diff --git a/src/common/ai_strategy_plans/az_sad_focusplan.txt b/src/common/ai_strategy_plans/az_sad_focusplan.txt index 4ada5c7..28a24fb 100755 --- a/src/common/ai_strategy_plans/az_sad_focusplan.txt +++ b/src/common/ai_strategy_plans/az_sad_focusplan.txt @@ -11,7 +11,7 @@ SAD_historical = { has_game_rule = { rule = SAD_ai_behavior - option = DEFAULT + option = SAD_historical } } } diff --git a/src/common/collections/az_collections.txt b/src/common/collections/az_collections.txt new file mode 100755 index 0000000..9c5252a --- /dev/null +++ b/src/common/collections/az_collections.txt @@ -0,0 +1,41 @@ +az_china_potential_core_states = { + input = game:all_states + operators = { + limit = { + OR = { + is_core_of = DOH + is_core_of = DH1 + } + } + } +} + + +az_china_potential_core_mainland_states = { + input = collection:az_china_potential_core_states + operators = { + limit = { + is_one_state_island = no + } + } +} + + +az_china_core_states_controlled_by_faction_leader_ideology = { + input = collection:az_china_potential_core_states + operators = { + limit = { + OR = { + is_core_of = DOH + is_core_of = DH1 + } + controller = { + OR = { + tag = DOH + tag = DH1 + } + } + } + } + name = AZ_COLLECTION_CHINA_CORE_STATES_CONTROLLED_BY_FACTION_LEADER_IDEOLOGY +} \ No newline at end of file diff --git a/src/common/doctrines/subdoctrines/land/armor_subdoctrines.txt b/src/common/doctrines/subdoctrines/land/armor_subdoctrines.txt deleted file mode 100755 index bf37675..0000000 --- a/src/common/doctrines/subdoctrines/land/armor_subdoctrines.txt +++ /dev/null @@ -1,1142 +0,0 @@ -#碧蓝航线MOD -armored_spearhead_TIX = { - track = armor - name = AZ_SUBDOCTRINE_ARMORED_SPEARHEAD - description = SUBDOCTRINE_ARMORED_SPEARHEAD_DESC - icon = GFX_doctrine_armored_spearhead_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - OR = { - has_doctrine = new_mobile_warfare - has_doctrine = superior_firepower - } - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - original_tag = TIX - } - modifier = { - factor = 0.5 - is_major = no - } - } - - # EFFECTS - army_speed_factor = 0.1 - enable_tactic = tactic_breakthrough - - rewards = { - TIX1 = { - #1 - category_tanks= { - max_strength = 2 - max_organisation = 5 - default_morale = 0.2 - breakthrough = 0.1 - } - } - TIX2 = { - #2 - breakthrough_factor = 0.1 - category_all_armor = { - maximum_speed = 0.1 - breakthrough = 0.2 - } - } - TIX3 = { - #3 - armored_car = { - default_morale = 0.3 - max_organisation = 15 - } - light_armor = { - default_morale = 0.2 - max_organisation = 10 - } - } - TIX4 = { - #4 - army_armor_attack_factor = 0.2 - category_all_armor = { - breakthrough = 0.2 - } - } - TIX5 = { - #5 - enable_tactic = tactic_breakthrough_for_tix - army_armor_defence_factor = 0.2 - armored_car = { - default_morale = 0.3 - max_organisation = 5 - breakthrough = 0.4 - } - category_tanks= { - max_strength = 3 - max_organisation = 5 - breakthrough = 0.2 - } - } - } -} - -mobile_defense_BYG = { - track = armor - name = AZ_SUBDOCTRINE_MOBILE_DEFENSE - description = SUBDOCTRINE_MOBILE_DEFENSE_DESC - icon = GFX_doctrine_mobile_defense_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - OR = { - has_doctrine = superior_firepower - has_doctrine = new_mobile_warfare - } - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - original_tag = BYG - } - - modifier = { - factor = 0.5 - is_major = no - } - - } - - armored_engineer = { - battalion_mult = { - category = category_all_armor - entrenchment = 0.03 - } - } - category_all_armor = { - defense = 0.2 - } - - rewards = { - - BYG1 = { - mechanized = { - defense = 0.15 - soft_attack = 0.25 - } - } - BYG2 = { - experience_loss_factor = -0.1 - light_armor = { - breakthrough = 0.15 - default_morale = 0.2 - } - medium_armor = { - breakthrough = 0.15 - default_morale = 0.2 - } - } - BYG3 = { - land_night_attack = 0.1 - assault_engineer = { - max_organisation = 20 - } - armored_engineer = { - max_organisation = 20 - } - armored_signal = { - max_organisation = 20 - } - - } - BYG4 = { - anti_tank = { - battalion_mult = { - category = category_all_armor - hard_attack = 0.2 - ap_attack = 0.2 - - } - } - - } - BYG5 = { - enable_tactic = tactic_tactical_withdrawal_huj - category_all_armor = { - hard_attack = 0.1 - soft_attack = 0.1 - ap_attack = 0.2 - } - } - } -} - -streamlined_deployment_BFL = { - track = armor - name = AZ_SUBDOCTRINE_STREAMLINED_DEPLOYMENT - description = SUBDOCTRINE_STREAMLINED_DEPLOYMENT_DESC - icon = GFX_doctrine_streamlined_deployment_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - OR = { - has_doctrine = mass_assault - has_doctrine = grand_battleplan - } - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - OR = { - original_tag = BFL - original_tag = DOH - } - } - - } - unit_medium_armor_design_cost_factor = -0.5 - unit_light_armor_design_cost_factor = -0.5 - category_all_armor = { - soft_attack = 0.1 - breakthrough = 0.1 - defence = 0.1 - } - - - rewards = { - BFL1 = { - - unit_medium_armor_design_cost_factor = -0.5 - unit_light_armor_design_cost_factor = -0.5 - light_tank_recon = { - battalion_mult = { - category = category_all_armor - max_organisation = 3 - add = yes - } - } - - } - BFL2 = { - mechanized_attack_factor = 0.2 - mechanized = { - max_organisation = 10 - default_morale = 0.3 - } - category_all_armor = { - default_morale = 0.3 - } - } - BFL3 = { - army_speed_factor = 0.1 - armored_signal = { - battalion_mult = { - category = category_light_infantry - maximum_speed = 0.1 - } - } - light_tank_recon = { - battalion_mult = { - category = category_light_infantry - maximum_speed = 0.1 - } - } - } - BFL4 = { - supply_consumption_factor = -0.2 - category_all_armor = { - reliability = 0.1 - supply_consumption = -0.05 - } - - } - BFL5 = { - enable_tactic = tactic_masterful_blitz_for_bfl - army_attack_speed_factor = 1 - category_all_armor = { - default_morale = 0.3 - max_organisation = 5 - } - } - } - - -} - -armored_infantry_support_HUJ = { - track = armor - name = AZ_SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT - description = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT_DESC - icon = GFX_doctrine_armored_infantry_support_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - OR = { - has_doctrine = mass_assault - has_doctrine = grand_battleplan - } - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - OR = { - original_tag = HUJ - original_tag = YUW - } - } - modifier = { - factor = 0.5 - is_major = no - } - } - - # EFFECTS - motorized_attack_factor = 0.2 - mechanized_attack_factor = 0.2 - enable_tactic = tactic_blitz - effect = { - add_tech_bonus = { - bonus = 1 - uses = 1 - category = cat_heavy_armor - name = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT - } - } - - #TODO jack look if you can make a script effect for production bonuses - - rewards = { - HUJ1 = { - #1 - medium_armor = { - breakthrough = 0.1 - soft_attack = 0.15 - } - heavy_armor = { - breakthrough = 0.1 - soft_attack = 0.15 - } - } - HUJ2 = { - #2 - medium_armor = { - max_organisation = 10 - } - heavy_armor = { - max_organisation = 10 - } - } - HUJ3 = { - #3 - medium_armor = { - max_strength = 5 - reliability = 0.15 - } - heavy_armor = { - max_strength = 5 - reliability = 0.15 - } - } - HUJ4 = { - #4 - supply_node_range = 0.1 - medium_armor = { - supply_consumption = -0.08 - } - heavy_armor = { - supply_consumption = -0.12 - } - } - HUJ5 = { - #5 - enable_tactic = tactic_breakthrough_for_tix - experience_gain_infantry_combat_factor = 0.25 - experience_gain_medium_armor_combat_factor = 0.25 - experience_gain_heavy_armor_combat_factor = 0.25 - category_all_infantry = { - breakthrough = 0.3 - } - medium_armor = { - breakthrough = 0.1 - } - heavy_armor = { - breakthrough = 0.2 - } - } - } -} - -armored_cavalry_CHY = { - track = armor - name = AZ_SUBDOCTRINE_ARMORED_CAVALRY - description = SUBDOCTRINE_ARMORED_CAVALRY_DESC - icon = GFX_doctrine_armored_cavalry_medium - - xp_cost = 100 - xp_type = army - - - available = { - shijianniangguojia_trigger = yes - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - OR = { - original_tag = SAD - original_tag = CHY - } - } - - } - - armored_car = { - max_organisation = 10 - defense = 0.2 - } - mechanized = { - max_organisation = 10 - defense = 0.1 - } - # EFFECTS - rewards = { - CHY1 = { - light_armor = { - maximum_speed = 0.1 - max_organisation = 10 - breakthrough = 0.2 - } - } - CHY2 = { - motorized_attack_factor = 0.2 - motorized_defence_factor = 0.2 - motorized_military_police = { - battalion_mult = { - category = category_vehicle_infantry - suppression_factor = 0.2 - } - - } - armored_car = { - suppression_factor = 0.5 - } - } - CHY3 = { - army_speed_factor = 0.1 - light_armor = { - maximum_speed = 0.1 - breakthrough = 0.2 - } - armored_car = { - maximum_speed = 0.1 - breakthrough = 0.2 - soft_attack = 0.2 - - } - mechanized = { - maximum_speed = 0.1 - breakthrough = 0.1 - } - } - CHY4 = { - recon_factor = 1 - armored_car_recon = { - max_organisation = 5 - soft_attack = 0.2 - } - light_tank_recon = { - max_organisation = 5 - soft_attack = 0.2 - } - } - CHY5 = { - enable_tactic = tactic_elastic_defense_for_sad - enable_tactic = tactic_infantry_charge_for_chy - armored_car = { - max_organisation = 10 - soft_attack = 0.2 - default_morale = 0.3 - } - light_armor = { - max_organisation = 10 - soft_attack = 0.2 - hard_attack = 0.4 - default_morale = 0.3 - } - mechanized = { - max_organisation = 10 - soft_attack = 0.2 - default_morale = 0.3 - } - motorized = { - max_organisation = 10 - soft_attack = 0.2 - default_morale = 0.3 - } - } - } -} - -##################以下为原版####################### - -armored_spearhead_no_lar = { - track = armor - name = SUBDOCTRINE_ARMORED_SPEARHEAD - description = SUBDOCTRINE_ARMORED_SPEARHEAD_DESC - icon = GFX_doctrine_armored_spearhead_medium - - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - visible = { - NOT = { - has_dlc = "La Resistance" - } - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 25 - original_tag = GER - } - modifier = { - factor = 0.5 - is_major = no - } - } - - # EFFECTS - enable_tactic = tactic_breakthrough - - rewards = { - force_concentration = { - #1 - category_tanks= { - max_organisation = 1 - default_morale = 0.1 - } - } - armored_breakthrough_exploits = { - #2 - category_all_armor = { - breakthrough = 0.1 - } - } - local_reserves = { - #3 - recon = { - max_organisation = 10 - } - - light_armor = { - default_morale = 0.1 - max_organisation = 3 - } - } - tactical_reconnaissance = { - #4 - category_all_armor = { - breakthrough = 0.1 - } - } - assault_detachments = { - #5 - - category_tanks= { - max_organisation = 3 - breakthrough = 0.2 - } - } - } -} -armored_infantry_support = { - track = armor - name = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT - description = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT_DESC - icon = GFX_doctrine_armored_infantry_support_medium - - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 25 - OR = { - original_tag = ENG - original_tag = FRA - } - } - modifier = { - factor = 0.5 - is_major = no - } - } - - # EFFECTS - enable_tactic = tactic_blitz - effect = { - add_tech_bonus = { - bonus = 1 - uses = 1 - category = cat_heavy_armor - name = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT - } - } - - #TODO jack look if you can make a script effect for production bonuses - - rewards = { - mobile_reserves = { - #1 - medium_armor = { - breakthrough = 0.05 - soft_attack = 0.1 - } - heavy_armor = { - breakthrough = 0.05 - soft_attack = 0.1 - } - } - armored_cohorts = { - #2 - medium_armor = { - max_organisation = 7 - } - heavy_armor = { - max_organisation = 7 - } - } - maintenance_routines = { - #3 - armored_maintenance = { - battalion_mult = { - category = category_all_armor - max_strength = 0.15 - add = yes - } - } - } - fuel_rationing = { - #4 - heavy_armor = { - supply_consumption = -0.08 - } - } - mobile_armored_strongpoints = { - #5 - category_all_infantry = { - breakthrough = 0.05 - } - heavy_armor = { - breakthrough = 0.1 - } - } - } -} - -streamlined_deployment = { - track = armor - name = SUBDOCTRINE_STREAMLINED_DEPLOYMENT - description = SUBDOCTRINE_STREAMLINED_DEPLOYMENT_DESC - icon = GFX_doctrine_streamlined_deployment_medium - - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 25 - OR = { - original_tag = SOV - original_tag = CHI - original_tag = PRC - } - } - - } - - category_all_armor = { - soft_attack = 0.1 - breakthrough = 0.1 - } - - - rewards = { - flexible_armored_battalions = { - - unit_medium_armor_design_cost_factor = -0.5 - unit_light_armor_design_cost_factor = -0.5 - light_tank_recon = { - battalion_mult = { - category = category_all_armor - max_organisation = 2 - add = yes - } - } - - } - mechanized_wave = { - mechanized = { - max_organisation = 5 - default_morale = 0.2 - } - category_all_armor = { - default_morale = 0.2 - } - } - tank_desant = { - armored_signal = { - battalion_mult = { - category = category_light_infantry - maximum_speed = 0.05 - } - } - light_tank_recon = { - battalion_mult = { - category = category_light_infantry - maximum_speed = 0.05 - } - } - } - full_front_deployment = { - category_all_armor = { - reliability = 0.05 - supply_consumption = -0.02 - } - - } - continuous_offensives = { - category_all_armor = { - default_morale = 0.2 - max_organisation = 2 - } - } - } - - -} - -mobile_defense = { - track = armor - name = SUBDOCTRINE_MOBILE_DEFENSE - description = SUBDOCTRINE_MOBILE_DEFENSE_DESC - icon = GFX_doctrine_mobile_defense_medium - - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 25 - original_tag = USA - } - - modifier = { - factor = 0.5 - is_major = no - } - - } - - armored_engineer = { - battalion_mult = { - category = category_all_armor - entrenchment = 0.02 - } - } - category_all_armor = { - defense = 0.1 - } - - rewards = { - - mechanized_offensive = { - mechanized = { - defense = 0.1 - soft_attack = 0.1 - } - } - advance_under_fire = { - light_armor = { - breakthrough = 0.1 - default_morale = 0.2 - } - medium_armor = { - breakthrough = 0.1 - default_morale = 0.2 - } - } - attached_support = { - assault_engineer = { - max_organisation = 10 - } - armored_engineer = { - max_organisation = 10 - } - armored_signal = { - max_organisation = 10 - } - - } - combined_anti_armor = { - anti_tank = { - battalion_mult = { - category = category_all_armor - hard_attack = 0.05 - ap_attack = 0.05 - - } - } - - } - tank_on_tank_engagement = { - category_all_armor = { - hard_attack = 0.1 - soft_attack = 0.1 - ap_attack = 0.05 - } - } - } -} - -armored_cavalry = { - track = armor - name = SUBDOCTRINE_ARMORED_CAVALRY - description = SUBDOCTRINE_ARMORED_CAVALRY_DESC - icon = GFX_doctrine_armored_cavalry_medium - - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - visible = { - AND = { - has_dlc = "No Compromise, No Surrender" - has_dlc = "La Resistance" - } - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 25 - OR = { - original_tag = ITA - original_tag = JAP - } - } - - } - - armored_car = { - max_organisation = 5 - defense = 0.1 - } - mechanized = { - max_organisation = 5 - defense = 0.05 - } - # EFFECTS - rewards = { - cruiser_tanks = { - light_armor = { - maximum_speed = 0.1 - max_organisation = 5 - breakthrough = 0.05 - } - } - quick_response_force = { - motorized_military_police = { - battalion_mult = { - category = category_vehicle_infantry - suppression_factor = 0.05 - } - - } - armored_car = { - suppression_factor = 0.2 - } - } - speed_as_armour = { - light_armor = { - maximum_speed = 0.05 - breakthrough = 0.05 - } - armored_car = { - maximum_speed = 0.05 - breakthrough = 0.1 - soft_attack = 0.1 - - } - mechanized = { - maximum_speed = 0.05 - breakthrough = 0.05 - } - } - fighting_reconnaissance = { - armored_car_recon = { - max_organisation = 3 - soft_attack = 0.05 - } - light_tank_recon = { - max_organisation = 2 - soft_attack = 0.05 - } - } - sustained_deployments = { - armored_car = { - max_organisation = 5 - soft_attack = 0.05 - default_morale = 0.2 - } - light_armor = { - max_organisation = 5 - soft_attack = 0.05 - hard_attack = 0.1 - default_morale = 0.2 - } - mechanized = { - max_organisation = 5 - soft_attack = 0.05 - default_morale = 0.2 - } - motorized = { - max_organisation = 5 - soft_attack = 0.05 - default_morale = 0.2 - } - } - } -} - -armored_cavalry_no_lar = { - track = armor - name = SUBDOCTRINE_ARMORED_CAVALRY - description = SUBDOCTRINE_ARMORED_CAVALRY_DESC - icon = GFX_doctrine_armored_cavalry_medium - - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - visible = { - has_dlc = "No Compromise, No Surrender" - NOT = { - has_dlc = "La Resistance" - } - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 25 - OR = { - original_tag = ITA - original_tag = JAP - } - } - - } - - motorized = { - max_organisation = 5 - defense = 0.1 - } - mechanized = { - max_organisation = 5 - defense = 0.05 - } - # EFFECTS - rewards = { - cruiser_tanks = { - light_armor = { - maximum_speed = 0.1 - max_organisation = 5 - breakthrough = 0.05 - } - } - quick_response_force = { - motorized_military_police = { - battalion_mult = { - category = category_vehicle_infantry - suppression_factor = 0.05 - } - - } - - } - speed_as_armour = { - light_armor = { - maximum_speed = 0.05 - breakthrough = 0.05 - } - motorized = { - maximum_speed = 0.05 - - } - mechanized = { - maximum_speed = 0.05 - breakthrough = 0.05 - } - } - fighting_reconnaissance = { - recon = { - max_organisation = 3 - soft_attack = 0.05 - } - light_tank_recon = { - max_organisation = 2 - soft_attack = 0.05 - } - } - sustained_deployments = { - light_armor = { - max_organisation = 5 - soft_attack = 0.05 - hard_attack = 0.1 - default_morale = 0.2 - } - mechanized = { - max_organisation = 5 - soft_attack = 0.05 - default_morale = 0.2 - } - motorized = { - max_organisation = 5 - soft_attack = 0.05 - default_morale = 0.2 - } - } - } -} - -tank_destroyer_force = { - track = armor - name = SUBDOCTRINE_TANK_DESTROYER_FORCE - description = SUBDOCTRINE_TANK_DESTROYER_FORCE_DESC - icon = GFX_doctrine_tank_destroyer_force_medium - - xp_cost = 100 - xp_type = army - - visible = { - has_dlc = "No Compromise, No Surrender" - } - - ai_will_do = { - - base = 0 - - } - - category_all_armor = { - defense = 0.1 - hard_attack = 0.1 - ap_attack = 0.1 - } - - rewards = { - - mobile_anti_tank = { - mot_anti_tank_brigade = { - max_organisation = 8 - hard_attack = 0.1 - ap_attack = 0.1 - } - - } - committed_operational_units = { - assault_engineer = { - battalion_mult = { - category = category_tank_destroyers - reliability = 0.02 - soft_attack = 0.05 - hard_attack = 0.1 - } - } - } - redeployment_priority = { - category_tank_destroyers = { - supply_consumption = -0.02 - default_morale = 0.2 - } - } - - independent_counterattacks = { - category_tank_destroyers = { - max_organisation = 6 - initiative = 0.01 - } - } - - selfsufficient_battalion = { - armored_signal = { - battalion_mult = { - category = category_tank_destroyers - hard_attack = 0.1 - ap_attack = 0.2 - - } - } - } - - - - } -} diff --git a/src/common/doctrines/subdoctrines/land/az_subdoctrines.txt b/src/common/doctrines/subdoctrines/land/az_subdoctrines.txt new file mode 100755 index 0000000..1e5682e --- /dev/null +++ b/src/common/doctrines/subdoctrines/land/az_subdoctrines.txt @@ -0,0 +1,1984 @@ +#碧蓝航线MOD +armored_spearhead_TIX = { + track = armor + name = AZ_SUBDOCTRINE_ARMORED_SPEARHEAD + description = SUBDOCTRINE_ARMORED_SPEARHEAD_DESC + icon = GFX_doctrine_armored_spearhead_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + OR = { + has_doctrine = new_mobile_warfare + has_doctrine = superior_firepower + } + } + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + original_tag = TIX + } + modifier = { + factor = 0.5 + is_major = no + } + } + + # EFFECTS + army_speed_factor = 0.1 + enable_tactic = tactic_breakthrough + + rewards = { + TIX1 = { + #1 + category_tanks= { + max_strength = 2 + max_organisation = 5 + default_morale = 0.2 + breakthrough = 0.1 + } + } + TIX2 = { + #2 + breakthrough_factor = 0.1 + category_all_armor = { + maximum_speed = 0.1 + breakthrough = 0.2 + } + } + TIX3 = { + #3 + armored_car = { + default_morale = 0.3 + max_organisation = 15 + } + light_armor = { + default_morale = 0.2 + max_organisation = 10 + } + } + TIX4 = { + #4 + army_armor_attack_factor = 0.2 + category_all_armor = { + breakthrough = 0.2 + } + } + TIX5 = { + #5 + enable_tactic = tactic_breakthrough_for_tix + army_armor_defence_factor = 0.2 + armored_car = { + default_morale = 0.3 + max_organisation = 5 + breakthrough = 0.4 + } + category_tanks= { + max_strength = 3 + max_organisation = 5 + breakthrough = 0.2 + } + } + } +} + +mobile_defense_BYG = { + track = armor + name = AZ_SUBDOCTRINE_MOBILE_DEFENSE + description = SUBDOCTRINE_MOBILE_DEFENSE_DESC + icon = GFX_doctrine_mobile_defense_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + OR = { + has_doctrine = superior_firepower + has_doctrine = new_mobile_warfare + } + } + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + original_tag = BYG + } + + modifier = { + factor = 0.5 + is_major = no + } + + } + + armored_engineer = { + battalion_mult = { + category = category_all_armor + entrenchment = 0.03 + } + } + category_all_armor = { + defense = 0.2 + } + + rewards = { + + BYG1 = { + mechanized = { + defense = 0.15 + soft_attack = 0.25 + } + } + BYG2 = { + experience_loss_factor = -0.1 + light_armor = { + breakthrough = 0.15 + default_morale = 0.2 + } + medium_armor = { + breakthrough = 0.15 + default_morale = 0.2 + } + } + BYG3 = { + land_night_attack = 0.1 + assault_engineer = { + max_organisation = 20 + } + armored_engineer = { + max_organisation = 20 + } + armored_signal = { + max_organisation = 20 + } + + } + BYG4 = { + anti_tank = { + battalion_mult = { + category = category_all_armor + hard_attack = 0.2 + ap_attack = 0.2 + + } + } + + } + BYG5 = { + enable_tactic = tactic_tactical_withdrawal_huj + category_all_armor = { + hard_attack = 0.1 + soft_attack = 0.1 + ap_attack = 0.2 + } + } + } +} + +streamlined_deployment_BFL = { + track = armor + name = AZ_SUBDOCTRINE_STREAMLINED_DEPLOYMENT + description = SUBDOCTRINE_STREAMLINED_DEPLOYMENT_DESC + icon = GFX_doctrine_streamlined_deployment_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + OR = { + has_doctrine = mass_assault + has_doctrine = grand_battleplan + } + } + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + OR = { + original_tag = BFL + original_tag = DOH + } + } + + } + unit_medium_armor_design_cost_factor = -0.5 + unit_light_armor_design_cost_factor = -0.5 + category_all_armor = { + soft_attack = 0.1 + breakthrough = 0.1 + defence = 0.1 + } + + + rewards = { + BFL1 = { + + unit_medium_armor_design_cost_factor = -0.5 + unit_light_armor_design_cost_factor = -0.5 + light_tank_recon = { + battalion_mult = { + category = category_all_armor + max_organisation = 3 + add = yes + } + } + + } + BFL2 = { + mechanized_attack_factor = 0.2 + mechanized = { + max_organisation = 10 + default_morale = 0.3 + } + category_all_armor = { + default_morale = 0.3 + } + } + BFL3 = { + army_speed_factor = 0.1 + armored_signal = { + battalion_mult = { + category = category_light_infantry + maximum_speed = 0.1 + } + } + light_tank_recon = { + battalion_mult = { + category = category_light_infantry + maximum_speed = 0.1 + } + } + } + BFL4 = { + supply_consumption_factor = -0.2 + category_all_armor = { + reliability = 0.1 + supply_consumption = -0.05 + } + + } + BFL5 = { + enable_tactic = tactic_masterful_blitz_for_bfl + army_attack_speed_factor = 1 + category_all_armor = { + default_morale = 0.3 + max_organisation = 5 + } + } + } + + +} + +armored_infantry_support_HUJ = { + track = armor + name = AZ_SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT + description = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT_DESC + icon = GFX_doctrine_armored_infantry_support_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + OR = { + has_doctrine = mass_assault + has_doctrine = grand_battleplan + } + } + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + OR = { + original_tag = HUJ + original_tag = YUW + } + } + modifier = { + factor = 0.5 + is_major = no + } + } + + # EFFECTS + motorized_attack_factor = 0.2 + mechanized_attack_factor = 0.2 + enable_tactic = tactic_blitz + effect = { + add_tech_bonus = { + bonus = 1 + uses = 1 + category = cat_heavy_armor + name = SUBDOCTRINE_ARMORED_INFANTRY_SUPPORT + } + } + + #TODO jack look if you can make a script effect for production bonuses + + rewards = { + HUJ1 = { + #1 + medium_armor = { + breakthrough = 0.1 + soft_attack = 0.15 + } + heavy_armor = { + breakthrough = 0.1 + soft_attack = 0.15 + } + } + HUJ2 = { + #2 + medium_armor = { + max_organisation = 10 + } + heavy_armor = { + max_organisation = 10 + } + } + HUJ3 = { + #3 + medium_armor = { + max_strength = 5 + reliability = 0.15 + } + heavy_armor = { + max_strength = 5 + reliability = 0.15 + } + } + HUJ4 = { + #4 + supply_node_range = 0.1 + medium_armor = { + supply_consumption = -0.08 + } + heavy_armor = { + supply_consumption = -0.12 + } + } + HUJ5 = { + #5 + enable_tactic = tactic_breakthrough_for_tix + experience_gain_infantry_combat_factor = 0.25 + experience_gain_medium_armor_combat_factor = 0.25 + experience_gain_heavy_armor_combat_factor = 0.25 + category_all_infantry = { + breakthrough = 0.3 + } + medium_armor = { + breakthrough = 0.1 + } + heavy_armor = { + breakthrough = 0.2 + } + } + } +} + +armored_cavalry_CHY = { + track = armor + name = AZ_SUBDOCTRINE_ARMORED_CAVALRY + description = SUBDOCTRINE_ARMORED_CAVALRY_DESC + icon = GFX_doctrine_armored_cavalry_medium + + xp_cost = 100 + xp_type = army + + + available = { + shijianniangguojia_trigger = yes + } + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + OR = { + original_tag = SAD + original_tag = CHY + } + } + + } + + armored_car = { + max_organisation = 10 + defense = 0.2 + } + mechanized = { + max_organisation = 10 + defense = 0.1 + } + # EFFECTS + rewards = { + CHY1 = { + light_armor = { + maximum_speed = 0.1 + max_organisation = 10 + breakthrough = 0.2 + } + } + CHY2 = { + motorized_attack_factor = 0.2 + motorized_defence_factor = 0.2 + motorized_military_police = { + battalion_mult = { + category = category_vehicle_infantry + suppression_factor = 0.2 + } + + } + armored_car = { + suppression_factor = 0.5 + } + } + CHY3 = { + army_speed_factor = 0.1 + light_armor = { + maximum_speed = 0.1 + breakthrough = 0.2 + } + armored_car = { + maximum_speed = 0.1 + breakthrough = 0.2 + soft_attack = 0.2 + + } + mechanized = { + maximum_speed = 0.1 + breakthrough = 0.1 + } + } + CHY4 = { + recon_factor = 1 + armored_car_recon = { + max_organisation = 5 + soft_attack = 0.2 + } + light_tank_recon = { + max_organisation = 5 + soft_attack = 0.2 + } + } + CHY5 = { + enable_tactic = tactic_elastic_defense_for_sad + enable_tactic = tactic_infantry_charge_for_chy + armored_car = { + max_organisation = 10 + soft_attack = 0.2 + default_morale = 0.3 + } + light_armor = { + max_organisation = 10 + soft_attack = 0.2 + hard_attack = 0.4 + default_morale = 0.3 + } + mechanized = { + max_organisation = 10 + soft_attack = 0.2 + default_morale = 0.3 + } + motorized = { + max_organisation = 10 + soft_attack = 0.2 + default_morale = 0.3 + } + } + } +} + +large_unit_tactics_BFL = { + track = infantry + name = AZ_SUBDOCTRINE_LARGE_UNIT_TACTICS + description = SUBDOCTRINE_LARGE_UNIT_TACTICS_DESC + icon = GFX_doctrine_human_infantry_offensive_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + has_doctrine = mass_assault + } + + ai_will_do = { + base = 1 + modifier = { + factor = 1000 + OR = { + original_tag = BFL + original_tag = DOH + original_tag = CHY + } + } + modifier = { + factor = 0.5 + is_major = no + } + } + + # EFFECTS + effect = { + + } + + #OTHER BASE REWARDS + + category_all_infantry = { + supply_consumption = -0.02 + } + + rewards = { + wide_trench_networks = { + unit_infantry_design_cost_factor = -1 + dig_in_speed_factor = 0.5 + max_dig_in_factor = 0.1 + } + flexible_division_structures = { + #2 + experience_gain_infantry_combat_factor = 0.25 + infantry = { + combat_width = -0.3 + } + } + unit_knowledge_sharing = { + #3 + intel_from_combat_factor = 0.2 + category_all_infantry = { + experience_loss_factor = -0.02 + } + } + large_front_offensive = { + #4 + category_all_infantry = { + max_organisation = 15 + soft_attack = 0.1 + } + army_morale = 0.3 + + } + motorization_initiative = { + #5 + enable_tactic = tactic_human_wave_tactics_for_doh + category_all_infantry = { + breakthrough = 0.4 + soft_attack = 0.1 + } + category_vehicle_infantry = { + supply_consumption = -0.03 + reliability = 0.1 + } + } + + } +} + +assault_infantry_BYG = { + track = infantry + name = AZ_SUBDOCTRINE_ASSAULT_INFANTRY + description = SUBDOCTRINE_ASSAULT_INFANTRY_DESC + icon = GFX_doctrine_assault_infantry_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + OR = { + has_doctrine = superior_firepower + has_doctrine = new_mobile_warfare + } + } + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + original_tag = BYG + } + modifier = { + factor = 0.5 + is_major = no + } + } + + # EFFECTS + + #OTHER BASE REWARDS + artillery = { + soft_attack = 0.15 + } + + rewards = { + BYG1 = { + #1 + artillery = { + battalion_mult = { + category = category_light_infantry + soft_attack = 0.3 + } + } + } + BYG2 = { + #2 + category_support_artillery = { + soft_attack = 0.1 + } + anti_tank = { + ap_attack = 0.2 + hard_attack = 0.4 + } + anti_air = { + air_attack = 0.2 + } + + } + + BYG3 = { + #3 + category_support_artillery = { + max_organisation = 20 + soft_attack = 0.15 + } + + } + BYG4 = { + #4 + light_tank_recon = { + max_organisation = 20 + battalion_mult = { + category = category_all_infantry + breakthrough = 0.2 + } + battalion_mult = { + category = category_all_infantry + max_organisation = 10 + add = yes + } + } + mot_recon = { + max_organisation = 20 + battalion_mult = { + category = category_all_infantry + breakthrough = 0.2 + } + battalion_mult = { + category = category_all_infantry + max_organisation = 10 + add = yes + } + } + + + } + BYG5 = { + #5 + category_support_artillery = { + supply_consumption = -0.03 + } + light_flame_tank = { + battalion_mult = { + category = category_all_infantry + breakthrough = 0.2 + soft_attack = 0.2 + } + } + medium_flame_tank = { + battalion_mult = { + category = category_all_infantry + breakthrough = 0.2 + soft_attack = 0.2 + } + } + heavy_flame_tank = { + battalion_mult = { + category = category_all_infantry + breakthrough = 0.2 + soft_attack = 0.2 + } + } + + } + } +} + +defensive_postures_HUJ = { + track = infantry + name = AZ_SUBDOCTRINE_DEFENSIVE_POSTURES + description = SUBDOCTRINE_DEFENSIVE_POSTURES_DESC + icon = GFX_doctrine_defensive_postures_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + OR = { + has_doctrine = grand_battleplan + has_doctrine = mass_assault + } + } + + ai_will_do = { + base = 1 + modifier = { + factor = 1000 + OR = { + original_tag = HUJ + original_tag = YUW + } + } + } + + #OTHER BASE REWARDS + category_all_infantry = { + supply_consumption = -0.02 + entrenchment = 0.4 + } + + rewards = { + HUJ1 = { + max_dig_in = 5 + dig_in_speed_factor = 1 + } + HUJ2 = { + army_infantry_defence_factor = 0.1 + category_all_infantry = { + max_organisation = 20 + defense = 0.2 + } + } + HUJ3 = { + max_dig_in_factor = 0.25 + category_all_infantry = { + entrenchment = 0.2 + } + } + HUJ4 = { + category_all_infantry = { + soft_attack = 0.2 + } + } + HUJ5 = { + enable_tactic = tactic_backhand_blow_for_yuw + max_dig_in = 5 + max_dig_in_factor = 0.25 + dig_in_speed_factor = 1 + } + + } +} + +mobile_infantry_TIX = { + track = infantry + name = AZ_SUBDOCTRINE_MOBILE_INFANTRY + description = SUBDOCTRINE_MOBILE_INFANTRY_DESC + icon = GFX_doctrine_mobile_infantry_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + OR = { + has_doctrine = new_mobile_warfare + has_doctrine = superior_firepower + } + } + + ai_will_do = { + base = 1 + modifier = { + factor = 1000 + original_tag = TIX + } + modifier = { + factor = 0.5 + is_major = no + } + + } + + # EFFECTS + army_speed_factor = 0.1 + enable_tactic = tactic_overwhelming_fire + effect = { + add_tech_bonus = { + bonus = 1 + uses = 2 + category = motorized_equipment + name = SUBDOCTRINE_MOBILE_INFANTRY + } + } + + rewards = { + TIX1 = { + category_cavalry = { + max_strength = 5 + max_organisation = 20 + maximum_speed = 0.2 + breakthrough = 0.5 + } + } + TIX2 = { + category_all_infantry = { + max_organisation = 20 + default_morale = 0.2 + maximum_speed = 0.1 + } + } + TIX3 = { + category_vehicle_infantry = { + max_organisation = 20 + max_strength = 5 + breakthrough = 0.5 + } + } + TIX4 = { + category_vehicle_infantry = { + default_morale = 0.2 + soft_attack = 0.4 + hard_attack = 1 + } + } + TIX5 = { + army_speed_factor = 0.1 + army_attack_speed_factor = 1 + category_all_infantry = { + soft_attack = 0.2 + max_organisation = 10 + maximum_speed = 0.3 + } + } + + } +} + +commandos_SAD = { + track = infantry + name = AZ_SUBDOCTRINE_COMMANDOS + description = SUBDOCTRINE_COMMANDOS_DESC + icon = GFX_doctrine_commandos_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + OR = { + has_doctrine = grand_battleplan + has_doctrine = superior_firepower + } + } + + + ai_will_do = { + base = 1 + modifier = { + factor = 1000 + original_tag = SAD + } + } + enable_tactic = tactic_infantry_charge + category_light_infantry = { + max_strength = 5 + } + + # EFFECTS + + rewards = { + SAD1 = { + category_light_infantry = { + supply_consumption = -0.03 + reliability = 0.1 + } + field_hospital = { + casualty_trickleback = 0.1 + } + helicopter_brigade = { + casualty_trickleback = 0.1 + } + helicopter_field_hospital = { + casualty_trickleback = 0.1 + } + + } + SAD2 = { + + signal_company = { + battalion_mult = { + category = category_all_infantry + defense = 0.2 + } + } + logistics_company = { + battalion_mult = { + category = category_vehicle_infantry + max_strength = 5 + add = yes + } + } + category_vehicle_infantry = { + reliability = 0.1 + breakthrough = 0.2 + } + + } + SAD3 = { + recon = { + battalion_mult = { + category = category_all_infantry + soft_attack = 0.2 + } + } + mot_recon = { + battalion_mult = { + category = category_all_infantry + soft_attack = 0.2 + } + } + light_tank_recon = { + battalion_mult = { + category = category_all_infantry + soft_attack = 0.2 + } + } + + infantry = { + desert = { + attack = 0.1 + movement = 0.2 + } + jungle = { + attack = 0.1 + movement = 0.2 + } + hills = { + attack = 0.1 + movement = 0.2 + } + } + } + + SAD4 = { + enable_tactic = tactic_elastic_defense_for_sad + intel_from_combat_factor = 0.4 + } + + SAD5 = { + category_all_infantry = { + soft_attack = 0.2 + breakthrough = 0.4 + } + + } + } +} + +mission_type_tactics_TIX = { + track = operations + name = AZ_SUBDOCTRINE_MISSION_TYPE_TACTICS + description = SUBDOCTRINE_MISSION_TYPE_TACTICS_DESC + icon = GFX_doctrine_mission_type_tactics_medium + + xp_cost = 100 + xp_type = army + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + original_tag = TIX + } + + modifier = { + factor = 0.5 + is_major = no + } + + } + + available = { + shijianniangguojia_trigger = yes + has_doctrine = new_mobile_warfare + } + # EFFECTS + command_power_gain = 0.1 + category_all_infantry = { + max_organisation = 20 + } + + + + rewards = { + TIX1 ={ + #1 + max_planning = 0.1 + planning_speed = 0.1 + category_all_infantry = { + default_morale = 0.3 + initiative = 0.05 + } + } + TIX2 = { + #2 + org_loss_at_low_org_factor = -0.25 + org_loss_when_moving = -0.25 + } + TIX3 = { + #3 + army_defence_factor = 0.1 + army_morale_factor = 0.2 + category_all_infantry= { + default_morale = 0.3 + } + category_all_armor = { + maximum_speed = 0.2 + } + + } + TIX4 = { + #4 + army_attack_factor = 0.2 + army_breakthrough_against_major_factor = 0.1 + category_all_infantry = { + breakthrough = 0.2 + max_organisation = 20 + } + } + TIX5 = { + #5 + resistance_target = -0.2 + max_planning = 0.1 + planning_speed = 0.3 + category_all_infantry = { + default_morale = 0.5 + initiative = 0.05 + } + category_tanks = { + default_morale = 0.5 + } + + } + } +} + +deep_battle_BFL = { + track = operations + name = AZ_SUBDOCTRINE_DEEP_BATTLE + description = SUBDOCTRINE_DEEP_BATTLE_DESC + icon = GFX_doctrine_deep_battle_medium + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + has_doctrine = mass_assault + } + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + original_tag = BFL + } + + modifier = { + factor = 0.5 + is_major = no + } + + } + + # EFFECTS + enable_tactic = tactic_backhand_blow + category_tanks = { + max_organisation = 5 + } + + rewards = { + BFL1 = { + #1 + recon = { + battalion_mult = { + category = category_light_infantry + soft_attack = 0.2 + defense = 0.2 + } + } + mot_recon = { + battalion_mult = { + category = category_light_infantry + soft_attack = 0.2 + defense = 0.2 + } + } + light_tank_recon = { + battalion_mult = { + category = category_light_infantry + soft_attack = 0.2 + defense = 0.2 + } + } + category_vehicle_infantry = { + max_organisation = 5 + } + + } + BFL2 = { + #2 + category_tanks = { + max_strength = 5 + max_organisation = 10 + } + armored_car = { + max_strength = 5 + max_organisation = 10 + } + land_reinforce_rate = 0.05 + } + BFL3 = { + #3 + army_intel_to_others = -20.0 + airforce_intel_to_others = -10.0 + army_intel_factor = 0.1 + + + } + BFL4 = { + #4 + breakthrough_factor = 0.1 + org_loss_when_moving = -0.3 + category_vehicle_infantry = { + max_organisation = 20 + default_morale = 0.2 + } + category_tanks = { + max_organisation = 5 + } + category_all_armor = { + default_morale = 0.2 + } + armored_car = { + max_organisation = 10 + } + } + BFL5 = { + #5 + army_attack_against_major_factor = 0.1 + org_loss_when_moving = -0.2 + land_reinforce_rate = 0.1 + armored_car_recon = { + battalion_mult = { + category = category_light_infantry + max_organisation = 10 + add = yes + } + } + light_tank_recon = { + battalion_mult = { + category = category_light_infantry + max_organisation = 10 + add = yes + } + } + } + } +} + +grand_assault_YUW = { + track = operations + name = AZ_SUBDOCTRINE_GRAND_ASSAULT + description = SUBDOCTRINE_GRAND_ASSAULT_DESC + icon = GFX_doctrine_grand_assault_medium + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + OR = { + has_doctrine = grand_battleplan + has_doctrine = superior_firepower + } + } + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + OR = { + original_tag = HUJ + original_tag = YUW + original_tag = SAD + } + } + + } + + # EFFECTS + max_planning = 0.2 + category_army = { + breakthrough = 0.15 + soft_attack = 0.1 + } + + rewards = { + YUW1 = { + #1 + + max_command_power = 50 + planning_speed = 0.2 + max_planning = 0.1 + logistics_company = { + battalion_mult = { + category = category_all_infantry + defense = 0.2 + } + } + } + YUW2 = { + #2 + coordination_bonus = 0.2 + category_army = { + breakthrough = 0.2 + } + } + YUW3 = { + #3 + army_defence_factor = 0.1 + army_bonus_air_superiority_factor = 0.1 + coordination_bonus = 0.3 + category_all_infantry = { + max_organisation = 10 + } + category_tanks = { + max_organisation = 5 + } + + anti_air = { + air_attack = 0.3 + } + } + YUW4 = { + #4 + army_org_factor = 0.2 + planning_speed = 0.3 + logistics_company = { + battalion_mult = { + category = category_all_infantry + supply_consumption = -0.2 + } + } + category_recon = { + recon = 0.3 + } + } + YUW5 = { + #5 + army_defence_factor = 0.1 + max_planning = 0.2 + category_all_infantry = { + max_organisation = 10 + } + category_tanks = { + max_organisation = 5 + } + } + } +} + +rapid_domination_BYG = { + track = operations + name = AZ_SUBDOCTRINE_RAPID_DOMINATION + description = SUBDOCTRINE_RAPID_DOMINATION_DESC + icon = GFX_doctrine_shock_and_awe_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + OR = { + has_doctrine = new_mobile_warfare + has_doctrine = superior_firepower + } + } + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + original_tag = BYG + } + + modifier = { + factor = 0.5 + is_major = no + } + + } + + # EFFECTS + enable_tactic = tactic_breakthrough + land_reinforce_rate = 0.03 + category_line_artillery = { + soft_attack = 0.2 + } + + rewards = { + BYG1 = { + #1 + land_reinforce_rate = 0.03 + category_recon = { + recon = 2 + } + category_support_artillery = { + soft_attack = 0.2 + } + + + } + BYG2 = { + #2 + army_artillery_attack_factor = 0.2 + army_artillery_defence_factor = 0.2 + category_army = { + default_morale = 0.1 + } + category_support_artillery = { + supply_consumption = -0.15 + } + + } + BYG3 = { + #3 + army_artillery_attack_factor = 0.3 + army_artillery_defence_factor = 0.3 + signal_company = { + battalion_mult = { + category = category_artillery + soft_attack = 0.2 + } + } + + + } + BYG4 = { + #4 + category_support_battalions = { + max_organisation = 20 + soft_attack = 0.5 + } + } + BYG5 = { + #5 + category_army = { + soft_attack = 0.1 + } + category_all_infantry = { + soft_attack = 0.2 + hard_attack = 0.1 + } + army_bonus_air_superiority_factor = 0.2 + + + } + } +} + +infiltration_tactics_CHY = { + track = operations + name = AZ_SUBDOCTRINE_INFILTRATION_TACTICS + description = SUBDOCTRINE_INFILTRATION_TACTICS_DESC + icon = GFX_doctrine_infiltration_assault_medium + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + has_doctrine = grand_battleplan + } + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + original_tag = CHY + } + + } + + # EFFECTS + enable_tactic = tactic_infantry_assault + planning_speed = 0.2 + max_planning = 0.1 + + ai_will_do = { } + + rewards = { + CHY1 = { + #1 + planning_speed = 0.1 + category_army = { + breakthrough = 0.15 + max_organisation = 10 + } + + } + CHY2 = { + #2 + max_planning = 0.1 + land_night_attack = 0.35 + } + CHY3 = { + #3 + supply_consumption_factor = -0.2 + command_power_gain = 0.25 + category_tanks = { + max_organisation = 5 + } + category_all_armor = { + default_morale = 0.2 + } + } + CHY4 = { + #4 + + recon = { + battalion_mult = { + category = category_light_infantry + soft_attack = 0.2 + } + battalion_mult = { + category = category_cavalry + soft_attack = 0.2 + } + + } + mot_recon = { + battalion_mult = { + category = category_light_infantry + soft_attack = 0.2 + } + battalion_mult = { + category = category_cavalry + soft_attack = 0.2 + } + + } + light_tank_recon = { + battalion_mult = { + category = category_light_infantry + soft_attack = 0.2 + } + battalion_mult = { + category = category_cavalry + soft_attack = 0.2 + } + + } + + category_recon = { + recon = 2 + } + + } + CHY5 = { + #5 + enable_tactic = tactic_infantry_charge_for_chy + intel_from_combat_factor = 0.5 + land_reinforce_rate = 0.03 + org_loss_when_moving = -0.25 + + } + } +} + +last_stand_AZ = { + track = operations + name = AZ_SUBDOCTRINE_LAST_STAND + description = SUBDOCTRINE_LAST_STAND_DESC + icon = GFX_doctrine_last_stand_medium + #TODO: Add trigger tag for surrender progress + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + OR = { + has_doctrine = new_mobile_warfare + has_doctrine = mass_assault + } + } + # EFFECTS + conscription = 0.1 + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + original_tag = DOH + } + + } + + rewards = { + AZ1 = { + #1 + resistance_target_on_our_occupied_states = 0.25 + resistance_damage_to_garrison_on_our_occupied_states = 0.5 + } + + AZ2 = { + #2 + army_core_defence_factor = 0.5 + category_all_infantry = { + defense = 0.2 + } + } + AZ3 = { + #3 + max_dig_in_factor = 0.1 + dig_in_speed_factor = 0.5 + out_of_supply_factor = -0.4 + category_all_infantry = { + entrenchment = 0.2 + } + } + AZ4 = { + #4 + attrition = -0.1 + supply_consumption_factor = -0.1 + no_supply_grace = 144 # more hours before supply penalty changes + } + AZ5 = { + #5 + enable_tactic = tactic_guerrilla_tactics_for_doh + category_army = { + soft_attack = 0.2 + hard_attack = 0.1 + } + } + } +} + +fire_concentration_BFL = { + track = combat_support + name = AZ_SUBDOCTRINE_FIRE_CONCENTRATION + description = SUBDOCTRINE_FIRE_CONCENTRATION_DESC + icon = GFX_doctrine_fire_concentration_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + } + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + original_tag = BFL + } + modifier = { + factor = 1000 + original_tag = HUJ + } + modifier = { + factor = 1000 + original_tag = YUW + } + } + + # EFFECTS + enable_tactic = tactic_overwhelming_fire + + artillery_brigade = { + combat_width = -1.6 + } + category_line_artillery = { + max_organisation = 10 + } + + rewards = { + BFL1 = { + #1 + army_artillery_defence_factor = 0.2 + category_line_artillery = { + defense = 0.3 + } + } + BFL2 = { + #2 + army_artillery_attack_factor = 0.2 + category_line_artillery = { + soft_attack = 0.2 + } + } + BFL3 = { + #3 + experience_gain_artillery_combat_factor = 0.25 + category_line_artillery = { + breakthrough = 0.3 + defense = 0.2 + } + } + BFL4 = { + #4 + category_anti_air = { + max_strength = 4.4 + soft_attack = 0.8 + hard_attack = 0.2 + air_attack = 0.5 + breakthrough = 1 + defense = 0.5 + } + } + BFL5 = { + #5 + enable_tactic = tactic_barrage_for_BYG + anti_tank_brigade = { + ap_attack = 1 + soft_attack = 0.2 + hard_attack = 0.5 + defense = 0.5 + } + artillery_brigade = { + soft_attack = 0.2 + hard_attack = 0.2 + } + } + } +} + +mobile_recon_and_assault_TIX = { + track = combat_support + name = AZ_SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT + description = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT_DESC + icon = GFX_doctrine_mobile_recon_assault_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + } + + ai_will_do = { + + base = 1 + modifier = { + factor = 1000 + original_tag = TIX + } + modifier = { + factor = 1000 + original_tag = BYG + } + modifier = { + factor = 0 + is_major = no + } + } + + + armored_car = { + max_strength = 15 + max_organisation = 10 + } + light_armor = { + max_strength = 5 + max_organisation = 10 + } + + rewards = { + + TIX1 = { + supply_node_range = 0.1 + category_mobile_and_mobile_combat_sup = { + maximum_speed = 0.2 + default_morale = 0.3 + } + + } + TIX2 = { + recon_factor = 0.5 + category_recon = { + maximum_speed = 0.25 + } + } + TIX3 = { + light_tank_recon = { + battalion_mult = { + category = category_all_armor + breakthrough = 0.2 + } + } + mot_artillery_brigade = { + soft_attack = 0.2 + } + + } + TIX4 = { + category_self_propelled_artillery = { + soft_attack = 0.2 + } + category_self_propelled_anti_air= { + air_attack = 0.3 + soft_attack = 0.2 + } + category_tank_destroyers = { + hard_attack = 0.2 + ap_attack = 0.3 + } + armored_car = { + breakthrough = 0.4 + default_morale = 0.4 + } + } + TIX5 = { + recon_factor_while_entrenched = 0.5 + category_recon = { + maximum_speed = 0.25 + } + light_tank_recon = { + recon = 0.4 + breakthrough = 0.3 + } + } + } +} + +field_engineering_SAD = { + track = combat_support + name = AZ_SUBDOCTRINE_FIELD_ENGINEERING + description = SUBDOCTRINE_FIELD_ENGINEERING_DESC + icon = GFX_doctrine_field_engineering_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + } + + ai_will_do = { + base = 1 + modifier = { + factor = 1000 + original_tag = SAD + } + modifier = { + factor = 1000 + original_tag = CHY + } + } + + engineer = { + river = { + movement = 0.2 + } + forest = { + movement = 0.2 + } + } + assault_engineer = { + river = { + movement = 0.2 + } + forest = { + movement = 0.2 + } + } + pioneer_support = { + river = { + movement = 0.2 + } + forest = { + movement = 0.2 + } + } + #TODO_JBE: replace with category of engineers + rewards = { + SAD1 = { + engineer = { + max_organisation = 10 + battalion_mult = { + category = category_all_infantry + entrenchment = 0.05 + } + } + maintenance_company = { + max_organisation = 10 + } + + } + SAD2 = { + engineer = { + max_strength = 0.5 + defense = 0.2 + } + maintenance_company = { + max_strength = 0.5 + } + } + SAD3 = { + engineer = { + battalion_mult = { + category = category_artillery + soft_attack = 0.2 + hard_attack = 0.4 + defense = 0.2 + } + } + } + SAD4 = { + engineer = { + breakthrough = 1 + } + maintenance_company = { + supply_consumption = -0.02 + battalion_mult = { + category = category_tanks + reliability = 0.1 + max_strength = 0.05 + } + } + + } + SAD5 = { + engineer = { + max_organisation = 10 + soft_attack = 0.3 + hard_attack = 2 + } + maintenance_company = { + max_organisation = 10 + } + } + + } +} + +flying_batteries_AZ = { + track = combat_support + name = AZ_SUBDOCTRINE_FLYING_BATTERIES + description = SUBDOCTRINE_FLYING_BATTERIES_DESC + icon = GFX_doctrine_flying_batteries_medium + + xp_cost = 100 + xp_type = army + + available = { + shijianniangguojia_trigger = yes + } + + + ai_will_do = { + base = 1 + + modifier = { + factor = 0 + NOT = { has_tech = rocket_artillery } + } + } + + # EFFECTS + effect = { + add_tech_bonus = { + bonus = 1 + uses = 1 + category = rocketry + name = SUBDOCTRINE_FLYING_BATTERIES + } + } + + category_line_artillery = { + soft_attack = 0.2 + } + + rewards = { + AZ1 = { + mot_rocket_artillery_brigade = { + maximum_speed = 0.2 + max_organisation = 20 + } + motorized_rocket_brigade = { + maximum_speed = 0.2 + max_organisation = 20 + } + mot_artillery_brigade = { + maximum_speed = 0.2 + max_organisation = 20 + } + } + AZ2 = { + + recon = { + battalion_mult = { + category = category_line_artillery #there should be a motorized arty only cat + soft_attack = 0.15 + defense = 0.2 + } + recon = 0.5 + } + } + AZ3 = { + armored_signal = { + battalion_mult = { + category = category_line_artillery + initiative = 0.03 + supply_consumption = -0.02 + } + } + + } + AZ4 = { + category_line_artillery = { + default_morale = 0.1 + breakthrough = 0.5 + } + + } + AZ5 = { + mot_rocket_artillery_brigade = { + max_strength = 5 + max_organisation = 20 + } + motorized_rocket_brigade = { + max_strength = 5 + max_organisation = 20 + } + mot_artillery_brigade = { + max_strength = 5 + max_organisation = 20 + } + } + } +} \ No newline at end of file diff --git a/src/common/doctrines/subdoctrines/land/combat_support_subdoctrines.txt b/src/common/doctrines/subdoctrines/land/combat_support_subdoctrines.txt deleted file mode 100755 index d0c0bfa..0000000 --- a/src/common/doctrines/subdoctrines/land/combat_support_subdoctrines.txt +++ /dev/null @@ -1,1087 +0,0 @@ -#碧蓝航线MOD -fire_concentration_BFL = { - track = combat_support - name = AZ_SUBDOCTRINE_FIRE_CONCENTRATION - description = SUBDOCTRINE_FIRE_CONCENTRATION_DESC - icon = GFX_doctrine_fire_concentration_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - original_tag = BFL - } - modifier = { - factor = 1000 - original_tag = HUJ - } - modifier = { - factor = 1000 - original_tag = YUW - } - } - - # EFFECTS - enable_tactic = tactic_overwhelming_fire - - artillery_brigade = { - combat_width = -1.6 - } - category_line_artillery = { - max_organisation = 10 - } - - rewards = { - BFL1 = { - #1 - army_artillery_defence_factor = 0.2 - category_line_artillery = { - defense = 0.3 - } - } - BFL2 = { - #2 - army_artillery_attack_factor = 0.2 - category_line_artillery = { - soft_attack = 0.2 - } - } - BFL3 = { - #3 - experience_gain_artillery_combat_factor = 0.25 - category_line_artillery = { - breakthrough = 0.3 - defense = 0.2 - } - } - BFL4 = { - #4 - category_anti_air = { - max_strength = 4.4 - soft_attack = 0.8 - hard_attack = 0.2 - air_attack = 0.5 - breakthrough = 1 - defense = 0.5 - } - } - BFL5 = { - #5 - enable_tactic = tactic_barrage_for_BYG - anti_tank_brigade = { - ap_attack = 1 - soft_attack = 0.2 - hard_attack = 0.5 - defense = 0.5 - } - artillery_brigade = { - soft_attack = 0.2 - hard_attack = 0.2 - } - } - } -} - -mobile_recon_and_assault_TIX = { - track = combat_support - name = AZ_SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT - description = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT_DESC - icon = GFX_doctrine_mobile_recon_assault_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - original_tag = TIX - } - modifier = { - factor = 1000 - original_tag = BYG - } - modifier = { - factor = 0 - is_major = no - } - } - - - armored_car = { - max_strength = 15 - max_organisation = 10 - } - light_armor = { - max_strength = 5 - max_organisation = 10 - } - - rewards = { - - TIX1 = { - supply_node_range = 0.1 - category_mobile_and_mobile_combat_sup = { - maximum_speed = 0.2 - default_morale = 0.3 - } - - } - TIX2 = { - recon_factor = 0.5 - category_recon = { - maximum_speed = 0.25 - } - } - TIX3 = { - light_tank_recon = { - battalion_mult = { - category = category_all_armor - breakthrough = 0.2 - } - } - mot_artillery_brigade = { - soft_attack = 0.2 - } - - } - TIX4 = { - category_self_propelled_artillery = { - soft_attack = 0.2 - } - category_self_propelled_anti_air= { - air_attack = 0.3 - soft_attack = 0.2 - } - category_tank_destroyers = { - hard_attack = 0.2 - ap_attack = 0.3 - } - armored_car = { - breakthrough = 0.4 - default_morale = 0.4 - } - } - TIX5 = { - recon_factor_while_entrenched = 0.5 - category_recon = { - maximum_speed = 0.25 - } - light_tank_recon = { - recon = 0.4 - breakthrough = 0.3 - } - } - } -} - -field_engineering_SAD = { - track = combat_support - name = AZ_SUBDOCTRINE_FIELD_ENGINEERING - description = SUBDOCTRINE_FIELD_ENGINEERING_DESC - icon = GFX_doctrine_field_engineering_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - } - - ai_will_do = { - base = 1 - modifier = { - factor = 1000 - original_tag = SAD - } - modifier = { - factor = 1000 - original_tag = CHY - } - } - - engineer = { - river = { - movement = 0.2 - } - forest = { - movement = 0.2 - } - } - assault_engineer = { - river = { - movement = 0.2 - } - forest = { - movement = 0.2 - } - } - pioneer_support = { - river = { - movement = 0.2 - } - forest = { - movement = 0.2 - } - } - #TODO_JBE: replace with category of engineers - rewards = { - SAD1 = { - engineer = { - max_organisation = 10 - battalion_mult = { - category = category_all_infantry - entrenchment = 0.05 - } - } - maintenance_company = { - max_organisation = 10 - } - - } - SAD2 = { - engineer = { - max_strength = 0.5 - defense = 0.2 - } - maintenance_company = { - max_strength = 0.5 - } - } - SAD3 = { - engineer = { - battalion_mult = { - category = category_artillery - soft_attack = 0.2 - hard_attack = 0.4 - defense = 0.2 - } - } - } - SAD4 = { - engineer = { - breakthrough = 1 - } - maintenance_company = { - supply_consumption = -0.02 - battalion_mult = { - category = category_tanks - reliability = 0.1 - max_strength = 0.05 - } - } - - } - SAD5 = { - engineer = { - max_organisation = 10 - soft_attack = 0.3 - hard_attack = 2 - } - maintenance_company = { - max_organisation = 10 - } - } - - } -} - -flying_batteries_AZ = { - track = combat_support - name = AZ_SUBDOCTRINE_FLYING_BATTERIES - description = SUBDOCTRINE_FLYING_BATTERIES_DESC - icon = GFX_doctrine_flying_batteries_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - } - - - ai_will_do = { - base = 1 - - modifier = { - factor = 0 - NOT = { has_tech = rocket_artillery } - } - } - - # EFFECTS - effect = { - add_tech_bonus = { - bonus = 1 - uses = 1 - category = rocketry - name = SUBDOCTRINE_FLYING_BATTERIES - } - } - - category_line_artillery = { - soft_attack = 0.2 - } - - rewards = { - AZ1 = { - mot_rocket_artillery_brigade = { - maximum_speed = 0.2 - max_organisation = 20 - } - motorized_rocket_brigade = { - maximum_speed = 0.2 - max_organisation = 20 - } - mot_artillery_brigade = { - maximum_speed = 0.2 - max_organisation = 20 - } - } - AZ2 = { - - recon = { - battalion_mult = { - category = category_line_artillery #there should be a motorized arty only cat - soft_attack = 0.15 - defense = 0.2 - } - recon = 0.5 - } - } - AZ3 = { - armored_signal = { - battalion_mult = { - category = category_line_artillery - initiative = 0.03 - supply_consumption = -0.02 - } - } - - } - AZ4 = { - category_line_artillery = { - default_morale = 0.1 - breakthrough = 0.5 - } - - } - AZ5 = { - mot_rocket_artillery_brigade = { - max_strength = 5 - max_organisation = 20 - } - motorized_rocket_brigade = { - max_strength = 5 - max_organisation = 20 - } - mot_artillery_brigade = { - max_strength = 5 - max_organisation = 20 - } - } - } -} - -#############################以下为原版############################## - -anti_tank_frontline = { - track = combat_support - name = SUBDOCTRINE_ANTI_TANK_FRONT - description = SUBDOCTRINE_ANTI_TANK_FRONT_DESC - icon = GFX_doctrine_antitank_frontline_medium - - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - - ai_will_do = { base = 0 } - - # EFFECTS - - - engineer = { - battalion_mult = { - category = category_line_artillery - entrenchment = 0.2 - add = yes - } - } - - rewards = { - pakfront = { - #1 - anti_tank_brigade = { - defense = 0.2 - ap_attack = 0.1 - soft_attack = 0.2 - } - } - emplacement_rotation = { - #2 - anti_tank_brigade = { - max_organisation = 10 - } - } - weakpoint_studies = { - #3 - anti_tank_brigade = { - ap_attack = 0.1 - hard_attack = 0.1 - } - } - offensive_deployments = { - #4 - mot_anti_tank_brigade = { - breakthrough = 0.2 - ap_attack = 0.2 - } - } - assault_anti_tank = { - #5 - mot_anti_tank_brigade = { - soft_attack = 0.2 - hard_attack = 0.2 - } - } - } -} - -air_cavalry = { - track = combat_support - name = SUBDOCTRINE_AIR_CAVALRY - description = SUBDOCTRINE_AIR_CAVALRY_DESC - icon = GFX_doctrine_air_cavalry_medium - - xp_cost = 100 - xp_type = army - - available = { - is_special_project_completed = sp:sp_air_helicopter - } - visible = { - has_dlc = "Gotterdammerung" - } - - ai_will_do = { base = 0 } - - # EFFECTS - effect = { - add_tech_bonus = { - bonus = 0.5 - uses = 2 - category = helicopter_tech - name = SUBDOCTRINE_AIR_CAVALRY - } - } - - rewards = { - airborne_observers = { - helicopter_recon = { - battalion_mult = { - category = category_artillery - soft_attack = 0.1 - } - max_organisation = 10 - } - } - service_and_support = { - category_helicopter_support_companies = { - max_strength = 0.03 - } - } - rescue_liasions = { - helicopter_field_hospital = { - battalion_mult = { - category = category_all_infantry - max_strength = 0.05 - default_morale = 0.05 - } - max_organisation = 5 - casualty_trickleback = 0.05 - } - } - - transport_assault = { - helicopter_transport = { - battalion_mult = { - category = category_light_infantry - maximum_speed = 0.2 - breakthrough = 0.05 - } - breakthrough = 0.05 - max_organisation = 10 - } - - } - intervention_units = { - helicopter_brigade = { - battalion_mult = { - category = category_all_infantry - soft_attack = 0.1 - } - max_organisation = 10 - - } - } - - - } -} - -mobile_recon_and_assault = { - track = combat_support - name = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT - description = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT_DESC - icon = GFX_doctrine_mobile_recon_assault_medium - - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - visible = { - has_dlc = "La Resistance" - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 75 - original_tag = GER - } - modifier = { - factor = 75 - original_tag = USA - } - modifier = { - factor = 0 - is_major = no - } - } - - - armored_car = { - max_organisation = 3 - } - light_armor = { - max_organisation = 5 - } - - rewards = { - - motorization_support = { - category_mobile_and_mobile_combat_sup = { - maximum_speed = 0.1 - default_morale = 0.2 - } - - } - long_range_reconnaissance = { - category_recon = { - maximum_speed = 0.15 - } - } - mobile_operational_deployments = { - light_tank_recon = { - battalion_mult = { - category = category_all_armor - breakthrough = 0.1 - } - } - mot_artillery_brigade = { - soft_attack = 0.05 - } - - } - self_propelled_support_elements = { - category_self_propelled_artillery = { - soft_attack = 0.10 - } - category_self_propelled_anti_air= { - air_attack = 0.15 - soft_attack = 0.05 - } - category_tank_destroyers = { - hard_attack = 0.1 - ap_attack = 0.03 - } - armored_car = { - breakthrough = 0.2 - default_morale = 0.2 - } - } - deep_reconnaissance_focus = { - category_recon = { - maximum_speed = 0.1 - } - light_tank_recon = { - recon = 0.2 - breakthrough = 0.1 - } - } - } -} - -mobile_recon_and_assault_no_lar = { - track = combat_support - name = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT - description = SUBDOCTRINE_MOBILE_RECON_AND_ASSAULT_DESC - icon = GFX_doctrine_mobile_recon_assault_medium - - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - visible = { - NOT = { - has_dlc = "La Resistance" - } - } - - - ai_will_do = { - - base = 1 - modifier = { - factor = 75 - original_tag = GER - } - modifier = { - factor = 75 - original_tag = USA - } - modifier = { - factor = 0 - is_major = no - } - } - - - light_armor = { - max_organisation = 5 - } - - rewards = { - - motorization_support = { - category_mobile_and_mobile_combat_sup = { - maximum_speed = 0.1 - default_morale = 0.2 - } - - } - long_range_reconnaissance = { - category_recon = { - maximum_speed = 0.15 - } - } - mobile_operational_deployments = { - light_tank_recon = { - battalion_mult = { - category = category_all_armor - breakthrough = 0.1 - } - } - mot_artillery_brigade = { - soft_attack = 0.05 - } - - } - self_propelled_support_elements = { - category_self_propelled_artillery = { - soft_attack = 0.10 - } - category_self_propelled_anti_air= { - air_attack = 0.15 - soft_attack = 0.05 - } - category_tank_destroyers = { - hard_attack = 0.1 - ap_attack = 0.03 - } - } - deep_reconnaissance_focus = { - category_recon = { - maximum_speed = 0.1 - } - light_tank_recon = { - recon = 0.2 - breakthrough = 0.1 - } - } - } -} - -self_propelled_support = { - - track = combat_support - name = SUBDOCTRINE_SELF_PROPELLED_SUPPORT - description = SUBDOCTRINE_SELF_PROPELLED_SUPPORT_DESC - icon = GFX_doctrine_self_propelled_support_medium - - xp_cost = 100 - xp_type = army - - available = { - - } - visible = { - has_dlc = "No Compromise, No Surrender" - } - - - ai_will_do = { base = 0 } - - - category_self_propelled_artillery = { - soft_attack = 0.1 - } - category_self_propelled_anti_air= { - air_attack = 0.1 - } - category_tank_destroyers = { - hard_attack = 0.05 - } - - - rewards = { - - mobile_battery_management_platoons = { - category_self_propelled_artillery = { - max_organisation = 10 - } - category_self_propelled_anti_air= { - max_organisation = 10 - } - category_tank_destroyers = { - max_organisation = 10 - } - } - screening_attacks = { - - recon = { - battalion_mult = { - category = category_self_propelled_artillery - soft_attack = 0.1 - default_morale = 0.2 - } - } - mot_recon = { - battalion_mult = { - category = category_self_propelled_artillery - soft_attack = 0.1 - default_morale = 0.2 - } - } - light_tank_recon = { - battalion_mult = { - category = category_self_propelled_artillery - soft_attack = 0.1 - default_morale = 0.2 - } - } - } - all_terrain_mobility = { - category_self_propelled_artillery = { - maximum_speed = 0.3 - } - category_self_propelled_anti_air = { - maximum_speed = 0.3 - } - category_tank_destroyers = { - maximum_speed = 0.3 - } - } - multirole_support_vehicles = { - category_self_propelled_artillery = { - hard_attack = 0.05 - } - category_self_propelled_anti_air = { - soft_attack = 0.1 - hard_attack = 0.05 - } - category_tank_destroyers = { - soft_attack = 0.1 - } - } - shoot_and_scoot = { - category_self_propelled_artillery = { - max_organisation = 10 - default_morale = 0.4 - } - category_self_propelled_anti_air = { - max_organisation = 10 - default_morale = 0.4 - } - category_tank_destroyers = { - max_organisation = 10 - hard_attack = 0.15 - default_morale = 0.4 - } - } - - } - - -} - -siege_artillery = { - track = combat_support - name = SUBDOCTRINE_SIEGE_ARTILLERY - description = SUBDOCTRINE_SIEGE_ARTILLERY_DESC - icon = GFX_doctrine_siege_artillery_medium - - xp_cost = 100 - xp_type = army - - available = { - is_special_project_completed = sp:sp_land_super_heavy_howitzer - - } - visible = { - has_dlc = "Gotterdammerung" - } - - ai_will_do = { base = 0 } - - super_heavy_artillery = { - battalion_mult = { - category = category_army - soft_attack = 0.1 - defense = 0.1 - } - } - - equipment_bonus = { - railway_gun_equipment = { - railway_gun_attack = 0.25 - instant = yes - } - super_heavy_railway_gun_equipment = { - railway_gun_attack = 0.25 - instant = yes - } - } - - rewards = { - - fortress_busters = { - super_heavy_artillery = { - fort = { - attack = 0.25 - } - } - self_propelled_super_heavy_artillery = { - fort = { - attack = 0.25 - } - } - } - improved_transport_preparation = { - category_line_artillery = { - default_morale = 0.2 - } - super_heavy_artillery = { - plains = { - movement = 0.1 - } - } - self_propelled_super_heavy_artillery = { - plains = { - movement = 0.1 - } - } - - equipment_bonus = { - railway_gun_equipment = { - railway_gun_hours_between_redistribution = -0.5 - instant = yes - } - super_heavy_railway_gun_equipment = { - railway_gun_hours_between_redistribution = -0.5 - instant = yes - } - - } - } - precomputed_firing_data = { - super_heavy_artillery = { - max_organisation = 10 - defense = 0.2 - } - self_propelled_super_heavy_artillery = { - max_organisation = 10 - defense = 0.2 - } - - } - urban_strongpoint_sieges = { - - category_artillery = { - soft_attack = 0.05 - } - super_heavy_artillery = { - urban = { - attack = 0.2 - } - } - self_propelled_super_heavy_artillery = { - urban = { - attack = 0.2 - } - } - } - mobile_artillery_command = { - category_support_artillery = { - max_organisation = 10 - } - self_propelled_super_heavy_artillery = { - max_organisation = 10 - maximum_speed = 0.5 - } - - equipment_bonus = { - railway_gun_equipment = { - maximum_speed = 1 - instant = yes - } - super_heavy_railway_gun_equipment = { - maximum_speed = 1 - instant = yes - } - - } - } - } -} - -field_engineering = { - track = combat_support - name = SUBDOCTRINE_FIELD_ENGINEERING - description = SUBDOCTRINE_FIELD_ENGINEERING_DESC - icon = GFX_doctrine_field_engineering_medium - - xp_cost = 100 - xp_type = army - - ai_will_do = { - base = 1 - modifier = { - factor = 75 - original_tag = ITA - } - modifier = { - factor = 75 - original_tag = JAP - } - } - - engineer = { - river = { - movement = 0.2 - } - forest = { - movement = 0.2 - } - } - assault_engineer = { - river = { - movement = 0.2 - } - forest = { - movement = 0.2 - } - } - pioneer_support = { - river = { - movement = 0.2 - } - forest = { - movement = 0.2 - } - } - - rewards = { - rapid_fire_lane_clearance = { - engineer = { - max_organisation = 5 - battalion_mult = { - category = category_all_infantry - entrenchment = 0.02 - } - } - maintenance_company = { - max_organisation = 5 - } - - } - sapper_fieldcraft = { - engineer = { - max_strength = 0.25 - defense = 0.1 - } - maintenance_company = { - max_strength = 0.25 - } - } - engineerdug_gun_emplacements = { - engineer = { - battalion_mult = { - category = category_artillery - soft_attack = 0.1 - defense = 0.1 - } - battalion_mult = { - category = category_all_infantry - soft_attack = 0.05 - } - } - } - smoke_projector_training = { - engineer = { - breakthrough = 0.5 - } - maintenance_company = { - supply_consumption = -0.01 - battalion_mult = { - category = category_tanks - reliability = 0.05 - strength = 0.05 - } - } - - } - charge_and_flame = { - engineer = { - max_organisation = 5 - soft_attack = 0.05 - hard_attack = 1 - } - maintenance_company = { - max_organisation = 5 - } - } - - } -} diff --git a/src/common/doctrines/subdoctrines/land/infantry_subdoctrines.txt b/src/common/doctrines/subdoctrines/land/infantry_subdoctrines.txt deleted file mode 100755 index fcd1e9c..0000000 --- a/src/common/doctrines/subdoctrines/land/infantry_subdoctrines.txt +++ /dev/null @@ -1,1172 +0,0 @@ -#碧蓝航线MOD -large_unit_tactics_BFL = { - track = infantry - name = AZ_SUBDOCTRINE_LARGE_UNIT_TACTICS - description = SUBDOCTRINE_LARGE_UNIT_TACTICS_DESC - icon = GFX_doctrine_human_infantry_offensive_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - has_doctrine = mass_assault - } - - ai_will_do = { - base = 1 - modifier = { - factor = 1000 - OR = { - original_tag = BFL - original_tag = DOH - original_tag = CHY - } - } - modifier = { - factor = 0.5 - is_major = no - } - } - - # EFFECTS - effect = { - - } - - #OTHER BASE REWARDS - - category_all_infantry = { - supply_consumption = -0.02 - } - - rewards = { - wide_trench_networks = { - unit_infantry_design_cost_factor = -1 - dig_in_speed_factor = 0.5 - max_dig_in_factor = 0.1 - } - flexible_division_structures = { - #2 - experience_gain_infantry_combat_factor = 0.25 - infantry = { - combat_width = -0.3 - } - } - unit_knowledge_sharing = { - #3 - intel_from_combat_factor = 0.2 - category_all_infantry = { - experience_loss_factor = -0.02 - } - } - large_front_offensive = { - #4 - category_all_infantry = { - max_organisation = 15 - soft_attack = 0.1 - } - army_morale = 0.3 - - } - motorization_initiative = { - #5 - enable_tactic = tactic_human_wave_tactics_for_doh - category_all_infantry = { - breakthrough = 0.4 - soft_attack = 0.1 - } - category_vehicle_infantry = { - supply_consumption = -0.03 - reliability = 0.1 - } - } - - } -} - -assault_infantry_BYG = { - track = infantry - name = AZ_SUBDOCTRINE_ASSAULT_INFANTRY - description = SUBDOCTRINE_ASSAULT_INFANTRY_DESC - icon = GFX_doctrine_assault_infantry_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - OR = { - has_doctrine = superior_firepower - has_doctrine = new_mobile_warfare - } - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - original_tag = BYG - } - modifier = { - factor = 0.5 - is_major = no - } - } - - # EFFECTS - - #OTHER BASE REWARDS - artillery = { - soft_attack = 0.15 - } - - rewards = { - BYG1 = { - #1 - artillery = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.3 - } - } - } - BYG2 = { - #2 - category_support_artillery = { - soft_attack = 0.1 - } - anti_tank = { - ap_attack = 0.2 - hard_attack = 0.4 - } - anti_air = { - air_attack = 0.2 - } - - } - - BYG3 = { - #3 - category_support_artillery = { - max_organisation = 20 - soft_attack = 0.15 - } - - } - BYG4 = { - #4 - light_tank_recon = { - max_organisation = 20 - battalion_mult = { - category = category_all_infantry - breakthrough = 0.2 - } - battalion_mult = { - category = category_all_infantry - max_organisation = 10 - add = yes - } - } - mot_recon = { - max_organisation = 20 - battalion_mult = { - category = category_all_infantry - breakthrough = 0.2 - } - battalion_mult = { - category = category_all_infantry - max_organisation = 10 - add = yes - } - } - - - } - BYG5 = { - #5 - category_support_artillery = { - supply_consumption = -0.03 - } - light_flame_tank = { - battalion_mult = { - category = category_all_infantry - breakthrough = 0.2 - soft_attack = 0.2 - } - } - medium_flame_tank = { - battalion_mult = { - category = category_all_infantry - breakthrough = 0.2 - soft_attack = 0.2 - } - } - heavy_flame_tank = { - battalion_mult = { - category = category_all_infantry - breakthrough = 0.2 - soft_attack = 0.2 - } - } - - } - } -} - -defensive_postures_HUJ = { - track = infantry - name = AZ_SUBDOCTRINE_DEFENSIVE_POSTURES - description = SUBDOCTRINE_DEFENSIVE_POSTURES_DESC - icon = GFX_doctrine_defensive_postures_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - OR = { - has_doctrine = grand_battleplan - has_doctrine = mass_assault - } - } - - ai_will_do = { - base = 1 - modifier = { - factor = 1000 - OR = { - original_tag = HUJ - original_tag = YUW - } - } - } - - #OTHER BASE REWARDS - category_all_infantry = { - supply_consumption = -0.02 - entrenchment = 0.4 - } - - rewards = { - HUJ1 = { - max_dig_in = 5 - dig_in_speed_factor = 1 - } - HUJ2 = { - army_infantry_defence_factor = 0.1 - category_all_infantry = { - max_organisation = 20 - defense = 0.2 - } - } - HUJ3 = { - max_dig_in_factor = 0.25 - category_all_infantry = { - entrenchment = 0.2 - } - } - HUJ4 = { - category_all_infantry = { - soft_attack = 0.2 - } - } - HUJ5 = { - enable_tactic = tactic_backhand_blow_for_yuw - max_dig_in = 5 - max_dig_in_factor = 0.25 - dig_in_speed_factor = 1 - } - - } -} - -mobile_infantry_TIX = { - track = infantry - name = AZ_SUBDOCTRINE_MOBILE_INFANTRY - description = SUBDOCTRINE_MOBILE_INFANTRY_DESC - icon = GFX_doctrine_mobile_infantry_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - OR = { - has_doctrine = new_mobile_warfare - has_doctrine = superior_firepower - } - } - - ai_will_do = { - base = 1 - modifier = { - factor = 1000 - original_tag = TIX - } - modifier = { - factor = 0.5 - is_major = no - } - - } - - # EFFECTS - army_speed_factor = 0.1 - enable_tactic = tactic_overwhelming_fire - effect = { - add_tech_bonus = { - bonus = 1 - uses = 2 - category = motorized_equipment - name = SUBDOCTRINE_MOBILE_INFANTRY - } - } - - rewards = { - TIX1 = { - category_cavalry = { - max_strength = 5 - max_organisation = 20 - maximum_speed = 0.2 - breakthrough = 0.5 - } - } - TIX2 = { - category_all_infantry = { - max_organisation = 20 - default_morale = 0.2 - maximum_speed = 0.1 - } - } - TIX3 = { - category_vehicle_infantry = { - max_organisation = 20 - max_strength = 5 - breakthrough = 0.5 - } - } - TIX4 = { - category_vehicle_infantry = { - default_morale = 0.2 - soft_attack = 0.4 - hard_attack = 1 - } - } - TIX5 = { - army_speed_factor = 0.1 - army_attack_speed_factor = 1 - category_all_infantry = { - soft_attack = 0.2 - max_organisation = 10 - maximum_speed = 0.3 - } - } - - } -} - -commandos_SAD = { - track = infantry - name = AZ_SUBDOCTRINE_COMMANDOS - description = SUBDOCTRINE_COMMANDOS_DESC - icon = GFX_doctrine_commandos_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - OR = { - has_doctrine = grand_battleplan - has_doctrine = superior_firepower - } - } - - - ai_will_do = { - base = 1 - modifier = { - factor = 1000 - original_tag = SAD - } - } - enable_tactic = tactic_infantry_charge - category_light_infantry = { - max_strength = 5 - } - - # EFFECTS - - rewards = { - SAD1 = { - category_light_infantry = { - supply_consumption = -0.03 - reliability = 0.1 - } - field_hospital = { - casualty_trickleback = 0.1 - } - helicopter_brigade = { - casualty_trickleback = 0.1 - } - helicopter_field_hospital = { - casualty_trickleback = 0.1 - } - - } - SAD2 = { - - signal_company = { - battalion_mult = { - category = category_all_infantry - defense = 0.2 - } - } - logistics_company = { - battalion_mult = { - category = category_vehicle_infantry - max_strength = 5 - add = yes - } - } - category_vehicle_infantry = { - reliability = 0.1 - breakthrough = 0.2 - } - - } - SAD3 = { - recon = { - battalion_mult = { - category = category_all_infantry - soft_attack = 0.2 - } - } - mot_recon = { - battalion_mult = { - category = category_all_infantry - soft_attack = 0.2 - } - } - light_tank_recon = { - battalion_mult = { - category = category_all_infantry - soft_attack = 0.2 - } - } - - infantry = { - desert = { - attack = 0.1 - movement = 0.2 - } - jungle = { - attack = 0.1 - movement = 0.2 - } - hills = { - attack = 0.1 - movement = 0.2 - } - } - } - - SAD4 = { - enable_tactic = tactic_elastic_defense_for_sad - intel_from_combat_factor = 0.4 - } - - SAD5 = { - category_all_infantry = { - soft_attack = 0.2 - breakthrough = 0.4 - } - - } - } -} - - -##############################以下为原版######################## - - - -large_unit_tactics = { - track = infantry - name = SUBDOCTRINE_LARGE_UNIT_TACTICS - description = SUBDOCTRINE_LARGE_UNIT_TACTICS_DESC - icon = GFX_doctrine_human_infantry_offensive_medium - - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - - ai_will_do = { - base = 1 - modifier = { - factor = 95 - OR = { - original_tag = SOV - original_tag = CHI - original_tag = JAP - } - } - modifier = { - factor = 0.5 - is_major = no - } - - - } - - # EFFECTS - effect = { - - } - - #OTHER BASE REWARDS - - category_all_infantry = { - supply_consumption = -0.01 - } - - rewards = { - wide_trench_networks = { - dig_in_speed_factor = 0.10 - } - flexible_division_structures = { - #2 - unit_infantry_design_cost_factor = -1 - infantry = { - combat_width = -0.3 - } - } - unit_knowledge_sharing = { - #3 - category_all_infantry = { - experience_loss_factor = -0.01 - } - } - large_front_offensive = { - #4 - category_all_infantry = { - max_organisation = 10 - soft_attack = 0.1 - } - army_morale = 0.2 - - } - motorization_initiative = { - #5 - category_all_infantry = { - breakthrough = 0.1 - soft_attack = 0.1 - } - category_vehicle_infantry = { - supply_consumption = -0.02 - reliability = 0.1 - } - } - - } -} - -assault_infantry = { - track = infantry - name = SUBDOCTRINE_ASSAULT_INFANTRY - description = SUBDOCTRINE_ASSAULT_INFANTRY_DESC - icon = GFX_doctrine_assault_infantry_medium - - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 95 - original_tag = USA - } - modifier = { - factor = 0.5 - is_major = no - } - } - - # EFFECTS - - #OTHER BASE REWARDS - artillery = { - soft_attack = 0.1 - } - - rewards = { - low_echelon_fire_support = { - #1 - artillery = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.2 - } - } - } - organic_battalion_fire_support = { - #2 - category_support_artillery = { - soft_attack = 0.05 - } - anti_tank = { - ap_attack = 0.1 - hard_attack = 0.1 - } - anti_air = { - air_attack = 0.1 - } - - } - - integrated_support_batteries = { - #3 - category_support_artillery = { - max_organisation = 20 - soft_attack = 0.1 - } - - } - breakthrough_fireteams = { - #4 - light_tank_recon = { - max_organisation = 20 - battalion_mult = { - category = category_all_infantry - breakthrough = 0.2 - } - battalion_mult = { - category = category_all_infantry - max_organisation = 5 - add = yes - } - } - mot_recon = { - max_organisation = 20 - battalion_mult = { - category = category_all_infantry - breakthrough = 0.1 - } - battalion_mult = { - category = category_all_infantry - max_organisation = 5 - add = yes - } - } - - - } - assault_detachments = { - #5 - category_support_artillery = { - supply_consumption = -0.02 - } - light_flame_tank = { - battalion_mult = { - category = category_all_infantry - breakthrough = 0.1 - soft_attack = 0.1 - } - } - medium_flame_tank = { - battalion_mult = { - category = category_all_infantry - breakthrough = 0.1 - soft_attack = 0.1 - } - } - heavy_flame_tank = { - battalion_mult = { - category = category_all_infantry - breakthrough = 0.1 - soft_attack = 0.1 - } - } - - } - } -} - -mounted_infantry = { - track = infantry - name = SUBDOCTRINE_MOUNTED_INFANTRY - description = SUBDOCTRINE_MOUNTED_INFANTRY_DESC - icon = GFX_doctrine_mounted_infantry_medium - - xp_cost = 100 - xp_type = army - - - mastery = { - categories = { - category_cavalry - category_all_infantry - } - } - available = { - always = yes - } - visible = { - has_dlc = "No Compromise, No Surrender" - } - - ai_will_do = { - base = 1 - modifier = { - factor = 0.5 - is_major = yes - } - } - category_cavalry = { - soft_attack = 0.1 - breakthrough = 0.1 - } - - unit_cavalry_design_cost_factor = -1 - - # EFFECTS - - rewards = { - dragoon_traditions = { - category_cavalry = { - breakthrough = 0.20 - defense = 0.1 - } - } - mounted_skirmish_groups = { - recon = { - max_organisation = 10 - soft_attack = 0.2 - battalion_mult = { - category = category_light_infantry - soft_attack = 0.1 - defense = 0.1 - } - battalion_mult = { - category = category_light_infantry - max_organisation = 5 - add = yes - } - } - category_cavalry = { - max_organisation = 5 - } - } - anti_mechanized_cavalry_groups = { - category_cavalry = { - hard_attack = 0.2 - ap_attack = 0.2 - } - - -} beasts_of_war = { - category_cavalry = { - maximum_speed = 0.5 - max_strength = 0.05 - } - recon = { - maximum_speed = 0.5 - } - } - limbered_combat_support = { - artillery_brigade = { - maximum_speed = 0.5 - } - anti_tank_brigade = { - maximum_speed = 0.5 - } - anti_air_brigade = { - maximum_speed = 0.5 - } - rocket_artillery_brigade = { - maximum_speed = 0.5 - } - } - - } -} - -commandos = { - track = infantry - name = SUBDOCTRINE_COMMANDOS - description = SUBDOCTRINE_COMMANDOS_DESC - icon = GFX_doctrine_commandos_medium - - xp_cost = 100 - xp_type = army - - available = { - - } - visible = { - has_dlc = "No Compromise, No Surrender" - } - - - ai_will_do = { base = 0 } - enable_tactic = tactic_infantry_charge - - logistics_company = { - battalion_mult = { - category = category_light_infantry - max_strength = 5 - add = yes - } - } - - # EFFECTS - - rewards = { - isolated_combat_elements = { - category_light_infantry = { - supply_consumption = -0.01 - reliability = 0.05 - } - field_hospital = { - casualty_trickleback = 0.05 - } - helicopter_brigade = { - casualty_trickleback = 0.05 - } - helicopter_field_hospital = { - casualty_trickleback = 0.05 - } - - } - security_zone_operations = { - - signal_company = { - battalion_mult = { - category = category_all_infantry - defense = 0.1 - } - } - logistics_company = { - battalion_mult = { - category = category_vehicle_infantry - max_strength = 5 - add = yes - } - } - category_vehicle_infantry = { - reliability = 0.05 - breakthrough = 0.1 - } - - } - rigorous_training_regimen = { - recon = { - battalion_mult = { - category = category_all_infantry - soft_attack = 0.1 - } - } - mot_recon = { - battalion_mult = { - category = category_all_infantry - soft_attack = 0.1 - } - } - light_tank_recon = { - battalion_mult = { - category = category_all_infantry - soft_attack = 0.1 - } - } - - infantry = { - desert = { - attack = 0.05 - movement = 0.1 - } - jungle = { - attack = 0.05 - movement = 0.1 - } - hills = { - attack = 0.05 - movement = 0.1 - } - } - } - - field_intel_retrieval = { - intel_from_combat_factor = 0.15 - } - - integrated_assaults = { - category_all_infantry = { - soft_attack = 0.1 - breakthrough = 0.1 - } - - - } - } -} - -irregulars = { - track = infantry - name = SUBDOCTRINE_IRREGULARS - description = SUBDOCTRINE_IRREGULARS_DESC - icon = GFX_doctrine_irregulars_medium - - xp_cost = 50 - xp_type = army - - available = { - - } - visible = { - has_dlc = "No Compromise, No Surrender" - } - - - ai_will_do = { - base = 1 - modifier = { - factor = 2 - is_major = no - } - modifier = { - factor = 0 - NOT = { - OR = { - has_template_containing_unit = irregular_infantry - has_template_containing_unit = militia - } - } - } - } - irregular_infantry = { - defense = 0.1 - supply_consumption = -0.05 - } - militia = { - defense = 0.1 - supply_consumption = -0.01 - } - - # EFFECTS - - rewards = { - service_by_lot = { - mobilization_speed = 0.05 - } - partisan_regiments = { - irregular_infantry = { - combat_width = -0.4 - } - militia = { - combat_width = -0.4 - } - category_light_infantry = { - defense = 0.1 - } - } - - - improvised_officer_groups = { - category_light_infantry = { - max_organisation = 10 - soft_attack = 0.1 - breakthrough = 0.1 - } - - - } - levee_en_masse = { - conscription = 0.02 - mobilization_speed = 0.05 - - } - standardization_efforts = { - category_light_infantry = { - max_organisation = 10 - soft_attack = 0.1 - } - - effect = { - add_tech_bonus = { - bonus = 0.5 - uses = 2 - category = support_tech - name = SUBDOCTRINE_IRREGULARS - } - } - } - - } -} - -peoples_war = { - track = infantry - name = SUBDOCTRINE_PEOPLES_WAR - description = SUBDOCTRINE_PEOPLES_WAR_DESC - icon = GFX_doctrine_peoples_war_medium - - xp_cost = 50 - xp_type = army - - available = { - has_government = communism - } - visible = { - has_dlc = "No Compromise, No Surrender" - } - ai_will_do = { - - base = 1 - modifier = { - factor = 95 - original_tag = PRC - } - - modifier = { - factor = 2 - is_major = no - } - - } - - # EFFECTS - enable_tactic = tactic_guerrilla_tactics - - militia = { - soft_attack = 0.1 - defense = 0.2 - } - - rewards = { - revolutionary_base_area = { - #1 - mastery = 50 - militia = { - defense = 0.1 - supply_consumption = -0.02 - } - category_light_infantry = { - max_organisation = 5 - } - - } - destruction_over_land_gains = { - #2 - mastery = 50 - category_light_infantry = { - default_morale = 0.2 - } - militia = { - equipment_capture_factor = 0.01 - } - } - quick_decision_offensive_warfare = { - #3 - militia = { - initiative = 0.01 - max_organisation = 10 - breakthrough = 0.2 - } - - - - } - people_not_things = { - #4 - mastery = 50 - category_light_infantry = { - soft_attack = 0.1 - max_strength = 0.15 - } - } - } -} - -great_war_infantry = { - track = infantry - name = SUBDOCTRINE_GREAT_WAR_INFANTRY - description = SUBDOCTRINE_GREAT_WAR_INFANTRY_DESC - icon = GFX_doctrine_great_war_infantry_medium - - xp_cost = 50 - xp_type = army - - available = { - always = yes - - } - - ai_will_do = { - base = 1 - modifier = { - factor = 95 - original_tag = FRA - } - } - # EFFECTS - #OTHER BASE REWARDS - category_cavalry = { - supply_consumption = -0.02 - } - category_light_infantry = { - defense = 0.1 - } - production_speed_bunker_factor = 0.25 - - rewards = { - traverse_digging = { - dig_in_speed_factor = 0.05 - engineer = { - battalion_mult = { - category = category_light_infantry - entrenchment = 0.05 - } - } - - } - sapping_operations = { - category_light_infantry = { - defense = 0.1 - } - field_hospital = { - casualty_trickleback = 0.1 - } - } - centralized_artillery_control = { - artillery = { - soft_attack = 0.1 - battalion_mult = { - category = category_light_infantry - soft_attack = 0.1 - breakthrough = 0.05 - } - } - } - field_fortification_emphasis = { - category_light_infantry = { - reliability = 0.05 - defense = 0.05 - max_organisation = 5 - } - } - redoubt_networks = { - dig_in_speed_factor = 0.10 - } - - } -} \ No newline at end of file diff --git a/src/common/doctrines/subdoctrines/land/operations_subdoctrines.txt b/src/common/doctrines/subdoctrines/land/operations_subdoctrines.txt deleted file mode 100755 index f5d69b4..0000000 --- a/src/common/doctrines/subdoctrines/land/operations_subdoctrines.txt +++ /dev/null @@ -1,1455 +0,0 @@ -#碧蓝航线MOD -mission_type_tactics_TIX = { - track = operations - name = AZ_SUBDOCTRINE_MISSION_TYPE_TACTICS - description = SUBDOCTRINE_MISSION_TYPE_TACTICS_DESC - icon = GFX_doctrine_mission_type_tactics_medium - - xp_cost = 100 - xp_type = army - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - original_tag = TIX - } - - modifier = { - factor = 0.5 - is_major = no - } - - } - - available = { - shijianniangguojia_trigger = yes - has_doctrine = new_mobile_warfare - } - # EFFECTS - command_power_gain = 0.1 - category_all_infantry = { - max_organisation = 20 - } - - - - rewards = { - TIX1 ={ - #1 - max_planning = 0.1 - planning_speed = 0.1 - category_all_infantry = { - default_morale = 0.3 - initiative = 0.05 - } - } - TIX2 = { - #2 - org_loss_at_low_org_factor = -0.25 - org_loss_when_moving = -0.25 - } - TIX3 = { - #3 - army_defence_factor = 0.1 - army_morale_factor = 0.2 - category_all_infantry= { - default_morale = 0.3 - } - category_all_armor = { - maximum_speed = 0.2 - } - - } - TIX4 = { - #4 - army_attack_factor = 0.2 - army_breakthrough_against_major_factor = 0.1 - category_all_infantry = { - breakthrough = 0.2 - max_organisation = 20 - } - } - TIX5 = { - #5 - resistance_target = -0.2 - max_planning = 0.1 - planning_speed = 0.3 - category_all_infantry = { - default_morale = 0.5 - initiative = 0.05 - } - category_tanks = { - default_morale = 0.5 - } - - } - } -} - -deep_battle_BFL = { - track = operations - name = AZ_SUBDOCTRINE_DEEP_BATTLE - description = SUBDOCTRINE_DEEP_BATTLE_DESC - icon = GFX_doctrine_deep_battle_medium - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - has_doctrine = mass_assault - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - original_tag = BFL - } - - modifier = { - factor = 0.5 - is_major = no - } - - } - - # EFFECTS - enable_tactic = tactic_backhand_blow - category_tanks = { - max_organisation = 5 - } - - rewards = { - BFL1 = { - #1 - recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.2 - defense = 0.2 - } - } - mot_recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.2 - defense = 0.2 - } - } - light_tank_recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.2 - defense = 0.2 - } - } - category_vehicle_infantry = { - max_organisation = 5 - } - - } - BFL2 = { - #2 - category_tanks = { - max_strength = 5 - max_organisation = 10 - } - armored_car = { - max_strength = 5 - max_organisation = 10 - } - land_reinforce_rate = 0.05 - } - BFL3 = { - #3 - army_intel_to_others = -20.0 - airforce_intel_to_others = -10.0 - army_intel_factor = 0.1 - - - } - BFL4 = { - #4 - breakthrough_factor = 0.1 - org_loss_when_moving = -0.3 - category_vehicle_infantry = { - max_organisation = 20 - default_morale = 0.2 - } - category_tanks = { - max_organisation = 5 - } - category_all_armor = { - default_morale = 0.2 - } - armored_car = { - max_organisation = 10 - } - } - BFL5 = { - #5 - army_attack_against_major_factor = 0.1 - org_loss_when_moving = -0.2 - land_reinforce_rate = 0.1 - armored_car_recon = { - battalion_mult = { - category = category_light_infantry - max_organisation = 10 - add = yes - } - } - light_tank_recon = { - battalion_mult = { - category = category_light_infantry - max_organisation = 10 - add = yes - } - } - } - } -} - -grand_assault_YUW = { - track = operations - name = AZ_SUBDOCTRINE_GRAND_ASSAULT - description = SUBDOCTRINE_GRAND_ASSAULT_DESC - icon = GFX_doctrine_grand_assault_medium - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - OR = { - has_doctrine = grand_battleplan - has_doctrine = superior_firepower - } - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - OR = { - original_tag = HUJ - original_tag = YUW - original_tag = SAD - } - } - - } - - # EFFECTS - max_planning = 0.2 - category_army = { - breakthrough = 0.15 - soft_attack = 0.1 - } - - rewards = { - YUW1 = { - #1 - - max_command_power = 50 - planning_speed = 0.2 - max_planning = 0.1 - logistics_company = { - battalion_mult = { - category = category_all_infantry - defense = 0.2 - } - } - } - YUW2 = { - #2 - coordination_bonus = 0.2 - category_army = { - breakthrough = 0.2 - } - } - YUW3 = { - #3 - army_defence_factor = 0.1 - army_bonus_air_superiority_factor = 0.1 - coordination_bonus = 0.3 - category_all_infantry = { - max_organisation = 10 - } - category_tanks = { - max_organisation = 5 - } - - anti_air = { - air_attack = 0.3 - } - } - YUW4 = { - #4 - army_org_factor = 0.2 - planning_speed = 0.3 - logistics_company = { - battalion_mult = { - category = category_all_infantry - supply_consumption = -0.2 - } - } - category_recon = { - recon = 0.3 - } - } - YUW5 = { - #5 - army_defence_factor = 0.1 - max_planning = 0.2 - category_all_infantry = { - max_organisation = 10 - } - category_tanks = { - max_organisation = 5 - } - } - } -} - -rapid_domination_BYG = { - track = operations - name = AZ_SUBDOCTRINE_RAPID_DOMINATION - description = SUBDOCTRINE_RAPID_DOMINATION_DESC - icon = GFX_doctrine_shock_and_awe_medium - - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - OR = { - has_doctrine = new_mobile_warfare - has_doctrine = superior_firepower - } - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - original_tag = BYG - } - - modifier = { - factor = 0.5 - is_major = no - } - - } - - # EFFECTS - enable_tactic = tactic_breakthrough - land_reinforce_rate = 0.03 - category_line_artillery = { - soft_attack = 0.2 - } - - rewards = { - BYG1 = { - #1 - land_reinforce_rate = 0.03 - category_recon = { - recon = 2 - } - category_support_artillery = { - soft_attack = 0.2 - } - - - } - BYG2 = { - #2 - army_artillery_attack_factor = 0.2 - army_artillery_defence_factor = 0.2 - category_army = { - default_morale = 0.1 - } - category_support_artillery = { - supply_consumption = -0.15 - } - - } - BYG3 = { - #3 - army_artillery_attack_factor = 0.3 - army_artillery_defence_factor = 0.3 - signal_company = { - battalion_mult = { - category = category_artillery - soft_attack = 0.2 - } - } - - - } - BYG4 = { - #4 - category_support_battalions = { - max_organisation = 20 - soft_attack = 0.5 - } - } - BYG5 = { - #5 - category_army = { - soft_attack = 0.1 - } - category_all_infantry = { - soft_attack = 0.2 - hard_attack = 0.1 - } - army_bonus_air_superiority_factor = 0.2 - - - } - } -} - -infiltration_tactics_CHY = { - track = operations - name = AZ_SUBDOCTRINE_INFILTRATION_TACTICS - description = SUBDOCTRINE_INFILTRATION_TACTICS_DESC - icon = GFX_doctrine_infiltration_assault_medium - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - has_doctrine = grand_battleplan - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - original_tag = CHY - } - - } - - # EFFECTS - enable_tactic = tactic_infantry_assault - planning_speed = 0.2 - max_planning = 0.1 - - ai_will_do = { } - - rewards = { - CHY1 = { - #1 - planning_speed = 0.1 - category_army = { - breakthrough = 0.15 - max_organisation = 10 - } - - } - CHY2 = { - #2 - max_planning = 0.1 - land_night_attack = 0.35 - } - CHY3 = { - #3 - supply_consumption_factor = -0.2 - command_power_gain = 0.25 - category_tanks = { - max_organisation = 5 - } - category_all_armor = { - default_morale = 0.2 - } - } - CHY4 = { - #4 - - recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.2 - } - battalion_mult = { - category = category_cavalry - soft_attack = 0.2 - } - - } - mot_recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.2 - } - battalion_mult = { - category = category_cavalry - soft_attack = 0.2 - } - - } - light_tank_recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.2 - } - battalion_mult = { - category = category_cavalry - soft_attack = 0.2 - } - - } - - category_recon = { - recon = 2 - } - - } - CHY5 = { - #5 - enable_tactic = tactic_infantry_charge_for_chy - intel_from_combat_factor = 0.5 - land_reinforce_rate = 0.03 - org_loss_when_moving = -0.25 - - } - } -} - -last_stand_AZ = { - track = operations - name = AZ_SUBDOCTRINE_LAST_STAND - description = SUBDOCTRINE_LAST_STAND_DESC - icon = GFX_doctrine_last_stand_medium - #TODO: Add trigger tag for surrender progress - xp_cost = 100 - xp_type = army - - available = { - shijianniangguojia_trigger = yes - OR = { - has_doctrine = new_mobile_warfare - has_doctrine = mass_assault - } - } - # EFFECTS - conscription = 0.1 - - ai_will_do = { - - base = 1 - modifier = { - factor = 1000 - original_tag = DOH - } - - } - - rewards = { - AZ1 = { - #1 - resistance_target_on_our_occupied_states = 0.25 - resistance_damage_to_garrison_on_our_occupied_states = 0.5 - } - - AZ2 = { - #2 - army_core_defence_factor = 0.5 - category_all_infantry = { - defense = 0.2 - } - } - AZ3 = { - #3 - max_dig_in_factor = 0.1 - dig_in_speed_factor = 0.5 - out_of_supply_factor = -0.4 - category_all_infantry = { - entrenchment = 0.2 - } - } - AZ4 = { - #4 - attrition = -0.1 - supply_consumption_factor = -0.1 - no_supply_grace = 144 # more hours before supply penalty changes - } - AZ5 = { - #5 - enable_tactic = tactic_guerrilla_tactics_for_doh - category_army = { - soft_attack = 0.2 - hard_attack = 0.1 - } - } - } -} - -##################################以下为原版################################### - - -mission_type_tactics = { - track = operations - name = SUBDOCTRINE_MISSION_TYPE_TACTICS - description = SUBDOCTRINE_MISSION_TYPE_TACTICS_DESC - icon = GFX_doctrine_mission_type_tactics_medium - - xp_cost = 100 - xp_type = army - - ai_will_do = { - - base = 1 - modifier = { - factor = 50 - original_tag = GER - } - - modifier = { - factor = 0.5 - is_major = no - } - - } - - available = { - always = yes - } - # EFFECTS - command_power_gain = 0.02 - category_all_infantry = { - max_organisation = 15 - } - - - - rewards = { - low_level_delegation ={ - #1 - category_all_infantry = { - default_morale = 0.2 - } - } - flexible_command = { - #2 - org_loss_when_moving = -0.15 - } - maneouver_drills = { - #3 - category_all_infantry= { - default_morale = 0.2 - } - category_all_armor = { - maximum_speed = 0.1 - } - - } - flexible_combat_formations = { - #4 - - category_all_infantry = { - breakthrough = 0.1 - max_organisation = 10 - } - } - control_zone_responsibilities = { - #5 - - category_all_infantry = { - default_morale = 0.4 - } - category_tanks = { - default_morale = 0.4 - } - - } - } -} - -last_stand = { - track = operations - name = SUBDOCTRINE_LAST_STAND - description = SUBDOCTRINE_LAST_STAND_DESC - icon = GFX_doctrine_last_stand_medium - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - # EFFECTS - conscription = 0.05 - - ai_will_do = { - - base = 0 - - } - - rewards = { - werwolf_groups = { - #1 - resistance_damage_to_garrison_on_our_occupied_states = 0.25 - } - - pocket_consolidation = { - #2 - category_all_infantry = { - defense = 0.1 - } - } - digging_in = { - #3 - out_of_supply_factor = -0.20 - category_all_infantry = { - entrenchment = 0.1 - } - } - stocking_up = { - #4 - no_supply_grace = 72 - } - breaking_out = { - #5 - category_army = { - soft_attack = 0.2 - } - } - } -} - -infiltration_tactics = { - track = operations - name = SUBDOCTRINE_INFILTRATION_TACTICS - description = SUBDOCTRINE_INFILTRATION_TACTICS_DESC - icon = GFX_doctrine_infiltration_assault_medium - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 50 - original_tag = JAP - } - - } - - # EFFECTS - enable_tactic = tactic_infantry_assault - max_planning = 0.05 - - ai_will_do = { } - - rewards = { - infiltration_assault = { - #1 - category_army = { - breakthrough = 0.10 - max_organisation = 5 - } - - } - nightly_assaults = { - #2 - land_night_attack = 0.25 - } - self_sustaining_infiltration_units = { - #3 - supply_consumption_factor = -0.10 - command_power_gain = 0.015 - category_tanks = { - max_organisation = 2 - } - category_all_armor = { - default_morale = 0.1 - } - } - terrain_and_situation_assessment = { - #4 - - recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.1 - } - battalion_mult = { - category = category_cavalry - soft_attack = 0.1 - } - - } - mot_recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.1 - } - battalion_mult = { - category = category_cavalry - soft_attack = 0.1 - } - - } - light_tank_recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.1 - } - battalion_mult = { - category = category_cavalry - soft_attack = 0.1 - } - - } - - category_recon = { - recon = 1 - } - - } - infiltration_in_depth = { - #5 - land_reinforce_rate = 0.02 - org_loss_when_moving = -0.20 - - } - } -} - -grand_assault = { - track = operations - name = SUBDOCTRINE_GRAND_ASSAULT - description = SUBDOCTRINE_GRAND_ASSAULT_DESC - icon = GFX_doctrine_grand_assault_medium - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 50 - OR = { - original_tag = ENG - original_tag = FRA - original_tag = ITA - } - } - - } - - # EFFECTS - max_planning = 0.1 - category_army = { - breakthrough = 0.1 - soft_attack = 0.05 - } - - ai_will_do = { } - - rewards = { - central_planning = { - #1 - - max_command_power = 30 - - logistics_company = { - battalion_mult = { - category = category_all_infantry - defense = 0.05 - } - } - } - multiple_attack_directions = { - #2 - category_army = { - breakthrough = 0.15 - } - } - combined_arms_integration = { - #3 - army_bonus_air_superiority_factor = 0.05 - coordination_bonus = 0.1 - category_tanks = { - max_organisation = 4 - } - - anti_air = { - air_attack = 0.1 - } - } - forward_command_posts = { - #4 - logistics_company = { - battalion_mult = { - category = category_all_infantry - supply_consumption = -0.05 - } - } - category_recon = { - recon = 0.1 - } - } - c3i_theory = { - #5 - - max_planning = 0.1 - category_all_infantry = { - max_organisation = 8 - } - } - } -} - -deep_battle = { - track = operations - name = SUBDOCTRINE_DEEP_BATTLE - description = SUBDOCTRINE_DEEP_BATTLE_DESC - icon = GFX_doctrine_deep_battle_medium - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - - visible = { - has_dlc = "La Resistance" - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 50 - original_tag = SOV - } - - modifier = { - factor = 0.5 - is_major = no - } - - } - - # EFFECTS - enable_tactic = tactic_backhand_blow - category_tanks = { - max_organisation = 4 - } - - - ai_will_do = { } - - rewards = { - bounding_overwatch = { - #1 - recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.05 - defense = 0.05 - } - } - mot_recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.05 - defense = 0.05 - } - } - light_tank_recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.05 - defense = 0.05 - } - } - category_vehicle_infantry = { - max_organisation = 2 - } - - } - operational_concentration = { - #2 - category_tanks = { - max_organisation = 4 - } - armored_car = { - max_organisation = 4 - } - land_reinforce_rate = 0.05 - } - maskirovka = { - #3 - army_intel_to_others = -10.0 - airforce_intel_to_others = -5.0 - army_intel_factor = 0.05 - - - } - breakthrough_priority = { - #4 - org_loss_when_moving = -0.2 - category_vehicle_infantry = { - max_organisation = 10 - default_morale = 0.1 - } - category_tanks = { - max_organisation = 2 - } - category_all_armor = { - default_morale = 0.1 - } - armored_car = { - max_organisation = 4 - } - } - operational_depth_control = { - #5 - org_loss_when_moving = -0.1 - land_reinforce_rate = 0.05 - armored_car_recon = { - battalion_mult = { - category = category_light_infantry - max_organisation = 10 - add = yes - } - } - light_tank_recon = { - battalion_mult = { - category = category_light_infantry - max_organisation = 10 - add = yes - } - } - } - } -} - -deep_battle_no_lar = { - track = operations - name = SUBDOCTRINE_DEEP_BATTLE - description = SUBDOCTRINE_DEEP_BATTLE_DESC - icon = GFX_doctrine_deep_battle_medium - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - visible = { - NOT = { - has_dlc = "La Resistance" - } - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 50 - original_tag = SOV - } - - modifier = { - factor = 0.5 - is_major = no - } - - } - - # EFFECTS - enable_tactic = tactic_backhand_blow - category_tanks = { - max_organisation = 4 - } - - - ai_will_do = { } - - rewards = { - bounding_overwatch = { - #1 - recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.05 - defense = 0.05 - } - } - mot_recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.05 - defense = 0.05 - } - } - light_tank_recon = { - battalion_mult = { - category = category_light_infantry - soft_attack = 0.05 - defense = 0.05 - } - } - category_vehicle_infantry = { - max_organisation = 2 - } - - } - operational_concentration = { - #2 - category_tanks = { - max_organisation = 4 - } - mechanized = { - max_organisation = 10 - } - land_reinforce_rate = 0.05 - } - maskirovka = { - #3 - army_intel_to_others = -10.0 - airforce_intel_to_others = -5.0 - army_intel_factor = 0.05 - - - } - breakthrough_priority = { - #4 - org_loss_when_moving = -0.2 - category_vehicle_infantry = { - max_organisation = 10 - default_morale = 0.1 - } - category_tanks = { - max_organisation = 2 - } - category_all_armor = { - default_morale = 0.1 - } - mechanized = { - breakthrough = 0.1 - } - } - operational_depth_control = { - #5 - org_loss_when_moving = -0.1 - land_reinforce_rate = 0.05 - recon = { - battalion_mult = { - category = category_light_infantry - max_organisation = 10 - add = yes - } - } - light_tank_recon = { - battalion_mult = { - category = category_light_infantry - max_organisation = 10 - add = yes - } - } - } - } -} -guerilla_war = { - track = operations - name = SUBDOCTRINE_GUERILLA_WAR - description = SUBDOCTRINE_GUERILLA_WAR_DESC - icon = GFX_doctrine_guerilla_warfare_medium - - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - visible = { - has_dlc = "No Compromise, No Surrender" - } - - ai_will_do = { - base = 1 - modifier = { - factor = 0 - is_major = yes - } - modifier = { - factor = 2 - is_major = no - } - modifier = { - factor = 0 - NOT = { - OR = { - has_template_containing_unit = irregular_infantry - has_template_containing_unit = militia - } - } - } - - } - - # EFFECTS - enable_tactic = tactic_guerrilla_tactics - irregular_infantry = { - soft_attack = 0.1 - defense = 0.2 - } - militia = { - soft_attack = 0.1 - defense = 0.2 - } - - rewards = { - catch_and_seize = { - #1 - category_cavalry = { - equipment_capture_factor = 0.01 - plains = { - movement = 0.1 - } - } - category_light_infantry = { - equipment_capture_factor = 0.01 - plains = { - movement = 0.1 - } - } - pocket_penalty = -0.1 - - - } - galvanize_support = { - #2 - army_intel_to_others = -10.0 - army_intel_factor = 0.05 - war_support_factor = 0.1 - political_power_factor = 0.1 - mobilization_speed = 0.15 - - } - scorched_earth = { - #3 - resistance_damage_to_garrison_on_our_occupied_states = 0.1 - resistance_target_on_our_occupied_states = 0.1 - category_army = { - defense = 0.1 - } - } - - - urban_assaults = { - #4 - militia = { - urban = { - attack = 0.10 - defence = 0.10 - } - } - infantry = { - urban = { - attack = 0.10 - defence = 0.10 - } - } - - - } - defense_of_gained_power = { - #5 - stability_factor = 0.1 - party_popularity_stability_factor = 0.05 - category_army = { - defense = 0.1 - } - - - } - } -} - -#shock & awe or airland battle -rapid_domination = { - track = operations - name = SUBDOCTRINE_RAPID_DOMINATION - description = SUBDOCTRINE_RAPID_DOMINATION_DESC - icon = GFX_doctrine_shock_and_awe_medium - - xp_cost = 100 - xp_type = army - - available = { - always = yes - } - - ai_will_do = { - - base = 1 - modifier = { - factor = 50 - original_tag = USA - } - - modifier = { - factor = 0.5 - is_major = no - } - - } - - # EFFECTS - enable_tactic = tactic_breakthrough - land_reinforce_rate = 0.02 - category_all_infantry = { - soft_attack = 0.1 - } - category_line_artillery = { - soft_attack = 0.1 - } - - - ai_will_do = { } - - rewards = { - forward_observers = { - #1 - land_reinforce_rate = 0.02 - category_recon = { - recon = 1 - } - category_support_artillery = { - soft_attack = 0.05 - } - - - } - advanced_firebases = { - #2 - category_support_artillery = { - supply_consumption = -0.1 - - battalion_mult = { - category = category_army - default_morale = 0.1 - add = yes - } - } - - } - centralized_fire_control = { - #3 - signal_company = { - battalion_mult = { - category = category_artillery - soft_attack = 0.1 - } - } - - - } - regimental_combat_teams = { - #4 - category_support_battalions = { - max_organisation = 10 - soft_attack = 0.1 - } - } - shock_and_awe = { - #5 - category_army = { - soft_attack = 0.05 - } - category_all_infantry = { - soft_attack = 0.1 - hard_attack = 0.1 - } - army_bonus_air_superiority_factor = 0.1 - - - } - } -} - -expeditionary_warfare = { - track = operations - name = SUBDOCTRINE_EXPEDITIONARY_WARFARE - description = SUBDOCTRINE_EXPEDITIONARY_WARFARE_DESC - icon = GFX_doctrine_expeditionary_warfare_medium - - xp_cost = 100 - xp_type = army - - available = { - - } - visible = { - has_dlc = "No Compromise, No Surrender" - } - - ai_will_do = { - - base = 0 - - } - - # EFFECTS - - send_volunteer_divisions_required = -0.5 - send_volunteer_factor = 0.25 - send_volunteers_tension = -0.1 - - ai_will_do = { } - - rewards = { - staging_area_security = { - #1 - dig_in_speed_factor = 0.05 - out_of_supply_factor = -0.20 - category_army = { - defense = 0.1 - } - - } - landing_operations = { - #2 - naval_invasion_prep_speed = 0.2 - naval_invasion_penalty = -0.15 - naval_invasion_planning_bonus_speed = 0.2 - category_army = { - soft_attack = 0.1 - } - - } - shore_fire_control_parties = { - #3 - shore_bombardment_bonus = 0.25 - } - breakout_emphasis = { - #4 - no_supply_grace = 32 - - } - withdrawal_protocols = { - #5 - org_loss_when_moving = -0.2 - } - } -} \ No newline at end of file diff --git a/src/common/factions/goals/az_faction_manifests.txt b/src/common/factions/goals/az_faction_manifests.txt new file mode 100755 index 0000000..63f2308 --- /dev/null +++ b/src/common/factions/goals/az_faction_manifests.txt @@ -0,0 +1,305 @@ +# Conquest of territory +az_faction_manifest_conquest_of_territory = { + name = conquest_of_territory_goal_name + description = conquest_of_territory_goal_desc + is_manifest = yes + ratio_progress = { + total_amount_collection = collection:faction_owned_core_states + completed_amount_collection = collection:faction_controlled_non_core_states + range = { + max = 1 + } + + scale = { + offensive_war_stability_factor = 0.25 + justify_war_goal_time = -1 + resistance_target = -0.25 + industrial_capacity_factory = 0.2 + industrial_capacity_dockyard = 0.2 + } + + progress_sections = { + + manifest_fulfilled = { + min = 0 + max = 0.1 + + modifier = { + stability_factor = -0.1 + war_support_factor = -0.1 + } + } + + manifest_fulfilled_1 = { + min = 0.1 + + modifier = { + production_speed_rail_way_factor = 0.1 + production_speed_supply_node_factor = 0.1 + } + } + + manifest_fulfilled_2 = { + min = 0.25 + + modifier = { + offensive_war_stability_factor = 0.1 + war_stability_factor = 0.1 + } + } + + manifest_fulfilled_3 = { + min = 0.5 + + modifier = { + resistance_target = -0.1 + resistance_activity = -0.25 + } + } + + manifest_fulfilled_4 = { + min = 0.75 + + modifier = { + compliance_growth = 0.1 + required_garrison_factor = -0.25 + } + } + + manifest_fulfilled_5 = { + min = 0.9 + + modifier = { + non_core_manpower = 0.1 + generate_wargoal_tension = -1 + } + } + } + } +} + +# Defense of Democracy +az_faction_manifest_defense_of_democracy_allies = { + name = defense_of_democracy_goal_name + description = defense_of_democracy_goal_desc + is_manifest = yes + ratio_progress = { + total_amount = 50 + completed_amount_collection = collection:world_uncapitulated_democratic_countries_and_dominions + + scale = { + trade_opinion_factor = 1 + guarantee_cost = -0.50 + consumer_goods_factor = -0.3 + production_speed_buildings_factor = 0.2 + } + + progress_sections = { + manifest_fulfilled_1 = { + min = 0 + + modifier = { + communism_acceptance = 10 + democratic_acceptance = 10 + fascism_acceptance = 10 + neutrality_acceptance = 10 + } + } + + manifest_fulfilled_2 = { + min = 0.1 + + modifier = { + special_project_speed_factor = 0.1 + } + } + + manifest_fulfilled_3 = { + min = 0.25 + + modifier = { + trade_opinion_factor = 0.25 + trade_laws_cost_factor = -0.33 + } + } + + manifest_fulfilled_4 = { + min = 0.5 + + modifier = { + stability_factor = 0.15 + opinion_gain_monthly_factor = 0.2 + improve_relations_maintain_cost_factor = -0.25 + } + } + + manifest_fulfilled_5 = { + min = 0.75 + + modifier = { + defensive_war_stability_factor = 0.3 + can_guarantee_other_ideologies = 1 + } + } + } + } +} + +# Chinese Territorial Integrity +az_faction_manifest_china_territorial_integrity = { + name = china_territorial_integrity_goal_name + description = az_china_territorial_integrity_goal_desc + is_manifest = yes + ratio_progress = { + total_amount_collection = collection:az_china_potential_core_states + completed_amount_collection = collection:az_china_core_states_controlled_by_faction_leader_ideology + + scale = { + war_support_factor = 0.5 + political_power_factor = 0.25 + supply_node_range = 0.25 + } + + progress_sections = { + manifest_fulfilled = { + min = 0 + + modifier = { + army_core_defence_factor = 0.2 + } + } + + manifest_fulfilled_1 = { + min = 0.25 + + modifier = { + army_core_attack_factor = 0.2 + } + } + + manifest_fulfilled_2 = { + min = 0.5 + + modifier = { + supply_node_range = 0.1 + } + } + + manifest_fulfilled_3 = { + min = 0.75 + + modifier = { + subjects_autonomy_gain = -0.75 + army_core_attack_factor = 0.3 + army_core_defence_factor = 0.3 + } + } + } + } +} + +# An Iron Curtain +az_faction_manifest_an_iron_curtain = { + name = an_iron_curtain_goal_name + description = an_iron_curtain_goal_name_desc + is_manifest = yes + ratio_progress = { + total_amount_collection = collection:countries_my_continent + completed_amount_collection = collection:communist_or_capitulated_countries_my_continent + + scale = { + cic_to_overlord_factor = 0.25 + mic_to_overlord_factor = 0.25 + resources_to_overlord_factor = 0.3 + subjects_autonomy_gain = -0.75 + drift_defence_factor = 10 + } + + progress_sections = { + manifest_fulfilled_1 = { + min = 0 + + modifier = { + communism_drift_from_guarantees = 0.1 + can_guarantee_other_ideologies = 1 + generate_wargoal_tension = -0.25 + } + } + + manifest_fulfilled_2 = { + min = 0.25 + + modifier = { + army_attack_against_minor_factor = 0.1 + army_defence_against_minor_factor = 0.1 + army_breakthrough_against_minor_factor = 0.1 + } + } + + manifest_fulfilled_3 = { + min = 0.5 + + modifier = { + party_popularity_stability_factor = 0.1 + war_stability_factor = 0.1 + } + } + + manifest_fulfilled_4 = { + min = 0.75 + + modifier = { + army_attack_against_major_factor = 0.1 + army_defence_against_major_factor = 0.1 + army_breakthrough_against_major_factor = 0.1 + } + } + + } + } +} + +# Supress Asian Communism +az_faction_manifest_suppress_asian_communism = { + name = suppress_asian_communism_goal_name + description = suppress_asian_communism_goal_desc + is_manifest = yes + ratio_progress = { + total_amount_collection = collection:countries_asia + completed_amount_collection = collection:non_communist_or_capitulated_countries_asia + + scale = { + communism_drift = -0.2 + } + + progress_sections = { + + manifest_fulfilled_1 = { + min = 0.25 + + modifier = { + resistance_target = -0.1 + compliance_growth = 0.1 + } + } + + manifest_fulfilled_2 = { + min = 0.5 + + modifier = { + conscription_factor = 0.1 + non_core_manpower = 0.05 + } + } + + manifest_fulfilled_3 = { + min = 0.75 + + modifier = { + political_power_factor = 0.25 + political_power_cost = -0.25 + } + } + } + } +} \ No newline at end of file diff --git a/src/common/factions/goals/az_goals_term.txt b/src/common/factions/goals/az_goals_term.txt new file mode 100755 index 0000000..6a0559c --- /dev/null +++ b/src/common/factions/goals/az_goals_term.txt @@ -0,0 +1,1886 @@ +az_faction_goal_one_germany = { + name = az_one_germany_goal_name + description = az_one_germany_goal_desc + category = short_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = TIX + } + } + cancel = { + FROM = { + NOT = { has_government = fascism } + } + } + completed = { + any_country_with_original_tag = { + original_tag_to_check = AUS + exists = no + } + any_country_with_original_tag = { + original_tag_to_check = TIX + controls_state = 4 + } + } + complete_effect = { + add_faction_power_projection = 50 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + add_stability = 0.15 + add_political_power = 50 + } + ai_will_do = { + base = 10 + } +} + +az_faction_goal_building_up_guam = { + name = building_up_guam_goal_name + description = az_building_up_guam_goal_desc + category = short_term + group = FOCUS_FILTER_CONSOLIDATION + visible = { + FROM = { tag = BYG } + } + cancel = { + FROM = { NOT = { controls_state = 638 } } + } + completed = { + 638 = { naval_base > 2 } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + add_war_support = 0.02 + } + ai_will_do = { + base = 10 + } +} + +az_faction_goal_coastal_security = { + name = coastal_security_goal_name + description = coastal_security_goal_desc + category = short_term + group = FOCUS_FILTER_NAVY_XP + allowed = { + } + visible = { + FROM = { + original_tag = CHY + } + } + completed = { + has_naval_control = 90 + has_naval_control = 79 + has_naval_control = 77 + has_naval_control = 76 + has_naval_control = 75 + has_naval_control = 73 + } + complete_effect = { + add_faction_initiative = 1 + add_faction_power_projection = 500 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + } + name = ALL_FACTION_MEMBERS + } + navy_experience = 50 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 4 # Mid game prio + date > 1940.1.1 + } + } +} + +az_faction_goal_production_quotas = { + name = production_quotas_goal_name + description = production_quotas_goal_desc + group = FOCUS_FILTER_INDUSTRY + category = short_term + allowed = { + original_tag = BFL + } + available = { + has_war = no + } + completed = { + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION_NAME + } + stockpile = infantry_equipment + size > 100000 + } + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION_NAME + } + stockpile = artillery_equipment + size > 2500 + } + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION_NAME + } + stockpile = support_equipment + size > 1000 + } + } + complete_effect = { + add_faction_power_projection = 200 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT + every_faction_member = { + limit = { faction_influence_ratio > 0.3} + add_political_power = 75 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 1 + date < 1940.1.1 + } + } +} + +az_faction_goal_stall_the_fascist_threat = { + name = stall_the_fascist_threat_goal_name + description = stall_the_fascist_threat_goal_desc + group = FOCUS_FILTER_INTERNAL_AFFAIRS + category = short_term + allowed = { + } + visible = { + date < 1938.6.1 + FROM = { + original_tag = BFL + } + } + completed = { + OR = { + AND = { + date > 1939.1.1 + NOT = { has_global_flag = scw_over } + } + AND = { + has_global_flag = scw_over + has_global_flag = republican_victory + } + } + } + complete_effect = { + add_faction_power_projection = 200 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { army_experience = 50 } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 + SPR_scw_in_progress = yes + } + modifier = { + add = 9 # SOV should always prio this + SPR_scw_in_progress = yes + original_tag = BFL + } + } +} + +az_faction_goal_undo_versailles = { + name = az_undo_versailles_goal_name + description = az_undo_versailles_goal_desc + category = medium_term + group = FOCUS_FILTER_WAR_SUPPORT + visible = { + FROM = { original_tag = TIX } + } + completed = { + OR = { + AND = { + original_tag = TIX + has_army_manpower = { + size > 1000000 + } + controls_state = 28 + controls_state = 85 + controls_state = 86 + controls_state = 188 + controls_state = 762 + controls_state = 807 + controls_state = 912 + } + any_allied_country = { + original_tag = TIX + has_army_manpower = { + size > 1000000 + } + controls_state = 28 + controls_state = 85 + controls_state = 86 + controls_state = 188 + controls_state = 762 + controls_state = 807 + controls_state = 912 + } + } + 42 = { is_demilitarized_zone = no } + 51 = { is_demilitarized_zone = no } + 978 = { is_demilitarized_zone = no } + } + complete_effect = { + add_faction_power_projection = 100 + every_faction_member = { + limit = { + original_tag = TIX + } + add_faction_initiative = 1 + } + custom_effect_tooltip = generic_skip_one_line_tt + every_faction_member = { + tooltip = INFLUENCE_ABOVE_30_PERCENT + visible_when_empty = yes + limit = { + faction_influence_ratio > 0.3 + } + add_war_support = 0.05 + add_political_power = 50 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 9 + is_historical_focus_on = yes + } + } +} + +az_faction_goal_secure_european_continent = { + name = secure_european_continent_goal_name + description = secure_european_continent_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = TIX + } + } + completed = { + collection_size = { + input = { + input = constant:country_groups.continental_europe_1936 + operators = { + limit = { + OR = { + is_in_faction_with = ROOT + has_capitulated = yes + exists = no + is_subject_of = ROOT + } + } + } + name = COLLECTION_CONTINENTAL_EUROPE_DEFEATED_OR_FACTION_MEMBERS + } + value > 8 + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + every_faction_member = { + tooltip = INFLUENCE_ABOVE_30_PERCENT + visible_when_empty = yes + limit = { + faction_influence_ratio > 0.3 + } + add_faction_initiative = 1 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 9 + is_historical_focus_on = yes + } + } +} + +az_faction_goal_secure_north_africa = { + name = secure_north_africa_goal_name + description = secure_north_africa_goal_desc + group = FOCUS_FILTER_ANNEXATION + category = medium_term + visible = { + OR = { + FROM = { original_tag = SAD } + any_allied_country = { + original_tag = SAD + } + } + } + available = { + date > 1940.1.1 + has_war_with = HUJ + } + completed = { + AND = { + 446 = { is_controlled_by_ROOT_or_ally = yes } # Suez + 448 = { is_controlled_by_ROOT_or_ally = yes } # Tripoli + 116 = { is_controlled_by_ROOT_or_ally = yes } # Malta + } + OR = { + 118 = { is_controlled_by_ROOT_or_ally = yes } # Gibraltar + 183 = { is_controlled_by_ROOT_or_ally = yes } # Cyprus + 182 = { is_controlled_by_ROOT_or_ally = yes } # Crete + } + } + complete_effect = { + add_faction_power_projection = 500 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = INFLUENCE_TOP_TWO + every_faction_member = { + limit = { + faction_influence_rank < 3 + } + add_faction_initiative = 1 + add_political_power = 100 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 10 + is_historical_focus_on = yes + } + } +} + +az_faction_goal_high_seas_fleet = { + name = high_seas_fleet_goal_name + description = high_seas_fleet_goal_desc + group = FOCUS_FILTER_NAVY_XP + category = medium_term + allowed = { + } + visible = { + FROM = { + OR = { + original_tag = TIX + AND = { + any_allied_country = { + original_tag = TIX + } + num_of_naval_factories > 0 + } + } + } + } + completed = { + has_war_with_major = yes + count_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + unit = capital_ship + size > 19 + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + limit = { + num_of_naval_factories > 0 + } + } + name = ALL_FACTION_MEMBERS + } + navy_experience = 50 + add_tech_bonus = { + name = high_seas_fleet_tech_bonus + bonus = 0.5 + uses = 2 + category = naval_equipment + } + } + } + ai_will_do = { + base = 1 + modifier = { + add = 1 # If they have a bunch of naval factories, go for it + num_of_naval_factories > 29 + } + } +} + +az_faction_goal_the_arteries_of_trade = { + name = the_arteries_of_trade_goal_name + description = the_arteries_of_trade_goal_desc + category = medium_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + } + visible = { + FROM = { + has_war = yes + OR = { + tag = HUJ + tag = CAN + tag = RAJ + tag = MAL + tag = BYG + } + } + } + completed = { + count_triggers = { + amount = 10 + has_naval_control = 43 + has_naval_control = 49 + has_naval_control = 51 + has_naval_control = 56 + has_naval_control = 57 + has_naval_control = 68 + has_naval_control = 29 + has_naval_control = 69 + has_naval_control = 72 + has_naval_control = 100 + has_naval_control = 104 + has_naval_control = 71 + has_naval_control = 60 + has_naval_control = 48 + has_naval_control = 61 + has_naval_control = 62 + } + } + complete_effect = { + add_faction_power_projection = 100 + every_faction_member = { + add_stability = 0.05 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 1 # Extra eager to do this as the main trade nations + OR = { + original_tag = HUJ + original_tag = BYG + } + } + modifier = { + factor = 2 + is_historical_focus_on = yes + } + } +} + +az_faction_goal_imperial_glory = { + name = imperial_glory_goal_name + description = imperial_glory_goal_desc + category = medium_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + } + visible = { + FROM = { + OR = { + original_tag = HUJ + original_tag = CAN + original_tag = RAJ + original_tag = AST + original_tag = NZL + original_tag = MAL + original_tag = YUW + original_tag = HOL + original_tag = INS + } + } + } + available = { + FROM = { has_war = yes } + } + completed = { + longest_war_length > 36 + count_triggers = { + amount = 3 # Add triggers to count below + + 1021 = { is_controlled_by_ROOT_or_ally = yes } # Singapore + 118 = { is_controlled_by_ROOT_or_ally = yes } # Gibraltar + 116 = { is_controlled_by_ROOT_or_ally = yes } # Malta + IF = { + limit = { 286 = { OWNER = { is_in_faction_with = ROOT } } } + 286 = { is_controlled_by_ROOT_or_ally = yes } # Saigon if France joins + } + IF = { + limit = { 335 = { OWNER = { is_in_faction_with = ROOT } } } + 335 = { is_controlled_by_ROOT_or_ally = yes } # East Indies + } + } + } + complete_effect = { + add_faction_power_projection = 200 + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + limit = { + owns_any_state_of = { + 1021 + 118 + 116 + 286 + 335 + } + } + } + + name = OWNS_LISTED_STATE + } + custom_effect_tooltip = OWNS_LISTED_STATE + add_faction_initiative = 1 + add_faction_influence_ratio = 0.05 + add_stability = 0.05 + } + } + ai_will_do = { + base = 0 + modifier = { + add = 1 # The Empire cares a little + OR = { + original_tag = HUJ + original_tag = CAN + original_tag = RAJ + original_tag = AST + original_tag = NZL + original_tag = MAL + original_tag = YUW + original_tag = HOL + original_tag = INS + } + is_historical_focus_on = yes + } + modifier = { + add = 1 # The Colonial Powers always care + OR = { + original_tag = HUJ + original_tag = YUW + original_tag = HOL + } + } + modifier = { + add = 10 # The Colonial Powers always care a LOT on historical + OR = { + original_tag = HUJ + original_tag = YUW + original_tag = HOL + } + is_historical_focus_on = yes + } + } +} + +az_faction_goal_control_the_chinese_coast = { + name = control_the_chinese_coast_goal_name + description = control_the_chinese_coast_goal_desc + group = FOCUS_FILTER_CONSOLIDATION + category = medium_term + allowed = { + } + visible = { + FROM = { + tag = DOH + has_war = yes + } + } + completed = { + OR = { + AND = { + has_war = yes + any_enemy_country = { + war_length_with = { + tag = ROOT + months > 36 + } + } + } + AND = { + date > 1939.6.1 + has_war = no + } + } + count_triggers = { + amount = 5 + 1033 = { is_controlled_by_ROOT_or_ally = yes } + 592 = { is_controlled_by_ROOT_or_ally = yes } + 593 = { is_controlled_by_ROOT_or_ally = yes } + 595 = { is_controlled_by_ROOT_or_ally = yes } + 596 = { is_controlled_by_ROOT_or_ally = yes } + 613 = { is_controlled_by_ROOT_or_ally = yes } + 1034 = { is_controlled_by_ROOT_or_ally = yes } + 598 = { is_controlled_by_ROOT_or_ally = yes } + 597 = { is_controlled_by_ROOT_or_ally = yes } + } + + } + cancel = { + NOT = { + count_triggers = { + amount = 5 + 1033 = { is_controlled_by_ROOT_or_ally = yes } + 592 = { is_controlled_by_ROOT_or_ally = yes } + 593 = { is_controlled_by_ROOT_or_ally = yes } + 595 = { is_controlled_by_ROOT_or_ally = yes } + 596 = { is_controlled_by_ROOT_or_ally = yes } + 613 = { is_controlled_by_ROOT_or_ally = yes } + 1034 = { is_controlled_by_ROOT_or_ally = yes } + 598 = { is_controlled_by_ROOT_or_ally = yes } + 597 = { is_controlled_by_ROOT_or_ally = yes } + } + } + } + complete_effect = { + add_faction_power_projection = 200 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + custom_effect_tooltip = generic_skip_one_line_tt + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + } + + name = ALL_FACTION_MEMBERS + } + custom_effect_tooltip = ALL_FACTION_MEMBERS + army_experience = 50 + add_war_support = 0.05 + add_stability = 0.05 + } + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + } + + name = ALL_FACTION_MEMBERS + } + custom_effect_tooltip = ALL_FACTION_MEMBERS + army_experience = 50 + add_war_support = 0.1 + add_stability = 0.05 + } + every_state = { + limit = { + OR = { + state = 1033 + state = 592 + state = 593 + state = 595 + state = 596 + state = 613 + state = 1034 + state = 598 + state = 597 + } + } + add_building_construction = { + type = coastal_bunker + level = 2 + instant_build = yes + province = { + all_provinces = yes + limit_to_naval_base = yes + } + } + } + } + ai_will_do = { + base = 10 # Pretty much everyone should want to do this + } +} + +az_faction_goal_control_the_chinese_capitals = { + name = az_control_the_chinese_capitals_goal_name + description = az_control_the_chinese_capitals_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + } + visible = { + FROM = { + original_tag = CHY + } + } + completed = { + 608 = { is_controlled_by_ROOT_or_ally = yes } + 1035 = { is_controlled_by_ROOT_or_ally = yes } + 592 = { is_controlled_by_ROOT_or_ally = yes } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + custom_effect_tooltip = generic_skip_one_line_tt + every_collection_element = { + input = { + input = game:scope + operators = { + faction_members + } + + name = ALL_FACTION_MEMBERS + } + custom_effect_tooltip = ALL_FACTION_MEMBERS + army_experience = 50 + air_experience = 25 + navy_experience = 25 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 9 # Early game prio + date < 1941.1.1 + } + } +} + +az_faction_goal_secure_the_oil_supply = { + name = secure_the_oil_supply_goal_name + description = secure_the_oil_supply_goal_desc + category = medium_term + group = resources_to_market_icon + allowed = { + + } + visible = { + FROM = { + original_tag = CHY + } + } + completed = { + has_resources_in_collection = { + collection = { + input = game:scope + operators = { faction_members } + name = FACTION + } + resource = oil + amount > 199 + } + } + complete_effect = { + + every_faction_member = { + tooltip = AT_LEAST_70_OIL + visible_when_empty = yes + limit = { + has_resources_in_country = { + resource = oil + amount > 69 + } + } + add_faction_initiative = 1 + add_faction_influence_ratio = 0.15 + add_tech_bonus = { + name = secure_the_oil_supply_tech_bonus + bonus = 0.75 + uses = 1 + category = excavation_tech + } + } + + } + ai_will_do = { + base = 1 + modifier = { + add = 9 # Mid game prio + date > 1941.1.1 + } + } +} + +az_faction_goal_indifference_is_a_threat = { + name = indifference_is_a_threat_goal_name + description = indifference_is_a_threat_goal_desc + category = medium_term + group = FOCUS_FILTER_CONSOLIDATION + allowed = { + + } + visible = { + FROM = { + original_tag = BFL + } + } + completed = { + collection_size = { + input = { + input = collection:europe_non_aligned_countries + name = COLLECTION_COUNTRIES_EUROPE_NON_ALIGNED + } + value < 5 + } + } + complete_effect = { + add_faction_power_projection = 500 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + add_political_power = 50 + add_popularity = { + ideology = communism + popularity = 0.05 + } + } + } + ai_will_do = { + base = 1 + } +} + +az_faction_goal_undoing_brest_litowsk = { + name = az_undoing_brest_litowsk_goal_name + description = az_undoing_brest_litowsk_goal_desc + category = medium_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + original_tag = BFL + } + } + completed = { + count_triggers = { + amount = 4 + OR = { + LIT = { exists = no } + LIT = { is_in_faction_with = ROOT } + } + OR = { + LAT = { exists = no } + LAT = { is_in_faction_with = ROOT } + } + OR = { + EST = { exists = no } + EST = { is_in_faction_with = ROOT } + } + OR = { + POL = { exists = no } + POL = { is_in_faction_with = ROOT } + } + OR = { + FIN = { exists = no } + FIN = { is_in_faction_with = ROOT } + } + } + + } + complete_effect = { + add_faction_power_projection = 500 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + custom_effect_tooltip = generic_skip_one_line_tt + custom_effect_tooltip = ALL_FACTION_MEMBERS + every_faction_member = { + army_experience = 50 + } + } + ai_will_do = { + base = 1 + modifier = { + add = 9 # SOV should always prio this + original_tag = BFL + } + } +} + +az_faction_goal_no_japanese_in_china = { + name = faction_goal_no_japanese_in_china_name + description = az_faction_goal_no_japanese_in_china_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + tag = DOH + any_enemy_country = { + original_tag = CHY + } + } + + } + completed = { + collection_size = { + input = { + input = collection:az_china_potential_core_mainland_states + operators = { + limit = { + OR = { + controller = { is_in_faction_with = CHY } + is_controlled_by = CHY + } + } + } + name = az_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! + } +} + +az_faction_goal_align_china = { + name = az_align_china_goal_name + description = az_align_china_goal_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = CHY + } + } + completed = { + OR = { + not = { country_exists = DOH } + DOH = { is_subject_of = CHY } + DOH = { has_capitulated = yes } + } + OR = { + not = { country_exists = DH1 } + DH1 = { is_subject_of = CHY } + DH1 = { has_capitulated = yes } + } + } + 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 + } + } +} + +az_faction_goal_contain_japanese_expansion_asia = { + name = az_contain_japanese_expansion_asia_goal_name + description = az_contain_japanese_expansion_asia_goal_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + allowed = { + + } + visible = { + FROM = { + original_tag = BYG + } + } + available = { + 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 + } + modifier = { + add = 10 # Really do it when at war + any_enemy_country = { + original_tag = CHY + } + } + } +} + +az_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 # SOV should always prio this + date > 1938.1.1 + original_tag = BFL + } + } +} + +az_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 + } +} + +##########################################################################################新增阵营目标###################################################################### +az_faction_goal_nvpu = { + name = az_faction_goal_nvpu_name + description = az_faction_goal_nvpu_desc + category = short_term + group = FOCUS_FILTER_INTERNAL_AFFAIRS + visible = { + FROM = { + original_tag = HUJ + } + } + completed = { + HUJ = { + has_completed_focus = HUJ_nvpucanting + OR = { + has_completed_focus = HUJ_neiwuweizhu + has_completed_focus = HUJ_tegongweizhu + } + } + } + complete_effect = { + add_faction_power_projection = 50 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + } + ai_will_do = { + base = 10 + } +} + +az_faction_goal_bkbmzz = { + name = az_faction_goal_bkbmzz_name + description = az_faction_goal_bkbmzz_desc + category = short_term + group = FOCUS_FILTER_INTERNAL_AFFAIRS + visible = { + FROM = { + original_tag = HUJ + } + } + available = { + threat > 0.3 + } + completed = { + HUJ = { + OR = { + has_completed_focus = HUJ_bentufangyu + has_completed_focus = HUJ_quanqiufangwei + } + } + } + complete_effect = { + add_political_power = 75 + add_faction_power_projection = 100 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + } + ai_will_do = { + base = 10 + } +} + +az_faction_goal_tybbldny = { + name = az_faction_goal_tybbldny_name + description = az_faction_goal_tybbldny_desc + category = medium_term + group = FOCUS_FILTER_INTERNAL_AFFAIRS + visible = { + FROM = { + original_tag = HUJ + } + } + completed = { + HUJ = { + has_completed_focus = HUJ_tongzhibabuliedianhuj + } + } + complete_effect = { + add_political_power = 200 + add_stability = 0.1 + add_war_support = 0.1 + add_faction_power_projection = 300 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + } + ai_will_do = { + base = 10 + } +} + +az_faction_goal_sywmsddhp = { + name = az_faction_goal_sywmsddhp_name + description = az_faction_goal_sywmsddhp_desc + category = long_term + group = FOCUS_FILTER_POLITICAL_CHARACTER + visible = { + FROM = { + original_tag = HUJ + } + } + available = { + date > 1941.1.1 + } + completed = { + HUJ = { + has_completed_focus = HUJ_shuyuwomenshidaideheping + } + } + complete_effect = { + add_political_power = 300 + add_stability = 0.5 + add_war_support = 0.5 + add_faction_power_projection = 500 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + } + ai_will_do = { + base = 0 + } +} + +az_faction_goal_cze_my = { + name = az_faction_goal_cze_my_name + description = az_faction_goal_cze_my_desc + category = short_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = TIX + } + } + completed = { + OR = { + not = { country_exists = AUS } + AUS = { is_subject_of = TIX } + AUS = { has_capitulated = yes } + AUS = { is_in_faction_with = TIX } + } + OR = { + not = { country_exists = CZE } + CZE = { is_subject_of = TIX } + CZE = { has_capitulated = yes } + CZE = { is_in_faction_with = TIX } + } + OR = { + not = { country_exists = HUN } + HUN = { is_subject_of = TIX } + HUN = { has_capitulated = yes } + HUN = { is_in_faction_with = TIX } + } + } + complete_effect = { + add_faction_power_projection = 100 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + add_war_support = 0.15 + add_political_power = 75 + } + ai_will_do = { + base = 10 + } +} + +az_faction_goal_ozmr = { + name = az_faction_goal_ozmr_name + description = az_faction_goal_ozmr_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = TIX + } + } + completed = { + OR = { + has_completed_focus = TIX_coldwar_13 + AND = { + OR = { + not = { country_exists = YUW } + YUW = { is_subject_of = TIX } + YUW = { has_capitulated = yes } + YUW = { is_in_faction_with = TIX } + country_exists = WEX + } + OR = { + not = { country_exists = SAD } + SAD = { is_subject_of = TIX } + SAD = { has_capitulated = yes } + SAD = { is_in_faction_with = TIX } + } + OR = { + not = { country_exists = HUJ } + HUJ = { is_subject_of = TIX } + HUJ = { has_capitulated = yes } + HUJ = { is_in_faction_with = TIX } + } + OR = { + not = { country_exists = BFL } + BFL = { is_subject_of = TIX } + BFL = { has_capitulated = yes } + BFL = { is_in_faction_with = TIX } + has_global_flag = beilian_bengkui + } + } + } + } + complete_effect = { + add_faction_power_projection = 1000 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + add_war_support = 0.5 + add_political_power = 500 + } + ai_will_do = { + base = 10 + } +} + +az_faction_goal_gbqr = { + name = az_faction_goal_gbqr_name + description = az_faction_goal_gbqr_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = TIX + } + } + completed = { + OR = { + not = { country_exists = BYG } + BYG = { is_subject_of = TIX } + BYG = { has_capitulated = yes } + BYG = { is_in_faction_with = TIX } + } + } + complete_effect = { + add_faction_power_projection = 500 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + add_political_power = 200 + } + ai_will_do = { + base = 0 + } +} + +az_faction_goal_lmdg = { + name = az_faction_goal_lmdg_name + description = az_faction_goal_lmdg_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = SAD + not = { is_in_faction_with = TIX } + } + } + completed = { + SAD = { + has_completed_focus = SAD_chongzhudiguorongguang + } + } + complete_effect = { + add_faction_power_projection = 500 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + add_political_power = 200 + } + ai_will_do = { + base = 0 + } +} + +az_faction_goal_ozbz = { + name = az_faction_goal_ozbz_name + description = az_faction_goal_ozbz_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = YUW + not = { is_in_faction_with = HUJ } + not = { is_in_faction_with = TIX } + } + } + completed = { + OR = { + not = { country_exists = TIX } + TIX = { is_subject_of = YUW } + TIX = { has_capitulated = yes } + TIX = { is_in_faction_with = YUW } + } + OR = { + not = { country_exists = SAD } + SAD = { is_subject_of = YUW } + SAD = { has_capitulated = yes } + SAD = { is_in_faction_with = YUW } + } + OR = { + not = { country_exists = HUJ } + HUJ = { is_subject_of = YUW } + HUJ = { has_capitulated = yes } + HUJ = { is_in_faction_with = YUW } + } + OR = { + not = { country_exists = BFL } + BFL = { is_subject_of = YUW } + BFL = { has_capitulated = yes } + BFL = { is_in_faction_with = YUW } + has_global_flag = beilian_bengkui + } + } + complete_effect = { + add_faction_power_projection = 1000 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + add_stability = 0.3 + add_political_power = 500 + } + ai_will_do = { + base = 10 + } +} + +az_faction_goal_nbwd = { + name = az_faction_goal_nbwd_name + description = az_faction_goal_nbwd_desc + category = short_term + group = FOCUS_FILTER_INTERNAL_AFFAIRS + visible = { + FROM = { + original_tag = BFL + } + } + cancel = { + BFL = { + has_completed_focus = BFL_xiangyouzhuan + } + } + completed = { + BFL = { + OR = { + has_completed_focus = BFL_28 + has_completed_focus = BFL_63 + has_completed_focus = BFL_42 + } + } + } + complete_effect = { + add_political_power = 100 + add_faction_power_projection = 100 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + } + ai_will_do = { + base = 10 + } +} + +az_faction_goal_jdgg = { + name = az_faction_goal_jdgg_name + description = az_faction_goal_jdgg_desc + category = short_term + group = FOCUS_FILTER_ARMY_XP + visible = { + FROM = { + original_tag = BFL + } + } + cancel = { + BFL = { + has_completed_focus = BFL_xiangyouzhuan + } + } + completed = { + BFL = { + has_completed_focus = BFL_junduizhengwei + has_completed_focus = BFL_liluntupo + } + } + complete_effect = { + add_political_power = 75 + add_war_support = 0.25 + add_faction_power_projection = 200 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + } + ai_will_do = { + base = 10 + } +} + +az_faction_goal_sjgm = { + name = az_faction_goal_sjgm_name + description = az_faction_goal_sjgm_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = BFL + } + } + completed = { + OR = { + not = { country_exists = TIX } + TIX = { is_subject_of = BFL } + TIX = { has_capitulated = yes } + TIX = { is_in_faction_with = BFL } + } + OR = { + not = { country_exists = SAD } + SAD = { is_subject_of = BFL } + SAD = { has_capitulated = yes } + SAD = { is_in_faction_with = BFL } + } + OR = { + not = { country_exists = HUJ } + HUJ = { is_subject_of = BFL } + HUJ = { has_capitulated = yes } + HUJ = { is_in_faction_with = BFL } + } + OR = { + not = { country_exists = YUW } + YUW = { is_subject_of = BFL } + YUW = { has_capitulated = yes } + YUW = { is_in_faction_with = BFL } + } + OR = { + not = { country_exists = DOH } + DOH = { is_subject_of = BFL } + DOH = { has_capitulated = yes } + DOH = { is_in_faction_with = BFL } + } + OR = { + not = { country_exists = CHY } + CHY = { is_subject_of = BFL } + CHY = { has_capitulated = yes } + CHY = { is_in_faction_with = BFL } + } + OR = { + not = { country_exists = BYG } + BYG = { is_subject_of = BFL } + BYG = { has_capitulated = yes } + BYG = { is_in_faction_with = BFL } + } + } + complete_effect = { + add_faction_power_projection = 3000 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + add_stability = 0.5 + add_war_support = 1 + add_political_power = 1000 + } + ai_will_do = { + base = 0 + } +} + +az_faction_goal_btxxt = { + name = az_faction_goal_btxxt_name + description = az_faction_goal_btxxt_desc + category = medium_term + group = FOCUS_FILTER_INDUSTRY + visible = { + FROM = { + original_tag = BYG + } + } + completed = { + BYG = { + OR = { + has_completed_focus = BYG_wanzhengdewomen + AND = { + has_war_support > 1.9 + NOT = { + has_idea = BYG_jjwjhyz + } + NOT = { + has_idea = BYG_jjwjhyz_1 + } + NOT = { + has_idea = BYG_jjwjhyz_2 + } + NOT = { + has_idea = BYG_jjwjhyz_3 + } + } + } + } + } + complete_effect = { + add_faction_power_projection = 200 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + add_political_power = 200 + add_stability = 0.3 + add_war_support = 0.3 + } + ai_will_do = { + base = 10 + } +} + +az_faction_goal_qqgs = { + name = az_faction_goal_qqgs_name + description = az_faction_goal_qqgs_desc + category = long_term + group = FOCUS_FILTER_ANNEXATION + visible = { + FROM = { + original_tag = BYG + } + } + available = { + is_faction_leader = yes + date > 1941.1.1 + } + completed = { + OR = { + not = { country_exists = TIX } + TIX = { is_subject_of = BYG } + TIX = { has_capitulated = yes } + TIX = { is_in_faction_with = BYG } + country_exists = GER + } + OR = { + not = { country_exists = SAD } + SAD = { is_subject_of = BYG } + SAD = { has_capitulated = yes } + SAD = { is_in_faction_with = BYG } + country_exists = ITA + } + OR = { + not = { country_exists = HUJ } + HUJ = { is_subject_of = BYG } + HUJ = { has_capitulated = yes } + HUJ = { is_in_faction_with = BYG } + } + OR = { + not = { country_exists = YUW } + YUW = { is_subject_of = BYG } + YUW = { has_capitulated = yes } + YUW = { is_in_faction_with = BYG } + } + OR = { + not = { country_exists = DOH } + DOH = { is_subject_of = BYG } + DOH = { has_capitulated = yes } + DOH = { is_in_faction_with = BYG } + } + OR = { + not = { country_exists = CHY } + CHY = { is_subject_of = BYG } + CHY = { has_capitulated = yes } + CHY = { is_in_faction_with = BYG } + } + OR = { + not = { country_exists = BFL } + BFL = { is_subject_of = BYG } + BFL = { has_capitulated = yes } + BFL = { is_in_faction_with = BYG } + has_global_flag = beilian_bengkui + } + } + complete_effect = { + add_faction_power_projection = 2000 + custom_effect_tooltip = THE_FACTION_LEADER + add_faction_initiative = 1 + add_stability = 0.5 + add_war_support = 1 + add_political_power = 1000 + } + ai_will_do = { + base = 0 + } +} \ No newline at end of file diff --git a/src/common/factions/goals/faction_goals_long_term.txt b/src/common/factions/goals/faction_goals_long_term.txt deleted file mode 100755 index 9b1bdd6..0000000 --- a/src/common/factions/goals/faction_goals_long_term.txt +++ /dev/null @@ -1,1529 +0,0 @@ -#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 - } -} \ No newline at end of file diff --git a/src/common/factions/goals/faction_goals_medium_term.txt b/src/common/factions/goals/faction_goals_medium_term.txt deleted file mode 100755 index 8414a36..0000000 --- a/src/common/factions/goals/faction_goals_medium_term.txt +++ /dev/null @@ -1,7448 +0,0 @@ -#category = short_term medium_term or long_term -# ROOT is faction leader, FROM is faction member who opens UI and views goals, completed/cancel/complete_effect do not have FROM scopes - - -###################################################################### - -### ## ## ### ### ## # # ## ### ### ## ### ### ### ## -# # # # # # # # # ## # # # # # # # # # # # # -## #### # # # # # # ## # ### ## # # ## # # -# # # # # # # # # # # # # # # # # # # # # -# # # ## # ### ## # # ## # ### ## ### # ### ## - -###################################################################### - - - ## # # ### ## -# # # # # # -#### # # # -# # # # # # -# # # # ### ## - - -faction_goal_undo_versailles = { - name = undo_versailles_goal_name - description = undo_versailles_goal_desc - category = medium_term - group = FOCUS_FILTER_WAR_SUPPORT - visible = { - FROM = { original_tag = TIX } - } - completed = { - OR = { - AND = { - original_tag = TIX - has_army_manpower = { - size > 1000000 - } - controls_state = 28 - controls_state = 85 - controls_state = 86 - controls_state = 188 - controls_state = 762 - controls_state = 807 - controls_state = 912 - } - any_allied_country = { - original_tag = TIX - has_army_manpower = { - size > 1000000 - } - controls_state = 28 - controls_state = 85 - controls_state = 86 - controls_state = 188 - controls_state = 762 - controls_state = 807 - controls_state = 912 - } - } - 42 = { is_demilitarized_zone = no } - 51 = { is_demilitarized_zone = no } - 978 = { is_demilitarized_zone = no } - } - complete_effect = { - add_faction_power_projection = 100 - every_faction_member = { - limit = { - original_tag = TIX - } - add_faction_initiative = 1 - } - custom_effect_tooltip = generic_skip_one_line_tt - every_faction_member = { - tooltip = INFLUENCE_ABOVE_30_PERCENT - visible_when_empty = yes - limit = { - faction_influence_ratio > 0.3 - } - add_war_support = 0.05 - add_political_power = 50 - } - } - ai_will_do = { - base = 1 - modifier = { - add = 9 - is_historical_focus_on = yes - } - } -} - -faction_goal_secure_european_continent = { - name = secure_european_continent_goal_name - description = secure_european_continent_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - visible = { - FROM = { - original_tag = TIX - } - } - completed = { - collection_size = { - input = { - input = constant:country_groups.continental_europe_1936 - operators = { - limit = { - OR = { - is_in_faction_with = ROOT - has_capitulated = yes - exists = no - is_subject_of = ROOT - } - } - } - name = COLLECTION_CONTINENTAL_EUROPE_DEFEATED_OR_FACTION_MEMBERS - } - value > 8 - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - every_faction_member = { - tooltip = INFLUENCE_ABOVE_30_PERCENT - visible_when_empty = yes - limit = { - faction_influence_ratio > 0.3 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 1 - modifier = { - add = 9 - is_historical_focus_on = yes - } - } -} - -faction_goal_secure_north_africa = { - name = secure_north_africa_goal_name - description = secure_north_africa_goal_desc - group = FOCUS_FILTER_ANNEXATION - category = medium_term - visible = { - OR = { - FROM = { original_tag = SAD } - any_allied_country = { - original_tag = SAD - } - } - } - available = { - OR = { - FROM = { has_completed_focus = ITA_italian_irredentism } - any_allied_country = { - has_completed_focus = ITA_italian_irredentism - } - } - } - completed = { - AND = { - 446 = { is_controlled_by_ROOT_or_ally = yes } # Suez - 448 = { is_controlled_by_ROOT_or_ally = yes } # Tripoli - 116 = { is_controlled_by_ROOT_or_ally = yes } # Malta - } - OR = { - 118 = { is_controlled_by_ROOT_or_ally = yes } # Gibraltar - 183 = { is_controlled_by_ROOT_or_ally = yes } # Cyprus - 182 = { is_controlled_by_ROOT_or_ally = yes } # Crete - } - } - complete_effect = { - add_faction_power_projection = 500 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = INFLUENCE_TOP_TWO - every_faction_member = { - limit = { - faction_influence_rank < 3 - } - add_faction_initiative = 1 - add_political_power = 100 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 10 - is_historical_focus_on = yes - } - } -} - -faction_goal_high_seas_fleet = { - name = high_seas_fleet_goal_name - description = high_seas_fleet_goal_desc - group = FOCUS_FILTER_NAVY_XP - category = medium_term - allowed = { - } - visible = { - FROM = { - OR = { - original_tag = TIX - AND = { - any_allied_country = { - original_tag = TIX - } - num_of_naval_factories > 0 - } - } - } - } - completed = { - has_war_with_major = yes - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - unit = capital_ship - size > 19 - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - limit = { - num_of_naval_factories > 0 - } - } - name = ALL_FACTION_MEMBERS - } - navy_experience = 50 - add_tech_bonus = { - name = high_seas_fleet_tech_bonus - bonus = 0.5 - uses = 2 - category = naval_equipment - } - } - } - ai_will_do = { - base = 1 - modifier = { - add = 1 # If they have a bunch of naval factories, go for it - num_of_naval_factories > 29 - } - } -} - - -### # # ### ## # # ### ### ## - # # # # # # # # # # # - # #### ## #### # # # ## # - # # # # # # # # # # # - # # # ### # # ### ### ### ### ## - -faction_goal_the_arteries_of_trade = { - name = the_arteries_of_trade_goal_name - description = the_arteries_of_trade_goal_desc - category = medium_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - } - visible = { - FROM = { - has_war = yes - OR = { - tag = HUJ - tag = CAN - tag = RAJ - tag = MAL - tag = BYG - } - } - } - completed = { - count_triggers = { - amount = 10 - has_naval_control = 43 - has_naval_control = 49 - has_naval_control = 51 - has_naval_control = 56 - has_naval_control = 57 - has_naval_control = 68 - has_naval_control = 29 - has_naval_control = 69 - has_naval_control = 72 - has_naval_control = 100 - has_naval_control = 104 - has_naval_control = 71 - has_naval_control = 60 - has_naval_control = 48 - has_naval_control = 61 - has_naval_control = 62 - } - } - complete_effect = { - add_faction_power_projection = 100 - every_faction_member = { - add_stability = 0.05 - } - } - ai_will_do = { - base = 1 - modifier = { - add = 1 # Extra eager to do this as the main trade nations - OR = { - original_tag = HUJ - original_tag = BYG - } - } - modifier = { - factor = 2 - is_historical_focus_on = yes - } - } -} - -faction_goal_imperial_glory = { - name = imperial_glory_goal_name - description = imperial_glory_goal_desc - category = medium_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - } - visible = { - FROM = { - OR = { - original_tag = HUJ - original_tag = CAN - original_tag = RAJ - original_tag = AST - original_tag = NZL - original_tag = MAL - original_tag = YUW - original_tag = HOL - original_tag = INS - } - } - } - available = { - FROM = { has_war = yes } - } - completed = { - longest_war_length > 36 - count_triggers = { - amount = 3 # Add triggers to count below - - 1021 = { is_controlled_by_ROOT_or_ally = yes } # Singapore - 118 = { is_controlled_by_ROOT_or_ally = yes } # Gibraltar - 116 = { is_controlled_by_ROOT_or_ally = yes } # Malta - IF = { - limit = { 286 = { OWNER = { is_in_faction_with = ROOT } } } - 286 = { is_controlled_by_ROOT_or_ally = yes } # Saigon if France joins - } - IF = { - limit = { 335 = { OWNER = { is_in_faction_with = ROOT } } } - 335 = { is_controlled_by_ROOT_or_ally = yes } # East Indies - } - } - } - complete_effect = { - add_faction_power_projection = 200 - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - limit = { - owns_any_state_of = { - 1021 - 118 - 116 - 286 - 335 - } - } - } - - name = OWNS_LISTED_STATE - } - custom_effect_tooltip = OWNS_LISTED_STATE - add_faction_initiative = 1 - add_faction_influence_ratio = 0.05 - add_stability = 0.05 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # The Empire cares a little - OR = { - original_tag = HUJ - original_tag = CAN - original_tag = RAJ - original_tag = AST - original_tag = NZL - original_tag = MAL - original_tag = YUW - original_tag = HOL - original_tag = INS - } - is_historical_focus_on = yes - } - modifier = { - add = 1 # The Colonial Powers always care - OR = { - original_tag = HUJ - original_tag = YUW - original_tag = HOL - } - } - modifier = { - add = 10 # The Colonial Powers always care a LOT on historical - OR = { - original_tag = HUJ - original_tag = YUW - original_tag = HOL - } - is_historical_focus_on = yes - } - } -} - - -faction_goal_guardians_of_peace = { - name = guardians_of_peace_goal_name - description = guardians_of_peace_goal_desc - category = medium_term - group = FOCUS_FILTER_CONSOLIDATION - visible = { - date < 1939.1.1 - FROM = { - NOT = { has_government = fascism } - NOT = { has_government = communism } - NOT = { has_country_flag = guardians_of_peace_been_at_war_flag } - } - } - available = { - - } - cancel = { - FROM = { - has_country_flag = guardians_of_peace_been_at_war_flag - } - } - completed = { - date > 1938.12.31 - NOT = { has_country_flag = guardians_of_peace_been_at_war_flag } - all_allied_country = { - NOT = { has_country_flag = guardians_of_peace_been_at_war_flag } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - add_stability = 0.05 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 - has_government = democratic - } - } -} - - - ## # # ### # # ## -# # # # # ## # # # -# #### # # ## #### -# # # # # # # # # - ## # # ### # # # # - - -faction_goal_control_the_chinese_coast = { - name = control_the_chinese_coast_goal_name - description = control_the_chinese_coast_goal_desc - group = FOCUS_FILTER_CONSOLIDATION - category = medium_term - allowed = { - } - visible = { - FROM = { - is_literally_china = yes - has_war = yes - OR = { - has_faction_template = faction_template_chinese_united_front - has_faction_template = faction_template_wang_front - } - } - } - completed = { - OR = { - AND = { - has_war = yes - any_enemy_country = { - war_length_with = { - tag = ROOT - months > 36 - } - } - } - AND = { - date > 1939.6.1 - has_war = no - } - } - count_triggers = { - amount = 5 - 1033 = { is_controlled_by_ROOT_or_ally = yes } - 592 = { is_controlled_by_ROOT_or_ally = yes } - 593 = { is_controlled_by_ROOT_or_ally = yes } - 595 = { is_controlled_by_ROOT_or_ally = yes } - 596 = { is_controlled_by_ROOT_or_ally = yes } - 613 = { is_controlled_by_ROOT_or_ally = yes } - 1034 = { is_controlled_by_ROOT_or_ally = yes } - 598 = { is_controlled_by_ROOT_or_ally = yes } - 597 = { is_controlled_by_ROOT_or_ally = yes } - } - - } - cancel = { - NOT = { - count_triggers = { - amount = 5 - 1033 = { is_controlled_by_ROOT_or_ally = yes } - 592 = { is_controlled_by_ROOT_or_ally = yes } - 593 = { is_controlled_by_ROOT_or_ally = yes } - 595 = { is_controlled_by_ROOT_or_ally = yes } - 596 = { is_controlled_by_ROOT_or_ally = yes } - 613 = { is_controlled_by_ROOT_or_ally = yes } - 1034 = { is_controlled_by_ROOT_or_ally = yes } - 598 = { is_controlled_by_ROOT_or_ally = yes } - 597 = { is_controlled_by_ROOT_or_ally = yes } - } - } - } - complete_effect = { - add_faction_power_projection = 200 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - custom_effect_tooltip = generic_skip_one_line_tt - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - } - - name = ALL_FACTION_MEMBERS - } - custom_effect_tooltip = ALL_FACTION_MEMBERS - army_experience = 50 - add_war_support = 0.05 - add_stability = 0.05 - } - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - } - - name = ALL_FACTION_MEMBERS - } - custom_effect_tooltip = ALL_FACTION_MEMBERS - army_experience = 50 - add_war_support = 0.1 - add_stability = 0.05 - } - every_state = { - limit = { - OR = { - state = 1033 - state = 592 - state = 593 - state = 595 - state = 596 - state = 613 - state = 1034 - state = 598 - state = 597 - } - } - add_building_construction = { - type = coastal_bunker - level = 2 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 10 # Pretty much everyone should want to do this - } -} - -faction_goal_the_northern_mandate = { - name = faction_goal_the_northern_mandate_name - description = faction_goal_the_northern_mandate_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - } - visible = { - FROM = { - original_tag = DOH - has_government = fascism - } - } - available = { - FROM = { has_completed_focus = CHI_the_northern_mandate } - } - ratio_progress = { - total_amount_collection = collection:the_northern_mandate_states - completed_amount_collection = { - input = collection:the_northern_mandate_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - } - } - name = COLLECTION_FACTION_CONTROLS_NORTHERN_MANDATE - } - } - auto_complete = yes - complete_effect = { - add_faction_power_projection = 100 - every_state = { - limit = { - CHI_northern_mandate_states = yes - } - add_dynamic_modifier = { - modifier = NORDIC_efficient_resource_extraction - } - } - } - ai_will_do = { - base = 1 - } -} - -faction_goal_the_southern_mandate = { - name = faction_goal_the_southern_mandate_name - description = faction_goal_the_southern_mandate_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - } - visible = { - FROM = { - original_tag = DOH - has_government = fascism - } - } - available = { - FROM = { has_completed_focus = CHI_the_southern_mandate } - } - ratio_progress = { - total_amount_collection = collection:the_southern_mandate_states - completed_amount_collection = { - input = collection:the_southern_mandate_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - } - } - name = COLLECTION_FACTION_CONTROLS_SOUTHERN_MANDATE - } - } - auto_complete = yes - complete_effect = { - add_faction_power_projection = 100 - every_state = { - limit = { - CHI_southern_mandate_states = yes - } - add_dynamic_modifier = { - modifier = NORDIC_efficient_resource_extraction - } - } - } - ai_will_do = { - base = 1 - } -} - -faction_goal_the_greater_game = { - name = faction_goal_the_greater_game_name - description = faction_goal_the_greater_game_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - } - visible = { - FROM = { - original_tag = DOH - has_government = fascism - } - } - available = { - FROM = { has_completed_focus = CHI_the_greater_game } - } - ratio_progress = { - total_amount_collection = collection:the_greater_game_states - completed_amount_collection = { - input = collection:the_greater_game_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - } - } - name = COLLECTION_FACTION_CONTROLS_GREATER_GAME - } - } - auto_complete = yes - complete_effect = { - add_faction_power_projection = 50 - every_state = { - limit = { - CHI_greater_game_states = yes - } - add_dynamic_modifier = { - modifier = NORDIC_efficient_resource_extraction - } - } - } - ai_will_do = { - base = 1 - } -} - -faction_goal_subjugate_the_faction = { - name = faction_goal_subjugate_the_faction_name - description = faction_goal_subjugate_the_faction_desc - category = medium_term - group = FOCUS_FILTER_POLITICAL - allowed = { - is_literally_china = yes - } - visible = { - FROM = { - is_literally_china = yes - has_faction_template = faction_template_chinese_united_front - } - } - available = { - FROM = { - is_faction_leader = yes - has_completed_focus = CHI_from_many_to_one - } - } - completed = { - collection_size = { - input = { - input = game:scope - operators = { - faction_members - limit = { - is_subject_of = ROOT # Should be checking faction leader - } - } - name = COLLECTION_AMOUNT_OF_SUBJECTS_TO_FACTION_LEADER - } - value > 7 - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - } - - name = ALL_FACTION_MEMBERS - } - custom_effect_tooltip = ALL_FACTION_MEMBERS - add_war_support = 0.15 - every_unit_leader = { - add_timed_unit_leader_trait = { - trait = motivated - days = 270 - } - } - } - } - ai_will_do = { - base = 10 # Do itttt! - } -} - - ### ## ### ## # # - # # # # # # # ## # - # #### ### #### # ## -# # # # # # # # # - ## # # # # # # # - - -faction_goal_control_the_chinese_capitals = { - name = control_the_chinese_capitals_goal_name - description = control_the_chinese_capitals_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - } - visible = { - FROM = { - original_tag = CHY - } - } - completed = { - 608 = { is_controlled_by_ROOT_or_ally = yes } - 1035 = { is_controlled_by_ROOT_or_ally = yes } - 592 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - custom_effect_tooltip = generic_skip_one_line_tt - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - } - - name = ALL_FACTION_MEMBERS - } - custom_effect_tooltip = ALL_FACTION_MEMBERS - army_experience = 50 - air_experience = 25 - navy_experience = 25 - } - } - ai_will_do = { - base = 1 - modifier = { - add = 9 # Early game prio - date < 1941.1.1 - } - } -} - -faction_goal_secure_the_oil_supply = { - name = secure_the_oil_supply_goal_name - description = secure_the_oil_supply_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - - } - visible = { - FROM = { - original_tag = CHY - } - } - completed = { - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount > 199 - } - } - complete_effect = { - - every_faction_member = { - tooltip = AT_LEAST_70_OIL - visible_when_empty = yes - limit = { - has_resources_in_country = { - resource = oil - amount > 69 - } - } - add_faction_initiative = 1 - add_faction_influence_ratio = 0.15 - add_tech_bonus = { - name = secure_the_oil_supply_tech_bonus - bonus = 0.75 - uses = 1 - category = excavation_tech - } - } - - } - ai_will_do = { - base = 1 - modifier = { - add = 9 # Mid game prio - date > 1941.1.1 - } - } -} - - - ## ## # # ### ### ### # # # # ### ## # # -# # # # # # # # # # ## # # # # ## # - # # # # # # ## # # # # ## # # # # ## - # # # # # # # # # # # # # # # # # -## ## # ### ### # ## # # ### ## # # - - -faction_goal_indifference_is_a_threat = { - name = indifference_is_a_threat_goal_name - description = indifference_is_a_threat_goal_desc - category = medium_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - FROM = { - original_tag = BFL - } - } - completed = { - collection_size = { - input = { - input = collection:europe_non_aligned_countries - name = COLLECTION_COUNTRIES_EUROPE_NON_ALIGNED - } - value < 5 - } - } - complete_effect = { - add_faction_power_projection = 500 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - add_political_power = 50 - add_popularity = { - ideology = communism - popularity = 0.05 - } - } - } - ai_will_do = { - base = 1 - } -} - -faction_goal_undoing_brest_litowsk = { - name = undoing_brest_litowsk_goal_name - description = undoing_brest_litowsk_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - original_tag = BFL - } - } - completed = { - count_triggers = { - amount = 4 - OR = { - LIT = { exists = no } - LIT = { is_in_faction_with = ROOT } - } - OR = { - LAT = { exists = no } - LAT = { is_in_faction_with = ROOT } - } - OR = { - EST = { exists = no } - EST = { is_in_faction_with = ROOT } - } - OR = { - POL = { exists = no } - POL = { is_in_faction_with = ROOT } - } - OR = { - FIN = { exists = no } - FIN = { is_in_faction_with = ROOT } - } - } - - } - complete_effect = { - add_faction_power_projection = 500 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - army_experience = 50 - } - } - ai_will_do = { - base = 1 - modifier = { - add = 9 # BFL should always prio this - original_tag = BFL - } - } -} - - - - -### ## # ## # # ### -# # # # # # # ## # # # -### # # # #### # ## # # -# # # # # # # # # # -# ## ### # # # # ### - - -faction_goal_the_two_seas = { - name = the_two_seas_goal_name - description = the_two_seas_goal_desc - category = medium_term - group = FOCUS_FILTER_NAVY_XP - visible = { - FROM = { original_tag = POL } - } - - completed = { - has_naval_control = 206 - has_naval_control = 279 - has_naval_control = 9 - has_naval_control = 30 - OR = { - 807 = { - naval_base > 7 - is_controlled_by_ROOT_or_ally = yes - } - 85 = { - naval_base > 7 - is_controlled_by_ROOT_or_ally = yes - } - } - } - complete_effect = { - add_faction_power_projection = 50 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - } - ai_will_do = { - base = 0 - modifier = { - add = 10 - OR = { - has_completed_focus = POL_the_between_the_seas_concept - has_completed_focus = POL_sea_to_sea - } - } - } -} - - -########################################################### - - ## ### # # ### ### ### ## ## ## ## # ## -# # ## # # # # # # # # # # # # # # -# ## ## # ## ## ### # # # ## # # #### # # -# # # # # # # # # # # # # # # # # # # - ## ### # # ### # # ### ## ## ## # # ### ## - -########################################################### - - -### Faction Growth - -faction_goal_a_large_faction = { - name = a_large_faction_goal_name - description = a_large_faction_goal_desc - category = medium_term - group = FOCUS_FILTER_POLITICAL_CHARACTER - visible = { - num_faction_members > 4 - } - completed = { - num_faction_members > 9 - } - complete_effect = { - add_faction_power_projection = 200 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - } - ai_will_do = { - base = 1 - } -} - -### Units/Deployment - -faction_goal_marine_corps = { - name = marine_corps_goal_name - description = marine_corps_goal_desc - category = medium_term - group = FOCUS_FILTER_NAVY_XP - available = { - } - completed = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - unit_category = { marine marine_commando amphibious_mechanized category_amphibious_tanks } - equipment_ratio = 0.9 - size > 29 - } - } - complete_effect = { - add_faction_power_projection = 200 - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - custom_effect_tooltip = generic_skip_one_line_tt - hidden_effect = { - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - limit = { - OR = { - has_tech = marines - has_tech = amphibious_mechanized_infantry - has_tech = amphibious_tank - } - } - } - name = ALL_FACTION_MEMBERS_WITH_AMPHIBIOUS_TECH - } - random_character = { - tooltip = ONE_GENERAL - visible_when_empty = yes - limit = { - is_army_leader = yes - is_field_marshal = no - NOT = { has_trait = cavalry_officer } - NOT = { has_trait = panzer_leader } - NOT = { has_trait = naval_invader } - } - gain_xp = 400 - add_attack = 1 - add_trait = { trait = naval_invader } - } - } - } - custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_AMPHIBIOUS_TECH - effect_tooltip = { - random_character = { - tooltip = ONE_GENERAL - visible_when_empty = yes - limit = { - is_army_leader = yes - is_field_marshal = no - NOT = { has_trait = cavalry_officer } - NOT = { has_trait = panzer_leader } - NOT = { has_trait = naval_invader } - } - gain_xp = 400 - add_attack = 1 - add_trait = { trait = naval_invader } - } - } - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - add_tech_bonus = { - name = marine_corps_tech_bonus - bonus = 0.5 - uses = 1 - category = marine_tech - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 - any_state = { - is_controlled_by_ROOT_or_ally = yes - is_coastal = yes - } - } - modifier = { - add = 2 - any_state = { - is_controlled_by = ROOT - is_coastal = yes - } - } - } -} - -faction_goal_airborne_corps = { - name = airborne_corps_goal_name - description = airborne_corps_goal_desc - category = medium_term - group = FOCUS_FILTER_AIR_XP - available = { - } - completed = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - unit_category = { paratrooper } - equipment_ratio = 0.9 - size > 29 - } - } - complete_effect = { - add_faction_power_projection = 200 - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - custom_effect_tooltip = generic_skip_one_line_tt - hidden_effect = { - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - limit = { - has_tech = paratroopers - } - } - name = ALL_FACTION_MEMBERS_WITH_PARATROOPERS_TECH - } - random_character = { - tooltip = ONE_GENERAL - visible_when_empty = yes - limit = { - is_army_leader = yes - is_field_marshal = no - NOT = { has_trait = cavalry_officer } - NOT = { has_trait = panzer_leader } - NOT = { has_trait = commando } - } - gain_xp = 400 - add_attack = 1 - add_trait = { trait = commando } - } - } - } - custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_PARATROOPERS_TECH - effect_tooltip = { - random_character = { - tooltip = ONE_GENERAL - visible_when_empty = yes - limit = { - is_army_leader = yes - is_field_marshal = no - NOT = { has_trait = cavalry_officer } - NOT = { has_trait = panzer_leader } - NOT = { has_trait = commando } - } - gain_xp = 400 - add_attack = 1 - add_trait = { trait = commando } - } - } - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - add_tech_bonus = { - name = airborne_corps_tech_bonus - bonus = 0.5 - uses = 1 - category = para_tech - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 - has_equipment = { - transport_plane_equipment > 0 - } - } - } -} - -faction_goal_mountaineer_corps = { - name = mountaineer_corps_goal_name - description = mountaineer_corps_goal_desc - category = medium_term - group = FOCUS_FILTER_ARMY_XP - available = { - } - completed = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - unit_category = { mountaineers } - equipment_ratio = 0.9 - size > 29 - } - } - complete_effect = { - add_faction_power_projection = 200 - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - custom_effect_tooltip = generic_skip_one_line_tt - hidden_effect = { - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - limit = { - has_tech = tech_mountaineers - } - } - name = ALL_FACTION_MEMBERS_WITH_MOUNTAINEERS_TECH - } - random_character = { - tooltip = ONE_GENERAL - visible_when_empty = yes - limit = { - is_army_leader = yes - is_field_marshal = no - NOT = { has_trait = cavalry_officer } - NOT = { has_trait = panzer_leader } - NOT = { has_trait = trait_mountaineer } - } - gain_xp = 400 - add_attack = 1 - add_trait = { trait = trait_mountaineer } - } - } - } - custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_MOUNTAINEERS_TECH - effect_tooltip = { - random_character = { - tooltip = ONE_GENERAL - visible_when_empty = yes - limit = { - is_army_leader = yes - is_field_marshal = no - NOT = { has_trait = cavalry_officer } - NOT = { has_trait = panzer_leader } - NOT = { has_trait = trait_mountaineer } - } - gain_xp = 400 - add_attack = 1 - add_trait = { trait = trait_mountaineer } - } - } - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - add_tech_bonus = { - name = mountaineer_corps_tech_bonus - bonus = 0.5 - uses = 1 - category = mountaineers_tech - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 - any_allied_country = { - has_terrain = mountain - } - } - modifier = { - add = 2 - has_terrain = mountain - } - } -} - -faction_goal_submarine_force = { - name = submarine_force_goal_name - description = submarine_force_goal_desc - category = medium_term - group = FOCUS_FILTER_NAVY_XP - available = { - - } - completed = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - unit = submarine - size > 99 - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - limit = { - has_navy_size = { - size > 24 - type = submarine - } - } - } - name = ALL_FACTION_MEMBERS_WITH_25_SUBMARINES - } - random_character = { - tooltip = ONE_ADMIRAL - visible_when_empty = yes - limit = { - is_navy_leader = yes - NOT = { has_trait = seawolf } - NOT = { has_trait = ironside } - NOT = { has_trait = battleship_adherent } - NOT = { has_trait = gunnery_expert } - NOT = { has_trait = aviation_enthusiast } - } - gain_xp = 400 - add_attack = 1 - add_trait = { trait = seawolf } - } - add_mastery = { - amount = 100 - track = submarines - } - } - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - add_tech_bonus = { - name = submarine_force_tech_bonus - bonus = 0.5 - uses = 1 - category = naval_equipment - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # Powers with no dockyards should probably not care about navy - num_of_naval_factories > 0 - } - modifier = { - add = 1 # Powers with a less dockyard capacity should probably try to build subs rather than contest the high seas - num_of_naval_factories > 10 - } - modifier = { - add = -1 # Powers with more dockyard capacity should probably try to contest the high seas instead of building subs - num_of_naval_factories > 25 - } - modifier = { - add = -1 # Powers with more dockyard capacity should probably try to contest the high seas instead of building subs - num_of_naval_factories > 50 - } - } -} - -faction_goal_convoy_escort_force = { - name = convoy_escort_force_goal_name - description = convoy_escort_force_goal_desc - category = medium_term - group = FOCUS_FILTER_NAVY_XP - available = { - - } - completed = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - unit = screen_ship - size > 99 - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - limit = { - has_navy_size = { - size > 24 - type = screen_ship - } - } - } - name = ALL_FACTION_MEMBERS_WITH_25_SCREENING_SHIPS - } - random_character = { - tooltip = ONE_ADMIRAL - visible_when_empty = yes - limit = { - is_navy_leader = yes - NOT = { has_trait = fleet_protector } - NOT = { has_trait = seawolf } - NOT = { has_trait = ironside } - NOT = { has_trait = battleship_adherent } - NOT = { has_trait = gunnery_expert } - NOT = { has_trait = aviation_enthusiast } - } - gain_xp = 400 - add_attack = 1 - add_trait = { trait = fleet_protector } - } - add_mastery = { - amount = 100 - track = screens - } - } - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - add_tech_bonus = { - name = convoy_escort_force_tech_bonus - bonus = 0.5 - uses = 1 - category = naval_equipment - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # Powers with no dockyards should probably not care about navy - num_of_naval_factories > 0 - } - modifier = { - add = 1 # Powers with threatened convoys should care more - convoy_threat > 0.2 - } - modifier = { - add = 8 # Powers with very threatened convoys should care -a lot- - convoy_threat > 0.5 - } - } -} - -faction_goal_air_superiority = { - name = air_superiority_goal_name - description = air_superiority_goal_desc - category = medium_term - group = FOCUS_FILTER_AIR_XP - available = { - - } - completed = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - unit = fighter - size > 999 - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - limit = { - has_deployed_air_force_size = { - size > 249 - type = fighter - } - } - } - name = ALL_FACTION_MEMBERS_WITH_250_FIGHTERS - } - air_experience = 50 - add_mastery = { - amount = 100 - track = fighter_aircraft - } - } - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - add_tech_bonus = { - name = air_superiority_tech_bonus - bonus = 0.5 - uses = 1 - category = air_equipment - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # Powers with few military factories should probably not care about expensive planes - num_of_military_factories > 39 - } - modifier = { - add = 1 # Factions with decent number of military factories should probably start caring a lot about contesting air superiority - because they can - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION_NAME - } - buildings = { arms_factory } - size > 149 - } - } - } -} - -### Industry - -faction_goal_industrial_expansion = { - name = industrial_expansion_goal_name - description = industrial_expansion_goal_desc - category = medium_term - group = FOCUS_FILTER_INDUSTRY - visible = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION_NAME - } - buildings = { industrial_complex } - size > 49 - } - } - completed = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION_NAME - } - buildings = { industrial_complex } - size > 149 - } - } - complete_effect = { - add_faction_power_projection = 200 - custom_effect_tooltip = generic_skip_one_line_tt - every_faction_member = { - tooltip = AT_LEAST_50_CIVS - visible_when_empty = yes - limit = { - num_of_civilian_factories > 49 - } - add_tech_bonus = { - name = industrial_expansion_tech_bonus - bonus = 0.5 - uses = 2 - category = industry - } - } - } - ai_will_do = { - base = 1 - modifier = { - add = 1 # If already big it's easy to grow - is_major = yes - } - modifier = { - add = 1 # If already big it's easy to grow - is_major = yes - } - modifier = { - add = 1 # Prioritize more earlier on - more pay-off - date < 1938.1.1 - } - } -} - - -faction_goal_industrial_research = { - name = industrial_research_goal_name - description = industrial_research_goal_desc - category = medium_term - group = FOCUS_FILTER_RESEARCH - visible = { - any_allied_country = { - NOT = { has_tech = construction4 } - } - } - completed = { - ROOT = { - has_tech = construction4 - } - all_allied_country = { - has_tech = construction4 - } - - collection_size = { - input = { - input = game:scope - operators = { - faction_members - } - } - value > 4 - } - } - complete_effect = { - add_faction_power_projection = 200 - custom_effect_tooltip = generic_skip_one_line_tt - every_faction_member = { - tooltip = INFLUENCE_ABOVE_30_PERCENT - visible_when_empty = yes - limit = { - faction_influence_ratio > 0.3 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 1 - modifier = { - add = 1 # Prio for smaller factions (Easier to get everyone up then ) - collection_size = { - input = { - input = game:scope - operators = { - faction_members - } - } - value < 5 - } - } - modifier = { - add = 1 # Prioritize during build up, but not too early - date > 1938.1.1 - date < 1941.1.1 - } - } -} - -faction_goal_a_military_base = { - name = a_military_base_goal_name - description = a_military_base_goal_desc - category = medium_term - group = FOCUS_FILTER_INDUSTRY - visible = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION_NAME - } - buildings = { arms_factory } - size > 49 - } - } - completed = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION_NAME - } - buildings = { arms_factory } - size > 149 - } - } - complete_effect = { - add_faction_power_projection = 200 - custom_effect_tooltip = generic_skip_one_line_tt - every_faction_member = { - tooltip = AT_LEAST_50_MILS - visible_when_empty = yes - limit = { - num_of_military_factories > 49 - } - add_tech_bonus = { - name = a_military_base_tech_bonus - bonus = 0.5 - uses = 2 - category = excavation_tech - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 - date > 1938.1.1 - } - modifier = { - add = 1 - is_major = yes - } - } -} - -### War Waging - -faction_goal_aggressive_defense = { - name = aggressive_defense_goal_name - description = aggressive_defense_goal_desc - group = FOCUS_FILTER_WAR_SUPPORT - category = medium_term - visible = { - FROM = { has_defensive_war = yes } - } - completed = { - any_allied_country = { - has_defensive_war = yes - } - collection_size = { - input = { - input = game:scope - operators = { - faction_members - limit = { - any_enemy_country = { - has_offensive_war_with = ROOT - casualties_inflicted_by = { - opponent = PREV - thousands > 250 - } - } - } - } - name = COLLECTION_CASUALTIES_INFLICTED_BY_FACTION_MEMBERS - } - value > 0 - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS_INFLICTED_250K_CASUALTIES - every_faction_member = { - limit = { - any_enemy_country = { - has_offensive_war_with = ROOT - casualties_inflicted_by = { - opponent = PREV - thousands > 250 - } - } - } - add_faction_initiative = 1 - } - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - army_experience = 50 - } - } - ai_will_do = { - base = 1 - } -} - - -### Strategic Resources - -# Mexican Oil -faction_goal_control_mexican_oil = { - name = control_mexican_oil_goal_name - description = control_mexican_oil_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = MEX - is_in_faction_with = MEX - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 479 - value < 2000 - } - } - } - available = { - - } - completed = { - 480 = { is_controlled_by_ROOT_or_ally = yes } - 479 = { is_controlled_by_ROOT_or_ally = yes } - 477 = { is_controlled_by_ROOT_or_ally = yes } - 476 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 480 - controls_state = 479 - controls_state = 477 - controls_state = 476 - } - } - add_faction_initiative = 1 - } - every_state = { - limit = { - OR = { - state = 480 - state = 479 - state = 477 - state = 476 - } - } - if = { - limit = { - infrastructure < 5 - } - add_building_construction = { - type = infrastructure - level = 1 - instant_build = yes - } - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 479 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount < 10 - extracted = yes - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - modifier = { - add = 5 # Massive boost in case low fuel and already at war anyway - fuel_ratio < 0.1 - 479 = { - owner = { - has_war_with = ROOT - } - } - } - } -} - -# Curacao Oil -faction_goal_control_curacao_oil = { - name = control_curacao_oil_goal_name - description = control_curacao_oil_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = HOL - is_in_faction_with = HOL - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 695 - value < 2000 - } - } - } - available = { - - } - completed = { - 695 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_allied_country = { - visible_when_empty = yes - limit = { - controls_state = 695 - } - add_faction_initiative = 1 - } - 695 = { - if = { - limit = { - infrastructure < 5 - } - add_building_construction = { - type = infrastructure - level = 1 - instant_build = yes - } - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 695 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount < 10 - extracted = yes - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - modifier = { - add = 5 # Massive boost in case low fuel and already at war anyway - fuel_ratio < 0.1 - 695 = { - owner = { - has_war_with = ROOT - } - } - } - } -} - -# Venezuelan Oil -faction_goal_control_venezuelan_oil = { - name = control_venezuelan_oil_goal_name - description = control_venezuelan_oil_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = VEN - is_in_faction_with = VEN - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 307 - value < 2000 - } - } - } - available = { - - } - completed = { - 489 = { is_controlled_by_ROOT_or_ally = yes } - 307 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_allied_country = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 489 - controls_state = 307 - } - } - add_faction_initiative = 1 - } - every_state = { - limit = { - OR = { - state = 489 - state = 307 - } - } - if = { - limit = { - infrastructure < 5 - } - add_building_construction = { - type = infrastructure - level = 1 - instant_build = yes - } - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 307 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount < 10 - extracted = yes - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - modifier = { - add = 5 # Massive boost in case low fuel and already at war anyway - fuel_ratio < 0.1 - 307 = { - owner = { - has_war_with = ROOT - } - } - } - } -} - -# Guyanan Bauxite -faction_goal_control_guyanan_bauxite = { - name = control_guyanan_bauxite_goal_name - description = control_guyanan_bauxite_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = HUJ - is_in_faction_with = HUJ - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 687 - value < 2000 - } - } - } - available = { - - } - completed = { - 687 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_allied_country = { - visible_when_empty = yes - limit = { - controls_state = 687 - } - add_faction_initiative = 1 - } - 687 = { - if = { - limit = { - infrastructure < 5 - } - add_building_construction = { - type = infrastructure - level = 1 - instant_build = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 687 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If low on aluminium - aluminium > 40 - } - modifier = { - add = 1 # If very low on aluminium - aluminium > 10 - } - modifier = { - add = 3 # If entire alliance is low on aluminium they should be heavily incentivized to taking more - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = aluminium - amount < 10 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - } - } -} - -# Surinamese Bauxite -faction_goal_control_suriname_bauxite = { - name = control_suriname_bauxite_goal_name - description = control_suriname_bauxite_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = HOL - is_in_faction_with = HOL - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 309 - value < 2000 - } - } - } - available = { - - } - completed = { - 309 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_allied_country = { - visible_when_empty = yes - limit = { - controls_state = 309 - } - add_faction_initiative = 1 - } - 309 = { - if = { - limit = { - infrastructure < 5 - } - add_building_construction = { - type = infrastructure - level = 1 - instant_build = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 309 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If low on aluminium - aluminium > 40 - } - modifier = { - add = 1 # If very low on aluminium - aluminium > 10 - } - modifier = { - add = 3 # If entire alliance is low on aluminium they should be heavily incentivized to taking more - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = aluminium - amount < 10 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - } - } -} - -# Lappland Metals -faction_goal_control_lappland_metals = { - name = control_lappland_metals_goal_name - description = control_lappland_metals_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = SWE - is_in_faction_with = SWE - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 918 - value < 2000 - } - } - } - available = { - - } - completed = { - 666 = { is_controlled_by_ROOT_or_ally = yes } - 918 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 666 - controls_state = 918 - } - } - add_faction_initiative = 1 - } - every_state = { - limit = { - OR = { - state = 666 - state = 918 - } - } - if = { - limit = { - infrastructure < 5 - } - add_building_construction = { - type = infrastructure - level = 1 - instant_build = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 918 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If low on resources - OR = { - tungsten < 40 - steel < 40 - chromium < 12 - } - } - modifier = { - add = 1 # If very low on resources - OR = { - tungsten < 10 - steel < 10 - chromium < 5 - } - } - modifier = { - add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more - OR = { - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = tungsten - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = steel - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = chromium - amount < 8 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - } - } - } -} - -# Ploiesti Oil Fields -faction_goal_control_ploiesti_oil_fields = { - name = control_ploiesti_oil_fields_goal_name - description = control_ploiesti_oil_fields_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - - } - visible = { - FROM = { - NOT = { - is_in_faction_with = ROM - original_tag = ROM - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 46 - value < 2000 - } - } - } - available = { - - } - completed = { - 46 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 46 - } - add_faction_initiative = 1 - } - 46 = { - if = { - limit = { - infrastructure < 5 - } - add_building_construction = { - type = infrastructure - level = 1 - instant_build = yes - } - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 46 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount < 10 - extracted = yes - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - modifier = { - add = 5 # Massive boost in case low fuel and already at war anyway - fuel_ratio < 0.1 - 46 = { - owner = { - has_war_with = ROOT - } - } - } - } -} - -# Baku Oil Fields -faction_goal_control_baku_oil_fields = { - name = control_baku_oil_fields_goal_name - description = control_baku_oil_fields_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = BFL - is_in_faction_with = BFL - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 229 - value < 2000 - } - } - } - available = { - - } - completed = { - 229 = { is_controlled_by_ROOT_or_ally = yes } - 232 = { is_controlled_by_ROOT_or_ally = yes } - 821 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 229 - controls_state = 232 - controls_state = 821 - } - } - add_faction_initiative = 1 - } - every_state = { - limit = { - OR = { - state = 229 - state = 232 - state = 821 - } - } - if = { - limit = { - infrastructure < 5 - } - add_building_construction = { - type = infrastructure - level = 1 - instant_build = yes - } - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 479 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount < 10 - extracted = yes - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - modifier = { - add = 5 # Massive boost in case low fuel and already at war anyway - fuel_ratio < 0.1 - 479 = { - owner = { - has_war_with = ROOT - } - } - } - } -} - -# Iraqi Oil -faction_goal_control_iraqi_oil = { - name = control_iraqi_oil_goal_name - description = control_iraqi_oil_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = IRQ - is_in_faction_with = IRQ - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 291 - value < 2000 - } - } - } - available = { - - } - completed = { - 291 = { is_controlled_by_ROOT_or_ally = yes } - 676 = { is_controlled_by_ROOT_or_ally = yes } - 1010 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 291 - controls_state = 676 - controls_state = 1010 - } - } - add_faction_initiative = 1 - } - every_state = { - limit = { - OR = { - state = 291 - state = 676 - state = 1010 - } - } - if = { - limit = { - infrastructure < 5 - } - add_building_construction = { - type = infrastructure - level = 1 - instant_build = yes - } - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 479 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount < 10 - extracted = yes - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - modifier = { - add = 5 # Massive boost in case low fuel and already at war anyway - fuel_ratio < 0.1 - 479 = { - owner = { - has_war_with = ROOT - } - } - } - } -} - -# Persian Oil -faction_goal_control_persian_oil = { - name = control_persian_oil_goal_name - description = control_persian_oil_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = PER - is_in_faction_with = PER - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 413 - value < 2000 - } - } - } - available = { - - } - completed = { - 411 = { is_controlled_by_ROOT_or_ally = yes } - 412 = { is_controlled_by_ROOT_or_ally = yes } - 413 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 411 - controls_state = 412 - controls_state = 413 - } - } - add_faction_initiative = 1 - } - every_state = { - limit = { - OR = { - state = 411 - state = 412 - state = 413 - } - } - if = { - limit = { - infrastructure < 5 - } - add_building_construction = { - type = infrastructure - level = 1 - instant_build = yes - } - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 479 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount < 10 - extracted = yes - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - modifier = { - add = 5 # Massive boost in case low fuel and already at war anyway - fuel_ratio < 0.1 - 479 = { - owner = { - has_war_with = ROOT - } - } - } - } -} - -# Chinese Metals -faction_goal_control_chinese_metals = { - name = control_chinese_metals_goal_name - description = control_chinese_metals_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - } - visible = { - FROM = { - is_independent_china_or_warlord = no - } - all_allied_country = { - is_independent_china_or_warlord = no - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 599 - value < 2000 - } - } - } - available = { - - } - completed = { - 592 = { is_controlled_by_ROOT_or_ally = yes } - 593 = { is_controlled_by_ROOT_or_ally = yes } - 594 = { is_controlled_by_ROOT_or_ally = yes } - 599 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 592 - controls_state = 593 - controls_state = 594 - controls_state = 599 - } - } - add_faction_initiative = 1 - } - every_state = { - limit = { - OR = { - state = 592 - state = 593 - state = 594 - state = 599 - } - } - if = { - limit = { - infrastructure < 5 - } - add_building_construction = { - type = infrastructure - level = 1 - instant_build = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 599 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If low on resources - OR = { - tungsten < 40 - steel < 40 - chromium < 12 - } - } - modifier = { - add = 1 # If very low on resources - OR = { - tungsten < 10 - steel < 10 - chromium < 5 - } - } - modifier = { - add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more - OR = { - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = tungsten - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = steel - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = chromium - amount < 8 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - } - } - } -} - -# Malayan Riches -faction_goal_control_malayan_riches = { - name = control_malayan_riches_goal_name - description = control_malayan_riches_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = MAL - is_in_faction_with = MAL - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 336 - value < 2000 - } - } - } - available = { - - } - completed = { - 333 = { is_controlled_by_ROOT_or_ally = yes } - 336 = { is_controlled_by_ROOT_or_ally = yes } - 1021 = { is_controlled_by_ROOT_or_ally = yes } - 1024 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 333 - controls_state = 336 - controls_state = 1021 - controls_state = 1024 - } - } - add_faction_initiative = 1 - } - every_state = { - limit = { - OR = { - state = 333 - state = 336 - state = 1021 - state = 1024 - } - } - if = { - limit = { - infrastructure < 5 - } - add_building_construction = { - type = infrastructure - level = 1 - instant_build = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 366 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If low on resources - OR = { - rubber < 40 - tungsten < 40 - steel < 12 - aluminium < 8 - fuel_ratio < 0.5 - } - } - modifier = { - add = 1 # If very low on resources - OR = { - rubber < 10 - tungsten < 10 - steel < 8 - aluminium < 5 - fuel_ratio < 0.2 - } - } - modifier = { - add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more - OR = { - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = rubber - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = tungsten - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = steel - amount < 8 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = aluminium - amount < 4 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount < 10 - extracted = yes # (optional, default: no) checks extracted amount instead of country balance - } - } - } - } -} - -# Indonesian Riches -faction_goal_control_indonesian_riches = { - name = control_indonesian_riches_goal_name - description = control_indonesian_riches_goal_desc - category = medium_term - group = resources_to_market_icon - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = INS - is_in_faction_with = INS - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 672 - value < 2000 - } - } - } - available = { - - } - completed = { - 334 = { is_controlled_by_ROOT_or_ally = yes } - 335 = { is_controlled_by_ROOT_or_ally = yes } - 667 = { is_controlled_by_ROOT_or_ally = yes } - 672 = { is_controlled_by_ROOT_or_ally = yes } - 673 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 334 - controls_state = 335 - controls_state = 667 - controls_state = 672 - controls_state = 673 - } - } - add_faction_initiative = 1 - } - every_state = { - limit = { - OR = { - state = 334 - state = 335 - state = 667 - state = 672 - state = 673 - } - } - if = { - limit = { - infrastructure < 5 - } - add_building_construction = { - type = infrastructure - level = 1 - instant_build = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 672 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If low on resources - OR = { - rubber < 40 - aluminium < 12 - fuel_ratio < 0.5 - } - } - modifier = { - add = 1 # If very low on resources - OR = { - rubber < 10 - aluminium < 5 - fuel_ratio < 0.2 - } - } - modifier = { - add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more - OR = { - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = rubber - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = tungsten - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = steel - amount < 8 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = aluminium - amount < 4 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount < 10 - extracted = yes # (optional, default: no) checks extracted amount instead of country balance - } - } - } - } -} - -### Strategic Bases - -# Newfoundland -faction_goal_control_newfoundland_bases = { - name = control_newfoundland_bases_goal_name - description = control_newfoundland_bases_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = HUJ - is_in_faction_with = HUJ - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 331 - value < 2000 - } - } - } - available = { - - } - completed = { - 331 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 331 - } - add_faction_initiative = 1 - } - 331 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 331 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with a north american power prioritize this - NOT = { - any_controlled_state = { - is_on_continent = north_america - } - } - any_enemy_country = { - capital_scope = { - is_on_continent = north_america - } - } - } - } -} - -# Bermuda -faction_goal_control_bermuda = { - name = control_bermuda_goal_name - description = control_bermuda_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = HUJ - is_in_faction_with = HUJ - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 696 - value < 2000 - } - } - } - available = { - - } - completed = { - 696 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 696 - } - add_faction_initiative = 1 - } - 696 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 331 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with a north american power prioritize this - NOT = { - any_controlled_state = { - is_on_continent = north_america - } - } - any_enemy_country = { - capital_scope = { - is_on_continent = north_america - } - } - } - } -} - -# Bahamas -faction_goal_control_bahamas_bases = { - name = control_bahamas_bases_goal_name - description = control_bahamas_bases_goal_desc - category = medium_term - group = FOCUS_FILTER_NAVY_XP - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = HUJ - is_in_faction_with = HUJ - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 693 - value < 2000 - } - } - } - available = { - - } - completed = { - 690 = { is_controlled_by_ROOT_or_ally = yes } - 693 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 690 - controls_state = 693 - } - } - add_faction_initiative = 1 - } - 690 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = 10254 - } - } - 693 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 331 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = north_america - is_on_continent = south_america - } - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = europe - is_on_continent = africa - } - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with a north american power prioritize this - any_enemy_country = { - capital_scope = { - is_on_continent = north_america - } - } - } - } -} - -# Panama -faction_goal_control_panama_canal = { - name = control_panama_canal_goal_name - description = control_panama_canal_goal_desc - category = medium_term - group = FOCUS_FILTER_NAVY_XP - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = BYG - is_in_faction_with = BYG - } - } - OR = { - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES # a custom loc string that will be displayed - } - distance_to = { - target = 685 - value < 2000 - } - } - AND = { - 685 = { is_controlled_by = BYG } - has_war_with = BYG - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES # a custom loc string that will be displayed - } - distance_to = { - target = 685 - value < 6000 - } - } - } - } - } - available = { - - } - completed = { - 685 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 685 - } - add_faction_initiative = 1 - } - 685 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 7617 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 7617 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 685 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 2 # If major naval power seek to control access - has_navy_size = { - size > 20 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with a north american power prioritize this - NOT = { - any_controlled_state = { - is_on_continent = north_america - } - } - any_enemy_country = { - capital_scope = { - is_on_continent = north_america - } - } - } - modifier = { - add = 10 # If BYG - original_tag = BYG - } - } -} - -# Trinidad -faction_goal_control_trinidad = { - name = control_trinidad_goal_name - description = control_trinidad_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = HUJ - is_in_faction_with = HUJ - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 691 - value < 2000 - } - } - } - available = { - - } - completed = { - 691 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 691 - } - add_faction_initiative = 1 - } - 691 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 1 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 691 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = north_america - is_on_continent = south_america - } - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = europe - is_on_continent = africa - } - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with a north american power prioritize this - NOT = { - any_controlled_state = { - is_on_continent = north_america - } - } - any_enemy_country = { - capital_scope = { - is_on_continent = north_america - } - } - } - } -} - -# Azores -faction_goal_control_azores = { - name = control_azores_goal_name - description = control_azores_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = POR - is_in_faction_with = POR - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 698 - value < 2000 - } - } - } - available = { - - } - completed = { - 698 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 698 - } - add_faction_initiative = 1 - } - 698 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 1 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 698 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = north_america - is_on_continent = south_america - } - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = europe - is_on_continent = africa - } - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 2 # If at war with a north american power prioritize this for range - NOT = { - any_controlled_state = { - is_on_continent = north_america - } - } - any_enemy_country = { - capital_scope = { - is_on_continent = north_america - } - } - } - } -} - -# Iceland -faction_goal_control_iceland = { - name = control_iceland_goal_name - description = control_iceland_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = DEN - is_in_faction_with = DEN - original_tag = ICE - is_in_faction_with = ICE - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 100 - value < 2000 - } - } - } - available = { - - } - completed = { - 100 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 100 - } - add_faction_initiative = 1 - } - 100 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 1 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 100 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = north_america - is_on_continent = south_america - } - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = europe - is_on_continent = africa - } - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 2 # If at war with a north american power prioritize this for range - NOT = { - any_controlled_state = { - is_on_continent = north_america - } - } - any_enemy_country = { - capital_scope = { - is_on_continent = north_america - } - } - } - } -} - -# Faroe Islands -faction_goal_control_faroe_islands = { - name = control_faroe_islands_goal_name - description = control_faroe_islands_goal_desc - category = medium_term - group = FOCUS_FILTER_NAVY_XP - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = DEN - is_in_faction_with = DEN - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 337 - value < 2000 - } - } - } - available = { - - } - completed = { - 337 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 337 - } - add_faction_initiative = 1 - } - 337 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 1 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 337 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = north_america - is_on_continent = south_america - } - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = europe - is_on_continent = africa - } - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with a north american power prioritize this - NOT = { - any_controlled_state = { - is_on_continent = north_america - } - } - any_enemy_country = { - capital_scope = { - is_on_continent = north_america - } - } - } - } -} - -# Narvik -faction_goal_control_narvik = { - name = control_narvik_goal_name - description = control_narvik_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = NOR - is_in_faction_with = NOR - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 144 - value < 2000 - } - } - } - available = { - - } - completed = { - 144 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 144 - } - add_faction_initiative = 1 - } - 144 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 192 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 144 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with USSR prioritize this - any_enemy_country = { - original_tag = BFL - } - } - } -} - -# Danish Belts -faction_goal_control_danish_belts = { - name = control_danish_belts_goal_name - description = control_danish_belts_goal_desc - category = medium_term - group = FOCUS_FILTER_NAVY_XP - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = DEN - is_in_faction_with = DEN - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 37 - value < 2000 - } - } - } - available = { - - } - completed = { - 37 = { is_controlled_by_ROOT_or_ally = yes } - 911 = { is_controlled_by_ROOT_or_ally = yes } - 99 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 37 - controls_state = 911 - controls_state = 99 - } - } - add_faction_initiative = 1 - } - 37 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 2 - province = 6287 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 2 - province = 3260 - instant_build = yes - } - } - 911 = { - add_building_construction = { - type = coastal_bunker - level = 2 - province = 3325 - instant_build = yes - } - } - 99 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = 394 - } - add_building_construction = { - type = coastal_bunker - level = 2 - province = 394 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 2 - province = 3277 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 37 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with HUJ and capital is on mainland Europe prioritize this - capital_scope = { - is_on_continent = europe - } - any_enemy_country = { - original_tag = HUJ - } - } - modifier = { - add = 1 # If TIX prioritize this - is_historical_focus_on = yes - original_tag = TIX - } - } -} - -# Brittany -faction_goal_control_brittany_bases = { - name = control_brittany_bases_goal_name - description = control_brittany_bases_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = YUW - is_in_faction_with = YUW - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 14 - value < 2000 - } - } - } - available = { - - } - completed = { - 14 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 14 - } - add_faction_initiative = 1 - } - 14 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 14 = { - controller = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If TIX or BFL prioritize this - is_historical_focus_on = yes - OR = { - original_tag = BFL - original_tag = TIX - } - } - } -} - -# Gibraltar -faction_goal_control_gibraltar = { - name = control_gibraltar_goal_name - description = control_gibraltar_goal_desc - category = medium_term - group = FOCUS_FILTER_NAVY_XP - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = HUJ - is_in_faction_with = HUJ - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 118 - value < 2000 - } - } - } - available = { - - } - completed = { - 118 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 118 - } - add_faction_initiative = 1 - } - 118 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 4135 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 4135 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 118 = { - controller = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If TIX or SAD prioritize this - is_historical_focus_on = yes - OR = { - original_tag = SAD - original_tag = TIX - } - } - } -} - -# Malta -faction_goal_control_malta = { - name = control_malta_goal_name - description = control_malta_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = HUJ - is_in_faction_with = HUJ - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 116 - value < 2000 - } - } - } - available = { - - } - completed = { - 116 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 116 - } - add_faction_initiative = 1 - } - 116 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 1 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 116 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the mediterranean supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = middle_east - is_on_continent = africa - } - } - } - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If TIX or SAD prioritize this - is_historical_focus_on = yes - OR = { - original_tag = SAD - original_tag = TIX - } - } - } -} - -# Crete -faction_goal_control_crete = { - name = control_crete_goal_name - description = control_crete_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = GRE - is_in_faction_with = GRE - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 182 - value < 2000 - } - } - } - available = { - - } - completed = { - 182 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 182 - } - add_faction_initiative = 1 - } - 182 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 1 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 182 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the mediterranean supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = middle_east - is_on_continent = africa - } - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If TIX or SAD prioritize this - is_historical_focus_on = yes - OR = { - original_tag = SAD - original_tag = TIX - } - } - } -} - -# Cyprus -faction_goal_control_cyprus = { - name = control_cyprus_goal_name - description = control_cyprus_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = HUJ - is_in_faction_with = HUJ - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 183 - value < 2000 - } - } - } - available = { - - } - completed = { - 183 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 183 - } - add_faction_initiative = 1 - } - 183 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 1 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 182 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the mediterranean supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = middle_east - is_on_continent = africa - } - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If TUR prioritize this - OR = { - original_tag = TUR - } - } - modifier = { - add = 1 # If TIX or SAD prioritize this - is_historical_focus_on = yes - OR = { - original_tag = SAD - original_tag = TIX - } - } - } -} - -# Bosporus -faction_goal_control_bosporus = { - name = control_bosporus_goal_name - description = control_bosporus_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = TUR - is_in_faction_with = TUR - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 797 - value < 2000 - } - } - } - available = { - - } - completed = { - 797 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 797 - } - add_faction_initiative = 1 - } - 797 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 9833 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 9833 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 11829 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 11829 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 1155 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 1155 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 9947 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 9947 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 797 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If major naval power seek to control access - has_navy_size = { - size > 20 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with BFL prioritize this - any_enemy_country = { - original_tag = BFL - } - } - modifier = { - add = 1 # If BFL - original_tag = BFL - } - } -} - -# Dardanelles -faction_goal_control_dardanelles = { - name = control_dardanelles_goal_name - description = control_dardanelles_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = TUR - is_in_faction_with = TUR - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 340 - value < 2000 - } - } - } - available = { - - } - completed = { - 340 = { is_controlled_by_ROOT_or_ally = yes } - 341 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 340 - controls_state = 341 - } - } - add_faction_initiative = 1 - } - 340 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 6864 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 6864 - instant_build = yes - } - } - 341 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = 849 - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 849 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 849 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 340 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If major naval power seek to control access - has_navy_size = { - size > 20 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with BFL prioritize this - any_enemy_country = { - original_tag = BFL - } - } - modifier = { - add = 1 # If BFL - original_tag = BFL - } - } -} - -# Suez Canal -faction_goal_control_suez_canal = { - name = control_suez_canal_goal_name - description = control_suez_canal_goal_desc - category = medium_term - group = FOCUS_FILTER_NAVY_XP - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = HUJ - is_in_faction_with = HUJ - original_tag = EGY - is_in_faction_with = EGY - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 446 - value < 2000 - } - } - } - available = { - - } - completed = { - 446 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 446 - } - add_faction_initiative = 1 - } - 446 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = 12049 - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 12049 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 12049 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = 4073 - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 4073 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 4073 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 446 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 2 # If major naval power seek to control access - has_navy_size = { - size > 20 - type = capital_ship - } - } - modifier = { - add = 10 # If HUJ - original_tag = HUJ - } - } -} - -# Gulf of Aden -faction_goal_control_gulf_of_aden_bases = { - name = control_gulf_of_aden_bases_goal_name - description = control_gulf_of_aden_bases_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = RAJ - is_in_faction_with = RAJ - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 992 - value < 2000 - } - } - } - available = { - - } - completed = { - 992 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 992 - } - add_faction_initiative = 1 - } - 992 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 992 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the suez supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with HUJ prioritize this - is_historical_focus_on = yes - any_enemy_country = { - original_tag = HUJ - } - } - } -} - -# Strait of Hormuz -faction_goal_control_strait_of_hormuz = { - name = control_strait_of_hormuz_goal_name - description = control_strait_of_hormuz_goal_desc - category = medium_term - group = FOCUS_FILTER_NAVY_XP - allowed = { - always = yes - } - visible = { - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 1013 - value < 2000 - } - } - } - available = { - - } - completed = { - 412 = { is_controlled_by_ROOT_or_ally = yes } - 1013 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 412 - controls_state = 1013 - } - } - add_faction_initiative = 1 - } - 412 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 7982 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 7982 - instant_build = yes - } - } - 1013 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 13369 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 13369 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 1013 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the suez supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = europe - is_on_continent = asia - } - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE_OR_ASIA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = middle_east - } - } - name = COLLECTION_FACTION_STATES_IN_MIDDLE_EAST - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with HUJ prioritize this - is_historical_focus_on = yes - any_enemy_country = { - original_tag = HUJ - } - } - } -} - -# Ceylon -faction_goal_control_ceylon = { - name = control_ceylon_goal_name - description = control_ceylon_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = HUJ - is_in_faction_with = HUJ - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 422 - value < 2000 - } - } - } - available = { - - } - completed = { - 422 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 422 - } - add_faction_initiative = 1 - } - 422 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 422 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with HUJ prioritize this - is_historical_focus_on = yes - any_enemy_country = { - original_tag = HUJ - } - } - } -} - -# Singapore -faction_goal_control_singapore = { - name = control_singapore_goal_name - description = control_singapore_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = HUJ - is_in_faction_with = HUJ - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 1021 - value < 2000 - } - } - } - available = { - - } - completed = { - 1021 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 1021 - } - add_faction_initiative = 1 - } - 1021 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 1021 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with HUJ prioritize this - is_historical_focus_on = yes - any_enemy_country = { - original_tag = HUJ - } - } - } -} - -# Manila -faction_goal_control_manila = { - name = control_manila_goal_name - description = control_manila_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = PHI - is_in_faction_with = PHI - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 327 - value < 2000 - } - } - } - available = { - - } - completed = { - 327 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 327 - } - add_faction_initiative = 1 - } - 327 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 10265 - instant_build = yes - } - } - } - ai_will_do = { - base = 1 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 327 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with BYG prioritize this - is_historical_focus_on = yes - any_enemy_country = { - original_tag = BYG - } - } - } -} - -# Okinawa -faction_goal_control_okinawa = { - name = control_okinawa_goal_name - description = control_okinawa_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = CHY - is_in_faction_with = CHY - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 526 - value < 2000 - } - } - } - available = { - - } - completed = { - 526 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 526 - } - add_faction_initiative = 1 - } - 526 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 526 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with CHY prioritize this - any_enemy_country = { - original_tag = CHY - } - } - } -} - -# Iwo Jima -faction_goal_control_iwo_jima = { - name = control_iwo_jima_goal_name - description = control_iwo_jima_goal_desc - category = medium_term - group = FOCUS_FILTER_NAVY_XP - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = CHY - is_in_faction_with = CHY - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 645 - value < 2000 - } - } - } - available = { - - } - completed = { - 645 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 645 - } - add_faction_initiative = 1 - } - 645 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 645 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with CHY prioritize this - any_enemy_country = { - original_tag = CHY - } - } - } -} - -# Caroline Islands -faction_goal_control_caroline_islands = { - name = control_caroline_islands_goal_name - description = control_caroline_islands_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = CHY - is_in_faction_with = CHY - original_tag = FSM - is_in_faction_with = FSM - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 684 - value < 2000 - } - } - } - available = { - - } - completed = { - 684 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 684 - } - add_faction_initiative = 1 - } - 684 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = 2489 - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 684 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transpacific supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with a north american power prioritize this - NOT = { - any_controlled_state = { - is_on_continent = north_america - } - } - any_enemy_country = { - capital_scope = { - is_on_continent = north_america - } - } - } - modifier = { - add = 1 # If at war with CHY prioritize this - any_enemy_country = { - original_tag = CHY - } - } - } -} - -# Guadalcanal -faction_goal_control_guadalcanal = { - name = control_guadalcanal_goal_name - description = control_guadalcanal_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = AST - is_in_faction_with = AST - original_tag = SOL - is_in_faction_with = SOL - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 634 - value < 2000 - } - } - } - available = { - - } - completed = { - 634 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 634 - } - add_faction_initiative = 1 - } - 634 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = 1269 - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 634 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transpacific supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = north_america - is_on_continent = asia - } - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA_OR_ASIA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = australia - } - } - name = COLLECTION_FACTION_STATES_IN_AUSTRALIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with an oceanian power prioritize this - NOT = { - any_controlled_state = { - is_on_continent = australia - } - } - any_enemy_country = { - capital_scope = { - is_on_continent = australia - } - } - } - } -} - -# Wake Island -faction_goal_control_wake_island = { - name = control_wake_island_goal_name - description = control_wake_island_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = BYG - is_in_faction_with = BYG - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 632 - value < 2000 - } - } - } - available = { - - } - completed = { - 632 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 632 - } - add_faction_initiative = 1 - } - 632 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 632 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transpacific supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with a north american power prioritize this - NOT = { - any_controlled_state = { - is_on_continent = north_america - } - } - any_enemy_country = { - capital_scope = { - is_on_continent = north_america - } - } - } - modifier = { - add = 1 # If at war with BYG prioritize this - any_enemy_country = { - original_tag = BYG - } - } - } -} - -# Midway Island -faction_goal_control_midway_island = { - name = control_midway_island_goal_name - description = control_midway_island_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = BYG - is_in_faction_with = BYG - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 631 - value < 2000 - } - } - } - available = { - - } - completed = { - 631 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 631 - } - add_faction_initiative = 1 - } - 631 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 631 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transpacific supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with a north american power prioritize this - NOT = { - any_controlled_state = { - is_on_continent = north_america - } - } - any_enemy_country = { - capital_scope = { - is_on_continent = north_america - } - } - } - modifier = { - add = 1 # If at war with BYG prioritize this - any_enemy_country = { - original_tag = BYG - } - } - } -} - -# Hawaii -faction_goal_control_hawaii = { - name = control_hawaii_goal_name - description = control_hawaii_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = BYG - is_in_faction_with = BYG - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 629 - value < 2000 - } - } - } - available = { - - } - completed = { - 629 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 629 - } - add_faction_initiative = 1 - } - 629 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 629 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transpacific supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 2 # If major naval power you want it BADLY - has_navy_size = { - size > 20 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with a north american power prioritize this - NOT = { - any_controlled_state = { - is_on_continent = north_america - } - } - any_enemy_country = { - capital_scope = { - is_on_continent = north_america - } - } - } - modifier = { - add = 1 # If at war with BYG prioritize this - any_enemy_country = { - original_tag = BYG - } - } - } -} - -# Attu Island -faction_goal_control_attu_island = { - name = control_attu_island_goal_name - description = control_attu_island_goal_desc - category = medium_term - group = FOCUS_FILTER_ANNEXATION - allowed = { - - } - visible = { - FROM = { - NOT = { - original_tag = BYG - is_in_faction_with = BYG - } - } - any_collection_element = { - collection = { - input = game:scope - operators = { faction_members controlled_states } - name = FACTION_CONTROLLED_STATES - } - distance_to = { - target = 650 - value < 2000 - } - } - } - available = { - - } - completed = { - 650 = { is_controlled_by_ROOT_or_ally = yes } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 650 - } - add_faction_initiative = 1 - } - 650 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 650 = { - owner = { - has_war_with = ROOT - } - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transpacific supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with a north american power prioritize this - NOT = { - any_controlled_state = { - is_on_continent = north_america - } - } - any_enemy_country = { - capital_scope = { - is_on_continent = north_america - } - } - } - modifier = { - add = 1 # If at war with BYG prioritize this - any_enemy_country = { - original_tag = BYG - } - } - modifier = { - add = 1 # If CHY prioritize this - is_historical_focus_on = yes - original_tag = CHY - } - } -} \ No newline at end of file diff --git a/src/common/factions/goals/faction_goals_short_term.txt b/src/common/factions/goals/faction_goals_short_term.txt deleted file mode 100755 index eeeda2c..0000000 --- a/src/common/factions/goals/faction_goals_short_term.txt +++ /dev/null @@ -1,5558 +0,0 @@ -#category = short_term medium_term or long_term -# ROOT is faction leader, FROM is faction member who opens UI and views goals, completed/cancel/complete_effect do not have FROM scopes - - -###################################################################### - -### ## ## ### ### ## # # ## ### ### ## ### ### ### ## -# # # # # # # # # ## # # # # # # # # # # # # -## #### # # # # # # ## # ### ## # # ## # # -# # # # # # # # # # # # # # # # # # # # # -# # # ## # ### ## # # ## # ### ## ### # ### ## - -###################################################################### - - - ## # # ### ## -# # # # # # -#### # # # -# # # # # # -# # # # ### ## - - -faction_goal_one_germany = { - name = one_germany_goal_name - description = one_germany_goal_desc - category = short_term - group = FOCUS_FILTER_ANNEXATION - visible = { - FROM = { - original_tag = TIX - } - } - cancel = { - FROM = { - NOT = { has_government = fascism } - } - } - completed = { - any_country_with_original_tag = { - original_tag_to_check = AUS - exists = no - } - any_country_with_original_tag = { - original_tag_to_check = TIX - controls_state = 4 - } - } - complete_effect = { - add_faction_power_projection = 50 - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - add_stability = 0.05 - } - ai_will_do = { - base = 10 - } -} - - -# # ## ## -# # # # # -# # # #### -# # # # # - ## ## # # - - -faction_goal_building_up_guam = { - name = building_up_guam_goal_name - description = building_up_guam_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - visible = { - FROM = { tag = BYG} - } - cancel = { - FROM = { NOT = { controls_state = 638 } } - } - completed = { - 638 = { naval_base > 2 } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - add_war_support = 0.02 - } - ai_will_do = { - base = 10 - } -} - - -### # # ### ## # # ### ### ## - # # # # # # # # # # # - # #### ## #### # # # ## # - # # # # # # # # # # # - # # # ### # # ### ### ### ### ## - - -### none! - - - ## # # ### # # ## -# # # # # ## # # # -# #### # # ## #### -# # # # # # # # # - ## # # ### # # # # - - -faction_goal_guerilla_expansion = { - name = guerilla_expansion_goal_name - description = guerilla_expansion_goal_desc - category = short_term - group = FOCUS_FILTER_POLITICAL_CHARACTER - allowed = { - } - visible = { - FROM = { - has_war = yes - is_literally_china = yes - } - } - completed = { - custom_trigger_tooltip = { - tooltip = GUERILLA_TOTAL_ABOVE_THRESHOLD - check_variable = { global.guerilla_counter > 4 } - } - } - complete_effect = { - add_faction_power_projection = 100 - 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 = { - check_variable = { THIS.guerilla_counter > 2 } - } - } - name = GUERILLA_ABOVE_THRESHOLD - } - add_faction_influence_ratio = 0.2 - add_war_support = 0.05 - } - } - ai_will_do = { - base = 3 # Pretty much everyone should want to do this - modifier = { - add = 2 # PRC cares more - original_tag = PRC - } - } -} - -faction_goal_north_subjugated = { - name = faction_goal_north_subjugated_name - description = faction_goal_north_subjugated_desc - category = short_term - group = FOCUS_FILTER_ANNEXATION - visible = { - FROM = { - original_tag = DOH - has_faction_template = faction_template_chinese_united_front - NOT = { - has_country_flag = CHI_tour_the_south_flag - has_country_flag = CHI_tour_the_west_flag - } - } - } - available = { - FROM = { has_completed_focus = CHI_tour_the_north } - } - completed = { - NXM = { - all_core_state = { - is_owned_by = ROOT - } - } - SHX = { - all_core_state = { - is_owned_by = ROOT - } - } - GSM = { - all_core_state = { - is_owned_by = ROOT - } - } - HBC = { - all_core_state = { - is_owned_by = ROOT - } - } - XIC = { - all_core_state = { - is_owned_by = ROOT - } - } - SND = { - all_core_state = { - is_owned_by = ROOT - } - } - - } - complete_effect = { - add_faction_power_projection = 50 - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - limit = { - is_subject = yes - } - } - - name = ALL_FACTION_MEMBERS - } - custom_effect_tooltip = ALL_FACTION_MEMBERS - add_timed_idea = { - idea = idea_CHI_central_government_integration_pressure - days = 365 - } - } - } - ai_will_do = { - base = 1 - } -} - -faction_goal_unlock_research = { - name = faction_goal_unlock_research_name - description = faction_goal_unlock_research_desc - category = short_term - group = FOCUS_FILTER_INTERNAL_AFFAIRS - available = { - FROM = { num_faction_members > 2 } - } - visible = { - FROM = { has_faction_research_unlocked = no } - } - select_effect = { - set_temp_variable = { total_techs = 0 } - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - } - } - add_to_temp_variable = { total_techs = num_researched_technologies } - } - - multiply_temp_variable = { - var = total_techs - value = 1.20 - } - scope:faction = { - set_variable = { unlock_military_techs_researched_target = total_techs } - } - } - completed = { - scope:faction = { - hidden_trigger = { - tooltip_evaluation = eval - set_temp_variable = { unlock_military_techs_researched_compare = 0 } - all_collection_elements = { - collection = { - input = game:scope - operators = { faction_members } - } - add_to_temp_variable = { unlock_military_techs_researched_compare = num_researched_technologies } - } - set_temp_variable = { unlock_military_techs_researched_compare_temp_target = unlock_military_techs_researched_compare } - multiply_temp_variable = { unlock_military_techs_researched_compare_temp_target = 1.20 } - } - if = { - limit = { - has_variable = unlock_military_techs_researched_target - } - check_variable = { - var = unlock_military_techs_researched_compare - value = unlock_military_techs_researched_target - compare = greater_than - tooltip = "GOAL_T_TRIGGER_A" - } - } - else = { - check_variable = { - var = unlock_military_techs_researched_compare - value = unlock_military_techs_researched_compare_temp_target - compare = greater_than - tooltip = "GOAL_T_TRIGGER_A" - } - } - } - } - complete_effect = { - set_faction_research_unlocked = yes - add_faction_initiative = 1 - } - ai_will_do = { - base = 1000 # They should always do this if they can - } -} - -faction_goal_unlock_military = { - name = faction_goal_unlock_military_name - description = faction_goal_unlock_military_desc - category = short_term - group = FOCUS_FILTER_INTERNAL_AFFAIRS - available = { - FROM = { num_faction_members > 2 } - } - visible = { - FROM = { has_faction_military_unlocked = no } - } - select_effect = { - set_temp_variable = { total_divs = 0 } - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - } - } - add_to_temp_variable = { total_divs = num_armies } - } - - multiply_temp_variable = { - var = total_divs - value = 1.20 - } - scope:faction = { - set_variable = { unlock_target = total_divs } - } - } - completed = { - scope:faction = { - hidden_trigger = { - tooltip_evaluation = eval - set_temp_variable = { unlock_compare = 0 } - all_collection_elements = { - collection = { - input = game:scope - operators = { faction_members } - } - add_to_temp_variable = { unlock_compare = num_armies } - set_temp_variable = { unlock_military_techs_researched_compare_temp_target = unlock_compare } - multiply_temp_variable = { unlock_military_techs_researched_compare_temp_target = 1.20 } - } - } - if = { - limit = { - has_variable = unlock_target - } - check_variable = { - var = unlock_compare - value = unlock_target - compare = greater_than - tooltip = "GOAL_T_TRIGGER_B" - } - } - else = { - check_variable = { - var = unlock_compare - value = unlock_military_techs_researched_compare_temp_target - compare = greater_than - tooltip = "GOAL_T_TRIGGER_B" - } - } - } - } - complete_effect = { - set_faction_military_unlocked = yes - add_faction_initiative = 1 - } - ai_will_do = { - base = 1000 # They should always do this if they can - } -} - -faction_goal_west_subjugated = { - name = faction_goal_west_subjugated_name - description = faction_goal_west_subjugated_desc - category = short_term - group = FOCUS_FILTER_ANNEXATION - visible = { - FROM = { - original_tag = DOH - has_faction_template = faction_template_chinese_united_front - NOT = { - has_country_flag = CHI_tour_the_south_flag - has_country_flag = CHI_tour_the_north_flag - } - } - } - available = { - FROM = { has_completed_focus = CHI_tour_the_west } - } - completed = { - XSM = { - all_core_state = { - is_owned_by = ROOT - } - } - KHM = { - all_core_state = { - is_owned_by = ROOT - } - } - SIK = { - all_core_state = { - is_owned_by = ROOT - } - } - SIC = { - all_core_state = { - is_owned_by = ROOT - } - } - } - complete_effect = { - add_faction_power_projection = 50 - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - limit = { - is_subject = yes - } - } - - name = ALL_FACTION_MEMBERS - } - custom_effect_tooltip = ALL_FACTION_MEMBERS - add_timed_idea = { - idea = idea_CHI_central_government_integration_pressure - days = 365 - } - } - } - ai_will_do = { - base = 1 - } -} - -faction_goal_south_subjugated = { - name = faction_goal_south_subjugated_name - description = faction_goal_south_subjugated_desc - group = FOCUS_FILTER_ANNEXATION - category = short_term - visible = { - FROM = { - original_tag = DOH - has_faction_template = faction_template_chinese_united_front - NOT = { - has_country_flag = CHI_tour_the_north_flag - has_country_flag = CHI_tour_the_west_flag - } - } - } - available = { - FROM = { has_completed_focus = CHI_tour_the_south } - } - completed = { - GDC = { - all_core_state = { - is_owned_by = ROOT - } - } - GXC = { - all_core_state = { - is_owned_by = ROOT - } - } - YUN = { - all_core_state = { - is_owned_by = ROOT - } - } - } - complete_effect = { - add_faction_power_projection = 50 - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - limit = { - is_subject = yes - } - } - - name = ALL_FACTION_MEMBERS - } - custom_effect_tooltip = ALL_FACTION_MEMBERS - add_timed_idea = { - idea = idea_CHI_central_government_integration_pressure - days = 365 - } - } - } - ai_will_do = { - base = 1 - } -} - - - ### ## ### ## # # - # # # # # # # ## # - # #### ### #### # ## -# # # # # # # # # - ## # # # # # # # - - -faction_goal_coastal_security = { - name = coastal_security_goal_name - description = coastal_security_goal_desc - category = short_term - group = FOCUS_FILTER_NAVY_XP - allowed = { - } - visible = { - FROM = { - original_tag = CHY - } - } - completed = { - has_naval_control = 90 - has_naval_control = 79 - has_naval_control = 77 - has_naval_control = 76 - has_naval_control = 75 - has_naval_control = 73 - } - complete_effect = { - add_faction_initiative = 1 - add_faction_power_projection = 500 - every_collection_element = { - input = { - input = game:scope - operators = { - faction_members - } - name = ALL_FACTION_MEMBERS - } - navy_experience = 50 - } - } - ai_will_do = { - base = 1 - modifier = { - add = 4 # Mid game prio - date > 1940.1.1 - } - } -} - - - ## ## # # ### ### ### # # # # ### ## # # -# # # # # # # # # # ## # # # # ## # - # # # # # # ## # # # # ## # # # # ## - # # # # # # # # # # # # # # # # # -## ## # ### ### # ## # # ### ## # # - - -faction_goal_production_quotas = { - name = production_quotas_goal_name - description = production_quotas_goal_desc - group = FOCUS_FILTER_INDUSTRY - category = short_term - allowed = { - original_tag = BFL - } - available = { - has_war = no - } - completed = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION_NAME - } - stockpile = infantry_equipment - size > 100000 - } - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION_NAME - } - stockpile = artillery_equipment - size > 2500 - } - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION_NAME - } - stockpile = support_equipment - size > 1000 - } - } - complete_effect = { - add_faction_power_projection = 200 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT - every_faction_member = { - limit = { faction_influence_ratio > 0.3} - add_political_power = 75 - } - } - ai_will_do = { - base = 1 - modifier = { - add = 1 - date < 1940.1.1 - } - } -} - -faction_goal_stall_the_fascist_threat = { - name = stall_the_fascist_threat_goal_name - description = stall_the_fascist_threat_goal_desc - group = FOCUS_FILTER_INTERNAL_AFFAIRS - category = short_term - allowed = { - } - visible = { - date < 1938.6.1 - FROM = { - original_tag = BFL - } - } - completed = { - OR = { - AND = { - date > 1939.1.1 - NOT = { has_global_flag = scw_over } - } - AND = { - has_global_flag = scw_over - has_global_flag = republican_victory - } - } - } - complete_effect = { - add_faction_power_projection = 200 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { army_experience = 50 } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 - SPR_scw_in_progress = yes - } - modifier = { - add = 9 # BFL should always prio this - SPR_scw_in_progress = yes - original_tag = BFL - } - } -} - - -########################################################## - - ## ### # # ### ### ### ## ## ## ## # ## -# # ## # # # # # # # # # # # # # # -# ## ## # ## ## ### # # # ## # # #### # # -# # # # # # # # # # # # # # # # # # # - ## ### # # ### # # ### ## ## ## # # ### ## - -########################################################## - - -# Faction Growth - -faction_goal_growing_the_faction = { - name = growing_the_faction - description = growing_the_faction_desc - category = short_term - group = FOCUS_FILTER_POLITICAL_CHARACTER - visible = { - num_faction_members < 5 - } - completed = { - num_faction_members > 4 - } - complete_effect = { - add_faction_power_projection = 50 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - } - ai_will_do = { - base = 0 - modifier = { - add = 1 - num_faction_members < 5 - } - modifier = { - add = 1 - num_faction_members < 4 - } - modifier = { - add = 3 - num_faction_members < 3 - } - } -} - -faction_goal_spy_master = { - name = spy_master_goal_name - description = spy_master_goal_desc - group = FOCUS_FILTER_POLITICAL_CHARACTER - category = short_term - allowed = { - has_dlc = "La Resistance" - } - visible = { - FROM = { - is_spymaster = no - any_allied_country = { - is_spymaster = no - } - } - } - completed = { - OR = { - is_spymaster = yes - any_allied_country = { - is_spymaster = yes - } - } - } - complete_effect = { - add_faction_power_projection = 50 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_SPY_MASTER - add_faction_initiative = 1 - custom_effect_tooltip = generic_skip_one_line_tt - every_faction_member = { - limit = { - has_intelligence_agency = no - } - create_intelligence_agency = yes - } - every_faction_member = { - limit = { - has_intelligence_agency = yes - NOT = { has_done_agency_upgrade = upgrade_form_department } - } - upgrade_intelligence_agency = upgrade_form_department - } - every_faction_member = { - limit = { - has_intelligence_agency = yes - has_done_agency_upgrade = upgrade_form_department - NOT = { has_done_agency_upgrade = upgrade_crypto_strength } - } - upgrade_intelligence_agency = upgrade_crypto_strength - } - every_faction_member = { - limit = { - has_intelligence_agency = yes - has_done_agency_upgrade = upgrade_crypto_strength - has_tech = mechanical_computing - NOT = { has_done_agency_upgrade = upgrade_crypto_strength_2 } - } - add_faction_initiative = 1 - upgrade_intelligence_agency = upgrade_crypto_strength_2 - } - every_faction_member = { - limit = { - has_intelligence_agency = yes - NOT = { agency_upgrade_number > 30 } - OR = { - has_done_agency_upgrade = upgrade_crypto_strength_2 - NOT = { has_tech = mechanical_computing } - } - } - add_faction_initiative = 1 - gain_random_agency_upgrade = yes - } - every_faction_member = { # Fallback in case someone completed everything - visible_when_empty = yes - limit = { - has_intelligence_agency = yes - agency_upgrade_number > 30 - } - add_faction_initiative = 1 - add_political_power = 100 - } - } - ai_will_do = { - base = 1 - modifier = { - add = 2 - has_intelligence_agency = yes - } - } -} - - -faction_goal_convoy_sufficiency = { - name = convoy_sufficiency_goal_name - description = convoy_sufficiency_goal_desc - category = short_term - group = FOCUS_FILTER_INDUSTRY - completed = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION_NAME - } - unit = convoy - size > 999 - } - } - 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_faction_member = { - tooltip = AT_LEAST_200_CONVOYS - visible_when_empty = yes - limit = { - has_navy_size = { - size > 199 - type = convoy - } - } - navy_experience = 50 - } - } - ai_will_do = { - base = 1 - modifier = { - add = -1 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_coastal = yes - is_controlled_by_ROOT_or_ally = yes - } - } - } - value < 1 - } - } - modifier = { - add = 1 - OR = { - original_tag = HUJ - original_tag = BYG - original_tag = CHY - original_tag = SAD - original_tag = YUW - } - } - modifier = { - add = 1 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_coastal = yes - is_controlled_by_ROOT_or_ally = yes - } - } - } - value > 19 - } - } - } -} - - -faction_goal_ensure_military_r_d = { - name = ensure_military_r_d_goal_name - description = ensure_military_r_d_goal_desc - category = short_term - group = FOCUS_FILTER_RESEARCH - visible = { - OR = { - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - land_facility > 0 - } - } - name = COLLECTION_FACTION_LAND_FACILITY - } - value < 1 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - naval_facility > 0 - } - } - name = COLLECTION_FACTION_NAVAL_FACILITY - } - value < 1 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - air_facility > 0 - } - } - name = COLLECTION_FACTION_AIR_FACILITY - } - value < 1 - } - } - } - completed = { - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - land_facility > 0 - } - } - name = COLLECTION_FACTION_LAND_FACILITY - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - naval_facility > 0 - } - } - name = COLLECTION_FACTION_NAVAL_FACILITY - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - air_facility > 0 - } - } - name = COLLECTION_FACTION_AIR_FACILITY - } - value > 0 - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_collection_element = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - air_facility > 0 - land_facility > 0 - naval_facility > 0 - } - } - } - name = OWNS_LISTED_STATE - } - custom_effect_tooltip = OWNS_LISTED_STATE - OWNER = { add_faction_influence_ratio = 0.05 } - } - every_faction_member = { - if = { - limit = { - any_scientist = { - has_scientist_level = { - level > 0 - specialization = specialization_land - } - is_active_scientist = yes - } - } - every_scientist = { - visible_when_empty = yes - limit = { - has_scientist_level = { - level > 0 - specialization = specialization_land - } - is_active_scientist = yes - } - add_scientist_xp = { - experience = constant:sp_scientist_xp_gain.very_high - specialization = specialization_land - } - } - } - if = { - limit = { - any_scientist = { - has_scientist_level = { - level > 0 - specialization = specialization_naval - } - is_active_scientist = yes - } - } - every_scientist = { - visible_when_empty = yes - limit = { - has_scientist_level = { - level > 0 - specialization = specialization_naval - } - is_active_scientist = yes - } - add_scientist_xp = { - experience = constant:sp_scientist_xp_gain.very_high - specialization = specialization_naval - } - } - } - if = { - limit = { - any_scientist = { - has_scientist_level = { - level > 0 - specialization = specialization_air - } - is_active_scientist = yes - } - } - every_scientist = { - visible_when_empty = yes - limit = { - has_scientist_level = { - level > 0 - specialization = specialization_air - } - is_active_scientist = yes - } - add_scientist_xp = { - experience = constant:sp_scientist_xp_gain.very_high - specialization = specialization_air - } - } - } - } - } - ai_will_do = { - base = 1 - } -} - - -### Industry - -faction_goal_military_infrastructure = { - name = military_infrastructure_goal_name - description = military_infrastructure_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - visible = { - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_core_of = CONTROLLER - is_controlled_by_ROOT_or_ally = yes - any_neighbor_state = { - controller = { - NOT = { is_in_faction_with = ROOT } - } - } - infrastructure < 4 - } - } - name = COLLECTION_FACTION_BORDER_STATES_FULL_INFRASTRUCTURE - } - value > 0 - } - } - completed = { - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - any_neighbor_state = { - controller = { - NOT = { is_in_faction_with = ROOT } - } - } - infrastructure < 4 - } - } - name = COLLECTION_FACTION_BORDER_STATES_FULL_INFRASTRUCTURE - } - value < 10 - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - army_experience = 50 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 - has_war = no - } - } -} - -faction_goal_a_great_fortress = { - name = a_great_fortress_goal_name - description = a_great_fortress_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - visible = { - } - available = { - collection_size = { - input = { - input = collection:faction_owned_core_states - operators = { - limit = { - NOT = { is_fully_controlled_by = OWNER } - } - } - name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED - } - value < 1 - } - } - completed = { - OR = { - ROOT = { - has_tech = coastal_fort_tech_2 - has_tech = land_fort_tech_2 - } - any_allied_country = { - has_tech = coastal_fort_tech_2 - has_tech = land_fort_tech_2 - } - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION_NAME - } - buildings = { bunker coastal_bunker} - size > 29 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - limit = { - NOT = { has_idea = deterrence } - } - add_timed_idea = { - idea = deterrence - days = 360 - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 - has_tech = basic_fortification_tech - } - } -} - - -### War Waging - -faction_goal_preemptive_strike_on_fascism = { - name = preemptive_strike_on_fascism_goal_name - description = preemptive_strike_on_fascism_goal_desc - category = short_term - group = FOCUS_FILTER_WAR_SUPPORT - visible = { - FROM = { - NOT = { - has_government = fascism - } - NOT = { - any_enemy_country = { - has_government = fascism - } - } - } - } - available = { - threat < 0.5 - } - completed = { - any_allied_country = { - has_offensive_war = yes - any_enemy_country = { - has_government = fascism - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - army_experience = 25 - add_war_support = 0.05 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 - is_historical_focus_on = yes - } - } -} - - -faction_goal_war_on_communism = { - name = war_on_communism_goal_name - description = war_on_communism_goal_desc - category = short_term - group = FOCUS_FILTER_WAR_SUPPORT - visible = { - FROM = { - NOT = { - has_government = communism - } - } - any_country = { - has_government = communism - is_on_same_continent_as = FROM - } - NOT = { original_tag = CHY } # they have their own goal - } - completed = { - OR = { - any_enemy_country = { - has_government = communism - is_on_same_continent_as = ROOT - } - any_allied_country = { - any_enemy_country = { - has_government = communism - is_on_same_continent_as = PREV - } - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - add_war_support = 0.05 - } - } - ai_will_do = { - base = 1 - } -} - -faction_goal_war_on_democracy = { - name = war_on_democracy_goal_name - description = war_on_democracy_goal_desc - group = FOCUS_FILTER_WAR_SUPPORT - category = short_term - visible = { - FROM = { - NOT = { - has_government = democratic - } - faction_leader = { - NOT = { has_government = democratic } - } - } - any_country = { - has_government = democratic - is_on_same_continent_as = FROM - } - } - completed = { - OR = { - any_enemy_country = { - has_government = democratic - is_on_same_continent_as = ROOT - } - any_allied_country = { - any_enemy_country = { - has_government = democratic - is_on_same_continent_as = PREV - } - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = THE_FACTION_LEADER - add_faction_initiative = 1 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - add_war_support = 0.05 - } - } - ai_will_do = { - base = 1 - } -} - - -### Units - -faction_goal_an_armored_fist = { - name = an_armored_fist_goal_name - description = an_armored_fist_goal_desc - category = short_term - group = FOCUS_FILTER_ARMY_XP - visible = { - - } - completed = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - unit = armor - equipment_ratio = 0.9 - size > 49 - } - } - complete_effect = { - add_faction_power_projection = 200 - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - army_experience = 50 - random_character = { - tooltip = ONE_PANZER_GENERAL - visible_when_empty = yes - limit = { - is_unit_leader = yes - OR = { - has_trait = armor_officer - has_trait = panzer_leader - has_trait = panzer_expert - } - } - gain_xp = 400 - add_attack = 1 - } - } - } - ai_will_do = { - base = 1 - } -} - -faction_goal_an_infantry_army = { - name = an_infantry_army_goal_name - description = an_infantry_army_goal_desc - category = short_term - group = FOCUS_FILTER_ARMY_XP - completed = { - count_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - unit = infantry - size > 249 - } - } - complete_effect = { - add_faction_power_projection = 200 - custom_effect_tooltip = ALL_FACTION_MEMBERS - every_faction_member = { - army_experience = 50 - random_character = { - tooltip = ONE_INFANTRY_GENERAL - visible_when_empty = yes - limit = { - is_unit_leader = yes - OR = { - has_trait = infantry_officer - has_trait = infantry_leader - has_trait = infantry_expert - } - } - gain_xp = 400 - add_logistics = 1 - } - } - } - ai_will_do = { - base = 1 - } -} - -### Strategic Resources - -# Mexican Oil -faction_goal_develop_mexican_oil = { - name = develop_mexican_oil_goal_name - description = develop_mexican_oil_goal_desc - category = short_term - group = resources_to_market_icon - allowed = { - - } - visible = { - OR = { - 480 = { is_controlled_by_ROOT_or_ally = yes } - 479 = { is_controlled_by_ROOT_or_ally = yes } - 477 = { is_controlled_by_ROOT_or_ally = yes } - 476 = { is_controlled_by_ROOT_or_ally = yes } - } - } - available = { - FROM = { - has_tech = excavation1 - has_tech = excavation2 - } - 480 = { is_controlled_by_ROOT_or_ally = yes } - 479 = { is_controlled_by_ROOT_or_ally = yes } - 477 = { is_controlled_by_ROOT_or_ally = yes } - 476 = { is_controlled_by_ROOT_or_ally = yes } - } - completed = { - 480 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 479 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 477 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 476 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - } - complete_effect = { - add_faction_power_projection = 100 - every_state = { - limit = { - OR = { - state = 480 - state = 479 - state = 477 - state = 476 - } - } - add_resource = { - type = oil - amount = 4 - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - add = 1 # State owners should care more - OR = { - controls_state = 480 - controls_state = 479 - controls_state = 477 - controls_state = 476 - } - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - } -} - -# Curacao Oil -faction_goal_develop_curacao_oil = { - name = develop_curacao_oil_goal_name - description = develop_curacao_oil_goal_desc - category = short_term - group = resources_to_market_icon - allowed = { - - } - visible = { - 695 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - FROM = { - has_tech = excavation1 - has_tech = excavation2 - } - } - completed = { - 695 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - } - complete_effect = { - add_faction_power_projection = 100 - 695 = { - add_resource = { - type = oil - amount = 14 - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - add = 1 # State owners should care more - controls_state = 695 - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - } -} - -# Venezuelan Oil -faction_goal_develop_venezuelan_oil = { - name = develop_venezuelan_oil_goal_name - description = develop_venezuelan_oil_goal_desc - category = short_term - group = resources_to_market_icon - - allowed = { - - } - visible = { - OR = { - 489 = { is_controlled_by_ROOT_or_ally = yes } - 307 = { is_controlled_by_ROOT_or_ally = yes } - } - } - available = { - FROM = { - has_tech = excavation1 - has_tech = excavation2 - } - 489 = { is_controlled_by_ROOT_or_ally = yes } - 307 = { is_controlled_by_ROOT_or_ally = yes } - } - completed = { - 489 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 307 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - } - complete_effect = { - add_faction_power_projection = 100 - every_state = { - limit = { - OR = { - state = 489 - state = 307 - } - } - add_resource = { - type = oil - amount = 8 - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - add = 1 # State owners should care more - OR = { - controls_state = 489 - controls_state = 307 - } - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - } -} - -# Guyanan Bauxite -faction_goal_develop_guyanan_bauxite = { - name = develop_guyanan_bauxite_goal_name - description = develop_guyanan_bauxite_goal_desc - category = short_term - group = resources_to_market_icon - allowed = { - - } - visible = { - 687 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - FROM = { - has_tech = excavation1 - has_tech = excavation2 - } - - } - completed = { - 687 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - } - complete_effect = { - add_faction_power_projection = 100 - 687 = { - add_resource = { - type = aluminium - amount = 14 - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # State owners should care more - controls_state = 687 - } - modifier = { - add = 1 # If entire alliance is low on aluminium they should be incentivized to developing more - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = aluminium - amount < 30 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - } - modifier = { - add = 3 # If entire alliance is very low on aluminium they should be heavily incentivized to developing more - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = aluminium - amount < 10 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - } - } -} - -# Surinamese Bauxite -faction_goal_develop_suriname_bauxite = { - name = develop_suriname_bauxite_goal_name - description = develop_suriname_bauxite_goal_desc - category = short_term - group = resources_to_market_icon - allowed = { - - } - visible = { - 309 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - FROM = { - has_tech = excavation1 - has_tech = excavation2 - } - - } - completed = { - 309 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - } - complete_effect = { - add_faction_power_projection = 100 - 309 = { - add_resource = { - type = aluminium - amount = 14 - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # State owners should care more - controls_state = 309 - } - modifier = { - add = 1 # If entire alliance is low on aluminium they should be incentivized to developing more - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = aluminium - amount < 30 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - } - modifier = { - add = 3 # If entire alliance is very low on aluminium they should be heavily incentivized to developing more - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = aluminium - amount < 10 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - } - } -} - -# Lappland Metals -faction_goal_develop_lappland_metals = { - name = develop_lappland_metals_goal_name - description = develop_lappland_metals_goal_desc - category = short_term - group = resources_to_market_icon - allowed = { - - } - visible = { - OR = { - 666 = { is_controlled_by_ROOT_or_ally = yes } - 918 = { is_controlled_by_ROOT_or_ally = yes } - } - } - available = { - FROM = { - has_tech = excavation1 - has_tech = excavation2 - } - 666 = { is_controlled_by_ROOT_or_ally = yes } - 918 = { is_controlled_by_ROOT_or_ally = yes } - } - completed = { - 666 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 918 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - } - complete_effect = { - add_faction_power_projection = 100 - 666 = { - add_resource = { - type = tungsten - amount = 14 - } - add_resource = { - type = steel - amount = 14 - } - add_resource = { - type = chromium - amount = 8 - } - } - 918 = { - add_resource = { - type = tungsten - amount = 10 - } - add_resource = { - type = steel - amount = 10 - } - add_resource = { - type = chromium - amount = 5 - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # State owners should care more - OR = { - controls_state = 666 - controls_state = 918 - } - } - modifier = { - add = 1 # If entire alliance is low on resources they should be incentivized to developing more - OR = { - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = tungsten - amount < 45 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = steel - amount < 45 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = chromium - amount < 24 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - } - } - modifier = { - add = 3 # If entire alliance is very low on resources they should be heavily incentivized to developing more - OR = { - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = tungsten - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = steel - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = chromium - amount < 8 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - } - } - } -} - -# Ploiesti Oil Fields -faction_goal_develop_ploiesti_oil_fields = { - name = develop_ploiesti_oil_fields_goal_name - description = develop_ploiesti_oil_fields_goal_desc - category = short_term - group = resources_to_market_icon - allowed = { - - } - visible = { - 46 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - FROM = { - has_tech = excavation1 - has_tech = excavation2 - } - } - completed = { - 46 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - } - complete_effect = { - add_faction_power_projection = 100 - 46 = { - add_resource = { - type = oil - amount = 14 - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - add = 1 # State owners should care more - controls_state = 46 - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - } -} - -# Baku Oil Fields -faction_goal_develop_baku_oil_fields = { - name = develop_baku_oil_fields_goal_name - description = develop_baku_oil_fields_goal_desc - category = short_term - group = resources_to_market_icon - - allowed = { - - } - visible = { - OR = { - 229 = { is_controlled_by_ROOT_or_ally = yes } - 232 = { is_controlled_by_ROOT_or_ally = yes } - 821 = { is_controlled_by_ROOT_or_ally = yes } - } - } - available = { - FROM = { - has_tech = excavation1 - has_tech = excavation2 - } - 229 = { is_controlled_by_ROOT_or_ally = yes } - 232 = { is_controlled_by_ROOT_or_ally = yes } - 821 = { is_controlled_by_ROOT_or_ally = yes } - } - completed = { - 229 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 232 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 821 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - } - complete_effect = { - add_faction_power_projection = 100 - every_state = { - limit = { - OR = { - state = 232 - state = 821 - } - } - add_resource = { - type = oil - amount = 4 - } - } - 229 = { - add_resource = { - type = oil - amount = 14 - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - add = 1 # State owners should care more - controls_state = 46 - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - } -} - -# Iraqi Oil -faction_goal_develop_iraqi_oil = { - name = develop_iraqi_oil_goal_name - description = develop_iraqi_oil_goal_desc - category = short_term - group = resources_to_market_icon - allowed = { - - } - visible = { - OR = { - 291 = { is_controlled_by_ROOT_or_ally = yes } - 676 = { is_controlled_by_ROOT_or_ally = yes } - 1010 = { is_controlled_by_ROOT_or_ally = yes } - } - } - available = { - FROM = { - has_tech = excavation1 - has_tech = excavation2 - } - 291 = { is_controlled_by_ROOT_or_ally = yes } - 676 = { is_controlled_by_ROOT_or_ally = yes } - 1010 = { is_controlled_by_ROOT_or_ally = yes } - } - completed = { - 291 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 676 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 1010 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - } - complete_effect = { - add_faction_power_projection = 100 - 291 = { - add_resource = { - type = oil - amount = 6 - } - } - 676 = { - add_resource = { - type = oil - amount = 4 - } - } - 1010 = { - add_resource = { - type = oil - amount = 2 - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - add = 1 # State owners should care more - controls_state = 46 - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - } -} - -# Persian Oil -faction_goal_develop_persian_oil = { - name = develop_persian_oil_goal_name - description = develop_persian_oil_goal_desc - category = short_term - group = resources_to_market_icon - allowed = { - - } - visible = { - OR = { - 411 = { is_controlled_by_ROOT_or_ally = yes } - 412 = { is_controlled_by_ROOT_or_ally = yes } - 413 = { is_controlled_by_ROOT_or_ally = yes } - } - } - available = { - FROM = { - has_tech = excavation1 - has_tech = excavation2 - } - 411 = { is_controlled_by_ROOT_or_ally = yes } - 412 = { is_controlled_by_ROOT_or_ally = yes } - 413 = { is_controlled_by_ROOT_or_ally = yes } - } - completed = { - 411 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 412 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 413 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - } - complete_effect = { - add_faction_power_projection = 100 - 411 = { - add_resource = { - type = oil - amount = 6 - } - } - 412 = { - add_resource = { - type = oil - amount = 4 - } - } - 413 = { - add_resource = { - type = oil - amount = 8 - } - } - } - ai_will_do = { - base = 1 # Everyone should always kiiiinda care about oil - modifier = { - add = 1 # State owners should care more - controls_state = 46 - } - modifier = { - add = -1 # If the alliance is doing well with fuel avoid taking this... - fuel_ratio > 0.9 - all_allied_country = { - fuel_ratio > 0.9 - } - } - modifier = { - add = 1 # Powers with low fuel should care about oil a bit more - fuel_ratio < 0.4 - } - modifier = { - add = 1 # Powers with very low fuel should care about oil A LOT - fuel_ratio < 0.1 - } - } -} - -# Chinese Metals -faction_goal_develop_chinese_metals = { - name = develop_chinese_metals_goal_name - description = develop_chinese_metals_goal_desc - category = short_term - group = resources_to_market_icon - allowed = { - - } - visible = { - OR = { - 592 = { is_controlled_by_ROOT_or_ally = yes } - 593 = { is_controlled_by_ROOT_or_ally = yes } - 594 = { is_controlled_by_ROOT_or_ally = yes } - 599 = { is_controlled_by_ROOT_or_ally = yes } - } - } - available = { - FROM = { - has_tech = excavation1 - has_tech = excavation2 - } - 592 = { is_controlled_by_ROOT_or_ally = yes } - 593 = { is_controlled_by_ROOT_or_ally = yes } - 594 = { is_controlled_by_ROOT_or_ally = yes } - 599 = { is_controlled_by_ROOT_or_ally = yes } - } - completed = { - 592 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 593 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 594 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 599 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - } - complete_effect = { - add_faction_power_projection = 100 - 592 = { - add_resource = { - type = tungsten - amount = 4 - } - add_resource = { - type = steel - amount = 6 - } - add_resource = { - type = chromium - amount = 2 - } - } - 593 = { - add_resource = { - type = tungsten - amount = 6 - } - add_resource = { - type = steel - amount = 6 - } - add_resource = { - type = chromium - amount = 2 - } - } - 594 = { - add_resource = { - type = tungsten - amount = 4 - } - add_resource = { - type = steel - amount = 4 - } - add_resource = { - type = chromium - amount = 2 - } - } - 599 = { - add_resource = { - type = tungsten - amount = 6 - } - add_resource = { - type = steel - amount = 6 - } - add_resource = { - type = chromium - amount = 2 - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # State owners should care more - OR = { - controls_state = 592 - controls_state = 593 - controls_state = 594 - controls_state = 599 - } - } - modifier = { - add = 1 # If entire alliance is low on resources they should be incentivized to developing more - OR = { - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = tungsten - amount < 45 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = steel - amount < 45 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = chromium - amount < 24 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - } - } - modifier = { - add = 3 # If entire alliance is very low on resources they should be heavily incentivized to developing more - OR = { - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = tungsten - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = steel - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = chromium - amount < 8 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - } - } - } -} - -# Malayan Riches -faction_goal_develop_malayan_riches = { - name = develop_malayan_riches_goal_name - description = develop_malayan_riches_goal_desc - category = short_term - group = resources_to_market_icon - allowed = { - - } - visible = { - OR = { - 333 = { is_controlled_by_ROOT_or_ally = yes } - 336 = { is_controlled_by_ROOT_or_ally = yes } - 1021 = { is_controlled_by_ROOT_or_ally = yes } - 1024 = { is_controlled_by_ROOT_or_ally = yes } - } - } - available = { - FROM = { - has_tech = excavation1 - has_tech = excavation2 - } - 333 = { is_controlled_by_ROOT_or_ally = yes } - 336 = { is_controlled_by_ROOT_or_ally = yes } - 1021 = { is_controlled_by_ROOT_or_ally = yes } - 1024 = { is_controlled_by_ROOT_or_ally = yes } - } - completed = { - 333 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 336 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 1021 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 1024 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - } - complete_effect = { - add_faction_power_projection = 100 - 333 = { - add_resource = { - type = oil - amount = 2 - } - add_resource = { - type = rubber - amount = 8 - } - add_resource = { - type = coal - amount = 1 - } - } - 336 = { - add_resource = { - type = aluminium - amount = 4 - } - add_resource = { - type = rubber - amount = 60 - } - add_resource = { - type = tungsten - amount = 28 - } - add_resource = { - type = steel - amount = 4 - } - } - 1021 = { - add_resource = { - type = aluminium - amount = 3 - } - add_resource = { - type = tungsten - amount = 12 - } - add_resource = { - type = steel - amount = 4 - } - } - 1024 = { - add_resource = { - type = rubber - amount = 8 - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # State owners should care more - OR = { - controls_state = 333 - controls_state = 336 - controls_state = 1021 - controls_state = 1024 - } - } - modifier = { - add = 1 # If entire alliance is low on resources they should be incentivized to developing more - OR = { - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = rubber - amount < 45 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = tungsten - amount < 45 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = steel - amount < 24 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = aluminium - amount < 12 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount < 30 - extracted = yes # (optional, default: no) checks extracted amount instead of country balance - } - } - } - modifier = { - add = 3 # If entire alliance is very low on resources they should be heavily incentivized to taking more - OR = { - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = rubber - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = tungsten - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = steel - amount < 8 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = aluminium - amount < 4 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount < 10 - extracted = yes # (optional, default: no) checks extracted amount instead of country balance - } - } - } - } -} - -# Indonesian Riches -faction_goal_develop_indonesian_riches = { - name = develop_indonesian_riches_goal_name - description = control_indonesian_riches_goal_desc - category = short_term - group = resources_to_market_icon - allowed = { - - } - visible = { - OR = { - 334 = { is_controlled_by_ROOT_or_ally = yes } - 335 = { is_controlled_by_ROOT_or_ally = yes } - 667 = { is_controlled_by_ROOT_or_ally = yes } - 672 = { is_controlled_by_ROOT_or_ally = yes } - 673 = { is_controlled_by_ROOT_or_ally = yes } - } - } - available = { - FROM = { - has_tech = excavation1 - has_tech = excavation2 - } - 334 = { is_controlled_by_ROOT_or_ally = yes } - 335 = { is_controlled_by_ROOT_or_ally = yes } - 667 = { is_controlled_by_ROOT_or_ally = yes } - 672 = { is_controlled_by_ROOT_or_ally = yes } - 673 = { is_controlled_by_ROOT_or_ally = yes } - } - completed = { - 334 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 335 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 667 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 672 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - 673 = { - CONTROLLER = { has_tech = excavation3 } - infrastructure > 4 - } - } - complete_effect = { - add_faction_power_projection = 100 - 334 = { - add_resource = { - type = oil - amount = 3 - } - add_resource = { - type = rubber - amount = 28 - } - add_resource = { - type = coal - amount = 2 - } - } - 335 = { - add_resource = { - type = oil - amount = 4 - } - add_resource = { - type = rubber - amount = 48 - } - } - 667 = { - add_resource = { - type = rubber - amount = 6 - } - } - 672 = { - add_resource = { - type = oil - amount = 5 - } - add_resource = { - type = aluminium - amount = 8 - } - add_resource = { - type = rubber - amount = 50 - } - add_resource = { - type = coal - amount = 3 - } - } - 673 = { - add_resource = { - type = rubber - amount = 10 - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # State owners should care more - OR = { - controls_state = 334 - controls_state = 335 - controls_state = 667 - controls_state = 672 - controls_state = 673 - } - } - modifier = { - add = 1 # If entire alliance is low on resources they should be incentivized to developing more - OR = { - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = rubber - amount < 45 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = tungsten - amount < 45 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = steel - amount < 24 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = aluminium - amount < 12 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount < 30 - extracted = yes # (optional, default: no) checks extracted amount instead of country balance - } - } - } - modifier = { - add = 3 # If entire alliance is very low on resources they should be heavily incentivized to taking more - OR = { - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = rubber - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = tungsten - amount < 15 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = steel - amount < 8 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = aluminium - amount < 4 - extracted = no # (optional, default: no) checks extracted amount instead of country balance - } - has_resources_in_collection = { - collection = { - input = game:scope - operators = { faction_members } - name = FACTION - } - resource = oil - amount < 10 - extracted = yes # (optional, default: no) checks extracted amount instead of country balance - } - } - } - } -} - -### Strategic Bases - -# Newfoundland -faction_goal_expand_newfoundland_bases = { - name = expand_newfoundland_bases_goal_name - description = expand_newfoundland_bases_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - - allowed = { - - } - visible = { - 331 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 331 = { - air_base > 1 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 2 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 331 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Bermuda -faction_goal_expand_bermuda_bases = { - name = expand_bermuda_bases_goal_name - description = expand_bermuda_bases_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 696 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 696 = { - air_base > 1 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 2 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 696 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Bahamas -faction_goal_expand_bahamas_bases = { - name = expand_bahamas_bases_goal_name - description = expand_bahamas_bases_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - OR = { - 690 = { is_controlled_by_ROOT_or_ally = yes } - 693 = { is_controlled_by_ROOT_or_ally = yes } - } - } - available = { - 690 = { is_controlled_by_ROOT_or_ally = yes } - 693 = { is_controlled_by_ROOT_or_ally = yes } - } - completed = { - any_state = { - OR = { - state = 690 - state = 693 - } - air_base > 1 - } - any_state = { - OR = { - state = 690 - state = 693 - } - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 2 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 690 - controls_state = 693 - } - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Panama -faction_goal_fortify_panama_canal = { - name = fortify_panama_canal_goal_name - description = control_panama_canal_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 685 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 685 = { - air_base > 7 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 4 - } - any_province_building_level = { - province = { - all_provinces = yes - } - building = coastal_bunker - level > 0 - } - any_province_building_level = { - province = { - all_provinces = yes - } - building = bunker - level > 0 - } - } - OR = { - divisions_in_state = { state = 685 size > 0 } - any_allied_country = { - divisions_in_state = { state = 685 size > 0 } - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 685 - } - add_faction_initiative = 1 - } - 685 = { - add_building_construction = { - type = coastal_bunker - level = 1 - province = 7617 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 7617 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 2 # If major naval power seek to protect access - has_navy_size = { - size > 20 - type = capital_ship - } - } - modifier = { - add = 10 # If BYG - original_tag = BYG - } - } -} - -# Trinidad -faction_goal_expand_trinidad_bases = { - name = expand_trinidad_bases_goal_name - description = control_trinidad_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 691 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 691 = { - air_base > 1 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 2 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 691 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Azores -faction_goal_expand_azores_bases = { - name = expand_azores_bases_goal_name - description = control_azores_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - - allowed = { - - } - visible = { - 698 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 698 = { - air_base > 2 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 4 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 698 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Iceland -faction_goal_expand_iceland_bases = { - name = expand_iceland_bases_goal_name - description = expand_iceland_bases_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 100 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 100 = { - air_base > 1 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 2 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 100 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Faroe Islands -faction_goal_expand_faroese_bases = { - name = expand_faroese_bases_goal_name - description = control_faroe_islands_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 337 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 337 = { - air_base > 1 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 2 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 337 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 2 # If convoys being threatened try to secure the transatlantic supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Narvik -faction_goal_expand_narvik_bases = { - name = expand_narvik_bases_goal_name - description = expand_narvik_bases_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 144 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 144 = { - air_base > 2 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 4 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 144 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with USSR prioritize this - any_enemy_country = { - original_tag = BFL - } - } - } -} - -# Danish Belts -faction_goal_fortify_danish_belts = { - name = fortify_danish_belts_goal_name - description = fortify_danish_belts_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - OR = { - 37 = { is_controlled_by_ROOT_or_ally = yes } - 911 = { is_controlled_by_ROOT_or_ally = yes } - 99 = { is_controlled_by_ROOT_or_ally = yes } - } - } - available = { - 37 = { is_controlled_by_ROOT_or_ally = yes } - 911 = { is_controlled_by_ROOT_or_ally = yes } - 99 = { is_controlled_by_ROOT_or_ally = yes } - } - completed = { - custom_trigger_tooltip = { - tooltip = fortify_danish_belts_tooltip - 37 = { - any_province_building_level = { - province = { - id = 6287 - id = 3260 - } - building = coastal_bunker - level > 0 - } - } - 911 = { - any_province_building_level = { - province = { - id = 3325 - } - building = coastal_bunker - level > 0 - } - } - 99 = { - any_province_building_level = { - province = { - id = 394 - id = 3277 - } - building = coastal_bunker - level > 0 - } - } - OR = { - AND = { - divisions_in_state = { state = 37 size > 1 } - divisions_in_state = { state = 911 size > 0 } - divisions_in_state = { state = 99 size > 1 } - } - any_allied_country = { - divisions_in_state = { state = 37 size > 1 } - divisions_in_state = { state = 911 size > 0 } - divisions_in_state = { state = 99 size > 1 } - } - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 37 - controls_state = 911 - controls_state = 99 - } - } - add_faction_initiative = 1 - } - 37 = { - add_building_construction = { - type = coastal_bunker - level = 1 - province = 6287 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 3260 - instant_build = yes - } - } - 911 = { - add_building_construction = { - type = coastal_bunker - level = 1 - province = 3325 - instant_build = yes - } - } - 99 = { - add_building_construction = { - type = coastal_bunker - level = 1 - province = 394 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 3277 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # If naval power seek to control access - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with HUJ and capital is on mainland Europe prioritize this - capital_scope = { - is_on_continent = europe - } - any_enemy_country = { - original_tag = HUJ - } - } - modifier = { - add = 1 # If TIX prioritize this - is_historical_focus_on = yes - original_tag = TIX - } - } -} - -# Gibraltar -faction_goal_fortify_gibraltar = { - name = fortify_gibraltar_goal_name - description = fortify_gibraltar_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - - allowed = { - - } - visible = { - 118 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 118 = { - air_base > 3 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 6 - } - any_province_building_level = { - province = { - all_provinces = yes - } - building = coastal_bunker - level > 2 - } - any_province_building_level = { - province = { - all_provinces = yes - } - building = bunker - level > 2 - } - } - OR = { - divisions_in_state = { state = 118 size > 0 } - any_allied_country = { - divisions_in_state = { state = 118 size > 0 } - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 118 - } - add_faction_initiative = 1 - } - 118 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = air_base - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = { - all_provinces = yes - limit_to_naval_base = yes - } - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 4135 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 4135 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - factor = 2 # Target of opportunity - already at war anyway - 118 = { - controller = { - has_war_with = ROOT - } - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If TIX or SAD prioritize this - is_historical_focus_on = yes - OR = { - original_tag = SAD - original_tag = TIX - } - } - } -} - -# Malta -faction_goal_expand_maltese_bases = { - name = expand_maltese_bases_goal_name - description = expand_maltese_bases_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 116 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 116 = { - air_base > 3 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 3 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 116 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 1 - modifier = { - add = 2 # If convoys being threatened try to secure the mediterranean supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = middle_east - is_on_continent = africa - } - } - } - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Crete -faction_goal_expand_cretan_bases = { - name = expand_cretan_bases_goal_name - description = expand_cretan_bases_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 182 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 182 = { - air_base > 3 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 4 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 182 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 1 - modifier = { - add = 2 # If convoys being threatened try to secure the mediterranean supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = middle_east - is_on_continent = africa - } - } - } - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Cyprus -faction_goal_expand_cypriot_bases = { - name = expand_cypriot_bases_goal_name - description = expand_cypriot_bases_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 183 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 183 = { - air_base > 2 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 3 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 183 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 1 - modifier = { - add = 2 # If convoys being threatened try to secure the mediterranean supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = middle_east - is_on_continent = africa - } - } - } - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Bosporus -faction_goal_fortify_bosporus = { - name = fortify_bosporus_goal_name - description = fortify_bosporus_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 797 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - custom_trigger_tooltip = { - tooltip = fortify_bosporus_tooltip - 797 = { - any_province_building_level = { - province = { - id = 9833 - id = 11829 - } - building = coastal_bunker - level > 0 - } - any_province_building_level = { - province = { - id = 9833 - id = 11829 - } - building = bunker - level > 0 - } - } - OR = { - divisions_in_state = { state = 797 size > 1 } - any_allied_country = { - divisions_in_state = { state = 797 size > 1 } - } - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 797 - } - add_faction_initiative = 1 - } - 797 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 9833 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 9833 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 11829 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 11829 - instant_build = yes - } - } - } - ai_will_do = { - base = 1 - modifier = { - add = 1 # If major naval power seek to control access - has_navy_size = { - size > 20 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with BFL prioritize this - any_enemy_country = { - original_tag = BFL - } - } - } -} - -# Dardanelles -faction_goal_fortify_dardanelles = { - name = fortify_dardanelles_goal_name - description = fortify_dardanelles_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - OR = { - 340 = { is_controlled_by_ROOT_or_ally = yes } - 341 = { is_controlled_by_ROOT_or_ally = yes } - } - } - available = { - 340 = { is_controlled_by_ROOT_or_ally = yes } - 341 = { is_controlled_by_ROOT_or_ally = yes } - } - completed = { - custom_trigger_tooltip = { - tooltip = fortify_dardanelles_tooltip - 340 = { - any_province_building_level = { - province = { - id = 6864 - } - building = coastal_bunker - level > 0 - } - any_province_building_level = { - province = { - id = 6864 - } - building = bunker - level > 0 - } - } - 341 = { - any_province_building_level = { - province = { - id = 849 - } - building = coastal_bunker - level > 0 - } - any_province_building_level = { - province = { - id = 849 - } - building = bunker - level > 0 - } - } - OR = { - AND = { - divisions_in_state = { state = 797 size > 0 } - divisions_in_state = { state = 341 size > 0 } - } - any_allied_country = { - divisions_in_state = { state = 797 size > 0 } - divisions_in_state = { state = 341 size > 0 } - } - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 340 - controls_state = 341 - } - } - add_faction_initiative = 1 - } - 340 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 6864 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 6864 - instant_build = yes - } - } - 341 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = naval_base - level = 1 - instant_build = yes - province = 849 - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 849 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 849 - instant_build = yes - } - } - } - ai_will_do = { - base = 1 - modifier = { - add = 1 # If major naval power seek to control access - has_navy_size = { - size > 20 - type = capital_ship - } - } - modifier = { - add = 1 # If at war with BFL prioritize this - any_enemy_country = { - original_tag = BFL - } - } - } -} - -# Suez Canal -faction_goal_fortify_suez_canal = { - name = fortify_suez_canal_goal_name - description = fortify_suez_canal_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - - allowed = { - - } - visible = { - 446 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - custom_trigger_tooltip = { - tooltip = fortify_suez_tooltip - 446 = { - any_province_building_level = { - province = { - id = 12049 - id = 4073 - id = 1155 - id = 9947 - } - building = coastal_bunker - level > 0 - } - any_province_building_level = { - province = { - id = 12049 - id = 4073 - id = 1155 - id = 9947 - } - building = bunker - level > 0 - } - } - OR = { - divisions_in_state = { state = 446 size > 3 } - any_allied_country = { - divisions_in_state = { state = 446 size > 3 } - } - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 446 - } - add_faction_initiative = 1 - } - 446 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 12049 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 12049 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 4073 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 4073 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 1155 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 1155 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 9947 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 9947 - instant_build = yes - } - } - } - ai_will_do = { - base = 1 - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 2 # If major naval power seek to control access - has_navy_size = { - size > 20 - type = capital_ship - } - } - } -} - -# Gulf of Aden -faction_goal_expand_gulf_of_aden_bases = { - name = expand_gulf_of_aden_bases_goal_name - description = control_gulf_of_aden_bases_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 992 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 992 = { - air_base > 2 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 2 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 992 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 2 # If convoys being threatened try to secure the suez supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to control access - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Strait of Hormuz -faction_goal_fortify_strait_of_hormuz = { - name = fortify_strait_of_hormuz_goal_name - description = fortify_strait_of_hormuz_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - OR = { - 412 = { is_controlled_by_ROOT_or_ally = yes } - 1013 = { is_controlled_by_ROOT_or_ally = yes } - } - } - available = { - 412 = { is_controlled_by_ROOT_or_ally = yes } - 1013 = { is_controlled_by_ROOT_or_ally = yes } - } - completed = { - custom_trigger_tooltip = { - tooltip = fortify_strait_of_hormuz_tooltip - 412 = { - any_province_building_level = { - province = { - id = 7982 - } - building = coastal_bunker - level > 0 - } - any_province_building_level = { - province = { - id = 7982 - } - building = bunker - level > 0 - } - } - 1013 = { - any_province_building_level = { - province = { - id = 13369 - } - building = coastal_bunker - level > 0 - } - any_province_building_level = { - province = { - id = 13369 - } - building = bunker - level > 0 - } - } - OR = { - AND = { - divisions_in_state = { state = 412 size > 0 } - divisions_in_state = { state = 1013 size > 0 } - } - any_allied_country = { - divisions_in_state = { state = 412 size > 0 } - divisions_in_state = { state = 1013 size > 0 } - } - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - OR = { - controls_state = 412 - controls_state = 1013 - } - } - add_faction_initiative = 1 - } - 412 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 7982 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 7982 - instant_build = yes - } - } - 1013 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 13369 - instant_build = yes - } - add_building_construction = { - type = bunker - level = 1 - province = 13369 - instant_build = yes - } - } - } - ai_will_do = { - base = 1 - modifier = { - add = 2 # If convoys being threatened try to secure the suez supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = europe - is_on_continent = asia - } - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE_OR_ASIA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = middle_east - } - } - name = COLLECTION_FACTION_STATES_IN_MIDDLE_EAST - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to control access - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Ceylon -faction_goal_expand_ceylonese_bases = { - name = expand_ceylonese_bases_goal_name - description = expand_ceylonese_bases_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 422 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 422 = { - air_base > 4 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 6 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 422 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 2 # If convoys being threatened try to secure the supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Singapore -faction_goal_expand_singapore_naval_base = { - name = expand_singapore_naval_base_goal_name - description = expand_singapore_naval_base_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 1021 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 1021 = { - air_base > 7 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 9 - } - any_province_building_level = { - province = { - all_provinces = yes - } - building = coastal_bunker - level > 3 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 1021 - } - add_faction_initiative = 1 - } - 1021 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - } - } - ai_will_do = { - base = 1 - modifier = { - add = 2 # If convoys being threatened try to secure the supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = europe - } - } - name = COLLECTION_FACTION_STATES_IN_EUROPE - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 5 # HUJ should really want to do this - is_historical_focus_on = yes - original_tag = HUJ - } - } -} - -# Manila -faction_goal_fortify_manila_bay = { - name = fortify_manila_bay_goal_name - description = fortify_manila_bay_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 327 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - custom_trigger_tooltip = { - tooltip = fortify_manila_tooltip - 327 = { - air_base > 7 - any_province_building_level = { - province = { - id = 10265 - } - building = naval_base - level > 6 - } - any_province_building_level = { - province = { - id = 10265 - } - building = coastal_bunker - level > 1 - } - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 327 - } - add_faction_initiative = 1 - } - 327 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 10265 - instant_build = yes - } - } - } - ai_will_do = { - base = 1 - modifier = { - add = 1 # If naval power seek to protect it by expandin/fortifying bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - modifier = { - add = 1 # If PHI prioritize this - original_tag = PHI - } - } -} - -# Okinawa -faction_goal_fortify_okinawa = { - name = fortify_okinawa_goal_name - description = fortify_okinawa_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - - allowed = { - - } - visible = { - 526 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - custom_trigger_tooltip = { - tooltip = fortify_okinawa_tooltip - 526 = { - air_base > 4 - anti_air_building > 0 - any_province_building_level = { - province = { - id = 10265 - } - building = coastal_bunker - level > 1 - } - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 526 - } - add_faction_initiative = 1 - } - 526 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 11932 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # If at war with CHY then expand airbases - has_war_with = CHY - } - modifier = { - add = 10 # If Japan and vulnerable at sea prioritize this - original_tag = CHY - has_navy_size = { - size < 10 - type = capital_ship - } - has_navy_size = { - type = carrier - size < 4 - } - } - } -} - -# Iwo Jima -faction_goal_fortify_iwo_jima = { - name = fortify_iwo_jima_goal_name - description = fortify_iwo_jima_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 645 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 645 = { - air_base > 2 - anti_air_building > 0 - any_province_building_level = { - province = { - id = 13025 - } - building = coastal_bunker - level > 1 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 645 - } - add_faction_initiative = 1 - } - 645 = { - add_building_construction = { - type = anti_air_building - level = 1 - instant_build = yes - } - add_building_construction = { - type = coastal_bunker - level = 1 - province = 13025 - instant_build = yes - } - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # If at war with CHY then expand airbases - has_war_with = CHY - } - modifier = { - add = 10 # If Japan and vulnerable at sea prioritize this - original_tag = CHY - has_navy_size = { - size < 10 - type = capital_ship - } - has_navy_size = { - type = carrier - size < 4 - } - } - } -} - -# Caroline Islands -faction_goal_expand_caroline_islands_bases = { - name = expand_caroline_islands_bases_goal_name - description = expand_caroline_islands_bases_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 684 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 684 = { - air_base > 4 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 7 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 684 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 2 # If convoys being threatened try to secure the transpacific supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Guadalcanal -faction_goal_expand_guadalcanal_bases = { - name = expand_guadalcanal_bases_goal_name - description = expand_guadalcanal_bases_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 634 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 634 = { - air_base > 1 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 3 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 634 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 1 # Always care if Australia or NZL - OR = { - original_tag = AST - original_tag = NZL - } - } - modifier = { - add = 2 # If convoys being threatened try to secure the transpacific supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - OR = { - is_on_continent = north_america - is_on_continent = asia - } - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA_OR_ASIA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = australia - } - } - name = COLLECTION_FACTION_STATES_IN_AUSTRALIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Wake Island -faction_goal_expand_wake_island_bases = { - name = expand_wake_island_bases_goal_name - description = control_wake_island_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 632 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 632 = { - air_base > 1 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 2 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 632 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 2 # If convoys being threatened try to secure the transpacific supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} - -# Midway Island -faction_goal_expand_midway_island_bases = { - name = expand_midway_island_bases_goal_name - description = expand_midway_island_bases_goal_desc - category = short_term - group = FOCUS_FILTER_CONSOLIDATION - allowed = { - - } - visible = { - 631 = { is_controlled_by_ROOT_or_ally = yes } - } - available = { - - } - completed = { - 631 = { - air_base > 1 - any_province_building_level = { - province = { - all_provinces = yes - } - building = naval_base - level > 2 - } - } - } - complete_effect = { - add_faction_power_projection = 100 - custom_effect_tooltip = generic_skip_one_line_tt - custom_effect_tooltip = TARGET_STATE_CONTROLLERS - every_faction_member = { - visible_when_empty = yes - limit = { - controls_state = 631 - } - add_faction_initiative = 1 - } - } - ai_will_do = { - base = 0 - modifier = { - add = 2 # If convoys being threatened try to secure the transpacific supply lines better - convoy_threat > 0.5 - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = north_america - } - } - name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA - } - value > 0 - } - collection_size = { - input = { - input = game:all_states - operators = { - limit = { - is_controlled_by_ROOT_or_ally = yes - is_on_continent = asia - } - } - name = COLLECTION_FACTION_STATES_IN_ASIA - } - value > 0 - } - } - modifier = { - add = 1 # If naval power seek to project it by expanding bases - has_navy_size = { - size > 5 - type = capital_ship - } - } - } -} \ No newline at end of file diff --git a/src/common/factions/templates/az_templates.txt b/src/common/factions/templates/az_templates.txt index 75a3d79..d60e907 100755 --- a/src/common/factions/templates/az_templates.txt +++ b/src/common/factions/templates/az_templates.txt @@ -1,14 +1,15 @@ # The Allies faction_template_azurlane = { name = "碧蓝航线" - manifest = faction_manifest_defense_of_democracy_allies + manifest = az_faction_manifest_defense_of_democracy_allies goals = { # Short term goals - + az_faction_goal_nvpu + # Medium term goals - faction_goal_the_arteries_of_trade + az_faction_goal_the_arteries_of_trade # Long term goals faction_goal_the_atomic_race @@ -34,16 +35,16 @@ faction_template_azurlane = { faction_template_cszz = { name = "赤色中轴" icon = GFX_faction_logo_axis - manifest = faction_manifest_conquest_of_territory + manifest = az_faction_manifest_conquest_of_territory goals = { # Short term goals - faction_goal_one_germany #It is ok for them not to start with a free slot + az_faction_goal_one_germany #It is ok for them not to start with a free slot #faction_goal_high_seas_fleet # Medium term goals - faction_goal_secure_european_continent + az_faction_goal_secure_european_continent # Long terms faction_goal_resource_control @@ -64,17 +65,17 @@ faction_template_cszz = { #东亚反暴政联盟 faction_template_DOH_united_front = { name = "东亚反暴政联盟" - manifest = faction_manifest_china_territorial_integrity + manifest = az_faction_manifest_china_territorial_integrity goals = { # Short term goals # None - + # Medium term goals - faction_goal_control_the_chinese_coast + az_faction_goal_control_the_chinese_coast # Long term goals - faction_goal_no_japanese_in_china + az_faction_goal_no_japanese_in_china } @@ -85,19 +86,20 @@ faction_template_DOH_united_front = { dismissal_rule_offensive_war } - icon = GFX_faction_logo_chinese_united_front + icon = GFX_faction_logo_generic_11 } # Comintern faction_template_BFL_comintern = { name = "共产联盟" - manifest = faction_manifest_security_through_expansion + manifest = az_faction_manifest_an_iron_curtain icon = GFX_faction_logo_comintern goals = { # Short term goals # faction_goal_stall_the_fascist_threat - + az_faction_goal_nbwd + # Medium term goals faction_goal_indifference_is_a_threat @@ -145,7 +147,7 @@ faction_template_CHY_sakoku_ron_faction = { # New Order in East Asia faction_template_CHY_new_asia_faction = { name = "东亚合作圈" - manifest = faction_manifest_suppress_asian_communism + manifest = az_faction_manifest_suppress_asian_communism goals = { @@ -154,10 +156,10 @@ faction_template_CHY_new_asia_faction = { #faction_goal_war_on_communism # Would be autocompleted if done when at war with the PRC # Medium Term - faction_goal_control_the_chinese_capitals + az_faction_goal_control_the_chinese_capitals # Long Term - faction_goal_align_china + az_faction_goal_align_china #faction_goal_war_on_communism_in_asia } @@ -176,7 +178,7 @@ faction_template_CHY_new_asia_faction = { faction_template_byg_commonwealth = { name = "白鹰联邦" icon = GFX_faction_logo_generic_17 - manifest = faction_manifest_defense_of_democracy + manifest = az_faction_manifest_defense_of_democracy_allies can_leader_join_other_factions = yes visible = { always = no @@ -184,7 +186,7 @@ faction_template_byg_commonwealth = { goals = { # Short term goals - faction_goal_building_up_guam # Acceptable not to be empty at start. + az_faction_goal_building_up_guam # Acceptable not to be empty at start. # Medium term goals faction_goal_industrial_expansion diff --git a/src/common/game_rules/AZ_game_rules.txt b/src/common/game_rules/AZ_game_rules.txt index 1b18193..43ec454 100755 --- a/src/common/game_rules/AZ_game_rules.txt +++ b/src/common/game_rules/AZ_game_rules.txt @@ -131,9 +131,21 @@ SAD_ai_behavior = { group = "RULE_GROUP_AI_BEHAVIOR" default = { name = DEFAULT + text = "SAD_zouxiang_moren" + desc = "SAD_zouxiang_moren_desc" + allow_achievements = yes + } + option = { + name = SAD_historical text = "SAD_zouxiang_default" desc = "SAD_zouxiang_default_desc" allow_achievements = yes + } + option = { + name = SAD_neizhan + text = "SAD_zouxiang_neizhan" + desc = "SAD_zouxiang_neizhan_desc" + allow_achievements = yes } } HUJ_ai_behavior = { diff --git a/src/common/ideas/az_psh_army_spirits.txt b/src/common/ideas/az_psh_army_spirits.txt index 4797d3d..5bbd2c4 100755 --- a/src/common/ideas/az_psh_army_spirits.txt +++ b/src/common/ideas/az_psh_army_spirits.txt @@ -1,5 +1,33 @@ ideas = { academy_spirit = { + psh_jnjgt = { + ledger = army + picture = professional_officer_corps_spirit + visible = { + OR = { + tag = TIX + tag = SAD + tag = CHY + tag = HUJ + tag = BYG + tag = HUJ + tag = YUW + tag = BFL + tag = DOH + tag = BLI + tag = DH1 + tag = SIR + } + } + modifier = { + experience_gain_army_factor = 0.1 + land_doctrine_cost_factor = -0.1 + command_power_gain = 0.5 + } + ai_will_do = { + factor = 10 + } + } psh_qnjn = { ledger = army picture = theatre_training_spirit @@ -15,6 +43,8 @@ ideas = { tag = BFL tag = DOH tag = BLI + tag = DH1 + tag = SIR } } @@ -40,6 +70,8 @@ ideas = { tag = BFL tag = DOH tag = BLI + tag = DH1 + tag = SIR } } @@ -68,6 +100,8 @@ ideas = { tag = BFL tag = DOH tag = BLI + tag = DH1 + tag = SIR } OR = { has_government = fascism @@ -96,6 +130,8 @@ ideas = { tag = BFL tag = DOH tag = BLI + tag = DH1 + tag = SIR } OR = { has_government = democratic @@ -125,6 +161,8 @@ ideas = { tag = BFL tag = DOH tag = BLI + tag = DH1 + tag = SIR } } @@ -144,32 +182,6 @@ ideas = { army_spirit = { - psh_jnjgt = { - ledger = army - picture = professional_officer_corps_spirit - visible = { - OR = { - tag = TIX - tag = SAD - tag = CHY - tag = HUJ - tag = BYG - tag = HUJ - tag = YUW - tag = BFL - tag = DOH - tag = BLI - } - } - modifier = { - experience_gain_army_factor = 0.1 - land_doctrine_cost_factor = -0.1 - command_power_gain = 0.5 - } - ai_will_do = { - factor = 10 - } - } psh_mjgsd = { ledger = army picture = HUN_secret_rearmament @@ -185,6 +197,8 @@ ideas = { tag = BFL tag = DOH tag = BLI + tag = DH1 + tag = SIR } } modifier = { @@ -222,6 +236,8 @@ ideas = { tag = BFL tag = DOH tag = BLI + tag = DH1 + tag = SIR } } modifier = { diff --git a/src/common/ideas/tianjiang.txt b/src/common/ideas/tianjiang.txt index c014d99..f2b23f0 100755 --- a/src/common/ideas/tianjiang.txt +++ b/src/common/ideas/tianjiang.txt @@ -2715,8 +2715,8 @@ ideas = { NOT = { has_war_with = BFL } } modifier = { - resistance_target = 0.5 - resistance_growth = 0.5 + resistance_target = 1 + resistance_growth = 1 } } diff --git a/src/common/national_focus/beifanglianhe.txt b/src/common/national_focus/beifanglianhe.txt index ffeb0c2..e967851 100755 --- a/src/common/national_focus/beifanglianhe.txt +++ b/src/common/national_focus/beifanglianhe.txt @@ -728,12 +728,14 @@ #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { - add_doctrine_cost_reduction = { - name = "战术研究" - cost_reduction = 0.25 - uses = 2 - category = land_doctrine - } + add_mastery_bonus = { + bonus = 0.5 + days = 180 + name = "战术研究" + folder = land + track = operations + index = 1 + } } } focus = { @@ -873,6 +875,14 @@ uses = 2 category = land_doctrine } + add_mastery_bonus = { + bonus = 0.5 + days = 180 + name = "发展步兵" + folder = land + track = infantry + index = 1 + } } } focus = { @@ -992,12 +1002,14 @@ completion_reward = { add_ideas = YUW_ydz - add_doctrine_cost_reduction = { - name = "运动战" - cost_reduction = 0.5 - uses = 1 - category = land_doctrine - } + add_mastery_bonus = { + bonus = 0.5 + days = 180 + name = "运动战" + folder = land + track = armor + index = 1 + } } } @@ -1027,12 +1039,13 @@ completion_reward = { BFL_lujunjianshe_dengji = Yes army_experience = 75 - add_doctrine_cost_reduction = { - name = "纵深作战" - cost_reduction = 0.5 - uses = 2 - category = land_doctrine - } + add_mastery_bonus = { + bonus = 0.5 + days = 180 + name = "纵深作战" + folder = land + index = 1 + } custom_effect_tooltip = unlock_propaganda_campaign_tt unlock_decision_tooltip = SOV_propaganda_glory_to_partisans custom_effect_tooltip = propaganda_campaign_requirement_tt @@ -3650,6 +3663,13 @@ set_rule = { can_use_kamikaze_pilots = yes } + add_mastery_bonus = { + bonus = 0.5 + days = 180 + name = "蛮啾特攻队" + folder = air + index = 1 + } } } focus = { diff --git a/src/common/national_focus/byg_focus.txt b/src/common/national_focus/byg_focus.txt index b213362..ac1d1d2 100755 --- a/src/common/national_focus/byg_focus.txt +++ b/src/common/national_focus/byg_focus.txt @@ -99,10 +99,17 @@ focus_tree = { completion_reward = { add_doctrine_cost_reduction = { name = "陆军改革研讨" - cost_reduction = 0.5 - uses = 6 + cost_reduction = 0.75 + uses = 4 category = land_doctrine } + add_mastery_bonus = { + bonus = 0.5 + days = 365 + name = "陆军改革研讨" + folder = land + index = 1 + } } } focus = { @@ -163,12 +170,14 @@ focus_tree = { } #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { - add_doctrine_cost_reduction = { - name = "优势火力学说" - cost_reduction = 0.75 - uses = 4 - category = cat_superior_firepower - } + add_mastery_bonus = { + bonus = 0.75 + days = 365 + name = "优势火力" + folder = land + track = combat_support + index = 1 + } } } focus = { @@ -338,6 +347,14 @@ focus_tree = { #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { TY_lujunliluntupo = yes + add_mastery_bonus = { + bonus = 1 + days = 90 + name = "现代闪电战" + folder = land + track = armor + index = 1 + } add_breakthrough_progress = { specialization = specialization_land value = 1.5 diff --git a/src/common/national_focus/huangjia.txt b/src/common/national_focus/huangjia.txt index c5174a6..2cbfb4f 100755 --- a/src/common/national_focus/huangjia.txt +++ b/src/common/national_focus/huangjia.txt @@ -532,12 +532,13 @@ focus_tree = { #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { army_experience = 50 - add_doctrine_cost_reduction = { - name = "注重陆军" - cost_reduction = 0.25 - uses = 2 - category = land_doctrine - } + add_mastery_bonus = { + bonus = 0.5 + days = 180 + name = "注重陆军" + folder = land + index = 1 + } } } focus = { @@ -4959,13 +4960,14 @@ focus_tree = { factor = 100 } completion_reward = { - add_doctrine_cost_reduction = { - name = "重整皇家陆军" - cost_reduction = 0.2 - uses = 2 - category = land_doctrine - } army_experience = 100 + add_mastery_bonus = { + bonus = 0.5 + days = 180 + name = "重整皇家陆军" + folder = land + index = 1 + } custom_effect_tooltip = generic_skip_one_line_tt reduce_focus_completion_cost = { focus = { HUJ_guofangjianshe HUJ_lilunyanjiu HUJ_liluntupo } diff --git a/src/common/national_focus/tiexue.txt b/src/common/national_focus/tiexue.txt index 18300ab..0f9e888 100755 --- a/src/common/national_focus/tiexue.txt +++ b/src/common/national_focus/tiexue.txt @@ -2159,6 +2159,13 @@ focus_tree = { specialization = specialization_land value = 1.5 } + add_mastery_bonus = { + bonus = 0.25 + days = 365 + name = "思维创新" + folder = land + index = 1 + } } } focus = { @@ -2256,6 +2263,14 @@ focus_tree = { planning_skill = 3 logistics_skill = 2 } + add_mastery_bonus = { + bonus = 0.5 + days = 180 + name = "训练坦克乘员组" + folder = land + track = armor + index = 1 + } } } focus = { diff --git a/src/common/scripted_effects/az_tianjiang_scripted_effects.txt b/src/common/scripted_effects/az_tianjiang_scripted_effects.txt index c21ceda..36b47f8 100755 --- a/src/common/scripted_effects/az_tianjiang_scripted_effects.txt +++ b/src/common/scripted_effects/az_tianjiang_scripted_effects.txt @@ -170,6 +170,7 @@ yaertahuiyi_effects = { set_politics = { ruling_party = democratic } + transfer_state = 912 } GER = { add_popularity = { ideology = democratic popularity = 0.75 } diff --git a/src/events/AZ_tianjiangEvents.txt b/src/events/AZ_tianjiangEvents.txt index f130a5d..eb34e3e 100755 --- a/src/events/AZ_tianjiangEvents.txt +++ b/src/events/AZ_tianjiangEvents.txt @@ -14943,9 +14943,22 @@ country_event = { ai_chance = { base = 40 modifier = { - is_historical_focus_on = yes + OR = { + is_historical_focus_on = yes + has_game_rule = { + rule = SAD_ai_behavior + option = SAD_historical + } + } factor = 100 } + modifier = { + has_game_rule = { + rule = SAD_ai_behavior + option = SAD_neizhan + } + factor = 0 + } } } option = { @@ -14962,9 +14975,51 @@ country_event = { ai_chance = { base = 60 modifier = { - is_historical_focus_on = yes + has_game_rule = { + rule = SAD_ai_behavior + option = SAD_neizhan + } + factor = 300 + } + modifier = { + OR = { + is_historical_focus_on = yes + has_game_rule = { + rule = SAD_ai_behavior + option = SAD_historical + } + } factor = 0 } } } +} + +#从SB丹麦手里拿回南日德兰 +country_event = { + id = az_tianjiang.450 + title = az_tianjiang.450.t + desc = az_tianjiang.450.d + fire_only_once = yes + hidden = yes + trigger = { + tag = TIX + has_government = fascism + is_puppet = no + DEN = { + is_subject_of = TIX + } + 912 = { is_controlled_by = DEN } + } + immediate = { + hidden_effect = { + transfer_state = 912 + } + } + option = { + name = az_tianjiang.450.a + ai_chance = { + base = 100 + } + } } \ No newline at end of file diff --git a/src/events/azstartevent.txt b/src/events/azstartevent.txt index 9f69bbd..e572405 100755 --- a/src/events/azstartevent.txt +++ b/src/events/azstartevent.txt @@ -5,6 +5,7 @@ country_event = { desc = azstartevent.2.d picture = GFX_aze_diaochawenjuan trigger = { + always = no #都是乱评的 NOT = { has_country_flag = diaochawenjuan_get } } immediate = { diff --git a/src/history/states/912-Sonderjylland.txt b/src/history/states/912-Sonderjylland.txt new file mode 100755 index 0000000..dca5bfd --- /dev/null +++ b/src/history/states/912-Sonderjylland.txt @@ -0,0 +1,28 @@ +state = { + id = 912 + name = "STATE_912" + + manpower = 418058 + state_category = rural + + history = { + owner = TIX + add_core_of = TIX + add_core_of = DEN + victory_points = { + 13258 1 + } + + buildings = { + infrastructure = 3 + industrial_complex = 2 + } + } + + + provinces={ + 332 11251 13258 + } + + local_supplies=0.000 +} diff --git a/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml b/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml index 8c7c3b1..566ec35 100755 --- a/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/az_misc_l_simp_chinese.yml @@ -1,6 +1,6 @@ l_simp_chinese: - gengxinshuoming_title2:0"2.24更新内容" - gengxinshuoming_text2:"1.每月挑战更新东煌。\n2.调整了非历史国策下部分国家的路线概率。\n\n§O已经整合50建筑槽MOD,无需再额外启动!!!§!\nMOD内95%的长文案由AI生成,§C所有文案当做同人小说来看就好§!!MOD交流群539127559\n最下方的决议里有路线指南和舰娘羁绊事件。出现成就条件满足但无法去完成的情况请打开历史国策。" + gengxinshuoming_title2:0"2.25更新内容" + gengxinshuoming_text2:"1.给舰娘国的历史阵营重做了原版阵营目标与章程效果,并给部分阵营新增了阵营目标。\n2.给部分军事国策添加了增长精通度的效果。\n\n§O已经整合50建筑槽MOD,无需再额外启动!!!§!\nMOD内95%的长文案由AI生成,§C所有文案当做同人小说来看就好§!!MOD交流群539127559\n最下方的决议里有路线指南和舰娘羁绊事件。出现成就条件满足但无法去完成的情况请打开历史国策。" az_openstart_button_tooltip:0"打开碧蓝MOD开始界面" dancingxiaotiancheng_tooltip:0"§RDancing~§! §CDancing~§! §YNon Stop§! §Bmy§! §GDancing~§!" az_start_mainwindow_stratgame_btn_tooltip:0"§Y◆注意◆§!确认你已完成所有MOD设定,点击开始游戏后将§R无法更改§!任何设定§Y◆注意◆§!" @@ -365,6 +365,36 @@ AZ_meizhoutiaozhan_jy_DOH_misson:"每月挑战:东煌" AZ_meizhoutiaozhan_jy_DOH_misson_desc:"在1945年之前完成视为完美完成目标,将获得额外奖励并获得成就。" az_houqizhixiu_idea:"后起之秀 (隐藏效果,401后自动消失)" +#阵营相关 +az_faction_goal_nvpu_name: "培养女仆" +az_faction_goal_nvpu_desc: "皇家女仆优雅而端庄,她们是帝国的栋梁。" +az_faction_goal_bkbmzz_name: "应对不可避免之战" +az_faction_goal_bkbmzz_desc: "世界大战难以避免,我们必须提前做好准备。" +az_faction_goal_tybbldny_name: "统合殖民地" +az_faction_goal_tybbldny_desc: "如果皇家能够统合全世界的殖民地,那么她将成为一个超级大国。" +az_faction_goal_sywmsddhp_name: "属于我们时代的和平" +az_faction_goal_sywmsddhp_desc: "我们时代的和平终将实现。" +az_faction_goal_cze_my_name: "支配中欧国家" +az_faction_goal_cze_my_desc: "铁血必须支配那些弱小的国家!" +az_faction_goal_ozmr_name: "欧洲末日" +az_faction_goal_ozmr_desc: "铁血终将统治整个欧洲大陆。" +az_faction_goal_gbqr_name: "高堡奇人" +az_faction_goal_gbqr_desc: "铁血必须跨越重洋,消灭她最后的敌人。" +az_faction_goal_lmdg_name: "罗马帝国" +az_faction_goal_lmdg_desc: "撒丁必须重新复兴罗马的荣光!" +az_faction_goal_ozbz_name: "永恒霸主" +az_faction_goal_ozbz_desc: "鸢尾将成为欧洲唯一的主人。" +az_faction_goal_nbwd_name: "联盟内部稳定" +az_faction_goal_nbwd_desc: "北联必须优先解决政治上的分歧。" +az_faction_goal_jdgg_name: "北联军队改革" +az_faction_goal_jdgg_desc: "北联必须对军队进行完全的改革。" +az_faction_goal_sjgm_name: "世界革命" +az_faction_goal_sjgm_desc: "世界必将团结在一面旗帜下!" +az_faction_goal_btxxt_name: "彻底摆脱大萧条的影响" +az_faction_goal_btxxt_desc: "大萧条已影响我国多年,必须彻底摆脱其负面影响。" +az_faction_goal_qqgs_name: "全球干涉行动" +az_faction_goal_qqgs_desc: "为了维护我们的民主世界,必须向全球的邪恶势力重拳出击。" + #########################临时文本,P社为什么不写本地化############################ modifier_production_cost_industrial_complex_factor: "§Y民用工厂§!建造花费" @@ -387,4 +417,26 @@ TY_fkAIdebuffplayer_desc: "由于最近难度变低,因此添加该debuff。" psh_yymj: "英勇蛮啾" psh_yymj_desc: "为英勇的蛮啾们颁发勋章!" TY_fkAIdebuffplayer_teding: "疯狂AI全词条玩家额外debuff(特定国家)" -TY_fkAIex_sir_debuff: "禁止早战塞壬" \ No newline at end of file +TY_fkAIex_sir_debuff: "禁止早战塞壬" +manifest_fulfilled_1: "章程已达成" +manifest_fulfilled_2: "章程已达成" +manifest_fulfilled_3: "章程已达成" +manifest_fulfilled_4: "章程已达成" +manifest_fulfilled_5: "章程已达成" +AZ_COLLECTION_CHINA_CORE_STATES_CONTROLLED_BY_FACTION_LEADER_IDEOLOGY: "由东煌势力控制的华夏核心地区" +az_china_territorial_integrity_goal_desc: "东煌必须在一个领袖的领导下完成民族解放和祖国统一大业,唯有彻底清除一切国内外敌对势力,全面收付固有领土主权,方能使东煌重获历史荣光。" +az_one_germany_goal_name: "建立大铁血" +az_one_germany_goal_desc: "为了建立一个强大而统一的国家,我们首先要确保铁血强大而统一。邻国的奥地利就是最好的目标。" +az_building_up_guam_goal_desc: "我们必须确保与菲律宾的通讯渠道畅通无阻,以应对可能发生的重樱国的冲突。若能获取一处更近的海军战略据点,将为未来可能爆发的对重樱战争创造决定性优势。而关岛正是我们梦寐以求的理想基地。" +az_faction_goal_no_japanese_in_china_desc: "重樱占据我国领土太久了,必须将她们赶出东煌。" +az_align_china_goal_name: "征服东煌" +az_align_china_goal_desc: "东煌的威胁必须得到遏制。" +az_undo_versailles_goal_name: "铁血的征服" +az_undo_versailles_goal_desc: "是时候征服这些弱小国家了!" +az_control_the_chinese_capitals_goal_name: "控制东煌首都" +az_control_the_chinese_capitals_goal_desc: "若能控制东煌的历史古都,计划的阻力必将削弱。" +az_undoing_brest_litowsk_goal_name: "宣称东欧领土" +az_undoing_brest_litowsk_goal_desc: "东欧的领土本就属于北方联合,我们必须取回这些领土。" +az_contain_japanese_expansion_asia_goal_name: "遏制重樱扩张" +az_contain_japanese_expansion_asia_goal_desc: "我们必须尽力遏制重樱国的扩张。" +az_COLLECTION_NO_JAPANESE_IN_CHINA: "重樱与其盟友控制的东煌大陆地区" \ No newline at end of file diff --git a/src/localisation/simp_chinese/az_rules_l_simp_chinese.yml b/src/localisation/simp_chinese/az_rules_l_simp_chinese.yml index 1b5767f..3661739 100755 --- a/src/localisation/simp_chinese/az_rules_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/az_rules_l_simp_chinese.yml @@ -59,7 +59,10 @@ BFL_zouxiang_sayousi_historical:"唯一的老大姐" BFL_zouxiang_sayousi_historical_desc:"由于大扫除行动带来的种种矛盾,萨悠斯决定再次出面领导北联。这是北联的历史挑战路线。" HUJ_zouxiang_tuanjie:"未曾设想的道路" HUJ_zouxiang_tuanjie_desc:"女仆们决定反抗贵族们的统治,并最终建立一个属于皇家女仆们的红色国家。" - +SAD_zouxiang_moren:"无特定走向" +SAD_zouxiang_moren_desc:"撒丁将不会有特定走向,而是会根据国策树中设计好的概率随机选择一条线路。" +SAD_zouxiang_neizhan:"撒丁帝国内战" +SAD_zouxiang_neizhan_desc:"撒丁选择主动从东非撤军,然而这却导致了国内矛盾加剧,内战一触即发..."