2025-12-11 04:03:48

This commit is contained in:
actions[bot]
2025-12-11 04:03:48 +00:00
parent b682fe853e
commit 4832993224
20 changed files with 489 additions and 175 deletions

View File

@@ -529,7 +529,7 @@ armored_spearhead_no_lar = {
base = 1
modifier = {
factor = 25
original_tag = TIX
original_tag = GER
}
modifier = {
factor = 0.5
@@ -600,8 +600,8 @@ armored_infantry_support = {
modifier = {
factor = 25
OR = {
original_tag = HUJ
original_tag = YUW
original_tag = ENG
original_tag = FRA
}
}
modifier = {
@@ -691,8 +691,8 @@ streamlined_deployment = {
modifier = {
factor = 25
OR = {
original_tag = BFL
original_tag = DOH
original_tag = SOV
original_tag = CHI
original_tag = PRC
}
}
@@ -778,7 +778,7 @@ mobile_defense = {
base = 1
modifier = {
factor = 25
original_tag = BYG
original_tag = USA
}
modifier = {
@@ -874,8 +874,8 @@ armored_cavalry = {
modifier = {
factor = 25
OR = {
original_tag = SAD
original_tag = CHY
original_tag = ITA
original_tag = JAP
}
}
@@ -987,8 +987,8 @@ armored_cavalry_no_lar = {
modifier = {
factor = 25
OR = {
original_tag = SAD
original_tag = CHY
original_tag = ITA
original_tag = JAP
}
}
@@ -1095,7 +1095,7 @@ tank_destroyer_force = {
mobile_anti_tank = {
mot_anti_tank_brigade = {
max_organisation = 10
max_organisation = 8
hard_attack = 0.1
ap_attack = 0.1
}
@@ -1121,7 +1121,7 @@ tank_destroyer_force = {
independent_counterattacks = {
category_tank_destroyers = {
max_organisation = 6
initiative = 0.1
initiative = 0.01
}
}

View File

@@ -64,7 +64,7 @@ large_unit_tactics_BFL = {
#4
category_all_infantry = {
max_organisation = 15
soft_attack = 0.25
soft_attack = 0.1
}
army_morale = 0.3
@@ -74,7 +74,7 @@ large_unit_tactics_BFL = {
enable_tactic = tactic_human_wave_tactics_for_doh
category_all_infantry = {
breakthrough = 0.4
soft_attack = 0.2
soft_attack = 0.1
}
category_vehicle_infantry = {
supply_consumption = -0.03
@@ -358,6 +358,7 @@ mobile_infantry_TIX = {
army_speed_factor = 0.1
army_attack_speed_factor = 1
category_all_infantry = {
soft_attack = 0.2
max_organisation = 10
maximum_speed = 0.3
}
@@ -503,9 +504,9 @@ large_unit_tactics = {
modifier = {
factor = 95
OR = {
original_tag = BFL
original_tag = DOH
original_tag = CHY
original_tag = SOV
original_tag = CHI
original_tag = JAP
}
}
modifier = {
@@ -586,7 +587,7 @@ assault_infantry = {
base = 1
modifier = {
factor = 95
original_tag = BYG
original_tag = USA
}
modifier = {
factor = 0.5
@@ -812,8 +813,13 @@ commandos = {
ai_will_do = { base = 0 }
enable_tactic = tactic_infantry_charge
category_light_infantry = {
max_strength = 0.15
logistics_company = {
battalion_mult = {
category = category_light_infantry
max_strength = 5
add = yes
}
}
# EFFECTS
@@ -843,6 +849,13 @@ commandos = {
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
@@ -1058,7 +1071,7 @@ peoples_war = {
quick_decision_offensive_warfare = {
#3
militia = {
initiative = 0.2
initiative = 0.01
max_organisation = 10
breakthrough = 0.2
}
@@ -1095,7 +1108,7 @@ great_war_infantry = {
base = 1
modifier = {
factor = 95
original_tag = YUW
original_tag = FRA
}
}
# EFFECTS

View File

@@ -349,9 +349,6 @@ rapid_domination_BYG = {
# EFFECTS
enable_tactic = tactic_breakthrough
land_reinforce_rate = 0.03
category_all_infantry = {
soft_attack = 0.2
}
category_line_artillery = {
soft_attack = 0.2
}
@@ -408,7 +405,7 @@ rapid_domination_BYG = {
}
category_all_infantry = {
soft_attack = 0.2
hard_attack = 0.2
hard_attack = 0.1
}
army_bonus_air_superiority_factor = 0.2
@@ -889,11 +886,8 @@ grand_assault = {
#3
army_bonus_air_superiority_factor = 0.05
coordination_bonus = 0.1
category_all_infantry = {
max_organisation = 5
}
category_tanks = {
max_organisation = 2
max_organisation = 4
}
anti_air = {
@@ -917,10 +911,7 @@ grand_assault = {
max_planning = 0.1
category_all_infantry = {
max_organisation = 5
}
category_tanks = {
max_organisation = 2
max_organisation = 8
}
}
}

View File

@@ -1134,12 +1134,15 @@ faction_goal_marine_corps = {
operators = { faction_members }
name = FACTION
}
unit_category = category_amphibious_tanks
size > 9
unit_category = { marine marine_commando amphibious_mechanized category_amphibious_tanks }
equipment_ratio = 0.9
size > 29
}
}
complete_effect = {
add_faction_power_projection = 100
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 = {
@@ -1148,13 +1151,14 @@ faction_goal_marine_corps = {
operators = {
faction_members
limit = {
has_army_size = {
size > 0
unit_category = category_amphibious_tanks
OR = {
has_tech = marines
has_tech = amphibious_mechanized_infantry
has_tech = amphibious_tank
}
}
}
name = ALL_FACTION_MEMBERS_WITH_1_AMPHIBIOUS
name = ALL_FACTION_MEMBERS_WITH_AMPHIBIOUS_TECH
}
random_character = {
tooltip = ONE_GENERAL
@@ -1172,7 +1176,7 @@ faction_goal_marine_corps = {
}
}
}
custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_1_AMPHIBIOUS
custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_AMPHIBIOUS_TECH
effect_tooltip = {
random_character = {
tooltip = ONE_GENERAL
@@ -1219,6 +1223,192 @@ faction_goal_marine_corps = {
}
}
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

View File

@@ -571,47 +571,66 @@ faction_goal_coastal_security = {
## ## # ### ### # ## # # ### ## # #
#faction_goal_production_quotas = {
# name = production_quotas_goal_name
# description = production_quotas_goal_desc
# category = short_term
# allowed = {
# tag = BFL
# }
# completed = {
#
# custom_trigger_tooltip = {
# tooltip = "TODO Count faction Equipment - tanks - Infantry EQ - Planes"
# check_variable = { ROOT.num_equipment@infantry_equipment > 1000}
# }
# #count_in_collection = {
# # collection = {
# # input = game:scope
# # operators = { faction_members }
# # name = FACTION_NAME
# # }
# # equipment = { infantry_equipment }
# # size > 50000
# #}
#
# }
# complete_effect = {
# add_faction_power_projection = 200
# 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_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
@@ -802,34 +821,85 @@ faction_goal_spy_master = {
}
#faction_goal_convoy_sufficiency = {
# name = convoy_sufficiency_goal_name
# description = convoy_sufficiency_goal_desc
# completed = {
# count_in_collection = {
# collection = {
# input = game:scope
# operators = { faction_members }
# name = FACTION_NAME
# }
# equipment = { convoy }
# size > 1000
# }
# }
# 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_faction_initiative = 1
# }
#
# }
#}
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
@@ -1159,8 +1229,6 @@ faction_goal_a_great_fortress = {
### War Waging
faction_goal_preemptive_strike_on_fascism = {
name = preemptive_strike_on_fascism_goal_name
description = preemptive_strike_on_fascism_goal_desc
@@ -1326,10 +1394,9 @@ faction_goal_an_armored_fist = {
name = FACTION
}
unit = armor
size > 14
equipment_ratio = 0.9
size > 49
}
}
complete_effect = {
add_faction_power_projection = 200

View File

@@ -74,7 +74,7 @@ ideas = {
always = yes
}
modifier = {
industrial_capacity_factory = 0.15
industrial_capacity_factory = 0.2
production_factory_max_efficiency_factor = -0.05
}
}
@@ -84,9 +84,9 @@ ideas = {
always = yes
}
modifier = {
industrial_capacity_factory = 0.1
production_factory_efficiency_gain_factor = 0.1
production_factory_max_efficiency_factor = 0.1
industrial_capacity_factory = 0.15
production_factory_efficiency_gain_factor = 0.15
production_factory_max_efficiency_factor = 0.15
}
}
CHY_chongyingzaochuan = {
@@ -262,9 +262,9 @@ ideas = {
}
equipment_bonus = {
infantry_equipment = {
build_cost_ic = -0.1
soft_attack = 0.05
hard_attack = 0.05
build_cost_ic = -0.2
soft_attack = 0.1
hard_attack = 0.1
defense = 0.1
instant = yes
}
@@ -282,7 +282,7 @@ ideas = {
equipment_bonus = {
artillery_equipment = {
build_cost_ic = -0.1
soft_attack = 0.1
soft_attack = 0.15
defense = 0.1
instant = yes
}
@@ -294,17 +294,17 @@ ideas = {
always = yes
}
modifier = {
army_infantry_attack_factor = 0.1
army_infantry_defence_factor = 0.2
army_infantry_attack_factor = 0.3
army_infantry_defence_factor = 0.3
army_artillery_attack_factor = 0.2
army_artillery_defence_factor = 0.1
army_morale = 0.1
army_org_factor = 0.1
army_strengt_hfactor = 0.2
army_strength_factor = 0.1
supply_consumption_factor = -0.25
out_of_supply_factor = -0.1
land_reinforce_rate = 0.04
terrain_penalty_reduction = 0.2
#无效词条terrain_penalty_reduction = 0.2
}
}
CHY_zhuangjia_buff = {
@@ -364,12 +364,12 @@ ideas = {
always = yes
}
modifier = {
army_attack_factor = 0.1
army_defence_factor = 0.1
army_attack_factor = 0.2
army_defence_factor = 0.2
army_attack_against_major_factor = 0.1
army_defence_against_major_factor = 0.1
breakthrough_factor = 0.1
army_org_factor = 0.2
breakthrough_factor = 0.2
army_org_factor = 0.3
xp_gain_factor = 0.5
}
}
@@ -398,10 +398,10 @@ ideas = {
}
modifier = {
invasion_preparation = -0.5
amphibious_invasion = 0.1
amphibious_invasion_defence = 0.1
naval_invasion_penalty = -0.1
extra_marine_supply_grace = 12
amphibious_invasion = 0.25
amphibious_invasion_defence = 0.25
naval_invasion_penalty = -0.2
extra_marine_supply_grace = 72
}
}
chy_xiaofeiji_buff = {
@@ -581,8 +581,8 @@ ideas = {
modifier = {
conscription = 0.025
army_infantry_attack_factor = 0.2
army_infantry_defence_factor = 0.1
army_infantry_attack_factor = 0.3
army_infantry_defence_factor = 0.2
weekly_casualties_war_support = 0.001
}
}
@@ -627,7 +627,7 @@ ideas = {
max_command_power_mult = 1
command_power_gain_mult = 0.25
max_planning_factor = 0.2
land_night_attack = 0.05
land_night_attack = 0.1
political_power_factor = 0.15
}
@@ -638,10 +638,10 @@ ideas = {
always = yes
}
modifier = {
consumer_goods_factor = -0.2
production_speed_arms_factory_factor = 0.1
industrial_capacity_factory = 0.1
production_factory_efficiency_gain_factor = 0.1
consumer_goods_factor = -0.4
production_speed_arms_factory_factor = 0.2
industrial_capacity_factory = 0.2
production_factory_efficiency_gain_factor = 0.2
training_time_army_factor = -0.2
}
}
@@ -674,12 +674,13 @@ ideas = {
}
targeted_modifier = {
tag = DOH
attack_bonus_against = 0.1
defense_bonus_against = 0.1
attack_bonus_against = 0.3
defense_bonus_against = 0.3
breakthrough_bonus_against = 0.3
}
modifier = {
org_loss_when_moving = -0.1
supply_consumption_factor = -0.1
org_loss_when_moving = -0.15
supply_consumption_factor = -0.25
}
}
CHY_dohwar_buff_2 = {
@@ -689,12 +690,13 @@ ideas = {
}
targeted_modifier = {
tag = DOH
attack_bonus_against = 0.05
defense_bonus_against = 0.05
attack_bonus_against = 0.1
defense_bonus_against = 0.1
breakthrough_bonus_against = 0.1
}
modifier = {
org_loss_when_moving = -0.05
supply_consumption_factor = -0.05
org_loss_when_moving = -0.1
supply_consumption_factor = -0.1
}
}
CHY_dohwar_buff_3 = {
@@ -702,9 +704,14 @@ ideas = {
allowed_civil_war = {
always = yes
}
targeted_modifier = {
tag = DOH
attack_bonus_against = -0.1
defense_bonus_against = -0.1
breakthrough_bonus_against = -0.1
}
modifier = {
supply_consumption_factor = 0.25
#supply_consumption_factor = 0.25
resistance_growth = 2
}
}

View File

@@ -448,7 +448,7 @@ ideas = {
has_war = no
}
modifier = {
army_strength_factor = 0.1
army_strength_factor = 0.05
defensive_war_stability_factor = 0.3
army_core_defence_factor = 0.2
war_support_factor = 0.3
@@ -464,7 +464,7 @@ ideas = {
has_war = no
}
modifier = {
army_strength_factor = 0.2
army_strength_factor = 0.1
defensive_war_stability_factor = 0.4
army_core_attack_factor = 0.1
army_core_defence_factor = 0.4
@@ -481,7 +481,7 @@ ideas = {
has_war = no
}
modifier = {
army_strength_factor = 0.4
army_strength_factor = 0.2
defensive_war_stability_factor = 0.5
army_core_attack_factor = 0.3
army_core_defence_factor = 0.8
@@ -500,7 +500,7 @@ ideas = {
has_war = no
}
modifier = {
army_strength_factor = 0.6
army_strength_factor = 0.4
defensive_war_stability_factor = 0.6
army_core_attack_factor = 0.6
army_core_defence_factor = 1.2
@@ -522,7 +522,7 @@ ideas = {
has_war = no
}
modifier = {
army_strength_factor = 0.8
army_strength_factor = 0.6
defensive_war_stability_factor = 0.8
army_core_attack_factor = 1
army_core_defence_factor = 2
@@ -543,7 +543,7 @@ ideas = {
has_war = no
}
modifier = {
army_strength_factor = 1
army_strength_factor = 0.8
defensive_war_stability_factor = 1
army_core_attack_factor = 1.5
army_core_defence_factor = 3

View File

@@ -2074,7 +2074,7 @@ generic_task_force_ship_organization = {
equipment_bonus = {
anti_air_attack = 0.05
naval_light_gun_hit_chance_factor = 0.05
naval_light_gun_hit_chance_factor = 0.025
}
}
@@ -2366,7 +2366,7 @@ generic_battle_line_ship_organization = {
equipment_bonus = {
anti_air_attack = 0.05
naval_light_gun_hit_chance_factor = 0.05
naval_light_gun_hit_chance_factor = 0.025
}
}

View File

@@ -3740,6 +3740,15 @@
remove_idea = BFL_luxianwenti
add_idea = BFL_luxianwenti_zizhu
}
hidden_effect = {
if = {
limit = {
country_exists = TAN
TAN = { is_subject_of = BFL }
}
country_event = { id = az_tianjiang.416 days = 5 }
}
}
}
}
focus = {

View File

@@ -13695,4 +13695,19 @@ country_event = {
base = 100
}
}
}
country_event = {
id = az_tianjiang.416
title = "唐努图瓦加入联合"
desc = "唐努图瓦要求并入北方联合,我们没有拒绝的理由。"
picture = GFX_report_event_generic_read_write
is_triggered_only = yes
option = {
name = "好的"
annex_country = { target = TAN transfer_troops = no }
ai_chance = {
factor = 100
}
}
}

View File

@@ -414,11 +414,9 @@ country_event = {
tag = TIB
tag = SIK
tag = XSM
tag = XIC
tag = SHX
tag = HBC
}
add = 5
add = 4
}
}
DOH = { country_event = DOH_event.8 }

View File

@@ -51,7 +51,6 @@ if = {
basic_medium_airframe = 1
iw_large_airframe = 1
air_torpedoe_1 = 1
photo_reconnaisance = 1
bba_early_transport_plane = 1
}
else = {
@@ -68,6 +67,15 @@ if = {
}
}
}
if = {
limit = {
has_dlc = "La Resistance"
has_dlc = "By Blood Alone"
}
set_technology = {
photo_reconnaisance = 1
}
}
starting_train_buffer = 2
set_fuel_ratio = 0.8
@@ -826,6 +834,10 @@ set_popularities = {
}
# Wowow nice faction
#create_faction_from_template = faction_template_axis
#add_to_faction = GER
# Setup of National Spirits
add_ideas = {
sour_loser
@@ -1068,7 +1080,7 @@ if = {
obsolete = yes
icon = "GFX_GER_gwtank_medium"
}
create_equipment_variant = { #Note: There is a copy of this variant in Finnish National Focus file (FIN_bring_foreign_armor_experts). Any changes here should also be applied there
create_equipment_variant = { #Note: There is a copy of this variant in Finnish National Focus file (FIN_bring_foreign_armor_experts) and Chinese history file. Any changes here should also be applied there
name = "Panzer I Ausf. A"
type = light_tank_chassis_1
parent_version = 0

View File

@@ -1,7 +1,7 @@
state = {
id = 1019
name = "STATE_1019" # South Tohoku
manpower = 6575000
manpower = 2796521 # Unified tohoku is about 6575000
state_category = town # was large_city
resources = {
steel = 5

View File

@@ -46,7 +46,7 @@ state = {
provinces = {
4619 7167 12467
}
manpower = 20433280
manpower = 5108320
buildings_max_level_factor = 1.000
state_category = city

View File

@@ -1,7 +1,7 @@
state = {
id = 533
name = "STATE_533" # North Tohoku
manpower = 6575000
manpower = 4266278 # Unified tohoku is about 6575000
state_category = town # was large_city
resources = {
steel = 10 # was: 35, then 15

View File

@@ -43,7 +43,7 @@ state = {
provinces = {
1612 4009 4130 7019 7580 7596 7609 7625 8072 9934 10462 10474 12408
}
manpower = 5108320
manpower = 20433280
buildings_max_level_factor = 1.000
state_category = town

View File

@@ -25,6 +25,10 @@ state={
13150 1 # Hailar
}
victory_points = {
12690 1 # Tauran
}
buildings = {
infrastructure = 2
}

View File

@@ -65,8 +65,8 @@
HOL_democratic_party:0 "郁金民主议会"
HOL_fascism_party:1 "郁金军队"
HOL_neutrality_party:0 "郁金王室"
GER_fascism:0 "铁血国"
GER_fascism_DEF:0 "铁血国"
GER_fascism:0 "铁血国"
GER_fascism_DEF:0 "铁血国"
GER_democratic:0 "铁血共和国"
GER_democratic_DEF:0 "铁血共和国"
GER_neutrality:1 "铁血帝国"
@@ -143,4 +143,10 @@
RAJ_UK_autonomy_dominion: "印度自治领"
RAJ_UK_autonomy_dominion_DEF: "印度自治领"
INS_HOL_democratic: "印度尼西亚殖民领"
INS_HOL_democratic_DEF: "印度尼西亚殖民领"
INS_HOL_democratic_DEF: "印度尼西亚殖民领"
DEN_democratic_subject: "丹麦保护国"
DEN_democratic_subject_DEF: "丹麦保护国"
DEN_democratic_subject_ADJ: "丹麦保护国"
DEN_fascism_subject: "丹麦专员辖区"
DEN_fascism_subject_DEF: "丹麦专员辖区"
DEN_fascism_subject_ADJ: "丹麦专员辖区"

View File

@@ -1,6 +1,6 @@
l_simp_chinese:
gengxinshuoming_title2:0"2.18更新内容"
gengxinshuoming_text2:"1.调整了全词条的数值大幅提高双方HP与组织度。\n2.加强了精通度决议效果,且舰娘机可以获取空军精通度(未测试)。\n3.调整了部分AI。\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"2.19更新内容"
gengxinshuoming_text2:"1.适配了原版的更新内容。\n2.削弱了部分MOD子学说。\n3.由于重樱AI经常在38年主动投降因此回调了重樱的部分buff数值。\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◆§!"

View File

@@ -1852,6 +1852,8 @@
WAR_NAME_BFL_YUW:0"红色警戒"
WAR_NAME_BFL_BYG:0"红色警戒"
WAR_NAME_BFL_HUJ:0"红色警戒"
WAR_NAME_BYG_BFL:0"红色警戒"
WAR_NAME_HUJ_BFL:0"红色警戒"
WAR_NAME_YUW_BFL:0"伟大东征"
WAR_NAME_CHY_BYG:0"太平洋战争"
WAR_NAME_CHY_HUJ:0"太平洋战争"