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Author SHA1 Message Date
azw
0e10397312 1 2024-12-23 12:08:07 +08:00
azw
bfcb7dcbbd 1 2024-12-21 05:16:33 +08:00
azw
e72b5802b1 1 2024-12-21 04:45:07 +08:00
azw
bf4e0418f0 1 2024-12-21 03:46:09 +08:00
azw
fc8f048fc6 1 2024-12-21 03:38:49 +08:00
azw
d547ed681e 1 2024-12-21 03:23:47 +08:00
azw
56f75101fd pure 2024-12-19 07:50:51 +08:00
178 changed files with 41189 additions and 1 deletions

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# Default Logic behaviour that the AI will fallback on if they are in a civil war
# Should focus on getting the nation united again no matter their ideology
# Written by Henrik "Groogy" Hansson
civilwar_peace = {
# ROOT = Taker, FROM = Giver
enable = {
has_civil_war = yes
OR = {
original_tag = FROM
FROM = {
original_tag = ROOT
}
}
}
annex_randomness = 0
liberate_randomness = 0
puppet_randomness = 0
take_states_randomness = 0
force_government_randomness = 0
# ROOT = Taker, FROM = Giver
annex = {
factor = 1000
}
# ROOT = Taker, FROM = Liberated
liberate = {
factor = 0
}
# ROOT = Taker, FROM = Giver
puppet = {
factor = 0
}
# ROOT = Taker, FROM = Giver
puppet_all = {
base = 0
}
# ROOT = STATE, FROM = Taker, FROM.FROM = Giver
puppet_state = {
base = 0
}
# ROOT = Taker, FROM = State
take_states = {
factor = 0
}
# ROOT = Taker, FROM = Giver
force_government = {
factor = 0
}
}

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# Logic for Communist AI on how to deal in peace conferences
# Should favor annexing other nations and taking their states
# Written by Henrik "Groogy" Hansson
#Adjustments
#The generic communist AI will very strongly prefer establishing puppet states and liberation, annexing only if they have a valid war goal.
#Communists will not expand overseas/into islands unless they have a core, preferring satellites instead.
#Soviet Union should/will have its own AI.
communist_peace = {
enable = {
has_government = communism
NOT = { has_government = siren }
}
annex_randomness = 0 #200
liberate_randomness = 0 #100
puppet_randomness = 0 #400
take_states_randomness = 0 #200
force_government_randomness = 0 #100
# ROOT = Taker, FROM = Giver
annex = {
factor = 5000 #1500 - insanely high, but necessary for reunification of some nations.
}
liberate = {
factor = 0
}
puppet = {
factor = 0
}
# ROOT = Taker, FROM = Giver
puppet_all = {
base = 0
}
# ROOT = STATE, FROM = Taker, FROM.FROM = Giver
puppet_state = {
base = 0
}
# ROOT = Taker, FROM = State
take_states = {
factor = 400 #50
}
force_government = {
factor = 0
}
}

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# Logic for Democratic AI on how to deal in peace conferences
# Should favor liberating Democratic countries and forcing government upon other states
# Written by Henrik "Groogy" Hansson
#Adjustments
#The generic democratic AI will generally prefer liberation and will mostly seek to install government.
#Major democratic nations and minors with overseas colonies can take colonies in peace deals and will prefer to do so after taking cores.
#Democracies will never annex.
democratic_peace = {
enable = {
has_government = democratic
NOT = { has_government = siren }
}
annex_randomness = 0 #100
liberate_randomness = 0 #250
puppet_randomness = 0 #200
take_states_randomness = 0 #100
force_government_randomness = 0 #500
annex = {
factor = 5000 #1500 - insanely high, but necessary for reunification of some nations.
}
liberate = {
factor = 0
}
puppet = {
factor = 0
}
# ROOT = Taker, FROM = Giver
puppet_all = {
base = 0
}
# ROOT = STATE, FROM = Taker, FROM.FROM = Giver
puppet_state = {
base = 0
}
# ROOT = Taker, FROM = State
take_states = {
factor = 400 #50
}
force_government = {
factor = 0
}
}

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# Logic for Fascist AI on how to deal in peace conferences
# Should favor annexing other nations and taking their states
# Written by Henrik "Groogy" Hansson
#Fascist AI is annexation crazy but will limit its territorial expansion to reasonable levels and take some puppets where it makes sense.
fascist_peace = {
enable = {
NOT = { has_government = siren }
OR = {
has_government = fascism
AND = {
NOT = { has_government = communism }
NOT = { has_government = democratic }
OR = {
any_country = {
is_in_faction_with = ROOT
is_faction_leader = yes
has_government = fascism
}
is_in_faction = no
is_faction_leader = yes
}
}
}
#These guys have their own special peace conference AI
#NOT = { tag = GER }
}
annex_randomness = 0 #400
liberate_randomness = 0 #100
puppet_randomness = 0 #200
take_states_randomness = 0 #250
force_government_randomness = 0 #50
# ROOT = Taker, FROM = Giver
annex = {
factor = 5000 #1500 - insanely high, but necessary for reunification of some nations.
}
liberate = {
factor = 0
}
puppet = {
factor = 0
}
# ROOT = Taker, FROM = Giver
puppet_all = {
base = 0
}
# ROOT = STATE, FROM = Taker, FROM.FROM = Giver
puppet_state = {
base = 0
}
# ROOT = Taker, FROM = State
take_states = {
factor = 400 #50
}
force_government = {
factor = 0
}
}

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src/common/ai_peace/1_siren.txt Executable file
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# Default Logic behaviour that the AI will fallback on if no other fits the bill
# Should just be "good enough" to make sure the AI acts smart in the war
# Written by Henrik "Groogy" Hansson
#Adjustments
#Default AI (ie neutral AI) will act like a mix between democratic and fascist, but in general way more conservative and mostly interested in obtaining cores and the status quo. If they have enough warscore, they will puppet/liberate neighbors as well.
#Neutral AI in general do not directly annex other nations.
#The plan is to eventually make individualized AI for every country in the game.
# Temp variables
# Old actions will be stored as temp variables
# For Winners:
# taken_states@TAG: an array where each element contains the state that is taken by country TAG
# taken_by@STATE_ID: is set to country that took the state
# For Losers:
# current_states@TAG: Remaining states of loser
# For each subject action:
# subject_states@TAG : an array where each element contains the state that is subjected by country TAG
# subject_countries@TAG : an array where each element contains the country that is subjected by country TAG
# subjected_by@STATE_ID : a variable for each state that is subjected by a country, value is overlord
# subjected_by@TAG : an array for each loser that is subjected, array contains overlord
# For each liberated:
# liberate_states@TAG : an array where each element contains the state that is liberated by country TAG
# liberate_countries@TAG : an array where each element contains the country that is liberated by country TAG
# A trigger named "build_temp_vars" will be called before any evaluation so further temp variables can be calculated
siren_peace = {
enable = {
has_government = siren
}
annex_randomness = 0 #350
liberate_randomness = 0 #100
puppet_randomness = 0 #200
take_states_randomness = 0 #150
force_government_randomness = 0 #50
build_temp_vars = {
}
# ROOT = Taker, FROM = Giver
annex = {
factor = 1
modifier = {
factor = 5000
has_game_rule = {
rule = AZ_generic_toudisairen
option = AZ_generic_toudisairen_off
}
}
modifier = {
factor = 0
has_game_rule = {
rule = AZ_generic_toudisairen
option = AZ_generic_toudisairen_on
}
}
#modifier = {
# factor = 0
# is_puppet = yes
#}
}
# ROOT = Taker, FROM = Liberated
liberate = {
factor = 0 #100
modifier = {
factor = 0
NOT = {
ai_liberate_desire = {
target = FROM
value > 0
}
}
}
modifier = {
factor = 0
#Is NOT a major
NOT = { num_of_factories > 100 }
NOT = { tag = GER }
NOT = { tag = ENG }
NOT = { tag = ITA }
NOT = { tag = FRA }
NOT = { tag = USA }
NOT = { tag = JAP }
NOT = { tag = SOV }
}
#modifier = {
# factor = 0
# NOT = { is_owner_neighbor_of = FROM }
#}
}
# ROOT = Taker, FROM = Giver
puppet = {
factor = 1 #200
modifier = {
factor = 2500
has_game_rule = {
rule = AZ_generic_toudisairen
option = AZ_generic_toudisairen_on
}
}
modifier = {
factor = 0
has_game_rule = {
rule = AZ_generic_toudisairen
option = AZ_generic_toudisairen_off
}
}
}
# ROOT = Taker, FROM = Giver
puppet_all = {
base = 1
modifier = {
factor = 5000
has_game_rule = {
rule = AZ_generic_toudisairen
option = AZ_generic_toudisairen_on
}
}
modifier = {
factor = 0
has_game_rule = {
rule = AZ_generic_toudisairen
option = AZ_generic_toudisairen_off
}
}
}
# ROOT = STATE, FROM = Taker, FROM.FROM = Giver
puppet_state = {
base = 0
modifier = { #puppet state only if already puppeted
add = 200
#only if already puppetted the country
is_in_array = { subject_countries@FROM = FROM.FROM }
#only if already puppetted a neighbor state
any_neighbor_state = {
is_in_array = { subject_states@FROM = this }
}
}
}
# ROOT = Taker, FROM = State
take_states = {
factor = 50
modifier = {
factor = 20
FROM = {
OR = {
is_claimed_by = ROOT
is_core_of = ROOT
}
}
}
modifier = { #Do not take human held lands...
factor = 0
NOT = {
FROM = {
OR = {
is_claimed_by = ROOT
is_core_of = ROOT
}
}
}
FROM = {
controller = {
is_ai = no
has_capitulated = no
is_puppet = no
}
}
}
modifier = {
factor = 1.25
capital_scope = {
distance_to = {
target = FROM
value < 100
}
}
}
modifier = {
factor = 1.25
capital_scope = {
distance_to = {
target = FROM
value < 200
}
}
}
modifier = {
factor = 1.25
capital_scope = {
distance_to = {
target = FROM
value < 300
}
}
}
modifier = {
factor = 1.25
capital_scope = {
distance_to = {
target = FROM
value < 400
}
}
}
modifier = {
factor = 1.5
FROM = {
OR = {
num_owned_neighbour_states = {
count > 1
owner = ROOT
}
num_claimed_peace_conference_neighbour_states = {
count > 1
owner = ROOT
}
}
}
}
modifier = {
factor = 1.5
FROM = {
OR = {
num_owned_neighbour_states = {
count > 2
owner = ROOT
}
num_claimed_peace_conference_neighbour_states = {
count > 2
owner = ROOT
}
}
}
}
modifier = {
factor = 1.5
FROM = {
OR = {
num_owned_neighbour_states = {
count > 3
owner = ROOT
}
num_claimed_peace_conference_neighbour_states = {
count > 3
owner = ROOT
}
}
}
}
modifier = {
factor = 1.5
FROM = {
OR = {
num_owned_neighbour_states = {
count > 4
owner = ROOT
}
num_claimed_peace_conference_neighbour_states = {
count > 4
owner = ROOT
}
}
}
}
modifier = {
factor = 1.5
FROM = {
OR = {
num_owned_neighbour_states = {
count > 5
owner = ROOT
}
num_claimed_peace_conference_neighbour_states = {
count > 5
owner = ROOT
}
}
}
}
modifier = {
factor = 0
NOT = { FROM = { is_claimed_by = ROOT } }
NOT = {
FROM = {
any_neighbor_state = {
OR = {
owner = { tag = ROOT }
has_claimed_state_in_peace_conference = ROOT
}
}
}
}
OR = {
NOT = {
FROM = {
OR = {
is_island_state = yes
is_coastal = yes
}
}
}
NOT = { any_owned_state = { is_coastal = yes } }
}
}
modifier = { #Only take claims - may also take African colonies if already a colonial power or major European country.
factor = 0
NOT = {
FROM = {
OR = {
is_claimed_by = ROOT
is_core_of = ROOT
}
}
}
OR = {
NOT = { FROM = { is_on_continent = africa } }
NOT = { capital_scope = { is_on_continent = europe } }
AND = {
#Is NOT a major
NOT = { num_of_factories > 100 }
NOT = { tag = GER }
NOT = { tag = ENG }
NOT = { tag = ITA }
NOT = { tag = FRA }
NOT = { tag = USA }
NOT = { tag = JAP }
NOT = { tag = SOV }
NOT = {
any_owned_state = { is_on_continent = africa }
}
}
}
}
modifier = { #Only take claimed/core land if a puppet.
factor = 0
is_puppet = yes
FROM = {
NOT = {
OR = {
is_claimed_by = ROOT
is_core_of = ROOT
}
}
}
}
}
# ROOT = Taker, FROM = Giver
force_government = {
factor = 0 #10 - neutrals should never do this
}
}

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src/common/ai_peace/z_default.txt Executable file
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# Default Logic behaviour that the AI will fallback on if no other fits the bill
# Should just be "good enough" to make sure the AI acts smart in the war
# Written by Henrik "Groogy" Hansson
#Adjustments
#Default AI (ie neutral AI) will act like a mix between democratic and fascist, but in general way more conservative and mostly interested in obtaining cores and the status quo. If they have enough warscore, they will puppet/liberate neighbors as well.
#Neutral AI in general do not directly annex other nations.
#The plan is to eventually make individualized AI for every country in the game.
# Temp variables
# Old actions will be stored as temp variables
# For Winners:
# taken_states@TAG: an array where each element contains the state that is taken by country TAG
# taken_by@STATE_ID: is set to country that took the state
# For Losers:
# current_states@TAG: Remaining states of loser
# For each subject action:
# subject_states@TAG : an array where each element contains the state that is subjected by country TAG
# subject_countries@TAG : an array where each element contains the country that is subjected by country TAG
# subjected_by@STATE_ID : a variable for each state that is subjected by a country, value is overlord
# subjected_by@TAG : an array for each loser that is subjected, array contains overlord
# For each liberated:
# liberate_states@TAG : an array where each element contains the state that is liberated by country TAG
# liberate_countries@TAG : an array where each element contains the country that is liberated by country TAG
# A trigger named "build_temp_vars" will be called before any evaluation so further temp variables can be calculated
default_peace = {
enable = {
NOT = {
has_government = siren
}
}
annex_randomness = 0 #350
liberate_randomness = 0 #100
puppet_randomness = 0 #200
take_states_randomness = 0 #150
force_government_randomness = 0 #50
build_temp_vars = {
}
# ROOT = Taker, FROM = Giver
annex = {
factor = 500
modifier = {
factor = 0
NOT = {
has_annex_war_goal = FROM
}
FROM = {
any_owned_state = {
NOT = {
OR = {
is_claimed_by = ROOT
is_core_of = ROOT
has_claimed_state_in_peace_conference = ROOT
}
}
}
}
OR = {
NOT = {
has_annex_war_goal = FROM
}
NOT = {
is_owner_neighbor_of = FROM
}
}
}
#modifier = {
# factor = 0
# is_puppet = yes
#}
}
# ROOT = Taker, FROM = Liberated
liberate = {
factor = 0 #100
modifier = {
factor = 0
NOT = {
ai_liberate_desire = {
target = FROM
value > 0
}
}
}
modifier = {
factor = 0
#Is NOT a major
NOT = { num_of_factories > 100 }
NOT = { tag = GER }
NOT = { tag = ENG }
NOT = { tag = ITA }
NOT = { tag = FRA }
NOT = { tag = USA }
NOT = { tag = JAP }
NOT = { tag = SOV }
}
#modifier = {
# factor = 0
# NOT = { is_owner_neighbor_of = FROM }
#}
}
# ROOT = Taker, FROM = Giver
puppet = {
factor = 0 #200
modifier = {
factor = 0
OR = {
NOT = { is_owner_neighbor_of = FROM }
AND = {
FROM = {
OR = {
num_of_factories > 100
tag = GER
tag = ENG
tag = ITA
tag = FRA
tag = USA
tag = JAP
tag = SOV
}
}
#Is NOT a major
NOT = { num_of_factories > 100 }
NOT = { tag = GER }
NOT = { tag = ENG }
NOT = { tag = ITA }
NOT = { tag = FRA }
NOT = { tag = USA }
NOT = { tag = JAP }
NOT = { tag = SOV }
}
}
}
modifier = { #Don't puppet nations in civil war... this is too buggy.
factor = 0
FROM = { has_civil_war = yes }
}
modifier = { #Don't break up Czechoslovakia or Yugoslavia
factor = 0
YUG = { exists = yes }
FROM = {
OR = {
tag = CRO
tag = SER
tag = SLO
}
}
}
modifier = {
factor = 0.2 #Strip colonies/liberate first - important vs GER and JAP
FROM = {
any_owned_state = { NOT = { is_core_of = FROM } }
}
}
modifier = { #Not if we claim anything
factor = 0
FROM = {
any_owned_state = {
is_claimed_by = ROOT
NOT = { has_claimed_state_in_peace_conference = ROOT }
}
}
}
}
# ROOT = Taker, FROM = Giver
puppet_all = {
base = 0
}
# ROOT = STATE, FROM = Taker, FROM.FROM = Giver
puppet_state = {
base = 0
modifier = { #puppet state only if already puppeted
add = 200
#only if already puppetted the country
is_in_array = { subject_countries@FROM = FROM.FROM }
#only if already puppetted a neighbor state
any_neighbor_state = {
is_in_array = { subject_states@FROM = this }
}
}
}
# ROOT = Taker, FROM = State
take_states = {
factor = 50
modifier = {
factor = 20
FROM = {
OR = {
is_claimed_by = ROOT
is_core_of = ROOT
}
}
}
modifier = { #Do not take human held lands...
factor = 0
NOT = {
FROM = {
OR = {
is_claimed_by = ROOT
is_core_of = ROOT
}
}
}
FROM = {
controller = {
is_ai = no
has_capitulated = no
is_puppet = no
}
}
}
modifier = {
factor = 1.25
capital_scope = {
distance_to = {
target = FROM
value < 100
}
}
}
modifier = {
factor = 1.25
capital_scope = {
distance_to = {
target = FROM
value < 200
}
}
}
modifier = {
factor = 1.25
capital_scope = {
distance_to = {
target = FROM
value < 300
}
}
}
modifier = {
factor = 1.25
capital_scope = {
distance_to = {
target = FROM
value < 400
}
}
}
modifier = {
factor = 1.5
FROM = {
OR = {
num_owned_neighbour_states = {
count > 1
owner = ROOT
}
num_claimed_peace_conference_neighbour_states = {
count > 1
owner = ROOT
}
}
}
}
modifier = {
factor = 1.5
FROM = {
OR = {
num_owned_neighbour_states = {
count > 2
owner = ROOT
}
num_claimed_peace_conference_neighbour_states = {
count > 2
owner = ROOT
}
}
}
}
modifier = {
factor = 1.5
FROM = {
OR = {
num_owned_neighbour_states = {
count > 3
owner = ROOT
}
num_claimed_peace_conference_neighbour_states = {
count > 3
owner = ROOT
}
}
}
}
modifier = {
factor = 1.5
FROM = {
OR = {
num_owned_neighbour_states = {
count > 4
owner = ROOT
}
num_claimed_peace_conference_neighbour_states = {
count > 4
owner = ROOT
}
}
}
}
modifier = {
factor = 1.5
FROM = {
OR = {
num_owned_neighbour_states = {
count > 5
owner = ROOT
}
num_claimed_peace_conference_neighbour_states = {
count > 5
owner = ROOT
}
}
}
}
modifier = {
factor = 0
NOT = { FROM = { is_claimed_by = ROOT } }
NOT = {
FROM = {
any_neighbor_state = {
OR = {
owner = { tag = ROOT }
has_claimed_state_in_peace_conference = ROOT
}
}
}
}
OR = {
NOT = {
FROM = {
OR = {
is_island_state = yes
is_coastal = yes
}
}
}
NOT = { any_owned_state = { is_coastal = yes } }
}
}
modifier = { #Only take claims - may also take African colonies if already a colonial power or major European country.
factor = 0
NOT = {
FROM = {
OR = {
is_claimed_by = ROOT
is_core_of = ROOT
}
}
}
OR = {
NOT = { FROM = { is_on_continent = africa } }
NOT = { capital_scope = { is_on_continent = europe } }
AND = {
#Is NOT a major
NOT = { num_of_factories > 100 }
NOT = { tag = GER }
NOT = { tag = ENG }
NOT = { tag = ITA }
NOT = { tag = FRA }
NOT = { tag = USA }
NOT = { tag = JAP }
NOT = { tag = SOV }
NOT = {
any_owned_state = { is_on_continent = africa }
}
}
}
}
modifier = { #Only take claimed/core land if a puppet.
factor = 0
is_puppet = yes
FROM = {
NOT = {
OR = {
is_claimed_by = ROOT
is_core_of = ROOT
}
}
}
}
}
# ROOT = Taker, FROM = Giver
force_government = {
factor = 0 #10 - neutrals should never do this
}
}

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az_jingongsiren_zhongyang = {
enable = {
OR = {
tag = TIX
tag = BYG
tag = BFL
tag = HUJ
tag = YUW
tag = SAD
}
}
ai_strategy = {
type = prepare_for_war
id = "SIR"
value = 200
}
}
az_jingongsiren_yazhou = {
enable = {
OR = {
tag = DOH
tag = CHY
}
}
ai_strategy = {
type = prepare_for_war
id = "SR3"
value = 200
}
}
az_jianniang_dont_join_war = {
enable = {
shijianniangguojia_trigger = yes
}
ai_strategy = {
type = dont_join_wars_with
id = "TIX"
target_country = SIR
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "BYG"
target_country = SIR
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "DOH"
target_country = SIR
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "CHY"
target_country = SIR
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "BFL"
target_country = SIR
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "HUJ"
target_country = SIR
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "YUW"
target_country = SIR
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "SAD"
target_country = SIR
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "TIX"
target_country = SR1
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "BYG"
target_country = SR1
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "DOH"
target_country = SR1
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "CHY"
target_country = SR1
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "BFL"
target_country = SR1
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "HUJ"
target_country = SR1
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "YUW"
target_country = SR1
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "SAD"
target_country = SR1
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "TIX"
target_country = SR2
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "BYG"
target_country = SR2
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "DOH"
target_country = SR2
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "CHY"
target_country = SR2
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "BFL"
target_country = SR2
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "HUJ"
target_country = SR2
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "YUW"
target_country = SR2
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "SAD"
target_country = SR2
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "TIX"
target_country = SR3
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "BYG"
target_country = SR3
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "DOH"
target_country = SR3
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "CHY"
target_country = SR3
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "BFL"
target_country = SR3
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "HUJ"
target_country = SR3
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "YUW"
target_country = SR3
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "SAD"
target_country = SR3
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "TIX"
target_country = SR4
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "BYG"
target_country = SR4
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "DOH"
target_country = SR4
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "CHY"
target_country = SR4
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "BFL"
target_country = SR4
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "HUJ"
target_country = SR4
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "YUW"
target_country = SR4
value = 99999
}
ai_strategy = {
type = dont_join_wars_with
id = "SAD"
target_country = SR4
value = 99999
}
}

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characters={
alpt_xiaomeiyan = {
name = alpt_xiaomeiyan
portraits = {
army = {
large="gfx/leaders/caidan/xiaomeiyan.jpg"
small="gfx/interface/ideas/caidan/idea_xiaomeiyan.png"
}
}
corps_commander = {
skill = 2
attack_skill = 2
defense_skill = 2
planning_skill = 2
logistics_skill = 2
}
}
alpt_xiaolimao = {
name = alpt_xiaolimao
portraits = {
army = {
large="gfx/leaders/caidan/xiaolimao.jpg"
small="gfx/interface/ideas/caidan/idea_xiaolimao.png"
}
}
corps_commander = {
skill = 2
attack_skill = 2
defense_skill = 2
planning_skill = 2
logistics_skill = 2
}
}
alpt_kaluo = {
name = alpt_kaluo
portraits = {
army = {
large="gfx/leaders/caidan/kaluo.png"
small="gfx/interface/ideas/caidan/idea_kaluo.png"
}
}
corps_commander = {
skill = 2
attack_skill = 2
defense_skill = 2
planning_skill = 2
logistics_skill = 2
}
}
alpt_qybl = {
name = alpt_qybl
portraits = {
army = {
large="gfx/leaders/caidan/qybl.jpg"
small="gfx/interface/ideas/caidan/idea_qybl.png"
}
}
corps_commander = {
skill = 2
attack_skill = 2
defense_skill = 2
planning_skill = 2
logistics_skill = 2
}
}
alpt_yybl = {
name = alpt_yybl
portraits = {
army = {
large="gfx/leaders/caidan/yybl.jpg"
small="gfx/interface/ideas/caidan/idea_yybl.png"
}
}
corps_commander = {
skill = 2
attack_skill = 2
defense_skill = 2
planning_skill = 2
logistics_skill = 2
}
}
alpt_decade = {
name = alpt_decade
portraits = {
army = {
large="gfx/leaders/caidan/decade.jpg"
small="gfx/interface/ideas/caidan/idea_decade.png"
}
}
corps_commander = {
skill = 2
attack_skill = 2
defense_skill = 2
planning_skill = 2
logistics_skill = 2
}
}
alpt_build = {
name = alpt_build
portraits = {
army = {
large="gfx/leaders/caidan/build.jpg"
small="gfx/interface/ideas/caidan/idea_build.png"
}
}
corps_commander = {
skill = 2
attack_skill = 2
defense_skill = 2
planning_skill = 2
logistics_skill = 2
}
}
alpt_sjyj = {
name = alpt_sjyj
portraits = {
army = {
large="gfx/leaders/caidan/sjyj.jpg"
small="gfx/interface/ideas/caidan/idea_sjyj.png"
}
}
corps_commander = {
skill = 2
attack_skill = 2
defense_skill = 2
planning_skill = 2
logistics_skill = 2
}
}
alpt_hpym = {
name = alpt_hpym
portraits = {
army = {
large="gfx/leaders/caidan/hpym.jpg"
small="gfx/interface/ideas/caidan/idea_hpym.png"
}
}
corps_commander = {
skill = 2
attack_skill = 2
defense_skill = 2
planning_skill = 2
logistics_skill = 2
}
}
alpt_sd = {
name = alpt_sd
portraits = {
army = {
large="gfx/leaders/caidan/sd.png"
small="gfx/interface/ideas/caidan/idea_sd.png"
}
}
corps_commander = {
traits = { hangmu_army xuexixunsu skilled_staffer adaptable }
skill = 8
attack_skill = 9
defense_skill = 5
planning_skill = 7
logistics_skill = 7
}
}
alpt_ln = {
name = alpt_ln
portraits = {
army = {
large="gfx/leaders/caidan/ln.jpg"
small="gfx/interface/ideas/caidan/idea_ln.png"
}
}
corps_commander = {
traits = { hangmu_army xuexixunsu skilled_staffer adaptable }
skill = 7
attack_skill = 7
defense_skill = 5
planning_skill = 6
logistics_skill = 6
}
}
alpt_052Dchangsha = {
name = alpt_052Dchangsha
portraits = {
army = {
large="gfx/leaders/caidan/052Dchangsha.png"
small="gfx/interface/ideas/caidan/idea_052Dchangsha.png"
}
}
corps_commander = {
traits = { quzhu_army xuexixunsu skilled_staffer adaptable }
skill = 6
attack_skill = 5
defense_skill = 6
planning_skill = 5
logistics_skill = 5
}
}
alpt_052Dkunming = {
name = alpt_052Dkunming
portraits = {
army = {
large="gfx/leaders/caidan/052Dkunming.png"
small="gfx/interface/ideas/caidan/idea_052Dkunming.png"
}
}
corps_commander = {
traits = { quzhu_army xuexixunsu skilled_staffer adaptable }
skill = 6
attack_skill = 5
defense_skill = 6
planning_skill = 5
logistics_skill = 5
}
}
alpt_054Azhoushan = {
name = alpt_054Azhoushan
portraits = {
army = {
large="gfx/leaders/caidan/054Azhoushan.png"
small="gfx/interface/ideas/caidan/idea_054Azhoushan.png"
}
}
corps_commander = {
traits = { quzhu_army xuexixunsu skilled_staffer adaptable }
skill = 6
attack_skill = 6
defense_skill = 6
planning_skill = 6
logistics_skill = 6
}
}
alpt_055nanchang = {
name = alpt_055nanchang
portraits = {
army = {
large="gfx/leaders/caidan/055nanchang.png"
small="gfx/interface/ideas/caidan/idea_055nanchang.png"
}
}
corps_commander = {
traits = { quzhu_army xuexixunsu skilled_staffer adaptable }
skill = 7
attack_skill = 7
defense_skill = 7
planning_skill = 7
logistics_skill = 7
}
}
alpt_075 = {
name = alpt_075
portraits = {
army = {
large="gfx/leaders/caidan/075.png"
small="gfx/interface/ideas/caidan/idea_075.png"
}
}
corps_commander = {
traits = { hangmu_army xuexixunsu skilled_staffer adaptable }
skill = 6
attack_skill = 8
defense_skill = 4
planning_skill = 6
logistics_skill = 7
}
}
alpt_094A = {
name = alpt_094A
portraits = {
army = {
large="gfx/leaders/caidan/094A.png"
small="gfx/interface/ideas/caidan/idea_094A.png"
}
}
navy_leader = {
traits = { qianting_navy spotter seawolf }
skill = 8
attack_skill = 6
defense_skill = 6
maneuvering_skill = 6
coordination_skill = 6
}
}
alpt_094A_super = {
name = alpt_094A_super
portraits = {
army = {
large="gfx/leaders/caidan/094A.png"
small="gfx/interface/ideas/caidan/idea_lianchui.png"
}
}
advisor = {
cost = 100
slot = political_advisor
idea_token = alpt_094A_super
on_add = {
set_country_flag = 094A_get_1
}
on_remove = {
clr_country_flag = 094A_get_1
}
visible = {
has_country_flag = AL_event_17
}
available = {
custom_trigger_tooltip = {
tooltip = AL_094A_jiesuo
has_country_flag = 094A_jiesuo
}
}
traits = { nuke_fire }
ai_will_do = {
factor = 10
}
}
}
alpt_dsd = {
name = alpt_dsd
portraits = {
army = {
large="gfx/leaders/caidan/dsd.png"
small="gfx/interface/ideas/caidan/idea_dsd.png"
}
}
corps_commander = {
traits = { xuexixunsu skilled_staffer adaptable }
skill = 8
attack_skill = 1
defense_skill = 1
planning_skill = 7
logistics_skill = 7
}
}
############
}

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graphical_culture = western_european_gfx
graphical_culture_2d = western_european_2d
color = rgb { 130 130 130 }
color_ui = rgb { 130 130 130 }

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graphical_culture = western_european_gfx
graphical_culture_2d = western_european_2d
color = rgb { 10 100 100 }
color_ui = rgb { 10 100 100 }

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graphical_culture = western_european_gfx
graphical_culture_2d = western_european_2d
color = rgb { 100 10 100 }
color_ui = rgb { 100 10 100 }

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graphical_culture = western_european_gfx
graphical_culture_2d = western_european_2d
color = rgb { 100 100 10 }
color_ui = rgb { 100 100 10 }

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#购买武器(1政治点=15的IC产能 1军工满效率每天5IC产出 10把步枪净生产量+三分之一) 1.42火炮(净生产量+五分之一) 2卡车净生产量+四分之一)
siren_category = {
siren_ludiyaosai = {
icon = hude
available = {
shisairen_trigger = yes
}
ai_will_do = {
factor = 1001
}
fire_only_once = yes
complete_effect = {
division_template = {
name = "塞壬防御机关"
regiments = {
siren_ludiyaosai_1 = { x = 0 y = 0 }
siren_ludiyaosai_1 = { x = 0 y = 1 }
siren_ludiyaosai_1 = { x = 0 y = 2 }
siren_ludiyaosai_1 = { x = 0 y = 3 }
siren_ludiyaosai_1 = { x = 0 y = 4 }
}
}
capital_scope = {
create_unit = {
division = "name = \"陆地要塞\" division_template = \"塞壬防御机关\" start_experience_factor = 1 start_equipment_factor = 1"
owner = ROOT
}
create_unit = {
division = "name = \"陆地要塞\" division_template = \"塞壬防御机关\" start_experience_factor = 1 start_equipment_factor = 1"
owner = ROOT
}
create_unit = {
division = "name = \"陆地要塞\" division_template = \"塞壬防御机关\" start_experience_factor = 1 start_equipment_factor = 1"
owner = ROOT
}
create_unit = {
division = "name = \"陆地要塞\" division_template = \"塞壬防御机关\" start_experience_factor = 1 start_equipment_factor = 1"
owner = ROOT
}
create_unit = {
division = "name = \"陆地要塞\" division_template = \"塞壬防御机关\" start_experience_factor = 1 start_equipment_factor = 1"
owner = ROOT
}
create_unit = {
division = "name = \"陆地要塞\" division_template = \"塞壬防御机关\" start_experience_factor = 1 start_equipment_factor = 1"
owner = ROOT
}
create_unit = {
division = "name = \"陆地要塞\" division_template = \"塞壬防御机关\" start_experience_factor = 1 start_equipment_factor = 1"
owner = ROOT
}
create_unit = {
division = "name = \"陆地要塞\" division_template = \"塞壬防御机关\" start_experience_factor = 1 start_equipment_factor = 1"
owner = ROOT
}
}
}
}
siren_xuanzhan_1 = {
icon = hude
available = {
has_global_flag = sirennandu3
has_war = no
any_country = {
is_ai = NO
NOT = { has_war_with = ROOT }
}
}
fire_only_once = yes
visible = {
always = yes
}
ai_will_do = {
base = 1000
}
remove_effect = {
every_other_country = {
limit = {
is_ai = NO
NOT = { shisairen_trigger = yes }
}
country_event = azevent.103
}
}
}
siren_xuanzhan_2 = {
icon = hude
available = {
has_global_flag = sirennandu3
has_global_flag = SIR_sirennandu3_xuanzhan_1
has_war = no
any_country = {
is_ai = NO
NOT = { has_war_with = ROOT }
}
}
fire_only_once = yes
visible = {
always = yes
}
ai_will_do = {
base = 1000
}
remove_effect = {
every_other_country = {
limit = {
is_ai = NO
NOT = { shisairen_trigger = yes }
}
country_event = azevent.10301
}
set_global_flag = SIR_sirennandu3_xuanzhan_1
}
}
siren_xuanzhan_3 = {
icon = hude
available = {
has_global_flag = sirennandu3
has_global_flag = SIR_sirennandu3_xuanzhan_2
has_war = no
any_country = {
is_ai = NO
NOT = { has_war_with = ROOT }
}
}
visible = {
always = yes
}
ai_will_do = {
base = 1000
}
days_remove = 50
remove_effect = {
every_other_country = {
limit = {
is_ai = NO
NOT = { shisairen_trigger = yes }
}
ROOT = { declare_war_on = { target = PREV type = annex_everything } }
}
}
}
siren_suijiqiandu = {
icon = hude
available = {
has_war = yes
}
visible = {
always = yes
}
ai_will_do = {
base = 100
}
days_re_enable = 180
days_remove = 180
remove_effect = {
if = {
limit = { has_war = yes }
random_controlled_state = {
limit = {
is_fully_controlled_by = ROOT
is_island_state = NO
is_coastal = NO
NOT = {
has_state_category = wasteland
has_state_category = tiny_island
has_state_category = small_island
has_state_category = pastoral
has_state_category = enclave
}
}
PREV = { set_capital = { state = PREV.THIS } }
}
}
}
}
siren_reinforce_1 = {
icon = hude
available = {
has_war = yes
NOT = {
has_country_flag = siren_reinforce_1_incd
}
NOT = { has_country_flag = siren_safe_time }
}
visible = {
always = yes
}
complete_effect = {
meta_effect = {
text = {
set_country_flag = { flag = siren_reinforce_1_incd value = 1 days = [cd] }
}
cd = siren_reinforce_1_cd
}
if = {
limit = {
AND = {
OR = {
has_idea = SIR_buff3
has_idea = SIR_buff4
has_idea = SIR_buff5
}
OR = {
has_global_flag = sirennandu2
has_global_flag = sirennandu3
}
}
}
SIR_reinforce_1_mec = yes
SIR_reinforce_1_inf_big = yes
}
else = {
SIR_reinforce_1_inf = yes
SIR_reinforce_1_mot = yes
}
}
ai_will_do = {
factor = 50
}
}
siren_reinforce_2 = {
icon = hude
available = {
OR = {
has_idea = SIR_buff1
has_idea = SIR_buff2
}
has_war = yes
NOT = {
has_country_flag = siren_reinforce_2_incd
}
NOT = { has_country_flag = siren_safe_time }
}
visible = {
always = yes
}
complete_effect = {
meta_effect = {
text = {
set_country_flag = { flag = siren_reinforce_2_incd value = 1 days = [cd] }
}
cd = siren_reinforce_2_cd
}
SIR_reinforce_2_lt = yes
}
ai_will_do = {
factor = 50
}
}
siren_reinforce_3 = {
icon = hude
available = {
OR = {
has_idea = SIR_buff2
has_idea = SIR_buff3
has_idea = SIR_buff4
}
has_war = yes
NOT = {
has_country_flag = siren_reinforce_3_incd
}
NOT = { has_country_flag = siren_safe_time }
}
visible = {
always = yes
}
complete_effect = {
meta_effect = {
text = {
set_country_flag = { flag = siren_reinforce_3_incd value = 1 days = [cd] }
}
cd = siren_reinforce_3_cd
}
if = {
limit = {
AND = {
OR = {
has_idea = SIR_buff3
has_idea = SIR_buff4
has_idea = SIR_buff5
}
OR = {
has_global_flag = sirennandu2
has_global_flag = sirennandu3
}
}
}
SIR_reinforce_3_mt_late = yes
}
else = {
SIR_reinforce_3_mt = yes
SIR_reinforce_3_td = yes
}
}
ai_will_do = {
factor = 50
}
}
siren_reinforce_4 = {
icon = hude
available = {
OR = {
has_idea = SIR_buff3
has_idea = SIR_buff4
has_idea = SIR_buff5
has_idea = SIR_buff_max
}
has_war = yes
NOT = {
has_country_flag = siren_reinforce_4_incd
}
NOT = { has_country_flag = siren_safe_time }
}
visible = {
always = yes
}
complete_effect = {
meta_effect = {
text = {
set_country_flag = { flag = siren_reinforce_4_incd value = 1 days = [cd] }
}
cd = siren_reinforce_4_cd
}
SIR_reinforce_4_ht = yes
}
ai_will_do = {
factor = 50
}
}
siren_reinforce_5 = {
icon = hude
available = {
OR = {
has_idea = SIR_buff4
has_idea = SIR_buff5
has_idea = SIR_buff_max
}
has_war = yes
NOT = {
has_country_flag = siren_reinforce_5_incd
}
NOT = { has_country_flag = siren_safe_time }
}
visible = {
always = yes
}
complete_effect = {
meta_effect = {
text = {
set_country_flag = { flag = siren_reinforce_5_incd value = 1 days = [cd] }
}
cd = siren_reinforce_5_cd
}
SIR_reinforce_5_sht = yes
}
ai_will_do = {
factor = 50
}
}
}

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# Example:
#
# example_dynamic_modifier = {
# icon = "GFX_idea_unknown" # optional, will show up in guis if icon is specified
# enable = { always = yes } #optional, the modifier won't apply if not enabled
# remove_trigger = { always = no } #optional, will remove the modifier if true
#
# # list of modifiers
# fuel_cost = 321
# max_fuel = var_max_fuel # will be taken from a variable
# }
#
#
# In a script file:
#
# effect = {
# add_dynamic_modifier = {
# modifier = example_dynamic_modifier
# scope = GER # optional, if you specify this your dynamic modifier scoped to this scope (root is the effect scope)
# days = 14 # optional, will be removed after this many days passes
# }
# }
#
# can be added to countries, states or unit leaders
# will only updated daily, unless forced by force_update_dynamic_modifier effect
############草,动态修正做不了装备的########
AL_tank_all_modifier = {
icon = GFX_idea_ideas_tank_all
enable = { always = yes }
tank_manufacturer_cost_factor = -0.75
#armor = {
# maximum_speed = 0.15 #5铁血设计 AL_maximum_speed
# soft_attack = AL_soft_attack #2白鹰设计
# hard_attack = AL_hard_attack #3撒丁设计
# reliability = AL_reliability #8东煌设计#8重樱设计
# armor_value = AL_armor_value #1鸢尾设计
# ap_attack = AL_ap_attack #7皇家设计
# build_cost_ic = AL_armor_build_cost_ic #6北联设计
# instant = yes
#}
}
AL_ship_all_modifier = {
icon = GFX_idea_ideas_ship_all
enable = { always = yes }
naval_manufacturer_cost_factor = -0.75
#industrial_capacity_dockyard = AL_industrial_capacity_dockyard #北联设计
#navy_fuel_consumption_factor = AL_navy_fuel_consumption_factor #重樱设计
#experience_gain_navy_factor = AL_experience_gain_navy_factor #重樱设计
#navy_max_range_factor = AL_navy_max_range_factor #白鹰设计
#naval_coordination = AL_naval_coordination #皇家设计
#equipment_bonus = {
# ship_hull_light = { #东煌设计
# build_cost_ic = AL_light_build_cost_ic
# instant = yes
# }
# ship_hull_cruiser = { #撒丁设计
# build_cost_ic = AL_cruiser_build_cost_ic
# instant = yes
# }
# ship_hull_submarine = { #铁血设计
# build_cost_ic = AL_submarine_build_cost_ic
# instant = yes
# }
# ship_hull_heavy = { #鸢尾设计
# build_cost_ic = AL_heavy_build_cost_ic
# instant = yes
# }
# ship_hull_carrier = { #白鹰设计
# build_cost_ic = AL_carrier_build_cost_ic
# instant = yes
# }
#}
}
AL_plane_all_modifier = {
icon = GFX_idea_ideas_plane_all
enable = { always = yes }
aircraft_manufacturer_cost_factor = -0.75
#air_mission_efficiency = AL_air_mission_efficiency #撒丁设计
#army_bonus_air_superiority_factor = AL_army_bonus_air_superiority_factor #鸢尾设计
#air_weather_penalty = AL_air_weather_penalty #北联设计
#experience_gain_air_factor = AL_experience_gain_air_factor #东煌设计
#air_range_factor = AL_air_range_factor #白鹰设计
#equipment_bonus = {
# fighter_equipment = {
# instant = yes
# build_cost_ic = AL_fighter_build_cost_ic #重樱设计
# reliability = AL_fighter_reliability #铁血设计
# }
# cv_fighter_equipment = {
# instant = yes
# build_cost_ic = AL_cv_fighter_build_cost_ic #重樱设计
# reliability = AL_cv_fighter_reliability
# }
# heavy_fighter_equipment = {
# instant = yes
# build_cost_ic = AL_heavy_fighter_build_cost_ic #皇家设计
# reliability = AL_heavy_fighter_reliability
# }
# strat_bomber_equipment = {
# instant = yes
# build_cost_ic = AL_strat_bomber_build_cost_ic #皇家设计
# reliability = AL_strat_bomber_reliability #铁血设计
# }
# CAS_equipment = {
# instant = yes
# build_cost_ic = AL_CAS_build_cost_ic #重樱设计
# reliability = AL_CAS_reliability #铁血设计
# }
# tac_bomber_equipment = {
# instant = yes
# build_cost_ic = AL_tac_bomber_build_cost_ic #皇家设计
# reliability = AL_tac_bomber_reliability
# }
#}
}
AL_junxu_all_modifier = {
icon = GFX_idea_ideas_junxu_all
enable = { always = yes }
materiel_manufacturer_cost_factor = -0.75
#experience_gain_army_factor = AL_experience_gain_army_factor #重樱设计
#equipment_bonus = {
# infantry_equipment = {
# instant = yes
# build_cost_ic = AL_infantry_build_cost_ic #东煌设计
# soft_attack = AL_infantry_soft_attack #鸢尾设计
# reliability = AL_infantry_reliability #皇家设计
# }
# artillery_equipment = {
# instant = yes
# build_cost_ic = AL_artillery_build_cost_ic #白鹰设计
# soft_attack = AL_artillery_soft_attack #白鹰设计
# reliability = AL_artillery_reliability #皇家设计
# }
# motorized_equipment = {
# instant = yes
# build_cost_ic = AL_motorized_build_cost_ic #铁血设计#撒丁设计
# reliability = AL_motorized_reliability #撒丁设计
# maximum_speed = AL_motorized_maximum_speed #铁血设计
# }
# mot_rockets = {
# instant = yes
# build_cost_ic = AL_mot_build_cost_ic #北联设计
# soft_attack = AL_mot_soft_attack #北联设计
# }
#
#}
}
AL_gongye_all_modifier = {
icon = GFX_idea_ideas_gongye_all
enable = { always = yes }
industrial_concern_cost_factor = -0.75
#economy_cost_factor = AL_economy_cost_factor #重樱设计
#production_lack_of_resource_penalty_factor = AL_production_lack_of_resource_penalty_factor #东煌设计
#production_factory_start_efficiency_factor = AL_production_factory_start_efficiency_factor #铁血设计
#production_factory_efficiency_gain_factor = AL_production_factory_efficiency_gain_factor #北联设计
#industrial_capacity_factory = AL_industrial_capacity_factory #铁血设计 #北联设计
#production_speed_industrial_complex_factor = AL_production_speed_industrial_complex_factor #白鹰设计
#consumer_goods_factor = AL_consumer_goods_factor #撒丁设计
#production_speed_bunker_factor = AL_production_speed_bunker_factor #鸢尾设计
#production_speed_coastal_bunker_factor = AL_production_speed_coastal_bunker_factor #皇家设计
}

2456
src/common/ideas/alone_ideas.txt Executable file

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# on_actions = {
# on_startup = {
# effect = {
# set_global_flag = MOD_azurlane_tianjiangjianniang
# #替换小国国策
# if = {
# limit = {
# has_game_rule = {
# rule = AZ_generic_guocetihuan
# option = AZ_generic_guocetihuan_on
# }
# }
# # every_country = {
# # if = {
# # limit = { is_ai = NO }
# # country_event = { id = azstartevent.8 days = 2 }
# # }
# # }
# every_country = {
# limit = {
# is_ai = yes
# not_shijianniangguojia_trigger = yes
# }
# load_focus_tree = generic_focus
# }
# }
# #AI造民工 #买不到资源可以通过强制AI开自贸解决
# every_country = {
# limit = {
# is_ai = yes
# not_shijianniangguojia_trigger = yes
# }
# add_ai_strategy = {
# type = building_target
# id = industrial_complex
# value = 100
# }
# add_ai_strategy = {
# type = building_target
# id = arms_factory
# value = 100
# }
# }
# every_country = {
# limit = {
# shijianniangguojia_trigger = yes
# }
# mark_focus_tree_layout_dirty = yes
# }
# if = {
# limit = {
# DH1 = { is_ai = yes }
# DOH = { is_ai = no }
# }
# DOH = {
# country_event = { id = DH1_event.999 days = 7 }
# }
# }
# }
# }
# on_monthly_TIX = {
# effect = {
# if = {
# limit = {
# AND = {
# NOT = { has_global_flag = bilanlianheguojiesan }
# is_ai = yes
# }
# }
# add_to_variable = {
# var = wz_sl
# value = 900
# }
# }
# }
# }
# on_monthly_BFL = {
# effect = {
# if = {
# limit = {
# AND = {
# NOT = { has_global_flag = bilanlianheguojiesan }
# is_ai = yes
# }
# }
# add_to_variable = {
# var = wz_sl
# value = 900
# }
# }
# }
# }
# on_monthly_BYG = {
# effect = {
# if = {
# limit = {
# AND = {
# NOT = { has_global_flag = bilanlianheguojiesan }
# is_ai = yes
# }
# }
# add_to_variable = {
# var = wz_sl
# value = 900
# }
# }
# }
# }
# on_monthly_HUJ = {
# effect = {
# if = {
# limit = {
# AND = {
# NOT = { has_global_flag = bilanlianheguojiesan }
# is_ai = yes
# }
# }
# add_to_variable = {
# var = wz_sl
# value = 900
# }
# }
# }
# }
# on_monthly_CHY = {
# effect = {
# if = {
# limit = {
# AND = {
# NOT = { has_global_flag = bilanlianheguojiesan }
# is_ai = yes
# }
# }
# add_to_variable = {
# var = wz_sl
# value = 900
# }
# }
# }
# }
# on_monthly_DOH = {
# effect = {
# if = {
# limit = {
# AND = {
# NOT = { has_global_flag = bilanlianheguojiesan }
# is_ai = yes
# }
# }
# add_to_variable = {
# var = wz_sl
# value = 900
# }
# }
# }
# }
# on_monthly_SAD = {
# effect = {
# if = {
# limit = {
# AND = {
# NOT = { has_global_flag = bilanlianheguojiesan }
# is_ai = yes
# }
# }
# add_to_variable = {
# var = wz_sl
# value = 900
# }
# }
# }
# }
# on_monthly_YUW = {
# effect = {
# if = {
# limit = {
# AND = {
# NOT = { has_global_flag = bilanlianheguojiesan }
# is_ai = yes
# }
# }
# add_to_variable = {
# var = wz_sl
# value = 900
# }
# }
# }
# }
# on_declare_war = {
# effect = {
# if = {
# limit = {
# ROOT = { tag = CHY }
# FROM = { tag = DOH }
# CHY = {
# NOT = { has_country_flag = CHY_xuanzhan_DOH }
# has_completed_focus = CHY_xuanzexinqijian
# }
# }
# DOH = {
# country_event = { id = DOH_event.20 days = 5 }
# add_ideas = DOH_bjwg1
# }
# CHY = {
# set_country_flag = CHY_xuanzhan_DOH
# }
# }
# }
# }
# on_declare_war = {
# effect = {
# if = {
# limit = {
# ROOT = { tag = CHY }
# FROM = { tag = DOH }
# CHY = {
# NOT = { has_country_flag = CHY_dohwar_1 }
# has_completed_focus = CHY_chongyindeweilai
# }
# }
# DOH = {
# country_event = { id = DOH_event.20 days = 5 }
# add_ideas = DOH_bjwg1
# }
# CHY = {
# set_country_flag = CHY_dohwar_1
# }
# }
# }
# }
# on_declare_war = {
# effect = {
# if = {
# limit = {
# ROOT = { tag = CHY }
# FROM = { tag = BYG }
# CHY = {
# NOT = { has_country_flag = CHY_bygwar_1 }
# has_completed_focus = CHY_chongyindeweilai
# }
# }
# BYG = {
# country_event = { id = az_tianjiang.43 days = 5 }
# }
# CHY = {
# set_country_flag = CHY_bygwar_1
# }
# }
# }
# }
# on_declare_war = {
# effect = {
# if = {
# limit = {
# ROOT = { tag = TIX }
# FROM = {
# OR = {
# tag = BEL
# tag = HOL
# tag = LUX
# }
# }
# NOT = { has_global_flag = TIX_jingongdidisangong }
# }
# set_global_flag = TIX_jingongdidisangong
# HUJ = {
# country_event = { id = HUJ_event.5 days = 2 }
# }
# }
# }
# }
# on_annex = {
# effect = {
# if = {
# limit = {
# ROOT = {
# tag = DOH
# has_country_flag = DOH_weishejunfa
# NOT = {
# has_war_with = CHY
# }
# }
# FROM = {
# OR = {
# tag = SIK
# tag = SHX
# tag = GXC
# tag = YUN
# tag = XSM
# tag = TIB
# }
# }
# }
# ROOT = {
# country_event = DOH_event.28
# }
# }
# }
# }
# }

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on_actions = {
on_startup = {
effect = {
set_global_flag = MOD_azurlane_sairenzhizai
}
}
on_startup = {
effect = {
every_country = {
limit = {
AND = {
is_ai = yes
shijianniangguojia_trigger = yes
}
}
add_timed_idea = {
idea = TY_sir_AI_buff
days = 800
}
}
HUJ = {
add_manpower = 300000
capital_scope = {
add_manpower = 2000000
set_state_category = city
add_building_construction = {
type = industrial_complex
level = 5
instant_build = yes
}
add_building_construction = {
type = arms_factory
level = 5
instant_build = yes
}
add_resource = {
type = steel
amount = 40
}
add_resource = {
type = oil
amount = 1
}
add_resource = {
type = tungsten
amount = 0
}
add_resource = {
type = chromium
amount = 0
}
add_resource = {
type = aluminium
amount = 20
}
add_resource = {
type = rubber
amount = 0
}
}
}
TIX = {
add_manpower = 300000
capital_scope = {
add_manpower = 2000000
set_state_category = large_city
add_building_construction = {
type = industrial_complex
level = 2
instant_build = yes
}
add_building_construction = {
type = arms_factory
level = 8
instant_build = yes
}
add_resource = {
type = steel
amount = 50
}
add_resource = {
type = oil
amount = 0
}
add_resource = {
type = tungsten
amount = 0
}
add_resource = {
type = chromium
amount = 0
}
add_resource = {
type = aluminium
amount = 5
}
add_resource = {
type = rubber
amount = 0
}
}
}
YUW = {
add_manpower = 300000
capital_scope = {
add_manpower = 2000000
set_state_category = megalopolis
add_building_construction = {
type = industrial_complex
level = 7
instant_build = yes
}
add_building_construction = {
type = arms_factory
level = 1
instant_build = yes
}
add_resource = {
type = steel
amount = 10
}
add_resource = {
type = oil
amount = 15
}
add_resource = {
type = tungsten
amount = 0
}
add_resource = {
type = chromium
amount = 0
}
add_resource = {
type = aluminium
amount = 0
}
add_resource = {
type = rubber
amount = 65
}
}
}
SAD = {
add_manpower = 300000
capital_scope = {
add_manpower = 2000000
set_state_category = megalopolis
add_building_construction = {
type = industrial_complex
level = 6
instant_build = yes
}
add_building_construction = {
type = arms_factory
level = 3
instant_build = yes
}
add_resource = {
type = steel
amount = 15
}
add_resource = {
type = oil
amount = 2
}
add_resource = {
type = tungsten
amount = 3
}
add_resource = {
type = chromium
amount = 4
}
add_resource = {
type = aluminium
amount = 2
}
add_resource = {
type = rubber
amount = 0
}
}
}
BFL = {
add_manpower = 300000
capital_scope = {
add_manpower = 2000000
set_state_category = city
add_building_construction = {
type = industrial_complex
level = 8
instant_build = yes
}
add_building_construction = {
type = arms_factory
level = 2
instant_build = yes
}
add_resource = {
type = steel
amount = 88
}
add_resource = {
type = oil
amount = 6
}
add_resource = {
type = tungsten
amount = 7
}
add_resource = {
type = chromium
amount = 8
}
add_resource = {
type = aluminium
amount = 0
}
add_resource = {
type = rubber
amount = 0
}
}
}
DOH = {
add_manpower = 300000
capital_scope = {
add_manpower = 2000000
set_state_category = city
add_building_construction = {
type = industrial_complex
level = 5
instant_build = yes
}
add_building_construction = {
type = arms_factory
level = 1
instant_build = yes
}
add_resource = {
type = steel
amount = 5
}
add_resource = {
type = oil
amount = 15
}
add_resource = {
type = tungsten
amount = 0
}
add_resource = {
type = chromium
amount = 6
}
add_resource = {
type = aluminium
amount = 2
}
add_resource = {
type = rubber
amount = 8
}
}
}
CHY = {
add_manpower = 300000
capital_scope = {
add_manpower = 2000000
set_state_category = megalopolis
add_building_construction = {
type = industrial_complex
level = 2
instant_build = yes
}
add_building_construction = {
type = arms_factory
level = 7
instant_build = yes
}
add_resource = {
type = steel
amount = 10
}
add_resource = {
type = oil
amount = 25
}
add_resource = {
type = tungsten
amount = 3
}
add_resource = {
type = chromium
amount = 40
}
add_resource = {
type = aluminium
amount = 3
}
add_resource = {
type = rubber
amount = 0
}
}
}
BYG = {
add_manpower = 300000
capital_scope = {
add_manpower = 2000000
set_state_category = megalopolis
add_building_construction = {
type = industrial_complex
level = 10
instant_build = yes
}
add_building_construction = {
type = arms_factory
level = 1
instant_build = yes
}
add_resource = {
type = steel
amount = 20
}
add_resource = {
type = oil
amount = 105
}
add_resource = {
type = tungsten
amount = 0
}
add_resource = {
type = chromium
amount = 60
}
add_resource = {
type = aluminium
amount = 0
}
add_resource = {
type = rubber
amount = 30
}
}
}
}
}
on_startup = {
effect = {
every_country = {
limit = {
shijianniangguojia_trigger = yes
}
mark_focus_tree_layout_dirty = yes
}
every_country = {
limit = {
shijianniangguojia_trigger = yes
}
add_opinion_modifier = {
target = SIR
modifier = soren_embargo
}
add_opinion_modifier = {
target = SR1
modifier = soren_embargo
}
add_opinion_modifier = {
target = SR2
modifier = soren_embargo
}
add_opinion_modifier = {
target = SR3
modifier = soren_embargo
}
add_opinion_modifier = {
target = SR4
modifier = soren_embargo
}
add_opinion_modifier = {
target = SIR
modifier = siren_opinion
}
add_opinion_modifier = {
target = SR1
modifier = siren_opinion
}
add_opinion_modifier = {
target = SR2
modifier = siren_opinion
}
add_opinion_modifier = {
target = SR3
modifier = siren_opinion
}
add_opinion_modifier = {
target = SR4
modifier = siren_opinion
}
}
}
}
on_startup = {
effect = {
every_country = {
if = {
limit = {
shisairen_trigger = yes
}
set_technology = { keyantech_siren = 1 }
add_equipment_to_stockpile = {
type = siren_equipment_1
amount = 4000
producer = SIR
}
load_focus_tree = sir_sirenmod_focus
add_opinion_modifier = {
target = BYG
modifier = siren_jianniang_opinion
}
add_opinion_modifier = {
target = HUJ
modifier = siren_jianniang_opinion
}
add_opinion_modifier = {
target = TIX
modifier = siren_jianniang_opinion
}
add_opinion_modifier = {
target = YUW
modifier = siren_jianniang_opinion
}
add_opinion_modifier = {
target = SAD
modifier = siren_jianniang_opinion
}
add_opinion_modifier = {
target = BFL
modifier = siren_jianniang_opinion
}
add_opinion_modifier = {
target = DOH
modifier = siren_jianniang_opinion
}
add_opinion_modifier = {
target = CHY
modifier = siren_jianniang_opinion
}
}
}
}
}
on_declare_war = {
effect = {
if = {
limit = {
FROM = {
shisairen_trigger = yes
}
}
FROM = {
add_to_variable = {
var = canzhanguo_sl
value = 1
}
army_experience = 10
}
}
}
}
on_declare_war = {
effect = {
if = {
limit = {
FROM = {
shisairen_trigger = yes
}
ROOT = {
TAG = DOH
is_ai = yes
NOT = { has_country_flag = sirenmod_ai_baobing_get }
}
}
ROOT = {
set_country_flag = sirenmod_ai_baobing_get
division_template = {
name = "东煌解放军"
regiments = {
infantry = { x = 0 y = 0 }
infantry = { x = 0 y = 1 }
infantry = { x = 0 y = 2 }
infantry = { x = 0 y = 3 }
infantry = { x = 0 y = 4 }
infantry = { x = 1 y = 0 }
infantry = { x = 1 y = 1 }
infantry = { x = 1 y = 2 }
infantry = { x = 1 y = 3 }
}
support = {
engineer = { x = 0 y = 0 }
artillery = { x = 0 y = 1 }
}
}
for_loop_effect = {
start = 0
end = 36
add = 1
capital_scope = {
create_unit = {
division = "name = \"东煌解放军\" division_template = \"东煌解放军\" start_experience_factor = 0.3 start_equipment_factor = 1"
owner = ROOT
}
}
}
}
}
}
}
}

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on_actions = {
on_capitulation = {
effect = {
if = {
limit = {
FROM = {
shijianniangguojia_trigger = yes
NOT = { has_country_flag = toudisairen_get }
}
ROOT = {
has_country_flag = toudisairen_get
}
}
FROM = {
white_peace = ROOT
puppet = ROOT
}
ROOT = {
clr_country_flag = toudisairen_get
remove_Ideas = SIR_srkzg
}
}
}
}
}

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defined_text = {
name = AL_chuizhi
text = {
trigger = {
TAG = BLI
}
localization_key = AL_chuizhi_2
}
text = {
trigger = {
NOT = {
TAG = BLI
}
}
localization_key = AL_chuizhi_1
}
}
defined_text = {
name = AL_chuizhi_desc
text = {
trigger = {
TAG = BLI
}
localization_key = AL_chuizhi_2_desc
}
text = {
trigger = {
NOT = {
TAG = BLI
}
}
localization_key = AL_chuizhi_1_desc
}
}
defined_text = {
name = AL_buli
text = {
trigger = {
TAG = BLI
}
localization_key = AL_buli_2
}
text = {
trigger = {
NOT = {
TAG = BLI
}
}
localization_key = AL_buli_1
}
}
defined_text = {
name = AL_buli_desc
text = {
trigger = {
TAG = BLI
}
localization_key = AL_buli_2_desc
}
text = {
trigger = {
NOT = {
TAG = BLI
}
}
localization_key = AL_buli_1_desc
}
}
defined_text = {
name = AL_dabao_moshi
text = {
trigger = {
has_country_flag = AL_dabao_put
}
localization_key = AL_dabao_moshi_put
}
text = {
trigger = {
has_country_flag = AL_dabao_get
}
localization_key = AL_dabao_moshi_get
}
text = {
trigger = {
not = {
AND = {
has_country_flag = AL_dabao_put
has_country_flag = AL_dabao_get
}
}
}
localization_key = AL_dabao_moshi_no
}
}
defined_text = {
name = 094A_open
text = {
trigger = {
has_country_flag = 094A_jiesuo
}
localization_key = 094A_open_1
}
text = {
trigger = {
not = {
has_country_flag = 094A_jiesuo
}
}
localization_key = 094A_open_2
}
}

View File

@@ -0,0 +1,53 @@
# Example:
#
# example_trigger = {
# tag = GER
# is_ai = no
# }
#
#
# In a script file:
#
# trigger = {
# exampel_trigger = yes
# }
#
state_is_important_trigger = {
OR = {
state = 37 #丹麦海峡
state = 195 #列宁格勒
state = 127 #伦敦附近
state = 119 #爱尔兰
state = 1 #科西嘉
state = 137 #克里米亚
state = 797 #君士坦丁堡
state = 182 #克里特(希腊南边的岛)
state = 115 #西西里
state = 118 #直布罗陀
state = 446 #开罗
state = 429 #孟买
state = 672 #苏门塔纳(东南亚群岛)
state = 285 #悉尼
state = 378 #加利福利亚
state = 468 #圣劳伦斯(渥太华旁边)
state = 500 #里约热内卢
state = 525 #南朝鲜
state = 609 #北京
state = 532 #东海道
state = 681 #开普
state = 524 #台湾
state = 595 #福建
state = 336 #新加坡
state = 591 #海南
state = 523 #巴布亚
state = 413 #胡齐斯坦
state = 213 #摩尔曼斯克
state = 695 #库拉索
state = 685 #巴拿马
state = 187 #爱琴群岛
state = 635
}
}

View File

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technologies = {
tank_apocalypse_engine = {
show_effect_as_desc = yes
research_cost = 1
categories = {
armor
}
enable_equipment_modules = {
tank_apocalypse_engine
}
}
tank_apocalypse_armor = {
show_effect_as_desc = yes
research_cost = 1
categories = {
armor
}
enable_equipment_modules = {
tank_apocalypse_armor
}
}
tank_apocalypse_heavy_cannon = {
show_effect_as_desc = yes
research_cost = 1
categories = {
armor
}
enable_equipment_modules = {
tank_apocalypse_heavy_cannon
}
}
tank_apocalypse_turret = {
show_effect_as_desc = yes
research_cost = 1
categories = {
armor
}
enable_equipment_modules = {
tank_apocalypse_turret
}
}
tank_apocalypse_suspension = {
show_effect_as_desc = yes
research_cost = 1
categories = {
armor
}
enable_equipment_modules = {
tank_apocalypse_suspension
}
}
}

1366
src/events/AL_event.txt Executable file

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16
src/events/azkaogudui_event.txt Executable file
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add_namespace = azkaogudui
country_event = {
id = azkaogudui.1
title = azkaogudui.1.t
desc = azkaogudui.1.d
picture = GFX_aze_txbsm
is_triggered_only = yes
option = {
name = azkaogudui.1.a
ai_chance = {
factor = 5
}
}
}

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