2025-11-21 04:01:34

This commit is contained in:
actions[bot]
2025-11-21 04:01:34 +00:00
parent 2cccb96a0a
commit e287d9d86d
66 changed files with 26200 additions and 6370 deletions

File diff suppressed because it is too large Load Diff

View File

@@ -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
}
}

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@@ -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
}
}

View File

@@ -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
}
}

View File

@@ -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
}
}

View File

@@ -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 = {

View File

@@ -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 = {

View File

@@ -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 = {

View File

@@ -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

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@@ -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

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@@ -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

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@@ -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
}
}
}
}

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@@ -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 = {

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@@ -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
}
}

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@@ -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"

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@@ -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
}
}
}
}

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@@ -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
}
}
}
}

View File

@@ -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 = {

View File

@@ -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
}

View File

@@ -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 = {
}
}

View File

@@ -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 = {

View File

@@ -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 = {

View File

@@ -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)

View File

@@ -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 }
}
}

View File

@@ -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 = {

View File

@@ -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
}
}

View File

@@ -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

View File

@@ -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
}
}
}

View File

@@ -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
}
}

View File

@@ -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

View File

@@ -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
}
}

View File

@@ -204,7 +204,15 @@ on_actions = {
}
}
}
on_startup = {
effect = {
every_country = {
set_technology = {
az_jianniangguo_tech = 1
}
}
}
}
on_monthly = {
effect = {

View File

@@ -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 = {

View File

@@ -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

View File

@@ -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 = {

View File

@@ -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
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -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
}
}
}

View File

@@ -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
}
}
}

View File

@@ -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
}
}
}

View File

@@ -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
}
}
}

View File

@@ -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
}
}
}

View File

@@ -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
}
}
}

View File

@@ -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 = {