2025-10-27 04:01:26

This commit is contained in:
actions[bot]
2025-10-27 04:01:27 +00:00
parent 912dfb95b0
commit 19866fa4b4
5 changed files with 168 additions and 139 deletions

View File

@@ -11090,16 +11090,19 @@ HUJ_zhanzhengdezhongjie = {
available = {
date > 1941.6.1
tag = HUJ
is_puppet = no
controls_state = 126
has_war_with = TIX
HUJ = { is_in_faction_with = BYG }
NOT = { has_war_with = BFL }
surrender_progress < 0.3
TIX = {
is_puppet = no
surrender_progress > 0.1
has_war_with = BYG
}
BFL = {
is_puppet = no
has_war_with = TIX
surrender_progress < 0.3
}
@@ -15654,6 +15657,7 @@ AZ_meizhoutiaozhan_jyz = {
not = { has_global_flag = az_meizhoutiaozhan_action }
}
available = {
tag = TIX
custom_trigger_tooltip = {
tooltip = az_aikongzhiqitaguojia
all_other_country = {
@@ -15767,24 +15771,24 @@ AZ_meizhoutiaozhan_jyz = {
not = { country_exists = BFL }
has_global_flag = beilian_bengkui
}
#OR = {
# tag = CHY
# CHY = { is_subject_of = ROOT }
# CHY = { is_in_faction_with = ROOT }
# not = { country_exists = CHY }
#}
#OR = {
# tag = DOH
# DOH = { is_subject_of = ROOT }
# DOH = { is_in_faction_with = ROOT }
# not = { country_exists = DOH }
#}
#OR = {
# tag = BYG
# BYG = { is_subject_of = ROOT }
# BYG = { is_in_faction_with = ROOT }
# not = { country_exists = BYG }
#}
OR = {
tag = CHY
CHY = { is_subject_of = ROOT }
CHY = { is_in_faction_with = ROOT }
not = { country_exists = CHY }
}
OR = {
tag = DOH
DOH = { is_subject_of = ROOT }
DOH = { is_in_faction_with = ROOT }
not = { country_exists = DOH }
}
OR = {
tag = BYG
BYG = { is_subject_of = ROOT }
BYG = { is_in_faction_with = ROOT }
not = { country_exists = BYG }
}
}
days_mission_timeout = 2190
complete_effect = {
@@ -15844,26 +15848,26 @@ AZ_meizhoutiaozhan_jyz = {
not = { country_exists = BFL }
has_global_flag = beilian_bengkui
}
#OR = {
# tag = CHY
# CHY = { is_subject_of = ROOT }
# CHY = { is_in_faction_with = ROOT }
# not = { country_exists = CHY }
#}
#OR = {
# tag = DOH
# DOH = { is_subject_of = ROOT }
# DOH = { is_in_faction_with = ROOT }
# not = { country_exists = DOH }
#}
#OR = {
# tag = BYG
# BYG = { is_subject_of = ROOT }
# BYG = { is_in_faction_with = ROOT }
# not = { country_exists = BYG }
#}
OR = {
tag = CHY
CHY = { is_subject_of = ROOT }
CHY = { is_in_faction_with = ROOT }
not = { country_exists = CHY }
}
OR = {
tag = DOH
DOH = { is_subject_of = ROOT }
DOH = { is_in_faction_with = ROOT }
not = { country_exists = DOH }
}
OR = {
tag = BYG
BYG = { is_subject_of = ROOT }
BYG = { is_in_faction_with = ROOT }
not = { country_exists = BYG }
}
}
days_mission_timeout = 2920
days_mission_timeout = 3285
complete_effect = {
custom_effect_tooltip = get_zs_shuliang_7500
add_to_variable = {

View File

@@ -15,16 +15,18 @@ ideas = {
#cavalry_defence_factor = 8
#army_artillery_attack_factor = 4
#army_infantry_defence_factor = 3
#army_armor_attack_factor = 2
#army_armor_defence_factor = 2
army_armor_attack_factor = 1
army_armor_defence_factor = 1
#breakthrough_factor = 3
#conscription = 0.25
#conscription_factor = 1
#mobilization_speed = 10
army_core_defence_factor = 10
#army_core_defence_factor = 10
#org_loss_when_moving = -0.5
#recon_factor = 1
#army_speed_factor = 0.25
army_speed_factor = 0.25
supply_node_range = -0.2
supply_consumption_factor = 0.25
#research_speed_factor = 1
#army_attack_against_major_factor = 0.5
#army_defence_against_major_factor = 0.5
@@ -32,9 +34,15 @@ ideas = {
#special_forces_attack_factor = 3
#special_forces_defence_factor = 3
#special_forces_cap_flat = 99999
army_attack_factor = 2
army_defence_factor = 2
industrial_capacity_dockyard = 10
#army_attack_factor = 2
#army_defence_factor = 2
#industrial_capacity_dockyard = 10
}
targeted_modifier = {
tag = BYG
attack_bonus_against = -0.5
defense_bonus_against = -0.5
breakthrough_bonus_against = -0.5
}
equipment_bonus = {
#infantry_equipment = {
@@ -63,36 +71,36 @@ ideas = {
# build_cost_ic = 2
# instant = yes
#}
#armor = {
# build_cost_ic = -0.4
# soft_attack = 0.5
# hard_attack = 0.5
# reliability = 0.2
# breakthrough = 0.25
# maximum_speed = 0.2
# ap_attack = 2
armor = {
#build_cost_ic = -0.4
soft_attack = 0.5
hard_attack = 0.5
reliability = 0.2
breakthrough = 0.25
maximum_speed = 0.2
ap_attack = 2
instant = yes
}
#small_plane_airframe = {
# build_cost_ic = 10
# instant = yes
#}
#small_plane_cas_airframe = {
# build_cost_ic = 10
# instant = yes
#}
#medium_plane_airframe = {
# build_cost_ic = 10
# instant = yes
#}
#large_plane_airframe = {
# build_cost_ic = 10
# instant = yes
#}
#jizaijianniang_equipment_airframe = {
# build_cost_ic = 10
# instant = yes
#}
small_plane_airframe = {
build_cost_ic = 10
instant = yes
}
small_plane_cas_airframe = {
build_cost_ic = 10
instant = yes
}
medium_plane_airframe = {
build_cost_ic = 10
instant = yes
}
large_plane_airframe = {
build_cost_ic = 10
instant = yes
}
jizaijianniang_equipment_airframe = {
build_cost_ic = 10
instant = yes
}
}
}
AZ_mztz_AIbuff = {
@@ -104,14 +112,17 @@ ideas = {
is_ai = no
}
modifier = {
conscription = 0.25
conscription_factor = 1
mobilization_speed = 10
#army_core_defence_factor = 25
stability_factor = 1.25
war_support_factor = 2
#army_speed_factor = -0.25
#army_defence_factor = 2
#conscription = 0.25
#conscription_factor = 1
mobilization_speed = 1
army_core_attack_factor = 5
army_core_defence_factor = 5
#stability_factor = 1.25
#war_support_factor = 2
army_speed_factor = -0.4
army_defence_factor = 2
max_dig_in_factor = 2
dig_in_speed_factor = 0.5
#army_attack_against_major_factor = -0.8
#army_defence_against_major_factor = -0.8
#army_breakthrough_against_major_factor = -0.5
@@ -119,24 +130,30 @@ ideas = {
#army_defence_against_minor_factor = 2
#army_breakthrough_against_minor_factor = 2
#army_infantry_attack_factor = 2
army_infantry_defence_factor = 3
army_artillery_attack_factor = 4
#army_infantry_defence_factor = 3
#army_artillery_attack_factor = 4
#production_factory_start_efficiency_factor = 0.5
#line_change_production_efficiency_factor = 1
#production_factory_max_efficiency_factor = 0.3
#production_factory_efficiency_gain_factor = 1
army_armor_attack_factor = 2
army_armor_defence_factor = 2
#army_armor_attack_factor = 2
#army_armor_defence_factor = 2
}
equipment_bonus = {
#infantry_equipment = {
# build_cost_ic = -0.25
# instant = yes
#}
#artillery_equipment = {
# build_cost_ic = -0.15
# instant = yes
#}
infantry_equipment = {
build_cost_ic = 0.15
soft_attack = 0.25
hard_attack = 0.25
reliability = 0.1
instant = yes
}
artillery_equipment = {
build_cost_ic = 0.15
soft_attack = 0.25
hard_attack = 0.25
reliability = 0.1
instant = yes
}
#support_equipment = {
# build_cost_ic = -0.33
# instant = yes
@@ -150,7 +167,7 @@ ideas = {
# instant = yes
#}
#armor = {
# build_cost_ic = -0.25
# build_cost_ic = 0.15
# instant = yes
#}
}

View File

@@ -2732,6 +2732,14 @@ focus_tree = {
ai_will_do = {
factor = 60
}
available = {
if = {
limit = {
is_ai = no
}
not = { has_global_flag = az_meizhoutiaozhan_action }
}
}
cancel_if_invalid = yes
continue_if_invalid = no
available_if_capitulated = no

View File

@@ -13,76 +13,76 @@ technologies = {
category_all_infantry = {
urban = {
attack = 0.10
defence = 0.10
movement = 0.10
attack = 0.25
defence = 0.25
movement = 0.25
}
forest = {
attack = 0.10
defence = 0.10
movement = 0.10
attack = 0.25
defence = 0.25
movement = 0.25
}
jungle = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
mountain = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
hills = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
amphibious = {
attack = 0.20
defence = 0.10
movement = 0.20
attack = 0.25
defence = 0.15
movement = 0.25
}
river = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
}
category_all_armor = {
urban = {
attack = 0.10
defence = 0.10
movement = 0.10
attack = 0.25
defence = 0.25
movement = 0.25
}
forest = {
attack = 0.10
defence = 0.10
movement = 0.10
attack = 0.25
defence = 0.25
movement = 0.25
}
jungle = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
mountain = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
hills = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
amphibious = {
attack = 0.20
defence = 0.10
movement = 0.20
attack = 0.25
defence = 0.15
movement = 0.25
}
river = {
attack = 0.10
defence = 0.05
movement = 0.10
attack = 0.25
defence = 0.15
movement = 0.25
}
}
}