TY_kongjunliluntupo = yes } @@ -3278,7 +3277,7 @@ focus_tree = { mutually_exclusive = { focus = BYG_baiyinghangxian } - cost = 5 + cost = 2 available = { is_puppet = no HUJ = { @@ -3343,7 +3342,6 @@ focus_tree = { } add_political_power = 100 add_war_support = 0.1 - create_faction = "白鹰-碧蓝航线" } } focus = { @@ -5502,7 +5500,6 @@ focus_tree = { set_rule = { can_create_factions = yes } - create_faction = "白鹰-碧蓝航线" } } focus = { @@ -6744,7 +6741,6 @@ focus_tree = { set_rule = { can_create_factions = yes } - create_faction = "白鹰-碧蓝航线" } } focus = { diff --git a/src/common/national_focus/chongying_new.txt b/src/common/national_focus/chongying_new.txt index a9e87ab..c385932 100755 --- a/src/common/national_focus/chongying_new.txt +++ b/src/common/national_focus/chongying_new.txt @@ -771,7 +771,7 @@ name = "巡洋舰研究" bonus = 1 uses = 2 - category = cl_tech + category = ca_tech } } } @@ -1122,13 +1122,7 @@ continue_if_invalid = no available_if_capitulated = no completion_reward = { - add_doctrine_cost_reduction = { - name = "步兵战术改革" - cost_reduction = 0.5 - uses = 4 - category = cat_grand_battle_plan - category = cat_mass_assault - } + army_experience = 200 swap_ideas = { remove_idea = CHY_bhsdlj add_idea = CHY_bhsdlj_1 @@ -1275,13 +1269,7 @@ continue_if_invalid = no available_if_capitulated = no completion_reward = { - add_doctrine_cost_reduction = { - name = "机械化改革" - cost_reduction = 0.5 - uses = 4 - category = cat_grand_battle_plan - category = cat_mobile_warfare - } + army_experience = 200 swap_ideas = { remove_idea = CHY_bhsdlj add_idea = CHY_bhsdlj_1 @@ -2373,7 +2361,7 @@ can_create_factions = yes } custom_effect_tooltip = CHY_xijinanyangziyuanqu_tooltip - create_faction = "东亚合作圈" + create_faction_from_template = faction_template_CHY_new_asia_faction add_ideas = CHY_kuangredekuozhangzhuyi_buff } } diff --git a/src/common/national_focus/donghuang_new.txt b/src/common/national_focus/donghuang_new.txt index 828b033..a355025 100755 --- a/src/common/national_focus/donghuang_new.txt +++ b/src/common/national_focus/donghuang_new.txt @@ -6186,11 +6186,7 @@ focus_tree = { prerequisite = { } ai_will_do = { - factor = 5 - modifier = { - date > 1936.6.1 - add = 15 - } + factor = 100 } allow_branch = { has_global_flag = MOD_azurlane_tianjiangjianniang @@ -6212,6 +6208,14 @@ focus_tree = { tag = GXC tag = YUN tag = TIB + tag = NXM + tag = GSM + tag = KHM + tag = XIC + tag = HBC + tag = SND + tag = SIC + tag = GDC } } country_event = DOH_event.7 diff --git a/src/common/national_focus/huangjia.txt b/src/common/national_focus/huangjia.txt index b0a4760..00faef3 100755 --- a/src/common/national_focus/huangjia.txt +++ b/src/common/national_focus/huangjia.txt @@ -531,11 +531,11 @@ focus_tree = { available_if_capitulated = no #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { - army_experience = 75 + army_experience = 50 add_doctrine_cost_reduction = { name = "注重陆军" - cost_reduction = 0.5 - uses = 4 + cost_reduction = 0.25 + uses = 2 category = land_doctrine } } @@ -646,10 +646,11 @@ focus_tree = { available_if_capitulated = no #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { + army_experience = 75 add_doctrine_cost_reduction = { name = "理论研究" cost_reduction = 0.5 - uses = 5 + uses = 2 category = land_doctrine } } @@ -673,8 +674,7 @@ focus_tree = { #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { army_experience = 250 - 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_breakthrough_progress = { specialization = specialization_land value = 1.0 @@ -1184,12 +1184,7 @@ focus_tree = { available_if_capitulated = no #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { - add_doctrine_cost_reduction = { - name = "存在舰队" - cost_reduction = 0.5 - uses = 3 - category = fleet_in_being_tree - } + navy_experience = 200 } } focus = { @@ -4206,12 +4201,12 @@ focus_tree = { available_if_capitulated = no #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { - air_experience = 25 + air_experience = 50 add_doctrine_cost_reduction = { name = "轰炸学说" cost_reduction = 0.5 - uses = 2 - category = strategic_destruction_tree + uses = 4 + category = air_doctrine } } } diff --git a/src/common/national_focus/sad_focus.txt b/src/common/national_focus/sad_focus.txt index 99f71a3..0fddd9d 100755 --- a/src/common/national_focus/sad_focus.txt +++ b/src/common/national_focus/sad_focus.txt @@ -907,7 +907,7 @@ focus_tree = { add_doctrine_cost_reduction = { name = "战术演习" cost_reduction = 0.5 - uses = 2 + uses = 4 category = air_doctrine } } diff --git a/src/common/national_focus/tiexue.txt b/src/common/national_focus/tiexue.txt index 313bce1..35b2610 100755 --- a/src/common/national_focus/tiexue.txt +++ b/src/common/national_focus/tiexue.txt @@ -1588,12 +1588,7 @@ focus_tree = { #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { TY_haijunliluntupo = yes - add_doctrine_cost_reduction = { - name = "铁血新海军" - cost_reduction = 0.25 - uses = 6 - category = naval_doctrine - } + navy_experience = 300 remove_ideas = TIX_lrdhj add_ideas = GER_seeherrschaft_ns } @@ -1819,12 +1814,6 @@ focus_tree = { } available = { has_war = yes - if = { - limit = { - is_ai = no - } - has_air_experience > 200 - } } cancel_if_invalid = yes continue_if_invalid = yes @@ -1857,26 +1846,6 @@ focus_tree = { ahead_reduction = 2 } } - if = { - limit = { - has_tech = ground_support_integration - } - add_doctrine_cost_reduction = { - name = "飞行队的经验" - cost_reduction = 0.5 - uses = 4 - category = air_doctrine - } - } - else = { - add_doctrine_cost_reduction = { - name = "飞行队的经验" - cost_reduction = 0.5 - uses = 4 - category = battlefield_support_tree - } - } - air_experience = -200 add_ideas = TIX_dgfxd TY_kongjunliluntupo = yes } @@ -2179,8 +2148,7 @@ focus_tree = { available_if_capitulated = no #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 set_technology = { breakthrough_for_tix = 1 popup = no @@ -2306,24 +2274,12 @@ focus_tree = { available_if_capitulated = no #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { - if = { - limit = { - has_tech = blitzkrieg - } - add_doctrine_cost_reduction = { - name = "理论研究" - cost_reduction = 0.5 - uses = 4 - category = land_doctrine - } - } - else = { - add_doctrine_cost_reduction = { - name = "理论研究" - cost_reduction = 0.5 - uses = 4 - category = cat_mobile_warfare - } + army_experience = 25 + add_doctrine_cost_reduction = { + name = "理论研究" + cost_reduction = 0.5 + uses = 4 + category = land_doctrine } add_breakthrough_progress = { specialization = specialization_land @@ -3911,7 +3867,7 @@ focus_tree = { #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { country_event = az_tianjiang.278 - create_faction = "赤色中轴" + create_faction_from_template = faction_template_cszz set_global_flag = TIX_created_chisezhongzhou set_rule = { can_create_factions = yes @@ -6097,19 +6053,13 @@ focus_tree = { available_if_capitulated = no #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { - navy_experience = 80 + navy_experience = 120 add_tech_bonus = { name = "赤城的讲座" bonus = 1.5 uses = 1 category = cv_tech } - add_doctrine_cost_reduction = { - name = "赤城的讲座" - cost_reduction = 0.2 - uses = 2 - category = naval_doctrine - } } } focus = { @@ -7045,7 +6995,7 @@ focus_tree = { set_rule = { can_create_factions = yes } - create_faction = "赤色中轴" + create_faction_from_template = faction_template_cszz set_cosmetic_tag = TIXdiguo set_global_flag = TIX_created_chisezhongzhou if = { @@ -8567,7 +8517,7 @@ focus_tree = { } } else = { - create_faction = "赤色中轴" + create_faction_from_template = faction_template_cszz country_event = az_tianjiang.73 set_rule = { can_create_factions = yes diff --git a/src/common/national_focus/yuanwei.txt b/src/common/national_focus/yuanwei.txt index f1f6bb2..34e5531 100755 --- a/src/common/national_focus/yuanwei.txt +++ b/src/common/national_focus/yuanwei.txt @@ -3490,12 +3490,7 @@ focus_tree = { } #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { - add_doctrine_cost_reduction = { - name = "陆军理论" - cost_reduction = 0.5 - uses = 2 - category = land_doctrine - } + army_experience = 100 } } focus = { @@ -10783,13 +10778,7 @@ focus_tree = { factor = 80 } completion_reward = { - army_experience = 25 - add_doctrine_cost_reduction = { - name = "陆军学说" - cost_reduction = 0.75 - uses = 2 - category = land_doctrine - } + army_experience = 75 add_ideas = YUW_fyz } } @@ -10812,13 +10801,7 @@ focus_tree = { factor = 0 } completion_reward = { - army_experience = 25 - add_doctrine_cost_reduction = { - name = "机动作战学说加成" - cost_reduction = 0.5 - uses = 3 - category = cat_mobile_warfare - } + army_experience = 75 add_ideas = YUW_ydz } } @@ -10904,9 +10887,9 @@ focus_tree = { } army_experience = 25 add_doctrine_cost_reduction = { - name = "陆军学说" - cost_reduction = 0.75 - uses = 1 + name = "学说辩论" + cost_reduction = 0.5 + uses = 4 category = land_doctrine } } @@ -11354,12 +11337,7 @@ focus_tree = { factor = 5 } completion_reward = { - add_doctrine_cost_reduction = { - name = "存在舰队" - cost_reduction = 0.5 - uses = 2 - category = fleet_in_being_tree - } + navy_experience = 150 } } diff --git a/src/common/on_actions/az_on_actions.txt b/src/common/on_actions/az_on_actions.txt index 76c61b5..a811d97 100755 --- a/src/common/on_actions/az_on_actions.txt +++ b/src/common/on_actions/az_on_actions.txt @@ -204,7 +204,15 @@ on_actions = { } } } - + on_startup = { + effect = { + every_country = { + set_technology = { + az_jianniangguo_tech = 1 + } + } + } + } on_monthly = { effect = { diff --git a/src/common/on_actions/az_waring_on_actions.txt b/src/common/on_actions/az_waring_on_actions.txt index b6e5aca..de53faa 100755 --- a/src/common/on_actions/az_waring_on_actions.txt +++ b/src/common/on_actions/az_waring_on_actions.txt @@ -233,6 +233,28 @@ on_actions = { } } } + on_startup = { + effect = { + every_country = { + limit = { + OR = { + tag = BYG + tag = HUJ + tag = TIX + tag = SAD + tag = BFL + tag = YUW + tag = DOH + tag = CHY + tag = BLI + tag = SIR + } + is_ai = yes + } + add_ideas = az_aimeitanzuobi + } + } + } on_startup = { effect = { SHO = { diff --git a/src/common/script_enums.txt b/src/common/script_enums.txt index e65f1af..92313af 100755 --- a/src/common/script_enums.txt +++ b/src/common/script_enums.txt @@ -88,6 +88,9 @@ script_enum_equipment_stat = { fuel_consumption_factor strategic_attack carrier_size + submarine_carrier_size + carrier_surface_detection + carrier_sub_detection acclimatization_hot_climate_gain_factor #Cannot be used with MIOS acclimatization_cold_climate_gain_factor #Cannot be used with MIOS night_penalty #Cannot be used with MIOS @@ -129,6 +132,7 @@ script_enum_equipment_category = { ballistic_missile nuclear_missile sam_missile + support_ship suicide scout_plane maritime_patrol_plane @@ -154,8 +158,8 @@ script_enum_equipment_bonus_type = { ## This enum should be updated every time either of those is updated ## (there will be a log error at startup as a reminder) - - # Equipment categories + + #舰娘科技 jizaijianniang_equipment_airframe jizaijianniang_fighter jizaijianniang_cas @@ -197,6 +201,7 @@ script_enum_equipment_bonus_type = { doh_civ_equipment doh_civ_equipment_1 + # Equipment categories convoy train floating_harbor @@ -220,6 +225,7 @@ script_enum_equipment_bonus_type = { ballistic_missile nuclear_missile sam_missile + support_ship suicide scout_plane maritime_patrol_plane @@ -298,6 +304,12 @@ script_enum_equipment_bonus_type = { nuclear_missile_equipment_2 sam_missile_equipment sam_missile_equipment_1 + support_ship_hull + support_ship_1 + support_ship_2 + repair_ship_hull + repair_ship_1 + repair_ship_2 infantry_equipment_0 infantry_equipment_1 infantry_equipment_2 @@ -350,12 +362,14 @@ script_enum_equipment_bonus_type = { ship_hull_carrier_modern ship_hull_carrier_conversion_bb ship_hull_carrier_conversion_ca + ship_hull_escort_carrier carrier_1 carrier_2 carrier_3 carrier_4 modern_carrier mega_carrier + escort_carrier ship_hull_cruiser light_cruiser ship_hull_cruiser_1 @@ -406,6 +420,7 @@ script_enum_equipment_bonus_type = { ship_hull_submarine_2 ship_hull_submarine_3 ship_hull_submarine_4 + ship_hull_carrier_submarine cruiser_submarine fleet_submarine midget_submarine diff --git a/src/common/scripted_effects/az_scripted_effects.txt b/src/common/scripted_effects/az_scripted_effects.txt index db0601e..b2bcd78 100755 --- a/src/common/scripted_effects/az_scripted_effects.txt +++ b/src/common/scripted_effects/az_scripted_effects.txt @@ -537,16 +537,22 @@ guojishengyu_down_50 = { } TY_lujunliluntupo = { - custom_effect_tooltip = TY_lujunliluntupo_effect_tooltip - set_country_flag = TY_army_liluntupo + #custom_effect_tooltip = TY_lujunliluntupo_effect_tooltip + #set_country_flag = TY_army_liluntupo + custom_effect_tooltip = TY_lujunliluntupo_new_effect_tooltip + hidden_effect = { + set_technology = { + az_liluntupo_new_tech = 1 + } + } } TY_haijunliluntupo = { - custom_effect_tooltip = TY_haijunliluntupo_effect_tooltip - set_country_flag = TY_navy_liluntupo + #custom_effect_tooltip = TY_haijunliluntupo_effect_tooltip + #set_country_flag = TY_navy_liluntupo } TY_kongjunliluntupo = { - custom_effect_tooltip = TY_kongjunliluntupo_effect_tooltip - set_country_flag = TY_air_liluntupo + #custom_effect_tooltip = TY_kongjunliluntupo_effect_tooltip + #set_country_flag = TY_air_liluntupo } shaixuan_leader_seffect = { diff --git a/src/common/technologies/az_tech.txt b/src/common/technologies/az_tech.txt index 36c6f28..41adc61 100755 --- a/src/common/technologies/az_tech.txt +++ b/src/common/technologies/az_tech.txt @@ -86,4 +86,49 @@ technologies = { } } } + az_jianniangguo_tech = { + research_cost = 1 + + allow = { + always = no + } + + start_year = 1936 + + show_effect_as_desc = no + + category_all_armor = { + max_strength = 3 + } + category_all_infantry = { + max_strength = 10 + } + category_artillery = { + max_strength = 3 + } + + } + + az_liluntupo_new_tech = { + research_cost = 1 + + allow = { + always = no + } + + start_year = 1936 + + show_effect_as_desc = yes + + category_all_armor = { + max_strength = 4 + } + category_all_infantry = { + max_strength = 11 + } + category_artillery = { + max_strength = 4 + } + + } } \ No newline at end of file diff --git a/src/common/technologies/land_doctrine.txt b/src/common/technologies/land_doctrine.txt deleted file mode 100755 index 3b35726..0000000 --- a/src/common/technologies/land_doctrine.txt +++ /dev/null @@ -1,3543 +0,0 @@ -technologies = { - - mobile_warfare = { - - doctrine_name = "MOBILE_WARFARE_DOCTRINE" - - xp_research_type = army - xp_unlock_cost = 100 - - xor = { superior_firepower trench_warfare mass_assault } - - path = { - leads_to_tech = delay - research_cost_coeff = 1 - } - - category_all_armor = { - breakthrough = 0.20 - max_strength = 1 - } - category_all_infantry = { - max_strength = 3 - } - category_artillery = { - max_strength = 1 - } - category_cavalry = { - breakthrough = 0.20 - } - - planning_speed = 0.5 - army_speed_factor = 0.10 - enable_tactic = tactic_unexpected_thrust - org_loss_when_moving = -0.1 - - doctrine = yes - research_cost = 2.25 - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 0 } - } - - categories = { - land_doctrine - cat_mobile_warfare - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - } - - ai_research_weights = { - armor = 4.0 - } - } - - delay = { - - xp_research_type = army - xp_unlock_cost = 100 - - category_all_infantry = { - max_organisation = 15 - } - - - enable_tactic = tactic_delay - - path = { - leads_to_tech = elastic_defence - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 2 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - } - - ai_research_weights = { - armor = 3.0 - } - } - - - elastic_defence = { - - land_reinforce_rate = 0.02 - xp_research_type = army - xp_unlock_cost = 100 - - category_tanks = { - max_organisation = 1 - } - armored_car = { - max_organisation = 2 - } - category_cavalry = { - maximum_speed = 0.15 - } - category_all_armor = { - maximum_speed = 0.1 - max_strength = 1 - } - category_all_infantry = { - max_strength = 3 - } - category_artillery = { - max_strength = 1 - } - - enable_tactic = tactic_elastic_defense - - path = { - leads_to_tech = mobile_infantry - research_cost_coeff = 1 - } - path = { - leads_to_tech = armored_spearhead - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 4 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - } - - ai_research_weights = { - armor = 2.0 - } - } - - mobile_infantry = { #Branch focuses on infantry, included Motorised and Mechanised. - - xp_research_type = army - xp_unlock_cost = 100 - - xor={ - armored_spearhead - } - category_mobile_and_mobile_combat_sup = { - maximum_speed = 0.1 - default_morale = 0.2 - } - recon = { - maximum_speed = 0.15 - } - mot_recon = { - maximum_speed = 0.1 - } - armored_car_recon = { - maximum_speed = 0.1 - } - - path = { - leads_to_tech = mass_motorization - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 6 } - } - - ai_will_do = { - factor = 0 - } - - ai_research_weights = { - armor = 1.0 - defensive = -2.0 - motorized_equipment = 3.0 - cat_mechanized_equipment = 5.0 - } - } - - mass_motorization = { - xp_research_type = army - xp_unlock_cost = 100 - category_all_infantry = { - max_organisation = 10 - } - - path = { - leads_to_tech = mechanised_offensive - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 8 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.5 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.75 - } - } - - ai_research_weights = { - armor = 2.0 - defensive = -12.0 - } - } - - mechanised_offensive = { - xp_research_type = army - xp_unlock_cost = 100 - - category_vehicle_infantry = { - max_organisation = 15 - } - - armored_car = { - max_organisation = 3 - } - - category_tanks = { - max_organisation = 3 - } - - armored_car_recon = { - battalion_mult = { - category = category_all_armor - breakthrough = 0.10 - } - } - - enable_tactic = tactic_blitz - - - path = { - leads_to_tech = kampfgruppe - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 10 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.5 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.75 - } - } - - ai_research_weights = { - armor = 2.0 - motorized_equipment = 2.0 - cat_mechanized_equipment = 2.0 - } - } - - armored_spearhead = { #Branch focused on Tanks - xp_research_type = army - xp_unlock_cost = 100 - category_tanks = { - max_organisation = 3 - breakthrough = 0.20 - } - - enable_tactic = tactic_blitz - - - xor = { - mobile_infantry - } - - path = { - leads_to_tech = schwerpunk - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 6 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.5 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.75 - } - } - - ai_research_weights = { - armor = 16.0 - offensive = -1.0 - cat_mechanized_equipment = 2.0 - } - } - - schwerpunk = { - xp_research_type = army - xp_unlock_cost = 100 - category_tanks = { - max_organisation = 2 - } - - category_all_armor = { - default_morale = 0.1 - } - - - path = { - leads_to_tech = blitzkrieg - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 8 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.5 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.75 - } - } - - ai_research_weights = { - armor = 2.5 - offensive = -2.0 - cat_mechanized_equipment = 1.5 - } - } - - blitzkrieg = { - xp_research_type = army - xp_unlock_cost = 100 - category_tanks = { - max_organisation = 1 - } - - category_all_armor = { - default_morale = 0.1 - } - armored_car = { - default_morale = 0.1 - max_organisation = 7 - } - category_vehicle_infantry = { - max_organisation = 5 - } - enable_tactic = tactic_breakthrough - - - - path = { - leads_to_tech = kampfgruppe - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 10 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.5 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.75 - } - } - - ai_research_weights = { - armor = 2.5 - cat_mechanized_equipment = 1.5 - } - } - - kampfgruppe = { - xp_research_type = army - xp_unlock_cost = 100 - category_all_infantry = { - max_strength = 4 - default_morale = 0.2 - max_organisation = 10 - } - # faster planning - planning_speed = 0.2 - additional_brigade_column_size = 1 - category_all_armor = { - supply_consumption = -0.04 - max_strength = 2 - } - category_artillery = { - max_strength = 1 - } - - enable_tactic = tactic_overwhelming_fire - - path = { - leads_to_tech = firebrigades - research_cost_coeff = 1 - } - path = { - leads_to_tech = volkssturm - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 12 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - armor = 3.0 - } - } - - firebrigades = { #Branch focused on mobile warfares - xp_research_type = army - xp_unlock_cost = 100 - xor={ - volkssturm - } - - category_all_infantry = { - max_organisation = 10 - } - category_tanks = { - max_organisation = 2 - } - armored_car = { - max_organisation = 2 - } - - - path = { - leads_to_tech = backhand_blow - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 14 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - armor = 2.0 - } - } - - backhand_blow = { - - xp_research_type = army - xp_unlock_cost = 100 - enable_tactic = tactic_backhand_blow - - path = { - leads_to_tech = modern_blitzkrieg - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 16 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - armor = 2.0 - } - } - - modern_blitzkrieg = { - xp_research_type = army - xp_unlock_cost = 100 - category_tanks = { - max_organisation = 3 - breakthrough = 0.20 - } - - category_all_armor = { - default_morale = 0.2 - } - armored_car = { - max_organisation = 3 - default_morale = 0.2 - breakthrough = 0.20 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 18 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - armor = 2.0 - } - } - - volkssturm = { - xp_research_type = army - xp_unlock_cost = 100 - xor={ - firebrigades - } - - - conscription = 0.02 - - path = { - leads_to_tech = nd_conscription - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 14 } - } - - ai_will_do = { - factor = 0 - } - - ai_research_weights = { - armor = 2.0 - } - } - - nd_conscription = { - xp_research_type = army - xp_unlock_cost = 100 - conscription = 0.03 - - path = { - leads_to_tech = werwolf_guerillas - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 16 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - armor = 2.0 - } - } - - werwolf_guerillas = { - - xp_research_type = army - xp_unlock_cost = 100 - #Increased Partisan effect on your land occupied by others - resistance_damage_to_garrison_on_our_occupied_states = 0.1 - - enable_tactic = tactic_guerrilla_tactics - enable_tactic = tactic_sf_ambush - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mobile_warfare - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 18 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - armor = 2.0 - } - } - - superior_firepower = { - doctrine_name = "SUPERIOR_FIREPOWER_DOCTRINE" - - xp_research_type = army - xp_unlock_cost = 100 - - xor = { mobile_warfare trench_warfare mass_assault } - - path = { - leads_to_tech = sup_delay - research_cost_coeff = 1 - } - - category_front_line = { - soft_attack = 0.1 - } - - category_all_armor = { - max_strength = 1 - } - category_all_infantry = { - max_strength = 3 - } - category_artillery = { - max_strength = 1 - } - - enable_tactic = tactic_barrage - - doctrine = yes - research_cost = 2.25 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 0 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - } - - ai_research_weights = { - artillery = 4.0 - } - } - - sup_delay = { - xp_research_type = army - xp_unlock_cost = 100 - category_light_infantry = { - max_organisation = 10 - } - - enable_tactic = tactic_delay - - path = { - leads_to_tech = mobile_defence - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 2 } - } - - ai_will_do = { - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - factor = 20 - } - - ai_research_weights = { - artillery = 3.0 - } - } - - mobile_defence = { - xp_research_type = army - xp_unlock_cost = 100 - category_all_infantry = { - defense = 0.10 - max_strength = 3 - } - category_all_armor = { - max_strength = 1 - } - category_artillery = { - max_strength = 1 - } - enable_tactic = tactic_elastic_defense - - - path = { - leads_to_tech = intergrated_support - research_cost_coeff = 1 - } - path = { - leads_to_tech = dispersed_support - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 4 } - } - - ai_will_do = { - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - factor = 20 - } - - ai_research_weights = { - artillery = 2.0 - } - } - - intergrated_support = { #This Branch is focused on boosting stuff in the support column - xp_research_type = army - xp_unlock_cost = 100 - xor={ - dispersed_support - } - - - category_support_battalions = { - max_organisation = 10 - soft_attack = 0.25 - } - - path = { - leads_to_tech = regimental_combat_teams - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 6 } - } - - ai_will_do = { - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - factor = 20 - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.5 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.75 - } - } - - ai_research_weights = { - artillery = 1.0 - } - } - - regimental_combat_teams = { - xp_research_type = army - xp_unlock_cost = 100 - category_support_battalions = { - max_organisation = 10 - soft_attack = 0.25 - } - - enable_tactic = tactic_overwhelming_fire - - path = { - leads_to_tech = sup_mechanized_offensive - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 8 } - } - - ai_will_do = { - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - factor = 20 - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.5 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.75 - } - } - - ai_research_weights = { - artillery = 1.0 - } - } - - dispersed_support = { # Branch is focused on support units as part of the regular brigades - xp_research_type = army - xp_unlock_cost = 100 - xor = { - intergrated_support - } - - category_line_artillery = { - default_morale = 0.2 - } - - category_cavalry = { - default_morale = 0.2 - } - - signal_company = { - battalion_mult = { - category = category_artillery - defense = 0.10 - } - } - - path = { - leads_to_tech = overwhelming_firepower - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 6 } - } - - ai_will_do = { - factor = 0 - } - - ai_research_weights = { - artillery = 1.0 - } - } - - overwhelming_firepower = { - xp_research_type = army - xp_unlock_cost = 100 - - category_line_artillery = { - soft_attack = 0.15 - } - coordination_bonus = 0.05 - - enable_tactic = tactic_overwhelming_fire - - path = { - leads_to_tech = sup_mechanized_offensive - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 8 } - } - - ai_will_do = { - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - factor = 20 - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.5 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.75 - } - } - - ai_research_weights = { - artillery = 1.0 - } - } - - sup_mechanized_offensive = { - xp_research_type = army - xp_unlock_cost = 100 - category_all_armor = { - breakthrough = 0.10 - max_strength = 1 - } - category_all_infantry = { - max_strength = 4 - } - category_artillery = { - max_strength = 1 - } - - enable_tactic = tactic_blitz - - - path = { - leads_to_tech = concentrated_fire_plans - research_cost_coeff = 1 - } - path = { - leads_to_tech = centralized_fire_control - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 10 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.25 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - artillery = 1.0 - } - } - - concentrated_fire_plans = { - xp_research_type = army - xp_unlock_cost = 100 - xor = { - centralized_fire_control - } - - category_army = { - hard_attack = 0.10 - } - - path = { - leads_to_tech = combined_arms - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - enable_tactic = tactic_sf_barrage - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 12 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.25 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - artillery = 1.0 - } - } - - combined_arms = { - xp_research_type = army - xp_unlock_cost = 100 - - category_all_armor = { - hard_attack = 0.10 - soft_attack = 0.10 - } - - enable_tactic = tactic_breakthrough - - path = { - leads_to_tech = tactical_control - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 14 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - artillery = 1.0 - } - } - - tactical_control = { - xp_research_type = army - xp_unlock_cost = 100 - land_reinforce_rate = 0.02 - - additional_brigade_column_size = 1 - - enable_tactic = tactic_tactical_withdrawal - - path = { - leads_to_tech = air_land_battle - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 16 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - artillery = 1.0 - } - } - - air_land_battle = { - xp_research_type = army - xp_unlock_cost = 100 - category_front_line = { - max_organisation = 5 - } - - #combat advantage when air superior - army_bonus_air_superiority_factor = 0.15 - - recon = { - battalion_mult = { - category = category_anti_air - air_attack = 0.10 - } - } - - mot_recon = { - battalion_mult = { - category = category_anti_air - air_attack = 0.10 - } - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 18 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - artillery = 1.0 - } - } - - centralized_fire_control = { - xp_research_type = army - xp_unlock_cost = 100 - xor = { - concentrated_fire_plans - } - - category_all_infantry = { - soft_attack = 0.15 - } - category_artillery = { - soft_attack = 0.15 - } - path = { - leads_to_tech = forward_observers - research_cost_coeff = 1 - } - enable_tactic = tactic_sf_barrage - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 12 } - } - - ai_will_do = { - factor = 0 - } - - ai_research_weights = { - artillery = 1.0 - } - } - - forward_observers = { - - land_reinforce_rate = 0.02 - xp_research_type = army - xp_unlock_cost = 100 - category_recon = { - recon = 1 - } - - path = { - leads_to_tech = advanced_firebases - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 14 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - artillery = 1.0 - } - } - - advanced_firebases = { - xp_research_type = army - xp_unlock_cost = 100 - - category_all_infantry = { - max_organisation = 10 - default_morale = 0.05 - } - category_tanks = { - max_organisation = 2 - } - - category_all_armor = { - default_morale = 0.05 - } - armored_car = { - max_organisation = 2 - default_morale = 0.05 - } - - additional_brigade_column_size = 1 - - enable_tactic = tactic_tactical_withdrawal - - path = { - leads_to_tech = shock_and_awe - research_cost_coeff = 1 - } - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 16 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - artillery = 1.0 - } - } - - shock_and_awe = { - xp_research_type = army - xp_unlock_cost = 100 - - category_front_line = { - soft_attack = 0.05 - } - - category_all_infantry = { - soft_attack = 0.1 - hard_attack = 0.1 - } - category_artillery = { - soft_attack = 0.1 - hard_attack = 0.1 - } - enable_tactic = tactic_breakthrough - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_superior_firepower - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 18 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - artillery = 1.0 - } - } - - - trench_warfare = { - doctrine_name = "GRAND_BATTLEPLAN_DOCTRINE" - - xp_research_type = army - xp_unlock_cost = 100 - - xor = { mobile_warfare superior_firepower mass_assault } - - category_cavalry = { - supply_consumption = -0.02 - } - category_all_armor = { - max_strength = 1 - } - category_all_infantry = { - max_strength = 3 - } - category_artillery = { - max_strength = 1 - } - - max_dig_in = 25 - dig_in_speed_factor = 0.5 #25% bonus - - - path = { - leads_to_tech = grand_battle_plan - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 2.25 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 0 } - } - - ai_will_do = { - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - factor = 20 - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - } - } - - grand_battle_plan = { - - xp_research_type = army - xp_unlock_cost = 100 - path = { - leads_to_tech = prepared_defense - research_cost_coeff = 1 - } - - #planning max bonus increase - max_planning = 0.1 - planning_speed = 0.2 - command_power_gain = 0.25 - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 2 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - - modifier = { - factor = 0.25 - has_idea = FRA_victors_of_wwi - } - } - - ai_research_weights = { - infantry_weapons = 2.5 - motorized_equipment = 2.0 - } - } - - - - prepared_defense = { - xp_research_type = army - xp_unlock_cost = 100 - category_all_infantry = { - defense = 0.10 - max_organisation = 10 - } - max_dig_in = 10 - dig_in_speed_factor = 0.25 #25% bonus - path = { - leads_to_tech = grand_assault - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 4 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - } - } - - grand_assault = { - xp_research_type = army - xp_unlock_cost = 100 - category_army = { - breakthrough = 0.10 - soft_attack = 0.05 - } - category_all_armor = { - max_strength = 1 - } - category_all_infantry = { - max_strength = 3 - } - category_artillery = { - max_strength = 1 - } - max_planning = 0.1 - - enable_tactic = tactic_planned_attack - - path = { - leads_to_tech = grand_mechanized_offensive - research_cost_coeff = 1 - } - path = { - leads_to_tech = infantry_offensive - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 6 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.5 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.75 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - } - } - - grand_mechanized_offensive = { - xp_research_type = army - xp_unlock_cost = 100 - xor = { - infantry_offensive - } - - category_vehicle_infantry = { - max_organisation = 5 - } - armored_car = { - max_organisation = 5 - } - - additional_brigade_column_size = 1 - - enable_tactic = tactic_blitz - enable_tactic = tactic_elastic_defense - - - path = { - leads_to_tech = assault_concentration - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 8 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.35 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.65 - } - modifier = { - tag = CHY - factor = 0 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - cat_mechanized_equipment = 1.0 - } - } - - assault_concentration = { - xp_research_type = army - xp_unlock_cost = 100 - max_planning = 0.1 - - enable_tactic = tactic_overwhelming_fire - - path = { - leads_to_tech = branch_interoperation - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 10 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.3 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.6 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - cat_mechanized_equipment = 1.0 - } - } - - branch_interoperation = { - xp_research_type = army - xp_unlock_cost = 100 - category_all_infantry = { - max_organisation = 5 - max_strength = 4 - } - category_tanks = { - max_organisation = 1 - } - armored_car = { - max_organisation = 1 - } - category_all_armor = { - max_strength = 1 - } - category_artillery = { - max_strength = 1 - } - coordination_bonus = 0.1 - enable_tactic = tactic_sf_barrage - - path = { - leads_to_tech = assault_breakthrough - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 12 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.25 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.55 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - } - } - - assault_breakthrough = { - xp_research_type = army - xp_unlock_cost = 100 - category_army = { - breakthrough = 0.10 - } - - enable_tactic = tactic_breakthrough - - - path = { - leads_to_tech = central_planning - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 14 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.2 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - cat_mechanized_equipment = 1.0 - } - } - - central_planning = { - xp_research_type = army - xp_unlock_cost = 100 - max_planning = 0.1 - max_command_power = 30 - - logistics_company = { - battalion_mult = { - category = category_all_infantry - defense = 0.05 - } - } - - path = { - leads_to_tech = c3i_theory - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 16 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.45 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - } - } - - c3i_theory = { - xp_research_type = army - xp_unlock_cost = 100 - land_reinforce_rate = 0.02 - category_all_infantry = { - max_organisation = 5 - } - category_tanks = { - max_organisation = 1 - } - armored_car = { - max_organisation = 2 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 18 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.1 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.4 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - } - } - - infantry_offensive = { - xp_research_type = army - xp_unlock_cost = 100 - xor = { - grand_mechanized_offensive - } - category_light_infantry = { - max_organisation = 5 - breakthrough = 0.1 - } - - category_cavalry = { - breakthrough = 0.05 - } - - additional_brigade_column_size = 1 - - enable_tactic = tactic_infantry_charge - - path = { - leads_to_tech = armored_operations - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 8 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.35 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.65 - } - modifier = { - tag = YUW - factor = 0 - } - modifier = { - tag = HUJ - factor = 0 - } - modifier = { - tag = SAD - factor = 0 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - } - } - - armored_operations = { - xp_research_type = army - xp_unlock_cost = 100 - category_tanks = { - max_organisation = 2 - } - category_all_armor = { - default_morale = 0.1 - } - armored_car = { - max_organisation = 2 - default_morale = 0.1 - } - - enable_tactic = tactic_blitz - enable_tactic = tactic_elastic_defense - - - path = { - leads_to_tech = infiltration_assault - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 10 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.3 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.6 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - } - } - - infiltration_assault = { - - xp_research_type = army - xp_unlock_cost = 100 - supply_consumption_factor = -0.10 - command_power_gain_mult = 0.15 - category_all_armor = { - max_strength = 1 - } - category_artillery = { - max_strength = 1 - } - category_all_infantry = { - max_strength = 4 - } - recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.05 - } - battalion_mult = { - category = category_cavalry - soft_attack = 0.05 - } - } - - path = { - leads_to_tech = night_assault_tactics - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 12 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.25 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.55 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - } - } - - night_assault_tactics = { - xp_research_type = army - xp_unlock_cost = 100 - #reduce land night combat penalty - land_night_attack = 0.25 # negates half of base penalty - - - path = { - leads_to_tech = attritional_containment - research_cost_coeff = 1 - } - - - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 14 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.2 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - } - } - - attritional_containment = { - xp_research_type = army - xp_unlock_cost = 100 - category_all_infantry = { - max_organisation = 5 - } - category_tanks = { - max_organisation = 1 - } - armored_car = { - max_organisation = 1 - } - - path = { - leads_to_tech = infiltration_in_depth - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 16 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.45 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - } - } - - infiltration_in_depth = { - xp_research_type = army - xp_unlock_cost = 100 - land_reinforce_rate = 0.02 - - category_recon = { - recon = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_grand_battle_plan - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 18 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.1 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.4 - } - } - - ai_research_weights = { - infantry_weapons = 1.5 - motorized_equipment = 1.0 - } - } - - mass_assault = { - doctrine_name = "MASS_ASSAULT_DOCTRINE" - - xp_research_type = army - xp_unlock_cost = 100 - xor = { mobile_warfare superior_firepower trench_warfare } - - path = { - leads_to_tech = pocket_defence - research_cost_coeff = 1 - } - - land_reinforce_rate = 0.02 - minimum_training_level = -0.1 - weekly_casualties_war_support = 0.001 - category_all_armor = { - max_strength = 1 - } - category_all_infantry = { - max_strength = 3 - } - category_artillery = { - max_strength = 1 - } - - doctrine = yes - research_cost = 2.25 - - categories = { - land_doctrine - cat_mass_assault - } - - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 0 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - } - - ai_research_weights = { - industry = 2.0 - } - } - - pocket_defence = { - - xp_research_type = army - xp_unlock_cost = 100 - #reduced pocketed combat penalty and/or reduces the out of supply penalty or increases time before moving to worse penalty - no_supply_grace = 48 # more hours before supply penalty changes - out_of_supply_factor = -0.10 - - path = { - leads_to_tech = defence_in_depth - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - recon = { - maximum_speed = 0.15 - } - - category_cavalry = { - maximum_speed = 0.15 - } - - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 2 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - } - - ai_research_weights = { - industry = 2.0 - } - } - - defence_in_depth = { - xp_research_type = army - xp_unlock_cost = 100 - max_dig_in = 10 - - category_light_infantry = { - max_organisation = 5 - } - category_all_armor = { - max_strength = 1 - } - category_all_infantry = { - max_strength = 3 - } - category_artillery = { - max_strength = 1 - } - - path = { - leads_to_tech = large_front_operations - research_cost_coeff = 1 - } - path = { - leads_to_tech = peoples_army - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - - folder = { - name = land_doctrine_folder - position = { x = 0 y = 4 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - } - - ai_research_weights = { - industry = 2.0 - } - } - - large_front_operations = { - xp_research_type = army - xp_unlock_cost = 100 - xor = { - peoples_army - } - - supply_consumption_factor = -0.10 - - additional_brigade_column_size = 1 - - enable_tactic = tactic_relentless_assault - enable_tactic = tactic_sf_barrage - - path = { - leads_to_tech = deep_operations - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 6 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - tag = SOV - factor = 2 - } - - modifier = { - factor = 0.4 - - OR = { - tag = CHI - tag = PRC - tag = XSM - tag = SIK - tag = GXC - tag = SHX - tag = YUN - } - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.5 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.75 - } - modifier = { - tag = DOH - factor = 0 - } - } - - ai_research_weights = { - industry = 2.0 - } - } - - deep_operations = { - category_tanks = { - max_organisation = 2 - } - armored_car = { - max_organisation = 2 - } - - xp_research_type = army - xp_unlock_cost = 100 - enable_tactic = tactic_blitz - - - path = { - leads_to_tech = operational_concentration - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 8 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.5 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.75 - } - } - - ai_research_weights = { - industry = 2.0 - } - } - - operational_concentration = { - xp_research_type = army - xp_unlock_cost = 100 - max_planning = 0.10 - land_reinforce_rate = 0.05 - - category_all_armor = { - max_strength = 1 - } - category_all_infantry = { - max_strength = 4 - } - category_artillery = { - max_strength = 1 - } - - enable_tactic = tactic_elastic_defense - - path = { - leads_to_tech = vast_offensives - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 10 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.35 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.65 - } - } - - ai_research_weights = { - industry = 2.0 - } - } - - vast_offensives = { - xp_research_type = army - xp_unlock_cost = 100 - supply_consumption_factor = -0.10 - - infantry = { - combat_width = -0.3 - } - - - enable_tactic = tactic_overwhelming_fire - - path = { - leads_to_tech = breakthrough_priority - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 12 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.35 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.65 - } - } - - ai_research_weights = { - industry = 2.0 - } - } - - breakthrough_priority = { - xp_research_type = army - xp_unlock_cost = 100 - category_tanks = { - max_organisation = 1 - breakthrough = 0.10 - } - category_all_infantry = { - max_organisation = 5 - breakthrough = 0.10 - } - armored_car = { - max_organisation = 1 - breakthrough = 0.10 - } - category_cavalry = { - breakthrough = 0.05 - } - - enable_tactic = tactic_breakthrough - - path = { - leads_to_tech = mechanized_wave - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 14 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.25 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - industry = 2.0 - } - } - - mechanized_wave = { - category_tanks = { - max_organisation = 2 - } - xp_research_type = army - xp_unlock_cost = 100 - category_all_armor = { - default_morale = 0.1 - } - armored_car = { - max_organisation = 3 - default_morale = 0.1 - } - - category_vehicle_infantry = { - max_organisation = 10 - default_morale = 0.1 - } - armored_car_recon = { - battalion_mult = { - category = category_light_infantry - max_organisation = 1 - add = yes - } - } - - path = { - leads_to_tech = continuous_offensive - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 16 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.15 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.5 - } - } - - ai_research_weights = { - industry = 2.0 - cat_mechanized_equipment = 3.0 - } - } - - continuous_offensive = { - xp_research_type = army - xp_unlock_cost = 100 - org_loss_when_moving = -0.25 - land_reinforce_rate = 0.05 - - enable_tactic = tactic_backhand_blow - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - - folder = { - name = land_doctrine_folder - position = { x = -2 y = 18 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.1 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.35 - } - } - - ai_research_weights = { - industry = 2.0 - } - } - - peoples_army = { - - xor = { - large_front_operations - } - - xp_research_type = army - xp_unlock_cost = 100 - - #Increased Partisan effect on your land occupied by others - resistance_damage_to_garrison_on_our_occupied_states = 0.1 #10% more partisan effects - #Land Units take less attrition - attrition = -0.1 #take 10% less attrition losses - - additional_brigade_column_size = 1 - - enable_tactic = tactic_human_wave_tactics - - - path = { - leads_to_tech = human_infantry_offensive - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - military_police = { - battalion_mult = { - category = category_cavalry - suppression = 0.35 #Mp also has a mult - add = yes - } - } - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 6 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - modifier = { - not = { ai_air_doctrine_tier_1_trigger = yes } - factor = 0.5 - } - modifier = { - not = { ai_air_doctrine_tier_2_trigger = yes } - factor = 0.75 - } - modifier = { - factor = 0.6 - - OR = { - tag = CHI - tag = PRC - tag = XSM - tag = SIK - tag = GXC - tag = SHX - tag = YUN - } - } - modifier = { - tag = BFL - factor = 0 - } - } - - ai_research_weights = { - industry = 2.0 - } - } - - human_infantry_offensive = { - xp_research_type = army - xp_unlock_cost = 100 - infantry = { - default_morale = 0.30 - } - land_reinforce_rate = 0.05 - - path = { - leads_to_tech = large_front_offensive - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 8 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - } - - ai_research_weights = { - industry = 2.0 - } - } - - large_front_offensive = { - xp_research_type = army - xp_unlock_cost = 100 - category_all_infantry = { - max_organisation = 10 - max_strength = 4 - } - category_tanks = { - max_organisation = 2 - } - armored_car = { - max_organisation = 2 - } - category_all_armor = { - max_strength = 1 - } - category_artillery = { - max_strength = 1 - } - - path = { - leads_to_tech = human_wave_offensive - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 10 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - } - - ai_research_weights = { - industry = 2.0 - } - } - - human_wave_offensive = { - - conscription = 0.05 - xp_research_type = army - xp_unlock_cost = 100 - infantry = { - combat_width = -0.4 - } - - land_reinforce_rate = 0.15 - - path = { - leads_to_tech = guerilla_warfare - research_cost_coeff = 1 - } - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 12 } - } - - ai_will_do = { - factor = 20 - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - } - - ai_research_weights = { - infantry_weapons = 1.0 - industry = 2.0 - } - } - - guerilla_warfare = { - xp_research_type = army - xp_unlock_cost = 100 - out_of_supply_factor = -0.30 - category_army = { - default_morale = 0.2 - } - - resistance_growth_on_our_occupied_states = 0.25 - - enable_tactic = tactic_guerrilla_tactics - - doctrine = yes - research_cost = 4.5 - - categories = { - land_doctrine - cat_mass_assault - } - - folder = { - name = land_doctrine_folder - position = { x = 2 y = 14 } - } - - ai_will_do = { - modifier = { - not = { - has_army_experience > 120 - } - factor = 0.8 - } - factor = 20 - } - - ai_research_weights = { - industry = 2.0 - } - } - - masterful_blitz = { - enable_tactic = tactic_masterful_blitz - - doctrine = yes - research_cost = 1 - - #set at gamestart - allow = { - always = no - } - } - -} diff --git a/src/common/unit_leader/00_attack_skills.txt b/src/common/unit_leader/00_attack_skills.txt index 19c24a7..e730f5b 100755 --- a/src/common/unit_leader/00_attack_skills.txt +++ b/src/common/unit_leader/00_attack_skills.txt @@ -7,6 +7,10 @@ leader_attack_skills = { modifier = { naval_damage_factor = 0.05 } + building_module_modifier = { + spotting_chance = 0.02 + ships_at_battle_start = 0.02 + } } 2 = { @@ -15,6 +19,10 @@ leader_attack_skills = { modifier = { naval_damage_factor = 0.10 } + building_module_modifier = { + spotting_chance = 0.04 + ships_at_battle_start = 0.04 + } } 3 = { @@ -23,6 +31,10 @@ leader_attack_skills = { modifier = { naval_damage_factor = 0.15 } + building_module_modifier = { + spotting_chance = 0.06 + ships_at_battle_start = 0.06 + } } 4 = { @@ -31,6 +43,11 @@ leader_attack_skills = { modifier = { naval_damage_factor = 0.20 } + + building_module_modifier = { + spotting_chance = 0.08 + ships_at_battle_start = 0.08 + } } 5 = { @@ -39,6 +56,10 @@ leader_attack_skills = { modifier = { naval_damage_factor = 0.25 } + building_module_modifier = { + spotting_chance = 0.1 + ships_at_battle_start = 0.1 + } } 6 = { @@ -47,6 +68,10 @@ leader_attack_skills = { modifier = { naval_damage_factor = 0.30 } + building_module_modifier = { + spotting_chance = 0.12 + ships_at_battle_start = 0.12 + } } 7 = { @@ -55,6 +80,10 @@ leader_attack_skills = { modifier = { naval_damage_factor = 0.35 } + building_module_modifier = { + spotting_chance = 0.14 + ships_at_battle_start = 0.14 + } } 8 = { @@ -63,6 +92,10 @@ leader_attack_skills = { modifier = { naval_damage_factor = 0.40 } + building_module_modifier = { + spotting_chance = 0.16 + ships_at_battle_start = 0.16 + } } 9 = { @@ -71,6 +104,11 @@ leader_attack_skills = { modifier = { naval_damage_factor = 0.45 } + + building_module_modifier = { + spotting_chance = 0.18 + ships_at_battle_start = 0.18 + } } 10 = { @@ -79,46 +117,130 @@ leader_attack_skills = { modifier = { naval_damage_factor = 0.50 } + building_module_modifier = { + spotting_chance = 0.2 + ships_at_battle_start = 0.2 + } } - + 11 = { - cost = 61200 + cost = 102400 type = navy modifier = { naval_damage_factor = 0.55 } - } - - 12 = { - cost = 71200 - type = navy - modifier = { - naval_damage_factor = 0.60 + building_module_modifier = { + spotting_chance = 0.22 + ships_at_battle_start = 0.22 } } - + + 12 = { + cost = 204800 + type = navy + modifier = { + naval_damage_factor = 0.6 + } + building_module_modifier = { + spotting_chance = 0.24 + ships_at_battle_start = 0.24 + } + } + 13 = { - cost = 81200 + cost = 409600 type = navy modifier = { naval_damage_factor = 0.65 } - } - - 14 = { - cost = 91200 - type = navy - modifier = { - naval_damage_factor = 0.70 + building_module_modifier = { + spotting_chance = 0.26 + ships_at_battle_start = 0.26 } } - + + 14 = { + cost = 819200 + type = navy + modifier = { + naval_damage_factor = 0.7 + } + building_module_modifier = { + spotting_chance = 0.28 + ships_at_battle_start = 0.28 + } + } + 15 = { - cost = 101200 + cost = 1638400 type = navy modifier = { naval_damage_factor = 0.75 } + building_module_modifier = { + spotting_chance = 0.3 + ships_at_battle_start = 0.3 + } + } + + 16 = { + cost = 3276800 + type = navy + modifier = { + naval_damage_factor = 0.8 + } + building_module_modifier = { + spotting_chance = 0.32 + ships_at_battle_start = 0.32 + } + } + + 17 = { + cost = 6553600 + type = navy + modifier = { + naval_damage_factor = 0.85 + } + building_module_modifier = { + spotting_chance = 0.34 + ships_at_battle_start = 0.34 + } + } + + 18 = { + cost = 13107200 + type = navy + modifier = { + naval_damage_factor = 0.9 + } + building_module_modifier = { + spotting_chance = 0.36 + ships_at_battle_start = 0.36 + } + } + + 19 = { + cost = 26214400 + type = navy + modifier = { + naval_damage_factor = 0.95 + } + building_module_modifier = { + spotting_chance = 0.38 + ships_at_battle_start = 0.38 + } + } + + 20 = { + cost = 52428800 + type = navy + modifier = { + naval_damage_factor = 1 + } + building_module_modifier = { + spotting_chance = 0.4 + ships_at_battle_start = 0.4 + } } ### Corps Commander ### @@ -202,77 +324,87 @@ leader_attack_skills = { offence = 0.25 } } - + 11 = { - cost = 61200 - type = corps_commander - modifier = { - offence = 0.275 - } - } - 12 = { - cost = 71200 + cost = 102400 type = corps_commander modifier = { offence = 0.3 } } - 13 = { - cost = 81200 - type = corps_commander - modifier = { - offence = 0.325 - } - } - 14 = { - cost = 91200 + + 12 = { + cost = 204800 type = corps_commander modifier = { offence = 0.35 } } - 15 = { - cost = 101200 - type = corps_commander - modifier = { - offence = 0.375 - } - } - 16 = { - cost = 111200 + + 13 = { + cost = 409600 type = corps_commander modifier = { offence = 0.4 } } - 17 = { - cost = 121200 - type = corps_commander - modifier = { - offence = 0.425 - } - } - 18 = { - cost = 131200 + + 14 = { + cost = 819200 type = corps_commander modifier = { offence = 0.45 } } - 19 = { - cost = 141200 - type = corps_commander - modifier = { - offence = 0.475 - } - } - 20 = { - cost = 151200 + + 15 = { + cost = 1638400 type = corps_commander modifier = { offence = 0.5 } } + + 16 = { + cost = 3276800 + type = corps_commander + modifier = { + offence = 0.55 + } + } + + 17 = { + cost = 6553600 + type = corps_commander + modifier = { + offence = 0.6 + } + } + + 18 = { + cost = 13107200 + type = corps_commander + modifier = { + offence = 0.65 + } + } + + 19 = { + cost = 26214400 + type = corps_commander + modifier = { + offence = 0.7 + } + } + + 20 = { + cost = 52428800 + type = corps_commander + modifier = { + offence = 0.75 + } + } + ### Field Marshal ### 1 = { @@ -356,74 +488,84 @@ leader_attack_skills = { offence = 0.25 } } + 11 = { - cost = 61200 - type = field_marshal - modifier = { - offence = 0.275 - } - } - 12 = { - cost = 71200 + cost = 102400 type = field_marshal modifier = { offence = 0.3 } } - 13 = { - cost = 81200 - type = field_marshal - modifier = { - offence = 0.325 - } - } - 14 = { - cost = 91200 + + 12 = { + cost = 204800 type = field_marshal modifier = { offence = 0.35 } } - 15 = { - cost = 101200 - type = field_marshal - modifier = { - offence = 0.375 - } - } - 16 = { - cost = 111200 + + 13 = { + cost = 409600 type = field_marshal modifier = { offence = 0.4 } } - 17 = { - cost = 121200 - type = field_marshal - modifier = { - offence = 0.425 - } - } - 18 = { - cost = 131200 + + 14 = { + cost = 819200 type = field_marshal modifier = { offence = 0.45 } } - 19 = { - cost = 141200 - type = field_marshal - modifier = { - offence = 0.475 - } - } - 20 = { - cost = 151200 + + 15 = { + cost = 1638400 type = field_marshal modifier = { offence = 0.5 } } + + 16 = { + cost = 3276800 + type = field_marshal + modifier = { + offence = 0.55 + } + } + + 17 = { + cost = 6553600 + type = field_marshal + modifier = { + offence = 0.6 + } + } + + 18 = { + cost = 13107200 + type = field_marshal + modifier = { + offence = 0.65 + } + } + + 19 = { + cost = 26214400 + type = field_marshal + modifier = { + offence = 0.7 + } + } + + 20 = { + cost = 52428800 + type = field_marshal + modifier = { + offence = 0.75 + } + } } diff --git a/src/common/unit_leader/00_coordination_skills.txt b/src/common/unit_leader/00_coordination_skills.txt index 4498610..d776d75 100755 --- a/src/common/unit_leader/00_coordination_skills.txt +++ b/src/common/unit_leader/00_coordination_skills.txt @@ -7,6 +7,10 @@ leader_coordination_skills = { modifier = { naval_coordination = 0.01 } + building_module_modifier = { + naval_coordination = 0.01 + navy_org_factor = 0.025 + } } 2 = { @@ -15,6 +19,10 @@ leader_coordination_skills = { modifier = { naval_coordination = 0.03 } + building_module_modifier = { + naval_coordination = 0.02 + navy_org_factor = 0.05 + } } 3 = { @@ -23,6 +31,10 @@ leader_coordination_skills = { modifier = { naval_coordination = 0.05 } + building_module_modifier = { + naval_coordination = 0.03 + navy_org_factor = 0.075 + } } 4 = { @@ -31,6 +43,10 @@ leader_coordination_skills = { modifier = { naval_coordination = 0.07 } + building_module_modifier = { + naval_coordination = 0.04 + navy_org_factor = 0.1 + } } 5 = { @@ -39,6 +55,10 @@ leader_coordination_skills = { modifier = { naval_coordination = 0.09 } + building_module_modifier = { + naval_coordination = 0.05 + navy_org_factor = 0.125 + } } 6 = { @@ -47,6 +67,10 @@ leader_coordination_skills = { modifier = { naval_coordination = 0.12 } + building_module_modifier = { + naval_coordination = 0.06 + navy_org_factor = 0.15 + } } 7 = { @@ -55,6 +79,10 @@ leader_coordination_skills = { modifier = { naval_coordination = 0.14 } + building_module_modifier = { + naval_coordination = 0.07 + navy_org_factor = 0.175 + } } 8 = { @@ -63,6 +91,10 @@ leader_coordination_skills = { modifier = { naval_coordination = 0.16 } + building_module_modifier = { + naval_coordination = 0.08 + navy_org_factor = 0.2 + } } 9 = { @@ -71,6 +103,10 @@ leader_coordination_skills = { modifier = { naval_coordination = 0.18 } + building_module_modifier = { + naval_coordination = 0.09 + navy_org_factor = 0.225 + } } 10 = { @@ -79,40 +115,129 @@ leader_coordination_skills = { modifier = { naval_coordination = 0.2 } + building_module_modifier = { + naval_coordination = 0.1 + navy_org_factor = 0.25 + } } + 11 = { - cost = 61200 + cost = 102400 type = navy modifier = { naval_coordination = 0.22 } + building_module_modifier = { + naval_coordination = 0.12 + navy_org_factor = 0.28 + } } + 12 = { - cost = 71200 + cost = 204800 type = navy modifier = { naval_coordination = 0.24 } + building_module_modifier = { + naval_coordination = 0.14 + navy_org_factor = 0.31 + } } + 13 = { - cost = 81200 + cost = 409600 type = navy modifier = { naval_coordination = 0.26 } + building_module_modifier = { + naval_coordination = 0.16 + navy_org_factor = 0.34 + } } + 14 = { - cost = 91200 + cost = 819200 type = navy modifier = { naval_coordination = 0.28 } + building_module_modifier = { + naval_coordination = 0.18 + navy_org_factor = 0.37 + } } + 15 = { - cost = 101200 + cost = 1638400 type = navy modifier = { naval_coordination = 0.3 } + building_module_modifier = { + naval_coordination = 0.2 + navy_org_factor = 0.4 + } + } + + 16 = { + cost = 3276800 + type = navy + modifier = { + naval_coordination = 0.32 + } + building_module_modifier = { + naval_coordination = 0.22 + navy_org_factor = 0.43 + } + } + + 17 = { + cost = 6553600 + type = navy + modifier = { + naval_coordination = 0.34 + } + building_module_modifier = { + naval_coordination = 0.24 + navy_org_factor = 0.46 + } + } + + 18 = { + cost = 13107200 + type = navy + modifier = { + naval_coordination = 0.36 + } + building_module_modifier = { + naval_coordination = 0.26 + navy_org_factor = 0.49 + } + } + + 19 = { + cost = 26214400 + type = navy + modifier = { + naval_coordination = 0.38 + } + building_module_modifier = { + naval_coordination = 0.28 + navy_org_factor = 0.52 + } + } + + 20 = { + cost = 52428800 + type = navy + modifier = { + naval_coordination = 0.4 + } + building_module_modifier = { + naval_coordination = 0.3 + navy_org_factor = 0.55 + } } } \ No newline at end of file diff --git a/src/common/unit_leader/00_defense_skills.txt b/src/common/unit_leader/00_defense_skills.txt index 5d83296..8657cf4 100755 --- a/src/common/unit_leader/00_defense_skills.txt +++ b/src/common/unit_leader/00_defense_skills.txt @@ -7,6 +7,10 @@ leader_defense_skills = { modifier = { naval_defense_factor = 0.05 } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.0125 + screening_efficiency = 0.015 + } } 2 = { @@ -15,6 +19,10 @@ leader_defense_skills = { modifier = { naval_defense_factor = 0.10 } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.025 + screening_efficiency = 0.03 + } } 3 = { @@ -23,6 +31,10 @@ leader_defense_skills = { modifier = { naval_defense_factor = 0.15 } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.0375 + screening_efficiency = 0.045 + } } 4 = { @@ -31,6 +43,10 @@ leader_defense_skills = { modifier = { naval_defense_factor = 0.20 } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.05 + screening_efficiency = 0.06 + } } 5 = { @@ -39,6 +55,10 @@ leader_defense_skills = { modifier = { naval_defense_factor = 0.25 } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.0625 + screening_efficiency = 0.075 + } } 6 = { @@ -47,6 +67,10 @@ leader_defense_skills = { modifier = { naval_defense_factor = 0.30 } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.075 + screening_efficiency = 0.09 + } } 7 = { @@ -55,6 +79,10 @@ leader_defense_skills = { modifier = { naval_defense_factor = 0.35 } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.0875 + screening_efficiency = 0.105 + } } 8 = { @@ -63,6 +91,10 @@ leader_defense_skills = { modifier = { naval_defense_factor = 0.40 } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.1 + screening_efficiency = 0.12 + } } 9 = { @@ -71,6 +103,10 @@ leader_defense_skills = { modifier = { naval_defense_factor = 0.45 } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.1125 + screening_efficiency = 0.135 + } } 10 = { @@ -79,44 +115,129 @@ leader_defense_skills = { modifier = { naval_defense_factor = 0.50 } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.125 + screening_efficiency = 0.15 + } } - + 11 = { - cost = 61200 + cost = 102400 type = navy modifier = { - naval_defense_factor = 0.50 + naval_defense_factor = 0.55 + } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.15 + screening_efficiency = 0.17 } } - + 12 = { - cost = 71200 + cost = 204800 type = navy modifier = { - naval_defense_factor = 0.50 + naval_defense_factor = 0.6 + } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.17 + screening_efficiency = 0.19 } } - + 13 = { - cost = 81200 + cost = 409600 type = navy modifier = { - naval_defense_factor = 0.50 + naval_defense_factor = 0.65 + } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.19 + screening_efficiency = 0.21 } } - + 14 = { - cost = 91200 + cost = 819200 type = navy modifier = { - naval_defense_factor = 0.50 + naval_defense_factor = 0.7 + } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.21 + screening_efficiency = 0.23 } } + 15 = { - cost = 101200 + cost = 1638400 type = navy modifier = { - naval_defense_factor = 0.50 + naval_defense_factor = 0.75 + } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.23 + screening_efficiency = 0.25 + } + } + + 16 = { + cost = 3276800 + type = navy + modifier = { + naval_defense_factor = 0.8 + } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.25 + screening_efficiency = 0.27 + } + } + + 17 = { + cost = 6553600 + type = navy + modifier = { + naval_defense_factor = 0.85 + } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.27 + screening_efficiency = 0.29 + } + } + + 18 = { + cost = 13107200 + type = navy + modifier = { + naval_defense_factor = 0.9 + } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.29 + screening_efficiency = 0.31 + } + } + + 19 = { + cost = 26214400 + type = navy + modifier = { + naval_defense_factor = 0.95 + } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.31 + screening_efficiency = 0.33 + } + } + + 20 = { + cost = 52428800 + type = navy + modifier = { + naval_defense_factor = 1 + } + building_module_modifier = { + naval_enemy_fleet_size_ratio_penalty_factor = 0.33 + screening_efficiency = 0.35 } } @@ -201,77 +322,87 @@ leader_defense_skills = { defence = 0.25 } } - + 11 = { - cost = 61200 - type = corps_commander - modifier = { - defence = 0.275 - } - } - 12 = { - cost = 71200 + cost = 102400 type = corps_commander modifier = { defence = 0.3 } } - 13 = { - cost = 81200 - type = corps_commander - modifier = { - defence = 0.325 - } - } - 14 = { - cost = 91200 + + 12 = { + cost = 204800 type = corps_commander modifier = { defence = 0.35 } } + + 13 = { + cost = 409600 + type = corps_commander + modifier = { + defence = 0.4 + } + } + + 14 = { + cost = 819200 + type = corps_commander + modifier = { + defence = 0.45 + } + } + 15 = { - cost = 101200 + cost = 1638400 type = corps_commander modifier = { - defence = 0.375 + defence = 0.5 } } + 16 = { - cost = 111200 + cost = 3276800 type = corps_commander modifier = { - defence = 0.375 + defence = 0.55 } } + 17 = { - cost = 121200 + cost = 6553600 type = corps_commander modifier = { - defence = 0.375 + defence = 0.6 } } + 18 = { - cost = 131200 + cost = 13107200 type = corps_commander modifier = { - defence = 0.375 + defence = 0.65 } } + 19 = { - cost = 141200 + cost = 26214400 type = corps_commander modifier = { - defence = 0.375 + defence = 0.7 } } + 20 = { - cost = 151200 + cost = 52428800 type = corps_commander modifier = { - defence = 0.375 + defence = 0.75 } } + ### Field Marshal ### 1 = { cost = 100 @@ -354,75 +485,84 @@ leader_defense_skills = { defence = 0.25 } } - + 11 = { - cost = 61200 - type = field_marshal - modifier = { - defence = 0.275 - } - } - 12 = { - cost = 71200 + cost = 102400 type = field_marshal modifier = { defence = 0.3 } } - 13 = { - cost = 81200 - type = field_marshal - modifier = { - defence = 0.325 - } - } - 14 = { - cost = 91200 + + 12 = { + cost = 204800 type = field_marshal modifier = { defence = 0.35 } } - 15 = { - cost = 101200 + + 13 = { + cost = 409600 type = field_marshal modifier = { - defence = 0.375 + defence = 0.4 } } - 16 = { - cost = 111200 - type = field_marshal - modifier = { - defence = 0.40 - } - } - 17 = { - cost = 121200 - type = field_marshal - modifier = { - defence = 0.425 - } - } - 18 = { - cost = 131200 + + 14 = { + cost = 819200 type = field_marshal modifier = { defence = 0.45 } } - 19 = { - cost = 141200 - type = field_marshal - modifier = { - defence = 0.475 - } - } - 20 = { - cost = 151200 + + 15 = { + cost = 1638400 type = field_marshal modifier = { defence = 0.5 } } + + 16 = { + cost = 3276800 + type = field_marshal + modifier = { + defence = 0.55 + } + } + + 17 = { + cost = 6553600 + type = field_marshal + modifier = { + defence = 0.6 + } + } + + 18 = { + cost = 13107200 + type = field_marshal + modifier = { + defence = 0.65 + } + } + + 19 = { + cost = 26214400 + type = field_marshal + modifier = { + defence = 0.7 + } + } + + 20 = { + cost = 52428800 + type = field_marshal + modifier = { + defence = 0.75 + } + } } diff --git a/src/common/unit_leader/00_logistics_skills.txt b/src/common/unit_leader/00_logistics_skills.txt index 0d61838..e945bec 100755 --- a/src/common/unit_leader/00_logistics_skills.txt +++ b/src/common/unit_leader/00_logistics_skills.txt @@ -90,49 +90,94 @@ leader_logistics_skills = { naval_coordination = 0.20 } } - + 11 = { - cost = 61200 + cost = 102400 type = navy modifier = { naval_hit_chance = 0.55 naval_coordination = 0.22 } } - + 12 = { - cost = 71200 + cost = 204800 type = navy modifier = { naval_hit_chance = 0.6 naval_coordination = 0.24 } } - + 13 = { - cost = 81200 + cost = 409600 type = navy modifier = { naval_hit_chance = 0.65 naval_coordination = 0.26 } } - + 14 = { - cost = 91200 + cost = 819200 type = navy modifier = { - naval_hit_chance = 0.70 + naval_hit_chance = 0.7 naval_coordination = 0.28 } } - + 15 = { - cost = 101200 + cost = 1638400 type = navy modifier = { naval_hit_chance = 0.75 - naval_coordination = 0.30 + naval_coordination = 0.3 + } + } + + 16 = { + cost = 3276800 + type = navy + modifier = { + naval_hit_chance = 0.8 + naval_coordination = 0.32 + } + } + + 17 = { + cost = 6553600 + type = navy + modifier = { + naval_hit_chance = 0.85 + naval_coordination = 0.34 + } + } + + 18 = { + cost = 13107200 + type = navy + modifier = { + naval_hit_chance = 0.9 + naval_coordination = 0.36 + } + } + + 19 = { + cost = 26214400 + type = navy + modifier = { + naval_hit_chance = 0.95 + naval_coordination = 0.38 + } + } + + 20 = { + cost = 52428800 + type = navy + modifier = { + naval_hit_chance = 1 + naval_coordination = 0.4 } } @@ -217,77 +262,86 @@ leader_logistics_skills = { supply_consumption_factor = -0.25 } } - + 11 = { - cost = 61200 + cost = 102400 type = corps_commander modifier = { - supply_consumption_factor = -0.275 + supply_consumption_factor = -0.28 } } + 12 = { - cost = 71200 + cost = 204800 type = corps_commander modifier = { - supply_consumption_factor = -0.3 + supply_consumption_factor = -0.31 } } + 13 = { - cost = 81200 + cost = 409600 type = corps_commander modifier = { - supply_consumption_factor = -0.325 + supply_consumption_factor = -0.34 } } + 14 = { - cost = 91200 + cost = 819200 type = corps_commander modifier = { - supply_consumption_factor = -0.35 + supply_consumption_factor = -0.37 } } + 15 = { - cost = 101200 - type = corps_commander - modifier = { - supply_consumption_factor = -0.375 - } - } - 16 = { - cost = 111200 + cost = 1638400 type = corps_commander modifier = { supply_consumption_factor = -0.4 } } - 17 = { - cost = 121200 - type = corps_commander - modifier = { - supply_consumption_factor = -0.425 - } - } - 18 = { - cost = 131200 + + 16 = { + cost = 3276800 type = corps_commander modifier = { supply_consumption_factor = -0.45 } } - 19 = { - cost = 141200 - type = corps_commander - modifier = { - supply_consumption_factor = -0.475 - } - } - 20 = { - cost = 151200 + + 17 = { + cost = 6553600 type = corps_commander modifier = { supply_consumption_factor = -0.5 } } + + 18 = { + cost = 13107200 + type = corps_commander + modifier = { + supply_consumption_factor = -0.55 + } + } + + 19 = { + cost = 26214400 + type = corps_commander + modifier = { + supply_consumption_factor = -0.6 + } + } + + 20 = { + cost = 52428800 + type = corps_commander + modifier = { + supply_consumption_factor = -0.7 + } + } ### Field Marshal ### 1 = { @@ -370,76 +424,84 @@ leader_logistics_skills = { supply_consumption_factor = -0.25 } } - - + 11 = { - cost = 61200 + cost = 102400 type = field_marshal modifier = { - supply_consumption_factor = -0.275 + supply_consumption_factor = -0.28 } } + 12 = { - cost = 71200 + cost = 204800 type = field_marshal modifier = { - supply_consumption_factor = -0.3 + supply_consumption_factor = -0.31 } } + 13 = { - cost = 81200 + cost = 409600 type = field_marshal modifier = { - supply_consumption_factor = -0.325 + supply_consumption_factor = -0.34 } } + 14 = { - cost = 91200 + cost = 819200 type = field_marshal modifier = { - supply_consumption_factor = -0.35 + supply_consumption_factor = -0.37 } } + 15 = { - cost = 101200 - type = field_marshal - modifier = { - supply_consumption_factor = -0.375 - } - } - 16 = { - cost = 111200 + cost = 1638400 type = field_marshal modifier = { supply_consumption_factor = -0.4 } } - 17 = { - cost = 121200 - type = field_marshal - modifier = { - supply_consumption_factor = -0.425 - } - } - 18 = { - cost = 131200 + + 16 = { + cost = 3276800 type = field_marshal modifier = { supply_consumption_factor = -0.45 } } - 19 = { - cost = 141200 - type = field_marshal - modifier = { - supply_consumption_factor = -0.475 - } - } - 20 = { - cost = 151200 + + 17 = { + cost = 6553600 type = field_marshal modifier = { supply_consumption_factor = -0.5 } } + + 18 = { + cost = 13107200 + type = field_marshal + modifier = { + supply_consumption_factor = -0.55 + } + } + + 19 = { + cost = 26214400 + type = field_marshal + modifier = { + supply_consumption_factor = -0.6 + } + } + + 20 = { + cost = 52428800 + type = field_marshal + modifier = { + supply_consumption_factor = -0.7 + } + } } \ No newline at end of file diff --git a/src/common/unit_leader/00_maneuvering_skills.txt b/src/common/unit_leader/00_maneuvering_skills.txt index feeeabb..beb5f40 100755 --- a/src/common/unit_leader/00_maneuvering_skills.txt +++ b/src/common/unit_leader/00_maneuvering_skills.txt @@ -8,6 +8,10 @@ leader_maneuvering_skills = { positioning = 0.025 naval_retreat_speed = 0.01 } + building_module_modifier = { + convoy_retreat_speed = 0.01 + naval_retreat_chance = 0.015 + } } 2 = { @@ -17,6 +21,10 @@ leader_maneuvering_skills = { positioning = 0.05 naval_retreat_speed = 0.02 } + building_module_modifier = { + convoy_retreat_speed = 0.02 + naval_retreat_chance = 0.03 + } } 3 = { @@ -26,6 +34,10 @@ leader_maneuvering_skills = { positioning = 0.075 naval_retreat_speed = 0.03 } + building_module_modifier = { + convoy_retreat_speed = 0.03 + naval_retreat_chance = 0.045 + } } 4 = { @@ -35,6 +47,10 @@ leader_maneuvering_skills = { positioning = 0.1 naval_retreat_speed = 0.04 } + building_module_modifier = { + convoy_retreat_speed = 0.04 + naval_retreat_chance = 0.06 + } } 5 = { @@ -44,6 +60,10 @@ leader_maneuvering_skills = { positioning = 0.125 naval_retreat_speed = 0.05 } + building_module_modifier = { + convoy_retreat_speed = 0.05 + naval_retreat_chance = 0.075 + } } 6 = { @@ -53,6 +73,10 @@ leader_maneuvering_skills = { positioning = 0.15 naval_retreat_speed = 0.06 } + building_module_modifier = { + convoy_retreat_speed = 0.06 + naval_retreat_chance = 0.09 + } } 7 = { @@ -62,6 +86,10 @@ leader_maneuvering_skills = { positioning = 0.175 naval_retreat_speed = 0.07 } + building_module_modifier = { + convoy_retreat_speed = 0.07 + naval_retreat_chance = 0.105 + } } 8 = { @@ -71,6 +99,10 @@ leader_maneuvering_skills = { positioning = 0.2 naval_retreat_speed = 0.08 } + building_module_modifier = { + convoy_retreat_speed = 0.08 + naval_retreat_chance = 0.12 + } } 9 = { @@ -80,6 +112,10 @@ leader_maneuvering_skills = { positioning = 0.225 naval_retreat_speed = 0.09 } + building_module_modifier = { + convoy_retreat_speed = 0.09 + naval_retreat_chance = 0.135 + } } 10 = { @@ -89,50 +125,139 @@ leader_maneuvering_skills = { positioning = 0.25 naval_retreat_speed = 0.10 } - } - - 11 = { - cost = 61200 - type = navy - modifier = { - positioning = 0.275 - naval_retreat_speed = 0.11 + building_module_modifier = { + convoy_retreat_speed = 0.1 + naval_retreat_chance = 0.15 } } - - 12 = { - cost = 71200 + + 11 = { + cost = 102400 type = navy modifier = { - positioning = 0.3 + positioning = 0.28 naval_retreat_speed = 0.12 } - } - - 13 = { - cost = 81200 - type = navy - modifier = { - positioning = 0.325 - naval_retreat_speed = 0.13 + building_module_modifier = { + convoy_retreat_speed = 0.12 + naval_retreat_chance = 0.17 } } - - 14 = { - cost = 91200 + + 12 = { + cost = 204800 type = navy modifier = { - positioning = 0.35 + positioning = 0.31 naval_retreat_speed = 0.14 } + building_module_modifier = { + convoy_retreat_speed = 0.14 + naval_retreat_chance = 0.19 + } } - - 15 = { - cost = 101200 + + 13 = { + cost = 409600 type = navy modifier = { - positioning = 0.375 - naval_retreat_speed = 0.15 + positioning = 0.34 + naval_retreat_speed = 0.16 + } + building_module_modifier = { + convoy_retreat_speed = 0.16 + naval_retreat_chance = 0.21 + } + } + + 14 = { + cost = 819200 + type = navy + modifier = { + positioning = 0.37 + naval_retreat_speed = 0.18 + } + building_module_modifier = { + convoy_retreat_speed = 0.18 + naval_retreat_chance = 0.23 + } + } + + 15 = { + cost = 1638400 + type = navy + modifier = { + positioning = 0.4 + naval_retreat_speed = 0.2 + } + building_module_modifier = { + convoy_retreat_speed = 0.2 + naval_retreat_chance = 0.25 + } + } + + 16 = { + cost = 3276800 + type = navy + modifier = { + positioning = 0.43 + naval_retreat_speed = 0.22 + } + building_module_modifier = { + convoy_retreat_speed = 0.22 + naval_retreat_chance = 0.27 + } + } + + 17 = { + cost = 6553600 + type = navy + modifier = { + positioning = 0.46 + naval_retreat_speed = 0.24 + } + building_module_modifier = { + convoy_retreat_speed = 0.24 + naval_retreat_chance = 0.29 + } + } + + 18 = { + cost = 13107200 + type = navy + modifier = { + positioning = 0.49 + naval_retreat_speed = 0.26 + } + building_module_modifier = { + convoy_retreat_speed = 0.26 + naval_retreat_chance = 0.31 + } + } + + 19 = { + cost = 26214400 + type = navy + modifier = { + positioning = 0.52 + naval_retreat_speed = 0.28 + } + building_module_modifier = { + convoy_retreat_speed = 0.28 + naval_retreat_chance = 0.33 + } + } + + 20 = { + cost = 52428800 + type = navy + modifier = { + positioning = 0.55 + naval_retreat_speed = 0.3 + } + building_module_modifier = { + convoy_retreat_speed = 0.3 + naval_retreat_chance = 0.35 } } } \ No newline at end of file diff --git a/src/common/unit_leader/00_planning_skills.txt b/src/common/unit_leader/00_planning_skills.txt index ee4f8c6..9ec0da9 100755 --- a/src/common/unit_leader/00_planning_skills.txt +++ b/src/common/unit_leader/00_planning_skills.txt @@ -90,49 +90,94 @@ leader_planning_skills = { naval_coordination = 0.20 } } - + 11 = { - cost = 61200 + cost = 102400 type = navy modifier = { naval_hit_chance = 0.55 naval_coordination = 0.22 } } - + 12 = { - cost = 71200 + cost = 204800 type = navy modifier = { naval_hit_chance = 0.6 naval_coordination = 0.24 } } - + 13 = { - cost = 81200 + cost = 409600 type = navy modifier = { naval_hit_chance = 0.65 naval_coordination = 0.26 } } - + 14 = { - cost = 91200 + cost = 819200 type = navy modifier = { - naval_hit_chance = 0.70 + naval_hit_chance = 0.7 naval_coordination = 0.28 } } - + 15 = { - cost = 101200 + cost = 1638400 type = navy modifier = { naval_hit_chance = 0.75 - naval_coordination = 0.30 + naval_coordination = 0.3 + } + } + + 16 = { + cost = 3276800 + type = navy + modifier = { + naval_hit_chance = 0.8 + naval_coordination = 0.32 + } + } + + 17 = { + cost = 6553600 + type = navy + modifier = { + naval_hit_chance = 0.85 + naval_coordination = 0.34 + } + } + + 18 = { + cost = 13107200 + type = navy + modifier = { + naval_hit_chance = 0.9 + naval_coordination = 0.36 + } + } + + 19 = { + cost = 26214400 + type = navy + modifier = { + naval_hit_chance = 0.95 + naval_coordination = 0.38 + } + } + + 20 = { + cost = 52428800 + type = navy + modifier = { + naval_hit_chance = 1 + naval_coordination = 0.4 } } @@ -227,86 +272,97 @@ leader_planning_skills = { max_planning = 0.2 } } + 11 = { - cost = 61200 + cost = 102400 type = corps_commander modifier = { planning_speed = 0.55 max_planning = 0.22 } } + 12 = { - cost = 71200 + cost = 204800 type = corps_commander modifier = { planning_speed = 0.6 max_planning = 0.24 } } + 13 = { - cost = 81200 + cost = 409600 type = corps_commander modifier = { planning_speed = 0.65 max_planning = 0.26 } } + 14 = { - cost = 91200 + cost = 819200 type = corps_commander modifier = { planning_speed = 0.7 max_planning = 0.28 } } + 15 = { - cost = 101200 + cost = 1638400 type = corps_commander modifier = { planning_speed = 0.75 max_planning = 0.3 } } + 16 = { - cost = 111200 + cost = 3276800 type = corps_commander modifier = { planning_speed = 0.8 max_planning = 0.32 } } + 17 = { - cost = 121200 + cost = 6553600 type = corps_commander modifier = { planning_speed = 0.85 max_planning = 0.34 } } + 18 = { - cost = 131200 + cost = 13107200 type = corps_commander modifier = { planning_speed = 0.9 max_planning = 0.36 } } + 19 = { - cost = 141200 + cost = 26214400 type = corps_commander modifier = { planning_speed = 0.95 max_planning = 0.38 } } + 20 = { - cost = 151200 + cost = 52428800 type = corps_commander modifier = { planning_speed = 1 max_planning = 0.4 } } + ### Field Marshal ### 1 = { cost = 100 @@ -399,84 +455,94 @@ leader_planning_skills = { max_planning = 0.2 } } + 11 = { - cost = 61200 + cost = 102400 type = field_marshal modifier = { planning_speed = 0.55 max_planning = 0.22 } } + 12 = { - cost = 71200 + cost = 204800 type = field_marshal modifier = { planning_speed = 0.6 max_planning = 0.24 } } + 13 = { - cost = 81200 + cost = 409600 type = field_marshal modifier = { planning_speed = 0.65 max_planning = 0.26 } } + 14 = { - cost = 91200 + cost = 819200 type = field_marshal modifier = { planning_speed = 0.7 max_planning = 0.28 } } + 15 = { - cost = 101200 + cost = 1638400 type = field_marshal modifier = { planning_speed = 0.75 max_planning = 0.3 } } + 16 = { - cost = 111200 + cost = 3276800 type = field_marshal modifier = { planning_speed = 0.8 - max_planning = 0.32 + max_planning = 0.33 } } + 17 = { - cost = 121200 + cost = 6553600 type = field_marshal modifier = { planning_speed = 0.85 - max_planning = 0.34 - } - } - 18 = { - cost = 131200 - type = field_marshal - modifier = { - planning_speed = 0.9 max_planning = 0.36 } } + + 18 = { + cost = 13107200 + type = field_marshal + modifier = { + planning_speed = 0.9 + max_planning = 0.39 + } + } + 19 = { - cost = 141200 + cost = 26214400 type = field_marshal modifier = { planning_speed = 0.95 - max_planning = 0.38 + max_planning = 0.42 } } + 20 = { - cost = 151200 + cost = 52428800 type = field_marshal modifier = { planning_speed = 1 - max_planning = 0.4 + max_planning = 0.45 } } } \ No newline at end of file diff --git a/src/common/unit_leader/00_skills.txt b/src/common/unit_leader/00_skills.txt index 5d5179d..f98cbcc 100755 --- a/src/common/unit_leader/00_skills.txt +++ b/src/common/unit_leader/00_skills.txt @@ -5,8 +5,8 @@ leader_skills = { cost = 100 type = navy modifier = { - naval_hit_chance = 0.05 - naval_coordination = 0.01 + #naval_hit_chance = 0.05 + #naval_coordination = 0.01 } } @@ -14,8 +14,8 @@ leader_skills = { cost = 200 type = navy modifier = { - naval_hit_chance = 0.1 - naval_coordination = 0.03 + #naval_hit_chance = 0.1 + #naval_coordination = 0.03 } } @@ -23,8 +23,8 @@ leader_skills = { cost = 400 type = navy modifier = { - naval_hit_chance = 0.15 - naval_coordination = 0.05 + #naval_hit_chance = 0.15 + #naval_coordination = 0.05 } } @@ -32,53 +32,152 @@ leader_skills = { cost = 800 type = navy modifier = { - naval_hit_chance = 0.2 - naval_coordination = 0.07 + #naval_hit_chance = 0.2 + #naval_coordination = 0.07 } } 5 = { - cost = 1200 + cost = 1600 type = navy modifier = { - naval_hit_chance = 0.25 - naval_coordination = 0.09 + #naval_hit_chance = 0.25 + #naval_coordination = 0.09 } } 6 = { - cost = 1600 + cost = 3200 type = navy modifier = { - naval_hit_chance = 0.3 - naval_coordination = 0.12 + #naval_hit_chance = 0.3 + #naval_coordination = 0.12 } } 7 = { - cost = 2000 + cost = 6400 type = navy modifier = { - naval_hit_chance = 0.35 - naval_coordination = 0.14 + #naval_hit_chance = 0.35 + #naval_coordination = 0.14 } } 8 = { - cost = 3000 + cost = 12800 type = navy modifier = { - naval_hit_chance = 0.40 - naval_coordination = 0.16 + #naval_hit_chance = 0.40 + #naval_coordination = 0.16 } } 9 = { - cost = 5000 + cost = 25600 type = navy modifier = { - naval_hit_chance = 0.45 - naval_coordination = 0.18 + #naval_hit_chance = 0.45 + #naval_coordination = 0.18 + } + } + + 10 = { + cost = 51200 + type = navy + modifier = { + #naval_hit_chance = 0.45 + #naval_coordination = 0.18 + } + } + + 11 = { + cost = 80000 + type = navy + modifier = { + #naval_hit_chance = 0.45 + #naval_coordination = 0.18 + } + } + + 12 = { + cost = 110000 + type = navy + modifier = { + #naval_hit_chance = 0.45 + #naval_coordination = 0.18 + } + } + + 13 = { + cost = 140000 + type = navy + modifier = { + #naval_hit_chance = 0.45 + #naval_coordination = 0.18 + } + } + + 14 = { + cost = 170000 + type = navy + modifier = { + #naval_hit_chance = 0.45 + #naval_coordination = 0.18 + } + } + + 15 = { + cost = 200000 + type = navy + modifier = { + #naval_hit_chance = 0.45 + #naval_coordination = 0.18 + } + } + + 16 = { + cost = 230000 + type = navy + modifier = { + #naval_hit_chance = 0.45 + #naval_coordination = 0.18 + } + } + + 17 = { + cost = 260000 + type = navy + modifier = { + #naval_hit_chance = 0.45 + #naval_coordination = 0.18 + } + } + + 18 = { + cost = 290000 + type = navy + modifier = { + #naval_hit_chance = 0.45 + #naval_coordination = 0.18 + } + } + + 19 = { + cost = 320000 + type = navy + modifier = { + #naval_hit_chance = 0.45 + #naval_coordination = 0.18 + } + } + + 20 = { + cost = 350000 + type = navy + modifier = { + #naval_hit_chance = 0.45 + #naval_coordination = 0.18 } } @@ -99,52 +198,91 @@ leader_skills = { } 4 = { - cost = 800 + cost = 1000 type = corps_commander } 5 = { - cost = 1200 + cost = 1500 type = corps_commander } 6 = { - cost = 2000 + cost = 2500 type = corps_commander } 7 = { - cost = 3500 + cost = 5000 type = corps_commander } 8 = { - cost = 5500 + cost = 7500 type = corps_commander } 9 = { - cost = 6500 + cost = 10000 type = corps_commander } - + 10 = { - cost = 8000 + cost = 12500 type = corps_commander } 11 = { - cost = 10000 + cost = 15000 type = corps_commander } - + 12 = { - cost = 12000 + cost = 18000 + type = corps_commander + } + + 13 = { + cost = 21000 + type = corps_commander + } + + 14 = { + cost = 24000 + type = corps_commander + } + + 15 = { + cost = 27000 + type = corps_commander + } + + 16 = { + cost = 30000 + type = corps_commander + } + + 17 = { + cost = 35000 + type = corps_commander + } + + 18 = { + cost = 40000 + type = corps_commander + } + + 19 = { + cost = 45000 + type = corps_commander + } + + 20 = { + cost = 50000 type = corps_commander } ### Field Marshal ### - 1 = { cost = 100 type = field_marshal @@ -161,49 +299,90 @@ leader_skills = { } 4 = { - cost = 800 + cost = 1000 type = field_marshal } 5 = { - cost = 1200 + cost = 1500 type = field_marshal } 6 = { - cost = 2000 + cost = 2500 type = field_marshal } 7 = { - cost = 3500 + cost = 5000 type = field_marshal } 8 = { - cost = 5500 + cost = 7500 type = field_marshal } 9 = { - cost = 6500 + cost = 10000 type = field_marshal } - + 10 = { - cost = 8000 + cost = 12500 type = field_marshal } 11 = { - cost = 10000 + cost = 15000 + type = field_marshal + } + + 12 = { + cost = 18000 + type = field_marshal + } + + 13 = { + cost = 21000 + type = field_marshal + } + + 14 = { + cost = 24000 + type = field_marshal + } + + 15 = { + cost = 27000 + type = field_marshal + } + + 16 = { + cost = 30000 + type = field_marshal + } + + 17 = { + cost = 35000 + type = field_marshal + } + + 18 = { + cost = 40000 + type = field_marshal + } + + 19 = { + cost = 45000 + type = field_marshal + } + + 20 = { + cost = 50000 type = field_marshal } - 12 = { - cost = 12000 - type = field_marshal - } ### Operative ### 1 = { diff --git a/src/events/AZ_tianjiangEvents.txt b/src/events/AZ_tianjiangEvents.txt index cc7e0b8..6350fae 100755 --- a/src/events/AZ_tianjiangEvents.txt +++ b/src/events/AZ_tianjiangEvents.txt @@ -5479,7 +5479,7 @@ country_event = { } } hidden_effect = { - ROM = { + ROM = { diplomatic_relation = { country = YUG relation = guarantee @@ -5496,6 +5496,18 @@ country_event = { active = no } } + CZE = { + diplomatic_relation = { + country = YUG + relation = guarantee + active = no + } + diplomatic_relation = { + country = ROM + relation = guarantee + active = no + } + } } ai_chance = { factor = 1 diff --git a/src/events/DOH_shijian.txt b/src/events/DOH_shijian.txt index 75a0e5e..e916cf5 100755 --- a/src/events/DOH_shijian.txt +++ b/src/events/DOH_shijian.txt @@ -408,14 +408,17 @@ country_event = { option = { name = DOH_event.7.a ai_chance = { - base = 0 + base = 1 modifier = { OR = { tag = TIB tag = SIK tag = XSM + tag = XIC + tag = SHX + tag = HBC } - add = 7 + add = 5 } } DOH = { country_event = DOH_event.8 } @@ -423,15 +426,7 @@ country_event = { option = { name = DOH_event.7.b ai_chance = { - base = 3 - modifier = { - OR = { - tag = YUN - tag = GXC - tag = SHX - } - add = 10 - } + base = 1 } DOH = { country_event = DOH_event.9 } declare_war_on = { @@ -756,7 +751,7 @@ country_event = { } } } - create_faction = "东亚反暴政联盟" + create_faction_from_template = faction_template_DOH_united_front } add_war_support = 0.2 set_autonomy = { @@ -847,7 +842,110 @@ country_event = { } } } - + if = { + limit = { + GDC = { exists = yes } + } + annex_country = { target = GDC transfer_troops = yes } + GDC = { + DOH = { + country_event = DOH_event.29 + add_to_variable = { tunbingjunfa_costpp = -100 } + add_to_variable = { tunbingjunfa_shuliang = 1 } + } + } + } + if = { + limit = { + SIC = { exists = yes } + } + annex_country = { target = SIC transfer_troops = yes } + SIC = { + DOH = { + country_event = DOH_event.29 + add_to_variable = { tunbingjunfa_costpp = -100 } + add_to_variable = { tunbingjunfa_shuliang = 1 } + } + } + } + if = { + limit = { + SND = { exists = yes } + } + annex_country = { target = SND transfer_troops = yes } + SND = { + DOH = { + country_event = DOH_event.29 + add_to_variable = { tunbingjunfa_costpp = -100 } + add_to_variable = { tunbingjunfa_shuliang = 1 } + } + } + } + if = { + limit = { + HBC = { exists = yes } + } + annex_country = { target = HBC transfer_troops = yes } + HBC = { + DOH = { + country_event = DOH_event.29 + add_to_variable = { tunbingjunfa_costpp = -100 } + add_to_variable = { tunbingjunfa_shuliang = 1 } + } + } + } + if = { + limit = { + XIC = { exists = yes } + } + annex_country = { target = XIC transfer_troops = yes } + XIC = { + DOH = { + country_event = DOH_event.29 + add_to_variable = { tunbingjunfa_costpp = -100 } + add_to_variable = { tunbingjunfa_shuliang = 1 } + } + } + } + if = { + limit = { + KHM = { exists = yes } + } + annex_country = { target = KHM transfer_troops = yes } + KHM = { + DOH = { + country_event = DOH_event.29 + add_to_variable = { tunbingjunfa_costpp = -100 } + add_to_variable = { tunbingjunfa_shuliang = 1 } + } + } + } + if = { + limit = { + GSM = { exists = yes } + } + annex_country = { target = GSM transfer_troops = yes } + GSM = { + DOH = { + country_event = DOH_event.29 + add_to_variable = { tunbingjunfa_costpp = -100 } + add_to_variable = { tunbingjunfa_shuliang = 1 } + } + } + } + if = { + limit = { + NXM = { exists = yes } + } + annex_country = { target = NXM transfer_troops = yes } + NXM = { + DOH = { + country_event = DOH_event.29 + add_to_variable = { tunbingjunfa_costpp = -100 } + add_to_variable = { tunbingjunfa_shuliang = 1 } + } + } + } } } diff --git a/src/history/countries/BFL - Beifanglianhe.txt b/src/history/countries/BFL - Beifanglianhe.txt index 90fe582..0176458 100755 --- a/src/history/countries/BFL - Beifanglianhe.txt +++ b/src/history/countries/BFL - Beifanglianhe.txt @@ -12,8 +12,19 @@ set_popularities = { communism = 88 } +set_grand_doctrine = mass_assault +set_grand_doctrine = new_fleet_in_being - +set_autonomy = { + target = MON + autonomous_state = autonomy_integrated_puppet + freedom_level = 0.35 +} +set_autonomy = { + target = TAN + autonomous_state = autonomy_integrated_puppet + freedom_level = 0.35 +} add_ideas = { diff --git a/src/history/countries/BYG - Baiying.txt b/src/history/countries/BYG - Baiying.txt index 8a4421f..3622e39 100755 --- a/src/history/countries/BYG - Baiying.txt +++ b/src/history/countries/BYG - Baiying.txt @@ -5,6 +5,11 @@ oob = "BYG_1936" starting_train_buffer = 5 +set_grand_doctrine = superior_firepower +set_grand_doctrine = new_base_strike + +create_faction_from_template = faction_template_byg_commonwealth + add_breakthrough_progress = { specialization = specialization_naval value = 1.0 diff --git a/src/history/countries/CHY - Chongying.txt b/src/history/countries/CHY - Chongying.txt index 82040b9..35661a8 100755 --- a/src/history/countries/CHY - Chongying.txt +++ b/src/history/countries/CHY - Chongying.txt @@ -10,6 +10,9 @@ set_variable = { var = xzmf_sl value = 2 } set_variable = { var = zs_sl value = 400 } set_variable = { var = wz_sl value = 8000 } +set_grand_doctrine = grand_battleplan +set_grand_doctrine = new_base_strike + add_breakthrough_progress = { specialization = specialization_naval value = 1.0 diff --git a/src/history/countries/DOH - Donghuang.txt b/src/history/countries/DOH - Donghuang.txt index 628c929..601df8a 100755 --- a/src/history/countries/DOH - Donghuang.txt +++ b/src/history/countries/DOH - Donghuang.txt @@ -1,4 +1,4 @@ -capital = 613 +capital = 1035 oob = "DOH_1936" set_autonomy = { @@ -25,6 +25,9 @@ if = { } } +set_grand_doctrine = mass_assault +set_grand_doctrine = new_fleet_in_being + recruit_character = DOH_yixian recruit_character = DOH_jiangjiang recruit_character = DOH_anshan diff --git a/src/history/countries/ENG - Britain.txt b/src/history/countries/ENG - Britain.txt new file mode 100755 index 0000000..41ea019 --- /dev/null +++ b/src/history/countries/ENG - Britain.txt @@ -0,0 +1,2011 @@ +capital = 126 + +if = { + limit = { + NOT = { + has_dlc = "No Step Back" + has_dlc = "La Resistance" + } + } + set_oob = "ENG_1936" +} +if = { + limit = { + NOT = { + has_dlc = "No Step Back" + } + has_dlc = "La Resistance" + } + set_oob = "ENG_1936_LaR" +} +if = { + limit = { + NOT = { + has_dlc = "La Resistance" + } + has_dlc = "No Step Back" + } + set_oob = "ENG_1936_nsb" +} +if = { + limit = { + has_dlc = "La Resistance" + has_dlc = "No Step Back" + } + set_oob = "ENG_1936_nsb_LaR" +} + +starting_train_buffer = 4 + +if = { + limit = { + has_dlc = "Man the Guns" + } + set_naval_oob = "ENG_1936_Naval" + else = { + set_naval_oob = "ENG_1936_Naval_Legacy" + } +} + +if = { + limit = { + has_dlc = "La Resistance" + } + set_technology = { + armored_car1 = 1 + } +} + +if = { + limit = { has_dlc = "By Blood Alone" } + set_air_oob = "ENG_1936_air_bba" + set_technology = { + aa_lmg = 1 + engines_1 = 1 + engines_2 = 1 + early_bombs = 1 + aircraft_construction = 1 + iw_small_airframe = 1 + iw_medium_airframe = 1 + iw_large_airframe = 1 + basic_medium_airframe = 1 + basic_small_airframe = 1 + air_torpedoe_1 = 1 + bba_early_transport_plane = 1 + } + else = { + set_air_oob = "ENG_1936_air_legacy" + set_technology = { + early_fighter = 1 + cv_early_fighter = 1 + cv_naval_bomber1 = 1 + naval_bomber1 = 1 + early_bomber = 1 + CAS1 = 1 + early_transport_plane = 1 + } + } +} + +IF = { + limit = { + has_dlc = "Gotterdammerung" + } + give_guarantee = BEL +} + +IF = { + limit = { + has_dlc = "Graveyard of Empires" + } + give_guarantee = IRQ +} + +IRQ = { + give_military_access = ENG + diplomatic_relation = { + country = ENG + relation = OFFER_AIR_BASE_ACCESS + active = yes + } +} + +set_research_slots = 4 + +set_stability = 0.6 +set_war_support = 0.1 +add_command_power = 20 + +# Starting tech +set_technology = { + infantry_weapons = 1 + infantry_weapons1 = 1 + tech_support = 1 + tech_engineers = 1 + tech_recon = 1 + tech_trucks = 1 + motorised_infantry = 1 + gw_artillery = 1 + interwar_antiair = 1 + basic_train = 1 + electronic_mechanical_engineering = 1 + radio = 1 + fuel_silos = 1 + fuel_refining = 1 +} + +set_grand_doctrine = grand_battleplan +set_grand_doctrine = new_fleet_in_being + +complete_special_project = { + project = sp:sp_air_radar + scientist = ENG_robert_watson_watt +} + +add_breakthrough_progress = { + specialization = specialization_naval + value = 0.6 +} +add_breakthrough_progress = { + specialization = specialization_air + value = 0.5 +} + +if = { + limit = { + NOT = { has_dlc = "No Step Back" } + } + set_technology = { + gwtank = 1 + basic_light_tank = 1 + } +} +if = { + limit = { + has_dlc = "No Step Back" + } + set_technology = { + gwtank_chassis = 1 + basic_light_tank_chassis = 1 + } +} + +if = { + limit = { + has_dlc = "Battle for the Bosporus" + } + set_technology = { camelry = 1 } +} +if = { + limit = { + not = { has_dlc = "Man the Guns" } + } + set_technology = { + early_submarine = 1 + early_destroyer = 1 + basic_destroyer = 1 + early_light_cruiser = 1 + early_heavy_cruiser = 1 + early_battleship = 1 + early_battlecruiser = 1 + early_carrier = 1 + transport = 1 + } +} +if = { + limit = { + has_dlc = "Man the Guns" + } + set_technology = { + basic_naval_mines = 1 + submarine_mine_laying = 1 + early_ship_hull_light = 1 + basic_ship_hull_light = 1 + early_ship_hull_submarine = 1 + early_ship_hull_cruiser = 1 + basic_ship_hull_cruiser = 1 + early_ship_hull_heavy = 1 + basic_ship_hull_heavy = 1 + early_ship_hull_carrier = 1 + basic_ship_hull_carrier = 1 + basic_battery = 1 + basic_light_battery = 1 + #basic_medium_battery = 1 + basic_heavy_battery = 1 + basic_torpedo = 1 + sonar = 1 + smoke_generator = 1 + basic_depth_charges = 1 + basic_cruiser_armor_scheme = 1 + basic_heavy_armor_scheme = 1 + mtg_transport = 1 + basic_fire_control_system = 1 + basic_dp_light_battery = 1 + } + add_ideas = MTG_naval_treaty_adherent + set_global_flag = MTG_second_london_conference + set_global_flag = { flag = MTG_naval_treaty_signatories value = 5 } +} + +set_variable = { var = eng_gateway_to_europe_influence value = 0 } + +add_ideas = { + stiff_upper_lip + ENG_the_war_to_end_all_wars + george_v +} + + +set_convoys = 1000 + +# DIPLOMACY +if = { + limit = { + OR = { + has_dlc = "Together for Victory" + has_dlc = "Man the Guns" + } + } + set_autonomy = { + target = MAL + autonomous_state = autonomy_integrated_puppet + } + set_autonomy = { + target = RAJ + autonomous_state = autonomy_colony + freedom_level = 0.35 + } + set_autonomy = { + target = OMA + autonomous_state = autonomy_colony + freedom_level = 0.35 + } + set_autonomy = { + target = CAN + autonomous_state = autonomy_dominion + freedom_level = 0.4 + } + set_autonomy = { + target = SAF + autonomous_state = autonomy_dominion + freedom_level = 0.4 + } + set_autonomy = { + target = AST + autonomous_state = autonomy_dominion + freedom_level = 0.2 + } + set_autonomy = { + target = NZL + autonomous_state = autonomy_dominion + freedom_level = 0.2 + } + set_autonomy = { + target = BRM + autonomous_state = autonomy_colony + freedom_level = 0.2 + } + #set_autonomy = { + # target = EGY + # autonomous_state = autonomy_dominion + # freedom_level = 0.2 + #} + set_autonomy = { + target = PAL + autonomous_state = autonomy_integrated_puppet + freedom_level = 0.5 + } + set_autonomy = { + target = JOR + autonomous_state = autonomy_dominion + freedom_level = 0.2 + } + set_autonomy = { + target = KUW + autonomous_state = autonomy_integrated_puppet + freedom_level = 0.5 + } + + else = { + puppet = MAL + puppet = RAJ + puppet = JOR + puppet = PAL + #puppet = EGY + puppet = KUW + puppet = OMA + } +} + + +if = { + limit = { has_dlc = "Together for Victory" } + + add_to_tech_sharing_group = commonwealth_research +} + +1939.1.1 = { + + add_political_power = 1198 + add_command_power = 100 + + #adding ministers + add_ideas = { + ENG_ernest_bevin + bernard_montgomery + rsaf_enfield + archibald_wavell + charles_portal + english_electric + + #laws + partial_economic_mobilisation + limited_conscription + + ENG_george_vi + } + + recruit_character = ENG_neville_chamberlain + promote_character = ENG_neville_chamberlain + retire_character = ENG_stanley_baldwin + remove_ideas = george_v #Dead + + complete_national_focus = limited_rearmament_focus + complete_national_focus = air_defense_focus + complete_national_focus = radar_focus + complete_national_focus = shadow_scheme_focus + complete_national_focus = uk_empire_focus + complete_national_focus = uk_service_focus + complete_national_focus = uk_colonial_focus + complete_national_focus = uk_mediterranean_focus + complete_national_focus = uk_asia_focus + complete_national_focus = uk_commonwealth_focus + complete_national_focus = uk_industrial_focus + complete_national_focus = ENG_vickers_experimental_facility_focus + complete_national_focus = ENG_steady_as_she_goes + + give_guarantee = POL + + if = { + limit = { + NOT = { + has_dlc = "No Step Back" + } + } + set_oob = "ENG_1939" + } + if = { + limit = { + has_dlc = "No Step Back" + } + set_oob = "ENG_1939_nsb" + } + if = { + limit = { + has_dlc = "Man the Guns" + } + set_naval_oob = "ENG_1939_Naval" + else = { + set_naval_oob = "ENG_1939_Naval_Legacy" + } + } + if = { + limit = { has_dlc = "By Blood Alone" } + set_air_oob = "ENG_1939_air_bba" + set_technology = { + basic_small_airframe = 1 + improved_small_airframe = 1 + basic_medium_airframe = 1 + basic_large_airframe = 1 + aa_cannon_1 = 1 + engines_3 = 1 + range_improvements = 1 + air_torpedoe_1 = 1 + } + else = { + set_air_oob = "ENG_1939_air_legacy" + set_technology = { + fighter1 = 1 + fighter2 = 1 + heavy_fighter1 = 1 + heavy_fighter2 = 1 + CAS2 = 1 + naval_bomber2 = 1 + tactical_bomber1 = 1 + tactical_bomber2 = 1 + strategic_bomber1 = 1 + cv_CAS1 = 1 + cv_fighter1 = 1 + } + } + } + if = { + limit = { + has_dlc = "Gotterdammerung" + has_guaranteed = BEL + } + diplomatic_relation = { + country = BEL + relation = guarantee + active = no + } + } + + complete_special_project = { + project = sp:sp_naval_torpedo_cruiser + scientist = ENG_charles_goodeve + state = 127 + } + + set_technology = { + + interwar_artillery = 1 + interwar_antitank = 1 + infantry_weapons2 = 1 + support_weapons = 1 + support_weapons2 = 1 + + + #doctrines + #Air + #air_superiority = 1 + #home_defence = 1 + #naval_strike_tactics = 1 + + #electronics + electronic_mechanical_engineering = 1 + radio = 1 + cavity_magnatron = 1 + centimetric_radar = 1 + mechanical_computing = 1 + computing_machine = 1 + basic_encryption = 1 + basic_decryption = 1 + + #industry + basic_machine_tools = 1 + improved_machine_tools = 1 + advanced_machine_tools = 1 + synth_oil_experiments = 1 + oil_processing = 1 + fuel_refining2 = 1 + construction1 = 1 + construction2 = 1 + construction3 = 1 + dispersed_industry = 1 + dispersed_industry2 = 1 + dispersed_industry3 = 1 + } + + set_grand_doctrine = grand_battleplan + set_grand_doctrine = new_fleet_in_being + set_grand_doctrine = new_strategic_destruction + set_sub_doctrine = defensive_postures + add_mastery = { + amount = 100 + sub_doctrine = defensive_postures + } + set_sub_doctrine = grand_assault + add_mastery = { + amount = 50 + sub_doctrine = grand_assault + } + set_sub_doctrine = convoy_escort + add_mastery = { + amount = 100 + sub_doctrine = convoy_escort + } + set_sub_doctrine = line_of_battle + add_mastery = { + amount = 50 + sub_doctrine = line_of_battle + } + set_sub_doctrine = floating_airfields + add_mastery = { + amount = 25 + sub_doctrine = floating_airfields + } + set_sub_doctrine = air_subdoctrine_dogfighting_mastery + add_mastery = { + amount = 75 + sub_doctrine = air_subdoctrine_dogfighting_mastery + } + set_sub_doctrine = air_subdoctrine_flying_artillery + add_mastery = { + amount = 25 + sub_doctrine = air_subdoctrine_flying_artillery + } + + + if = { + limit = { + NOT = { + has_dlc = "No Step Back" + } + } + set_technology = { + improved_light_tank = 1 + basic_medium_tank = 1 + basic_heavy_tank = 1 + } + } + if = { + limit = { + + has_dlc = "No Step Back" + + } + set_technology = { + improved_light_tank_chassis = 1 + basic_medium_tank_chassis = 1 + basic_heavy_tank_chassis = 1 + armor_tech_1 = 1 + engine_tech_1 = 1 + } + } + if = { + limit = { + not = { has_dlc = "Man the Guns"} + } + set_technology = { + basic_submarine = 1 + improved_submarine = 1 + improved_destroyer = 1 + basic_light_cruiser = 1 + improved_light_cruiser = 1 + basic_battleship = 1 + basic_carrier = 1 + improved_carrier = 1 + } + + } + if = { + limit = { + has_dlc = "Man the Guns" + } + set_technology = { + basic_ship_hull_submarine = 1 + improved_ship_hull_submarine = 1 + improved_ship_hull_light = 1 + improved_ship_hull_cruiser = 1 + basic_ship_hull_heavy = 1 + + improved_ship_hull_carrier = 1 + advanced_dp_light_battery = 1 + improved_sonar = 1 + } + remove_ideas = MTG_naval_treaty_adherent + add_ideas = MTG_naval_treaty_adherent_reduced + clr_global_flag = MTG_second_london_conference + modify_global_flag = { flag = MTG_naval_treaty_signatories value = -2 } + } + + set_convoys = 200 +} + +set_politics = { + ruling_party = democratic + last_election = "1935.11.14" + election_frequency = 48 + elections_allowed = yes ##suspended through duration of war, which is handled via event +} +set_popularities = { + democratic = 97 + fascism = 2 + communism = 1 +} + + +IF= { + limit = { + has_dlc = "No Compromise, No Surrender" + } + add_faction_goal_slot = { + category = long_term + value = 1 + } +} + +#give_guarantee = CZE + +# Order matters - here Chamberlain becomes starting leader +recruit_character = ENG_oswald_mosley +recruit_character = ENG_stanley_baldwin +recruit_character = ENG_winston_churchill +recruit_character = ENG_harry_pollitt +recruit_character = ENG_alan_brooke +recruit_character = ENG_bernard_montgomery +recruit_character = ENG_claude_auchinleck +recruit_character = ENG_neil_ritchie +recruit_character = ENG_alan_cunningham +recruit_character = ENG_william_slim +recruit_character = ENG_richard_oconnor +recruit_character = ENG_william_platt +recruit_character = ENG_george_giffard +recruit_character = ENG_harold_alexander +recruit_character = ENG_jackie_smyth +recruit_character = ENG_thomas_jacomb_hutton +recruit_character = ENG_arthur_percival +recruit_character = ENG_merton_beckwithsmith +recruit_character = ENG_henry_pownall +recruit_character = ENG_john_vereker +recruit_character = ENG_henry_wilson +recruit_character = ENG_william_gott +recruit_character = ENG_jock_campbell +recruit_character = ENG_oliver_leese +recruit_character = ENG_miles_dempsey +recruit_character = ENG_brian_horrocks +recruit_character = ENG_archibald_wavell +recruit_character = ENG_james_fownes_somerville +recruit_character = ENG_henry_harwood +recruit_character = ENG_andrew_cunningham +recruit_character = ENG_bruce_fraser +recruit_character = ENG_john_tovey +recruit_character = ENG_bernard_rawlings +recruit_character = ENG_john_cunningham +recruit_character = ENG_charles_forbes +recruit_character = ENG_algernon_willis +recruit_character = ENG_arthur_power +recruit_character = ENG_horatio_dundas +recruit_character = ENG_edmund_ironside +recruit_character = ENG_david_stirling +recruit_character = ENG_james_somerville +recruit_character = ENG_kenneth_anderson +recruit_character = ENG_louis_mountbatten +recruit_character = ENG_arthur_harris +recruit_character = ENG_james_chadwick +recruit_character = ENG_jfc_fuller +recruit_character = ENG_frank_whittle +recruit_character = ENG_random_communist_minister_15 +recruit_character = ENG_random_communist_minister_14 +recruit_character = ENG_ernle_chatfield +recruit_character = ENG_trafford_leigh_mallory +recruit_character = ENG_max_horton +recruit_character = ENG_tom_phillips +recruit_character = ENG_hugh_dowding +recruit_character = ENG_charles_portal +recruit_character = ENG_dudley_pound +recruit_character = ENG_raymond_briggs +recruit_character = ENG_frederick_bowhill +recruit_character = ENG_cyril_newall +recruit_character = ENG_sholto_douglas +recruit_character = ENG_edward_ellington + + + +recruit_character = ENG_john_beckett +recruit_character = ENG_corgis_1 +recruit_character = ENG_corgis_2 +recruit_character = ENG_corgis_3 +recruit_character = ENG_alan_turing +recruit_character = ENG_clement_attlee +recruit_character = ENG_ernest_bevin +recruit_character = ENG_leslie_hore_belisha +recruit_character = ENG_george_orwell +recruit_character = ENG_nevile_henderson +recruit_character = ENG_random_communist_minister_8 +recruit_character = ENG_random_communist_minister_9 +recruit_character = ENG_david_lloyd_george +recruit_character = ENG_random_communist_minister_1 +recruit_character = ENG_random_communist_minister_2 +recruit_character = ENG_random_communist_minister_3 +recruit_character = ENG_random_communist_minister_4 +recruit_character = ENG_random_communist_minister_5 +recruit_character = ENG_random_communist_minister_6 +recruit_character = ENG_random_communist_minister_7 +recruit_character = ENG_random_communist_minister_13 +recruit_character = ENG_random_communist_minister_12 +recruit_character = ENG_random_communist_minister_11 +recruit_character = ENG_random_communist_minister_10 +recruit_character = ENG_mary_sophia_allen +recruit_character = ENG_philip_kerr +recruit_character = ENG_sylvia_pankhurst +recruit_character = ENG_stewart_menzies +recruit_character = ENG_maxwell_aitken +recruit_character = ENG_thomas_moore + +recruit_character = ENG_john_cockcroft +recruit_character = ENG_charles_goodeve +recruit_character = ENG_nevil_shute +recruit_character = ENG_robert_watson_watt + +if = { + limit = { + has_dlc = "Graveyard of Empires" + } + recruit_character = ENG_jack_churchill +} + + + +if = { + limit = { + has_dlc = "La Resistance" + } + create_operative_leader = { + name = "Nancy Wake" + GFX = GFX_portrait_nancy_wake + traits = { operative_escape_artist } + bypass_recruitment = no + available_to_spy_master = yes + female = yes + nationalities = { ENG } + } + + create_operative_leader = { + name = "Diana Rowden" + GFX = GFX_portrait_diana_rowden + traits = { } + bypass_recruitment = no + available_to_spy_master = yes + female = yes + nationalities = { ENG } + } + + create_operative_leader = { + name = "Juan Pujol" + GFX = GFX_portrait_juan_pujol + traits = { operative_double_agent } + bypass_recruitment = no + available_to_spy_master = yes + nationalities = { ENG GER } + } + + create_operative_leader = { + name = "Dusko Popov" + GFX = GFX_portrait_dusko_popov + traits = { operative_double_agent } + bypass_recruitment = no + available_to_spy_master = yes + nationalities = { ENG GER YUG } + } +} + + +### Ship Variants ### + +if = { + limit = { not = { has_dlc = "Man the Guns" } } + ### Variants ### + # Submarines # + create_equipment_variant = { + name = "O/P/R Class" + type = submarine_1 + parent_version = 0 + design_team = mio:ENG_john_brown_organization + upgrades = { + ship_reliability_upgrade = 3 + sub_engine_upgrade = 2 + sub_stealth_upgrade = 2 + sub_torpedo_upgrade = 3 + } + } + create_equipment_variant = { + name = "S Class" + type = submarine_1 + parent_version = 1 + design_team = mio:ENG_john_brown_organization + upgrades = { + ship_reliability_upgrade = 2 + sub_engine_upgrade = 0 + sub_stealth_upgrade = 2 + sub_torpedo_upgrade = 3 + } + } + # Destroyers # + create_equipment_variant = { + name = "A/B/C/D Class" + type = destroyer_1 + parent_version = 0 + design_team = mio:ENG_yarrow_shipbuilders_organization + upgrades = { + ship_torpedo_upgrade = 1 + destroyer_engine_upgrade = 3 + ship_ASW_upgrade = 2 + ship_anti_air_upgrade = 1 + } + obsolete = yes + } + # Light Cruisers # + create_equipment_variant = { + name = "Emerald Class" + type = light_cruiser_1 + parent_version = 0 + design_team = mio:ENG_john_brown_organization + upgrades = { + ship_reliability_upgrade = 3 + ship_engine_upgrade = 3 + ship_gun_upgrade = 2 + ship_anti_air_upgrade = 3 + } + obsolete = yes + } + create_equipment_variant = { + name = "Amphion Class" + type = light_cruiser_1 + parent_version = 1 + design_team = mio:ENG_john_brown_organization + upgrades = { + ship_reliability_upgrade = 3 + ship_engine_upgrade = 3 + ship_gun_upgrade = 3 + ship_anti_air_upgrade = 3 + } + } + # Heavy Cruisers # + create_equipment_variant = { + name = "County Class" + type = heavy_cruiser_1 + parent_version = 0 + design_team = mio:ENG_john_brown_organization + upgrades = { + ship_reliability_upgrade = 2 + ship_engine_upgrade = 3 + ship_armor_upgrade = 3 + ship_gun_upgrade = 3 + } + } + # Battlecruisers # + create_equipment_variant = { + name = "Admiral Class" + type = battle_cruiser_1 + parent_version = 0 + design_team = mio:ENG_john_brown_organization + upgrades = { + ship_reliability_upgrade = 3 + ship_engine_upgrade = 2 + ship_armor_upgrade = 3 + ship_gun_upgrade = 2 + } + } + # Battleships # + create_equipment_variant = { + name = "Nelson Class" + type = battleship_1 + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + upgrades = { + ship_reliability_upgrade = 3 + ship_engine_upgrade = 2 + ship_armor_upgrade = 3 + ship_gun_upgrade = 3 + } + } + create_equipment_variant = { + name = "Queen Elizabeth Class" + type = battleship_1 + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + upgrades = { + ship_reliability_upgrade = 1 + ship_engine_upgrade = 2 + ship_armor_upgrade = 1 + } + } +} + +if = { + limit = { + has_dlc = "No Step Back" + } + create_equipment_variant = { #Note: There is a copy of this variant in Finnish National Focus file (FIN_bring_foreign_armor_experts). Any changes here should also be applied there + name = "Light Tank Mk. IV" + type = light_tank_chassis_1 + parent_version = 0 + design_team = mio:ENG_vauxhall_organization + show_position = no + modules = { + main_armament_slot = tank_heavy_machine_gun + turret_type_slot = tank_light_one_man_tank_turret + suspension_type_slot = tank_christie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + } + upgrades = { + tank_nsb_engine_upgrade = 2 + tank_nsb_armor_upgrade = 1 + } + icon = "GFX_ENG_basic_light_tank_medium" + obsolete = yes #used for oob + } + create_equipment_variant = { + name = "Light Tank Mk. VI" + type = light_tank_chassis_1 + parent_version = 1 + design_team = mio:ENG_vauxhall_organization + show_position = no + modules = { + main_armament_slot = tank_heavy_machine_gun + turret_type_slot = tank_light_two_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + special_type_slot_2 = smoke_launchers + } + icon = "GFX_ENG_basic_light_tank_medium" + upgrades = { + tank_nsb_engine_upgrade = 2 + tank_nsb_armor_upgrade = 2 + } + } + + create_equipment_variant = { + name = "Medium Mk. II" + type = medium_tank_chassis_0 + design_team = mio:ENG_vickers_armstrong_eng_organization + parent_version = 0 + show_position = no + modules = { + main_armament_slot = tank_small_cannon + turret_type_slot = tank_medium_three_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + } + upgrades = { + tank_nsb_armor_upgrade = 1 + tank_nsb_engine_upgrade = 2 + } + icon = "GFX_ENG_basic_light_tank_medium" + } + + create_equipment_variant = { + name = "Vickers 6 ton A" + type = light_tank_chassis_0 + parent_version = 0 + design_team = mio:ENG_vauxhall_organization + modules = { + main_armament_slot = tank_heavy_machine_gun + turret_type_slot = tank_light_one_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = secondary_turret_hmg + } + upgrades = { + tank_nsb_armor_upgrade = 3 + tank_nsb_engine_upgrade = 2 + } + icon = "GFX_ENG_light_BAB_camo" + obsolete = yes #export only + } + + create_equipment_variant = { + name = "Vickers 6 ton B" + type = light_tank_chassis_0 + parent_version = 1 + design_team = mio:ENG_vauxhall_organization + modules = { + main_armament_slot = tank_small_cannon + turret_type_slot = tank_light_two_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + } + upgrades = { + tank_nsb_armor_upgrade = 3 + tank_nsb_engine_upgrade = 2 + } + icon = "GFX_ENG_light_BAB_camo" + obsolete = yes #export only + } +} +if = { + limit = { has_dlc = "Man the Guns" } + ### Variants ### + # Submarines # + create_equipment_variant = { + name = "O/P/R Class" + type = ship_hull_submarine_1 + name_group = ENG_SS_HISTORICAL + parent_version = 0 + design_team = mio:ENG_john_brown_organization + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_1 + fixed_ship_engine_slot = sub_ship_engine_2 + rear_1_custom_slot = empty + } + } + create_equipment_variant = { + name = "S Class" + type = ship_hull_submarine_1 + name_group = ENG_SS_HISTORICAL + parent_version = 0 + design_team = mio:ENG_john_brown_organization + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_1 + fixed_ship_engine_slot = sub_ship_engine_1 + rear_1_custom_slot = ship_torpedo_sub_1 + } + } + # Destroyers # + create_equipment_variant = { + name = "A/B/C/D Class" + type = ship_hull_light_1 + name_group = ENG_DD_HISTORICAL + parent_version = 0 + design_team = mio:ENG_yarrow_shipbuilders_organization + modules = { + fixed_ship_battery_slot = dp_light_battery_2 + fixed_ship_anti_air_slot = empty + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = ship_sonar_1 + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = ship_torpedo_1 + rear_1_custom_slot = ship_depth_charge_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "E/F/G/H Class" + type = ship_hull_light_2 + name_group = ENG_DD_HISTORICAL + parent_version = 0 + design_team = mio:ENG_yarrow_shipbuilders_organization + modules = { + fixed_ship_battery_slot = dp_light_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = ship_sonar_1 + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = ship_torpedo_1 + rear_1_custom_slot = ship_depth_charge_1 + } + } + create_equipment_variant = { + name = "V/W Class" + type = ship_hull_light_1 + name_group = ENG_DD_HISTORICAL + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = dp_light_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_1 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = empty + rear_1_custom_slot = ship_depth_charge_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "S Class" + type = ship_hull_light_1 + name_group = ENG_DD_HISTORICAL + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = ship_light_battery_1 + fixed_ship_anti_air_slot = empty + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_1 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = empty + rear_1_custom_slot = ship_depth_charge_1 + } + obsolete = yes + } + # Light Cruisers # + create_equipment_variant = { + name = "C-Class" + type = ship_hull_cruiser_1 + name_group = ENG_CL_HISTORICAL + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_1 + fixed_ship_armor_slot = ship_armor_cruiser_1 + fixed_ship_secondaries_slot = dp_ship_secondaries_1 + mid_1_custom_slot = ship_torpedo_1 + mid_2_custom_slot = empty + rear_1_custom_slot = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "Danae Class" + type = ship_hull_cruiser_1 + name_group = ENG_CL_HISTORICAL + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_1 + fixed_ship_armor_slot = ship_armor_cruiser_1 + mid_1_custom_slot = ship_torpedo_1 + mid_2_custom_slot = ship_torpedo_1 + rear_1_custom_slot = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "Emerald Class" + type = ship_hull_cruiser_2 + name_group = ENG_CL_HISTORICAL + parent_version = 0 + design_team = mio:ENG_john_brown_organization + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_armor_slot = ship_armor_cruiser_1 + fixed_ship_secondaries_slot = dp_ship_secondaries_1 + mid_1_custom_slot = ship_torpedo_1 + mid_2_custom_slot = ship_torpedo_1 + rear_1_custom_slot = ship_light_medium_battery_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Leander Class" + type = ship_hull_cruiser_2 + name_group = ENG_CL_HISTORICAL + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_2 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_armor_slot = ship_armor_cruiser_1 + fixed_ship_secondaries_slot = dp_ship_secondaries_1 + front_1_custom_slot = empty + mid_1_custom_slot = ship_torpedo_1 + mid_2_custom_slot = ship_airplane_launcher_1 + rear_1_custom_slot = ship_light_medium_battery_2 + } + } + create_equipment_variant = { + name = "Adventure Class" # cruiser minelayer + type = ship_hull_cruiser_1 + name_group = ENG_MINELAYERS_HISTORICAL + parent_version = 0 + design_team = mio:ENG_john_brown_organization + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_1 + fixed_ship_armor_slot = empty + fixed_ship_secondaries_slot = dp_ship_secondaries_2 + mid_1_custom_slot = ship_mine_layer_1 + mid_2_custom_slot = ship_mine_layer_1 + rear_1_custom_slot = ship_mine_layer_1 + } + } + create_equipment_variant = { + name = "Town Class" + type = ship_hull_cruiser_2 + name_group = ENG_CL_HISTORICAL + parent_version = 0 + design_team = mio:ENG_harland_wolff_organization + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_2 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_armor_slot = ship_armor_cruiser_2 + fixed_ship_secondaries_slot = dp_ship_secondaries_2 + front_1_custom_slot = ship_anti_air_2 + mid_1_custom_slot = ship_torpedo_1 + mid_2_custom_slot = ship_secondaries_2 + rear_1_custom_slot = ship_light_medium_battery_2 + } + } + # Heavy Cruisers # + create_equipment_variant = { + name = "County Class" + type = ship_hull_cruiser_1 + name_group = ENG_CA_HISTORICAL + parent_version = 0 + design_team = mio:ENG_john_brown_organization + modules = { + fixed_ship_battery_slot = ship_medium_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_armor_slot = ship_armor_cruiser_1 + fixed_ship_secondaries_slot = dp_ship_secondaries_1 + mid_1_custom_slot = ship_airplane_launcher_1 + mid_2_custom_slot = ship_torpedo_1 + rear_1_custom_slot = ship_medium_battery_2 + } + } + create_equipment_variant = { + name = "York Class" + type = ship_hull_cruiser_1 + name_group = ENG_CA_HISTORICAL + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = ship_medium_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_armor_slot = ship_armor_cruiser_1 + fixed_ship_secondaries_slot = dp_ship_secondaries_1 + mid_1_custom_slot = empty + mid_2_custom_slot = ship_torpedo_1 + rear_1_custom_slot = ship_airplane_launcher_1 + } + } + create_equipment_variant = { + name = "Hawkins Class" + type = ship_hull_cruiser_1 + name_group = ENG_CA_HISTORICAL + parent_version = 0 + design_team = mio:ENG_harland_wolff_organization + modules = { + fixed_ship_battery_slot = ship_medium_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_2 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_1 + fixed_ship_armor_slot = ship_armor_cruiser_1 + fixed_ship_secondaries_slot = ship_secondaries_1 + mid_2_custom_slot = ship_torpedo_1 + rear_1_custom_slot = empty + } + obsolete = yes + } + # Battlecruisers # + create_equipment_variant = { + name = "Renown Class" + type = ship_hull_heavy_1 + name_group = ENG_BC_HISTORICAL + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = ship_heavy_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_2 + fixed_ship_secondaries_slot = dp_ship_secondaries_2 + fixed_ship_armor_slot = ship_armor_bc_1 + front_1_custom_slot = ship_anti_air_1 + mid_1_custom_slot = ship_airplane_launcher_1 + mid_2_custom_slot = ship_secondaries_1 + rear_1_custom_slot = empty + } + obsolete = yes + } + # Battlecruisers # + create_equipment_variant = { + name = "Admiral Class" + type = ship_hull_heavy_1 + name_group = ENG_BC_HISTORICAL + parent_version = 0 + design_team = mio:ENG_harland_wolff_organization + modules = { + fixed_ship_battery_slot = ship_heavy_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_2 + fixed_ship_secondaries_slot = dp_ship_secondaries_2 + fixed_ship_armor_slot = ship_armor_bc_2 + front_1_custom_slot = ship_anti_air_1 + mid_1_custom_slot = empty + mid_2_custom_slot = ship_secondaries_1 + rear_1_custom_slot = ship_heavy_battery_1 + } + } + + create_equipment_variant = { + name = "G3 Design" + type = ship_hull_heavy_1 + name_group = ENG_BC_HISTORICAL + parent_version = 0 + design_team = mio:ENG_harland_wolff_organization + modules = { + fixed_ship_battery_slot = ship_heavy_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_2 + fixed_ship_secondaries_slot = ship_secondaries_2 + fixed_ship_armor_slot = ship_armor_bc_2 + front_1_custom_slot = ship_heavy_battery_2 + mid_1_custom_slot = dp_ship_secondaries_1 + mid_2_custom_slot = ship_anti_air_1 + rear_1_custom_slot = empty + } + } + # Battleships # + create_equipment_variant = { + name = "Nelson Class" + type = ship_hull_heavy_1 + name_group = ENG_BB_HISTORICAL + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = ship_heavy_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_1 + fixed_ship_secondaries_slot = ship_secondaries_2 + fixed_ship_armor_slot = ship_armor_bb_2 + front_1_custom_slot = ship_heavy_battery_2 + mid_1_custom_slot = dp_ship_secondaries_1 + mid_2_custom_slot = empty + rear_1_custom_slot = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "Queen Elizabeth Class" + type = ship_hull_heavy_1 + name_group = ENG_BB_HISTORICAL + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = ship_heavy_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_1 + fixed_ship_secondaries_slot = dp_ship_secondaries_1 + fixed_ship_armor_slot = ship_armor_bb_1 + front_1_custom_slot = empty + mid_1_custom_slot = ship_airplane_launcher_1 + mid_2_custom_slot = ship_secondaries_1 + rear_1_custom_slot = ship_heavy_battery_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Revenge Class" + type = ship_hull_heavy_1 + name_group = ENG_BB_HISTORICAL + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = ship_heavy_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_1 + fixed_ship_secondaries_slot = ship_secondaries_1 + fixed_ship_armor_slot = ship_armor_bb_1 + front_1_custom_slot = empty + mid_1_custom_slot = empty + mid_2_custom_slot = ship_secondaries_1 + rear_1_custom_slot = ship_heavy_battery_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Eagle Class" + type = ship_hull_carrier_conversion_bb + name_group = ENG_CV_HISTORICAL + parent_version = 0 + design_team = mio:ENG_harland_wolff_organization + modules = { + fixed_ship_deck_slot_1 = ship_deck_space + fixed_ship_deck_slot_2 = ship_deck_space + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_1 + fixed_ship_secondaries_slot = dp_ship_secondaries_1 + mid_1_custom_slot = empty + } + obsolete = yes + } + + create_equipment_variant = { + name = "Hermes Class" + type = ship_hull_carrier_conversion_ca + name_group = ENG_CVL_HISTORICAL + parent_version = 0 + design_team = mio:ENG_harland_wolff_organization + modules = { + fixed_ship_deck_slot_1 = ship_deck_space + fixed_ship_deck_slot_2 = empty + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_1 + fixed_ship_secondaries_slot = ship_secondaries_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Courageous Class" + type = ship_hull_carrier_conversion_bb + name_group = ENG_CV_HISTORICAL + parent_version = 0 + design_team = mio:ENG_harland_wolff_organization + modules = { + fixed_ship_deck_slot_1 = ship_deck_space + fixed_ship_deck_slot_2 = ship_deck_space + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_2 + fixed_ship_secondaries_slot = dp_ship_secondaries_1 + mid_1_custom_slot = ship_deck_space + } + obsolete = yes + } + create_equipment_variant = { + name = "Ark Royal Class" + type = ship_hull_carrier_1 + name_group = ENG_CV_HISTORICAL + parent_version = 0 + design_team = mio:ENG_harland_wolff_organization + modules = { + fixed_ship_deck_slot_1 = ship_deck_space + fixed_ship_deck_slot_2 = ship_deck_space + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = carrier_ship_engine_2 + fixed_ship_secondaries_slot = dp_ship_secondaries_2 + front_1_custom_slot = ship_deck_space + } + } + } + if = { + limit = { + has_dlc = "By Blood Alone" + } + create_equipment_variant = { + name = "Hawker Fury" #also covers Gloster Gauntlet, Hawker Demon + type = small_plane_airframe_0 + design_team = mio:ENG_hawker_organization + modules = { + fixed_main_weapon_slot = light_mg_2x + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + obsolete = yes + } + + create_equipment_variant = { + name = "Hawker Nimrod" + type = cv_small_plane_airframe_0 + design_team = mio:ENG_hawker_organization + modules = { + fixed_main_weapon_slot = light_mg_2x + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + obsolete = yes + } + + create_equipment_variant = { + name = "Gloster Gladiator" + type = small_plane_airframe_0 + design_team = mio:ENG_supermarine_organization + modules = { + fixed_main_weapon_slot = light_mg_4x + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + } + + create_equipment_variant = { + name = "Fairey Gordon" + type = small_plane_cas_airframe_0 + design_team = mio:ENG_hawker_organization + modules = { + fixed_main_weapon_slot = bomb_locks + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + obsolete = yes + icon = "GFX_ENG_CAS1_medium" + } + create_equipment_variant = { + name = "Vickers Vildebeest" + type = small_plane_naval_bomber_airframe_0 + design_team = mio:ENG_fairey_aviation_organization + modules = { + fixed_main_weapon_slot = torpedo_mounting + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + icon = "GFX_ENG_naval_bomber1_medium" #TODO GABRIEL: change if art in before release + } + create_equipment_variant = { + name = "Blackburn Shark" + type = cv_small_plane_naval_bomber_airframe_0 + design_team = mio:ENG_fairey_aviation_organization + modules = { + fixed_main_weapon_slot = torpedo_mounting + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + icon = "GFX_ENG_naval_bomber1_medium" + } + create_equipment_variant = { + name = "Handley Page Heyford" + type = medium_plane_airframe_0 + design_team = mio:ENG_de_havilland_organization + modules = { + fixed_main_weapon_slot = medium_bomb_bay + engine_type_slot = engine_1_2x + special_type_slot_1 = empty + } + obsolete = yes + icon = GFX_ENG_early_bomber_medium + } + create_equipment_variant = { + name = "Bristol Blenheim" + type = medium_plane_airframe_1 + design_team = mio:ENG_de_havilland_organization + modules = { + fixed_main_weapon_slot = medium_bomb_bay + engine_type_slot = engine_2_2x + special_type_slot_1 = lmg_defense_turret + } + icon = "GFX_ENG_heavy_fighter1_medium" + } + } +1939.1.1 = { + if = { + limit = { + not = { has_dlc = "Man the Guns" } + } + create_equipment_variant = { + name = "Tribal Class" + type = destroyer_2 + design_team = mio:ENG_yarrow_shipbuilders_organization + upgrades = { + ship_torpedo_upgrade = 2 + destroyer_engine_upgrade = 2 + ship_ASW_upgrade = 2 + ship_anti_air_upgrade = 2 + } + } + create_equipment_variant = { + name = "Edinburgh Class" + type = light_cruiser_2 + design_team = mio:ENG_cammell_laird_organization + upgrades = { + ship_reliability_upgrade = 3 + ship_engine_upgrade = 3 + ship_gun_upgrade = 3 + ship_anti_air_upgrade = 3 + } + } + } + if = { + limit = { + has_dlc = "Man the Guns" + } + + create_equipment_variant = { + name = "Illustrious Class" + type = ship_hull_carrier_2 + name_group = ENG_CV_HISTORICAL + parent_version = 0 + design_team = mio:ENG_harland_wolff_organization + modules = { + fixed_ship_deck_slot_1 = ship_deck_space + fixed_ship_deck_slot_2 = ship_deck_space + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = carrier_ship_engine_2 + fixed_ship_secondaries_slot = dp_ship_secondaries_2 + front_1_custom_slot = ship_deck_space + mid_1_custom_slot = ship_armor_carrier_deck + } + } + create_equipment_variant = { + name = "Dido Class" + type = ship_hull_cruiser_2 + name_group = ENG_CLAA_HISTORICAL + parent_version = 1 + design_team = mio:ENG_harland_wolff_organization + modules = { + fixed_ship_battery_slot = dp_light_battery_3 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_armor_slot = ship_armor_cruiser_1 + fixed_ship_secondaries_slot = dp_ship_secondaries_3 + front_1_custom_slot = empty + mid_1_custom_slot = ship_anti_air_1 + mid_2_custom_slot = ship_torpedo_1 + rear_1_custom_slot = dp_light_battery_3 + } + } + create_equipment_variant = { + name = "Crown Colony Class" + type = ship_hull_cruiser_3 + name_group = ENG_CL_HISTORICAL + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_armor_slot = ship_armor_cruiser_2 + front_1_custom_slot = ship_anti_air_1 + mid_1_custom_slot = ship_torpedo_1 + mid_2_custom_slot = dp_ship_secondaries_2 + rear_1_custom_slot = ship_light_medium_battery_2 + rear_2_custom_slot = ship_anti_air_1 + } + } + create_equipment_variant = { + name = "Tribal Class" + type = ship_hull_light_2 + name_group = ENG_DD_HISTORICAL + design_team = mio:ENG_yarrow_shipbuilders_organization + modules = { + fixed_ship_battery_slot = dp_light_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = ship_sonar_2 + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = ship_light_battery_2 + rear_1_custom_slot = ship_depth_charge_2 + } + } + create_equipment_variant = { + name = "J/K/N Class" + type = ship_hull_light_3 + name_group = ENG_DD_HISTORICAL + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = dp_light_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = ship_sonar_2 + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = ship_torpedo_1 + front_1_custom_slot = empty + mid_1_custom_slot = ship_torpedo_2 + rear_1_custom_slot = ship_depth_charge_2 + } + } + create_equipment_variant = { + name = "King George V Class" + type = ship_hull_heavy_2 + name_group = ENG_BB_HISTORICAL + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = ship_heavy_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_2 + fixed_ship_fire_control_system_slot = ship_fire_control_system_2 + fixed_ship_radar_slot = ship_radar_2 + fixed_ship_engine_slot = heavy_ship_engine_2 + fixed_ship_secondaries_slot = dp_ship_secondaries_3 + fixed_ship_armor_slot = ship_armor_bb_2 + front_1_custom_slot = ship_anti_air_2 + mid_1_custom_slot = ship_airplane_launcher_1 + mid_2_custom_slot = dp_ship_secondaries_3 + rear_1_custom_slot = ship_heavy_battery_2 + } + } + create_equipment_variant = { + name = "Lion Class" # 1938 variant + type = ship_hull_heavy_2 + name_group = ENG_BB_HISTORICAL + parent_version = 0 + design_team = mio:ENG_cammell_laird_organization + modules = { + fixed_ship_battery_slot = ship_heavy_battery_3 + fixed_ship_anti_air_slot = ship_anti_air_2 + fixed_ship_fire_control_system_slot = ship_fire_control_system_2 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_2 + fixed_ship_secondaries_slot = dp_ship_secondaries_3 + fixed_ship_armor_slot = ship_armor_bb_2 + front_1_custom_slot = ship_anti_air_1 + mid_1_custom_slot = ship_airplane_launcher_1 + mid_2_custom_slot = dp_ship_secondaries_3 + rear_1_custom_slot = ship_heavy_battery_3 + } + } + create_equipment_variant = { + name = "T Class" + type = ship_hull_submarine_2 + name_group = ENG_SS_HISTORICAL + parent_version = 0 + design_team = mio:ENG_john_brown_organization + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_2 + fixed_ship_engine_slot = sub_ship_engine_2 + rear_1_custom_slot = empty + } + } + create_equipment_variant = { + name = "Grampus Class" + type = ship_hull_submarine_2 + name_group = ENG_SS_HISTORICAL + parent_version = 0 + design_team = mio:ENG_john_brown_organization + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_2 + fixed_ship_engine_slot = sub_ship_engine_2 + rear_1_custom_slot = ship_mine_layer_sub + } + } + create_equipment_variant = { + name = "U Class" + type = ship_hull_submarine_1 + name_group = ENG_SS_HISTORICAL + parent_version = 0 + design_team = mio:ENG_john_brown_organization + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_2 + fixed_ship_engine_slot = sub_ship_engine_2 + rear_1_custom_slot = empty + } + } + } + if = { + limit = { + has_dlc = "No Step Back" + } + create_equipment_variant = { + name = "Matilda I" + type = light_tank_chassis_2 + parent_version = 0 + modules = { + main_armament_slot = tank_heavy_machine_gun + turret_type_slot = tank_light_one_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + } + upgrades = { + tank_nsb_engine_upgrade = 2 + tank_nsb_armor_upgrade = 6 + } + icon = "GFX_ENG_improved_light_tank_medium" + obsolete = yes + } + + create_equipment_variant = { + name = "Matilda II" + type = heavy_tank_chassis_1 + parent_version = 0 + design_team = mio:ENG_vauxhall_organization + modules = { + main_armament_slot = tank_small_cannon_2 + turret_type_slot = tank_heavy_three_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_cast_armor + engine_type_slot = tank_diesel_engine + special_type_slot_1 = tank_radio_1 + special_type_slot_2 = smoke_launchers + } + upgrades = { + tank_nsb_engine_upgrade = 4 + tank_nsb_armor_upgrade = 8 + } + icon = "GFX_ENG_improved_light_tank_medium" + } + + create_equipment_variant = { + name = "Cruiser Mk. I" + type = medium_tank_chassis_1 + parent_version = 0 + design_team = mio:ENG_vickers_armstrong_eng_organization + show_position = no + modules = { + main_armament_slot = tank_small_cannon_2 + turret_type_slot = tank_medium_three_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + special_type_slot_2 = secondary_turret_hmg + special_type_slot_3 = secondary_turret_hmg + } + upgrades = { + tank_nsb_engine_upgrade = 3 + tank_nsb_armor_upgrade = 1 + } + obsolete = yes + icon = "GFX_ENG_light_CCA_camo" + } + + create_equipment_variant = { + name = "Cruiser Mk. IV" + type = medium_tank_chassis_1 + parent_version = 1 + design_team = mio:ENG_vickers_armstrong_eng_organization + show_position = no + modules = { + main_armament_slot = tank_small_cannon_2 + turret_type_slot = tank_medium_three_man_tank_turret + suspension_type_slot = tank_christie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + special_type_slot_2 = smoke_launchers + special_type_slot_3 = empty + special_type_slot_4 = empty + } + upgrades = { + tank_nsb_engine_upgrade = 7 + tank_nsb_armor_upgrade = 3 + } + icon = "GFX_ENG_light_CCA_camo" + } + } + if = { + limit = { + has_dlc = "By Blood Alone" + } + create_equipment_variant = { + name = "Sea Gladiator" + type = cv_small_plane_airframe_0 + design_team = mio:ENG_fairey_aviation_organization + modules = { + fixed_main_weapon_slot = light_mg_4x + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + } + create_equipment_variant = { + name = "Blackburn Skua" + type = cv_small_plane_cas_airframe_1 + design_team = mio:ENG_fairey_aviation_organization + modules = { + fixed_main_weapon_slot = bomb_locks + fixed_auxiliary_weapon_slot_1 = light_mg_4x + engine_type_slot = engine_2_1x + special_type_slot_1 = dive_brakes_small + special_type_slot_2 = fuel_tanks_small + } + icon = "GFX_ENG_CAS1_medium" + } + create_equipment_variant = { + name = "Fairey Swordfish" + type = cv_small_plane_naval_bomber_airframe_1 + design_team = mio:ENG_fairey_aviation_organization + modules = { + fixed_main_weapon_slot = torpedo_mounting + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + icon = "GFX_ENG_nav_bomber1_medium" + } + create_equipment_variant = { + name = "Hawker Hurricane" + type = small_plane_airframe_1 + design_team = mio:ENG_hawker_organization + modules = { + fixed_main_weapon_slot = light_mg_4x + fixed_auxiliary_weapon_slot_1 = light_mg_4x + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + icon = "GFX_ENG_fighter1_medium" + } + create_equipment_variant = { + name = "Supermarine Spitfire" + type = small_plane_airframe_2 + design_team = mio:ENG_supermarine_organization + modules = { + fixed_main_weapon_slot = light_mg_4x + fixed_auxiliary_weapon_slot_1 = light_mg_4x + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + icon = "GFX_ENG_fighter2_medium" + } + create_equipment_variant = { + name = "Fairey Battle" + type = small_plane_cas_airframe_1 + design_team = mio:ENG_hawker_organization + modules = { + fixed_main_weapon_slot = small_bomb_bay + fixed_auxiliary_weapon_slot_1 = bomb_locks + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + icon = "GFX_ENG_light_plane_1_medium" + } + create_equipment_variant = { + name = "Bristol Blenheim IF" + type = medium_plane_fighter_airframe_1 + design_team = mio:ENG_de_havilland_organization + modules = { + fixed_main_weapon_slot = light_mg_4x + engine_type_slot = engine_2_2x + special_type_slot_1 = lmg_defense_turret + } + icon = "GFX_ENG_heavy_fighter1_medium" + } + create_equipment_variant = { + name = "HP Hampden" + type = medium_plane_airframe_1 + design_team = mio:ENG_de_havilland_organization + modules = { + fixed_main_weapon_slot = medium_bomb_bay + fixed_auxiliary_weapon_slot_1 = torpedo_mounting + engine_type_slot = engine_2_2x + special_type_slot_1 = lmg_defense_turret + } + } + create_equipment_variant = { + name = "Vickers Wellington" + type = medium_plane_airframe_1 + design_team = mio:ENG_de_havilland_organization + modules = { + fixed_main_weapon_slot = medium_bomb_bay + fixed_auxiliary_weapon_slot_1 = medium_bomb_bay + engine_type_slot = engine_2_2x + special_type_slot_1 = lmg_defense_turret_2x + special_type_slot_2 = lmg_defense_turret + + } + icon = "GFX_ENG_tactical_bomber1_medium" + } + create_equipment_variant = { + name = "Short Sunderland" + type = large_plane_maritime_patrol_plane_airframe_1 + design_team = mio:ENG_avro_organization + modules = { + fixed_main_weapon_slot = torpedo_mounting + fixed_auxiliary_weapon_slot_1 = empty + engine_type_slot = engine_2_4x + special_type_slot_1 = lmg_defense_turret_2x + special_type_slot_2 = lmg_defense_turret_2x + special_type_slot_3 = lmg_defense_turret_2x + special_type_slot_4 = flying_boat_large + special_type_slot_5 = self_sealing_fuel_tanks_large + + } + icon = "GFX_ENG_heavy_plane_1_medium" + } + create_equipment_variant = { + name = "HP Halifax" + type = large_plane_airframe_1 + design_team = mio:ENG_avro_organization + modules = { + fixed_main_weapon_slot = large_bomb_bay + fixed_auxiliary_weapon_slot_1 = large_bomb_bay + engine_type_slot = engine_3_4x #Increased tier due to thrust/weight issues + special_type_slot_1 = lmg_defense_turret_2x + special_type_slot_2 = lmg_defense_turret + special_type_slot_3 = empty + special_type_slot_4 = empty + special_type_slot_5 = self_sealing_fuel_tanks_large + + } + icon = "GFX_ENG_strategic_bomber1_medium" + } + create_equipment_variant = { + name = "Whitley" + type = medium_plane_airframe_0 + design_team = mio:ENG_de_havilland_organization + modules = { + fixed_main_weapon_slot = medium_bomb_bay + engine_type_slot = engine_2_2x + special_type_slot_1 = lmg_defense_turret_2x + } + } + } +} diff --git a/src/history/countries/GER - Germany.txt b/src/history/countries/GER - Germany.txt new file mode 100755 index 0000000..a93f42c --- /dev/null +++ b/src/history/countries/GER - Germany.txt @@ -0,0 +1,1785 @@ + +capital = 64 # Berlin/Brandeburg + +if = { + limit = { + NOT = { + has_dlc = "No Step Back" + } + } + set_oob = "GER_1936" +} +if = { + limit = { + has_dlc = "No Step Back" + } + set_oob = "GER_1936_nsb" +} + +add_breakthrough_progress = { + specialization = specialization_land + value = 1.0 +} + +add_breakthrough_progress = { + specialization = specialization_naval + value = 0.8 +} + +add_breakthrough_progress = { + specialization = specialization_air + value = 0.3 +} + +set_grand_doctrine = new_mobile_warfare +set_grand_doctrine = new_convoy_raiding +set_grand_doctrine = new_battlefield_support + +if = { + limit = { has_dlc = "By Blood Alone" } + set_air_oob = "GER_1936_air_bba" + set_technology = { + aa_lmg = 1 + aa_cannon_1 = 1 + engines_1 = 1 + engines_2 = 1 + early_bombs = 1 + aircraft_construction = 1 + iw_small_airframe = 1 + basic_small_airframe = 1 + iw_medium_airframe = 1 + basic_medium_airframe = 1 + iw_large_airframe = 1 + air_torpedoe_1 = 1 + photo_reconnaisance = 1 + bba_early_transport_plane = 1 + } + else = { + set_air_oob = "GER_1936_air_legacy" + set_technology = { + early_fighter = 1 + fighter1 = 1 + early_bomber = 1 + tactical_bomber1 = 1 + strategic_bomber1 = 1 + CAS1 = 1 + naval_bomber1 = 1 + early_transport_plane = 1 + } + } +} + +starting_train_buffer = 2 +set_fuel_ratio = 0.8 + +# starting_truck_buffer = 0.8 + +# Starting tech +set_technology = { + infantry_weapons = 1 + infantry_weapons1 = 1 + tech_recon = 1 + tech_support = 1 + tech_engineers = 1 + tech_mountaineers = 1 + tech_trucks = 1 + motorised_infantry = 1 + gw_artillery = 1 + interwar_antiair = 1 + basic_train = 1 + #formation_flying = 1 + synth_oil_experiments = 1 + fuel_silos = 1 + fuel_refining = 1 +} +if = { + limit = { + NOT = { has_dlc = "No Step Back" } + } + set_technology = { + gwtank = 1 + basic_light_tank = 1 + improved_light_tank = 1 + basic_heavy_tank = 1 + } +} +if = { + limit = { + has_dlc = "No Step Back" + } + set_technology = { + gwtank_chassis = 1 + basic_light_tank_chassis = 1 + improved_light_tank_chassis = 1 + basic_heavy_tank_chassis = 1 + engine_tech_1 = 1 + } +} +if = { + limit = { + not = { has_dlc = "Man the Guns" } + } + set_technology = { + early_submarine = 1 + basic_submarine = 1 + early_destroyer = 1 + basic_destroyer = 1 + early_light_cruiser = 1 + basic_light_cruiser = 1 + early_heavy_cruiser = 1 + basic_heavy_cruiser = 1 + early_battleship = 1 + basic_battleship = 1 + early_battlecruiser = 1 + transport = 1 + } + set_naval_oob = "GER_1936_naval" +} +if = { + limit = { + has_dlc = "Man the Guns" + } + set_technology = { + basic_naval_mines = 1 + submarine_mine_laying = 1 + early_ship_hull_light = 1 + basic_ship_hull_light = 1 + early_ship_hull_cruiser = 1 + basic_ship_hull_cruiser = 1 + early_ship_hull_heavy = 1 + basic_ship_hull_heavy = 1 + panzerschiffe = 1 + pre_dreadnoughts = 1 + early_ship_hull_submarine = 1 + basic_ship_hull_submarine = 1 + mtg_transport = 1 + basic_torpedo = 1 + improved_ship_torpedo_launcher = 1 + basic_battery = 1 + basic_light_battery = 1 + #basic_medium_battery = 1 + basic_heavy_battery = 1 + basic_depth_charges = 1 + sonar = 1 + basic_cruiser_armor_scheme = 1 + } + set_naval_oob = "GER_1936_naval_mtg" +} +if = { + limit = { + has_dlc = "La Resistance" + } + set_technology = { + armored_car1 = 1 + } +} + +#CONSUMER GOODS INCREASE AND PENALTIES VARIABLES +set_variable = { GER_monthly_consumer_goods_start = 0.03 } #Starting amount of monthly increasing CG for MEFO Bills +set_variable = { GER_change_monthly_CG_vichy_france = 0.005 } #Changing monthly CG when capitulating FRance +set_variable = { GER_change_monthly_CG_price_controls = 0.005 } #Changing monthly CG when taking Price Controls focus +set_variable = { GER_change_monthly_CG_occupied_states = 0.005 } #Changing monthly CG based on none-core states +set_variable = { GER_expected_consumer_goods_penalty = 0.1} #Consumer Goods penalty when hitting 100% CGFF +set_variable = { GER_factory_output_penalty = 0.2 } #Factory output penalty when hitting 100% CGFF +set_variable = { GER_dockyard_output_penalty = 0.2 } #Dockyard output penalty when hitting 100% CGFF +set_variable = { GER_reduce_russian_CG_bonus = 0 } #Used to reduce Soviet Gold Reserves if Germany has taken gold from various Soviet cities before capping them + +#INDUSTRAY: MEFO Bills/Economy of Conquest/Recovering Economy/Wirtschaftswunder +#REMINDER to always update the fake NS if these numbers are altered! +set_variable = { GER_monthly_consumer_goods_increase = GER_monthly_consumer_goods_start } #Amount of increasing CG each month +set_variable = { GER_industrial_consumer_goods_factor = 0.1 } #Used for MEFO Bills, Economy of Conquest and Recovering Economy and Wirtschaftswunder - must correspond with the Fake MEFO Bills NS for the 1936 Bookmark +set_variable = { GER_industrial_civilian_intel_to_others = -25 } +set_variable = { GER_industrial_army_intel_to_others = -25 } +set_variable = { GER_industrial_navy_intel_to_others = -25 } +set_variable = { GER_industrial_airforce_intel_to_others = -25 } +set_variable = { GER_industrial_production_speed_arms_factory_factor = 0.1 } +set_variable = { GER_industrial_production_speed_dockyard_factor = 0.1 } +set_variable = { GER_industrial_industrial_capacity_factory = 0 } +set_variable = { GER_industrial_industrial_capacity_dockyard = 0 } +set_variable = { GER_industrial_production_lack_of_resource_penalty_factor = 0 } +set_variable = { GER_industrial_conversion_cost_civ_to_mil_factor = 0 } +set_variable = { GER_industrial_industry_air_damage_factor = 0 } +set_variable = { GER_industrial_resource_trade_cost_bonus_per_factory = 0 } +set_variable = { GER_industrial_production_speed_buildings_factor = 0 } +set_variable = { GER_industrial_research_speed_factor = 0 } +set_variable = { GER_industrial_economy_cost_factor = 0 } +set_variable = { GER_industrial_trade_laws_cost_factor = 0 } +set_variable = { GER_recovering_economy_modifier_local_resources_factor = 0 } +set_variable = { GER_industrial_production_factory_max_efficiency_factor = 0 } +set_variable = { GER_industrial_production_factory_efficiency_gain_factor = 0 } +set_variable = { GER_industrial_production_factory_start_efficiency_factor = 0 } +set_variable = { GER_industrial_line_change_production_efficiency_factor = 0 } +set_variable = { GER_industrial_equipment_conversion_speed = 0 } +set_variable = { GER_industrial_consumer_goods_expected_value = 0 } +set_variable = { GER_economic_crash_consumer_goods = 0.75 } #Amount of CGFF if the MEFO Bills gets canceled one way or another +add_dynamic_modifier = { modifier = GER_mefo_bills_modifier } + +#WUNDERWAFFEN +set_variable = { GER_wunderwaffen_special_project_speed_factor = 0 } +set_variable = { GER_wunderwaffen_sp_tag_tank_speed_factor = 0 } +set_variable = { GER_wunderwaffen_sp_air_helicopter_speed_factor = 0 } +set_variable = { GER_wunderwaffen_sp_tag_jet_speed_factor = 0 } +set_variable = { GER_wunderwaffen_sp_tag_rocket_speed_factor = 0 } +set_variable = { GER_wunderwaffen_sp_commercial_nuclear_reactor_speed_factor = 0 } +set_variable = { GER_wunderwaffen_sp_nuclear_bomb_speed_factor = 0 } +set_variable = { GER_wunderwaffen_sp_nuclear_reactor_speed_factor = 0 } +set_variable = { GER_wunderwaffen_sp_nuclear_warheads_speed_factor = 0 } +set_variable = { GER_wunderwaffen_sp_tag_artillery_speed_factor = 0 } +set_variable = { GER_wunderwaffen_sp_naval_modern_battleship_speed_factor = 0 } +set_variable = { GER_wunderwaffen_sp_naval_modern_carrier_speed_factor = 0 } +set_variable = { GER_wunderwaffen_production_speed_nuclear_reactor_factor = 0 } +set_variable = { GER_wunderwaffen_production_speed_nuclear_facility_factor = 0 } +set_variable = { GER_wunderwaffen_production_speed_facility_factor = 0 } +set_variable = { GER_wunderwaffen_sp_tag_submarine_speed_factor = 0 } +set_variable = { GER_wunderwaffen_sp_air_intercontinental_bomber_speed_factor = 0 } +set_variable = { GER_wunderwaffen_sp_air_mothership_aircraft_speed_factor = 0 } + +#WEHRWIRTSCHAFT +#REMINDER to always update the fake NS if these numbers are altered! +set_variable = { GER_wehrwirtschaft_local_resources_factor = 0 } +set_variable = { GER_wehrwirtschaft_production_speed_buildings_factor = 0 } +set_variable = { GER_wehrwirtschaft_production_oil_factor = 0 } +set_variable = { GER_wehrwirtschaft_production_speed_synthetic_refinery_factor = 0 } +set_variable = { GER_wehrwirtschaft_production_speed_fuel_silo_factor = 0 } + +#ARMY +#REMINDER to always update the fake NS if these numbers are altered! +set_variable = { GER_military_army_armor_attack_factor = 0 } +set_variable = { GER_military_army_armor_speed_factor = 0 } +set_variable = { GER_military_org_loss_when_moving = 0 } +set_variable = { GER_military_motorized_attack_factor = 0 } +set_variable = { GER_military_mechanized_attack_factor = 0 } +set_variable = { GER_military_army_infantry_attack_factor = 0 } +set_variable = { GER_military_army_artillery_attack_factor = 0 } +set_variable = { GER_military_army_org_factor = 0.05 } +set_variable = { GER_military_planning_speed = 0.25 } +set_variable = { GER_military_supply_consumption_factor = 0.15 } +set_variable = { GER_military_equipment_capture = 0 } +set_variable = { GER_military_initiative_factor = 0 } +set_variable = { GER_military_army_fuel_consumption_factor = 0 } +set_variable = { GER_military_coordination_bonus = 0 } +set_variable = { GER_military_air_superiority_bonus_in_combat = 0 } +set_variable = { GER_military_max_dig_in_factor = 0 } +set_variable = { GER_military_army_artillery_defence_factor = 0 } +set_variable = { GER_military_special_forces_cap = 0 } +set_variable = { GER_military_acclimatization_hot_climate_gain_factor = 0 } +set_variable = { GER_military_acclimatization_cold_climate_gain_factor = 0 } +set_variable = { GER_military_land_doctrine_cost_factor = 0 } +set_variable = { GER_military_modifier_army_sub_unit_militia_attack_factor = 0 } +set_variable = { GER_military_modifier_army_sub_unit_militia_defence_factor = 0 } +set_variable = { GER_military_modifier_army_sub_unit_militia_max_org_factor = 0 } +set_variable = { GER_military_experience_gain_army_factor = 0 } +set_variable = { GER_military_army_morale_factor = 0 } +set_variable = { GER_military_mobilization_speed = 0 } +set_variable = { GER_military_minimum_training_level = 0 } +set_variable = { GER_military_unit_leader_as_advisor_cp_cost_factor = 0 } +set_variable = { GER_military_command_power_gain_mult = 0 } +add_dynamic_modifier = { modifier = GER_army_modifier } + +#NAVY +#REMINDER to always update the fake NS if these numbers are altered! +set_variable = { GER_military_naval_heavy_gun_hit_chance_factor = 0 } +set_variable = { GER_military_screening_efficiency = 0 } +set_variable = { GER_military_screening_without_screens = 0.1 } +set_variable = { GER_military_navy_max_range_factor = 0 } +set_variable = { GER_military_convoy_raiding_efficiency_factor = 0 } +set_variable = { GER_military_naval_light_gun_hit_chance_factor = 0 } +set_variable = { GER_military_naval_hit_chance = 0 } +set_variable = { GER_military_naval_defense_factor = -0.1} +add_dynamic_modifier = { modifier = GER_navy_fascist_modifier } + +#AIRFORCE +#REMINDER to always update the fake NS if these numbers are altered! +set_variable = { GER_military_air_accidents_factor = 0.10 } +set_variable = { GER_military_air_manpower_requirement_factor = 0.10 } +set_variable = { GER_military_air_agility_factor = 0 } +set_variable = { GER_military_air_ace_generation_chance_factor = 0 } +set_variable = { GER_military_air_nav_efficiency = 0 } +set_variable = { GER_military_air_cas_efficiency = 0 } +set_variable = { GER_military_air_strategic_bomber_bombing_factor = 0 } +set_variable = { GER_military_air_range_factor = 0 } +set_variable = { GER_military_air_fuel_consumption_factor = 0 } +add_dynamic_modifier = { modifier = GER_airforce_modifier } + +#CROSSING THE ATLANTIC +set_variable = { number_of_states_getting_dockyards = 0 } +set_variable = { crossing_the_atlantic_max_states_for_dockyards = 10 } + +#FORT CONSTRUCTION COST +set_variable = { GER_fort_construction_cp_cost = 25 } +set_variable = { GER_fort_construction_pp_cost = 15 } +set_variable = { GER_fort_construction_cp_payment = -25 } +set_variable = { GER_fort_construction_pp_payment = -15 } + +set_variable = { var = ger_gateway_to_europe_influence value = 0 } + +set_variable = { var = wehrmacht_anger value = 0 } +set_variable = { var = ss_anger value = 0 } +set_variable = { GER_narvik_shipments = 0 } +set_variable = { GER_narvik_civs = 0 } + +#COMMUNIST INTEL MODIFIER +set_variable = { GER_communist_intel_drift_defence_factor = 0.2 } +set_variable = { GER_communist_intel_communism_drift = 0.05 } +set_variable = { GER_communist_intel_operative_slot = 0 } +set_variable = { GER_communist_intel_stability_factor = 0 } +set_variable = { GER_communist_intel_operation_cost = 0 } +set_variable = { GER_communist_intel_subversive_activities_upkeep = 0 } +set_variable = { GER_communist_intel_intel_network_gain = 0 } +set_variable = { GER_communist_intel_decryption_factor = 0 } +set_variable = { GER_communist_intel_encryption_factor = 0 } + +#POLITBÜRO MODIFIER +set_variable = { GER_politburo_defensive_war_stability_factor = 0} +set_variable = { GER_politburo_offensive_war_stability_factor = 0} +set_variable = { GER_politburo_party_popularity_stability_factor = 0} +set_variable = { GER_politburo_weekly_manpower = 0} +set_variable = { GER_politburo_stability_factor = 0} +set_variable = { GER_politburo_conscription = 0 } +set_variable = { GER_politburo_democratic_drift = 0 } +set_variable = { GER_politburo_political_power_factor = 0} +set_variable = { GER_politburo_resistance_growth = 0 } +set_variable = { GER_politburo_compliance_growth = 0 } +set_variable = { GER_politburo_subjects_autonomy_gain = 0 } +set_variable = { GER_politburo_conscription_factor = 0} + +#ALFRED ROSENBERG +set_variable = { GER_alfred_rosenberg_modifier_subjects_autonomy_gain = -0.2 } +set_variable = { GER_alfred_rosenberg_modifier_consumer_goods_factor = 0 } +set_variable = { GER_alfred_rosenberg_modifier_production_speed_arms_factory_factor = 0 } +set_variable = { GER_alfred_rosenberg_modifier_industrial_capacity_factory = 0 } +set_variable = { GER_max_alfred_rosenberg_upgrades = 10 } +set_variable = { GER_count_down_alfred_rosenberg_upgrades = GER_max_alfred_rosenberg_upgrades } #Count down variable +set_variable = { GER_total_reichskommissariats = 0 } + +# SHARED R&D PROGRAMS +set_variable = { GER_rnd_programs_modifier_research_speed_factor = 0.01 } +set_variable = { GER_rnd_programs_modifier_allies_count = 1 } + +#INDUSTRIAL RELOCATTION +set_variable = { GER_industrial_relocation_resources_country_resource_oil = 0 } +set_variable = { GER_industrial_relocation_resources_country_resource_tungsten = 0 } +set_variable = { GER_industrial_relocation_resources_country_resource_chromium = 0 } + + +#INTEGRATE PUPPET ECONOMIES (Fascist) +set_variable = { GER_puppet_economies_integration_cap = 3 } #Max number of decisions active +set_variable = { GER_puppet_economies_integration_days = 365 } #Days remove for the decisions + + +#MILITARY-INTELLIGENCE SERVICE +set_variable = { GER_military_intelligence_service_operative_slot = 0 } +set_variable = { GER_military_intelligence_service_intelligence_agency_defense = 0 } +set_variable = { GER_military_intelligence_service_agency_upgrade_time = 0 } +set_variable = { GER_military_intelligence_service_boost_ideology_mission_factor = 0 } +set_variable = { GER_military_intelligence_service_master_ideology_drift = 0 } +set_variable = { GER_military_intelligence_service_encryption_factor = 0 } +set_variable = { GER_military_intelligence_service_decryption_factor = 0 } +set_variable = { GER_military_intelligence_service_subversive_activites_upkeep = 0 } +set_variable = { GER_military_intelligence_service_consumer_goods_factor = 0 } +set_variable = { GER_military_intelligence_service_decryption_power = 0 } +set_variable = { GER_military_intelligence_service_intel_network_gain_factor = 0 } +set_variable = { GER_military_intelligence_root_out_resistance_effectiveness_factor = 0 } + +#OCCUPIED STATES VARIABLES +set_variable = { GER_occupied_states_europe = 0 } +set_variable = { GER_capitulated_major_countries = 0 } +set_variable = { GER_num_of_occupied_states = 0 } + +#STANDARD WUNDERWAFFE BONUS +set_variable = { GER_wunderwaffe_research_speed_bonus = 0.1 } + +#HITLERS BLUNDERS - COUNTER FOR OSTER CONSPIRACY +set_variable = { GER_hitlers_blunders_variable = 0 } + + +#################### +### INNER CIRCLE ### +#################### +set_variable = { GER_inner_circle_days_to_start_focus = 75 } +set_variable = { GER_inner_circle_random_days = 45 } + + +### UI ### +set_variable = { GER_ascended_advisor_1 = 0 } #Ascended Advisor Portrait +set_variable = { GER_ascended_advisor_2 = 0 } #Ascended Advisor Portrait +set_variable = { GER_ascended_advisor_3 = 0 } #Ascended Advisor Portrait + +### SHARED FOCUS CONTROL ### +set_variable = { GER_wonder_weapons_focus_advisor = 0 } # To know who is completing this focus. Value = Advisor ID in the Inner Circle +set_variable = { GER_optimize_reich_service_focus_advisor = 0 } # To know who is completing this focus. Value = Advisor ID in the Inner Circle +set_variable = { GER_total_control_over_domestic_affairs_focus_advisor = 0 } # To know who is completing this focus. Value = Advisor ID in the Inner Circle + +set_variable = { GER_industrialist_prevailed = 0 } #For allowing only one Industrialist advisor to work on the ME focus + + +# Starting Stats of various kinds +set_research_slots = 4 +set_convoys = 200 +IF = { + limit = { + has_dlc = "Gotterdammerung" + } + set_stability = 0.7 # Was 0.75, but get 5% from the Reichstag + ELSE = { + set_stability = 0.75 + } +} +set_war_support = 0.3 + + +# SETUP THE 1939 SCENARIO +1939.1.1 = { + + # Setting up the required world tension + add_named_threat = { + threat = 40 + name = 1939_bookmark_threat + } + + # Starting Stats of various kinds for the 39 scenario + set_war_support = 0.7 + add_political_power = 1000 + add_command_power = 80 + + # This represents the completion of the focus Develop Heraeus Research Facilities + set_research_slots = 5 + + # Adding Ministers and Ideas + add_ideas = { + + # Company if no AAT + henschel + + # Concern + ig_faben + + # Political Advisors + walther_funk + GER_reinhard_heydrich + GER_franz_seldte + + # Military Advisors + ludwig_beck + gerd_von_rundstedt + goering + + # Laws + war_economy + extensive_conscription + + } + + + # Slovakia is set up as a subject manually + set_autonomy = { + target = SLO + autonomous_state = autonomy_puppet + } + give_military_access = SLO + + # So that the war can fire immediately + create_wargoal = { + type = take_state_focus + target = POL + generator = { 72 88 90 87 86 762 807 85 } # Zaolzie Krakow Kielce Lodz Poznan Katowice Gdynia Danzig + } + + # Setup Trade with the Soviets + create_import = { + resource = oil + factories = 2 + exporter = SOV + } + + # This has already been done at this point + set_country_flag = GER_constructed_the_westwall + + # The Abwehr has already been established at this point + if = { + limit = { + has_dlc = "La Resistance" + } + create_intelligence_agency = yes + } + + # Molotov-Ribbentrop pact effect, also has a part scripted in soviet history file, since it cannot be completed in a normal way + unlock_national_focus = GER_molotov_ribbentrop_pact + every_other_country = { + limit = { + has_government = fascism + } + add_opinion_modifier = { target = GER modifier = MR_pact_fascists } + } + diplomatic_relation = { country = SOV relation = non_aggression_pact } + add_opinion_modifier = { target = SOV modifier = MR_pact } + # Molotov-Ribbentrop pact end :0 + + # COMPLETING FOCUSES + + # ONES THAT CAN JUST BE COMPLETED NORMALLY + complete_national_focus = GER_construct_the_reichsautobahn + complete_national_focus = GER_institute_price_controls + complete_national_focus = GER_fuhrerprinzip + complete_national_focus = GER_party_chancellor_bormann + complete_national_focus = GER_accelerate_the_rearmament_program + complete_national_focus = GER_kdf_wagen_factories + complete_national_focus = GER_develop_modern_maneuver_warfare + complete_national_focus = GER_adopt_new_panzer_doctrine + complete_national_focus = GER_coal_liquefaction + #complete_national_focus = GER_ascension_of_todt #He is getting kicked by Speer anyways + complete_national_focus = GER_ascension_of_speer #Since Speer kicks Todt out might as well complete his focus here + complete_national_focus = GER_establish_buna_werke + complete_national_focus = GER_expanding_the_luftwaffe + complete_national_focus = GER_aeronautical_research_institute + complete_national_focus = GER_concentrated_armament_program + complete_national_focus = GER_panzer_troops_school + complete_national_focus = GER_ascension_of_goebbels + complete_national_focus = GER_reorganize_the_wehrmacht + complete_national_focus = GER_advanced_panzer_research + complete_national_focus = GER_bribe_senior_officers + complete_national_focus = GER_befriend_japan + + # ONES THAT HAVE TO BE HANDELED MANUALLY + unlock_national_focus = GER_remilitarize_the_rhineland + unlock_national_focus = GER_anti_comintern_pact + unlock_national_focus = GER_fortify_the_vaterland + unlock_national_focus = GER_anschluss + unlock_national_focus = GER_demand_sudetenland + unlock_national_focus = GER_first_vienna_award + unlock_national_focus = GER_fate_of_czechoslovakia + unlock_national_focus = GER_reassert_eastern_claims + unlock_national_focus = GER_danzig_or_war + unlock_national_focus = GER_the_four_year_plan + unlock_national_focus = GER_develop_heraeus_facilities + unlock_national_focus = GER_legion_condor + + # Autarkic economy + unlock_national_focus = GER_autarky_efforts + + add_ideas = autarkic_economy + + add_dynamic_modifier = { modifier = GER_wehrwirtschaft_modifier } + + every_other_country = { + limit = { + is_in_faction_with = PREV + } + add_opinion_modifier = { + target = GER + modifier = GER_autarky_trade_opinion + } + GER = { + add_opinion_modifier = { + target = PREV + modifier = GER_german_trade_opinion + } + } + } + # END OF AUTARKIC ECONOMY + + # Establish the Reichswerke + + unlock_national_focus = GER_establish_the_reichswerke + + #Germany's rearmament program is tanking the economy - must correspond with the Fake MEFO Bills NS for the 1939 Bookmark + set_variable = { GER_industrial_consumer_goods_factor = 0.71 } + + set_country_flag = GER_inactivate_price_control_measures_flag + + add_to_variable = { + GER_wehrwirtschaft_local_resources_factor = 0.05 + tooltip = local_resources_factor_tt + } + + # END OF ESTABLISH THE REICHSWERKE + + + # These events have already happaned at this point in time + set_global_flag = end_of_czechoslovakia + set_global_flag = olympics_1936 + + set_variable = { + var = GER_mefo_bill_counter + value = 90 + } + + # DEAL WITH INNER CIRCLE STUFF + # Todt completes stuff and gets kicked later + set_country_flag = GER_todt_was_ascended_flag #Flag to prevent AI from taking the focus again after advisor has been replaced + complete_national_focus = GER_form_organization_todt + + # Speer takes over + clr_country_flag = GER_speer_was_ascended_flag #Remove flag set by the focus to start over and set a new Days value below + set_country_flag = { #Flag to prevent AI from taking the focus again after advisor has been replaced + flag = GER_speer_was_ascended_flag + days = 1095 # Clear after ~3 years + value = 1 + } + complete_national_focus = GER_employ_philipp_holzmann + #Leave the ME focus open so player can choose + + #Goebbels completes everything + clr_country_flag = GER_goebbels_was_ascended_flag #Remove flag set by the focus to start over and set a new Days value below + set_country_flag = { #Flag to prevent AI from taking the focus again after advisor has been replaced + flag = GER_goebbels_was_ascended_flag + days = 900 # Clear after ~2.5 years + value = 1 + } + complete_national_focus = GER_ministry_of_public_enlightenment + complete_national_focus = GER_fund_the_film_department + complete_national_focus = GER_propaganda_master + #Remove too much stability and WS + add_stability = -0.05 + add_war_support = -0.05 + + #Bormann completes all three focuses (will be replaced by Himmler soon) + #Bormann's flag is already set by his focus, and on Historical the flag should be set permanently + complete_national_focus = GER_optimize_reich_labour_service + complete_national_focus = GER_glorify_party_rallies + complete_national_focus = GER_total_control_over_domestic_affairs + #Remove too much PP from focuses + add_political_power = -150 + + #Remove cooldown flag + clr_country_flag = GER_inner_circle_cd_flag + + # Special Prjects already completed by ww2 + + complete_special_project = { + project = sp:sp_naval_midget_submarine + scientist = GER_hellmuth_walter + state = 56 + } + + IF = { + limit = { + has_dlc = "No Step Back" + } + complete_special_project = { + project = sp:sp_land_flamethrower_tank + scientist = GER_eduard_grote + state = 64 + } + } + + + + # Setup proper 1939 technologies + set_technology = { + + # Infantry + interwar_artillery = 1 + interwar_antitank = 1 + infantry_weapons2 = 1 + improved_infantry_weapons = 1 + support_weapons = 1 + support_weapons2 = 1 + paratroopers = 1 + + # Doctrines + # Air + #formation_flying = 1 + #dive_bombing = 1 + #direct_ground_support = 1 + + # Electronics + electronic_mechanical_engineering = 1 + radio = 1 + cavity_magnatron = 1 + mechanical_computing = 1 + computing_machine = 1 + basic_encryption = 1 + basic_decryption = 1 + + # Industry + basic_machine_tools = 1 + improved_machine_tools = 1 + advanced_machine_tools = 1 + oil_processing = 1 + fuel_refining2 = 1 + construction1 = 1 + construction2 = 1 + construction3 = 1 + construction4 = 1 + dispersed_industry = 1 + dispersed_industry2 = 1 + dispersed_industry3 = 1 + dispersed_industry4 = 1 + basic_fortification_tech = 1 + } + + set_grand_doctrine = new_mobile_warfare + set_grand_doctrine = new_convoy_raiding + set_grand_doctrine = new_battlefield_support + set_sub_doctrine = mobile_infantry + add_mastery = { + amount = 200 + sub_doctrine = mobile_infantry + } + set_sub_doctrine = mission_type_tactics + add_mastery = { + amount = 100 + sub_doctrine = mission_type_tactics + } + set_sub_doctrine = mobile_recon_and_assault + add_mastery = { + amount = 150 + sub_doctrine = mobile_recon_and_assault + } + set_sub_doctrine = air_subdoctrine_tactical_flexibility + add_mastery = { + amount = 100 + sub_doctrine = air_subdoctrine_tactical_flexibility + } + set_sub_doctrine = air_subdoctrine_dive_bombers + add_mastery = { + amount = 50 + sub_doctrine = air_subdoctrine_dive_bombers + } + + + complete_special_project = { + project = sp:sp_air_radar + scientist = GER_konrad_zuse + state = 62 + } + + if = { + limit = { + NOT = { + has_dlc = "No Step Back" + } + } + set_technology = { + basic_medium_tank = 1 + } + set_oob = "GER_1939" + } + if = { + limit = { + has_dlc = "No Step Back" + } + set_technology = { + basic_medium_tank_chassis = 1 + } + set_oob = "GER_1939_nsb" + } + + if = { + limit = { + not = { + has_dlc = "Man the Guns" + } + } + set_technology = { + basic_heavy_cruiser = 1 + improved_heavy_cruiser = 1 + improved_battleship = 1 + early_carrier = 1 + basic_carrier = 1 + improved_carrier = 1 + } + set_naval_oob = "GER_1939_naval_legacy" + } + if = { + limit = { + has_dlc = "Man the Guns" + } + set_technology = { + improved_ship_hull_cruiser = 1 + basic_ship_hull_heavy = 1 + early_ship_hull_carrier = 1 + basic_ship_hull_carrier = 1 + improved_heavy_battery = 1 + basic_heavy_armor_scheme = 1 + } + set_naval_oob = "GER_1939_naval_mtg" + } + + if = { + limit = { has_dlc = "By Blood Alone" } + set_air_oob = "GER_1939_air_bba" + else = { + set_air_oob = "GER_1939_air_legacy" + set_technology = { + CAS2 = 1 + heavy_fighter1 = 1 + } + } + } +} + + +# Setup German Politics +set_politics = { + ruling_party = fascism + last_election = "1933.3.5" + election_frequency = 48 + elections_allowed = no +} +set_popularities = { + democratic = 35 + fascism = 40 + communism = 10 + neutrality = 15 +} + + +# Setup of National Spirits +add_ideas = { + sour_loser + limited_exports + limited_conscription + partial_economic_mobilisation +} + +# Activates the MEFO Bills Mission +activate_mission = GER_mefo_bills_mission + +# Character Recruitment +recruit_character = GER_wilhelm_pieck +recruit_character = GER_konrad_adenauer +recruit_character = GER_adolf_hitler +recruit_character = GER_albert_kesselring +recruit_character = GER_alfred_jodl +recruit_character = GER_alfred_saalwachter +recruit_character = GER_erhard_milch +recruit_character = GER_erich_bey +recruit_character = GER_erich_raeder +recruit_character = GER_erich_von_manstein +recruit_character = GER_ernst_udet +recruit_character = GER_ernsteberhard_hell +recruit_character = GER_erwin_rommel +recruit_character = GER_erwin_von_witzleben +recruit_character = GER_ewald_von_kleist +recruit_character = GER_fedor_von_bock +recruit_character = GER_felix_steiner +recruit_character = GER_ferdinand_schorner +recruit_character = GER_franz_halder +recruit_character = GER_friedrich_paulus +recruit_character = GER_friedrich_schulz +recruit_character = GER_georg_von_kuchler +recruit_character = GER_georghans_reinhardt +recruit_character = GER_gerd_von_rundstedt +recruit_character = GER_hermann_goring +recruit_character = GER_gotthard_heinrici +recruit_character = GER_gunther_lutjens +recruit_character = GER_gunther_von_kluge +recruit_character = GER_hasso_von_manteuffel +recruit_character = GER_heinz_guderian +recruit_character = GER_heisenberg +recruit_character = GER_hermann_boehm +recruit_character = GER_hermann_hoth +recruit_character = GER_hugo_sperrle +recruit_character = GER_johannes_blaskowitz +recruit_character = GER_karl_donitz +recruit_character = GER_kurt_student +recruit_character = GER_ludwig_beck +recruit_character = GER_maximilian_von_weichs +recruit_character = GER_otto_ciliax +recruit_character = GER_paul_hausser +recruit_character = GER_ritter_von_greim +recruit_character = GER_sepp_dietrich +recruit_character = GER_viktor_schutze +recruit_character = GER_von_braun +recruit_character = GER_walter_kruger +recruit_character = GER_walter_model +recruit_character = GER_walther_von_brauchitsch +recruit_character = GER_walther_wever +recruit_character = GER_werner_von_fritsch +recruit_character = GER_wilhelm_keitel +recruit_character = GER_wilhelm_list +recruit_character = GER_wilhelm_marschall + +recruit_character = GER_wilhelm_ritter_von_leeb +recruit_character = GER_wolfram_von_richthofen + +recruit_character = GER_heinrich_himmler +recruit_character = GER_walther_funk +recruit_character = GER_hjalmar_schacht +recruit_character = GER_julius_leber +recruit_character = GER_albert_speer +recruit_character = GER_hans_oster +recruit_character = GER_theodor_heuss +recruit_character = GER_fritz_todt +recruit_character = GER_joachim_von_ribbentrop +recruit_character = GER_ernst_thalmann +recruit_character = GER_rudolf_hess +recruit_character = GER_martin_bormann +recruit_character = GER_wilhelm_canaris +recruit_character = GER_joseph_goebbels +recruit_character = GER_konstantin_von_neurath +recruit_character = GER_alfred_hugenberg +recruit_character = GER_kurt_schumacher +recruit_character = GER_wilhelm_ii +recruit_character = GER_wilhelm_iii +recruit_character = GER_victoria +recruit_character = GER_august_von_mackensen + +recruit_character = GER_alexander_von_falkenhausen #Not visible unless recalled from China + +#NEW PEOPLE WW +recruit_character = GER_werner_von_blomberg +recruit_character = GER_oswald_lutz +recruit_character = GER_walther_nehring +recruit_character = GER_hans_krebs +recruit_character = GER_rolf_carls +recruit_character = GER_helmuth_wilberg +recruit_character = GER_josef_kammhuber +recruit_character = GER_robert_knauss +recruit_character = GER_alfred_becker +recruit_character = GER_walter_dornberger +recruit_character = GER_alfred_rosenberg +recruit_character = GER_reinhard_heydrich +recruit_character = GER_leni_riefenstahl +recruit_character = GER_franz_seldte +recruit_character = GER_hanns_kerrl +recruit_character = GER_ludwig_erhard +recruit_character = GER_paul_von_lettow_vorbeck # He is "new" +recruit_character = GER_carl_friedrich_goerdeler +recruit_character = GER_wilhelm_iv +recruit_character = GER_eva_braun + +#SCIENTISTS +recruit_character = GER_peter_adolf_thiessen +recruit_character = GER_gustav_ludwig_hertz +recruit_character = GER_eduard_grote +recruit_character = GER_ferdinand_porsche +recruit_character = GER_erwin_aders +recruit_character = GER_hermann_burkhardt +recruit_character = GER_ulrich_gabler +recruit_character = GER_hans_von_ohain +recruit_character = GER_max_kramer +recruit_character = GER_kurt_tank +recruit_character = GER_hellmuth_walter +recruit_character = GER_manfred_von_ardenne +recruit_character = GER_konrad_zuse + +if = { + limit = { + has_dlc = "Gotterdammerung" + } + recruit_character = GER_jurgen_von_blumenthal + recruit_character = GER_hans_vogel + recruit_character = GER_adolf_friedrich_von_mecklenburg + recruit_character = GER_wilhelm_von_gayl + recruit_character = GER_andreas_hermes + recruit_character = GER_hans_luther + recruit_character = GER_hermann_erhardt + recruit_character = GER_dietrich_bonhoeffer + recruit_character = GER_oberste_heeresleitung_character + recruit_character = GER_franz_ritter_von_epp + recruit_character = GER_walter_ulbricht + if = { + limit = { + has_dlc = "La Resistance" + } + recruit_character = GER_wilhelm_zaisser + } + recruit_character = GER_otto_ruhle + recruit_character = GER_hermann_duncker + recruit_character = GER_august_thalheimer + recruit_character = GER_heinrich_brandler + recruit_character = GER_bernhard_bastlein + recruit_character = GER_vincenz_muller + recruit_character = GER_hans_kahle + recruit_character = GER_hans_marchwitza + recruit_character = GER_arno_von_lenski + recruit_character = GER_otto_strasser + recruit_character = GER_otto_grotewohl + + recruit_character = GER_henrich_focke #Heli Scientist +} + +if = { + limit = { + OR = { + has_dlc = "Gotterdammerung" + has_dlc = "No Step Back" + } + } + recruit_character = GER_karl_heinrich_emil_becker #Artillery Scientist +} + +# Recruiting Starting Operatives +if = { + limit = { + has_dlc = "La Resistance" + } + # Recruit operatives + GER_create_operative_nikolaus_ritter = yes + GER_create_operative_erich_gimpel = yes + GER_create_operative_fritz_duquesne = yes +} + +# Creating different equipment variants +if = { + limit = { + NOT = { has_dlc = "Man the Guns" } + } + ### Ship Variants ### + ## 1936 Start ## + # Light Cruisers # + create_equipment_variant = { + name = "Königsberg" + type = light_cruiser_1 + parent_version = 0 + upgrades = { + ship_reliability_upgrade = 2 + ship_engine_upgrade = 2 + ship_gun_upgrade = 2 + ship_anti_air_upgrade = 2 + } + obsolete = yes + } + create_equipment_variant = { + name = "Deutschland" + type = heavy_cruiser_1 + parent_version = 0 + upgrades = { + ship_reliability_upgrade = 1 + ship_engine_upgrade = 1 + ship_armor_upgrade = 1 + ship_gun_upgrade = 2 + } + } +} +if = { + limit = { + has_dlc = "No Step Back" + } + create_equipment_variant = { #Note: There is a copy of this variant in Finnish Scripted Effects file (FIN_purchase_german_equipment_for_cw). Any changes here should also be applied there + name = "Leichttraktor" + type = light_tank_chassis_0 + parent_version = 0 + modules = { + main_armament_slot = tank_small_cannon + turret_type_slot = tank_light_two_man_tank_turret + suspension_type_slot = tank_christie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + } + upgrades = { + tank_nsb_engine_upgrade = 2 + tank_nsb_armor_upgrade = 2 + } + obsolete = yes + icon = "GFX_GER_gwtank_medium" + } + create_equipment_variant = { #Note: There is a copy of this variant in Finnish National Focus file (FIN_bring_foreign_armor_experts). Any changes here should also be applied there + name = "Panzer I Ausf. A" + type = light_tank_chassis_1 + parent_version = 0 + modules = { + main_armament_slot = tank_heavy_machine_gun + turret_type_slot = tank_light_one_man_tank_turret + suspension_type_slot = tank_christie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + } + upgrades = { + tank_nsb_engine_upgrade = 5 + tank_nsb_armor_upgrade = 1 + } + icon = "GFX_GER_basic_light_tank_medium" + obsolete = yes + } + create_equipment_variant = { + name = "Neubaufahrzeug" + type = heavy_tank_chassis_1 + parent_version = 0 + modules = { + main_armament_slot = tank_close_support_gun + turret_type_slot = tank_heavy_three_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + special_type_slot_2 = secondary_turret_hmg + special_type_slot_3 = secondary_turret_hmg + special_type_slot_4 = secondary_turret_hmg + } + upgrades = { + tank_nsb_engine_upgrade = 6 + tank_nsb_armor_upgrade = 2 + } + icon = "GFX_GER_basic_heavy_tank_medium" + } + create_equipment_variant = { + name = "Panzer II Ausf. A" + type = light_tank_chassis_2 + design_team = mio:GER_daimler_benz_organization + parent_version = 0 + obsolete = yes + modules = { + main_armament_slot = tank_auto_cannon + turret_type_slot = tank_light_two_man_tank_turret + suspension_type_slot = tank_christie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + } + upgrades = { + tank_nsb_engine_upgrade = 3 + tank_nsb_armor_upgrade = 2 + } + icon = "GFX_GER_improved_light_tank_medium" + } + create_equipment_variant = { + name = "Panzer II" + type = light_tank_chassis_2 + design_team = mio:GER_daimler_benz_organization + parent_version = 1 + modules = { + main_armament_slot = tank_auto_cannon + turret_type_slot = tank_light_two_man_tank_turret + suspension_type_slot = tank_christie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + } + upgrades = { + tank_nsb_engine_upgrade = 3 + tank_nsb_armor_upgrade = 3 + } + icon = "GFX_GER_improved_light_tank_medium" + } +} +if = { + limit = { has_dlc = "Man the Guns" } + create_equipment_variant = { + name = "Deutschland" + type = ship_hull_cruiser_panzerschiff + name_group = GER_PZ_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_battery_slot = ship_heavy_battery_2 + fixed_ship_secondaries_slot = ship_secondaries_1 + fixed_ship_armor_slot = ship_armor_cruiser_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_engine_slot = cruiser_ship_engine_2 + rear_1_custom_slot = ship_torpedo_1 + mid_1_custom_slot = ship_airplane_launcher_1 + } + } + create_equipment_variant = { + name = "Type 24" + type = ship_hull_light_1 + name_group = GER_TB_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_battery_1 + fixed_ship_anti_air_slot = empty + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_1 + fixed_ship_torpedo_slot = ship_torpedo_1 + rear_1_custom_slot = ship_mine_layer_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Zerstörer 1934" + type = ship_hull_light_2 + name_group = GER_DD_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = ship_torpedo_1 + rear_1_custom_slot = ship_mine_layer_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Zerstörer 1934A" + type = ship_hull_light_2 + name_group = GER_DD_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = ship_torpedo_1 + rear_1_custom_slot = ship_depth_charge_1 + } + } + create_equipment_variant = { + name = "Type II" + type = ship_hull_submarine_1 + name_group = GER_SS_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_1 + fixed_ship_engine_slot = sub_ship_engine_1 + rear_1_custom_slot = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "Type VII" + type = ship_hull_submarine_2 + name_group = GER_SS_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_2 + fixed_ship_engine_slot = sub_ship_engine_1 + rear_1_custom_slot = empty + } + } + create_equipment_variant = { + name = "Königsberg" + type = ship_hull_cruiser_1 + name_group = GER_CL_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_armor_slot = ship_armor_cruiser_1 + mid_1_custom_slot = ship_torpedo_1 + mid_2_custom_slot = ship_light_medium_battery_1 + rear_1_custom_slot = ship_mine_layer_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Emden" + type = ship_hull_cruiser_1 + name_group = GER_CL_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_1 + fixed_ship_anti_air_slot = empty + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_1 + fixed_ship_armor_slot = ship_armor_cruiser_1 + mid_1_custom_slot = ship_light_medium_battery_1 + mid_2_custom_slot = ship_torpedo_1 + rear_1_custom_slot = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "Bremse" + type = ship_hull_cruiser_1 + name_group = GER_CL_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_1 + mid_1_custom_slot = ship_anti_air_1 + mid_2_custom_slot = ship_mine_layer_1 + rear_1_custom_slot = ship_mine_layer_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Leipzig" + type = ship_hull_cruiser_2 + name_group = GER_CL_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_1 + fixed_ship_armor_slot = ship_armor_cruiser_1 + front_1_custom_slot = ship_anti_air_1 + mid_1_custom_slot = ship_torpedo_1 + mid_2_custom_slot = ship_light_medium_battery_1 + rear_1_custom_slot = ship_airplane_launcher_1 + } + } + create_equipment_variant = { + name = "Admiral Hipper" + type = ship_hull_cruiser_2 + name_group = GER_CA_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_medium_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_armor_slot = ship_armor_cruiser_2 + front_1_custom_slot = ship_anti_air_1 + mid_1_custom_slot = ship_torpedo_1 + mid_2_custom_slot = ship_airplane_launcher_1 + rear_1_custom_slot = ship_medium_battery_2 + } + } + create_equipment_variant = { + name = "Scharnhorst" + type = ship_hull_heavy_2 + name_group = GER_BB_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_heavy_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_2 + fixed_ship_secondaries_slot = ship_secondaries_1 + fixed_ship_armor_slot = ship_armor_bc_1 + front_1_custom_slot = ship_anti_air_1 + mid_1_custom_slot = empty + mid_2_custom_slot = ship_secondaries_1 + rear_1_custom_slot = ship_heavy_battery_2 + } + } + create_equipment_variant = { + name = "Deutschland" + type = ship_hull_pre_dreadnought + name_group = GER_PZ_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_heavy_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_2 + fixed_ship_secondaries_slot = ship_secondaries_1 + fixed_ship_armor_slot = ship_armor_bb_1 + front_1_custom_slot = ship_anti_air_1 + mid_1_custom_slot = empty + rear_1_custom_slot = empty + } + obsolete = yes + } +} +if = { + limit = { + NOT = { + has_dlc = "By Blood Alone" + } + } + create_equipment_variant = { + name = "Ju 86" + type = tac_bomber_equipment_0 + design_team = mio:GER_junkers_organization + upgrades = { + plane_tac_bomb_upgrade = 5 + plane_range_upgrade = 5 + plane_engine_upgrade = 5 + plane_reliability_upgrade = 5 + } + obsolete = yes + icon = GFX_GER_early_bomber_medium + } + + create_equipment_variant = { + name = "Do 17" + type = tac_bomber_equipment_0 + design_team = mio:GER_dornier_organization + upgrades = { + plane_tac_bomb_upgrade = 5 + plane_range_upgrade = 1 + plane_engine_upgrade = 1 + plane_reliability_upgrade = 5 + } + obsolete = yes + } +} + +if = { + limit = { + has_dlc = "By Blood Alone" + } + create_equipment_variant = { + name = "Do 23" + type = medium_plane_airframe_0 + design_team = mio:GER_dornier_organization + modules = { + fixed_main_weapon_slot = medium_bomb_bay + fixed_auxiliary_weapon_slot_1 = empty + fixed_auxiliary_weapon_slot_2 = empty + fixed_auxiliary_weapon_slot_3 = empty + engine_type_slot = engine_1_2x + special_type_slot_1 = empty + special_type_slot_2 = empty + special_type_slot_3 = empty + special_type_slot_4 = empty + } + obsolete = yes + icon = GFX_GER_early_bomber_medium + } + create_equipment_variant = { + name = "Ju 86" + type = medium_plane_airframe_0 + design_team = mio:GER_junkers_organization + modules = { + fixed_main_weapon_slot = medium_bomb_bay + fixed_auxiliary_weapon_slot_1 = empty + fixed_auxiliary_weapon_slot_2 = empty + fixed_auxiliary_weapon_slot_3 = empty + engine_type_slot = engine_2_2x + special_type_slot_1 = lmg_defense_turret_2x + special_type_slot_2 = fuel_tanks_medium + special_type_slot_3 = empty + special_type_slot_4 = empty + } + obsolete = yes + icon = GFX_GER_early_bomber_medium + } + + create_equipment_variant = { + name = "He 111" + type = medium_plane_airframe_1 + #design_team = mio:GER_heinkel_organization #Dornier is Medium Airframe MIO now + modules = { + fixed_main_weapon_slot = medium_bomb_bay + fixed_auxiliary_weapon_slot_1 = medium_bomb_bay + fixed_auxiliary_weapon_slot_2 = empty + fixed_auxiliary_weapon_slot_3 = empty + engine_type_slot = engine_2_2x + special_type_slot_1 = lmg_defense_turret_2x + special_type_slot_2 = lmg_defense_turret_2x + special_type_slot_3 = empty + special_type_slot_4 = empty + } + icon = "GFX_GER_tactical_bomber1_medium" + } + + create_equipment_variant = { + name = "Do 17" + type = medium_plane_airframe_1 + design_team = mio:GER_dornier_organization + modules = { + fixed_main_weapon_slot = medium_bomb_bay + engine_type_slot = engine_1_2x + special_type_slot_1 = lmg_defense_turret_2x + } + icon = "GFX_GER_medium_plane_1_medium" + } + + create_equipment_variant = { #Note: There is a copy of this variant in Finnish Scripted Effects file (FIN_purchase_german_equipment_for_cw). Any changes here should also be applied there + name = "He 51" #also covers Ar 68 + type = small_plane_airframe_0 + modules = { + fixed_main_weapon_slot = light_mg_2x + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "Hs 123" + type = small_plane_cas_airframe_0 + modules = { + fixed_main_weapon_slot = bomb_locks + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + obsolete = yes + icon = GFX_GER_cv_fighter1_medium + } + create_equipment_variant = { + name = "Bf 109 D" + type = small_plane_airframe_1 + design_team = mio:GER_messerschmitt_organization + modules = { + fixed_main_weapon_slot = light_mg_4x + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + icon = "GFX_GER_fighter1_medium" + } + create_equipment_variant = { + name = "Ju 87" + type = small_plane_cas_airframe_1 + design_team = mio:GER_junkers_organization + modules = { + fixed_main_weapon_slot = bomb_locks + engine_type_slot = engine_2_1x + special_type_slot_1 = lmg_defense_turret + special_type_slot_2 = dive_brakes_small + } + icon = "GFX_GER_CAS1_medium" + } + create_equipment_variant = { + name = "Do 22" + type = small_plane_naval_bomber_airframe_1 + #design_team = mio:GER_dornier_organization #Fieseler is Naval Aircraft MIO now + modules = { + fixed_main_weapon_slot = torpedo_mounting + engine_type_slot = engine_2_1x + special_type_slot_1 = lmg_defense_turret + special_type_slot_2 = floats + } + icon = "GFX_GER_naval_bomber1_medium" + } +} + +## 1939 Start ## +1939.1.1 = { + if = { + limit = { + NOT = { has_dlc = "Man the Guns" } + } + # Submarines # + create_equipment_variant = { + name = "Type VIIA" + type = submarine_2 + parent_version = 0 + upgrades = { + ship_reliability_upgrade = 1 + sub_engine_upgrade = 1 + sub_stealth_upgrade = 1 + sub_torpedo_upgrade = 1 + } + } + # Destroyer # + create_equipment_variant = { + name = "Zerstörer 1936" + type = destroyer_2 + parent_version = 0 + upgrades = { + ship_torpedo_upgrade = 2 + destroyer_engine_upgrade = 2 + ship_ASW_upgrade = 2 + ship_anti_air_upgrade = 2 + } + } + } + if = { + limit = { + has_dlc = "Man the Guns" + } + create_equipment_variant = { + name = "Zerstörer 1936" + type = ship_hull_light_2 + name_group = GER_DD_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = ship_torpedo_1 + rear_1_custom_slot = ship_depth_charge_1 + } + } + create_equipment_variant = { + name = "Bismarck" + type = ship_hull_heavy_2 + name_group = GER_BB_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_heavy_battery_3 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_2 + fixed_ship_secondaries_slot = ship_secondaries_2 + fixed_ship_armor_slot = ship_armor_bb_2 + front_1_custom_slot = ship_anti_air_1 + mid_1_custom_slot = ship_airplane_launcher_1 + mid_2_custom_slot = ship_secondaries_2 + rear_1_custom_slot = ship_heavy_battery_3 + } + } + create_equipment_variant = { + name = "Graf Zeppelin" + type = ship_hull_carrier_1 + name_group = GER_CV_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_deck_slot_1 = ship_deck_space + fixed_ship_deck_slot_2 = ship_deck_space + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = carrier_ship_engine_2 + fixed_ship_secondaries_slot = ship_secondaries_1 + front_1_custom_slot = ship_deck_space + } + } + } + if = { + limit = { + has_dlc = "No Step Back" + } + create_equipment_variant = { + name = "Panzer III Ausf. F" + type = medium_tank_chassis_1 + parent_version = 0 + modules = { + main_armament_slot = tank_small_cannon_2 + turret_type_slot = tank_medium_three_man_tank_turret + suspension_type_slot = tank_torsion_bar_suspension + armor_type_slot = tank_welded_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + special_type_slot_2 = smoke_launchers + special_type_slot_3 = empty + special_type_slot_4 = empty + } + upgrades = { + tank_nsb_engine_upgrade = 6 + tank_nsb_armor_upgrade = 3 + } + icon = "GFX_GER_basic_medium_tank_medium" + } + create_equipment_variant = { + name = "Panzer IV Ausf. C" + type = medium_tank_chassis_1 + parent_version = 1 + modules = { + main_armament_slot = tank_close_support_gun + turret_type_slot = tank_medium_three_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_welded_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + special_type_slot_2 = smoke_launchers + special_type_slot_3 = empty + special_type_slot_4 = empty + } + upgrades = { + tank_nsb_engine_upgrade = 6 + tank_nsb_armor_upgrade = 3 + } + icon = "GFX_GER_improved_medium_tank_medium" + } + create_equipment_variant = { + name = "Panzer 35(t)" + type = light_tank_chassis_1 + parent_version = 1 + modules = { + main_armament_slot = tank_high_velocity_cannon + turret_type_slot = tank_light_two_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + special_type_slot_2 = empty + special_type_slot_3 = empty + special_type_slot_4 = empty + } + upgrades = { + tank_nsb_engine_upgrade = 3 + tank_nsb_armor_upgrade = 2 + } + obsolete = yes + icon = "GFX_CZE_basic_light_tank_medium" + } + create_equipment_variant = { + name = "Panzer 38(t)" + type = light_tank_chassis_2 + parent_version = 1 + modules = { + main_armament_slot = tank_high_velocity_cannon + turret_type_slot = tank_light_two_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + special_type_slot_2 = smoke_launchers + special_type_slot_3 = empty + special_type_slot_4 = empty + } + upgrades = { + tank_nsb_engine_upgrade = 3 + tank_nsb_armor_upgrade = 3 + } + + icon = "GFX_CZE_improved_light_tank_medium" + } + } + + if = { + limit = { NOT = { has_dlc = "By Blood Alone" } } + create_equipment_variant = { + name = "He 112" + type = fighter_equipment_1 + upgrades = { + plane_gun_upgrade = 1 + plane_range_upgrade = 1 + plane_engine_upgrade = 0 + plane_reliability_upgrade = 2 + } + } + create_equipment_variant = { + name = "Bf 109 E" + type = fighter_equipment_1 + upgrades = { + plane_gun_upgrade = 2 + plane_range_upgrade = 1 + plane_engine_upgrade = 2 + plane_reliability_upgrade = 4 + } + } + } + if = { + limit = { + has_dlc = "By Blood Alone" + } + create_equipment_variant = { + name = "Bf 109 E" + type = small_plane_airframe_1 + design_team = mio:GER_messerschmitt_organization + modules = { + fixed_main_weapon_slot = light_mg_2x + fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + icon = "GFX_GER_fighter1_medium" + } + create_equipment_variant = { + name = "Bf 110 C" + type = small_plane_airframe_1 + design_team = mio:GER_messerschmitt_organization + modules = { + fixed_main_weapon_slot = light_mg_4x + fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x + engine_type_slot = engine_2_2x + special_type_slot_1 = empty + } + icon = "GFX_GER_heavy_fighter1_medium" + } + create_equipment_variant = { + name = "He 112" + type = small_plane_airframe_1 + modules = { + fixed_main_weapon_slot = light_mg_2x + fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + icon = "GFX_GER_light_plane_1_medium" + } + } + # Heavy Cruisers # + #create_equipment_variant = { + # name = "Deutschland" + # type = heavy_cruiser_1 + # parent_version = 0 + # upgrades = { + # ship_reliability_upgrade = 1 + # ship_engine_upgrade = 1 + # ship_armor_upgrade = 1 + # ship_gun_upgrade = 2 + # } + # obsolete = yes + #} +} diff --git a/src/history/countries/HUJ - Huangjia.txt b/src/history/countries/HUJ - Huangjia.txt index 0a0ebda..90fd648 100755 --- a/src/history/countries/HUJ - Huangjia.txt +++ b/src/history/countries/HUJ - Huangjia.txt @@ -1,5 +1,16 @@ capital = 126 +create_faction_from_template = faction_template_azurlane +add_to_faction = HUJ +add_to_faction = CAN +add_to_faction = AST +add_to_faction = NZL +add_to_faction = SAF +give_military_access = RAJ +add_to_faction = RAJ +add_to_faction = MAL + + if = { limit = { NOT = { @@ -99,6 +110,9 @@ set_technology = { fuel_refining = 1 } +set_grand_doctrine = grand_battleplan +set_grand_doctrine = new_fleet_in_being + if = { limit = { NOT = { has_dlc = "No Step Back" } @@ -258,19 +272,6 @@ set_popularities = { } -create_faction = 碧蓝航线 -add_to_faction = HUJ - -add_to_faction = CAN -add_to_faction = AST -add_to_faction = NZL -add_to_faction = SAF - -give_military_access = RAJ -add_to_faction = RAJ # Must be after puppet -add_to_faction = MAL - - recruit_character = HUJ_weiershi recruit_character = HUJ_qiaozhiwushi recruit_character = HUJ_guanghui diff --git a/src/history/countries/SAD - Sading.txt b/src/history/countries/SAD - Sading.txt index 13450a9..4ba16b4 100755 --- a/src/history/countries/SAD - Sading.txt +++ b/src/history/countries/SAD - Sading.txt @@ -15,6 +15,8 @@ if = { set_oob = "SAD_1936_nsb" } +set_grand_doctrine = grand_battleplan +set_grand_doctrine = new_fleet_in_being set_variable = { var = jz_sl value = 1 } set_variable = { var = xzmf_sl value = 2 } diff --git a/src/history/countries/SOV - Soviet union.txt b/src/history/countries/SOV - Soviet union.txt new file mode 100755 index 0000000..b5171ae --- /dev/null +++ b/src/history/countries/SOV - Soviet union.txt @@ -0,0 +1,2002 @@ + +#### +#### NO STEP BACK +#### + + +#You don't want Russian party names? Just remove these lines +set_party_name = { + ideology = communism + long_name = SOV_communism_party_russian_long + name = SOV_communism_party_russian +} +set_party_name = { + ideology = fascism + long_name = SOV_fascism_party_russian_long + name = SOV_fascism_party_russian +} + +#COUNTRY LEADERS +recruit_character = SOV_iosif_stalin +recruit_character = SOV_supreme_soviet #This is a fake character! Proper country leader role is added via focus +if = { + limit = { + has_dlc = "No Step Back" + } + recruit_character = SOV_provisional_government # United Exiles + set_country_flag = vlasov_owner_flag +} + +#POLITICAL ADVISORS +recruit_character = SOV_mikhail_kalinin +recruit_character = SOV_nikita_khrushchyov +recruit_character = SOV_nikolay_voznesensky +recruit_character = SOV_lazar_kaganovich +recruit_character = SOV_genrikh_yagoda +recruit_character = SOV_nikolay_yezhov +recruit_character = SOV_lavrenty_beriya +recruit_character = SOV_vsevolod_merkulov +recruit_character = SOV_vyacheslav_molotov +recruit_character = SOV_maksim_litvinov + +recruit_character = SOV_lev_trotsky +recruit_character = SOV_ivan_smirnov +recruit_character = SOV_ivar_smilga +recruit_character = SOV_karl_radek +recruit_character = SOV_yevgeny_preobrazhensky +recruit_character = SOV_aleksandr_shlyapnikov +recruit_character = SOV_nikolay_bukharin +recruit_character = SOV_aleksey_rykov +recruit_character = SOV_mikhail_tomsky +recruit_character = SOV_grigory_sokolnikov +recruit_character = SOV_grigory_zinovyev +recruit_character = SOV_lev_kamenev +recruit_character = SOV_martemyan_ryutin +recruit_character = SOV_patriarch_sergy +recruit_character = SOV_aleksandr_kerensky +recruit_character = SOV_konstantin_rodzayevsky + + +recruit_character = SOV_aleksandr_vasilevsky +recruit_character = SOV_aleksandr_golovanov +recruit_character = SOV_aleksandr_gorbatov +recruit_character = SOV_aleksandr_novikov +recruit_character = SOV_aleksandr_yegorov +recruit_character = SOV_andrey_grechko +recruit_character = SOV_andrey_vlasov +recruit_character = SOV_andrey_yeryomenko +recruit_character = SOV_arseny_golovko +recruit_character = SOV_boris_shaposhnikov +recruit_character = SOV_dmitry_lelyushenko +recruit_character = SOV_filipp_golikov +recruit_character = SOV_filipp_oktyabrsky + +recruit_character = SOV_georgy_zakharov +recruit_character = SOV_georgy_zhukov +recruit_character = SOV_gordey_levchenko +recruit_character = SOV_grigory_kulik +recruit_character = SOV_igor_kurchatov +recruit_character = SOV_issa_pliyev +recruit_character = SOV_ivan_chernyakhovsky +recruit_character = SOV_ivan_fedyuninsky +recruit_character = SOV_ivan_konev +recruit_character = SOV_ivan_yumashev +recruit_character = SOV_kirill_meretskov +recruit_character = SOV_kirill_moskalenko +recruit_character = SOV_kliment_voroshilov +recruit_character = SOV_konstantin_rokossovsky +recruit_character = SOV_konstantin_vershinin +recruit_character = SOV_kuzma_galitsky +recruit_character = SOV_leonid_govorov +recruit_character = SOV_maksim_purkayev +recruit_character = SOV_markian_popov +recruit_character = SOV_maks_reyter +recruit_character = SOV_mikhail_frinovsky + +recruit_character = SOV_mikhail_tukhachevsky +recruit_character = SOV_nikandr_chibisov + +recruit_character = SOV_nikolay_berzarin +recruit_character = SOV_nikolay_vatutin + +recruit_character = SOV_nikolay_kuznetsov + +recruit_character = SOV_pavel_rychagov +recruit_character = SOV_pavel_zhigarev +recruit_character = SOV_pyotr_smirnov +recruit_character = SOV_rodion_malinovsky +recruit_character = SOV_semyon_budyonny +recruit_character = SOV_semyon_timoshenko +recruit_character = SOV_sergey_khudyakov +recruit_character = SOV_sergey_korolyov +recruit_character = SOV_sergey_rudenko +recruit_character = SOV_sergey_gorshkov +recruit_character = SOV_stepan_krasovsky +recruit_character = SOV_vasily_blyukher +recruit_character = SOV_vasily_chuykov +recruit_character = SOV_aleksandr_cherepanov +recruit_character = SOV_vasily_kuznetsov +recruit_character = SOV_vladimir_kasatonov +recruit_character = SOV_vladimir_tributs + +recruit_character = SOV_yakov_cherevichenko +recruit_character = SOV_yakov_smushkevich + +recruit_character = SOV_vitaly_primakov +#Not available at game start +recruit_character = SOV_vasily_korzh +recruit_character = SOV_sidor_kovpak +recruit_character = SOV_lev_dovator +recruit_character = SOV_pavel_rybalko +recruit_character = SOV_abram_ioffe +recruit_character = SOV_boris_stechkin +recruit_character = SOV_arkady_nazarov +recruit_character = SOV_vladimir_kotelnikov + +# Lokot Autonomy Characters +recruit_character = SOV_konstantin_voskoboinik +recruit_character = SOV_bronislav_kaminski + +# Even without NSB so Germany can access them on historical +recruit_character = SOV_pyotr_krasnov +recruit_character = SOV_konstantin_nechayev + +if = { + limit = { + has_dlc = "No Step Back" + } + recruit_character = SOV_anastasy_vonsyatsky + # recruit_character = SOV_grigory_semyonov # starts as an advisor to Puyi + recruit_character = SOV_metropolitan_anastasy + recruit_character = SOV_metropolitan_nikolay + recruit_character = SOV_nikolay_ustryalov + recruit_character = SOV_aleksandr_kazembek + recruit_character = SOV_metropolitan_aleksy + recruit_character = SOV_metropolitan_meletius + recruit_character = SOV_aleksandr_prokofyev_seversky + recruit_character = SOV_vyacheslav_tkachyov + recruit_character = SOV_yan_nagursky + recruit_character = SOV_vasily_yanchenko + recruit_character = SOV_tsar_vladimir_kirillovich + recruit_character = SOV_aleksandr_rodzyanko + recruit_character = SOV_vladimir_kosmin + recruit_character = SOV_andrey_shkuro + recruit_character = SOV_anton_denikin +} + + +#Initialize character flags Part I (aka who's safe) +SOV_mikhail_kalinin = { + set_character_flag = SOV_safe_from_purge_flag +} +SOV_nikita_khrushchyov = { + set_character_flag = SOV_safe_from_purge_flag +} +SOV_lazar_kaganovich = { + set_character_flag = SOV_safe_from_purge_flag +} +SOV_genrikh_yagoda = { #NKVD Chiefs are always safe from regular purges, they'll be handled by a special purge event + set_character_flag = SOV_safe_from_purge_flag +} +SOV_nikolay_yezhov = { #NKVD Chiefs are always safe from regular purges, they'll be handled by a special purge event + set_character_flag = SOV_safe_from_purge_flag +} +SOV_lavrenty_beriya = { #NKVD Chiefs are always safe from regular purges, they'll be handled by a special purge event. Beriya will always be safe. + set_character_flag = SOV_safe_from_purge_flag +} +SOV_vsevolod_merkulov = { + set_character_flag = SOV_safe_from_purge_flag +} +SOV_vyacheslav_molotov = { + set_character_flag = SOV_safe_from_purge_flag +} +SOV_konstantin_rodzayevsky = { #Not in the country + set_character_flag = SOV_exiled_flag +} +SOV_aleksandr_kerensky = { #Not in the country + set_character_flag = SOV_exiled_flag +} +SOV_lev_trotsky = { #Not in the country + set_character_flag = SOV_exiled_flag +} +SOV_patriarch_sergy = { #Priests are not political enemies at this point + set_character_flag = SOV_safe_from_purge_flag +} +if = { + limit = { + has_dlc = "No Step Back" + } + SOV_metropolitan_anastasy = { #Priests are not political enemies at this point + set_character_flag = SOV_safe_from_purge_flag + } + SOV_metropolitan_nikolay = { #Priests are not political enemies at this point + set_character_flag = SOV_safe_from_purge_flag + } + SOV_metropolitan_aleksy = { #Priests are not political enemies at this point + set_character_flag = SOV_safe_from_purge_flag + } + SOV_metropolitan_meletius = { #Priests are not political enemies at this point (Also exiled) + set_character_flag = SOV_safe_from_purge_flag + } + SOV_anastasy_vonsyatsky = { #Not in the country + set_character_flag = SOV_exiled_flag + } + SOV_aleksandr_kazembek = { #Not in the country + set_character_flag = SOV_exiled_flag + } + SOV_aleksandr_prokofyev_seversky = { #Not in the country + set_character_flag = SOV_exiled_flag + } + SOV_vyacheslav_tkachyov = { #Not in the country + set_character_flag = SOV_exiled_flag + } + SOV_yan_nagursky = { #Not in the country + set_character_flag = SOV_exiled_flag + } + SOV_vasily_yanchenko = { #Not in the country + set_character_flag = SOV_exiled_flag + } + SOV_anton_denikin = { #Not in the country + set_character_flag = SOV_exiled_flag + set_character_flag = SOV_exiled_army_leader + } + SOV_pyotr_krasnov = { #Not in the country + set_character_flag = SOV_exiled_flag + set_character_flag = SOV_exiled_army_leader + } + SOV_konstantin_nechayev = { #Not in the country + set_character_flag = SOV_exiled_flag + set_character_flag = SOV_exiled_army_leader + } + SOV_vladimir_kosmin = { #Not in the country + set_character_flag = SOV_exiled_flag + set_character_flag = SOV_exiled_army_leader + } + SOV_aleksandr_rodzyanko = { #Not in the country + set_character_flag = SOV_exiled_flag + set_character_flag = SOV_exiled_army_leader + } + SOV_andrey_shkuro = { #Not in the country + set_character_flag = SOV_exiled_flag + set_character_flag = SOV_exiled_army_leader + } + + +} + + +#Initialize character flags Part II (aka who's what) +SOV_lev_trotsky = { + set_character_flag = SOV_aligned_left_opposition_flag #Probably not needed, but just in case ;) +} +SOV_ivan_smirnov = { + set_character_flag = SOV_aligned_left_opposition_flag +} +SOV_ivar_smilga = { + set_character_flag = SOV_aligned_left_opposition_flag +} +SOV_karl_radek = { + set_character_flag = SOV_aligned_left_opposition_flag +} +SOV_yevgeny_preobrazhensky = { + set_character_flag = SOV_aligned_left_opposition_flag +} +SOV_aleksandr_shlyapnikov = { + set_character_flag = SOV_aligned_left_opposition_flag +} +SOV_nikolay_bukharin = { + set_character_flag = SOV_aligned_right_opposition_flag +} +SOV_aleksey_rykov = { + set_character_flag = SOV_aligned_right_opposition_flag +} +SOV_mikhail_tomsky = { + set_character_flag = SOV_aligned_right_opposition_flag +} +SOV_grigory_sokolnikov = { + set_character_flag = SOV_aligned_right_opposition_flag +} +#SOV_grigory_zinovyev -> Will be aligned with either left or right opposition via focus +#SOV_lev_kamenev -> Will be aligned with either left or right opposition via focus +#SOV_martemyan_ryutin -> Will be aligned with either left or right opposition via focus +if = { + limit = { + has_dlc = "No Step Back" + } + SOV_anastasy_vonsyatsky = { + set_character_flag = SOV_aligned_the_exiles_flag + set_character_flag = SOV_exiled_flag + } + + SOV_nikolay_ustryalov = { + set_character_flag = SOV_aligned_the_exiles_flag + } + SOV_aleksandr_kazembek = { + set_character_flag = SOV_aligned_the_exiles_flag + } + SOV_aleksandr_prokofyev_seversky = { + set_character_flag = SOV_aligned_the_exiles_flag + set_character_flag = SOV_exiled_military_advisor_flag + } + SOV_vyacheslav_tkachyov = { + set_character_flag = SOV_aligned_the_exiles_flag + set_character_flag = SOV_exiled_military_advisor_flag + } + SOV_yan_nagursky = { + set_character_flag = SOV_aligned_the_exiles_flag + set_character_flag = SOV_exiled_military_advisor_flag + } + SOV_vasily_yanchenko = { + set_character_flag = SOV_aligned_the_exiles_flag + set_character_flag = SOV_exiled_military_advisor_flag + } +} + +#Initialize character flags Part III (aka who's in prison) +SOV_ivan_smirnov = { + set_character_flag = SOV_imprisoned_flag +} +SOV_ivar_smilga = { + set_character_flag = SOV_imprisoned_flag +} +SOV_aleksandr_shlyapnikov = { + set_character_flag = SOV_imprisoned_flag +} +SOV_grigory_zinovyev = { + set_character_flag = SOV_imprisoned_flag +} +SOV_lev_kamenev = { + set_character_flag = SOV_imprisoned_flag +} +SOV_martemyan_ryutin = { + set_character_flag = SOV_imprisoned_flag +} + + + +### PROPAGANDA ### +set_variable = { SOV_new_propaganda_campaign = 0 } #Used to pick a poster slot +set_variable = { SOV_propaganda_campaign_to_remove = 0 } #Used to reset a poster slot +set_variable = { SOV_propaganda_locked_slot_index = 1 } #### === INSERT LOCKED SLOT INDEX IN STRIPE HERE === #### +set_variable = { SOV_propaganda_empty_slot_index = 2 } #### === INSERT EMPTY SLOT INDEX IN STRIPE HERE === #### +set_variable = { SOV_poster_left_icon_frame = SOV_propaganda_locked_slot_index } #Set up the appropriate empty slot GFX +set_variable = { SOV_poster_center_icon_frame = SOV_propaganda_locked_slot_index } #Set up the appropriate locked slot GFX +set_variable = { SOV_poster_right_icon_frame = SOV_propaganda_locked_slot_index } #Set up the appropriate locked slot GFX + +set_variable = { SOV_default_propaganda_campaign_duration = 180 } #Duration days for propaganda campaigns +set_variable = { SOV_default_propaganda_campaign_cooldown = 90 } #Days of cooldown after a Propaganda Campaign has been finished. +set_variable = { SOV_default_propaganda_campaign_old_days = 150 } #A propaganda poster will age (change GFX) after this amount of days have passed since the campaign was activated +set_variable = { SOV_propaganda_cost = 15 } #Used not only to set the rest of propaganda campaign costs here, but also used to increase each campaign cost after being activated +set_variable = { SOV_propaganda_cost_increase = 2 } #This will multiply the regular propaganda_cost each time a propaganda campaign is activated, so that it's cost is increased +set_variable = { SOV_propaganda_motherland_calls_cost = SOV_propaganda_cost } # ID = 2 +set_variable = { SOV_propaganda_victory_at_hand_cost = SOV_propaganda_cost } # ID = 3 +set_variable = { SOV_propaganda_defend_moscow_cost = SOV_propaganda_cost } # ID = 4 +set_variable = { SOV_propaganda_fight_to_the_last_cost = SOV_propaganda_cost } # ID = 5 +set_variable = { SOV_propaganda_hit_of_hammer_cost = SOV_propaganda_cost } # ID = 6 +set_variable = { SOV_propaganda_transport_cost = SOV_propaganda_cost } # ID = 7 +set_variable = { SOV_propaganda_oil_for_the_motherland_cost = SOV_propaganda_cost } # ID = 8 +set_variable = { SOV_propaganda_more_metal_cost = SOV_propaganda_cost } # ID = 9 +set_variable = { SOV_propaganda_high_yield_cost = SOV_propaganda_cost } # ID = 10 +set_variable = { SOV_propaganda_for_the_motherland_cost = SOV_propaganda_cost } # ID = 11 +set_variable = { SOV_propaganda_heroes_forward_cost = SOV_propaganda_cost } # ID = 12 +set_variable = { SOV_propaganda_anti_capitalism_cost = SOV_propaganda_cost } # ID = 13 +set_variable = { SOV_propaganda_anti_fascism_cost = SOV_propaganda_cost } # ID = 14 +set_variable = { SOV_propaganda_treacherous_enemy_cost = SOV_propaganda_cost } # ID = 15 +set_variable = { SOV_propaganda_do_not_blab_cost = SOV_propaganda_cost } # ID = 16 +set_variable = { SOV_propaganda_sweep_scum_out_cost = SOV_propaganda_cost } # ID = 17 +set_variable = { SOV_propaganda_knowledge_cost = SOV_propaganda_cost } # ID = 18 +set_variable = { SOV_propaganda_builders_of_communism_cost = SOV_propaganda_cost } # ID = 19 +set_variable = { SOV_propaganda_glory_to_partisans_cost = SOV_propaganda_cost } # ID = 20 +set_variable = { SOV_propaganda_death_to_invaders_cost = SOV_propaganda_cost } # ID = 21 +set_variable = { SOV_propaganda_stalin_cost = SOV_propaganda_cost } # ID = 22 +set_variable = { SOV_propaganda_rebuild_to_glory_cost = SOV_propaganda_cost } # ID = 23 +set_variable = { SOV_propaganda_peace_cost = SOV_propaganda_cost } # ID = 24 +set_variable = { SOV_propaganda_happy_life_cost = SOV_propaganda_cost } # ID = 25 + +set_variable = { SOV_propaganda_campaigns_taken = 0 } #Used as a requirement for certain focuses + + +###PARANOIA ### +set_variable = { SOV_paranoia = 0 } # Intitial Paranoia value +set_variable = { SOV_paranoia_very_low_increase = 5 } #Paranoia very low increment +set_variable = { SOV_paranoia_low_increase = 10 } #Paranoia low increment +set_variable = { SOV_paranoia_medium_increase = 20 } #Paranoia medium increment +set_variable = { SOV_paranoia_high_increase = 30 } #Paranoia high increment +set_variable = { SOV_paranoia_very_high_increase = 50 } #Paranoia very high increment +set_variable = { SOV_paranoia_low_decrease = -10 } #Paranoia low decrement --------> (prev -5) +set_variable = { SOV_paranoia_medium_decrease = -20 } #Paranoia medium decrement --------> (prev -10) +set_variable = { SOV_paranoia_high_decrease = -30 } #Paranoia high decrement --------> (prev -15) +set_variable = { SOV_paranoia_very_high_decrease = -50 } #Paranoia very high decrement --------> (prev -25) +set_variable = { SOV_paranoia_lower_threshold = 25 } #Lower Threshold -> Below Stalin doesn't purge +set_variable = { SOV_paranoia_higher_threshold = 75 } #Higher Threshold -> Below Stalin purges occasionally / Above Stalin can start a Great Purge +set_variable = { SOV_paranoia_modifier_increase = 1 } #Paranoia weekly increase via modifiers (Stalin's Paranoid leader trait) // WARNING: CUSTOM TOOLTIP DOES NOT WORK WITH VARS so needs to be updated +set_variable = { SOV_paranoia_weekly_modifiers_amount = 1 } #Number of Weekly Paranoia Modifiers currently active (Stalin's trait, Heads of NKVD, etc.). This value will be mulptiplied by SOV_paranoia_modifier_increase in order to apply the final weekly modifier +SOV_paranoia_modifier_update_gui_tooltip = yes #Used in the Paranoia GUI to show total weekly increase/decrease of Paranoia +set_country_flag = SOV_paranoia_modifier_active_flag +set_variable = { SOV_paranoia_great_purge_administration_number_of_targets = 4 } #Max amount of targets to be purged by the appropriate Great Purge (so that it can be changed if necessary) +set_variable = { SOV_paranoia_great_purge_army_number_of_targets = 4 } #Max amount of targets to be purged by the appropriate Great Purge (so that it can be changed if necessary) +set_variable = { SOV_paranoia_great_purge_navy_number_of_targets = 4 } #Max amount of targets to be purged by the appropriate Great Purge (so that it can be changed if necessary) +set_variable = { SOV_paranoia_great_purge_air_number_of_targets = 3 } #Max amount of targets to be purged by the appropriate Great Purge (so that it can be changed if necessary) +set_variable = { SOV_specific_random_purge_targets_override = -1 } #-1 = default random people will be purged // 0+ = that many chars will be randomly targeted - Then the var is reset to -1 + +#Purge-Related Decs Vars +set_variable = { SOV_reinforce_officer_ranks_days = 360 } +set_variable = { SOV_reinstate_aircraft_designer_days = 180 } + +set_variable = { SOV_total_purge_counter = 0 } #Total Purges Counter +set_variable = { SOV_regular_purge_counter = 0 } #Regular Purges Counter +set_variable = { SOV_great_purge_counter = 0 } #Great Purges Counter +set_country_flag = SOV_last_purge_flag #Used for Cooldown between purges +set_variable = { SOV_paranoia_weekly_bucket = 0 } +set_variable = { SOV_medium_paranoia_days = 0 } +set_variable = { SOV_high_paranoia_days = 0 } + +set_variable = { SOV_paranoia_based_on_level_multiplier = 5 } #Used in certain situations where unit leaders are purged and paranoia should be affected based on their level + +set_variable = { SOV_moscow_trial_index = 1 } + +set_variable = { SOV_last_regular_purge_area = 0 } # 1=ADMIN | 2=ARMY | 3=NAVY | 4=AIRFORCE // Used to prevent an area (army, administration...) to be purged twice in a row +set_variable = { SOV_last_great_purge_area = 0 } # 1=ADMIN | 2=ARMY | 3=NAVY | 4=AIRFORCE // Used to prevent an area (army, administration...) to be GREATLY purged twice in a row + +set_variable = { SOV_purge_event_pp_to_avoid_regular = 0 } #PP Required to show the option to avoid a regular purge +set_variable = { SOV_purge_event_pp_to_avoid_great = 0 } #PP Required to show the option to avoid a great purge +set_variable = { SOV_purge_event_pp_to_avoid_regular_pay = -60 } #PP to be paid to avoid a regular purge +set_variable = { SOV_purge_event_pp_to_avoid_great_pay = -120 } #PP to be paid to avoid a great purge + +set_variable = { SOV_paranoia_calm_down_stalin_re_enable_days = 180 } #Calm Down Stalin decision cooldown +set_variable = { SOV_paranoia_calm_down_stalin_decision_cost = 25 } #Calm Down Stalin decision cost +set_variable = { SOV_paranoia_inspection_re_enable_days = 180 } #Inpsection decisions cooldown +set_variable = { SOV_paranoia_inspection_remove_days = 7 } #Inspection decisions time to complete +set_variable = { SOV_paranoia_inspection_decision_cost = 50 } #Inspection decisions cost + +country_event = { id = NSB_soviet_paranoia_system_events.01 days = 90 random_days = 10 } # EVENT ACTIVATING THE PARANOIA SYSTEM + +# Civil war preparation +set_variable = { SOV_army_framejob_decision_cost = 25 } #Frame general decisions cost +set_variable = { SOV_navy_framejob_decision_cost = 25 } #Frame admiral decisions cost +set_variable = { SOV_army_framejob_decision_re_enable_days = 30 } #Frame general decisions starting days, minus increment +set_variable = { SOV_navy_framejob_decision_re_enable_days = 30 } #Frame admiral decisions starting days, minus increment +set_variable = { SOV_army_framejob_decision_re_enable_days_display = 60 } #Frame general decisions starting days +set_variable = { SOV_navy_framejob_decision_re_enable_days_display = 60 } #Frame admiral decisions starting days +set_variable = { SOV_influence_general_decision_cost = 25 } #Influence general decisions cost +set_variable = { SOV_influence_admiral_decision_cost = 25 } #Influence admiral decisions cost +set_variable = { SOV_influence_army_decision_cost = 40 } #Influence army decisions cost +set_variable = { SOV_influence_navy_decision_cost = 40 } #Influence navy decisions cost +set_variable = { SOV_influence_aiforce_decision_cost = 40 } #Influence airforce decisions cost + +#UI Elements +set_variable = { SOV_paranoia_photo_zinovyev = 1 } +set_variable = { SOV_paranoia_photo_radek = 1 } +set_variable = { SOV_paranoia_photo_bukharin = 1 } +set_variable = { SOV_paranoia_photo_trotsky = 1 } +set_variable = { SOV_paranoia_photo_tukhachevsky = 1 } +set_variable = { SOV_paranoia_main_paranoiameter = 1 } +#Generic portraits +add_to_array = { + array = SOV_paranoia_generic_portraits_array + value = 0 + index = 0 +} +set_temp_variable = { i = 0 } +while_loop_effect = { + limit = { + check_variable = { i = 12 compare = less_than } + } + add_to_array = { SOV_paranoia_generic_portraits_array = 1 } # 1 = NO PORTRAIT + add_to_temp_variable = { i = 1 } +} +set_variable = { SOV_paranoia_portrait_index = 1 } + + +#GOSPROYEKTSTROY +set_variable = { SOV_gosproyektstroy_decision_cost = 50 } +set_variable = { SOV_gosproyektstroy_decision_time = 90 } + +#USSR ACADEMY OF SCIENCES +set_variable = { SOV_national_academy_of_sciences_research_increase = 0.01 } #Research speed increment for each Academy of Sciences built +set_variable = { SOV_academy_of_sciences_research_speed_factor = 0.01 } #Var used by the dynamic modifier to apply the research bonus +set_variable = { SOV_national_academy_of_sciences_construction_cost = 50 } #The cost for activating the decision to build an academy. +set_variable = { SOV_national_academy_of_sciences_construction_time = 90 } #The time it takes for the decision to finish and build an academy. +set_variable = { SOV_academies_required_for_atomic_bomb_project = 7 } #Number of academies of sciences required to pick focus Soviet Atomic Bomb Project + +#THIRD FIVE YEAR PLAN FACTORY REQUIREMENTS +set_variable = { SOV_fyp_factory_requirement_tier_1 = 100 } +set_variable = { SOV_fyp_factory_requirement_tier_2 = 120 } +set_variable = { SOV_fyp_factory_requirement_tier_3 = 130 } +set_variable = { SOV_fyp_factory_requirement_tier_4 = 150 } +set_variable = { SOV_fyp_factory_requirement_tier_5 = 200 } + +#THIRD FIVE YEAR PLAN NATIONAL SPIRIT VARS +set_variable = { SOV_fyp_production_factory_efficiency_gain_factor = -0.15 } +set_variable = { SOV_fyp_production_factory_max_efficiency_factor = 0.05 } +set_variable = { SOV_fyp_consumer_goods_factor = 0.10 } +set_variable = { SOV_fyp_production_speed_industrial_complex_factor = 0.05 } + +set_variable = { SOV_fyp_industrial_concern_cost_factor = -0.15 } #-> Third Five Year Plan +set_variable = { SOV_fyp_local_resources_factor = 0 } #-> Increase State Reserves +set_variable = { SOV_fyp_line_change_production_efficiency_factor = 0 } #-> Industrial Modernization +set_variable = { SOV_fyp_production_speed_arms_factory_factor = 0.1 } #-> Shift to Armaments Production +set_variable = { SOV_fyp_production_factory_start_efficiency_factor = 0 } #-> Optimize Production Lines +set_variable = { SOV_fyp_industrial_capacity_factory = 0 } #-> Steel Casting Industry +set_variable = { SOV_fyp_industrial_capacity_dockyard = 0 } #-> Steel Casting Industry +set_variable = { SOV_fyp_fuel_gain_factor_from_states = 0 } #-> Oil Production +set_variable = { SOV_fyp_production_oil_factor = 0 } #-> Oil Production +set_variable = { SOV_fyp_industry_repair_factor = 0.1 } #-> Fourth Five Year Plan + +add_dynamic_modifier = { modifier = SOV_second_five_year_plan_dynamic_modifier } + + +#SOVIET AIRFORCE NATIONAL SPIRIT VARS +set_variable = { SOV_soviet_airforce_air_accidents_factor = 0.75 } +set_variable = { SOV_soviet_airforce_air_ace_generation_chance_factor = -0.5 } +set_variable = { SOV_soviet_airforce_air_night_penalty = 0.3 } +set_variable = { SOV_soviet_airforce_air_weather_penalty = 0.3 } +set_variable = { SOV_soviet_airforce_air_wing_xp_loss_when_killed_factor = 0.3 } +set_variable = { SOV_soviet_airforce_air_mission_xp_gain_factor = 0.1 } +set_variable = { SOV_soviet_airforce_air_training_xp_gain_factor = -0.1 } + +set_variable = { SOV_soviet_airforce_aircraft_manufacturer_cost_factor = 0 } #-> Expand the Aircraft Industry +set_variable = { SOV_soviet_airforce_air_fuel_consumption_factor = 0 } #-> Modernize Aircraft Factories / Intensify Pilot Training Program +set_variable = { SOV_soviet_airforce_air_range_factor = 0 } #-> Modernize Aircraft Factories +set_variable = { SOV_soviet_airforce_air_agility_factor = 0 } #-> Modernize Aircraft Factories +set_variable = { SOV_soviet_airforce_air_strategic_bomber_night_penalty = 0 } #-> Raskova's Aviation Group +set_variable = { SOV_soviet_airforce_air_cas_present_factor = 0 } #-> Ground Support +set_variable = { SOV_soviet_airforce_strategic_bomb_visibility = 0 } #-> Long Range Aircraft +set_variable = { SOV_soviet_airforce_air_mission_efficiency = 0 } #-> The Modern War in the Skies +set_variable = { SOV_soviet_airforce_air_nav_efficiency = 0 } #-> Expand the Morskaya Aviatsiya + +add_dynamic_modifier = { modifier = SOV_soviet_airforce_dynamic_modifier } + + +#THE RED FLEET NATIONAL SPIRIT VARS +set_variable = { SOV_red_fleet_navy_refit_ic_cost = -0.05 } +set_variable = { SOV_red_fleet_repair_speed_factor = 0.05 } + +set_variable = { SOV_red_fleet_naval_coordination = 0 } #-> Advanced Maneuvers +set_variable = { SOV_red_fleet_navy_visibility = 0 } #-> Advanced Maneuvers +set_variable = { SOV_red_fleet_positioning = 0 } #-> Advanced Maneuvers +set_variable = { SOV_red_fleet_screening_efficiency = 0 } #-> Advanced Maneuvers +set_variable = { SOV_red_fleet_naval_invasion_capacity = 0 } #-> Marines +set_variable = { SOV_red_fleet_invasion_preparation = 0 } #-> Marines +set_variable = { SOV_red_fleet_special_forces_cap = 0 } #-> Marines + + +#DEFENSE INDUSTRY NATIONAL SPIRIT VARS +set_variable = { SOV_defense_industry_conversion_cost_civ_to_mil_factor = -0.2 } +set_variable = { SOV_defense_industry_production_factory_max_efficiency_factor = 0.05 } +set_variable = { SOV_defense_industry_production_factory_efficiency_gain_factor = -0.05 } +set_variable = { SOV_defense_industry_line_change_production_efficiency_factor = -0.1 } + +set_variable = { SOV_defense_industry_tank_manufacturer_cost_factor = 0 } #-> Tank Designer focus +set_variable = { SOV_defense_industry_land_equipment_upgrade_xp_cost = 0 } #-> Tankograd +set_variable = { SOV_defense_industry_materiel_manufacturer_cost_factor = 0 } #-> Equipment Designers focus +set_variable = { SOV_defense_industry_breakthrough_factor = 0 } #-> PC of Mortar Armament +set_variable = { SOV_defense_industry_production_speed_coastal_bunker_factor = 0 } #-> Military Engineering University +set_variable = { SOV_defense_industry_production_speed_bunker_factor = 0 } #-> Military Engineering University +set_variable = { SOV_defense_industry_max_dig_in_factor = 0 } #-> Military Engineering University +set_variable = { SOV_defense_industry_army_artillery_defence_factor = 0 } #-> Military Engineering University + + +#THE RED ARMY NATIONAL SPIRIT VARS +set_variable = { SOV_the_red_army_mobilization_laws_cost_factor = -0.1 } +set_variable = { SOV_the_red_army_army_org_factor = -0.15 } # -> Restore Cossack Units / Cohsesion First #Meant to represent disgruntledness +set_variable = { SOV_the_red_army_experience_gain_army_factor = -0.1 } +set_variable = { SOV_the_red_army_experience_loss_factor = 0.25 } + +set_variable = { SOV_the_red_army_mobilization_speed = 0 } #-> Strengthen the Mobilization Plan +set_variable = { SOV_the_red_army_conscription_factor = 0 } #-> Strengthen the Mobilization Plan +set_variable = { SOV_the_red_army_modifier_army_sub_unit_cavalry_speed_factor = 0 } #-> Restore Cossack Units +set_variable = { SOV_the_red_army_cavalry_attack_factor = 0 } #-> Restore Cossack Units +set_variable = { SOV_the_red_army_training_time_factor = 0 } # -> Cohsesion First +set_variable = { SOV_the_red_army_heat_attrition_factor = 0 } # -> An Adaptable Army +set_variable = { SOV_the_red_army_winter_attrition_factor = 0 } # -> An Adaptable Army +set_variable = { SOV_the_red_army_acclimatization_cold_climate_gain_factor = 0 } # -> An Adaptable Army +set_variable = { SOV_the_red_army_acclimatization_hot_climate_gain_factor = 0 } # -> An Adaptable Army +set_variable = { SOV_the_red_army_terrain_trait_xp_gain_factor = 0 } # -> An Adaptable Army +set_variable = { SOV_the_red_army_unit_infantry_design_cost_factor = 0 } # -> Military Reorganization +set_variable = { SOV_the_red_army_unit_artillery_brigade_design_cost_factor = 0 } # -> Military Reorganization +set_variable = { SOV_the_red_army_army_org_regain = 0 } # -> Barrier Troops +set_variable = { SOV_the_red_army_special_forces_cap = 0 } # -> The Glory of the Red Army +set_variable = { SOV_the_red_army_land_doctrine_cost_factor = 0 } # -> The Glory of the Red Army +set_variable = { SOV_the_red_army_cas_damage_reduction = 0 } # -> Experts in Camouflage +set_variable = { SOV_the_red_army_max_dig_in = 0 } # -> Experts in Camouflage +set_variable = { SOV_the_red_army_dig_in_speed_factor = 0 } # -> Experts in Camouflage +set_variable = { SOV_the_red_army_operative_slot = 0 } # -> Organization of the Partisans +set_variable = { SOV_the_red_army_max_command_power_mult = 0 } # -> Depoliticize the Military + +add_dynamic_modifier = { modifier = SOV_the_red_army_dynamic_modifier } + +#THE POLITBURO SPIRIT VARS +set_variable = { SOV_the_politburo_communism_drift = 0.05 } + +set_variable = { SOV_the_politburo_defensive_war_stability_factor = 0 } # -> Socialism in One Country +set_variable = { SOV_the_politburo_drift_defence_factor = 0 } # -> Socialism in One Country +set_variable = { SOV_the_politburo_political_power_factor = 0 } #0.05 -> The Stalin Constitution +set_variable = { SOV_the_politburo_economy_cost_factor = 0 } # -> Secure the Administration +set_variable = { SOV_the_politburo_trade_laws_cost_factor = 0 } # -> Secure the Administration +set_variable = { SOV_the_politburo_mobilization_laws_cost_factor = 0 } # -> Secure the Administration +set_variable = { SOV_the_politburo_good_consumer_goods_factor = 0 } # -> Collectivization Process +set_variable = { SOV_the_politburo_production_speed_buildings_factor = 0 } # -> Collectivization Process +set_variable = { SOV_the_politburo_global_building_slots_factor = 0 } # -> Collectivization Process +set_variable = { SOV_the_politburo_max_surrender_limit_offset = 0 } # -> The Workers Dictatorship +set_variable = { SOV_the_politburo_max_command_power = 0 } # -> Organization, Centralization, Discipline +set_variable = { SOV_the_politburo_mobilization_speed = 0 } # -> Organization, Centralization, Discipline +set_variable = { SOV_the_politburo_operative_slot = 0 } # -> Behead the Snake +set_variable = { SOV_the_politburo_political_advisor_cost_factor = 0 } # -> Freedom of Debate, Unity of Action +set_variable = { SOV_the_politburo_opinion_gain_monthly_same_ideology_factor = 0 } # -> The Construction of Communism + +#FACTIONALISM VARS +set_variable = { SOV_factionalism_political_power_factor = -0.10 } +set_variable = { SOV_factionalism_political_advisor_cost_factor = 0 } +set_variable = { SOV_factionalism_popularity_stability_cost_factor = -0.1 } + +#POUM VARS +set_variable = { SOV_default_poum_days = 30 } +set_variable = { SOV_default_poum_cd = 180 } +set_variable = { SOV_long_poum_cd = 365 } + + +#MERGE DESIGNERS VARS +set_variable = { SOV_merge_designers_cost = 50 } #Default cost for merge designer decisions +set_variable = { SOV_merge_designers_time = 180 } #The time to complete merge designer decisions + +#INDUSTRIAL RELOCATION +set_variable = { SOV_industrial_relocation_max_factories = 4 } #Max amount of factories that will be relocated by a decision +set_variable = { SOV_industrial_relocation_days = 60 } #Decision duration (can be halved by focus) +set_variable = { SOV_industrial_relocation_trains_focus = 120 } #Trains to be used by the focus (20 trains / factory) +set_variable = { SOV_industrial_relocation_trains_focus_negative = -120 } #Trains to be used by the focus (20 trains / factory) +set_variable = { SOV_industrial_relocation_trains_decision = 80 } #Trains to be used by the generic decision (20 trains / factory) +set_variable = { SOV_industrial_relocation_trains_decision_negative = -80 } #Trains to be used by the generic decision (20 trains / factory) +set_variable = { SOV_industrial_relocation_trains_decision_aluminium = 20 } #Trains to be used by the aluminium decision (20 trains / factory) +set_variable = { SOV_industrial_relocation_trains_decision_aluminium_negative = -20 } #Trains to be used by the aluminium decision (20 trains / factory) + +#DECISIONS COST - For cost reductions +set_variable = { SOV_pressure_country_government_cost = 50 } +set_variable = { SOV_promote_ideology_rallies_cost = 50 } +set_variable = { SOV_send_ultimatum_to_country_cost = 75 } +set_variable = { SOV_send_infantry_equipment_cost = 50 } +set_variable = { SOV_peace_deal_cost = 15 } +set_variable = { SOV_sinkiang_proposal_cost = 15 } +set_variable = { SOV_sinkiang_puppeting_cost = 100 } #This will increase for each state controlled by SIK excluding the ones owned at game start. +set_variable = { SOV_sinkiang_puppeting_cost_increase_per_state = 15 } + +#DECISIONS DAYS +set_variable = { SOV_sinkiang_mineral_prospection_days = 180 } +set_variable = { SOV_sinkiang_oil_prospection_days = 270 } +set_variable = { SOV_sinkiang_military_aid_days = 90 } +set_variable = { SOV_sinkiang_support_expansion_days = 365 } + +#DECISIONS DAYS +set_variable = { SOV_pressure_government_days = 30 } +set_variable = { SOV_pressure_government_cd = 365 } +set_variable = { SOV_ideological_rallies_days = 90 } +set_variable = { SOV_ultimatum_days = 14 } +set_variable = { SOV_send_infantry_equipment_cd = 180 } +set_variable = { SOV_operation_countenance_preparation_days = 30 } +set_variable = { SOV_operation_countenance_mission_days = 30 } + +set_variable = { SOV_permanent_revolution_uprising_days = 90 } + +#PLANNED ECONOMY VARS +set_variable = { SOV_planned_economy_industrial_capacity_factory_initial = 0.01 } #+0.01% per puppet (max 0.1%) +set_variable = { SOV_planned_economy_production_lack_of_resource_penalty_factor_initial = -0.01 } #-0.01% per puppet (max -0.01%) +set_variable = { SOV_planned_economy_industrial_capacity_factory_extra = 0.01 } #+0.01% per puppet (max 0.1%) +set_variable = { SOV_planned_economy_production_lack_of_resource_penalty_factor_extra = -0.01 } #-0.01% per puppet (max -0.01%) + +set_variable = { SOV_planned_economy_party_popularity_stability_factor = 0 } #Victory Over Devastation +set_variable = { SOV_planned_economy_max_surrender_limit_offset = 0 } #Victory Over Devastation +set_variable = { SOV_planned_economy_industry_repair_factor = 0 } #Victory Over Devastation +set_variable = { SOV_planned_economy_consumer_goods_factor = 0 } #Victory Over Devastation + + +#Add synthetic refineries tech +set_technology = { + synth_oil_experiments = 1 +} + + +#### +#### VANILLA #### +#### + +capital = 219 # Moscow + +starting_train_buffer = 3.0 + +if = { + limit = { + NOT = { + has_dlc = "No Step Back" + } + } + set_oob = "SOV_1936" +} +if = { + limit = { + has_dlc = "No Step Back" + } + set_oob = "SOV_1936_nsb" +} +if = { + limit = { has_dlc = "Man the Guns" } + set_naval_oob = "SOV_1936_naval_mtg" + else = { + set_naval_oob = "SOV_1936_naval_legacy" + } +} +if = { + limit = { has_dlc = "By Blood Alone" } + set_air_oob = "SOV_1936_air_bba" + set_technology = { + iw_small_airframe = 1 + aa_lmg = 1 + aa_cannon_1 = 1 + early_bombs = 1 + engines_1 = 1 + engines_2 = 1 + iw_medium_airframe = 1 + iw_large_airframe = 1 + basic_small_airframe = 1 + basic_medium_airframe = 1 + aircraft_construction = 1 + air_torpedoe_1 = 1 + bba_early_transport_plane = 1 + } + else = { + set_air_oob = "SOV_1936_air_legacy" + set_technology = { + early_fighter = 1 + fighter1 = 1 + early_bomber = 1 + strategic_bomber1 = 1 + naval_bomber1 = 1 + early_transport_plane = 1 + } + } +} + +set_research_slots = 3 +set_stability = 0.5 +set_war_support = 0.3 + +add_breakthrough_progress = { + specialization = specialization_land + value = 0.2 +} + +add_breakthrough_progress = { + specialization = specialization_naval + value = 0.2 +} + +add_breakthrough_progress = { + specialization = specialization_air + value = 0.3 +} + +# Starting tech +set_technology = { #WARNING: Do not just remove techs from here -> It can impact a lot of stuff. Before removing, double check that content does not count on these techs being researched + infantry_weapons = 1 + infantry_weapons1 = 1 + tech_recon = 1 + tech_support = 1 + tech_engineers = 1 + tech_military_police = 1 + tech_mountaineers = 1 + tech_trucks = 1 + motorised_infantry = 1 + paratroopers = 1 + gw_artillery = 1 + interwar_antiair = 1 + fuel_silos = 1 + fuel_refining = 1 + basic_train = 1 +} + +set_grand_doctrine = mass_assault +set_grand_doctrine = new_fleet_in_being + +if = { + limit = { + NOT = { has_dlc = "No Step Back" } + } + set_technology = { + gwtank = 1 + basic_light_tank = 1 + + } +} +if = { + limit = { + has_dlc = "No Step Back" + } + set_technology = { + gwtank_chassis = 1 + basic_light_tank_chassis = 1 + improved_light_tank_chassis = 1 + engine_tech_1 = 1 + engine_tech_2 = 1 + } +} +if = { + limit = { not = { has_dlc = "Man the Guns" } } + set_technology = { + early_submarine = 1 + basic_submarine = 1 + early_destroyer = 1 + early_light_cruiser = 1 + early_heavy_cruiser = 1 + early_battleship = 1 + early_battlecruiser = 1 + transport = 1 + } +} +if = { + limit = { has_dlc = "Man the Guns" } + set_technology = { + basic_naval_mines = 1 + submarine_mine_laying = 1 + early_ship_hull_light = 1 + basic_ship_hull_light = 1 + early_ship_hull_submarine = 1 + basic_ship_hull_submarine = 1 + early_ship_hull_cruiser = 1 + basic_ship_hull_cruiser = 1 + early_ship_hull_heavy = 1 + basic_battery = 1 + basic_light_battery = 1 + basic_torpedo = 1 + basic_depth_charges = 1 + mtg_transport = 1 + } +} + +if = { + limit = { + has_dlc = "La Resistance" + } + set_technology = { + armored_car1 = 1 + } +} + +set_country_flag = SOV_TEST_REMOVE_VANILLA_ADVISORS_flag + +add_ideas = { + home_of_revolution + trotskyite_plot_nsb + SOV_politicized_military + + SOV_genrikh_yagoda #NKVD Chief (political advisor) +} + +1939.1.1 = { + + add_political_power = 1198 + add_command_power = 100 + set_stability = 0.75 + set_war_support = 0.55 #Needs at least 0.5 to make sense with War Economy Law + + #DESIGNERS AND LAWS + add_ideas = { + stalingrad_tractor_factory + SOV_tula_arms_plant + #laws + war_economy + extensive_conscription + } + + + IF = { + limit = { + has_dlc = "No Step Back" + } + complete_special_project = { + project = sp:sp_land_flamethrower_tank + } + } + + complete_special_project = { + project = sp:sp_naval_cruiser_submarine + } + + ################### + ### Purge stuff ### + ################### + + #ADVISORS + #Yagoda and Yezhov get purged -> Beriya is new Head of NKVD + remove_ideas = SOV_genrikh_yagoda + add_ideas = SOV_lavrenty_beriya #Chars cannot be added using a single add_ideas effect for all of them + add_ideas = vladimir_kasatonov + + #PURGE NSs + add_timed_idea = { + idea = SOV_understaffed_bureaucracy + days = 365 + } + add_ideas = { + SOV_anti_soviet_military_thinking_banned_army + SOV_purged_junior_army_officers_2 + SOV_anti_soviet_military_thinking_banned_navy + SOV_purged_junior_navy_officers_1 + SOV_anti_soviet_military_thinking_banned_airforce + } + + SOV_remove_paranoia_effect = yes + + #POLITICAL PARANOIA UI + #Custom + set_variable = { SOV_paranoia_photo_zinovyev = 8 } + set_variable = { SOV_paranoia_photo_radek = 9 } + set_variable = { SOV_paranoia_photo_bukharin = 10 } + set_variable = { SOV_paranoia_photo_tukhachevsky = 12 } + + #Generic + set_variable = { SOV_paranoia_portrait_index = 1 } + set_temp_variable = { i = 0 } + while_loop_effect = { + limit = { + check_variable = { i = 6 compare = less_than } + } + set_temp_variable = { SOV_generic_portrait_frame = SOV_paranoia_portrait_index } + + add_to_temp_variable = { SOV_generic_portrait_frame = 1 } + + add_to_array = { + array = SOV_paranoia_generic_portraits_array + value = SOV_generic_portrait_frame + index = SOV_paranoia_portrait_index + } + + add_to_variable = { SOV_paranoia_portrait_index = 1 } + add_to_temp_variable = { i = 1 } + } + + #SET PURGE FLAGS + set_country_flag = SOV_first_moscow_trial_flag + set_country_flag = SOV_second_moscow_trial_flag + set_country_flag = SOV_third_moscow_trial_flag + set_country_flag = SOV_trial_of_the_generals_flag + + #PURGE ALL THESE PEOPLES + SOV_grigory_zinovyev = { SOV_purge_character_effect = yes } + SOV_lev_kamenev = { SOV_purge_character_effect = yes } + SOV_ivan_smirnov = { SOV_purge_character_effect = yes } + SOV_grigory_sokolnikov = { SOV_purge_character_effect = yes } + SOV_aleksandr_shlyapnikov = { SOV_purge_character_effect = yes } + SOV_karl_radek = { SOV_purge_character_effect = yes } + SOV_ivar_smilga = { SOV_purge_character_effect = yes } + SOV_yevgeny_preobrazhensky = { SOV_purge_character_effect = yes } + SOV_martemyan_ryutin = { SOV_purge_character_effect = yes } + if = { + limit = { + has_dlc = "No Step Back" + } + SOV_nikolay_ustryalov = { SOV_purge_character_effect = yes } + } + SOV_mikhail_tukhachevsky = { SOV_purge_character_effect = yes } + SOV_aleksandr_yegorov = { SOV_purge_character_effect = yes } + SOV_vasily_blyukher = { SOV_purge_character_effect = yes } + SOV_vitaly_primakov = { SOV_purge_character_effect = yes } + SOV_nikolay_bukharin = { SOV_purge_character_effect = yes } + SOV_aleksey_rykov = { SOV_purge_character_effect = yes } + SOV_mikhail_tomsky = { SOV_purge_character_effect = yes } + SOV_maksim_litvinov = { SOV_purge_character_effect = yes } + SOV_genrikh_yagoda = { SOV_purge_character_effect = yes } + SOV_nikolay_yezhov = { SOV_purge_character_effect = yes } + SOV_sergey_khudyakov = { SOV_purge_character_effect = yes } + SOV_yakov_smushkevich = { SOV_purge_character_effect = yes } + SOV_pavel_rychagov = { SOV_purge_character_effect = yes } + + #COWED GENERALS + set_temp_variable = { army_leader_counter = 0 } + while_loop_effect = { + limit = { + check_variable = { army_leader_counter = 10 compare = less_than } + } + random_army_leader = { + limit = { + NOT = { has_character_flag = SOV_character_purged_flag } + NOT = { has_trait = trait_SOV_cowed_by_stalin_army } + } + add_unit_leader_trait = trait_SOV_cowed_by_stalin_army + } + add_to_temp_variable = { army_leader_counter = 1 } + } + #COWED ADMIRALS + set_temp_variable = { navy_leader_counter = 0 } + while_loop_effect = { + limit = { + check_variable = { navy_leader_counter = 3 compare = less_than } + } + random_navy_leader = { + limit = { + NOT = { has_character_flag = SOV_character_purged_flag } + NOT = { has_trait = trait_SOV_cowed_by_stalin_navy } + } + add_unit_leader_trait = trait_SOV_cowed_by_stalin_navy + } + add_to_temp_variable = { navy_leader_counter = 1 } + } + + + set_global_flag = SOV_fourth_international_fired #news happened 1938 + + ################ + ### M-R PACT ### + ################ + + #MR pact stuff + add_opinion_modifier = { target = GER modifier = MR_pact }# pact + set_global_flag = sov_yes_pact + add_state_claim = 146 #KARELIA (FIN) + #add_state_claim = 147 #SALLA (FIN) # Claim removed from MR pact (AAT) + #add_state_claim = 722 #PETSAMO (FIN) # Claim removed from MR pact (AAT) + add_state_claim = 13 #PÄRNU (EST) + add_state_claim = 191 #TARTU (EST) + add_state_claim = 811 #SAAREMAA (EST) + add_state_claim = 813 #VIRUMAA (EST) + add_state_claim = 812 #TALLIN (EST) + add_state_claim = 12 #VIDZEME (LAT) + add_state_claim = 190 #KURZEME (LAT) + add_state_claim = 808 #RIGA (LAT) + add_state_claim = 809 #ZEMGALE (LAT) + add_state_claim = 810 #LATGALE (LAT) + add_state_claim = 11 #KAUNAS (LIT) + add_state_claim = 784 #WILNO (LIT) + add_state_claim = 189 #ZEMAITIJA (LIT) + add_state_claim = 814 #SUDUVA (LIT) + add_state_claim = 815 #AUKSTAITIJA (LIT) + add_state_claim = 89 #STANISLAWOW (POL) + add_state_claim = 91 #LWOW (POL) + add_state_claim = 93 #WOLYN (POL) + add_state_claim = 94 #POLESIE (POL) + add_state_claim = 95 #NOWOGRODEK (POL) + add_state_claim = 96 #WILEJKA (POL) + add_state_claim = 97 #BIALYSTOK (POL) + add_state_claim = 78 #BESSARABIA (ROM) + add_state_claim = 80 #BUCOVINA (ROM) + add_state_claim = 766 #SOUTHERN BESSARABIA (ROM + #MR pact stuff end + + #Germany soviet treaty (Tank templates unlocked at the bottom of this file) + GER = { + add_opinion_modifier = { + target = SOV + modifier = sov_ger_treaty + } + add_opinion_modifier = { + target = SOV + modifier = sov_ger_treaty_trade + } + } + if = { + limit = { + NOT = { has_dlc = "No Step Back" } + } + add_tech_bonus = { + name = med_armor_bonus + ahead_reduction = 2 + category = cat_medium_armor + } + add_tech_bonus = { + name = armor_bonus + bonus = 1.0 + uses = 1 + category = armor + } + } + if = { + limit = { + has_dlc = "No Step Back" + } + add_tech_bonus = { + name = armor_bonus + bonus = 1.0 + uses = 2 + category = armor + } + } + + if = { + limit = { has_dlc = "By Blood Alone" } + set_air_oob = "SOV_1939_air_bba" + set_technology = { + basic_large_airframe = 1 + } + else = { + set_air_oob = "SOV_1939_air_legacy" + set_technology = { + CAS1 = 1 + tactical_bomber1 = 1 + } + } + } + + #1936 + complete_national_focus = SOV_heavy_industry #35 + unlock_national_focus = SOV_the_path_of_marxism_leninism #35 + unlock_national_focus = SOV_the_centre #35 + unlock_national_focus = SOV_the_stalin_constitution # -> Dec 1936 + unlock_national_focus = SOV_the_zinovyevite_terrorist_center #35 -> Mid 1936 + complete_national_focus = SOV_infrastructure_effort_nsb #35 + unlock_national_focus = SOV_strengthen_the_mobilization_plan #35 + unlock_national_focus = SOV_restore_cossack_units #35 -> 1936/1939 + complete_national_focus = SOV_found_the_pcdi #35 -> Dec 1936 + + #1937 + unlock_national_focus = SOV_the_comintern #35 + unlock_national_focus = SOV_the_anti_soviet_trotskyist_center #35 -> Early 1937 + unlock_national_focus = SOV_addressing_internal_affairs #35 + unlock_national_focus = SOV_the_workers_dictatorship + unlock_national_focus = SOV_pc_of_mechanical_engineering #35 -> Aug 1937 + complete_national_focus = SOV_transpolar_flights #35 -> 1937 + unlock_national_focus = SOV_the_military_conspiracy #35 -> Mid 1937 + complete_national_focus = SOV_finish_the_five_year_plan # -> Dec 1937 + + #1938 + unlock_national_focus = SOV_socialism_in_one_country #35 + unlock_national_focus = SOV_third_five_year_plan # -> 1938 + unlock_national_focus = SOV_the_bloc_of_rights_and_trotskyites #35 -> Early 1938 + complete_national_focus = SOV_the_threat_from_the_land_of_the_rising_sun #35 + complete_national_focus = SOV_expand_the_agitprop #35 + complete_national_focus = SOV_national_specialists #35 + complete_national_focus = SOV_eastern_development #35 + complete_national_focus = SOV_expand_the_red_fleet #35 + complete_national_focus = SOV_pc_of_the_ussr_navy #35 + + #1939 + complete_national_focus = SOV_support_the_kuomintang #35 + complete_national_focus = SOV_develop_the_urals #35 + complete_national_focus = SOV_the_ussr_academy_of_sciences + complete_national_focus = SOV_baltic_security #35 -> 1939 + + #FYP NS + add_to_variable = { SOV_fyp_production_factory_efficiency_gain_factor = 0.05 } + add_to_variable = { SOV_fyp_consumer_goods_factor = 0.10 } + remove_dynamic_modifier = { modifier = SOV_second_five_year_plan_dynamic_modifier } + add_dynamic_modifier = { modifier = SOV_third_five_year_plan_dynamic_modifier } + + #DEFENSE INDUSTRY NS + add_to_variable = { SOV_defense_industry_production_factory_max_efficiency_factor = 0.05 } + add_to_variable = { SOV_defense_industry_production_factory_efficiency_gain_factor = -0.05 } + + #THE RED ARMY NS + add_to_variable = { SOV_the_red_army_mobilization_speed = 0.05 } + add_to_variable = { SOV_the_red_army_conscription_factor = 0.03 } + add_to_variable = { SOV_the_red_army_modifier_army_sub_unit_cavalry_speed_factor = 0.05 } + add_to_variable = { SOV_the_red_army_cavalry_attack_factor = 0.05 } + + #THE POLITBURO NS + add_to_variable = { SOV_the_politburo_communism_drift = 0.05 } + add_to_variable = { SOV_the_politburo_drift_defence_factor = 0.05 } + add_to_variable = { SOV_the_politburo_defensive_war_stability_factor = 0.25 } + add_to_variable = { SOV_the_politburo_political_power_factor = 0.05 } + add_to_variable = { SOV_the_politburo_drift_defence_factor = 0.05 } + add_to_variable = { SOV_the_politburo_political_power_factor = 0.05 } + add_to_variable = { SOV_the_politburo_max_surrender_limit_offset = 0.05 } + add_dynamic_modifier = { modifier = SOV_the_politburo_good_dynamic_modifier } + + if = { + limit = { has_dlc = "Man the Guns" } + set_naval_oob = "SOV_1939_naval_mtg" + else = { + set_naval_oob = "SOV_1939_naval_legacy" + } + } + + set_technology = { + interwar_artillery = 1 + interwar_antitank = 1 + infantry_weapons2 = 1 + support_weapons = 1 + support_weapons2 = 1 + paratroopers = 1 + + #doctrines + #Air + #formation_flying = 1 + #dive_bombing = 1 + #direct_ground_support = 1 + + #electronics + electronic_mechanical_engineering = 1 + radio = 1 + mechanical_computing = 1 + computing_machine = 1 + basic_encryption = 1 + basic_decryption = 1 + + #industry + basic_machine_tools = 1 + improved_machine_tools = 1 + advanced_machine_tools = 1 + synth_oil_experiments = 1 + oil_processing = 1 + fuel_refining2 = 1 + construction1 = 1 + construction2 = 1 + construction3 = 1 + concentrated_industry = 1 + concentrated_industry2 = 1 + concentrated_industry3 = 1 + } + +set_grand_doctrine = mass_assault +set_grand_doctrine = new_fleet_in_being +set_grand_doctrine = new_battlefield_support + +set_sub_doctrine = large_unit_tactics +add_mastery = { + amount = 200 + sub_doctrine = large_unit_tactics +} +set_sub_doctrine = fire_concentration +add_mastery = { + amount = 100 + sub_doctrine = fire_concentration +} +set_sub_doctrine = deep_battle +add_mastery = { + amount = 100 + sub_doctrine = deep_battle +} +set_sub_doctrine = air_subdoctrine_dogfighting_mastery +add_mastery = { + amount = 75 + sub_doctrine = air_subdoctrine_dogfighting_mastery +} + + + + complete_special_project = { + project = sp:sp_air_radar + scientist = SOV_vladimir_kotelnikov + state = 260 + } + + if = { + limit = { + NOT = { has_dlc = "No Step Back" } + } + set_technology = { + improved_light_tank = 1 + basic_heavy_tank = 1 # Should be available in 1936 (T-35) + basic_medium_tank = 1 # Should be available in 1936 (T-28) + } + set_oob = "SOV_1939" + } + if = { + limit = { + has_dlc = "No Step Back" + } + set_technology = { + improved_light_tank_chassis = 1 + basic_heavy_tank_chassis = 1 + basic_medium_tank_chassis = 1 + } + set_oob = "SOV_1939_nsb" + } + if = { + limit = { not = { has_dlc = "Man the Guns" } } + set_technology = { + basic_submarine = 1 + basic_destroyer = 1 + basic_heavy_cruiser = 1 + } + } + if = { + limit = { has_dlc = "Man the Guns" } + set_technology = { + improved_ship_hull_light = 1 + improved_ship_hull_submarine = 1 + basic_ship_hull_cruiser = 1 + } + } +} + + +set_convoys = 50 + +set_politics = { + ruling_party = communism + last_election = "1933.7.1" + election_frequency = 48 + elections_allowed = no +} +set_popularities = { + democratic = 10 + fascism = 2 + communism = 88 +} + +if = { + limit = { + has_dlc = "La Resistance" + } + + create_operative_leader = { + name = SOV_alexander_rado + GFX = GFX_portrait_alexander_rado + traits = { operative_natural_orator } + bypass_recruitment = no + available_to_spy_master = yes + nationalities = { SOV HUN } + } + + create_operative_leader = { + name = SOV_kim_philby + GFX = GFX_portrait_kim_philby + traits = { operative_double_agent operative_infiltrator } + bypass_recruitment = no + available_to_spy_master = yes + nationalities = { SOV ENG } + } + + create_operative_leader = { + name = SOV_richard_sorge + GFX = GFX_portrait_richard_sorge + traits = { operative_well_groomed } + bypass_recruitment = no + available_to_spy_master = yes + nationalities = { SOV GER } + } + + create_operative_leader = { + name = SOV_yan_chernyak + GFX = GFX_portrait_SOV_yan_chernyak + traits = { operative_linguist operative_infiltrator } + bypass_recruitment = no + available_to_spy_master = yes + nationalities = { SOV GER HUN ROM CZE SLO } + } + +} + + +### VARIANTS ### +# 1936 Start # + +if = { + limit = { + has_dlc = "By Blood Alone" + } + create_equipment_variant = { #Note: There is a copy of this variant in Finnish Scripted Effects file (FIN_purchase_soviet_equipment_for_cw). Any changes here should also be applied there + name = "I-15" # + type = small_plane_airframe_0 + modules = { + fixed_main_weapon_slot = light_mg_4x + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "I-16" # + type = small_plane_airframe_1 + modules = { + fixed_main_weapon_slot = light_mg_2x + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + icon = "GFX_SOV_fighter1_medium" + } + create_equipment_variant = { + name = "DB-3" # + type = medium_plane_airframe_0 + design_team = mio:SOV_ilyushin_design_bureau_organization + modules = { + fixed_main_weapon_slot = medium_bomb_bay + fixed_auxiliary_weapon_slot_1 = bomb_locks + engine_type_slot = engine_2_2x + special_type_slot_1 = lmg_defense_turret + } + icon = "GFX_SOV_early_bomber_medium" + } + create_equipment_variant = { + name = "TB-3" # + type = large_plane_airframe_0 + modules = { + fixed_main_weapon_slot = large_bomb_bay + fixed_auxiliary_weapon_slot_1 = empty + engine_type_slot = engine_1_4x + special_type_slot_1 = lmg_defense_turret_2x + } + icon = "GFX_SOV_transport_plane_equipment_1_medium" + } + create_equipment_variant = { + name = "ANT-40" # + type = medium_plane_airframe_1 + modules = { + fixed_main_weapon_slot = medium_bomb_bay + fixed_auxiliary_weapon_slot_1 = bomb_locks + engine_type_slot = engine_2_2x + special_type_slot_1 = lmg_defense_turret_2x + } + icon = "GFX_SOV_tactical_bomber1_medium" + } +} + +if = { + limit = { + has_dlc = "No Step Back" + } + create_equipment_variant = { #Note: There is a copy of this variant in Finnish Scripted Effects file (FIN_purchase_soviet_equipment_for_cw). Any changes here should also be applied there + name = "T-27" + type = light_tank_chassis_0 + parent_version = 0 + modules = { + main_armament_slot = tank_heavy_machine_gun + turret_type_slot = tank_light_fixed_superstructure_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + } + upgrades = { + tank_nsb_engine_upgrade = 1 + tank_nsb_armor_upgrade = 1 + } + obsolete = yes + icon = "GFX_gwtank_medium" + } + + create_equipment_variant = { + name = "T-26TU mod. 1933" + type = light_tank_chassis_1 + design_team = mio:SOV_okmo_organization + parent_version = 0 + modules = { + main_armament_slot = tank_small_cannon_2 + turret_type_slot = tank_light_two_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + } + upgrades = { + tank_nsb_engine_upgrade = 2 + tank_nsb_armor_upgrade = 2 + } + icon = "GFX_SOV_basic_light_tank_medium" + } + create_equipment_variant = { #Note: There is a copy of this variant in Finnish National Focus file (FIN_bring_foreign_armor_experts). Any changes here should also be applied there + name = "BT-5" + type = light_tank_chassis_1 + design_team = mio:SOV_morozov_design_bureau_organization + parent_version = 1 + modules = { + main_armament_slot = tank_small_cannon_2 + turret_type_slot = tank_light_one_man_tank_turret + suspension_type_slot = tank_christie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + } + upgrades = { + tank_nsb_engine_upgrade = 8 + tank_nsb_armor_upgrade = 1 + } + icon = "GFX_SOV_improved_light_tank_medium" #More similar to BT-7 than to T-26 + model = "SOV_light_armor_entity" #More similar to BT-7 than to T-26 + } + create_equipment_variant = { + name = "BT-7" + type = light_tank_chassis_2 + design_team = mio:SOV_morozov_design_bureau_organization + parent_version = 0 + modules = { + main_armament_slot = tank_small_cannon_2 + turret_type_slot = tank_light_two_man_tank_turret + suspension_type_slot = tank_christie_suspension + armor_type_slot = tank_welded_armor + engine_type_slot = tank_gasoline_engine + } + upgrades = { + tank_nsb_engine_upgrade = 10 + tank_nsb_armor_upgrade = 2 + } + icon = "GFX_SOV_improved_light_tank_medium" + } + + create_equipment_variant = { + name = "T-28" + type = medium_tank_chassis_0 + parent_version = 0 + modules = { + main_armament_slot = tank_close_support_gun + turret_type_slot = tank_medium_three_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + special_type_slot_2 = secondary_turret_hmg + special_type_slot_3 = secondary_turret_hmg + } + upgrades = { + tank_nsb_armor_upgrade = 3 + tank_nsb_engine_upgrade = 10 + } + icon = "GFX_SOV_medium_gwtank_medium" + model = "SOV_medium_gw_armor_0_entity" + } + create_equipment_variant = { + name = "T-35" + type = heavy_tank_chassis_0 + design_team = mio:SOV_okmo_organization + parent_version = 0 + modules = { + main_armament_slot = tank_close_support_gun + turret_type_slot = tank_medium_three_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + special_type_slot_2 = secondary_turret_hmg + special_type_slot_3 = secondary_turret_hmg + special_type_slot_4 = secondary_turret_small_cannon + } + upgrades = { + tank_nsb_armor_upgrade = 3 + tank_nsb_engine_upgrade = 10 + } + icon = "GFX_SOV_basic_heavy_tank_medium" + } +} +if = { + limit = { not = { has_dlc = "Man the Guns" } } + ### Ship Variants ### + create_equipment_variant = { + name = "Series I Debakrist" + type = submarine_1 + upgrades = { + ship_reliability_upgrade = 1 + sub_engine_upgrade = 1 + sub_stealth_upgrade = 1 + sub_torpedo_upgrade = 1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Series IX Srednyaya" + type = submarine_2 + upgrades = { + ship_reliability_upgrade = 1 + sub_engine_upgrade = 1 + sub_stealth_upgrade = 1 + sub_torpedo_upgrade = 1 + } + } + create_equipment_variant = { + name = "Leningrad & Minsk Class" + type = destroyer_1 + upgrades = { + ship_torpedo_upgrade = 3 + destroyer_engine_upgrade = 3 + ship_ASW_upgrade = 3 + ship_anti_air_upgrade = 3 + } + } +} +if = { + limit = { has_dlc = "Man the Guns" } + # Submarines # + create_equipment_variant = { + name = "AG Class" + type = ship_hull_submarine_1 + name_group = SOV_SS_SHCHUKA + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_1 + fixed_ship_engine_slot = sub_ship_engine_1 + rear_1_custom_slot = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "Series I Debakrist" # represents Debakrist, B class, L-55 sub + type = ship_hull_submarine_1 + name_group = SOV_SS_SHCHUKA + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_1 + fixed_ship_engine_slot = sub_ship_engine_1 + rear_1_custom_slot = ship_torpedo_sub_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Series II Leninets" # represents Leninets series II, XI + type = ship_hull_submarine_2 + name_group = SOV_SS_LENINETS + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_1 + fixed_ship_engine_slot = sub_ship_engine_1 + rear_1_custom_slot = ship_mine_layer_sub + } + } + create_equipment_variant = { + name = "Series V Shchuka" # represents Shchuka series III, V, V-bis, V-bis-2 + type = ship_hull_submarine_1 + name_group = SOV_SS_SHCHUKA + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_2 + fixed_ship_engine_slot = sub_ship_engine_1 + rear_1_custom_slot = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "Series IX Srednyaya" # 'Stalinets', series IX, IX-bis, IX-bis-2 and P-class + type = ship_hull_submarine_2 + name_group = SOV_SS_STALINETS + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_2 + fixed_ship_engine_slot = sub_ship_engine_2 + rear_1_custom_slot = empty + } + } + create_equipment_variant = { + name = "Series X Shchuka" + type = ship_hull_submarine_1 + name_group = SOV_SS_SHCHUKA + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_2 + fixed_ship_engine_slot = sub_ship_engine_2 + rear_1_custom_slot = empty + } + } + # Destroyers # + create_equipment_variant = { + name = "Orfey Class" # represents Yakov Sverdlov, Frunze, and Orfey classes + type = ship_hull_light_1 + name_group = SOV_DD_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_battery_1 + fixed_ship_anti_air_slot = empty + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_1 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = ship_torpedo_1 + rear_1_custom_slot = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "Fidonisi Class" # represents Fidonisi and Izyaslav classes + type = ship_hull_light_1 + name_group = SOV_DD_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_battery_1 + fixed_ship_anti_air_slot = empty + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_1 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = ship_torpedo_1 + rear_1_custom_slot = ship_depth_charge_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Leningrad & Minsk Class" + type = ship_hull_light_2 + name_group = SOV_DD_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = empty + rear_1_custom_slot = ship_depth_charge_1 + } + } + create_equipment_variant = { + name = "Bug Class" # minelayer + type = ship_hull_light_1 + name_group = SOV_MINELAYERS_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_battery_1 + fixed_ship_anti_air_slot = empty + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = empty + mid_1_custom_slot = ship_mine_layer_1 + rear_1_custom_slot = ship_mine_layer_1 + } + } + # Light Cruisers # + create_equipment_variant = { + name = "Komintern Class" + type = ship_hull_cruiser_1 + name_group = SOV_MINELAYERS_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_1 + fixed_ship_anti_air_slot = empty + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_1 + mid_1_custom_slot = ship_light_medium_battery_1 + mid_2_custom_slot = empty + rear_1_custom_slot = ship_mine_layer_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Chervona Ukraina Class" + type = ship_hull_cruiser_1 + name_group = SOV_CL_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_1 + mid_1_custom_slot = ship_light_medium_battery_1 + mid_2_custom_slot = ship_torpedo_1 + rear_1_custom_slot = ship_mine_layer_1 + } + } + create_equipment_variant = { + name = "Marti Class" + type = ship_hull_cruiser_1 # minelayer + name_group = SOV_MINELAYERS_HISTORICAL + parent_version = 0 + role_icon_index = 4 + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_1 + mid_1_custom_slot = empty + mid_2_custom_slot = empty + rear_1_custom_slot = ship_mine_layer_1 + } + } + # Heavy Cruisers # + create_equipment_variant = { + name = "Kirov Class" + type = ship_hull_cruiser_2 + name_group = SOV_CA_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_medium_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_armor_slot = ship_armor_cruiser_1 + mid_1_custom_slot = ship_airplane_launcher_1 + mid_2_custom_slot = ship_anti_air_1 + rear_1_custom_slot = ship_medium_battery_1 + } + } + # Battleships # + create_equipment_variant = { + name = "Marat Class" + type = ship_hull_heavy_1 + name_group = SOV_BB_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_heavy_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_1 + fixed_ship_secondaries_slot = ship_secondaries_1 + fixed_ship_armor_slot = ship_armor_bb_1 + front_1_custom_slot = ship_heavy_battery_1 + mid_1_custom_slot = empty + mid_2_custom_slot = empty + rear_1_custom_slot = empty + } + } +} + +# 1939 Start # +1939.1.1 = { + if = { + limit = { + has_dlc = "By Blood Alone" + } + create_equipment_variant = { + name = "I-153" # + type = small_plane_airframe_0 + modules = { + fixed_main_weapon_slot = light_mg_4x + fixed_auxiliary_weapon_slot_1 = rocket_rails + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + } + create_equipment_variant = { + name = "I-16 Type 10" # + type = small_plane_airframe_1 + modules = { + fixed_main_weapon_slot = light_mg_4x + fixed_auxiliary_weapon_slot_1 = empty + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + } + create_equipment_variant = { + name = "MBR-2" # + type = small_plane_cas_airframe_1 + modules = { + fixed_main_weapon_slot = bomb_locks + fixed_auxiliary_weapon_slot_1 = empty + engine_type_slot = engine_2_1x + special_type_slot_1 = floats + special_type_slot_2 = fuel_tanks_small + } + } + create_equipment_variant = { + name = "Pe-8" # + type = large_plane_airframe_1 + modules = { + fixed_main_weapon_slot = large_bomb_bay + fixed_auxiliary_weapon_slot_1 = large_bomb_bay + engine_type_slot = engine_3_4x #Increased tier due to thrust/weight issues + special_type_slot_1 = lmg_defense_turret + special_type_slot_2 = cannon_defense_turret_2x + } + } + } + if = { + limit = { not = { has_dlc = "Man the Guns" } } + # Ship variants # + create_equipment_variant = { + name = "Series X Shchuka" + type = submarine_2 + upgrades = { + ship_reliability_upgrade = 3 + sub_engine_upgrade = 3 + sub_stealth_upgrade = 3 + sub_torpedo_upgrade = 3 + } + } + + create_equipment_variant = { + name = "Maxim Gorky Class" + type = heavy_cruiser_2 + upgrades = { + ship_reliability_upgrade = 2 + ship_engine_upgrade = 2 + ship_armor_upgrade = 2 + ship_gun_upgrade = 2 + } + } + } + if = { + limit = { has_dlc = "Man the Guns" } + # Submarines # + create_equipment_variant = { + name = "Series XIII Leninets" + type = ship_hull_submarine_2 + name_group = SOV_SS_LENINETS + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_2 + fixed_ship_engine_slot = sub_ship_engine_2 + rear_1_custom_slot = ship_mine_layer_sub + } + } + create_equipment_variant = { + name = "Series XIV K-Class" + type = ship_hull_submarine_3 + name_group = SOV_SS_SHCHUKA + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_2 + fixed_ship_engine_slot = sub_ship_engine_3 + front_1_custom_slot = ship_mine_layer_sub + mid_1_custom_slot = empty + rear_1_custom_slot = ship_torpedo_sub_2 + } + } + # Destroyers # + create_equipment_variant = { + name = "Gnevnyy Class" + type = ship_hull_light_2 + name_group = SOV_DD_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_battery_2 + fixed_ship_anti_air_slot = empty + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = empty + mid_1_custom_slot = empty + rear_1_custom_slot = ship_depth_charge_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Soobrazitelnyi Class" + type = ship_hull_light_3 + name_group = SOV_DD_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = empty + mid_1_custom_slot = empty + rear_1_custom_slot = ship_depth_charge_1 + } + } + create_equipment_variant = { + name = "Tashkent Class" + type = ship_hull_light_3 + name_group = SOV_DD_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_3 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = ship_anti_air_1 + rear_1_custom_slot = ship_depth_charge_1 + } + } + } + if = { + limit = { + has_dlc = "No Step Back" + } + create_equipment_variant = { + name = "A-20" + type = medium_tank_chassis_1 + parent_version = 0 + modules = { + main_armament_slot = tank_small_cannon_2 + turret_type_slot = tank_medium_two_man_tank_turret + suspension_type_slot = tank_christie_suspension + armor_type_slot = tank_welded_armor + engine_type_slot = tank_diesel_engine + special_type_slot_1 = sloped_armor + } + upgrades = { + tank_nsb_engine_upgrade = 8 + tank_nsb_armor_upgrade = 2 + } + icon = "GFX_SOV_basic_medium_tank_medium" + } + create_equipment_variant = { + name = "KV-1" + type = heavy_tank_chassis_1 + parent_version = 0 + modules = { + main_armament_slot = tank_medium_cannon + turret_type_slot = tank_heavy_three_man_tank_turret + suspension_type_slot = tank_torsion_bar_suspension + armor_type_slot = tank_welded_armor + engine_type_slot = tank_diesel_engine + } + upgrades = { + tank_nsb_engine_upgrade = 10 + tank_nsb_armor_upgrade = 9 + } + icon = "GFX_SOV_improved_heavy_tank_medium" + } + } +} diff --git a/src/history/countries/TIX - Tiexue.txt b/src/history/countries/TIX - Tiexue.txt index 7e9995d..331a459 100755 --- a/src/history/countries/TIX - Tiexue.txt +++ b/src/history/countries/TIX - Tiexue.txt @@ -29,6 +29,10 @@ add_breakthrough_progress = { value = 0.8 } +set_grand_doctrine = new_mobile_warfare +set_grand_doctrine = new_convoy_raiding +set_grand_doctrine = new_battlefield_support + if = { limit = { has_dlc = "By Blood Alone" } set_air_oob = "TIX_1936_air_bba" diff --git a/src/history/countries/USA - USA.txt b/src/history/countries/USA - USA.txt new file mode 100755 index 0000000..7ab16dd --- /dev/null +++ b/src/history/countries/USA - USA.txt @@ -0,0 +1,1394 @@ +capital = 361 # Washington DC + +oob = "USA_1936" + +starting_train_buffer = 5 + +if = { + limit = { has_dlc = "Man the Guns" } + set_naval_oob = "USA_1936_naval_mtg" + else = { + set_naval_oob = "USA_1936_naval_legacy" + } +} +if = { + limit = { has_dlc = "By Blood Alone" } + set_air_oob = "USA_1936_air_bba" + set_technology = { + iw_small_airframe = 1 + basic_small_airframe = 1 + iw_medium_airframe = 1 + basic_medium_airframe = 1 + engines_1 = 1 + engines_2 = 1 + aa_lmg = 1 + early_bombs = 1 + aircraft_construction = 1 + air_torpedoe_1 = 1 + bba_early_transport_plane = 1 + } + else = { + set_air_oob = "USA_1936_air_legacy" + set_technology = { + early_fighter = 1 + cv_early_fighter = 1 + cv_naval_bomber1 = 1 + cv_CAS1 = 1 + naval_bomber1 = 1 + CAS1 = 1 + early_bomber = 1 + early_transport_plane = 1 + } + } +} + +set_research_slots = 4 +set_stability = 0.75 +set_war_support = 0 +add_command_power = 20 + +set_variable = { var = senators_support value = 48 } +set_variable = { var = senators_total value = 96 } +set_variable = { var = representatives_support value = 218 } +set_variable = { var = representatives_total value = 435 } +set_variable = { var = quorum_low value = 39 } +set_variable = { var = quorum_medium value = 49 } +set_variable = { var = quorum_high value = 58 } +USA_recalc_congress_icon_frames = yes + +USA = { + country_event = { id = usa.50 days = 2 } + country_event = { id = usa.51 days = 2 } +} + +# Starting tech +set_technology = { + infantry_weapons = 1 + infantry_weapons1 = 1 + tech_trucks = 1 + tech_recon = 1 + tech_support = 1 + tech_engineers = 1 + gw_artillery = 1 + interwar_antiair = 1 + motorised_infantry = 1 + fuel_silos = 1 + fuel_refining = 1 + marines = 1 + basic_train = 1 + engine_tech_1 = 1 +} + +set_grand_doctrine = superior_firepower +set_grand_doctrine = new_base_strike + +add_breakthrough_progress = { + specialization = specialization_land + value = 0.3 +} + +add_breakthrough_progress = { + specialization = specialization_naval + value = 0.8 +} + +add_breakthrough_progress = { + specialization = specialization_air + value = 0.4 +} + +if = { + limit = { + NOT = { has_dlc = "No Step Back" } + } + set_technology = { + gwtank = 1 + + } +} +if = { + limit = { + has_dlc = "No Step Back" + } + set_technology = { + gwtank_chassis = 1 + basic_light_tank_chassis = 1 + } + add_ideas = bureau_of_ordnance_spirit +} + +if = { + limit = { not = { has_dlc = "Man the Guns" } } + set_technology = { + early_submarine = 1 + basic_submarine = 1 + early_destroyer = 1 + early_light_cruiser = 1 + basic_light_cruiser = 1 + early_heavy_cruiser = 1 + early_battleship = 1 + early_battlecruiser = 1 + early_carrier = 1 + basic_carrier = 1 + transport = 1 + } +} +if = { + limit = { has_dlc = "Man the Guns" } + set_technology = { + basic_naval_mines = 1 + submarine_mine_laying = 1 + early_ship_hull_light = 1 + basic_ship_hull_light = 1 + early_ship_hull_submarine = 1 + basic_ship_hull_submarine = 1 + early_ship_hull_cruiser = 1 + basic_ship_hull_cruiser = 1 + early_ship_hull_heavy = 1 + early_ship_hull_carrier = 1 + basic_ship_hull_carrier = 1 + basic_battery = 1 + basic_light_battery = 1 + #basic_medium_battery = 1 + basic_heavy_battery = 1 + basic_torpedo = 1 + sonar = 1 + basic_depth_charges = 1 + basic_cruiser_armor_scheme = 1 + basic_heavy_armor_scheme = 1 + mtg_transport = 1 + #improved_airplane_launcher = 1 + basic_dp_light_battery = 1 + } + add_ideas = MTG_naval_treaty_adherent +} +##Monroe Doctrine - We are trying to just remove the dlc check and see what, if any, things break. Will ask QA and BETAs to test new system both with and without ToA +#IF = { +# limit = { has_dlc = "Trial of Allegiance" } + add_ideas = USA_monroe_doctrine_enforcer +#} +#IF = { +# limit = { NOT = { has_dlc = "Trial of Allegiance" } } +# give_guarantee = CAN +# give_guarantee = MEX +# give_guarantee = CUB +# give_guarantee = HAI +# give_guarantee = DOM +# give_guarantee = GUA +# give_guarantee = HON +# give_guarantee = ELS +# give_guarantee = NIC +# give_guarantee = COS +# give_guarantee = PAN +# give_guarantee = VEN +# give_guarantee = COL +# give_guarantee = ECU +# give_guarantee = PRU +# give_guarantee = BRA +# give_guarantee = BOL +# give_guarantee = CHL +# give_guarantee = PAR +# give_guarantee = ARG +# give_guarantee = URG +#} + + +1939.1.1 = { + + add_political_power = 1199 + add_command_power = 100 + + #adding ministers + add_ideas = { + USA_robert_taft + carl_spaatz + jimmy_doolittle + army_ordnance_department + general_electric + USA_war_department + USA_intervention_in_europe + #laws + isolation + volunteer_only + great_depression_3 + new_deal + } + remove_ideas = { + great_depression + } + + #focuses + unlock_national_focus = USA_continue_the_new_deal + unlock_national_focus = USA_wpa + complete_national_focus = USA_war_department + complete_national_focus = USA_air_war_plans_division + complete_national_focus = USA_war_plans_division + complete_national_focus = USA_agricultural_adjustment_act + unlock_national_focus = USA_neutrality_act + #Dont want neutrality act event to fire + if = { + limit = { + has_dlc = "Arms Against Tyranny" + } + add_ideas = USA_neutrality_act_aat + hidden_effect = { + add_relation_rule_override = { + can_access_market = no + trigger = trade_partner_not_at_war + usage_desc = trade_partner_not_at_war_tt + } + } + else = { + add_ideas = USA_neutrality_act + } + } + complete_national_focus = USA_intervention_in_asia + complete_national_focus = USA_war_plan_orange + complete_national_focus = USA_intervention_in_europe + complete_national_focus = USA_war_plan_black + complete_national_focus = USA_strategic_bombing + complete_national_focus = USA_fair_labour_standards_act + + set_global_flag = earhart_disappeared + oob = "USA_1939" + if = { + limit = { has_dlc = "Man the Guns" } + set_naval_oob = "USA_1939_naval_mtg" + else = { + set_naval_oob = "USA_1939_naval_legacy" + } + } + if = { + limit = { has_dlc = "By Blood Alone" } + set_air_oob = "USA_1939_air_bba" + set_technology = { + iw_large_airframe = 1 + basic_large_airframe = 1 + improved_small_airframe = 1 + aa_hmg = 1 + air_torpedoe_1 = 1 + } + else = { + set_air_oob = "USA_1939_air_legacy" + set_technology = { + fighter1 = 1 + cv_fighter1 = 1 + heavy_fighter1 = 1 + tactical_bomber1 = 1 + CAS2 = 1 + strategic_bomber1 = 1 + } + } + } + + complete_special_project = { + project = sp:sp_naval_cruiser_submarine + scientist = USA_william_francis_gibbs + state = 361 + } + + complete_special_project = { + project = sp:sp_air_radar + scientist = USA_vannevar_bush + state = 386 + } + + IF = { + limit = { + has_dlc = "Gotterdammerung" + } + complete_special_project = { + project = sp:sp_air_helicopter + scientist = USA_edward_curtis_wells + state = 386 + } + } + + complete_special_project = { + project = sp:sp_land_military_engineering_vehicles + scientist = USA_john_walter_christie + state = 393 + } + + set_technology = { + interwar_artillery = 1 + interwar_antitank = 1 + infantry_weapons2 = 1 + support_weapons = 1 + support_weapons2 = 1 + marines = 1 + + #doctrines + #Air + #air_superiority = 1 + #infrastructure_destruction = 1 + #naval_strike_tactics = 1 + + #electronics + electronic_mechanical_engineering = 1 + radio = 1 + mechanical_computing = 1 + computing_machine = 1 + basic_encryption = 1 + basic_decryption = 1 + + #industry + basic_machine_tools = 1 + improved_machine_tools = 1 + advanced_machine_tools = 1 + synth_oil_experiments = 1 + oil_processing = 1 + fuel_refining2 = 1 + fuel_refining3 = 1 + construction1 = 1 + construction2 = 1 + construction3 = 1 + dispersed_industry = 1 + dispersed_industry2 = 1 + dispersed_industry3 = 1 + } + if = { + limit = { not = { has_dlc = "Man the Guns" } } + set_technology = { + improved_submarine = 1 + basic_destroyer = 1 + basic_heavy_cruiser = 1 + basic_battlecruiser = 1 + } + } + if = { + limit = { has_dlc = "Man the Guns" } + set_technology = { + improved_ship_hull_light = 1 + basic_ship_hull_heavy = 1 + improved_ship_hull_heavy = 1 + improved_sonar = 1 + improved_ship_torpedo_launcher = 1 + improved_heavy_battery = 1 + advanced_dp_light_battery = 3 + } + remove_ideas = MTG_naval_treaty_adherent + add_ideas = MTG_naval_treaty_adherent_reduced + } +} + +set_grand_doctrine = superior_firepower +set_grand_doctrine = new_base_strike +set_grand_doctrine = new_strategic_destruction + +set_sub_doctrine = assault_infantry +add_mastery = { + amount = 25 + sub_doctrine = assault_infantry +} +set_sub_doctrine = assault_infantry +add_mastery = { + amount = 25 + sub_doctrine = assault_infantry +} +set_sub_doctrine = line_of_battle +set_sub_doctrine = air_subdoctrine_escort_fighter +add_mastery = { + amount = 25 + sub_doctrine = air_subdoctrine_escort_fighter +} + + +set_convoys = 700 + + +set_politics = { + ruling_party = democratic + last_election = "1932.11.8" + election_frequency = 48 + elections_allowed = yes +} +set_popularities = { + democratic = 99 + communism = 1 +} + +add_ideas = { + undisturbed_isolation + great_depression + disarmed_nation + free_trade + home_of_the_free +} + + +# DIPLOMACY +set_autonomy = { + target = PHI + autonomous_state = autonomy_colony +} + +1939.1.1 = { + set_politics = { + ruling_party = democratic + last_election = "1936.11.3" + election_frequency = 48 + elections_allowed = yes + } +} + +recruit_character = USA_earl_browder +recruit_character = USA_william_dudley_pelley +recruit_character = USA_franklin_delano_roosevelt +recruit_character = USA_george_s_patton +recruit_character = USA_omar_bradley +recruit_character = USA_dwight_d_eisenhower +recruit_character = USA_geoffrey_keyes +recruit_character = USA_lucian_truscott +recruit_character = USA_mark_clark +recruit_character = USA_douglas_macarthur +recruit_character = USA_walter_krueger +recruit_character = USA_lloyd_fredendall +recruit_character = USA_leslie_mcnair +recruit_character = USA_russell_hartle +recruit_character = USA_leonard_gerow +recruit_character = USA_edward_brooks +recruit_character = USA_clarence_huebner +recruit_character = USA_alexander_patch +recruit_character = USA_william_simpson +recruit_character = USA_j_lawton_collins +recruit_character = USA_courtney_hodges +recruit_character = USA_joseph_stilwell +recruit_character = USA_oscar_griswold +recruit_character = USA_maurice_rose +recruit_character = USA_alexander_vandegrift +recruit_character = USA_ernest_king +recruit_character = USA_chester_w_nimitz +recruit_character = USA_william_halsey_jr +recruit_character = USA_frank_jack_fletcher +recruit_character = USA_raymond_a_spruance +recruit_character = USA_harold_rainsford_stark +recruit_character = USA_arleigh_burke +recruit_character = USA_charles_m_cooke_jr +recruit_character = USA_carnot_wheeler +recruit_character = USA_robert_goddard +recruit_character = USA_robert_oppenheimer +recruit_character = USA_curtis_lemay +recruit_character = USA_thomas_kinkaid +recruit_character = USA_henry_arnold +recruit_character = USA_dewitt_clinton_ramsey +recruit_character = USA_harold_mcclelland +recruit_character = USA_charles_lindbergh +recruit_character = USA_george_kenney +recruit_character = USA_john_cannon +recruit_character = USA_george_marshall +recruit_character = USA_carl_spaatz +recruit_character = USA_marc_mitscher +recruit_character = USA_jimmy_doolittle +recruit_character = USA_claire_lee_chennault +recruit_character = USA_john_winant +recruit_character = USA_henry_morgenthau +recruit_character = USA_william_donovan +recruit_character = USA_whittaker_chambers +recruit_character = USA_robert_taft +recruit_character = USA_donald_nelson +recruit_character = USA_joseph_mccarthy +recruit_character = USA_cordell_hull +recruit_character = USA_harold_ickes +recruit_character = USA_william_regnery +recruit_character = USA_joseph_patterson +recruit_character = USA_henry_stimson +recruit_character = USA_victor_perlo +recruit_character = USA_charles_coughlin +recruit_character = USA_harry_white +recruit_character = USA_native_american_council +recruit_character = USA_leslie_skinner +recruit_character = USA_edward_curtis_wells +recruit_character = USA_william_francis_gibbs +recruit_character = USA_andrew_mckee +recruit_character = USA_john_walter_christie +recruit_character = USA_vannevar_bush + +if = { + limit = { not = { has_dlc = "No Compromise, No Surrender" } } + recruit_character = USA_jonathan_wainwright +} + +if = { + limit = { has_dlc = "La Resistance" } + create_operative_leader = { + name = "Josephine Baker" + GFX = GFX_portrait_josephine_baker + traits = { operative_well_groomed } + bypass_recruitment = no + available_to_spy_master = yes + female = yes + nationalities = { USA } + } + + create_operative_leader = { + name = "Virginia Hall" + GFX = GFX_portrait_virginia_hall + traits = { operative_demolition_expert } + bypass_recruitment = no + available_to_spy_master = yes + female = yes + nationalities = { USA } + } +} + + +### VARIANTS ### +# 1936 Start # +if = { + limit = { not = { has_dlc = "Man the Guns" } } + ### Ship Variants ### + create_equipment_variant = { + name = "Barracuda Class" + type = submarine_1 + upgrades = { + ship_reliability_upgrade = 1 + sub_engine_upgrade = 1 + sub_stealth_upgrade = 1 + sub_torpedo_upgrade = 1 + } + obsolete = yes + } + + create_equipment_variant = { + name = "Farragut Class" + type = destroyer_1 + upgrades = { + ship_torpedo_upgrade = 3 + destroyer_engine_upgrade = 3 + ship_ASW_upgrade = 3 + ship_anti_air_upgrade = 3 + } + } + + create_equipment_variant = { + name = "Portland Class" + type = heavy_cruiser_1 + upgrades = { + ship_reliability_upgrade = 2 + ship_engine_upgrade = 2 + ship_armor_upgrade = 2 + ship_gun_upgrade = 2 + } + } + + create_equipment_variant = { + name = "Pennsylvania Class" + type = battleship_1 + upgrades = { + ship_reliability_upgrade = 1 + ship_engine_upgrade = 1 + ship_armor_upgrade = 1 + ship_gun_upgrade = 1 + } + obsolete = yes + } + + create_equipment_variant = { + name = "New Mexico Class" + type = battleship_1 + upgrades = { + ship_reliability_upgrade = 2 + ship_engine_upgrade = 2 + ship_armor_upgrade = 2 + ship_gun_upgrade = 2 + } + } + + create_equipment_variant = { + name = "Colorado Class" + type = battleship_1 + upgrades = { + ship_reliability_upgrade = 3 + ship_engine_upgrade = 3 + ship_armor_upgrade = 3 + ship_gun_upgrade = 4 + } + } + + create_equipment_variant = { + name = "Yorktown Class" + type = carrier_2 + upgrades = { + ship_deckspace_upgrade = 1 + carrier_armor_upgrade = 1 + ship_engine_upgrade = 1 + ship_reliability_upgrade = 1 + } + } +} +if = { + limit = { + has_dlc = "By Blood Alone" + } + create_equipment_variant = { + name = "P-6" #export models only + type = small_plane_airframe_0 + modules = { + fixed_main_weapon_slot = light_mg_2x + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "P-26A" # Boeing P-26 Peashooter + type = small_plane_airframe_0 + modules = { + fixed_main_weapon_slot = light_mg_2x + engine_type_slot = engine_1_1x + fixed_auxiliary_weapon_slot_1 = bomb_locks + } + obsolete = yes + icon = "GFX_USA_light_plane_2_medium" + } + create_equipment_variant = { + name = "O2U" # + type = small_plane_cas_airframe_0 + modules = { + fixed_main_weapon_slot = bomb_locks + fixed_auxiliary_weapon_slot_1 = light_mg_2x + engine_type_slot = engine_1_1x + } + obsolete = yes + } + create_equipment_variant = { + name = "SBU Corsair" # + type = cv_small_plane_cas_airframe_0 + modules = { + fixed_main_weapon_slot = bomb_locks + engine_type_slot = engine_1_1x + special_type_slot_1 = dive_brakes_small + } + obsolete = yes + } + create_equipment_variant = { + name = "BM-2" # + type = cv_small_plane_naval_bomber_airframe_0 + modules = { + fixed_main_weapon_slot = torpedo_mounting + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "A-12" # + type = small_plane_cas_airframe_0 + modules = { + fixed_main_weapon_slot = bomb_locks + fixed_auxiliary_weapon_slot_1 = light_mg_4x + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + obsolete = yes + icon = "GFX_USA_CAS1_medium" + } + create_equipment_variant = { + name = "A-17" # + type = small_plane_cas_airframe_1 + modules = { + fixed_main_weapon_slot = small_bomb_bay + fixed_auxiliary_weapon_slot_1 = light_mg_4x + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + icon = "GFX_USA_CAS1_medium" + } + create_equipment_variant = { + name = "P-35A" # + type = small_plane_airframe_1 + modules = { + fixed_main_weapon_slot = light_mg_2x + fixed_auxiliary_weapon_slot_1 = heavy_mg_2x + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + icon = "GFX_USA_light_plane_4_medium" + } + create_equipment_variant = { + name = "P-36A" # + type = small_plane_airframe_1 + modules = { + fixed_main_weapon_slot = light_mg_4x + fixed_auxiliary_weapon_slot_1 = light_mg_2x + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + icon = "GFX_light_plane_5_medium" + } + create_equipment_variant = { + name = "B-6A" #also covers other Keystone bombers + type = medium_plane_airframe_0 + modules = { + fixed_main_weapon_slot = medium_bomb_bay + engine_type_slot = engine_1_2x + special_type_slot_1 = lmg_defense_turret + } + obsolete = yes + icon = GFX_USA_early_bomber_medium + } + create_equipment_variant = { + name = "B-10" # + type = medium_plane_airframe_1 + modules = { + fixed_main_weapon_slot = medium_bomb_bay + engine_type_slot = engine_1_2x + special_type_slot_1 = lmg_defense_turret + } + icon = "GFX_medium_plane_1_medium" + } + create_equipment_variant = { + name = "B-18" # + type = medium_plane_airframe_1 + modules = { + fixed_main_weapon_slot = medium_bomb_bay + engine_type_slot = engine_2_2x + special_type_slot_1 = lmg_defense_turret + } + icon = "GFX_USA_early_bomber_medium" + } + create_equipment_variant = { + name = "P2Y" # + type = medium_plane_airframe_0 + modules = { + fixed_main_weapon_slot = medium_bomb_bay + fixed_auxiliary_weapon_slot_1 = bomb_locks + engine_type_slot = engine_2_2x + special_type_slot_1 = flying_boat_medium + special_type_slot_2 = lmg_defense_turret + } + obsolete = yes + icon = "GFX_USA_naval_bomber1_medium" + } + create_equipment_variant = { + name = "PBY" # + type = medium_plane_airframe_1 + modules = { + fixed_main_weapon_slot = medium_bomb_bay + fixed_auxiliary_weapon_slot_1 = torpedo_mounting + fixed_auxiliary_weapon_slot_2 = torpedo_mounting + engine_type_slot = engine_2_2x + special_type_slot_1 = flying_boat_medium + special_type_slot_2 = lmg_defense_turret + } + icon = "GFX_USA_naval_bomber1_medium" + } + create_equipment_variant = { + name = "F4B" #also covers F2F + type = cv_small_plane_airframe_0 + modules = { + fixed_main_weapon_slot = light_mg_2x + engine_type_slot = engine_1_1x + special_type_slot_1 = empty + } + obsolete = yes + icon = "GFX_USA_cv_fighter1_medium" + } + create_equipment_variant = { + name = "F3F" # + type = cv_small_plane_airframe_0 + modules = { + fixed_main_weapon_slot = light_mg_2x + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + icon = "GFX_USA_cv_fighter1_medium" + } +} +if = { + limit = { + has_dlc = "No Step Back" + } + create_equipment_variant = { + name = "M1 Combat Car" + type = light_tank_chassis_1 + parent_version = 0 + modules = { + main_armament_slot = tank_heavy_machine_gun + turret_type_slot = tank_light_two_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = tank_radio_1 + } + upgrades = { + tank_nsb_armor_upgrade = 2 + tank_nsb_engine_upgrade = 5 + } + icon = "GFX_USA_basic_light_tank_medium" + } + create_equipment_variant = { #Note: There is a copy of this variant in Finnish National Focus file (FIN_bring_foreign_armor_experts). Any changes here should also be applied there + name = "M2A2" + type = light_tank_chassis_1 + parent_version = 1 + modules = { + main_armament_slot = tank_heavy_machine_gun + turret_type_slot = tank_light_one_man_tank_turret + suspension_type_slot = tank_bogie_suspension + armor_type_slot = tank_riveted_armor + engine_type_slot = tank_gasoline_engine + special_type_slot_1 = secondary_turret_hmg + special_type_slot_2 = tank_radio_1 + } + upgrades = { + tank_nsb_armor_upgrade = 2 + tank_nsb_engine_upgrade = 4 + } + icon = "GFX_USA_basic_light_tank_medium" + } +} +if = { + limit = { has_dlc = "Man the Guns" } + # Submarines # + create_equipment_variant = { # represents O/R class, S class + name = "S Class" + type = ship_hull_submarine_1 + name_group = USA_SS_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_1 + fixed_ship_engine_slot = sub_ship_engine_1 + rear_1_custom_slot = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "Barracuda Class" # represents Barracuda, Dolphin, Cachalot classes + type = ship_hull_submarine_2 + name_group = USA_SS_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_1 + fixed_ship_engine_slot = sub_ship_engine_1 + rear_1_custom_slot = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "Porpoise Class" # represents Porpoise, Shark, and Perch classes + type = ship_hull_submarine_2 + name_group = USA_SS_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_1 + fixed_ship_engine_slot = sub_ship_engine_2 + rear_1_custom_slot = empty + } + } + # Destroyers # + create_equipment_variant = { + name = "Clemson Class" # represents Sampson, Caldwell, Clemson, and Wickes classes + type = ship_hull_light_1 + name_group = USA_DD_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = light_ship_engine_1 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = ship_torpedo_1 + rear_1_custom_slot = ship_depth_charge_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Farragut Class" # represents Farragut, Porter, Mahan classes + type = ship_hull_light_1 + name_group = USA_DD_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = dp_light_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = ship_sonar_1 + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = ship_torpedo_1 + rear_1_custom_slot = ship_depth_charge_1 + } + } + # Light Cruisers # + create_equipment_variant = { + name = "Omaha Class" + type = ship_hull_cruiser_2 + name_group = USA_CL_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_armor_slot = ship_armor_cruiser_1 + mid_1_custom_slot = empty + mid_2_custom_slot = empty + rear_1_custom_slot = ship_light_medium_battery_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Brooklyn Class" + type = ship_hull_cruiser_2 + name_group = USA_CL_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_light_medium_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_armor_slot = ship_armor_cruiser_3 + fixed_ship_secondaries_slot = dp_ship_secondaries_1 + front_1_custom_slot = ship_light_medium_battery_2 + mid_1_custom_slot = ship_airplane_launcher_1 + mid_2_custom_slot = ship_anti_air_1 + rear_1_custom_slot = ship_light_medium_battery_2 + } + } + create_equipment_variant = { + name = "Oglala Class" #cruiser minelayers + type = ship_hull_cruiser_1 + name_group = USA_MINELAYERS_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = dp_light_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_1 + fixed_ship_armor_slot = empty + mid_1_custom_slot = empty + mid_2_custom_slot = empty + rear_1_custom_slot = ship_mine_layer_1 + } + } + # Heavy Cruisers # + create_equipment_variant = { + name = "Pensacola Class" # Pensacola and Northampton classes + type = ship_hull_cruiser_1 + name_group = USA_CA_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_medium_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_secondaries_slot = ship_secondaries_1 + fixed_ship_armor_slot = ship_armor_cruiser_1 + mid_1_custom_slot = ship_medium_battery_1 + mid_2_custom_slot = empty + rear_1_custom_slot = ship_airplane_launcher_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Portland Class" # Portland and New Orleans classes + type = ship_hull_cruiser_2 + name_group = USA_CA_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_medium_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_secondaries_slot = ship_secondaries_1 + fixed_ship_armor_slot = ship_armor_cruiser_2 + mid_1_custom_slot = ship_airplane_launcher_1 + mid_2_custom_slot = empty + rear_1_custom_slot = ship_medium_battery_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "New Orleans Class" + type = ship_hull_cruiser_2 + name_group = USA_CA_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_medium_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_1 + fixed_ship_secondaries_slot = ship_secondaries_1 + fixed_ship_armor_slot = ship_armor_cruiser_2 + mid_1_custom_slot = ship_airplane_launcher_1 + mid_2_custom_slot = ship_anti_air_1 + rear_1_custom_slot = ship_medium_battery_2 + } + } + # Heavy Cruisers # + create_equipment_variant = { + name = "Wichita Class" + type = ship_hull_cruiser_2 + name_group = USA_CA_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_medium_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = cruiser_ship_engine_2 + fixed_ship_armor_slot = ship_armor_cruiser_3 + fixed_ship_secondaries_slot = dp_ship_secondaries_1 + mid_1_custom_slot = ship_airplane_launcher_1 + mid_2_custom_slot = ship_anti_air_1 + rear_1_custom_slot = ship_medium_battery_2 + } + } + # Battleships # + create_equipment_variant = { + name = "New York Class" # represents Wyoming (Arkansas) and New York classes + type = ship_hull_heavy_1 + name_group = USA_BB_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_heavy_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_1 + fixed_ship_secondaries_slot = ship_secondaries_1 + fixed_ship_armor_slot = ship_armor_bb_1 + front_1_custom_slot = empty + mid_1_custom_slot = ship_airplane_launcher_1 + mid_2_custom_slot = ship_secondaries_1 + rear_1_custom_slot = ship_heavy_battery_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Pennsylvania Class" # represents Pennsylvania, Nevada, Tennessee, and New Mexico classes + type = ship_hull_heavy_1 + name_group = USA_BB_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_heavy_battery_1 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_1 + fixed_ship_secondaries_slot = ship_secondaries_1 + fixed_ship_armor_slot = ship_armor_bb_2 + front_1_custom_slot = ship_anti_air_1 + mid_1_custom_slot = ship_airplane_launcher_1 + mid_2_custom_slot = ship_secondaries_1 + rear_1_custom_slot = ship_heavy_battery_1 + } + obsolete = yes + } + create_equipment_variant = { + name = "Colorado Class" + type = ship_hull_heavy_1 + name_group = USA_BB_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_heavy_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_1 + fixed_ship_secondaries_slot = ship_secondaries_1 + fixed_ship_armor_slot = ship_armor_bb_2 + front_1_custom_slot = ship_anti_air_1 + mid_1_custom_slot = ship_secondaries_1 + mid_2_custom_slot = ship_airplane_launcher_1 + rear_1_custom_slot = ship_heavy_battery_2 + } + obsolete = yes + } + # Carriers # + create_equipment_variant = { + name = "Lexington Class" + type = ship_hull_carrier_conversion_bb + name_group = USA_CV_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_deck_slot_1 = ship_deck_space + fixed_ship_deck_slot_2 = ship_deck_space + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_2 + fixed_ship_secondaries_slot = ship_secondaries_1 + mid_1_custom_slot = ship_deck_space + } + obsolete = yes + } + create_equipment_variant = { + name = "Ranger Class" + type = ship_hull_carrier_1 + name_group = USA_CV_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_deck_slot_1 = ship_deck_space + fixed_ship_deck_slot_2 = ship_deck_space + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = carrier_ship_engine_1 + fixed_ship_secondaries_slot = empty + front_1_custom_slot = ship_deck_space + + } + obsolete = yes + } + create_equipment_variant = { + name = "Yorktown Class" + type = ship_hull_carrier_1 + name_group = USA_CV_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_deck_slot_1 = ship_deck_space + fixed_ship_deck_slot_2 = ship_deck_space + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = carrier_ship_engine_2 + fixed_ship_secondaries_slot = ship_secondaries_2 + front_1_custom_slot = ship_deck_space + } + } +} + + +# 1939 Start # +1939.1.1 = { + if = { + limit = { not = { has_dlc = "Man the Guns" } } + # Ship variants # + create_equipment_variant = { + name = "Salmon Class" + type = submarine_2 + upgrades = { + ship_reliability_upgrade = 1 + sub_engine_upgrade = 1 + sub_stealth_upgrade = 1 + sub_torpedo_upgrade = 1 + } + } + create_equipment_variant = { + name = "Benson & Gleaves Class" + type = destroyer_2 + upgrades = { + ship_torpedo_upgrade = 3 + destroyer_engine_upgrade = 3 + ship_ASW_upgrade = 3 + ship_anti_air_upgrade = 3 + } + } + create_equipment_variant = { + name = "Wasp Class" + type = carrier_2 + upgrades = { + ship_deckspace_upgrade = 2 + carrier_armor_upgrade = 2 + ship_engine_upgrade = 2 + ship_reliability_upgrade = 2 + } + } + # 1941 + #create_equipment_variant = { + # name = "South Dakota Class" + # type = battleship_2 + # upgrades = { + # ship_reliability_upgrade = 3 + # ship_engine_upgrade = 3 + # ship_armor_upgrade = 3 + # ship_gun_upgrade = 3 + # } + #} + } + if = { + limit = { + has_dlc = "By Blood Alone" + } + create_equipment_variant = { + name = "F2A Buffalo" # + type = cv_small_plane_airframe_1 + modules = { + fixed_main_weapon_slot = heavy_mg_4x + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + } + create_equipment_variant = { + name = "Vindicator" # + type = cv_small_plane_cas_airframe_1 + modules = { + fixed_main_weapon_slot = bomb_locks + engine_type_slot = engine_2_1x + special_type_slot_1 = dive_brakes_small + } + } + create_equipment_variant = { + name = "Devastator" # + type = cv_small_plane_naval_bomber_airframe_1 + modules = { + fixed_main_weapon_slot = torpedo_mounting + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + } + create_equipment_variant = { + name = "B-23" # + type = medium_plane_airframe_1 + modules = { + fixed_main_weapon_slot = medium_bomb_bay + engine_type_slot = engine_2_2x + special_type_slot_1 = lmg_defense_turret + } + icon = "GFX_USA_tactical_bomber1_medium" + } + create_equipment_variant = { + name = "YA-19" # + type = small_plane_cas_airframe_1 + modules = { + fixed_main_weapon_slot = bomb_locks + fixed_auxiliary_weapon_slot_1 = light_mg_4x + engine_type_slot = engine_2_1x + special_type_slot_1 = empty + } + obsolete = yes + } + create_equipment_variant = { + name = "A-20" # + type = small_plane_cas_airframe_2 + modules = { + fixed_main_weapon_slot = small_bomb_bay + fixed_auxiliary_weapon_slot_1 = small_bomb_bay + fixed_auxiliary_weapon_slot_2 = heavy_mg_4x + engine_type_slot = engine_2_2x + special_type_slot_1 = hmg_defense_turret + } + icon = "GFX_USA_CAS2_medium" + } + create_equipment_variant = { + name = "B-17" # + type = large_plane_airframe_1 + modules = { + fixed_main_weapon_slot = large_bomb_bay + fixed_auxiliary_weapon_slot_1 = large_bomb_bay + engine_type_slot = engine_3_4x + special_type_slot_1 = hmg_defense_turret_2x + special_type_slot_2 = hmg_defense_turret_2x + special_type_slot_3 = bomb_sights_1 + } + } + } + if = { + limit = { has_dlc = "Man the Guns" } + # Submarines # + create_equipment_variant = { + name = "Salmon Class" # represents Salmon and Sargo classes + type = ship_hull_submarine_2 + name_group = USA_SS_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_torpedo_slot = ship_torpedo_sub_2 + fixed_ship_engine_slot = sub_ship_engine_2 + rear_1_custom_slot = ship_torpedo_sub_2 + } + } + # Destroyers # + create_equipment_variant = { + name = "Sims Class" # represents Gridley, Bagley, Benham, Sims classes + type = ship_hull_light_2 + name_group = USA_DD_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = dp_light_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = ship_sonar_1 + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = ship_torpedo_1 + mid_1_custom_slot = ship_torpedo_1 + rear_1_custom_slot = ship_depth_charge_1 + } + } + create_equipment_variant = { + name = "Benson & Gleaves Class" + type = ship_hull_light_3 + name_group = USA_DD_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = dp_light_battery_2 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = ship_sonar_2 + fixed_ship_engine_slot = light_ship_engine_2 + fixed_ship_torpedo_slot = ship_torpedo_2 + mid_1_custom_slot = ship_torpedo_2 + rear_1_custom_slot = ship_depth_charge_1 + } + } + + # Battleships # + create_equipment_variant = { + name = "North Carolina Class" + type = ship_hull_heavy_3 + name_group = USA_BB_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_battery_slot = ship_heavy_battery_3 + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_fire_control_system_slot = ship_fire_control_system_0 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = heavy_ship_engine_2 + fixed_ship_secondaries_slot = dp_ship_secondaries_2 + fixed_ship_armor_slot = ship_armor_bb_2 + front_1_custom_slot = ship_heavy_battery_3 + mid_1_custom_slot = empty + mid_2_custom_slot = dp_ship_secondaries_2 + mid_3_custom_slot = empty + rear_1_custom_slot = ship_airplane_launcher_1 + } + } + # Carriers # + create_equipment_variant = { + name = "Wasp Class" + type = ship_hull_carrier_1 + name_group = USA_CV_HISTORICAL + parent_version = 0 + modules = { + fixed_ship_deck_slot_1 = ship_deck_space + fixed_ship_deck_slot_2 = ship_deck_space + fixed_ship_anti_air_slot = ship_anti_air_1 + fixed_ship_radar_slot = empty + fixed_ship_engine_slot = carrier_ship_engine_1 + fixed_ship_secondaries_slot = ship_secondaries_2 + front_1_custom_slot = ship_deck_space + } + } + } + if = { + limit = { + NOT = { + has_dlc = "By Blood Alone" + } + } + create_equipment_variant = { + name = "F2A Buffalo" + type = cv_fighter_equipment_1 + upgrades = { + cv_plane_gun_upgrade = 5 + cv_plane_range_upgrade = 0 + plane_engine_upgrade = 2 + plane_reliability_upgrade = 5 + } + } + create_equipment_variant = { + name = "Martin M166" + type = tac_bomber_equipment_0 + upgrades = { + plane_tac_bomb_upgrade = 2 + plane_range_upgrade = 1 + plane_engine_upgrade = 2 + plane_reliability_upgrade = 3 + } + } + } +} diff --git a/src/history/countries/YUW - Yuanwei.txt b/src/history/countries/YUW - Yuanwei.txt index da1e7cf..101a43e 100755 --- a/src/history/countries/YUW - Yuanwei.txt +++ b/src/history/countries/YUW - Yuanwei.txt @@ -91,6 +91,9 @@ set_technology = { basic_train = 1 } +set_grand_doctrine = grand_battleplan +set_grand_doctrine = new_fleet_in_being + if = { limit = { NOT = { has_dlc = "No Step Back" } diff --git a/src/localisation/simp_chinese/az_decisions_l_simp_chinese.yml b/src/localisation/simp_chinese/az_decisions_l_simp_chinese.yml index 6263c54..798801e 100755 --- a/src/localisation/simp_chinese/az_decisions_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/az_decisions_l_simp_chinese.yml @@ -284,6 +284,8 @@ mf_mofangjianzaojianchuan_desc:0"魔方最适合用来造船了,还可以利用心智魔方来代替需要改造的战舰设备,可以极大地提高改造速度,这是魔方利用率最高的一种用法。" jiaoyuluolijianniang:"教育萝莉舰娘" jiaoyuluolijianniang_desc:"我们的教练将继续教育萝莉舰娘。" + mf_meitan:"煤炭转化" + mf_meitan_desc:"使用大量魔方立刻制造出大量煤炭。" diff --git a/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml b/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml index 8140a06..bb14bee 100755 --- a/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml @@ -1,6 +1,6 @@ l_simp_chinese: - gengxinshuoming_title2:0"2.12更新内容" - gengxinshuoming_text2:"1.DLC更新前的最后更新:现在所有进攻型超武都可以对敌方单位造成伤害(类似原版核弹)。\n\n在正式开始游戏前,请确保已经开启了50建筑槽MOD,这会对MOD的游戏流程与AI行为有极大影响。\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"2.13更新内容" + gengxinshuoming_text2:"1.尚未确认适配完成,暂时不推荐游玩。\n\n在正式开始游戏前,请确保已经开启了50建筑槽MOD,这会对MOD的游戏流程与AI行为有极大影响。\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◆§!" @@ -339,6 +339,10 @@ 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" AZ_mztz_rwkk_idea:"让我看看" +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。" #########################临时文本,P社为什么不写本地化############################ @@ -351,4 +355,5 @@ modifier_production_cost_dockyard_factor_desc: "改变海军船坞建造花费" modifier_production_cost_air_base_factor: "§Y空军基地§!建造花费" modifier_production_cost_air_base_factor_desc: "改变空军基地建造花费" modifier_production_cost_naval_base_factor: "§Y海军基地§!建造花费" -modifier_production_cost_naval_base_factor_desc: "改变海军基地建造花费" \ No newline at end of file +modifier_production_cost_naval_base_factor_desc: "改变海军基地建造花费" +az_aimeitanzuobi: "AI作弊" \ No newline at end of file diff --git a/src/localisation/simp_chinese/azevent_l_simp_chinese.yml b/src/localisation/simp_chinese/azevent_l_simp_chinese.yml index a59e378..1bdc1cb 100755 --- a/src/localisation/simp_chinese/azevent_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/azevent_l_simp_chinese.yml @@ -108,10 +108,12 @@ azevent.21.b:0"钨" azevent.21.c:0"铝" azevent.21.e:0"铬" + azevent.21.f:"煤炭" az_ziyuanzhuanhua_tie_tooltip:0"魔方稳定产出§Y120§!铁资源" az_ziyuanzhuanhua_wu_tooltip:0"魔方稳定产出§Y50§!钨资源" az_ziyuanzhuanhua_lv_tooltip:0"魔方稳定产出§Y70§!铝资源" az_ziyuanzhuanhua_ge_tooltip:0"魔方稳定产出§Y40§!铬资源" + az_ziyuanzhuanhua_tan_tooltip:0"立刻获得§Y100§!地图外煤炭资源\n" azevent.22.t:0"一只普通喵" azevent.22.d:0"打开箱子后,里面是一只慵懒的肥猫,貌似没什么灵性,对我们应该没什么帮助,只能送给别人当做普通宠物了。" azevent.22.a:0"大懒猫" diff --git a/src/localisation/simp_chinese/liluntupodecisions_l_simp_chinese.yml b/src/localisation/simp_chinese/liluntupodecisions_l_simp_chinese.yml index 013196a..99cacae 100755 --- a/src/localisation/simp_chinese/liluntupodecisions_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/liluntupodecisions_l_simp_chinese.yml @@ -22,6 +22,7 @@ TY_lujunliluntupo_effect_tooltip:0"允许通过§Y理论突破§!决议解锁第二条陆军学说路线" TY_haijunliluntupo_effect_tooltip:0"允许通过§Y理论突破§!决议解锁第二条海军学说路线" TY_kongjunliluntupo_effect_tooltip:0"允许通过§Y理论突破§!决议解锁第二条空军学说路线" + TY_lujunliluntupo_new_effect_tooltip:"达成陆军§Y理论突破§!,获得高额§Y陆军HP增益§!"