2025-10-21 04:02:38
This commit is contained in:
@@ -932,8 +932,8 @@ leader_traits = {
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trait_kashan = {
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random = no
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army_org_factor = 0.1
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supply_node_range = 0.1
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supply_factor = 0.1
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supply_node_range = 0.2
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#supply_factor = 0.1
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}
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#古比雪夫
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trait_gubixuefu = {
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@@ -76,6 +76,9 @@ tianjiang_aizuobi = {
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has_global_flag = AZ_fengkuangAI_citiao_8
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}
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add_ideas = TY_fkAI_shenjingbaizhan
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set_technology = {
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az_shenjingbaizhan_tech = 1
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}
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}
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if = {
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limit = {
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@@ -94,6 +97,9 @@ tianjiang_aizuobi = {
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has_global_flag = AZ_fengkuangAI_citiao_ex
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}
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add_ideas = TY_fkAI_zuizhonghetiex
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set_technology = {
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az_shenjingbaizhan_tech = 1
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}
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every_character = {
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add_unit_leader_trait = fkAI_gaojizhinneng
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}
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@@ -15767,24 +15767,24 @@ 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 +15844,26 @@ 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 = 3285
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days_mission_timeout = 2920
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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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@@ -492,6 +492,13 @@ ideas = {
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always = yes
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}
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modifier = {
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consumer_goods_expected_value = -0.05
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production_cost_industrial_complex_factor = -0.1
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production_cost_arms_factory_factor = -0.1
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production_cost_dockyard_factor = -0.1
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production_cost_air_base_factor = -0.8
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production_cost_naval_base_factor = -0.8
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supply_node_range = 0.5
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local_resources_factor = 1
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production_speed_buildings_factor = 0.5
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political_power_gain = 1.5
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@@ -521,6 +528,8 @@ ideas = {
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sp_nuclear_reactor_speed_factor = 0.3
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sp_thermo_nuclear_bomb_speed_factor = 0.3
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sp_air_jet_engine_speed_factor = 0.3
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land_bunker_effectiveness_factor = 0.5
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coastal_bunker_effectiveness_factor = 0.5
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}
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}
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TY_fengkuangai2 = {
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@@ -529,6 +538,13 @@ ideas = {
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always = yes
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}
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modifier = {
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consumer_goods_expected_value = -0.05
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production_cost_industrial_complex_factor = -0.1
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production_cost_arms_factory_factor = -0.1
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production_cost_dockyard_factor = -0.1
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production_cost_air_base_factor = -0.8
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production_cost_naval_base_factor = -0.8
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supply_node_range = 1
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local_resources_factor = 1
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production_speed_buildings_factor = 0.5
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political_power_gain = 1.5
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@@ -561,6 +577,8 @@ ideas = {
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sp_nuclear_reactor_speed_factor = 0.3
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sp_thermo_nuclear_bomb_speed_factor = 0.3
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sp_air_jet_engine_speed_factor = 0.3
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land_bunker_effectiveness_factor = 0.75
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coastal_bunker_effectiveness_factor = 0.75
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}
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}
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TY_fengkuangai3 = {
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@@ -569,6 +587,13 @@ ideas = {
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always = yes
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}
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modifier = {
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consumer_goods_expected_value = -0.05
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production_cost_industrial_complex_factor = -0.1
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production_cost_arms_factory_factor = -0.1
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production_cost_dockyard_factor = -0.1
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production_cost_air_base_factor = -0.8
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production_cost_naval_base_factor = -0.8
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supply_node_range = 1
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local_resources_factor = 1
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production_speed_buildings_factor = 0.5
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political_power_gain = 1.5
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@@ -601,6 +626,8 @@ ideas = {
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sp_nuclear_reactor_speed_factor = 0.3
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sp_thermo_nuclear_bomb_speed_factor = 0.3
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sp_air_jet_engine_speed_factor = 0.3
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land_bunker_effectiveness_factor = 1
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coastal_bunker_effectiveness_factor = 1
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}
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}
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az_pt_1 = {
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@@ -21,17 +21,20 @@ ideas = {
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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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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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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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army_breakthrough_against_major_factor = 0.5
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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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#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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#army_breakthrough_against_major_factor = 0.5
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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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}
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equipment_bonus = {
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#infantry_equipment = {
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@@ -70,6 +73,26 @@ ideas = {
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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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}
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}
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AZ_mztz_AIbuff = {
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@@ -81,12 +104,12 @@ 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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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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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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#army_attack_against_major_factor = -0.8
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@@ -96,22 +119,24 @@ 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 = 5
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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_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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}
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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 = -0.25
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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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#support_equipment = {
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# build_cost_ic = -0.33
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# instant = yes
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@@ -124,10 +149,10 @@ ideas = {
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# build_cost_ic = 0.15
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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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instant = yes
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}
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#armor = {
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# build_cost_ic = -0.25
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# instant = yes
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#}
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}
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}
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YUW_xinlingnengliang_idea = {
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@@ -1191,15 +1216,15 @@ ideas = {
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}
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small_plane_cas_airframe = {
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instant = yes
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build_cost_ic = 0.1 instant = yes
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build_cost_ic = 0.1
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}
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medium_plane_airframe = {
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instant = yes
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build_cost_ic = 0.1 instant = yes
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build_cost_ic = 0.1
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}
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large_plane_airframe = {
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instant = yes
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build_cost_ic = 0.1 instant = yes
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build_cost_ic = 0.1
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}
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}
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}
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@@ -3842,7 +3867,8 @@ ideas = {
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}
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modifier = {
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planning_speed = 10
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line_change_production_efficiency_factor = 0.8
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production_factory_start_efficiency_factor = 1
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line_change_production_efficiency_factor = 1
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max_command_power = 500
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command_power_gain = 5
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grant_medal_cost_factor = -1
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@@ -3869,7 +3895,7 @@ ideas = {
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always = yes
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}
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modifier = {
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terrain_penalty_reduction = 1
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#terrain_penalty_reduction = 1
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fortification_collateral_chance = 1
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experience_gain_factor = 10
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}
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@@ -3912,6 +3938,12 @@ ideas = {
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modifier = {
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army_attack_factor = 3
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army_defence_factor = 3
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army_attack_against_major_factor = 0.2
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army_defence_against_major_factor = 0.2
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army_breakthrough_against_major_factor = 0.2
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army_attack_against_minor_factor = 0.5
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army_defence_against_minor_factor = 0.5
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army_breakthrough_against_minor_factor = 0.5
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}
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}
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@@ -3965,7 +3997,8 @@ ideas = {
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army_org_factor = 2
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army_morale_factor = 2
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planning_speed = 10
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line_change_production_efficiency_factor = 0.8
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production_factory_start_efficiency_factor = 1
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line_change_production_efficiency_factor = 1
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max_command_power = 500
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command_power_gain = 5
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grant_medal_cost_factor = -1
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@@ -3974,11 +4007,17 @@ ideas = {
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enemy_operative_capture_chance_factor = 0.3
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enemy_operative_detection_chance = 20
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enemy_operative_forced_into_hiding_time_factor = 0.3
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terrain_penalty_reduction = 1
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#terrain_penalty_reduction = 1
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industrial_capacity_dockyard = 20
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positioning = 2
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army_attack_factor = 3
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army_defence_factor = 3
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army_attack_against_major_factor = 0.2
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army_defence_against_major_factor = 0.2
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army_breakthrough_against_major_factor = 0.2
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army_attack_against_minor_factor = 0.5
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army_defence_against_minor_factor = 0.5
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army_breakthrough_against_minor_factor = 0.5
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}
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equipment_bonus = {
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ship_hull_cruiser = {
|
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89
src/common/technologies/az_tech.txt
Executable file
89
src/common/technologies/az_tech.txt
Executable file
@@ -0,0 +1,89 @@
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technologies = {
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az_shenjingbaizhan_tech = {
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research_cost = 1
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||||
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||||
allow = {
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always = no
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||||
}
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||||
|
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start_year = 1936
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|
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show_effect_as_desc = yes
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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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}
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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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}
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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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||||
}
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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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}
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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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||||
}
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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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||||
}
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river = {
|
||||
attack = 0.10
|
||||
defence = 0.05
|
||||
movement = 0.10
|
||||
}
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||||
}
|
||||
category_all_armor = {
|
||||
urban = {
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attack = 0.10
|
||||
defence = 0.10
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||||
movement = 0.10
|
||||
}
|
||||
forest = {
|
||||
attack = 0.10
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||||
defence = 0.10
|
||||
movement = 0.10
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||||
}
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||||
jungle = {
|
||||
attack = 0.10
|
||||
defence = 0.05
|
||||
movement = 0.10
|
||||
}
|
||||
mountain = {
|
||||
attack = 0.10
|
||||
defence = 0.05
|
||||
movement = 0.10
|
||||
}
|
||||
hills = {
|
||||
attack = 0.10
|
||||
defence = 0.05
|
||||
movement = 0.10
|
||||
}
|
||||
amphibious = {
|
||||
attack = 0.20
|
||||
defence = 0.10
|
||||
movement = 0.20
|
||||
}
|
||||
river = {
|
||||
attack = 0.10
|
||||
defence = 0.05
|
||||
movement = 0.10
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
l_simp_chinese:
|
||||
gengxinshuoming_title2:0"2.11更新内容"
|
||||
gengxinshuoming_text2:"1.每周挑战更新。最近忙于隔壁二次元MOD,且DLC即将发售,短期内应该不会再有大更。\n\n在正式开始游戏前,请确保已经开启了50建筑槽MOD,这会对MOD的游戏流程与AI行为有极大影响。\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"2.12更新内容"
|
||||
gengxinshuoming_text2:"1.每周挑战更新。\n2.加强了疯狂AI的数值,部分词条得到了加强。\n3.修复了疯狂AI地形修正增益不生效的问题。\n\n在正式开始游戏前,请确保已经开启了50建筑槽MOD,这会对MOD的游戏流程与AI行为有极大影响。\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◆§!"
|
||||
@@ -309,7 +309,7 @@ DOH_zaozhan_cjwx:"提前与重樱开战"
|
||||
##################每周挑战##############
|
||||
az_tianjiang.389.d:"每周挑战是碧蓝MOD在最近一次更新中新添加的机制,玩家可以通过开启挑战来获得各种平时无法得到的加成,并与同样获得特殊增益的AI进行对抗。\n\n该模式的目的是给喜欢在碧蓝MOD中PVE的玩家一个动态的环境,因此每周都会对双方的BUFF以及挑战的目标进行更新。\n\n每周挑战不绑定历史国策,可以与疯狂AI或者历史挑战、丁真AI同时开启,但会在一定程度上影响其本身的难度。该机制属于单机游玩专属,联机时无法启用。\n\n如果对此模式有想法或意见,欢迎加群讨论。"
|
||||
AZ_meizhoutiaozhan_jyz:"每周挑战"
|
||||
AZ_meizhoutiaozhan_jyz_desc:"本周挑战国家:§Y任意§!\n本周路线要求:§Y任意§!\n本周挑战目标:§R在限定时间内结盟或征服所有主要舰娘国§!\n本周§G玩家增益§!:强者战争+特种作战+科研优先\n本周§RAI增益§!:坦克工厂+简易装备+强化产线\n\n作为新的游玩模式,前几次挑战难度不高,有建议欢迎加群反馈。"
|
||||
AZ_meizhoutiaozhan_jyz_desc:"本周挑战国家:§Y任意§!\n本周路线要求:§Y任意§!\n本周挑战目标:§R在限定时间内结盟或征服所有欧洲舰娘国§!\n本周§G玩家增益§!:战无不胜+海军生产+宁死不屈+黑云遮日\n本周§RAI增益§!:团结一致+步炮大师+少女战车+人海战术\n\n目前难度适中,有建议欢迎加群反馈。"
|
||||
AZ_meizhoutiaozhan_jy_debug:"测试决议"
|
||||
AZ_meizhoutiaozhan_jy_aibuff:"AI决议"
|
||||
AZ_meizhoutiaozhan_jy_on:"开启§Y每周挑战§!"
|
||||
@@ -324,4 +324,17 @@ az_meizhoutiaozhan_buwanmei:"超过时间限制,无法获得额外奖励"
|
||||
AZ_meizhoutiaozhan_jy_dacheng_time:"成功完成目标"
|
||||
az_meizhoutiaozhan_shibai:"§R超过最大时间限制,挑战失败§!"
|
||||
AZ_mztz_AIbuff:"每周挑战:AI增益"
|
||||
AZ_mztz_playerbuff:"每周挑战:玩家增益"
|
||||
AZ_mztz_playerbuff:"每周挑战:玩家增益"
|
||||
|
||||
|
||||
#########################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"
|
||||
modifier_production_cost_industrial_complex_factor_desc: "改变民用工厂建造花费"
|
||||
modifier_production_cost_arms_factory_factor: "§Y军用工厂§!建造花费"
|
||||
modifier_production_cost_arms_factory_factor_desc: "改军用工厂建造花费"
|
||||
modifier_production_cost_dockyard_factor: "§Y海军船坞§!建造花费"
|
||||
modifier_production_cost_dockyard_factor_desc: "改变海军船坞建造花费"
|
||||
modifier_production_cost_air_base_factor: "§Y空军基地§!建造花费"
|
||||
modifier_production_cost_air_base_factor_desc: "改变空军基地建造花费"
|
||||
modifier_production_cost_naval_base_factor: "§Y海军基地§!建造花费"
|
||||
modifier_production_cost_naval_base_factor_desc: "改变海军基地建造花费"
|
||||
Reference in New Issue
Block a user