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" } } } } }