2025-10-27 04:01:26
This commit is contained in:
@@ -11090,16 +11090,19 @@ HUJ_zhanzhengdezhongjie = {
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available = {
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date > 1941.6.1
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tag = HUJ
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is_puppet = no
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controls_state = 126
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has_war_with = TIX
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HUJ = { is_in_faction_with = BYG }
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NOT = { has_war_with = BFL }
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surrender_progress < 0.3
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TIX = {
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is_puppet = no
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surrender_progress > 0.1
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has_war_with = BYG
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}
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BFL = {
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is_puppet = no
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has_war_with = TIX
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surrender_progress < 0.3
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}
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@@ -15654,6 +15657,7 @@ AZ_meizhoutiaozhan_jyz = {
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not = { has_global_flag = az_meizhoutiaozhan_action }
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}
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available = {
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tag = TIX
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custom_trigger_tooltip = {
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tooltip = az_aikongzhiqitaguojia
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all_other_country = {
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@@ -15767,24 +15771,24 @@ AZ_meizhoutiaozhan_jyz = {
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not = { country_exists = BFL }
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has_global_flag = beilian_bengkui
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}
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#OR = {
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# tag = CHY
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# CHY = { is_subject_of = ROOT }
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# CHY = { is_in_faction_with = ROOT }
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# not = { country_exists = CHY }
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#}
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#OR = {
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# tag = DOH
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# DOH = { is_subject_of = ROOT }
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# DOH = { is_in_faction_with = ROOT }
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# not = { country_exists = DOH }
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#}
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#OR = {
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# tag = BYG
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# BYG = { is_subject_of = ROOT }
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# BYG = { is_in_faction_with = ROOT }
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# not = { country_exists = BYG }
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#}
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OR = {
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tag = CHY
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CHY = { is_subject_of = ROOT }
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CHY = { is_in_faction_with = ROOT }
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not = { country_exists = CHY }
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}
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OR = {
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tag = DOH
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DOH = { is_subject_of = ROOT }
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DOH = { is_in_faction_with = ROOT }
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not = { country_exists = DOH }
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}
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OR = {
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tag = BYG
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BYG = { is_subject_of = ROOT }
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BYG = { is_in_faction_with = ROOT }
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not = { country_exists = BYG }
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}
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}
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days_mission_timeout = 2190
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complete_effect = {
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@@ -15844,26 +15848,26 @@ AZ_meizhoutiaozhan_jyz = {
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not = { country_exists = BFL }
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has_global_flag = beilian_bengkui
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}
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#OR = {
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# tag = CHY
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# CHY = { is_subject_of = ROOT }
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# CHY = { is_in_faction_with = ROOT }
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# not = { country_exists = CHY }
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#}
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#OR = {
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# tag = DOH
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# DOH = { is_subject_of = ROOT }
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# DOH = { is_in_faction_with = ROOT }
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# not = { country_exists = DOH }
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#}
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#OR = {
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# tag = BYG
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# BYG = { is_subject_of = ROOT }
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# BYG = { is_in_faction_with = ROOT }
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# not = { country_exists = BYG }
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#}
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OR = {
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tag = CHY
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CHY = { is_subject_of = ROOT }
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CHY = { is_in_faction_with = ROOT }
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not = { country_exists = CHY }
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}
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OR = {
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tag = DOH
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DOH = { is_subject_of = ROOT }
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DOH = { is_in_faction_with = ROOT }
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not = { country_exists = DOH }
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}
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OR = {
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tag = BYG
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BYG = { is_subject_of = ROOT }
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BYG = { is_in_faction_with = ROOT }
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not = { country_exists = BYG }
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}
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}
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days_mission_timeout = 2920
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days_mission_timeout = 3285
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complete_effect = {
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custom_effect_tooltip = get_zs_shuliang_7500
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add_to_variable = {
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@@ -15,16 +15,18 @@ ideas = {
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#cavalry_defence_factor = 8
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#army_artillery_attack_factor = 4
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#army_infantry_defence_factor = 3
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#army_armor_attack_factor = 2
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#army_armor_defence_factor = 2
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army_armor_attack_factor = 1
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army_armor_defence_factor = 1
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#breakthrough_factor = 3
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#conscription = 0.25
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#conscription_factor = 1
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#mobilization_speed = 10
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army_core_defence_factor = 10
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#army_core_defence_factor = 10
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#org_loss_when_moving = -0.5
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#recon_factor = 1
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#army_speed_factor = 0.25
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army_speed_factor = 0.25
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supply_node_range = -0.2
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supply_consumption_factor = 0.25
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#research_speed_factor = 1
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#army_attack_against_major_factor = 0.5
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#army_defence_against_major_factor = 0.5
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@@ -32,9 +34,15 @@ ideas = {
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#special_forces_attack_factor = 3
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#special_forces_defence_factor = 3
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#special_forces_cap_flat = 99999
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army_attack_factor = 2
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army_defence_factor = 2
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industrial_capacity_dockyard = 10
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#army_attack_factor = 2
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#army_defence_factor = 2
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#industrial_capacity_dockyard = 10
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}
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targeted_modifier = {
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tag = BYG
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attack_bonus_against = -0.5
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defense_bonus_against = -0.5
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breakthrough_bonus_against = -0.5
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}
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equipment_bonus = {
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#infantry_equipment = {
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@@ -63,36 +71,36 @@ ideas = {
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# build_cost_ic = 2
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# instant = yes
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#}
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#armor = {
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# build_cost_ic = -0.4
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# soft_attack = 0.5
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# hard_attack = 0.5
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# reliability = 0.2
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# breakthrough = 0.25
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# maximum_speed = 0.2
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# ap_attack = 2
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armor = {
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#build_cost_ic = -0.4
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soft_attack = 0.5
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hard_attack = 0.5
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reliability = 0.2
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breakthrough = 0.25
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maximum_speed = 0.2
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ap_attack = 2
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instant = yes
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}
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#small_plane_airframe = {
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# build_cost_ic = 10
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# instant = yes
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#}
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#small_plane_cas_airframe = {
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# build_cost_ic = 10
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# instant = yes
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#}
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#medium_plane_airframe = {
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# build_cost_ic = 10
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# instant = yes
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#}
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#large_plane_airframe = {
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# build_cost_ic = 10
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# instant = yes
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#}
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#jizaijianniang_equipment_airframe = {
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# build_cost_ic = 10
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# instant = yes
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#}
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small_plane_airframe = {
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build_cost_ic = 10
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instant = yes
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}
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small_plane_cas_airframe = {
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build_cost_ic = 10
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instant = yes
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}
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medium_plane_airframe = {
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build_cost_ic = 10
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instant = yes
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}
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large_plane_airframe = {
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build_cost_ic = 10
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instant = yes
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}
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jizaijianniang_equipment_airframe = {
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build_cost_ic = 10
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instant = yes
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}
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}
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}
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AZ_mztz_AIbuff = {
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@@ -104,14 +112,17 @@ ideas = {
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is_ai = no
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}
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modifier = {
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conscription = 0.25
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conscription_factor = 1
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mobilization_speed = 10
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#army_core_defence_factor = 25
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stability_factor = 1.25
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war_support_factor = 2
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#army_speed_factor = -0.25
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#army_defence_factor = 2
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#conscription = 0.25
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#conscription_factor = 1
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mobilization_speed = 1
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army_core_attack_factor = 5
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army_core_defence_factor = 5
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#stability_factor = 1.25
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#war_support_factor = 2
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army_speed_factor = -0.4
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army_defence_factor = 2
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max_dig_in_factor = 2
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dig_in_speed_factor = 0.5
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#army_attack_against_major_factor = -0.8
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#army_defence_against_major_factor = -0.8
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#army_breakthrough_against_major_factor = -0.5
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@@ -119,24 +130,30 @@ ideas = {
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#army_defence_against_minor_factor = 2
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#army_breakthrough_against_minor_factor = 2
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#army_infantry_attack_factor = 2
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army_infantry_defence_factor = 3
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army_artillery_attack_factor = 4
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#army_infantry_defence_factor = 3
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#army_artillery_attack_factor = 4
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#production_factory_start_efficiency_factor = 0.5
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#line_change_production_efficiency_factor = 1
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#production_factory_max_efficiency_factor = 0.3
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#production_factory_efficiency_gain_factor = 1
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army_armor_attack_factor = 2
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army_armor_defence_factor = 2
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#army_armor_attack_factor = 2
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#army_armor_defence_factor = 2
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}
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equipment_bonus = {
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#infantry_equipment = {
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# build_cost_ic = -0.25
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# instant = yes
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#}
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#artillery_equipment = {
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# build_cost_ic = -0.15
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# instant = yes
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#}
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infantry_equipment = {
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build_cost_ic = 0.15
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soft_attack = 0.25
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hard_attack = 0.25
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reliability = 0.1
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instant = yes
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}
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artillery_equipment = {
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build_cost_ic = 0.15
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soft_attack = 0.25
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hard_attack = 0.25
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reliability = 0.1
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instant = yes
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}
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#support_equipment = {
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# build_cost_ic = -0.33
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# instant = yes
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@@ -150,7 +167,7 @@ ideas = {
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# instant = yes
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#}
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#armor = {
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# build_cost_ic = -0.25
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# build_cost_ic = 0.15
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# instant = yes
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#}
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}
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@@ -2732,6 +2732,14 @@ focus_tree = {
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ai_will_do = {
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factor = 60
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}
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available = {
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if = {
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limit = {
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is_ai = no
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}
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not = { has_global_flag = az_meizhoutiaozhan_action }
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}
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}
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cancel_if_invalid = yes
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continue_if_invalid = no
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available_if_capitulated = no
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@@ -13,76 +13,76 @@ technologies = {
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category_all_infantry = {
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urban = {
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attack = 0.10
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defence = 0.10
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movement = 0.10
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attack = 0.25
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defence = 0.25
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movement = 0.25
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}
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forest = {
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attack = 0.10
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defence = 0.10
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movement = 0.10
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attack = 0.25
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defence = 0.25
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movement = 0.25
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}
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jungle = {
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attack = 0.10
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defence = 0.05
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movement = 0.10
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attack = 0.25
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defence = 0.15
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movement = 0.25
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}
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mountain = {
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attack = 0.10
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defence = 0.05
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movement = 0.10
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attack = 0.25
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defence = 0.15
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movement = 0.25
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}
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hills = {
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attack = 0.10
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defence = 0.05
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movement = 0.10
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attack = 0.25
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defence = 0.15
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movement = 0.25
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}
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amphibious = {
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attack = 0.20
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defence = 0.10
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movement = 0.20
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attack = 0.25
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defence = 0.15
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movement = 0.25
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}
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river = {
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attack = 0.10
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defence = 0.05
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movement = 0.10
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attack = 0.25
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defence = 0.15
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movement = 0.25
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}
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}
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category_all_armor = {
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urban = {
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attack = 0.10
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defence = 0.10
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movement = 0.10
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attack = 0.25
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defence = 0.25
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movement = 0.25
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}
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forest = {
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attack = 0.10
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defence = 0.10
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movement = 0.10
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attack = 0.25
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defence = 0.25
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movement = 0.25
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}
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jungle = {
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attack = 0.10
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defence = 0.05
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movement = 0.10
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attack = 0.25
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defence = 0.15
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movement = 0.25
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}
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mountain = {
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attack = 0.10
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defence = 0.05
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movement = 0.10
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attack = 0.25
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defence = 0.15
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movement = 0.25
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}
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hills = {
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attack = 0.10
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defence = 0.05
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movement = 0.10
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attack = 0.25
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defence = 0.15
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movement = 0.25
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}
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amphibious = {
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attack = 0.20
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defence = 0.10
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movement = 0.20
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attack = 0.25
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defence = 0.15
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movement = 0.25
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}
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river = {
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attack = 0.10
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defence = 0.05
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movement = 0.10
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attack = 0.25
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defence = 0.15
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movement = 0.25
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}
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}
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}
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Reference in New Issue
Block a user