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azurlane-sr-reforged/src/common/factions/goals/faction_goals_long_term.txt
2025-12-10 04:02:20 +00:00

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#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
######################################################################
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######################################################################
## # # ### ##
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# # # # ### ##
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
}
}