diff --git a/src/common/buildings/01_landmark_buildings.txt b/src/common/buildings/01_landmark_buildings.txt new file mode 100755 index 0000000..161972e --- /dev/null +++ b/src/common/buildings/01_landmark_buildings.txt @@ -0,0 +1,287 @@ +@landmark_repair_speed_factor = 0.15 + +buildings = { + + # show_on_map: + # if it is provincial building, then show_on_map = X is amount per each province + # if it is state building, then show_on_map = X is amount per state + # + # province_max: + # if province_max is set, then building is provincial + # + ## Modifiers: + ## country_modifiers - accept only country modifiers + ## state_modifiers - accept only state modifiers + ## enable_for_controllers - Country modifiers will apply only if the controller of province/state is in the list, or if the list is empty + ## Example: + # + # building = { + # country_modifiers = { + # enable_for_controllers { GER ENG } # Here you can list countries which can accept the country modifiers of this building + # modifiers = { + # #Here you can add country modifiers + # political_power_factor = 2.0 + # } + # } + # + # state_modifiers = { + # #Here you can add state modifiers + # local_building_slots_factor = 2 + # } + # } + # disable_grow_animation = yes # Disables the grow animation for the building, default = no + # missing_tech_loc = # See script concept bindable localization + # repair_speed_factor = 0.5 # Optional. Factor for how fast the building is repaired (default = 1.0) + + + landmark_big_ben = { + dlc_allowed = { has_dlc = Gotterdammerung } + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + + is_buildable = no + disable_grow_animation = yes + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + only_display_if_exists = yes + special_icon = GFX_big_ben_icon_small + level_cap = { + province_max = 1 + } + always_shown = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { HUJ } + modifiers = { + political_power_factor = 0.03 # England has a lot of pp sinks, so this is simply a small helpful bump on the way + } + } + } + + landmark_colosseum = { + dlc_allowed = { has_dlc = Gotterdammerung } + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + + is_buildable = no + disable_grow_animation = yes + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + only_display_if_exists = yes + special_icon = GFX_colosseum_icon_small + level_cap = { + province_max = 1 + } + always_shown = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { SAD } + modifiers = { + war_support_factor = 0.05 # Represents their proud Roman tradition and psat + } + } + } + + landmark_cristo_redentor = { + dlc_allowed = { has_dlc = Gotterdammerung } + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + + is_buildable = no + disable_grow_animation = yes + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + only_display_if_exists = yes + special_icon = GFX_cristo_redentor_icon_small + level_cap = { + province_max = 1 + } + always_shown = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { BRA } + modifiers = { + stability_factor = 0.05 + } + } + } + + landmark_eiffel_tower = { + dlc_allowed = { has_dlc = Gotterdammerung } + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + + is_buildable = no + disable_grow_animation = yes + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + only_display_if_exists = yes + special_icon = GFX_eiffel_tower_icon_small + level_cap = { + province_max = 1 + } + always_shown = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { YUW } + modifiers = { + stability_factor = 0.05 # National Symbol, represents France's scientific progress + } + } + } + + landmark_statue_of_liberty = { + dlc_allowed = { has_dlc = Gotterdammerung } + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + is_buildable = no + disable_grow_animation = yes + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + only_display_if_exists = yes + special_icon = GFX_statue_of_liberty_icon_small + level_cap = { + province_max = 1 + } + always_shown = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { BYG } + modifiers = { + stability_factor = 0.05 + political_power_factor = 0.02 + # Makes up a tiny bit for MIOs sinks, and represents its value to the home of the free + } + } + } + + landmark_kremlin = { + dlc_allowed = { has_dlc = Gotterdammerung } + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + + is_buildable = no + disable_grow_animation = yes + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + only_display_if_exists = yes + special_icon = GFX_kremlin_icon_small + level_cap = { + province_max = 1 + } + always_shown = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { BFL } + modifiers = { + command_power_gain_mult = 0.1 # A lot of their planning and coordination is done from here + } + } + } + + landmark_hofburg_palace = { + dlc_allowed = { has_dlc = Gotterdammerung } + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + + is_buildable = no + disable_grow_animation = yes + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + only_display_if_exists = yes + special_icon = GFX_hofburg_palace_icon_small + level_cap = { + province_max = 1 + } + always_shown = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { AUS } + modifiers = { + stability_factor = 0.05 + } + } + } + + landmark_berlin_reichstag = { + dlc_allowed = { has_dlc = Gotterdammerung } + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + is_buildable = no + disable_grow_animation = yes + only_display_if_exists = yes + special_icon = GFX_berlin_reichstag_icon_small + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + level_cap = { + province_max = 1 + } + always_shown = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { TIX } + modifiers = { + stability_factor = 0.05 # A symbol of German democracy and spirit. Valuable even for non-democratic germans + } + } + } + + landmark_berlin_volkshalle = { + dlc_allowed = { has_dlc = Gotterdammerung } + show_on_map = 1 + base_cost = 20000 + damage_factor = 0 # This building can't be damaged by regular strat bombing + icon_frame = 22 + value = 5 + is_buildable = no + disable_grow_animation = yes + only_display_if_exists = yes + special_icon = GFX_volkshalle_small + spawn_point = landmark_spawn + repair_speed_factor = @landmark_repair_speed_factor + level_cap = { + province_max = 1 + } + always_shown = yes + show_modifier = yes + country_modifiers = { + enable_for_controllers = { TIX } + modifiers = { + stability_factor = 0.05 # We are the greatest people to ever exist, and this is the pride of our nation + war_support_factor = 0.05 + } + } + } +} + +spawn_points = { + landmark_spawn = { + type = province + max = 1 + disable_auto_nudging = yes + } +} \ No newline at end of file diff --git a/src/common/ideas/yuw.txt b/src/common/ideas/yuw.txt index f5995c4..a457531 100755 --- a/src/common/ideas/yuw.txt +++ b/src/common/ideas/yuw.txt @@ -1028,13 +1028,13 @@ ideas = { modifier = { conscription = 0.1 mobilization_speed = 1 - land_reinforce_rate = 0.15 - recon_factor = 0.5 - breakthrough_factor = 0.3 + land_reinforce_rate = 0.1 + recon_factor = 0.4 + breakthrough_factor = 0.2 org_loss_when_moving = -0.15 attrition = -0.1 - army_org_factor = 0.3 - army_morale_factor = 0.5 + army_org_factor = 0.2 + army_morale_factor = 0.4 } } @@ -1082,22 +1082,22 @@ ideas = { always = yes } modifier = { - army_attack_factor = 0.5 - army_defence_factor = 0.5 - planning_speed = 1 - max_planning = 1 - experience_gain_army_factor = -1 - terrain_penalty_reduction = 0.6 + army_attack_factor = 0.3 + army_defence_factor = 0.3 + planning_speed = 0.8 + max_planning = 0.5 + experience_gain_army_factor = -0.5 + terrain_penalty_reduction = 0.3 } targeted_modifier = { tag = TIX - attack_bonus_against = 0.6 - defense_bonus_against = 0.6 + attack_bonus_against = 0.5 + defense_bonus_against = 0.5 } targeted_modifier = { tag = BFL - attack_bonus_against = 0.6 - defense_bonus_against = 0.6 + attack_bonus_against = 0.5 + defense_bonus_against = 0.5 } } diff --git a/src/common/national_focus/beifanglianhe.txt b/src/common/national_focus/beifanglianhe.txt index e34b778..0c963ed 100755 --- a/src/common/national_focus/beifanglianhe.txt +++ b/src/common/national_focus/beifanglianhe.txt @@ -1388,6 +1388,10 @@ BFL_lujunjianshe_dengji = yes TY_lujunliluntupo = yes set_technology = { masterful_blitz_for_bfl = 1 popup = no } + add_breakthrough_progress = { + specialization = specialization_land + value = 2.0 + } custom_effect_tooltip = unlock_propaganda_campaign_tt unlock_decision_tooltip = SOV_propaganda_victory_at_hand custom_effect_tooltip = propaganda_campaign_requirement_tt diff --git a/src/common/national_focus/byg_focus.txt b/src/common/national_focus/byg_focus.txt index 31e520e..4e1838f 100755 --- a/src/common/national_focus/byg_focus.txt +++ b/src/common/national_focus/byg_focus.txt @@ -333,6 +333,10 @@ focus_tree = { barrage_for_BYG = 1 popup = no } + add_breakthrough_progress = { + specialization = specialization_land + value = 1.5 + } custom_effect_tooltip = BYG_xiandaishandianzhan_effect_tooltip } } @@ -6984,6 +6988,10 @@ focus_tree = { } completion_reward = { custom_effect_tooltip = jiesuoluorijueyi_tip + add_breakthrough_progress = { + specialization = specialization_nuclear + value = 3.0 + } add_tech_bonus = { bonus = 1.5 ahead_reduction = 1 diff --git a/src/common/national_focus/donghuang_new.txt b/src/common/national_focus/donghuang_new.txt index 4c0ce62..044eaf8 100755 --- a/src/common/national_focus/donghuang_new.txt +++ b/src/common/national_focus/donghuang_new.txt @@ -452,6 +452,8 @@ focus_tree = { add_building_construction = { type = nuclear_facility level = 1 + instant_build = yes + province = 12820 } } } @@ -820,6 +822,8 @@ focus_tree = { add_building_construction = { type = land_facility level = 1 + instant_build = yes + province = 1519 } add_extra_state_shared_building_slots = 1 } @@ -947,6 +951,8 @@ focus_tree = { add_building_construction = { type = naval_facility level = 1 + instant_build = yes + province = 10076 } add_extra_state_shared_building_slots = 1 } @@ -1104,6 +1110,8 @@ focus_tree = { add_building_construction = { type = air_facility level = 1 + instant_build = yes + province = 7418 } add_extra_state_shared_building_slots = 1 } diff --git a/src/common/national_focus/huangjia.txt b/src/common/national_focus/huangjia.txt index 218c566..185b178 100755 --- a/src/common/national_focus/huangjia.txt +++ b/src/common/national_focus/huangjia.txt @@ -675,6 +675,10 @@ focus_tree = { army_experience = 250 custom_effect_tooltip = "允许解锁第二条陆军学说路线" set_country_flag = TY_army_liluntupo + add_breakthrough_progress = { + specialization = specialization_land + value = 1.0 + } set_technology = { tactical_withdrawal_huj = 1 popup = no @@ -1126,6 +1130,10 @@ focus_tree = { uses = 6 category = naval_equipment } + add_breakthrough_progress = { + specialization = specialization_naval + value = 1.5 + } } } focus = { @@ -1509,6 +1517,10 @@ focus_tree = { army_experience = 50 air_experience = 50 add_war_support = 0.2 + add_breakthrough_progress = { + specialization = specialization_naval + value = 2.5 + } add_ideas = HUJ_cxrbl } } @@ -4317,6 +4329,10 @@ focus_tree = { #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { TY_kongjunliluntupo = yes + add_breakthrough_progress = { + specialization = specialization_air + value = 1.5 + } add_ideas = HUJ_hjly } } diff --git a/src/common/national_focus/tiexue.txt b/src/common/national_focus/tiexue.txt index 93250d5..84ab87f 100755 --- a/src/common/national_focus/tiexue.txt +++ b/src/common/national_focus/tiexue.txt @@ -467,6 +467,10 @@ focus_tree = { } #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { + add_breakthrough_progress = { + specialization = specialization_nuclear + value = 0.5 + } add_tech_bonus = { name = "生物工程技术" bonus = 1 @@ -508,6 +512,14 @@ focus_tree = { } #search_filters = { FOCUS_FILTER_STABILITY } completion_reward = { + add_breakthrough_progress = { + specialization = specialization_nuclear + value = 0.5 + } + add_breakthrough_progress = { + specialization = specialization_air + value = 0.5 + } add_tech_bonus = { name = "人工智能技术" bonus = 1 @@ -536,6 +548,10 @@ focus_tree = { completion_reward = { guojishengyu_down_5 = yes custom_effect_tooltip = TIX_jiesuochaoshikong_tips + add_breakthrough_progress = { + specialization = specialization_nuclear + value = 1.0 + } add_ideas = TIX_txznbq set_technology = { keyantech_TIX_siren = 1 @@ -583,6 +599,10 @@ focus_tree = { completion_reward = { guojishengyu_down_10 = yes custom_effect_tooltip = TIX_jiesuochaoshikong_tips + add_breakthrough_progress = { + specialization = specialization_nuclear + value = 1.0 + } add_ideas = TIX_srbq hidden_effect = { news_event = aznews.10 @@ -2145,6 +2165,10 @@ focus_tree = { breakthrough_for_tix = 1 popup = no } + add_breakthrough_progress = { + specialization = specialization_land + value = 1.5 + } } } focus = { @@ -2260,6 +2284,10 @@ focus_tree = { category = cat_mobile_warfare } } + add_breakthrough_progress = { + specialization = specialization_land + value = 0.5 + } } } focus = { @@ -9910,6 +9938,10 @@ focus_tree = { } completion_reward = { custom_effect_tooltip = TIX_zidongwanchenghaijunguoce_tips + add_breakthrough_progress = { + specialization = specialization_naval + value = 0.8 + } random_owned_controlled_state = { limit = { is_coastal = yes diff --git a/src/common/national_focus/yuanwei.txt b/src/common/national_focus/yuanwei.txt index 9b69a2f..e13ef05 100755 --- a/src/common/national_focus/yuanwei.txt +++ b/src/common/national_focus/yuanwei.txt @@ -7601,7 +7601,7 @@ focus_tree = { icon = GFX_focus_por_concordat x = 2 y = 1 - cost = 20 + cost = 15 relative_position_id = YUW_weihuchuantong prerequisite = { focus = YUW_weihuchuantong diff --git a/src/common/raids/air_raids_custom.txt b/src/common/raids/air_raids_custom.txt new file mode 100755 index 0000000..5505dfb --- /dev/null +++ b/src/common/raids/air_raids_custom.txt @@ -0,0 +1,1988 @@ +types = { + + AUS_reichstag_bombing = { + + days_to_prepare = 30 + + category = air_raids + custom_map_icon = GFX_raid_type_icon_other_raid + ai_will_do = { + base = 10 # Unique Raid + modifier = { + # Don't target anyone who is not a potential enemy + factor = 0 + NOT = { + is_in_array = { + array = potential_and_current_enemies + value = FROM # Target country + } + } + } + } + + command_power = 15 + + allowed = { + has_dlc = "Gotterdammerung" + original_tag = AUS + } + + fire_only_once = yes + + visible = { + OR = { + has_completed_focus = AUS_second_brothers_war + has_completed_focus = AUS_deal_with_the_german_threat + } + } + + show_target = { + 64 = { is_owned_and_controlled_by = GER } + } + + available = { + + } + + launchable = { + has_war_with = GER + } + + arrow = { + type = air + } + unit_model = { + type = equipment + } + + target_type = { + building = { + type = landmark_berlin_reichstag + } + } + target_icon = GFX_berlin_reichstag_icon + launch_sound = raid_launch_air + + unit_requirements = { + equipment = { + type = { strategic_bomber } + amount = { min = 75} + } + } + + starting_point = { + types = { air_base } + } + + success_factors = { + success = { + base = 0.7 + + # Raiding unit modifiers + experience = { + weight = 0.05 + start_weight = -0.05 + reference = 1.0 + } + air_agility = { + reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value + weight = 0.05 # At 0 agility, the modifier will have negative effect. + start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. + } + reliability = { + reference = 1 + weight = 0.05 + start_weight = -0.1 + } + air_defence = { + reference = 100 + weight = 0.05 + start_weight = -0.05 + } + + air_superiority = { + reference = 1 + weight = 0.1 + start_weight = -0.1 + } + + ### Target Modifiers + anti_air = { + reference = 5 + weight = -0.1 + } + interception = { + reference = 500 # More than 500 fighters won't really make any difference + weight = -0.2 + } + intel = { + weight = 0.2 + #start_reference = 50 + reference = 100 + } + + } + + critical = { + base = 0.1 + + } + } + + success_levels = { + failure = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_berlin_reichstag + damage = 0.05 # levels of damage + province = var:ROOT.target_province + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 10 + } + raid_add_unit_experience = 0.05 + + var:actor_country = { + add_war_support = -0.05 + + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + } + } + visual_effect = { + entity = "raid_failed_entity" + animation = "attack" + } + } + limited_success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_berlin_reichstag + damage = 0.15 # levels of damage + province = var:ROOT.target_province + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 5 + } + raid_add_unit_experience = 0.1 + + var:actor_country = { + add_war_support = 0.02 + + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + } + } + visual_effect = { + entity = "air_raids_2_limited_success_entity" + animation = "attack" + } + } + success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_berlin_reichstag + damage = 0.65 # levels of damage + province = var:ROOT.target_province + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 2 + } + raid_add_unit_experience = 0.2 + + var:actor_country = { + add_war_support = 0.05 + + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + } + } + visual_effect = { + entity = "air_raids_2_success_entity" + animation = "attack" + } + } + critical_success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_berlin_reichstag + damage = 0.85 # levels of damage + province = var:ROOT.target_province + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 1 + } + raid_add_unit_experience = 0.35 + + var:actor_country = { + add_war_support = 0.05 + + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + + IF = { + limit = { has_government = neutrality } + add_popularity = { + ideology = neutrality #these do not take FROM/ROOTs/var:actor_country + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = communism } + add_popularity = { + ideology = communism #these do not take FROM/ROOTs/var:actor_country + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = democratic } + add_popularity = { + ideology = democratic #these do not take FROM/ROOTs/var:actor_country + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = fascism } + add_popularity = { + ideology = fascism #these do not take FROM/ROOTs/var:actor_country + popularity = 0.1 + } + } + } + } + visual_effect = { + entity = "air_raids_2_critical_success_entity" + animation = "attack" + } + } + } + } + +########################################################### + +### ### ### ## # # ## ### ## ## ### # # ## +# # # # # # # # # # # # # # ## # # +### ## # # #### # # #### # ## ## # ## # ## +# # # # # # # # # # # # # # # # # # # +# # ### ### ## # # ## # # # ## ### # # ## + +########################################################### + + ENG_reichstag_bombing = { + + days_to_prepare = 30 + + category = air_raids + custom_map_icon = GFX_raid_type_icon_other_raid + + ai_will_do = { + base = 10 # unique Raid + modifier = { + # Don't target anyone who is not a potential enemy + factor = 0 + NOT = { + is_in_array = { + array = potential_and_current_enemies + value = FROM # Target country + } + } + } + } + + command_power = 15 + + allowed = { + has_dlc = "Gotterdammerung" + original_tag = HUJ + } + + fire_only_once = yes + + visible = { + + } + + show_target = { + has_war_with = TIX + 64 = { + is_owned_and_controlled_by = TIX + } + } + available = { + + } + + target_type = { + building = { + type = landmark_berlin_reichstag + } + } + target_icon = GFX_berlin_reichstag_icon + launch_sound = raid_launch_air + + arrow = { + type = air + } + unit_model = { + type = equipment + } + + unit_requirements = { + equipment = { + type = { strategic_bomber } + amount = { min = 75 } + } + } + + starting_point = { + types = { air_base } + } + + success_factors = { + success = { + base = 0.7 + + # Raiding unit modifiers + experience = { + weight = 0.05 + start_weight = -0.05 + reference = 1.0 + } + air_agility = { + reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value + weight = 0.05 # At 0 agility, the modifier will have negative effect. + start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. + } + reliability = { + reference = 1 + weight = 0.05 + start_weight = -0.1 + } + air_defence = { + reference = 100 + weight = 0.05 + start_weight = -0.05 + } + + air_superiority = { + reference = 1 + weight = 0.1 + start_weight = -0.1 + } + + ### Target Modifiers + anti_air = { + reference = 5 + weight = -0.1 + } + interception = { + reference = 500 # More than 500 fighters won't really make any difference + weight = -0.2 + } + intel = { + weight = 0.2 + #start_reference = 50 + reference = 100 + } + + } + + critical = { + base = 0.1 + + } + } + + success_levels = { + failure = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_berlin_reichstag + damage = 0.05 # levels of damage + province = var:ROOT.target_province + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 65 + } + raid_add_unit_experience = 0.05 + + var:actor_country = { #a failure doesn't help morale + add_war_support = -0.05 + } + } + visual_effect = { + entity = "raid_failed_entity" + animation = "attack" + } + } + limited_success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_berlin_reichstag + damage = 0.15 # levels of damage + province = var:ROOT.target_province + repair_speed_modifier = -0.05 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 50 + } + raid_add_unit_experience = 0.1 + + var:actor_country = { + add_war_support = 0.02 + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + + } + } + visual_effect = { + entity = "air_raids_2_limited_success_entity" + animation = "attack" + } + } + success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_berlin_reichstag + damage = 0.65 # levels of damage + province = var:ROOT.target_province + repair_speed_modifier = -0.15 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 35 + } + raid_add_unit_experience = 0.2 + + var:actor_country = { + add_war_support = 0.05 + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + + + } + } + visual_effect = { + entity = "air_raids_2_success_entity" + animation = "attack" + } + } + critical_success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_berlin_reichstag + damage = 0.85 # levels of damage + province = var:ROOT.target_province + repair_speed_modifier = -0.25 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 10 + } + raid_add_unit_experience = 0.35 + + var:actor_country = { + add_war_support = 0.05 + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + + IF = { + limit = { has_government = neutrality } + add_popularity = { + ideology = neutrality #these do not take FROM/ROOTs + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = communism } + add_popularity = { + ideology = communism #these do not take FROM/ROOTs + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = democratic } + add_popularity = { + ideology = democratic #these do not take FROM/ROOTs + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = fascism } + add_popularity = { + ideology = fascism #these do not take FROM/ROOTs + popularity = 0.1 + } + } + } + + var:victim_country = { + add_war_support = -0.05 + + IF = { + limit = { has_government = neutrality } + add_popularity = { + ideology = neutrality #these do not take FROM/ROOTs + popularity = -0.05 + } + } + ELSE_IF = { + limit = { has_government = communism } + add_popularity = { + ideology = communism #these do not take FROM/ROOTs + popularity = -0.05 + } + } + ELSE_IF = { + limit = { has_government = democratic } + add_popularity = { + ideology = democratic #these do not take FROM/ROOTs + popularity = -0.05 + } + } + ELSE_IF = { + limit = { has_government = fascism } + add_popularity = { + ideology = fascism #these do not take FROM/ROOTs + popularity = -0.05 + } + } + } + } + visual_effect = { + entity = "air_raids_2_critical_success_entity" + animation = "attack" + } + } + } + } + +############################################################################## + + ## ### ### ### ## ### ### ## # # ### ### ### ### ## # # ## +# # # # # # # # # # # # # ## # # # # # # # # # # # # +# # ### ## ### #### # # # # # ## # ## ### # # #### # # +# # # # # # # # # # # # # # # # # # # # # # # # # # + ## # ### # # # # # ### ## # # ## ### # # ### ## # # ## + +############################################################################## + ENG_operation_jericho = { + days_to_prepare = 90 + + ai_will_do = { + base = 2 + modifier = { + factor = 0 + is_major = no + } + modifier = { + factor = 0 + date < 1943.1.1 + } + } + + category = air_raids + custom_map_icon = GFX_raid_type_icon_other_raid + + command_power = 25 + + allowed = { + has_dlc = "Gotterdammerung" + tag = HUJ + } + + # Raid Type is visible + visible = { + has_war_with = TIX + 785 = { # Picardie + is_owned_by = YUW + is_fully_controlled_by = TIX + } + 16 = { # Ile de France + is_owned_by = YUW + is_fully_controlled_by = TIX + } + YUW = { + has_government = democratic + is_in_faction_with = HUJ + NOT = { + any_core_state = { + is_controlled_by = YUW + } + } + } + } + # Specific Target is visible + show_target = { + + } + + # Can prepare + available = { + 16 = { resistance > 25 } + } + launchable = { + + } + fire_only_once = yes + + target_type = { + province = 11420 + } + target_icon = GFX_facility_icon + launch_sound = raid_launch_air + + arrow = { + type = air + } + unit_model = { + type = equipment + } + + unit_requirements = { + equipment = { + type = { tactical_bomber } + amount = { min = 70 } + } + } + unit_requirements = { + equipment = { + type = { heavy_fighter } + amount = { min = 70 } + } + } + + starting_point = { + types = { air_base } + } + + success_factors = { + success = { + base = 0.55 + + # Raiding unit modifiers + experience = { + weight = 0.2 + start_weight = -0.2 + reference = 1.0 + } + air_agility = { + reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value + weight = 0.1 # At 0 agility, the modifier will have negative effect. + start_weight = -0.1 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. + } + reliability = { + reference = 1 + weight = 0.05 + start_weight = -0.1 + } + air_defence = { + reference = 100 + weight = 0.05 + start_weight = -0.05 + } + air_superiority = { + reference = 1 + weight = 0.1 + start_weight = -0.1 + } + + ### Target Modifiers + anti_air = { + reference = 5 + weight = -0.25 + } + interception = { + reference = 500 # More than 500 fighters won't really make any difference + weight = -0.2 + } + intel = { + weight = 0.5 + #start_reference = 50 + reference = 100 + } + } + + critical = { + base = 0.15 + } + } + + success_levels = { + failure = { + victim_effects = { + var:target_state = { + custom_effect_tooltip = operation_jericho_failure_tt + add_resistance = -10 + } + 16 = { add_resistance = -10 } + + } + actor_effects = { + raid_damage_units = { + plane_loss = 70 + ratio = no + } + raid_add_unit_experience = 0.05 + } + visual_effect = { + entity = "raid_failed_entity" + animation = "attack" + } + } + limited_success = { + victim_effects = { + var:target_state = { + custom_effect_tooltip = operation_jericho_limited_success_tt + add_resistance = 10 + } + 16 = { add_resistance = 5 } + + } + actor_effects = { + raid_damage_units = { + plane_loss = 40 + ratio = no + } + raid_add_unit_experience = 0.1 + } + visual_effect = { + entity = "air_raids_2_limited_success_entity" + animation = "attack" + } + } + success = { + victim_effects = { + var:target_state = { + custom_effect_tooltip = operation_jericho_success_tt + add_resistance = 20 + } + 16 = { add_resistance = 10 } + + } + actor_effects = { + raid_damage_units = { + plane_loss = 30 + ratio = no + } + raid_add_unit_experience = 0.2 + } + visual_effect = { + entity = "air_raids_2_success_entity" + animation = "attack" + } + } + critical_success = { + victim_effects = { + var:target_state = { + custom_effect_tooltip = operation_jericho_critical_success_tt + add_resistance = 40 + } + 16 = { add_resistance = 20 } + + } + actor_effects = { + raid_damage_units = { + plane_loss = 10 + ratio = no + } + raid_add_unit_experience = 0.35 + } + visual_effect = { + entity = "air_raids_2_critical_success_entity" + animation = "attack" + } + } + } + } + + + + ###### ######## ######## ## ## ### ## ## ######## ### #### ######## ######## ####### ## ## ######## #### ## ## ###### + ## ## ## ## ## ### ### ## ## ### ## ## ## ## ## ## ## ## ## ## ## ## ### ### ## ## ## ### ## ## ## + ## ## ## ## #### #### ## ## #### ## ## ## ## ## ## ## ## ## ## ## ## #### #### ## ## ## #### ## ## + ## #### ###### ######## ## ### ## ## ## ## ## ## ######## ## ## ## ## ## ######## ## ## ## ### ## ######## ## ## ## ## ## #### + ## ## ## ## ## ## ## ######### ## #### ## ## ######### ## ## ## ## ## ## ## ## ## ## ## ## ## #### ## ## + ## ## ## ## ## ## ## ## ## ## ### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ### ## ## + ###### ######## ## ## ## ## ## ## ## ## ## ## ## ## #### ######## ######## ####### ## ## ######## #### ## ## ###### + + #Bombing Big Ben + GER_big_ben_bombing = { + + days_to_prepare = 30 + + category = air_raids + custom_map_icon = GFX_raid_type_icon_other_raid + + ai_will_do = { + base = 5 # unique raid + } + + command_power = 15 + + allowed = { + has_dlc = "Gotterdammerung" + original_tag = TIX + } + + fire_only_once = yes + + visible = { + + } + + show_target = { + has_war_with = HUJ + 126 = { + is_owned_and_controlled_by = HUJ + } + } + available = { + + } + + target_type = { + building = { + type = landmark_big_ben + } + } + target_icon = GFX_big_ben_icon + launch_sound = raid_launch_air + + arrow = { + type = air + } + unit_model = { + type = equipment + } + + unit_requirements = { + equipment = { + type = { strategic_bomber } + amount = { min = 75 } + } + } + + starting_point = { + types = { air_base } + } + + success_factors = { + success = { + base = 0.7 + + # Raiding unit modifiers + experience = { + weight = 0.05 + start_weight = -0.05 + reference = 1.0 + } + air_agility = { + reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value + weight = 0.05 # At 0 agility, the modifier will have negative effect. + start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. + } + reliability = { + reference = 1 + weight = 0.05 + start_weight = -0.1 + } + air_defence = { + reference = 100 + weight = 0.05 + start_weight = -0.05 + } + + air_superiority = { + reference = 1 + weight = 0.1 + start_weight = -0.1 + } + + ### Target Modifiers + anti_air = { + reference = 5 + weight = -0.1 + } + interception = { + reference = 500 # More than 500 fighters won't really make any difference + weight = -0.2 + } + intel = { + weight = 0.2 + #start_reference = 50 + reference = 100 + } + + } + + critical = { + base = 0.1 + + } + } + + success_levels = { + failure = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_big_ben + damage = 0.05 # levels of damage + province = var:ROOT.target_province + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 65 + } + raid_add_unit_experience = 0.05 + + var:actor_country = { #a failure doesn't help morale + add_war_support = -0.05 + } + } + visual_effect = { + entity = "raid_failed_entity" + animation = "attack" + } + } + limited_success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_big_ben + damage = 0.15 # levels of damage + province = var:ROOT.target_province + repair_speed_modifier = -0.05 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 50 + } + raid_add_unit_experience = 0.1 + + var:actor_country = { + add_war_support = 0.02 + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + } + } + visual_effect = { + entity = "air_raids_2_limited_success_entity" + animation = "attack" + } + } + success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_big_ben + damage = 0.65 # levels of damage + province = var:ROOT.target_province + repair_speed_modifier = -0.15 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 35 + } + raid_add_unit_experience = 0.2 + + var:actor_country = { + add_war_support = 0.05 + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + + } + } + visual_effect = { + entity = "air_raids_2_success_entity" + animation = "attack" + } + } + critical_success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_big_ben + damage = 0.85 # levels of damage + province = var:ROOT.target_province + repair_speed_modifier = -0.25 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 10 + } + raid_add_unit_experience = 0.35 + + var:actor_country = { + add_war_support = 0.05 + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + IF = { + limit = { has_government = neutrality } + add_popularity = { + ideology = neutrality #these do not take FROM/ROOTs + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = communism } + add_popularity = { + ideology = communism #these do not take FROM/ROOTs + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = democratic } + add_popularity = { + ideology = democratic #these do not take FROM/ROOTs + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = fascism } + add_popularity = { + ideology = fascism #these do not take FROM/ROOTs + popularity = 0.1 + } + } + } + + var:victim_country = { + add_war_support = -0.05 + + IF = { + limit = { has_government = neutrality } + add_popularity = { + ideology = neutrality #these do not take FROM/ROOTs + popularity = -0.05 + } + } + ELSE_IF = { + limit = { has_government = communism } + add_popularity = { + ideology = communism #these do not take FROM/ROOTs + popularity = -0.05 + } + } + ELSE_IF = { + limit = { has_government = democratic } + add_popularity = { + ideology = democratic #these do not take FROM/ROOTs + popularity = -0.05 + } + } + ELSE_IF = { + limit = { has_government = fascism } + add_popularity = { + ideology = fascism #these do not take FROM/ROOTs + popularity = -0.05 + } + } + } + } + visual_effect = { + entity = "air_raids_2_critical_success_entity" + animation = "attack" + } + } + } + } + + #Bombing the Statue of Liberty + GER_statue_of_liberty_bombing = { + + days_to_prepare = 30 + + category = air_raids + custom_map_icon = GFX_raid_type_icon_other_raid + + ai_will_do = { + base = 5 # Unique Raid + } + + command_power = 15 + + allowed = { + has_dlc = "Gotterdammerung" + original_tag = TIX + } + + fire_only_once = yes + + visible = { + + } + + show_target = { + has_war_with = BYG + 358 = { + is_owned_and_controlled_by = BYG + } + } + available = { + + } + + target_type = { + building = { + type = landmark_statue_of_liberty + } + } + target_icon = GFX_statue_of_liberty_icon + launch_sound = raid_launch_air + + arrow = { + type = air + } + unit_model = { + type = equipment + } + + unit_requirements = { + equipment = { + type = { strategic_bomber } + amount = { min = 75 } + } + } + + starting_point = { + types = { air_base } + } + + success_factors = { + success = { + base = 0.7 + + # Raiding unit modifiers + experience = { + weight = 0.05 + start_weight = -0.05 + reference = 1.0 + } + air_agility = { + reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value + weight = 0.05 # At 0 agility, the modifier will have negative effect. + start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. + } + reliability = { + reference = 1 + weight = 0.05 + start_weight = -0.1 + } + air_defence = { + reference = 100 + weight = 0.05 + start_weight = -0.05 + } + + air_superiority = { + reference = 1 + weight = 0.1 + start_weight = -0.1 + } + + ### Target Modifiers + anti_air = { + reference = 5 + weight = -0.1 + } + interception = { + reference = 500 # More than 500 fighters won't really make any difference + weight = -0.2 + } + intel = { + weight = 0.2 + #start_reference = 50 + reference = 100 + } + + } + + critical = { + base = 0.1 + + } + } + + success_levels = { + failure = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_statue_of_liberty + damage = 0.05 # levels of damage + province = var:ROOT.target_province + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 65 + } + raid_add_unit_experience = 0.05 + + var:actor_country = { #a failure doesn't help morale + add_war_support = -0.05 + } + } + visual_effect = { + entity = "raid_failed_entity" + animation = "attack" + } + } + limited_success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_statue_of_liberty + damage = 0.15 # levels of damage + province = var:ROOT.target_province + repair_speed_modifier = -0.05 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 50 + } + raid_add_unit_experience = 0.1 + + var:actor_country = { + add_war_support = 0.02 + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + } + } + visual_effect = { + entity = "air_raids_2_limited_success_entity" + animation = "attack" + } + } + success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_statue_of_liberty + damage = 0.65 # levels of damage + province = var:ROOT.target_province + repair_speed_modifier = -0.15 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 35 + } + raid_add_unit_experience = 0.2 + + var:actor_country = { + add_war_support = 0.05 + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + + } + } + visual_effect = { + entity = "air_raids_2_success_entity" + animation = "attack" + } + } + critical_success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_statue_of_liberty + damage = 0.85 # levels of damage + province = var:ROOT.target_province + repair_speed_modifier = -0.25 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 10 + } + raid_add_unit_experience = 0.35 + + var:actor_country = { + add_war_support = 0.05 + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + IF = { + limit = { has_government = neutrality } + add_popularity = { + ideology = neutrality #these do not take FROM/ROOTs + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = communism } + add_popularity = { + ideology = communism #these do not take FROM/ROOTs + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = democratic } + add_popularity = { + ideology = democratic #these do not take FROM/ROOTs + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = fascism } + add_popularity = { + ideology = fascism #these do not take FROM/ROOTs + popularity = 0.1 + } + } + } + + var:victim_country = { + add_war_support = -0.05 + + IF = { + limit = { has_government = neutrality } + add_popularity = { + ideology = neutrality #these do not take FROM/ROOTs + popularity = -0.05 + } + } + ELSE_IF = { + limit = { has_government = communism } + add_popularity = { + ideology = communism #these do not take FROM/ROOTs + popularity = -0.05 + } + } + ELSE_IF = { + limit = { has_government = democratic } + add_popularity = { + ideology = democratic #these do not take FROM/ROOTs + popularity = -0.05 + } + } + ELSE_IF = { + limit = { has_government = fascism } + add_popularity = { + ideology = fascism #these do not take FROM/ROOTs + popularity = -0.05 + } + } + } + } + visual_effect = { + entity = "air_raids_2_critical_success_entity" + animation = "attack" + } + } + } + } + + #Bombing the Kremlin + GER_kremlin_bombing = { + + days_to_prepare = 30 + + category = air_raids + custom_map_icon = GFX_raid_type_icon_other_raid + + ai_will_do = { + base = 5 # Unique raid + } + + command_power = 15 + + allowed = { + has_dlc = "Gotterdammerung" + original_tag = TIX + } + + fire_only_once = yes + + visible = { + + } + + show_target = { + has_war_with = BFL + 219 = { + is_owned_and_controlled_by = BFL + } + } + available = { + + } + + target_type = { + building = { + type = landmark_kremlin + } + } + target_icon = GFX_kremlin_icon + launch_sound = raid_launch_air + + arrow = { + type = air + } + unit_model = { + type = equipment + } + + unit_requirements = { + equipment = { + type = { strategic_bomber } + amount = { min = 75 } + } + } + + starting_point = { + types = { air_base } + } + + success_factors = { + success = { + base = 0.7 + + # Raiding unit modifiers + experience = { + weight = 0.05 + start_weight = -0.05 + reference = 1.0 + } + air_agility = { + reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value + weight = 0.05 # At 0 agility, the modifier will have negative effect. + start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. + } + reliability = { + reference = 1 + weight = 0.05 + start_weight = -0.1 + } + air_defence = { + reference = 100 + weight = 0.05 + start_weight = -0.05 + } + + air_superiority = { + reference = 1 + weight = 0.1 + start_weight = -0.1 + } + + ### Target Modifiers + anti_air = { + reference = 5 + weight = -0.1 + } + interception = { + reference = 500 # More than 500 fighters won't really make any difference + weight = -0.2 + } + intel = { + weight = 0.2 + #start_reference = 50 + reference = 100 + } + + } + + critical = { + base = 0.1 + + } + } + + success_levels = { + failure = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_kremlin + damage = 0.05 # levels of damage + province = var:ROOT.target_province + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 65 + } + raid_add_unit_experience = 0.05 + + var:actor_country = { #a failure doesn't help morale + add_war_support = -0.05 + } + } + visual_effect = { + entity = "raid_failed_entity" + animation = "attack" + } + } + limited_success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_kremlin + damage = 0.15 # levels of damage + province = var:ROOT.target_province + repair_speed_modifier = -0.05 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 50 + } + raid_add_unit_experience = 0.1 + + var:actor_country = { + add_war_support = 0.02 + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + } + } + visual_effect = { + entity = "air_raids_2_limited_success_entity" + animation = "attack" + } + } + success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_kremlin + damage = 0.65 # levels of damage + province = var:ROOT.target_province + repair_speed_modifier = -0.15 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 35 + } + raid_add_unit_experience = 0.2 + + var:actor_country = { + add_war_support = 0.05 + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + + } + } + visual_effect = { + entity = "air_raids_2_success_entity" + animation = "attack" + } + } + critical_success = { + victim_effects = { + var:target_state = { + damage_building = { + type = landmark_kremlin + damage = 0.85 # levels of damage + province = var:ROOT.target_province + repair_speed_modifier = -0.25 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 10 + } + raid_add_unit_experience = 0.35 + + var:actor_country = { + add_war_support = 0.05 + IF = { + limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} + set_country_flag = has_successfully_bombed_a_landmark_flag + } + IF = { + limit = { has_government = neutrality } + add_popularity = { + ideology = neutrality #these do not take FROM/ROOTs + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = communism } + add_popularity = { + ideology = communism #these do not take FROM/ROOTs + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = democratic } + add_popularity = { + ideology = democratic #these do not take FROM/ROOTs + popularity = 0.1 + } + } + ELSE_IF = { + limit = { has_government = fascism } + add_popularity = { + ideology = fascism #these do not take FROM/ROOTs + popularity = 0.1 + } + } + } + + var:victim_country = { + add_war_support = -0.05 + + IF = { + limit = { has_government = neutrality } + add_popularity = { + ideology = neutrality #these do not take FROM/ROOTs + popularity = -0.05 + } + } + ELSE_IF = { + limit = { has_government = communism } + add_popularity = { + ideology = communism #these do not take FROM/ROOTs + popularity = -0.05 + } + } + ELSE_IF = { + limit = { has_government = democratic } + add_popularity = { + ideology = democratic #these do not take FROM/ROOTs + popularity = -0.05 + } + } + ELSE_IF = { + limit = { has_government = fascism } + add_popularity = { + ideology = fascism #these do not take FROM/ROOTs + popularity = -0.05 + } + } + } + } + visual_effect = { + entity = "air_raids_2_critical_success_entity" + animation = "attack" + } + } + } + } + + ##### LEAFLET DROPPING OVER JAPAN ##### + + CHI_huansheng_raid = { + days_to_prepare = 90 + + ai_will_do = { + base = 5 + modifier = { + factor = 0.1 + surrender_progress < 0.08 + } + modifier = { + factor = 0 + date < 1940.1.1 + } + } + + category = air_raids + custom_map_icon = GFX_raid_type_icon_other_raid + + command_power = 25 # command power allocation cost + + allowed = { + has_dlc = "Gotterdammerung" + tag = DOH + } + + # Raid Type is visible + visible = { + } + + # Specific Target is visible + show_target = { + has_war_with = CHY + 528 = { # Kyushu + is_owned_and_controlled_by = CHY + } + 531 = { # Kansai + is_owned_and_controlled_by = CHY + } + } + + # Can prepare + available = { + has_war_with = CHY + surrender_progress > 0.05 + } + launchable = { + + } + fire_only_once = yes + + target_type = { + province = 9950 + } + target_icon = GFX_facility_icon # TODO_JA: is there anything that fits better here? + launch_sound = raid_launch_air + + arrow = { + type = air + } + unit_model = { + type = equipment + } + + unit_requirements = { + equipment = { + type = { tactical_bomber } + amount = { min = 8 } + } + } + unit_requirements = { + equipment = { + type = { strategic_bomber } + amount = { min = 5 } + } + } + + starting_point = { + types = { air_base } + } + + success_factors = { + success = { + base = 0.65 + + # Raiding unit modifiers + experience = { + weight = 0.2 + start_weight = -0.2 + reference = 1.0 + } + air_agility = { + reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value + weight = 0.1 # At 0 agility, the modifier will have negative effect. + start_weight = -0.1 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. + } + reliability = { + reference = 1 + weight = 0.05 + start_weight = -0.1 + } + air_defence = { + reference = 100 + weight = 0.05 + start_weight = -0.05 + } + air_superiority = { + reference = 1 + weight = 0.1 + start_weight = -0.1 + } + + ### Target Modifiers + anti_air = { + reference = 5 + weight = -0.15 + } + interception = { + reference = 500 # More than 500 fighters won't really make any difference + weight = -0.15 + } + intel = { + weight = 0.5 + #start_reference = 50 + reference = 100 + } + } + + critical = { + base = 0.15 + } + } + + success_levels = { + failure = { + victim_effects = { + var:target_state = { + custom_effect_tooltip = operation_huansheng_failure_tt + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 0.9 + ratio = yes + } + raid_add_unit_experience = 0.05 + var:actor_country = { + add_political_power = -25 + } + } + visual_effect = { + entity = "raid_failed_entity" + animation = "attack" + } + } + limited_success = { + victim_effects = { + var:target_state = { + custom_effect_tooltip = operation_huansheng_limited_success_tt + } + var:victim_country = { + add_timed_idea = { + idea = JAP_public_awareness_of_war_ns + days = 35 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 0.5 + ratio = yes + } + raid_add_unit_experience = 0.1 + var:actor_country = { + add_political_power = 20 + } + } + visual_effect = { + entity = "air_raids_leaflet_limited_success_entity" + animation = "attack" + } + } + success = { + victim_effects = { + var:target_state = { + custom_effect_tooltip = operation_huansheng_success_tt + } + var:victim_country = { + add_timed_idea = { + idea = JAP_public_awareness_of_war_worse_ns + days = 70 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 0.3 + ratio = yes + } + raid_add_unit_experience = 0.2 + var:actor_country = { + add_political_power = 50 + } + } + visual_effect = { + entity = "air_raids_leaflet_success_entity" + animation = "attack" + } + } + critical_success = { + victim_effects = { + var:target_state = { + custom_effect_tooltip = operation_huansheng_critical_success_tt + } + var:victim_country = { + add_timed_idea = { + idea = JAP_public_awareness_of_war_worst_ns + days = 140 + } + } + } + actor_effects = { + raid_damage_units = { + plane_loss = 0 + ratio = yes + } + raid_add_unit_experience = 0.35 + var:actor_country = { + add_political_power = 75 + } + } + visual_effect = { + entity = "air_raids_leaflet_critical_success_entity" + animation = "attack" + } + } + } + } + + + + + +} diff --git a/src/events/DH1_shijian.txt b/src/events/DH1_shijian.txt index 71e6098..21314f0 100755 --- a/src/events/DH1_shijian.txt +++ b/src/events/DH1_shijian.txt @@ -497,7 +497,7 @@ country_event = { } hidden_effect = { set_victory_points = { - province = 1285 + province = 2086 value = 30 } }