#category = short_term medium_term or long_term # ROOT is faction leader, FROM is faction member who opens UI and views goals, completed/cancel/complete_effect do not have FROM scopes ###################################################################### ### ## ## ### ### ## # # ## ### ### ## ### ### ### ## # # # # # # # # # ## # # # # # # # # # # # # ## #### # # # # # # ## # ### ## # # ## # # # # # # # # # # # # # # # # # # # # # # # # # # ## # ### ## # # ## # ### ## ### # ### ## ###################################################################### ## # # ### ## # # # # # # #### # # # # # # # # # # # # # ### ## faction_goal_resource_control = { name = resource_control_goal_name description = resource_control_goal_desc category = long_term group = resources_to_market_icon visible = { } available = { } completed = { has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = oil amount > 499 extracted = yes # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = coal amount > 499 extracted = yes # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = rubber amount > 199 extracted = yes # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = aluminium amount > 199 extracted = yes # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = chromium amount > 199 extracted = yes # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = tungsten amount > 199 extracted = yes # (optional, default: no) checks extracted amount instead of country balance } } complete_effect = { add_faction_power_projection = 500 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt every_faction_member = { tooltip = INFLUENCE_TOP_THREE visible_when_empty = yes limit = { faction_influence_rank < 4 } add_political_power = 100 } } ai_will_do = { base = 1 } } ## # # ### # # ## # # # # # ## # # # # #### # # ## #### # # # # # # # # # ## # # ### # # # # faction_goal_secure_chinese_waters = { name = secure_chinese_waters_goal_name description = secure_chinese_waters_goal_desc category = long_term group = FOCUS_FILTER_NAVY_XP allowed = { } visible = { FROM = { is_literally_china = yes has_war = yes OR = { has_faction_template = faction_template_chinese_united_front has_faction_template = faction_template_wang_front } } } available = { FROM = { has_war_with_major = yes } } completed = { has_war_with_major = yes has_naval_control = 75 has_naval_control = 76 has_naval_control = 77 } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 every_collection_element = { input = { input = game:scope operators = { faction_members } name = ALL_FACTION_MEMBERS } custom_effect_tooltip = ALL_FACTION_MEMBERS navy_experience = 50 } } ai_will_do = { base = 1 modifier = { add = 2 # If more dockyards then more realistically attainable num_of_naval_factories > 39 } modifier = { factor = 2 # If stronger navy/weaker enemy navy then more realistically attainable alliance_naval_strength_ratio > 0.5 } modifier = { factor = 2 # After controlled all of China's land states you should look towards the ocean collection_size = { input = { input = collection:china_potential_core_mainland_states operators = { limit = { OR = { controller = { is_in_faction_with = CHY } is_controlled_by = CHY } } } name = COLLECTION_NO_JAPANESE_IN_CHINA } value < 1 } } } } faction_goal_no_japanese_in_china = { name = faction_goal_no_japanese_in_china_name description = faction_goal_no_japanese_in_china_desc category = long_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { is_literally_china = yes any_enemy_country = { original_tag = CHY } } } completed = { collection_size = { input = { input = collection:china_potential_core_mainland_states operators = { limit = { OR = { controller = { is_in_faction_with = CHY } is_controlled_by = CHY } } } name = COLLECTION_NO_JAPANESE_IN_CHINA } value < 1 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt every_collection_element = { input = { input = game:scope operators = { faction_members limit = { faction_influence_ratio > 0.3 } } name = INFLUENCE_ABOVE_30_PERCENT } add_faction_influence_ratio = 0.2 add_faction_initiative = 1 add_political_power = 100 army_experience = 100 add_manpower = 100000 } } ai_will_do = { base = 10 # Do itttt! } } ### ## ### ## # # # # # # # # # ## # # #### ### #### # ## # # # # # # # # # ## # # # # # # # # Align China faction_goal_align_china = { name = align_china_goal_name description = align_china_goal_desc category = long_term group = FOCUS_FILTER_ANNEXATION visible = { FROM = { original_tag = CHY } } completed = { collection_size = { input = { input = collection:countries_china operators = { limit = { exists = yes has_capitulated = no NOT = { is_subject_of = ROOT } } } name = COLLECTION_UNCAPITULATED_INDEPENDENT_CHINESE_COUNTRIES } value < 3 } } complete_effect = { add_faction_power_projection = 300 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 add_popularity = { ideology = ROOT popularity = 0.1 } custom_effect_tooltip = generic_skip_one_line_tt every_collection_element = { input = { input = game:scope operators = { faction_members limit = { faction_influence_ratio > 0.3 } } name = INFLUENCE_ABOVE_30_PERCENT } custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT add_faction_initiative = 1 add_political_power = 100 } } ai_will_do = { base = 1 modifier = { add = 9 # Early game prio date < 1941.1.1 } } } faction_goal_war_on_communism_in_asia = { name = war_on_communism_in_asia_goal_name description = war_on_communism_in_asia_goal_desc category = long_term group = FOCUS_FILTER_POLITICAL_CHARACTER allowed = { } visible = { FROM = { original_tag = CHY has_completed_focus = JAP_the_great_spiritual_evil } } completed = { collection_size = { input = { input = collection:communist_countries_asia operators = { limit = { exists = yes has_capitulated = no NOT = { has_war_with = ROOT } } } name = COLLECTION_WAR_WITH_COMMUNIST_COUNTRIES_ASIA } value < 1 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 every_collection_element = { input = { input = game:scope operators = { faction_members } name = ALL_FACTION_MEMBERS } custom_effect_tooltip = ALL_FACTION_MEMBERS add_war_support = 0.05 } } ai_will_do = { base = 0 modifier = { add = 100 # Prio when taken the focus has_completed_focus = JAP_strike_down_the_enemy_of_the_people } } } # # ## ## # # # # # # # # #### # # # # # ## ## # # faction_goal_contain_japanese_expansion_asia = { name = contain_japanese_expansion_asia_goal_name description = contain_japanese_expansion_asia_goal_desc category = long_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { original_tag = BYG has_country_flag = USA_unlock_contain_japanese_goal } date > 1940.1.1 collection_size = { input = { input = collection:country_and_all_subjects_controlled_non_core_states name = COLLECTION_OCCUPIED_STATES_BY_JAPAN_OR_FACTION_MEMBERS } value > 29 } } completed = { CHY = { IF = { limit = { is_in_faction = no } collection_size = { input = { input = collection:country_and_all_subjects_controlled_non_core_states name = COLLECTION_OCCUPIED_STATES_BY_JAPAN_OR_FACTION_MEMBERS } value < 20 } } ELSE = { collection_size = { input = { input = collection:faction_controlled_non_core_states name = COLLECTION_OCCUPIED_STATES_BY_JAPAN_OR_FACTION_MEMBERS } value < 20 } } } } complete_effect = { add_faction_power_projection = 100 every_collection_element = { input = { input = game:scope operators = { faction_members limit = { faction_influence_ratio > 0.3 } } name = INFLUENCE_ABOVE_30_PERCENT } custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT add_faction_initiative = 1 } } ai_will_do = { base = 0 modifier = { add = 1 # Start considering it when Japan is growing a lot collection_size = { input = { input = collection:country_and_all_subjects_controlled_non_core_states name = COLLECTION_OCCUPIED_STATES_BY_JAPAN_OR_FACTION_MEMBERS } value > 49 } } modifier = { add = 10 # Really do it when at war any_enemy_country = { original_tag = CHY } } } } ## ## # # ### ### ### # # # # ### ## # # # # # # # # # # # # ## # # # # ## # # # # # # # ## # # # # ## # # # # ## # # # # # # # # # # # # # # # # # ## ## # ### ### # ## # # ### ## # # faction_goal_eastern_european_security = { name = eastern_european_security_goal_name description = eastern_european_security_goal_desc category = long_term group = FOCUS_FILTER_POLITICAL_CHARACTER visible = { FROM = { original_tag = BFL } } completed = { count_triggers = { amount = 6 EST = { is_subject_of = ROOT is_in_faction_with = ROOT } LAT = { is_subject_of = ROOT is_in_faction_with = ROOT } LIT = { is_subject_of = ROOT is_in_faction_with = ROOT } POL = { is_subject_of = ROOT is_in_faction_with = ROOT } ROM = { is_subject_of = ROOT is_in_faction_with = ROOT } HUN = { is_subject_of = ROOT is_in_faction_with = ROOT } CZE = { is_subject_of = ROOT is_in_faction_with = ROOT } SLO = { is_subject_of = ROOT is_in_faction_with = ROOT } BUL = { is_subject_of = ROOT is_in_faction_with = ROOT } GRE = { is_subject_of = ROOT is_in_faction_with = ROOT } YUG = { is_subject_of = ROOT is_in_faction_with = ROOT } ALB = { is_subject_of = ROOT is_in_faction_with = ROOT } TUR = { is_subject_of = ROOT is_in_faction_with = ROOT } } } complete_effect = { add_faction_power_projection = 1000 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT every_faction_member = { limit = { faction_influence_ratio > 0.3} add_political_power = 200 add_faction_initiative = 1 } } ai_will_do = { base = 0 modifier = { add = 1 date > 1938.1.1 } modifier = { add = 9 # BFL should always prio this date > 1938.1.1 original_tag = BFL } } } ### ## # ## # # ### # # # # # # # ## # # # ### # # # #### # ## # # # # # # # # # # # # # ## ### # # # # ### faction_goal_eliminate_the_twin_threats = { name = eliminate_the_twin_threats_goal_name description = eliminate_the_twin_threats_goal_desc category = long_term group = FOCUS_FILTER_POLITICAL_CHARACTER visible = { FROM = { original_tag = POL NOT = { is_in_faction_with = BFL } NOT = { is_in_faction_with = TIX } } } completed = { BFL = { OR = { exists = no is_in_faction_with = ROOT } } TIX = { OR = { exists = no is_in_faction_with = ROOT } } } complete_effect = { add_faction_power_projection = 1000 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT every_faction_member = { limit = { faction_influence_ratio > 0.3} add_political_power = 200 add_faction_initiative = 1 } } ai_will_do = { base = 0 } } ### # # ### # ### ### ### # ### ### # # ### ### # # ### ### # # # # # # # # # # # ## # # # ## # # # # #### ## # # # # # ## ## # ## # ## # ## # ## # # # # # # # # # # # # # # # # # # # # # # ### ### ### # # ### ### ### # # # ### # # # ### faction_goal_disarm_aggression_central_powers = { name = disarm_aggression_central_powers_goal_name description = disarm_aggression_central_powers_goal_desc category = long_term group = FOCUS_FILTER_POLITICAL_CHARACTER visible = { FROM = { OR = { original_tag = YUW original_tag = CZE } has_government = democratic } OR = { any_country_with_original_tag = { original_tag_to_check = TIX NOT = { has_government = democratic } } any_country_with_original_tag = { original_tag_to_check = HUN NOT = { has_government = democratic } } any_country_with_original_tag = { original_tag_to_check = AUS NOT = { has_government = democratic } } any_country_with_original_tag = { original_tag_to_check = BUL NOT = { has_government = democratic } } } } completed = { OR = { any_country_with_original_tag = { original_tag_to_check = TIX has_government = democratic } TIX = { exists = no } } OR = { any_country_with_original_tag = { original_tag_to_check = HUN has_government = democratic } HUN = { exists = no } } OR = { any_country_with_original_tag = { original_tag_to_check = AUS has_government = democratic } AUS = { exists = no } } OR = { any_country_with_original_tag = { original_tag_to_check = BUL has_government = democratic } BUL = { exists = no } } } complete_effect = { add_faction_power_projection = 1000 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT every_faction_member = { limit = { faction_influence_ratio > 0.3} add_political_power = 200 add_faction_initiative = 1 } } ai_will_do = { base = 0 } } ########################################################## ## ### # # ### ### ### ## ## ## ## # ## # # ## # # # # # # # # # # # # # # # ## ## # ## ## ### # # # ## # # #### # # # # # # # # # # # # # # # # # # # # # ## ### # # ### # # ### ## ## ## # # ### ## ########################################################## ### Units/Deployment faction_goal_rule_the_waves = { name = rule_the_waves_goal_name description = rule_the_waves_goal_desc category = long_term group = FOCUS_FILTER_NAVY_XP visible = { FROM = { OR = { original_tag = HUJ # Britannia always wants to Rule! num_of_naval_factories > 19 } } } available = { FROM = { OR = { NOT = { has_government = democratic } NOT = { has_idea = MTG_naval_treaty_adherent } } } } completed = { has_war = yes count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } unit = capital_ship size > 59 } alliance_naval_strength_ratio > 2 } complete_effect = { add_faction_power_projection = 300 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = INFLUENCE_TOP_TWO every_faction_member = { limit = { faction_influence_rank < 3} add_faction_initiative = 1 } custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { random_character = { tooltip = ONE_ADMIRAL visible_when_empty = yes limit = { is_navy_leader = yes NOT = { has_trait = seawolf } NOT = { has_trait = battleship_adherent } } gain_xp = 400 add_coordination = 1 add_trait = { trait = battleship_adherent } } add_mastery = { amount = 100 track = capital_ships } add_tech_bonus = { name = rule_the_waves_tech_bonus bonus = 1 uses = 1 category = naval_equipment } } } ai_will_do = { base = 0 modifier = { add = 1 # Don't bother unless you're somewhat likely to be able to do it count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } unit = capital_ship size > 19 } alliance_naval_strength_ratio > 0.6 } modifier = { add = 1 # If you got a bunch of dockyards odds of succeeding go up + indication nation is gunning for navy num_of_naval_factories > 59 } modifier = { add = 10 # These boys always want to give it a shot OR = { original_tag = HUJ original_tag = BYG original_tag = CHY } is_historical_focus_on = yes } } } faction_goal_strategic_bombing_campaign = { name = strategic_bombing_campaign_goal_name description = strategic_bombing_campaign_goal_desc category = long_term group = FOCUS_FILTER_AIR_XP available = { FROM = { has_war = yes } } completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } unit = strategic_bomber size > 199 } collection_size = { input = { input = game:all_states operators = { limit = { owner = { has_war_with = root } is_core_of = OWNER days_since_last_strategic_bombing < 30 } } name = ENEMY_FACTION_STATES_BOMBED } value > 2 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt every_collection_element = { input = { input = game:scope operators = { faction_members limit = { has_deployed_air_force_size = { size > 49 type = strategic_bomber } } } name = ALL_FACTION_MEMBERS_WITH_50_BOMBERS } add_faction_initiative = 1 add_war_support = 0.1 air_experience = 50 add_mastery = { amount = 100 track = heavy_aircraft } } } ai_will_do = { base = 0 modifier = { add = 1 # Powers with few military factories should probably not care about expensive bombers num_of_military_factories > 49 } modifier = { add = 1 # Factions with decent number of military factories should probably start caring more about strat bombing - because they can count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } buildings = { arms_factory } size > 149 } } } } ### War Waging faction_goal_liberate_territory = { name = liberate_territory_goal_name description = liberate_territory_goal_desc category = long_term group = FOCUS_FILTER_ANNEXATION visible = { collection_size = { input = { input = collection:faction_owned_core_states operators = { limit = { NOT = { is_fully_controlled_by = OWNER } } } name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED } value > 0 } } completed = { collection_size = { input = { input = collection:faction_owned_core_states operators = { limit = { NOT = { is_fully_controlled_by = OWNER } } } name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED } value < 1 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { add_stability = 0.1 } } ai_will_do = { base = 1 modifier = { add = 4 # If lots of territory, prioritize this collection_size = { input = { input = collection:faction_owned_core_states operators = { limit = { NOT = { is_fully_controlled_by = OWNER } } } name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED } value > 4 } } modifier = { add = 5 # If even more territory, prioritize this A LOT collection_size = { input = { input = collection:faction_owned_core_states operators = { limit = { NOT = { is_fully_controlled_by = OWNER } } } name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED } value > 10 } } } } faction_goal_great_offensive = { name = great_offensive_goal_name description = great_offensive_goal_desc category = long_term group = FOCUS_FILTER_ANNEXATION visible = { FROM = { has_war = yes } collection_size = { input = { input = game:all_states operators = { limit = { owner = { has_war_with = ROOT } is_core_of = OWNER is_controlled_by_ROOT_or_ally = yes } } name = ENEMY_FACTION_CORE_STATES_CONTROLLED_BY_US } value < 1 } } completed = { collection_size = { input = { input = game:all_states operators = { limit = { owner = { has_war_with = ROOT } is_core_of = OWNER is_controlled_by_ROOT_or_ally = yes } } name = ENEMY_FACTION_CORE_STATES_CONTROLLED_BY_US } value > 0 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { add_war_support = 0.1 } custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { any_controlled_state = { owner = { has_war_with = ROOT } is_core_of = OWNER } } add_faction_initiative = 1 } } ai_will_do = { base = 0 modifier = { add = 1 # If healthy equipment stockpiles, go for it stockpile_ratio = { archetype = infantry_equipment ratio > 1 } stockpile_ratio = { archetype = artillery_equipment ratio > 1 } } modifier = { add = 1 # If we're in a secure position we can probably push collection_size = { input = { input = collection:faction_owned_core_states operators = { limit = { NOT = { is_fully_controlled_by = OWNER } } } name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED } value < 1 } } } } faction_goal_defeating_our_enemies = { name = defeating_our_enemies_goal_name description = defeating_our_enemies_goal_desc group = FOCUS_FILTER_ANNEXATION category = long_term visible = { NOT = { has_country_flag = peace_winner_flag} } completed = { custom_trigger_tooltip = { tooltip = is_victor_in_pc_tt has_country_flag = peace_winner_flag } } complete_effect = { add_faction_power_projection = 200 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { add_war_support = 0.1 } custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = PEACE_CONFERENCE_WINNERS every_faction_member = { visible_when_empty = yes limit = { has_country_flag = peace_winner_flag } add_faction_initiative = 1 } } } ### INDUSTRY faction_goal_industrial_domination = { name = industrial_domination_goal_name description = industrial_domination_goal_desc category = long_term group = FOCUS_FILTER_INDUSTRY visible = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } buildings = { industrial_complex arms_factory dockyard } size > 100 } } completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } buildings = { industrial_complex arms_factory dockyard } size > 1000 } } complete_effect = { add_faction_power_projection = 200 custom_effect_tooltip = generic_skip_one_line_tt every_faction_member = { tooltip = AT_LEAST_500_FACTORIES visible_when_empty = yes limit = { num_of_controlled_factories > 500 } add_faction_initiative = 1 } } ai_will_do = { base = 1 modifier = { add = 1 # If already big it's easy to grow is_major = yes } modifier = { add = 1 # If we are already on the way num_of_controlled_factories > 200 } } } ### Tech faction_goal_the_atomic_race = { name = the_atomic_race_goal_name description = the_atomic_race_goal_desc group = FOCUS_FILTER_RESEARCH category = long_term visible = { date > 1940.1.1 } completed = { custom_override_tooltip = { tooltip = the_atomic_race_complete_trigger has_variable = global.first_country_sp_nuclear_bomb var:global.first_country_sp_nuclear_bomb = { OR = { is_in_faction_with = ROOT tag = ROOT } } } } cancel = { custom_override_tooltip = { tooltip = the_atomic_race_complete_trigger_fail has_variable = global.first_country_sp_nuclear_bomb NOT = { var:global.first_country_sp_nuclear_bomb = { is_in_faction_with = ROOT } } NOT = { var:global.first_country_sp_nuclear_bomb = { tag = ROOT } } } } complete_effect = { add_faction_power_projection = 1000 every_collection_element = { input = { input = game:scope operators = { faction_members limit = { faction_influence_rank < 4 } } name = INFLUENCE_TOP_THREE } add_faction_initiative = 1 add_breakthrough_progress = { specialization = specialization_nuclear value = 0.25 } } } ai_will_do = { base = 0 modifier = { add = 1 is_major = yes } } } ### Ideology based # Defeat of Communism faction_goal_defeat_of_communism = { name = defeat_of_communism_goal_name description = defeat_of_communism_goal_desc group = FOCUS_FILTER_CONSOLIDATION category = long_term visible = { collection_size = { input = { input = game:scope operators = { faction_members limit = { has_government = communism } } name = FACTION } value < 1 } } locked_goal = yes available = { } completed = { collection_size = { input = { input = collection:communist_controlled_states_my_continent name = COLLECTION_AMOUNT_OF_COMMUNIST_CONTROLLED_STATES_SAME_CONTINENT } value < 1 } } complete_effect = { add_faction_power_projection = 500 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { add_popularity = { ideology = communism popularity = -0.15 } add_political_power = 100 } } } # Defeat of Fascism faction_goal_defeat_of_fascism = { name = defeat_of_fascism_goal_name description = defeat_of_fascism_goal_desc category = long_term group = FOCUS_FILTER_CONSOLIDATION visible = { collection_size = { input = { input = game:scope operators = { faction_members limit = { has_government = fascism } } name = FACTION } value < 1 } } available = { } completed = { collection_size = { input = { input = collection:fascist_controlled_states_my_continent name = COLLECTION_AMOUNT_OF_FASCIST_CONTROLLED_STATES_SAME_CONTINENT } value < 1 } } complete_effect = { add_faction_power_projection = 500 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { add_popularity = { ideology = fascism popularity = -0.15 } add_political_power = 100 } } } # Defeat of Anti-fascists faction_goal_defeat_of_anti_fascists = { name = defeat_of_anti_fascists_goal_name description = defeat_of_anti_fascists_goal_desc category = long_term group = FOCUS_FILTER_CONSOLIDATION visible = { collection_size = { input = { input = game:scope operators = { faction_members limit = { OR = { has_government = communism has_government = democratic } } } name = FACTION } value < 1 } } available = { } completed = { collection_size = { input = { input = collection:anti_fascist_controlled_states_my_continent name = COLLECTION_STATES_MY_CONTINENT_CONTROLLED_DEMOCRATIC_COMMUNIST } value < 1 } } complete_effect = { add_faction_power_projection = 500 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { add_popularity = { ideology = fascism popularity = 0.2 } add_political_power = 100 } } ai_will_do = { base = 0 modifier = { add = 1 # If war with communists you probably hate them any_enemy_country = { has_government = communism } } } } # Defeat of Anti-communists faction_goal_defeat_of_anti_communists = { name = defeat_of_anti_communists_goal_name description = defeat_of_anti_communists_goal_desc group = FOCUS_FILTER_CONSOLIDATION category = long_term visible = { collection_size = { input = { input = game:scope operators = { faction_members limit = { OR = { has_government = fascism has_government = democratic } } } name = FACTION } value < 1 } } available = { } completed = { collection_size = { input = { input = collection:anti_communist_controlled_states_my_continent name = COLLECTION_STATES_MY_CONTINENT_CONTROLLED_DEMOCRATIC_FASCIST } value < 1 } } complete_effect = { add_faction_power_projection = 500 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { add_popularity = { ideology = communism popularity = 0.2 } add_political_power = 100 } } ai_will_do = { base = 0 modifier = { add = 1 # If war with communists you probably hate them any_enemy_country = { has_government = fascism } } } } # The red Tide faction_goal_the_red_tide = { name = the_red_tide_goal_name description = the_red_tide_goal_desc category = long_term group = FOCUS_FILTER_ARMY_XP allowed = { } visible = { FROM = { is_major = yes has_government = communism } } completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } manpower = yes size > 3000000 } } complete_effect = { add_faction_power_projection = 250 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = HAS_DEPLOYED_AT_LEAST_5M_MANPOWER every_faction_member = { limit = { check_variable = { deployed_army_manpower_k > 500 } } hidden_effect = { add_faction_initiative = 1 add_faction_influence_ratio = 0.05 army_experience = 50 } } effect_tooltip = { add_faction_initiative = 1 add_faction_influence_ratio = 0.05 army_experience = 50 } } ai_will_do = { base = 1 } }