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azurlane-tj/src/common/factions/goals/faction_goals_medium_term.txt
2025-12-11 04:03:48 +00:00

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#category = short_term medium_term or long_term
# ROOT is faction leader, FROM is faction member who opens UI and views goals, completed/cancel/complete_effect do not have FROM scopes
######################################################################
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## #### # # # # # # ## # ### ## # # ## # #
# # # # # # # # # # # # # # # # # # # # #
# # # ## # ### ## # # ## # ### ## ### # ### ##
######################################################################
## # # ### ##
# # # # # #
#### # # #
# # # # # #
# # # # ### ##
faction_goal_undo_versailles = {
name = undo_versailles_goal_name
description = undo_versailles_goal_desc
category = medium_term
group = FOCUS_FILTER_WAR_SUPPORT
visible = {
FROM = { original_tag = TIX }
}
completed = {
OR = {
AND = {
original_tag = TIX
has_army_manpower = {
size > 1000000
}
controls_state = 28
controls_state = 85
controls_state = 86
controls_state = 188
controls_state = 762
controls_state = 807
controls_state = 912
}
any_allied_country = {
original_tag = TIX
has_army_manpower = {
size > 1000000
}
controls_state = 28
controls_state = 85
controls_state = 86
controls_state = 188
controls_state = 762
controls_state = 807
controls_state = 912
}
}
42 = { is_demilitarized_zone = no }
51 = { is_demilitarized_zone = no }
978 = { is_demilitarized_zone = no }
}
complete_effect = {
add_faction_power_projection = 100
every_faction_member = {
limit = {
original_tag = TIX
}
add_faction_initiative = 1
}
custom_effect_tooltip = generic_skip_one_line_tt
every_faction_member = {
tooltip = INFLUENCE_ABOVE_30_PERCENT
visible_when_empty = yes
limit = {
faction_influence_ratio > 0.3
}
add_war_support = 0.05
add_political_power = 50
}
}
ai_will_do = {
base = 1
modifier = {
add = 9
is_historical_focus_on = yes
}
}
}
faction_goal_secure_european_continent = {
name = secure_european_continent_goal_name
description = secure_european_continent_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
visible = {
FROM = {
original_tag = TIX
}
}
completed = {
collection_size = {
input = {
input = constant:country_groups.continental_europe_1936
operators = {
limit = {
OR = {
is_in_faction_with = ROOT
has_capitulated = yes
exists = no
is_subject_of = ROOT
}
}
}
name = COLLECTION_CONTINENTAL_EUROPE_DEFEATED_OR_FACTION_MEMBERS
}
value > 8
}
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
every_faction_member = {
tooltip = INFLUENCE_ABOVE_30_PERCENT
visible_when_empty = yes
limit = {
faction_influence_ratio > 0.3
}
add_faction_initiative = 1
}
}
ai_will_do = {
base = 1
modifier = {
add = 9
is_historical_focus_on = yes
}
}
}
faction_goal_secure_north_africa = {
name = secure_north_africa_goal_name
description = secure_north_africa_goal_desc
group = FOCUS_FILTER_ANNEXATION
category = medium_term
visible = {
OR = {
FROM = { original_tag = SAD }
any_allied_country = {
original_tag = SAD
}
}
}
available = {
OR = {
FROM = { has_completed_focus = ITA_italian_irredentism }
any_allied_country = {
has_completed_focus = ITA_italian_irredentism
}
}
}
completed = {
AND = {
446 = { is_controlled_by_ROOT_or_ally = yes } # Suez
448 = { is_controlled_by_ROOT_or_ally = yes } # Tripoli
116 = { is_controlled_by_ROOT_or_ally = yes } # Malta
}
OR = {
118 = { is_controlled_by_ROOT_or_ally = yes } # Gibraltar
183 = { is_controlled_by_ROOT_or_ally = yes } # Cyprus
182 = { is_controlled_by_ROOT_or_ally = yes } # Crete
}
}
complete_effect = {
add_faction_power_projection = 500
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = INFLUENCE_TOP_TWO
every_faction_member = {
limit = {
faction_influence_rank < 3
}
add_faction_initiative = 1
add_political_power = 100
}
}
ai_will_do = {
base = 0
modifier = {
add = 10
is_historical_focus_on = yes
}
}
}
faction_goal_high_seas_fleet = {
name = high_seas_fleet_goal_name
description = high_seas_fleet_goal_desc
group = FOCUS_FILTER_NAVY_XP
category = medium_term
allowed = {
}
visible = {
FROM = {
OR = {
original_tag = TIX
AND = {
any_allied_country = {
original_tag = TIX
}
num_of_naval_factories > 0
}
}
}
}
completed = {
has_war_with_major = yes
count_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
unit = capital_ship
size > 19
}
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
limit = {
num_of_naval_factories > 0
}
}
name = ALL_FACTION_MEMBERS
}
navy_experience = 50
add_tech_bonus = {
name = high_seas_fleet_tech_bonus
bonus = 0.5
uses = 2
category = naval_equipment
}
}
}
ai_will_do = {
base = 1
modifier = {
add = 1 # If they have a bunch of naval factories, go for it
num_of_naval_factories > 29
}
}
}
### # # ### ## # # ### ### ##
# # # # # # # # # # #
# #### ## #### # # # ## #
# # # # # # # # # # #
# # # ### # # ### ### ### ### ##
faction_goal_the_arteries_of_trade = {
name = the_arteries_of_trade_goal_name
description = the_arteries_of_trade_goal_desc
category = medium_term
group = FOCUS_FILTER_CONSOLIDATION
allowed = {
}
visible = {
FROM = {
has_war = yes
OR = {
tag = HUJ
tag = CAN
tag = RAJ
tag = MAL
tag = BYG
}
}
}
completed = {
count_triggers = {
amount = 10
has_naval_control = 43
has_naval_control = 49
has_naval_control = 51
has_naval_control = 56
has_naval_control = 57
has_naval_control = 68
has_naval_control = 29
has_naval_control = 69
has_naval_control = 72
has_naval_control = 100
has_naval_control = 104
has_naval_control = 71
has_naval_control = 60
has_naval_control = 48
has_naval_control = 61
has_naval_control = 62
}
}
complete_effect = {
add_faction_power_projection = 100
every_faction_member = {
add_stability = 0.05
}
}
ai_will_do = {
base = 1
modifier = {
add = 1 # Extra eager to do this as the main trade nations
OR = {
original_tag = HUJ
original_tag = BYG
}
}
modifier = {
factor = 2
is_historical_focus_on = yes
}
}
}
faction_goal_imperial_glory = {
name = imperial_glory_goal_name
description = imperial_glory_goal_desc
category = medium_term
group = FOCUS_FILTER_CONSOLIDATION
allowed = {
}
visible = {
FROM = {
OR = {
original_tag = HUJ
original_tag = CAN
original_tag = RAJ
original_tag = AST
original_tag = NZL
original_tag = MAL
original_tag = YUW
original_tag = HOL
original_tag = INS
}
}
}
available = {
FROM = { has_war = yes }
}
completed = {
longest_war_length > 36
count_triggers = {
amount = 3 # Add triggers to count below
1021 = { is_controlled_by_ROOT_or_ally = yes } # Singapore
118 = { is_controlled_by_ROOT_or_ally = yes } # Gibraltar
116 = { is_controlled_by_ROOT_or_ally = yes } # Malta
IF = {
limit = { 286 = { OWNER = { is_in_faction_with = ROOT } } }
286 = { is_controlled_by_ROOT_or_ally = yes } # Saigon if France joins
}
IF = {
limit = { 335 = { OWNER = { is_in_faction_with = ROOT } } }
335 = { is_controlled_by_ROOT_or_ally = yes } # East Indies
}
}
}
complete_effect = {
add_faction_power_projection = 200
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
limit = {
owns_any_state_of = {
1021
118
116
286
335
}
}
}
name = OWNS_LISTED_STATE
}
custom_effect_tooltip = OWNS_LISTED_STATE
add_faction_initiative = 1
add_faction_influence_ratio = 0.05
add_stability = 0.05
}
}
ai_will_do = {
base = 0
modifier = {
add = 1 # The Empire cares a little
OR = {
original_tag = HUJ
original_tag = CAN
original_tag = RAJ
original_tag = AST
original_tag = NZL
original_tag = MAL
original_tag = YUW
original_tag = HOL
original_tag = INS
}
is_historical_focus_on = yes
}
modifier = {
add = 1 # The Colonial Powers always care
OR = {
original_tag = HUJ
original_tag = YUW
original_tag = HOL
}
}
modifier = {
add = 10 # The Colonial Powers always care a LOT on historical
OR = {
original_tag = HUJ
original_tag = YUW
original_tag = HOL
}
is_historical_focus_on = yes
}
}
}
faction_goal_guardians_of_peace = {
name = guardians_of_peace_goal_name
description = guardians_of_peace_goal_desc
category = medium_term
group = FOCUS_FILTER_CONSOLIDATION
visible = {
date < 1939.1.1
FROM = {
NOT = { has_government = fascism }
NOT = { has_government = communism }
NOT = { has_country_flag = guardians_of_peace_been_at_war_flag }
}
}
available = {
}
cancel = {
FROM = {
has_country_flag = guardians_of_peace_been_at_war_flag
}
}
completed = {
date > 1938.12.31
NOT = { has_country_flag = guardians_of_peace_been_at_war_flag }
all_allied_country = {
NOT = { has_country_flag = guardians_of_peace_been_at_war_flag }
}
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = ALL_FACTION_MEMBERS
every_faction_member = {
add_stability = 0.05
}
}
ai_will_do = {
base = 0
modifier = {
add = 1
has_government = democratic
}
}
}
## # # ### # # ##
# # # # # ## # # #
# #### # # ## ####
# # # # # # # # #
## # # ### # # # #
faction_goal_control_the_chinese_coast = {
name = control_the_chinese_coast_goal_name
description = control_the_chinese_coast_goal_desc
group = FOCUS_FILTER_CONSOLIDATION
category = medium_term
allowed = {
}
visible = {
FROM = {
is_literally_china = yes
has_war = yes
OR = {
has_faction_template = faction_template_chinese_united_front
has_faction_template = faction_template_wang_front
}
}
}
completed = {
OR = {
AND = {
has_war = yes
any_enemy_country = {
war_length_with = {
tag = ROOT
months > 36
}
}
}
AND = {
date > 1939.6.1
has_war = no
}
}
count_triggers = {
amount = 5
1033 = { is_controlled_by_ROOT_or_ally = yes }
592 = { is_controlled_by_ROOT_or_ally = yes }
593 = { is_controlled_by_ROOT_or_ally = yes }
595 = { is_controlled_by_ROOT_or_ally = yes }
596 = { is_controlled_by_ROOT_or_ally = yes }
613 = { is_controlled_by_ROOT_or_ally = yes }
1034 = { is_controlled_by_ROOT_or_ally = yes }
598 = { is_controlled_by_ROOT_or_ally = yes }
597 = { is_controlled_by_ROOT_or_ally = yes }
}
}
cancel = {
NOT = {
count_triggers = {
amount = 5
1033 = { is_controlled_by_ROOT_or_ally = yes }
592 = { is_controlled_by_ROOT_or_ally = yes }
593 = { is_controlled_by_ROOT_or_ally = yes }
595 = { is_controlled_by_ROOT_or_ally = yes }
596 = { is_controlled_by_ROOT_or_ally = yes }
613 = { is_controlled_by_ROOT_or_ally = yes }
1034 = { is_controlled_by_ROOT_or_ally = yes }
598 = { is_controlled_by_ROOT_or_ally = yes }
597 = { is_controlled_by_ROOT_or_ally = yes }
}
}
}
complete_effect = {
add_faction_power_projection = 200
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
custom_effect_tooltip = generic_skip_one_line_tt
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
}
name = ALL_FACTION_MEMBERS
}
custom_effect_tooltip = ALL_FACTION_MEMBERS
army_experience = 50
add_war_support = 0.05
add_stability = 0.05
}
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
}
name = ALL_FACTION_MEMBERS
}
custom_effect_tooltip = ALL_FACTION_MEMBERS
army_experience = 50
add_war_support = 0.1
add_stability = 0.05
}
every_state = {
limit = {
OR = {
state = 1033
state = 592
state = 593
state = 595
state = 596
state = 613
state = 1034
state = 598
state = 597
}
}
add_building_construction = {
type = coastal_bunker
level = 2
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 10 # Pretty much everyone should want to do this
}
}
faction_goal_the_northern_mandate = {
name = faction_goal_the_northern_mandate_name
description = faction_goal_the_northern_mandate_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
original_tag = DOH
has_government = fascism
}
}
available = {
FROM = { has_completed_focus = CHI_the_northern_mandate }
}
ratio_progress = {
total_amount_collection = collection:the_northern_mandate_states
completed_amount_collection = {
input = collection:the_northern_mandate_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
}
}
name = COLLECTION_FACTION_CONTROLS_NORTHERN_MANDATE
}
}
auto_complete = yes
complete_effect = {
add_faction_power_projection = 100
every_state = {
limit = {
CHI_northern_mandate_states = yes
}
add_dynamic_modifier = {
modifier = NORDIC_efficient_resource_extraction
}
}
}
ai_will_do = {
base = 1
}
}
faction_goal_the_southern_mandate = {
name = faction_goal_the_southern_mandate_name
description = faction_goal_the_southern_mandate_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
original_tag = DOH
has_government = fascism
}
}
available = {
FROM = { has_completed_focus = CHI_the_southern_mandate }
}
ratio_progress = {
total_amount_collection = collection:the_southern_mandate_states
completed_amount_collection = {
input = collection:the_southern_mandate_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
}
}
name = COLLECTION_FACTION_CONTROLS_SOUTHERN_MANDATE
}
}
auto_complete = yes
complete_effect = {
add_faction_power_projection = 100
every_state = {
limit = {
CHI_southern_mandate_states = yes
}
add_dynamic_modifier = {
modifier = NORDIC_efficient_resource_extraction
}
}
}
ai_will_do = {
base = 1
}
}
faction_goal_the_greater_game = {
name = faction_goal_the_greater_game_name
description = faction_goal_the_greater_game_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
original_tag = DOH
has_government = fascism
}
}
available = {
FROM = { has_completed_focus = CHI_the_greater_game }
}
ratio_progress = {
total_amount_collection = collection:the_greater_game_states
completed_amount_collection = {
input = collection:the_greater_game_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
}
}
name = COLLECTION_FACTION_CONTROLS_GREATER_GAME
}
}
auto_complete = yes
complete_effect = {
add_faction_power_projection = 50
every_state = {
limit = {
CHI_greater_game_states = yes
}
add_dynamic_modifier = {
modifier = NORDIC_efficient_resource_extraction
}
}
}
ai_will_do = {
base = 1
}
}
faction_goal_subjugate_the_faction = {
name = faction_goal_subjugate_the_faction_name
description = faction_goal_subjugate_the_faction_desc
category = medium_term
group = FOCUS_FILTER_POLITICAL
allowed = {
is_literally_china = yes
}
visible = {
FROM = {
is_literally_china = yes
has_faction_template = faction_template_chinese_united_front
}
}
available = {
FROM = {
is_faction_leader = yes
has_completed_focus = CHI_from_many_to_one
}
}
completed = {
collection_size = {
input = {
input = game:scope
operators = {
faction_members
limit = {
is_subject_of = ROOT # Should be checking faction leader
}
}
name = COLLECTION_AMOUNT_OF_SUBJECTS_TO_FACTION_LEADER
}
value > 7
}
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
}
name = ALL_FACTION_MEMBERS
}
custom_effect_tooltip = ALL_FACTION_MEMBERS
add_war_support = 0.15
every_unit_leader = {
add_timed_unit_leader_trait = {
trait = motivated
days = 270
}
}
}
}
ai_will_do = {
base = 10 # Do itttt!
}
}
### ## ### ## # #
# # # # # # # ## #
# #### ### #### # ##
# # # # # # # # #
## # # # # # # #
faction_goal_control_the_chinese_capitals = {
name = control_the_chinese_capitals_goal_name
description = control_the_chinese_capitals_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
original_tag = CHY
}
}
completed = {
608 = { is_controlled_by_ROOT_or_ally = yes }
1035 = { is_controlled_by_ROOT_or_ally = yes }
592 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
custom_effect_tooltip = generic_skip_one_line_tt
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
}
name = ALL_FACTION_MEMBERS
}
custom_effect_tooltip = ALL_FACTION_MEMBERS
army_experience = 50
air_experience = 25
navy_experience = 25
}
}
ai_will_do = {
base = 1
modifier = {
add = 9 # Early game prio
date < 1941.1.1
}
}
}
faction_goal_secure_the_oil_supply = {
name = secure_the_oil_supply_goal_name
description = secure_the_oil_supply_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
original_tag = CHY
}
}
completed = {
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = oil
amount > 199
}
}
complete_effect = {
every_faction_member = {
tooltip = AT_LEAST_70_OIL
visible_when_empty = yes
limit = {
has_resources_in_country = {
resource = oil
amount > 69
}
}
add_faction_initiative = 1
add_faction_influence_ratio = 0.15
add_tech_bonus = {
name = secure_the_oil_supply_tech_bonus
bonus = 0.75
uses = 1
category = excavation_tech
}
}
}
ai_will_do = {
base = 1
modifier = {
add = 9 # Mid game prio
date > 1941.1.1
}
}
}
## ## # # ### ### ### # # # # ### ## # #
# # # # # # # # # # ## # # # # ## #
# # # # # # ## # # # # ## # # # # ##
# # # # # # # # # # # # # # # # #
## ## # ### ### # ## # # ### ## # #
faction_goal_indifference_is_a_threat = {
name = indifference_is_a_threat_goal_name
description = indifference_is_a_threat_goal_desc
category = medium_term
group = FOCUS_FILTER_CONSOLIDATION
allowed = {
}
visible = {
FROM = {
original_tag = BFL
}
}
completed = {
collection_size = {
input = {
input = collection:europe_non_aligned_countries
name = COLLECTION_COUNTRIES_EUROPE_NON_ALIGNED
}
value < 5
}
}
complete_effect = {
add_faction_power_projection = 500
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = ALL_FACTION_MEMBERS
every_faction_member = {
add_political_power = 50
add_popularity = {
ideology = communism
popularity = 0.05
}
}
}
ai_will_do = {
base = 1
}
}
faction_goal_undoing_brest_litowsk = {
name = undoing_brest_litowsk_goal_name
description = undoing_brest_litowsk_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
original_tag = BFL
}
}
completed = {
count_triggers = {
amount = 4
OR = {
LIT = { exists = no }
LIT = { is_in_faction_with = ROOT }
}
OR = {
LAT = { exists = no }
LAT = { is_in_faction_with = ROOT }
}
OR = {
EST = { exists = no }
EST = { is_in_faction_with = ROOT }
}
OR = {
POL = { exists = no }
POL = { is_in_faction_with = ROOT }
}
OR = {
FIN = { exists = no }
FIN = { is_in_faction_with = ROOT }
}
}
}
complete_effect = {
add_faction_power_projection = 500
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = ALL_FACTION_MEMBERS
every_faction_member = {
army_experience = 50
}
}
ai_will_do = {
base = 1
modifier = {
add = 9 # BFL should always prio this
original_tag = BFL
}
}
}
### ## # ## # # ###
# # # # # # # ## # # #
### # # # #### # ## # #
# # # # # # # # # #
# ## ### # # # # ###
faction_goal_the_two_seas = {
name = the_two_seas_goal_name
description = the_two_seas_goal_desc
category = medium_term
group = FOCUS_FILTER_NAVY_XP
visible = {
FROM = { original_tag = POL }
}
completed = {
has_naval_control = 206
has_naval_control = 279
has_naval_control = 9
has_naval_control = 30
OR = {
807 = {
naval_base > 7
is_controlled_by_ROOT_or_ally = yes
}
85 = {
naval_base > 7
is_controlled_by_ROOT_or_ally = yes
}
}
}
complete_effect = {
add_faction_power_projection = 50
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
}
ai_will_do = {
base = 0
modifier = {
add = 10
OR = {
has_completed_focus = POL_the_between_the_seas_concept
has_completed_focus = POL_sea_to_sea
}
}
}
}
###########################################################
## ### # # ### ### ### ## ## ## ## # ##
# # ## # # # # # # # # # # # # # #
# ## ## # ## ## ### # # # ## # # #### # #
# # # # # # # # # # # # # # # # # # #
## ### # # ### # # ### ## ## ## # # ### ##
###########################################################
### Faction Growth
faction_goal_a_large_faction = {
name = a_large_faction_goal_name
description = a_large_faction_goal_desc
category = medium_term
group = FOCUS_FILTER_POLITICAL_CHARACTER
visible = {
num_faction_members > 4
}
completed = {
num_faction_members > 9
}
complete_effect = {
add_faction_power_projection = 200
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
}
ai_will_do = {
base = 1
}
}
### Units/Deployment
faction_goal_marine_corps = {
name = marine_corps_goal_name
description = marine_corps_goal_desc
category = medium_term
group = FOCUS_FILTER_NAVY_XP
available = {
}
completed = {
count_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
unit_category = { marine marine_commando amphibious_mechanized category_amphibious_tanks }
equipment_ratio = 0.9
size > 29
}
}
complete_effect = {
add_faction_power_projection = 200
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
custom_effect_tooltip = generic_skip_one_line_tt
hidden_effect = {
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
limit = {
OR = {
has_tech = marines
has_tech = amphibious_mechanized_infantry
has_tech = amphibious_tank
}
}
}
name = ALL_FACTION_MEMBERS_WITH_AMPHIBIOUS_TECH
}
random_character = {
tooltip = ONE_GENERAL
visible_when_empty = yes
limit = {
is_army_leader = yes
is_field_marshal = no
NOT = { has_trait = cavalry_officer }
NOT = { has_trait = panzer_leader }
NOT = { has_trait = naval_invader }
}
gain_xp = 400
add_attack = 1
add_trait = { trait = naval_invader }
}
}
}
custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_AMPHIBIOUS_TECH
effect_tooltip = {
random_character = {
tooltip = ONE_GENERAL
visible_when_empty = yes
limit = {
is_army_leader = yes
is_field_marshal = no
NOT = { has_trait = cavalry_officer }
NOT = { has_trait = panzer_leader }
NOT = { has_trait = naval_invader }
}
gain_xp = 400
add_attack = 1
add_trait = { trait = naval_invader }
}
}
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = ALL_FACTION_MEMBERS
every_faction_member = {
add_tech_bonus = {
name = marine_corps_tech_bonus
bonus = 0.5
uses = 1
category = marine_tech
}
}
}
ai_will_do = {
base = 0
modifier = {
add = 1
any_state = {
is_controlled_by_ROOT_or_ally = yes
is_coastal = yes
}
}
modifier = {
add = 2
any_state = {
is_controlled_by = ROOT
is_coastal = yes
}
}
}
}
faction_goal_airborne_corps = {
name = airborne_corps_goal_name
description = airborne_corps_goal_desc
category = medium_term
group = FOCUS_FILTER_AIR_XP
available = {
}
completed = {
count_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
unit_category = { paratrooper }
equipment_ratio = 0.9
size > 29
}
}
complete_effect = {
add_faction_power_projection = 200
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
custom_effect_tooltip = generic_skip_one_line_tt
hidden_effect = {
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
limit = {
has_tech = paratroopers
}
}
name = ALL_FACTION_MEMBERS_WITH_PARATROOPERS_TECH
}
random_character = {
tooltip = ONE_GENERAL
visible_when_empty = yes
limit = {
is_army_leader = yes
is_field_marshal = no
NOT = { has_trait = cavalry_officer }
NOT = { has_trait = panzer_leader }
NOT = { has_trait = commando }
}
gain_xp = 400
add_attack = 1
add_trait = { trait = commando }
}
}
}
custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_PARATROOPERS_TECH
effect_tooltip = {
random_character = {
tooltip = ONE_GENERAL
visible_when_empty = yes
limit = {
is_army_leader = yes
is_field_marshal = no
NOT = { has_trait = cavalry_officer }
NOT = { has_trait = panzer_leader }
NOT = { has_trait = commando }
}
gain_xp = 400
add_attack = 1
add_trait = { trait = commando }
}
}
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = ALL_FACTION_MEMBERS
every_faction_member = {
add_tech_bonus = {
name = airborne_corps_tech_bonus
bonus = 0.5
uses = 1
category = para_tech
}
}
}
ai_will_do = {
base = 0
modifier = {
add = 1
has_equipment = {
transport_plane_equipment > 0
}
}
}
}
faction_goal_mountaineer_corps = {
name = mountaineer_corps_goal_name
description = mountaineer_corps_goal_desc
category = medium_term
group = FOCUS_FILTER_ARMY_XP
available = {
}
completed = {
count_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
unit_category = { mountaineers }
equipment_ratio = 0.9
size > 29
}
}
complete_effect = {
add_faction_power_projection = 200
custom_effect_tooltip = THE_FACTION_LEADER
add_faction_initiative = 1
custom_effect_tooltip = generic_skip_one_line_tt
hidden_effect = {
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
limit = {
has_tech = tech_mountaineers
}
}
name = ALL_FACTION_MEMBERS_WITH_MOUNTAINEERS_TECH
}
random_character = {
tooltip = ONE_GENERAL
visible_when_empty = yes
limit = {
is_army_leader = yes
is_field_marshal = no
NOT = { has_trait = cavalry_officer }
NOT = { has_trait = panzer_leader }
NOT = { has_trait = trait_mountaineer }
}
gain_xp = 400
add_attack = 1
add_trait = { trait = trait_mountaineer }
}
}
}
custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_MOUNTAINEERS_TECH
effect_tooltip = {
random_character = {
tooltip = ONE_GENERAL
visible_when_empty = yes
limit = {
is_army_leader = yes
is_field_marshal = no
NOT = { has_trait = cavalry_officer }
NOT = { has_trait = panzer_leader }
NOT = { has_trait = trait_mountaineer }
}
gain_xp = 400
add_attack = 1
add_trait = { trait = trait_mountaineer }
}
}
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = ALL_FACTION_MEMBERS
every_faction_member = {
add_tech_bonus = {
name = mountaineer_corps_tech_bonus
bonus = 0.5
uses = 1
category = mountaineers_tech
}
}
}
ai_will_do = {
base = 0
modifier = {
add = 1
any_allied_country = {
has_terrain = mountain
}
}
modifier = {
add = 2
has_terrain = mountain
}
}
}
faction_goal_submarine_force = {
name = submarine_force_goal_name
description = submarine_force_goal_desc
category = medium_term
group = FOCUS_FILTER_NAVY_XP
available = {
}
completed = {
count_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
unit = submarine
size > 99
}
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
limit = {
has_navy_size = {
size > 24
type = submarine
}
}
}
name = ALL_FACTION_MEMBERS_WITH_25_SUBMARINES
}
random_character = {
tooltip = ONE_ADMIRAL
visible_when_empty = yes
limit = {
is_navy_leader = yes
NOT = { has_trait = seawolf }
NOT = { has_trait = ironside }
NOT = { has_trait = battleship_adherent }
NOT = { has_trait = gunnery_expert }
NOT = { has_trait = aviation_enthusiast }
}
gain_xp = 400
add_attack = 1
add_trait = { trait = seawolf }
}
add_mastery = {
amount = 100
track = submarines
}
}
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = ALL_FACTION_MEMBERS
every_faction_member = {
add_tech_bonus = {
name = submarine_force_tech_bonus
bonus = 0.5
uses = 1
category = naval_equipment
}
}
}
ai_will_do = {
base = 0
modifier = {
add = 1 # Powers with no dockyards should probably not care about navy
num_of_naval_factories > 0
}
modifier = {
add = 1 # Powers with a less dockyard capacity should probably try to build subs rather than contest the high seas
num_of_naval_factories > 10
}
modifier = {
add = -1 # Powers with more dockyard capacity should probably try to contest the high seas instead of building subs
num_of_naval_factories > 25
}
modifier = {
add = -1 # Powers with more dockyard capacity should probably try to contest the high seas instead of building subs
num_of_naval_factories > 50
}
}
}
faction_goal_convoy_escort_force = {
name = convoy_escort_force_goal_name
description = convoy_escort_force_goal_desc
category = medium_term
group = FOCUS_FILTER_NAVY_XP
available = {
}
completed = {
count_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
unit = screen_ship
size > 99
}
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
limit = {
has_navy_size = {
size > 24
type = screen_ship
}
}
}
name = ALL_FACTION_MEMBERS_WITH_25_SCREENING_SHIPS
}
random_character = {
tooltip = ONE_ADMIRAL
visible_when_empty = yes
limit = {
is_navy_leader = yes
NOT = { has_trait = fleet_protector }
NOT = { has_trait = seawolf }
NOT = { has_trait = ironside }
NOT = { has_trait = battleship_adherent }
NOT = { has_trait = gunnery_expert }
NOT = { has_trait = aviation_enthusiast }
}
gain_xp = 400
add_attack = 1
add_trait = { trait = fleet_protector }
}
add_mastery = {
amount = 100
track = screens
}
}
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = ALL_FACTION_MEMBERS
every_faction_member = {
add_tech_bonus = {
name = convoy_escort_force_tech_bonus
bonus = 0.5
uses = 1
category = naval_equipment
}
}
}
ai_will_do = {
base = 0
modifier = {
add = 1 # Powers with no dockyards should probably not care about navy
num_of_naval_factories > 0
}
modifier = {
add = 1 # Powers with threatened convoys should care more
convoy_threat > 0.2
}
modifier = {
add = 8 # Powers with very threatened convoys should care -a lot-
convoy_threat > 0.5
}
}
}
faction_goal_air_superiority = {
name = air_superiority_goal_name
description = air_superiority_goal_desc
category = medium_term
group = FOCUS_FILTER_AIR_XP
available = {
}
completed = {
count_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
unit = fighter
size > 999
}
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
every_collection_element = {
input = {
input = game:scope
operators = {
faction_members
limit = {
has_deployed_air_force_size = {
size > 249
type = fighter
}
}
}
name = ALL_FACTION_MEMBERS_WITH_250_FIGHTERS
}
air_experience = 50
add_mastery = {
amount = 100
track = fighter_aircraft
}
}
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = ALL_FACTION_MEMBERS
every_faction_member = {
add_tech_bonus = {
name = air_superiority_tech_bonus
bonus = 0.5
uses = 1
category = air_equipment
}
}
}
ai_will_do = {
base = 0
modifier = {
add = 1 # Powers with few military factories should probably not care about expensive planes
num_of_military_factories > 39
}
modifier = {
add = 1 # Factions with decent number of military factories should probably start caring a lot about contesting air superiority - because they can
count_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION_NAME
}
buildings = { arms_factory }
size > 149
}
}
}
}
### Industry
faction_goal_industrial_expansion = {
name = industrial_expansion_goal_name
description = industrial_expansion_goal_desc
category = medium_term
group = FOCUS_FILTER_INDUSTRY
visible = {
count_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION_NAME
}
buildings = { industrial_complex }
size > 49
}
}
completed = {
count_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION_NAME
}
buildings = { industrial_complex }
size > 149
}
}
complete_effect = {
add_faction_power_projection = 200
custom_effect_tooltip = generic_skip_one_line_tt
every_faction_member = {
tooltip = AT_LEAST_50_CIVS
visible_when_empty = yes
limit = {
num_of_civilian_factories > 49
}
add_tech_bonus = {
name = industrial_expansion_tech_bonus
bonus = 0.5
uses = 2
category = industry
}
}
}
ai_will_do = {
base = 1
modifier = {
add = 1 # If already big it's easy to grow
is_major = yes
}
modifier = {
add = 1 # If already big it's easy to grow
is_major = yes
}
modifier = {
add = 1 # Prioritize more earlier on - more pay-off
date < 1938.1.1
}
}
}
faction_goal_industrial_research = {
name = industrial_research_goal_name
description = industrial_research_goal_desc
category = medium_term
group = FOCUS_FILTER_RESEARCH
visible = {
any_allied_country = {
NOT = { has_tech = construction4 }
}
}
completed = {
ROOT = {
has_tech = construction4
}
all_allied_country = {
has_tech = construction4
}
collection_size = {
input = {
input = game:scope
operators = {
faction_members
}
}
value > 4
}
}
complete_effect = {
add_faction_power_projection = 200
custom_effect_tooltip = generic_skip_one_line_tt
every_faction_member = {
tooltip = INFLUENCE_ABOVE_30_PERCENT
visible_when_empty = yes
limit = {
faction_influence_ratio > 0.3
}
add_faction_initiative = 1
}
}
ai_will_do = {
base = 1
modifier = {
add = 1 # Prio for smaller factions (Easier to get everyone up then )
collection_size = {
input = {
input = game:scope
operators = {
faction_members
}
}
value < 5
}
}
modifier = {
add = 1 # Prioritize during build up, but not too early
date > 1938.1.1
date < 1941.1.1
}
}
}
faction_goal_a_military_base = {
name = a_military_base_goal_name
description = a_military_base_goal_desc
category = medium_term
group = FOCUS_FILTER_INDUSTRY
visible = {
count_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION_NAME
}
buildings = { arms_factory }
size > 49
}
}
completed = {
count_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION_NAME
}
buildings = { arms_factory }
size > 149
}
}
complete_effect = {
add_faction_power_projection = 200
custom_effect_tooltip = generic_skip_one_line_tt
every_faction_member = {
tooltip = AT_LEAST_50_MILS
visible_when_empty = yes
limit = {
num_of_military_factories > 49
}
add_tech_bonus = {
name = a_military_base_tech_bonus
bonus = 0.5
uses = 2
category = excavation_tech
}
}
}
ai_will_do = {
base = 0
modifier = {
add = 1
date > 1938.1.1
}
modifier = {
add = 1
is_major = yes
}
}
}
### War Waging
faction_goal_aggressive_defense = {
name = aggressive_defense_goal_name
description = aggressive_defense_goal_desc
group = FOCUS_FILTER_WAR_SUPPORT
category = medium_term
visible = {
FROM = { has_defensive_war = yes }
}
completed = {
any_allied_country = {
has_defensive_war = yes
}
collection_size = {
input = {
input = game:scope
operators = {
faction_members
limit = {
any_enemy_country = {
has_offensive_war_with = ROOT
casualties_inflicted_by = {
opponent = PREV
thousands > 250
}
}
}
}
name = COLLECTION_CASUALTIES_INFLICTED_BY_FACTION_MEMBERS
}
value > 0
}
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = ALL_FACTION_MEMBERS_INFLICTED_250K_CASUALTIES
every_faction_member = {
limit = {
any_enemy_country = {
has_offensive_war_with = ROOT
casualties_inflicted_by = {
opponent = PREV
thousands > 250
}
}
}
add_faction_initiative = 1
}
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = ALL_FACTION_MEMBERS
every_faction_member = {
army_experience = 50
}
}
ai_will_do = {
base = 1
}
}
### Strategic Resources
# Mexican Oil
faction_goal_control_mexican_oil = {
name = control_mexican_oil_goal_name
description = control_mexican_oil_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = MEX
is_in_faction_with = MEX
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 479
value < 2000
}
}
}
available = {
}
completed = {
480 = { is_controlled_by_ROOT_or_ally = yes }
479 = { is_controlled_by_ROOT_or_ally = yes }
477 = { is_controlled_by_ROOT_or_ally = yes }
476 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
OR = {
controls_state = 480
controls_state = 479
controls_state = 477
controls_state = 476
}
}
add_faction_initiative = 1
}
every_state = {
limit = {
OR = {
state = 480
state = 479
state = 477
state = 476
}
}
if = {
limit = {
infrastructure < 5
}
add_building_construction = {
type = infrastructure
level = 1
instant_build = yes
}
}
}
}
ai_will_do = {
base = 1 # Everyone should always kiiiinda care about oil
modifier = {
factor = 2 # Target of opportunity - already at war anyway
479 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = -1 # If the alliance is doing well with fuel avoid taking this...
fuel_ratio > 0.9
all_allied_country = {
fuel_ratio > 0.9
}
}
modifier = {
add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = oil
amount < 10
extracted = yes
}
}
modifier = {
add = 1 # Powers with low fuel should care about oil a bit more
fuel_ratio < 0.4
}
modifier = {
add = 1 # Powers with very low fuel should care about oil A LOT
fuel_ratio < 0.1
}
modifier = {
add = 5 # Massive boost in case low fuel and already at war anyway
fuel_ratio < 0.1
479 = {
owner = {
has_war_with = ROOT
}
}
}
}
}
# Curacao Oil
faction_goal_control_curacao_oil = {
name = control_curacao_oil_goal_name
description = control_curacao_oil_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = HOL
is_in_faction_with = HOL
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 695
value < 2000
}
}
}
available = {
}
completed = {
695 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_allied_country = {
visible_when_empty = yes
limit = {
controls_state = 695
}
add_faction_initiative = 1
}
695 = {
if = {
limit = {
infrastructure < 5
}
add_building_construction = {
type = infrastructure
level = 1
instant_build = yes
}
}
}
}
ai_will_do = {
base = 1 # Everyone should always kiiiinda care about oil
modifier = {
factor = 2 # Target of opportunity - already at war anyway
695 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = -1 # If the alliance is doing well with fuel avoid taking this...
fuel_ratio > 0.9
all_allied_country = {
fuel_ratio > 0.9
}
}
modifier = {
add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = oil
amount < 10
extracted = yes
}
}
modifier = {
add = 1 # Powers with low fuel should care about oil a bit more
fuel_ratio < 0.4
}
modifier = {
add = 1 # Powers with very low fuel should care about oil A LOT
fuel_ratio < 0.1
}
modifier = {
add = 5 # Massive boost in case low fuel and already at war anyway
fuel_ratio < 0.1
695 = {
owner = {
has_war_with = ROOT
}
}
}
}
}
# Venezuelan Oil
faction_goal_control_venezuelan_oil = {
name = control_venezuelan_oil_goal_name
description = control_venezuelan_oil_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = VEN
is_in_faction_with = VEN
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 307
value < 2000
}
}
}
available = {
}
completed = {
489 = { is_controlled_by_ROOT_or_ally = yes }
307 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_allied_country = {
visible_when_empty = yes
limit = {
OR = {
controls_state = 489
controls_state = 307
}
}
add_faction_initiative = 1
}
every_state = {
limit = {
OR = {
state = 489
state = 307
}
}
if = {
limit = {
infrastructure < 5
}
add_building_construction = {
type = infrastructure
level = 1
instant_build = yes
}
}
}
}
ai_will_do = {
base = 1 # Everyone should always kiiiinda care about oil
modifier = {
factor = 2 # Target of opportunity - already at war anyway
307 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = -1 # If the alliance is doing well with fuel avoid taking this...
fuel_ratio > 0.9
all_allied_country = {
fuel_ratio > 0.9
}
}
modifier = {
add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = oil
amount < 10
extracted = yes
}
}
modifier = {
add = 1 # Powers with low fuel should care about oil a bit more
fuel_ratio < 0.4
}
modifier = {
add = 1 # Powers with very low fuel should care about oil A LOT
fuel_ratio < 0.1
}
modifier = {
add = 5 # Massive boost in case low fuel and already at war anyway
fuel_ratio < 0.1
307 = {
owner = {
has_war_with = ROOT
}
}
}
}
}
# Guyanan Bauxite
faction_goal_control_guyanan_bauxite = {
name = control_guyanan_bauxite_goal_name
description = control_guyanan_bauxite_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = HUJ
is_in_faction_with = HUJ
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 687
value < 2000
}
}
}
available = {
}
completed = {
687 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_allied_country = {
visible_when_empty = yes
limit = {
controls_state = 687
}
add_faction_initiative = 1
}
687 = {
if = {
limit = {
infrastructure < 5
}
add_building_construction = {
type = infrastructure
level = 1
instant_build = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
687 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If low on aluminium
aluminium > 40
}
modifier = {
add = 1 # If very low on aluminium
aluminium > 10
}
modifier = {
add = 3 # If entire alliance is low on aluminium they should be heavily incentivized to taking more
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = aluminium
amount < 10
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
}
}
}
# Surinamese Bauxite
faction_goal_control_suriname_bauxite = {
name = control_suriname_bauxite_goal_name
description = control_suriname_bauxite_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = HOL
is_in_faction_with = HOL
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 309
value < 2000
}
}
}
available = {
}
completed = {
309 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_allied_country = {
visible_when_empty = yes
limit = {
controls_state = 309
}
add_faction_initiative = 1
}
309 = {
if = {
limit = {
infrastructure < 5
}
add_building_construction = {
type = infrastructure
level = 1
instant_build = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
309 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If low on aluminium
aluminium > 40
}
modifier = {
add = 1 # If very low on aluminium
aluminium > 10
}
modifier = {
add = 3 # If entire alliance is low on aluminium they should be heavily incentivized to taking more
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = aluminium
amount < 10
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
}
}
}
# Lappland Metals
faction_goal_control_lappland_metals = {
name = control_lappland_metals_goal_name
description = control_lappland_metals_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = SWE
is_in_faction_with = SWE
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 918
value < 2000
}
}
}
available = {
}
completed = {
666 = { is_controlled_by_ROOT_or_ally = yes }
918 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
OR = {
controls_state = 666
controls_state = 918
}
}
add_faction_initiative = 1
}
every_state = {
limit = {
OR = {
state = 666
state = 918
}
}
if = {
limit = {
infrastructure < 5
}
add_building_construction = {
type = infrastructure
level = 1
instant_build = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
918 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If low on resources
OR = {
tungsten < 40
steel < 40
chromium < 12
}
}
modifier = {
add = 1 # If very low on resources
OR = {
tungsten < 10
steel < 10
chromium < 5
}
}
modifier = {
add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more
OR = {
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = tungsten
amount < 15
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = steel
amount < 15
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = chromium
amount < 8
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
}
}
}
}
# Ploiesti Oil Fields
faction_goal_control_ploiesti_oil_fields = {
name = control_ploiesti_oil_fields_goal_name
description = control_ploiesti_oil_fields_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
NOT = {
is_in_faction_with = ROM
original_tag = ROM
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 46
value < 2000
}
}
}
available = {
}
completed = {
46 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 46
}
add_faction_initiative = 1
}
46 = {
if = {
limit = {
infrastructure < 5
}
add_building_construction = {
type = infrastructure
level = 1
instant_build = yes
}
}
}
}
ai_will_do = {
base = 1 # Everyone should always kiiiinda care about oil
modifier = {
factor = 2 # Target of opportunity - already at war anyway
46 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = -1 # If the alliance is doing well with fuel avoid taking this...
fuel_ratio > 0.9
all_allied_country = {
fuel_ratio > 0.9
}
}
modifier = {
add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = oil
amount < 10
extracted = yes
}
}
modifier = {
add = 1 # Powers with low fuel should care about oil a bit more
fuel_ratio < 0.4
}
modifier = {
add = 1 # Powers with very low fuel should care about oil A LOT
fuel_ratio < 0.1
}
modifier = {
add = 5 # Massive boost in case low fuel and already at war anyway
fuel_ratio < 0.1
46 = {
owner = {
has_war_with = ROOT
}
}
}
}
}
# Baku Oil Fields
faction_goal_control_baku_oil_fields = {
name = control_baku_oil_fields_goal_name
description = control_baku_oil_fields_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = BFL
is_in_faction_with = BFL
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 229
value < 2000
}
}
}
available = {
}
completed = {
229 = { is_controlled_by_ROOT_or_ally = yes }
232 = { is_controlled_by_ROOT_or_ally = yes }
821 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
OR = {
controls_state = 229
controls_state = 232
controls_state = 821
}
}
add_faction_initiative = 1
}
every_state = {
limit = {
OR = {
state = 229
state = 232
state = 821
}
}
if = {
limit = {
infrastructure < 5
}
add_building_construction = {
type = infrastructure
level = 1
instant_build = yes
}
}
}
}
ai_will_do = {
base = 1 # Everyone should always kiiiinda care about oil
modifier = {
factor = 2 # Target of opportunity - already at war anyway
479 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = -1 # If the alliance is doing well with fuel avoid taking this...
fuel_ratio > 0.9
all_allied_country = {
fuel_ratio > 0.9
}
}
modifier = {
add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = oil
amount < 10
extracted = yes
}
}
modifier = {
add = 1 # Powers with low fuel should care about oil a bit more
fuel_ratio < 0.4
}
modifier = {
add = 1 # Powers with very low fuel should care about oil A LOT
fuel_ratio < 0.1
}
modifier = {
add = 5 # Massive boost in case low fuel and already at war anyway
fuel_ratio < 0.1
479 = {
owner = {
has_war_with = ROOT
}
}
}
}
}
# Iraqi Oil
faction_goal_control_iraqi_oil = {
name = control_iraqi_oil_goal_name
description = control_iraqi_oil_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = IRQ
is_in_faction_with = IRQ
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 291
value < 2000
}
}
}
available = {
}
completed = {
291 = { is_controlled_by_ROOT_or_ally = yes }
676 = { is_controlled_by_ROOT_or_ally = yes }
1010 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
OR = {
controls_state = 291
controls_state = 676
controls_state = 1010
}
}
add_faction_initiative = 1
}
every_state = {
limit = {
OR = {
state = 291
state = 676
state = 1010
}
}
if = {
limit = {
infrastructure < 5
}
add_building_construction = {
type = infrastructure
level = 1
instant_build = yes
}
}
}
}
ai_will_do = {
base = 1 # Everyone should always kiiiinda care about oil
modifier = {
factor = 2 # Target of opportunity - already at war anyway
479 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = -1 # If the alliance is doing well with fuel avoid taking this...
fuel_ratio > 0.9
all_allied_country = {
fuel_ratio > 0.9
}
}
modifier = {
add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = oil
amount < 10
extracted = yes
}
}
modifier = {
add = 1 # Powers with low fuel should care about oil a bit more
fuel_ratio < 0.4
}
modifier = {
add = 1 # Powers with very low fuel should care about oil A LOT
fuel_ratio < 0.1
}
modifier = {
add = 5 # Massive boost in case low fuel and already at war anyway
fuel_ratio < 0.1
479 = {
owner = {
has_war_with = ROOT
}
}
}
}
}
# Persian Oil
faction_goal_control_persian_oil = {
name = control_persian_oil_goal_name
description = control_persian_oil_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = PER
is_in_faction_with = PER
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 413
value < 2000
}
}
}
available = {
}
completed = {
411 = { is_controlled_by_ROOT_or_ally = yes }
412 = { is_controlled_by_ROOT_or_ally = yes }
413 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
OR = {
controls_state = 411
controls_state = 412
controls_state = 413
}
}
add_faction_initiative = 1
}
every_state = {
limit = {
OR = {
state = 411
state = 412
state = 413
}
}
if = {
limit = {
infrastructure < 5
}
add_building_construction = {
type = infrastructure
level = 1
instant_build = yes
}
}
}
}
ai_will_do = {
base = 1 # Everyone should always kiiiinda care about oil
modifier = {
factor = 2 # Target of opportunity - already at war anyway
479 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = -1 # If the alliance is doing well with fuel avoid taking this...
fuel_ratio > 0.9
all_allied_country = {
fuel_ratio > 0.9
}
}
modifier = {
add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = oil
amount < 10
extracted = yes
}
}
modifier = {
add = 1 # Powers with low fuel should care about oil a bit more
fuel_ratio < 0.4
}
modifier = {
add = 1 # Powers with very low fuel should care about oil A LOT
fuel_ratio < 0.1
}
modifier = {
add = 5 # Massive boost in case low fuel and already at war anyway
fuel_ratio < 0.1
479 = {
owner = {
has_war_with = ROOT
}
}
}
}
}
# Chinese Metals
faction_goal_control_chinese_metals = {
name = control_chinese_metals_goal_name
description = control_chinese_metals_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
is_independent_china_or_warlord = no
}
all_allied_country = {
is_independent_china_or_warlord = no
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 599
value < 2000
}
}
}
available = {
}
completed = {
592 = { is_controlled_by_ROOT_or_ally = yes }
593 = { is_controlled_by_ROOT_or_ally = yes }
594 = { is_controlled_by_ROOT_or_ally = yes }
599 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
OR = {
controls_state = 592
controls_state = 593
controls_state = 594
controls_state = 599
}
}
add_faction_initiative = 1
}
every_state = {
limit = {
OR = {
state = 592
state = 593
state = 594
state = 599
}
}
if = {
limit = {
infrastructure < 5
}
add_building_construction = {
type = infrastructure
level = 1
instant_build = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
599 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If low on resources
OR = {
tungsten < 40
steel < 40
chromium < 12
}
}
modifier = {
add = 1 # If very low on resources
OR = {
tungsten < 10
steel < 10
chromium < 5
}
}
modifier = {
add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more
OR = {
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = tungsten
amount < 15
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = steel
amount < 15
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = chromium
amount < 8
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
}
}
}
}
# Malayan Riches
faction_goal_control_malayan_riches = {
name = control_malayan_riches_goal_name
description = control_malayan_riches_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = MAL
is_in_faction_with = MAL
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 336
value < 2000
}
}
}
available = {
}
completed = {
333 = { is_controlled_by_ROOT_or_ally = yes }
336 = { is_controlled_by_ROOT_or_ally = yes }
1021 = { is_controlled_by_ROOT_or_ally = yes }
1024 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
OR = {
controls_state = 333
controls_state = 336
controls_state = 1021
controls_state = 1024
}
}
add_faction_initiative = 1
}
every_state = {
limit = {
OR = {
state = 333
state = 336
state = 1021
state = 1024
}
}
if = {
limit = {
infrastructure < 5
}
add_building_construction = {
type = infrastructure
level = 1
instant_build = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
366 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If low on resources
OR = {
rubber < 40
tungsten < 40
steel < 12
aluminium < 8
fuel_ratio < 0.5
}
}
modifier = {
add = 1 # If very low on resources
OR = {
rubber < 10
tungsten < 10
steel < 8
aluminium < 5
fuel_ratio < 0.2
}
}
modifier = {
add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more
OR = {
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = rubber
amount < 15
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = tungsten
amount < 15
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = steel
amount < 8
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = aluminium
amount < 4
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = oil
amount < 10
extracted = yes # (optional, default: no) checks extracted amount instead of country balance
}
}
}
}
}
# Indonesian Riches
faction_goal_control_indonesian_riches = {
name = control_indonesian_riches_goal_name
description = control_indonesian_riches_goal_desc
category = medium_term
group = resources_to_market_icon
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = INS
is_in_faction_with = INS
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 672
value < 2000
}
}
}
available = {
}
completed = {
334 = { is_controlled_by_ROOT_or_ally = yes }
335 = { is_controlled_by_ROOT_or_ally = yes }
667 = { is_controlled_by_ROOT_or_ally = yes }
672 = { is_controlled_by_ROOT_or_ally = yes }
673 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
OR = {
controls_state = 334
controls_state = 335
controls_state = 667
controls_state = 672
controls_state = 673
}
}
add_faction_initiative = 1
}
every_state = {
limit = {
OR = {
state = 334
state = 335
state = 667
state = 672
state = 673
}
}
if = {
limit = {
infrastructure < 5
}
add_building_construction = {
type = infrastructure
level = 1
instant_build = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
672 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If low on resources
OR = {
rubber < 40
aluminium < 12
fuel_ratio < 0.5
}
}
modifier = {
add = 1 # If very low on resources
OR = {
rubber < 10
aluminium < 5
fuel_ratio < 0.2
}
}
modifier = {
add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more
OR = {
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = rubber
amount < 15
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = tungsten
amount < 15
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = steel
amount < 8
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = aluminium
amount < 4
extracted = no # (optional, default: no) checks extracted amount instead of country balance
}
has_resources_in_collection = {
collection = {
input = game:scope
operators = { faction_members }
name = FACTION
}
resource = oil
amount < 10
extracted = yes # (optional, default: no) checks extracted amount instead of country balance
}
}
}
}
}
### Strategic Bases
# Newfoundland
faction_goal_control_newfoundland_bases = {
name = control_newfoundland_bases_goal_name
description = control_newfoundland_bases_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = HUJ
is_in_faction_with = HUJ
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 331
value < 2000
}
}
}
available = {
}
completed = {
331 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 331
}
add_faction_initiative = 1
}
331 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
331 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = north_america
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = europe
}
}
name = COLLECTION_FACTION_STATES_IN_EUROPE
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with a north american power prioritize this
NOT = {
any_controlled_state = {
is_on_continent = north_america
}
}
any_enemy_country = {
capital_scope = {
is_on_continent = north_america
}
}
}
}
}
# Bermuda
faction_goal_control_bermuda = {
name = control_bermuda_goal_name
description = control_bermuda_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = HUJ
is_in_faction_with = HUJ
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 696
value < 2000
}
}
}
available = {
}
completed = {
696 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 696
}
add_faction_initiative = 1
}
696 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
331 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = north_america
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = europe
}
}
name = COLLECTION_FACTION_STATES_IN_EUROPE
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with a north american power prioritize this
NOT = {
any_controlled_state = {
is_on_continent = north_america
}
}
any_enemy_country = {
capital_scope = {
is_on_continent = north_america
}
}
}
}
}
# Bahamas
faction_goal_control_bahamas_bases = {
name = control_bahamas_bases_goal_name
description = control_bahamas_bases_goal_desc
category = medium_term
group = FOCUS_FILTER_NAVY_XP
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = HUJ
is_in_faction_with = HUJ
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 693
value < 2000
}
}
}
available = {
}
completed = {
690 = { is_controlled_by_ROOT_or_ally = yes }
693 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
OR = {
controls_state = 690
controls_state = 693
}
}
add_faction_initiative = 1
}
690 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = 10254
}
}
693 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
331 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = north_america
is_on_continent = south_america
}
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = europe
is_on_continent = africa
}
}
}
name = COLLECTION_FACTION_STATES_IN_EUROPE
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with a north american power prioritize this
any_enemy_country = {
capital_scope = {
is_on_continent = north_america
}
}
}
}
}
# Panama
faction_goal_control_panama_canal = {
name = control_panama_canal_goal_name
description = control_panama_canal_goal_desc
category = medium_term
group = FOCUS_FILTER_NAVY_XP
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = BYG
is_in_faction_with = BYG
}
}
OR = {
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES # a custom loc string that will be displayed
}
distance_to = {
target = 685
value < 2000
}
}
AND = {
685 = { is_controlled_by = BYG }
has_war_with = BYG
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES # a custom loc string that will be displayed
}
distance_to = {
target = 685
value < 6000
}
}
}
}
}
available = {
}
completed = {
685 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 685
}
add_faction_initiative = 1
}
685 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 7617
instant_build = yes
}
add_building_construction = {
type = bunker
level = 1
province = 7617
instant_build = yes
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
685 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 2 # If major naval power seek to control access
has_navy_size = {
size > 20
type = capital_ship
}
}
modifier = {
add = 1 # If at war with a north american power prioritize this
NOT = {
any_controlled_state = {
is_on_continent = north_america
}
}
any_enemy_country = {
capital_scope = {
is_on_continent = north_america
}
}
}
modifier = {
add = 10 # If BYG
original_tag = BYG
}
}
}
# Trinidad
faction_goal_control_trinidad = {
name = control_trinidad_goal_name
description = control_trinidad_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = HUJ
is_in_faction_with = HUJ
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 691
value < 2000
}
}
}
available = {
}
completed = {
691 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 691
}
add_faction_initiative = 1
}
691 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 1
modifier = {
factor = 2 # Target of opportunity - already at war anyway
691 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = north_america
is_on_continent = south_america
}
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = europe
is_on_continent = africa
}
}
}
name = COLLECTION_FACTION_STATES_IN_EUROPE
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with a north american power prioritize this
NOT = {
any_controlled_state = {
is_on_continent = north_america
}
}
any_enemy_country = {
capital_scope = {
is_on_continent = north_america
}
}
}
}
}
# Azores
faction_goal_control_azores = {
name = control_azores_goal_name
description = control_azores_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = POR
is_in_faction_with = POR
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 698
value < 2000
}
}
}
available = {
}
completed = {
698 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 698
}
add_faction_initiative = 1
}
698 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 1
modifier = {
factor = 2 # Target of opportunity - already at war anyway
698 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = north_america
is_on_continent = south_america
}
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = europe
is_on_continent = africa
}
}
}
name = COLLECTION_FACTION_STATES_IN_EUROPE
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 2 # If at war with a north american power prioritize this for range
NOT = {
any_controlled_state = {
is_on_continent = north_america
}
}
any_enemy_country = {
capital_scope = {
is_on_continent = north_america
}
}
}
}
}
# Iceland
faction_goal_control_iceland = {
name = control_iceland_goal_name
description = control_iceland_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = DEN
is_in_faction_with = DEN
original_tag = ICE
is_in_faction_with = ICE
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 100
value < 2000
}
}
}
available = {
}
completed = {
100 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 100
}
add_faction_initiative = 1
}
100 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 1
modifier = {
factor = 2 # Target of opportunity - already at war anyway
100 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = north_america
is_on_continent = south_america
}
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = europe
is_on_continent = africa
}
}
}
name = COLLECTION_FACTION_STATES_IN_EUROPE
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 2 # If at war with a north american power prioritize this for range
NOT = {
any_controlled_state = {
is_on_continent = north_america
}
}
any_enemy_country = {
capital_scope = {
is_on_continent = north_america
}
}
}
}
}
# Faroe Islands
faction_goal_control_faroe_islands = {
name = control_faroe_islands_goal_name
description = control_faroe_islands_goal_desc
category = medium_term
group = FOCUS_FILTER_NAVY_XP
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = DEN
is_in_faction_with = DEN
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 337
value < 2000
}
}
}
available = {
}
completed = {
337 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 337
}
add_faction_initiative = 1
}
337 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 1
modifier = {
factor = 2 # Target of opportunity - already at war anyway
337 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = north_america
is_on_continent = south_america
}
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = europe
is_on_continent = africa
}
}
}
name = COLLECTION_FACTION_STATES_IN_EUROPE
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with a north american power prioritize this
NOT = {
any_controlled_state = {
is_on_continent = north_america
}
}
any_enemy_country = {
capital_scope = {
is_on_continent = north_america
}
}
}
}
}
# Narvik
faction_goal_control_narvik = {
name = control_narvik_goal_name
description = control_narvik_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = NOR
is_in_faction_with = NOR
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 144
value < 2000
}
}
}
available = {
}
completed = {
144 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 144
}
add_faction_initiative = 1
}
144 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 192
instant_build = yes
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
144 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with USSR prioritize this
any_enemy_country = {
original_tag = BFL
}
}
}
}
# Danish Belts
faction_goal_control_danish_belts = {
name = control_danish_belts_goal_name
description = control_danish_belts_goal_desc
category = medium_term
group = FOCUS_FILTER_NAVY_XP
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = DEN
is_in_faction_with = DEN
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 37
value < 2000
}
}
}
available = {
}
completed = {
37 = { is_controlled_by_ROOT_or_ally = yes }
911 = { is_controlled_by_ROOT_or_ally = yes }
99 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
OR = {
controls_state = 37
controls_state = 911
controls_state = 99
}
}
add_faction_initiative = 1
}
37 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = coastal_bunker
level = 2
province = 6287
instant_build = yes
}
add_building_construction = {
type = coastal_bunker
level = 2
province = 3260
instant_build = yes
}
}
911 = {
add_building_construction = {
type = coastal_bunker
level = 2
province = 3325
instant_build = yes
}
}
99 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = 394
}
add_building_construction = {
type = coastal_bunker
level = 2
province = 394
instant_build = yes
}
add_building_construction = {
type = coastal_bunker
level = 2
province = 3277
instant_build = yes
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
37 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with HUJ and capital is on mainland Europe prioritize this
capital_scope = {
is_on_continent = europe
}
any_enemy_country = {
original_tag = HUJ
}
}
modifier = {
add = 1 # If TIX prioritize this
is_historical_focus_on = yes
original_tag = TIX
}
}
}
# Brittany
faction_goal_control_brittany_bases = {
name = control_brittany_bases_goal_name
description = control_brittany_bases_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = YUW
is_in_faction_with = YUW
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 14
value < 2000
}
}
}
available = {
}
completed = {
14 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 14
}
add_faction_initiative = 1
}
14 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
14 = {
controller = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If TIX or BFL prioritize this
is_historical_focus_on = yes
OR = {
original_tag = BFL
original_tag = TIX
}
}
}
}
# Gibraltar
faction_goal_control_gibraltar = {
name = control_gibraltar_goal_name
description = control_gibraltar_goal_desc
category = medium_term
group = FOCUS_FILTER_NAVY_XP
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = HUJ
is_in_faction_with = HUJ
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 118
value < 2000
}
}
}
available = {
}
completed = {
118 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 118
}
add_faction_initiative = 1
}
118 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 4135
instant_build = yes
}
add_building_construction = {
type = bunker
level = 1
province = 4135
instant_build = yes
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
118 = {
controller = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If TIX or SAD prioritize this
is_historical_focus_on = yes
OR = {
original_tag = SAD
original_tag = TIX
}
}
}
}
# Malta
faction_goal_control_malta = {
name = control_malta_goal_name
description = control_malta_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = HUJ
is_in_faction_with = HUJ
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 116
value < 2000
}
}
}
available = {
}
completed = {
116 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 116
}
add_faction_initiative = 1
}
116 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 1
modifier = {
factor = 2 # Target of opportunity - already at war anyway
116 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the mediterranean supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = europe
}
}
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = middle_east
is_on_continent = africa
}
}
}
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If TIX or SAD prioritize this
is_historical_focus_on = yes
OR = {
original_tag = SAD
original_tag = TIX
}
}
}
}
# Crete
faction_goal_control_crete = {
name = control_crete_goal_name
description = control_crete_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = GRE
is_in_faction_with = GRE
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 182
value < 2000
}
}
}
available = {
}
completed = {
182 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 182
}
add_faction_initiative = 1
}
182 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 1
modifier = {
factor = 2 # Target of opportunity - already at war anyway
182 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the mediterranean supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = europe
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = middle_east
is_on_continent = africa
}
}
}
name = COLLECTION_FACTION_STATES_IN_EUROPE
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If TIX or SAD prioritize this
is_historical_focus_on = yes
OR = {
original_tag = SAD
original_tag = TIX
}
}
}
}
# Cyprus
faction_goal_control_cyprus = {
name = control_cyprus_goal_name
description = control_cyprus_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = HUJ
is_in_faction_with = HUJ
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 183
value < 2000
}
}
}
available = {
}
completed = {
183 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 183
}
add_faction_initiative = 1
}
183 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 1
modifier = {
factor = 2 # Target of opportunity - already at war anyway
182 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the mediterranean supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = europe
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = middle_east
is_on_continent = africa
}
}
}
name = COLLECTION_FACTION_STATES_IN_EUROPE
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If TUR prioritize this
OR = {
original_tag = TUR
}
}
modifier = {
add = 1 # If TIX or SAD prioritize this
is_historical_focus_on = yes
OR = {
original_tag = SAD
original_tag = TIX
}
}
}
}
# Bosporus
faction_goal_control_bosporus = {
name = control_bosporus_goal_name
description = control_bosporus_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = TUR
is_in_faction_with = TUR
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 797
value < 2000
}
}
}
available = {
}
completed = {
797 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 797
}
add_faction_initiative = 1
}
797 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 9833
instant_build = yes
}
add_building_construction = {
type = bunker
level = 1
province = 9833
instant_build = yes
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 11829
instant_build = yes
}
add_building_construction = {
type = bunker
level = 1
province = 11829
instant_build = yes
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 1155
instant_build = yes
}
add_building_construction = {
type = bunker
level = 1
province = 1155
instant_build = yes
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 9947
instant_build = yes
}
add_building_construction = {
type = bunker
level = 1
province = 9947
instant_build = yes
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
797 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If major naval power seek to control access
has_navy_size = {
size > 20
type = capital_ship
}
}
modifier = {
add = 1 # If at war with BFL prioritize this
any_enemy_country = {
original_tag = BFL
}
}
modifier = {
add = 1 # If BFL
original_tag = BFL
}
}
}
# Dardanelles
faction_goal_control_dardanelles = {
name = control_dardanelles_goal_name
description = control_dardanelles_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = TUR
is_in_faction_with = TUR
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 340
value < 2000
}
}
}
available = {
}
completed = {
340 = { is_controlled_by_ROOT_or_ally = yes }
341 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
OR = {
controls_state = 340
controls_state = 341
}
}
add_faction_initiative = 1
}
340 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 6864
instant_build = yes
}
add_building_construction = {
type = bunker
level = 1
province = 6864
instant_build = yes
}
}
341 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = 849
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 849
instant_build = yes
}
add_building_construction = {
type = bunker
level = 1
province = 849
instant_build = yes
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
340 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If major naval power seek to control access
has_navy_size = {
size > 20
type = capital_ship
}
}
modifier = {
add = 1 # If at war with BFL prioritize this
any_enemy_country = {
original_tag = BFL
}
}
modifier = {
add = 1 # If BFL
original_tag = BFL
}
}
}
# Suez Canal
faction_goal_control_suez_canal = {
name = control_suez_canal_goal_name
description = control_suez_canal_goal_desc
category = medium_term
group = FOCUS_FILTER_NAVY_XP
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = HUJ
is_in_faction_with = HUJ
original_tag = EGY
is_in_faction_with = EGY
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 446
value < 2000
}
}
}
available = {
}
completed = {
446 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 446
}
add_faction_initiative = 1
}
446 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = 12049
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 12049
instant_build = yes
}
add_building_construction = {
type = bunker
level = 1
province = 12049
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = 4073
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 4073
instant_build = yes
}
add_building_construction = {
type = bunker
level = 1
province = 4073
instant_build = yes
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
446 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 2 # If major naval power seek to control access
has_navy_size = {
size > 20
type = capital_ship
}
}
modifier = {
add = 10 # If HUJ
original_tag = HUJ
}
}
}
# Gulf of Aden
faction_goal_control_gulf_of_aden_bases = {
name = control_gulf_of_aden_bases_goal_name
description = control_gulf_of_aden_bases_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = RAJ
is_in_faction_with = RAJ
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 992
value < 2000
}
}
}
available = {
}
completed = {
992 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 992
}
add_faction_initiative = 1
}
992 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
992 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the suez supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = europe
}
}
name = COLLECTION_FACTION_STATES_IN_EUROPE
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = asia
}
}
name = COLLECTION_FACTION_STATES_IN_ASIA
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with HUJ prioritize this
is_historical_focus_on = yes
any_enemy_country = {
original_tag = HUJ
}
}
}
}
# Strait of Hormuz
faction_goal_control_strait_of_hormuz = {
name = control_strait_of_hormuz_goal_name
description = control_strait_of_hormuz_goal_desc
category = medium_term
group = FOCUS_FILTER_NAVY_XP
allowed = {
always = yes
}
visible = {
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 1013
value < 2000
}
}
}
available = {
}
completed = {
412 = { is_controlled_by_ROOT_or_ally = yes }
1013 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
OR = {
controls_state = 412
controls_state = 1013
}
}
add_faction_initiative = 1
}
412 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 7982
instant_build = yes
}
add_building_construction = {
type = bunker
level = 1
province = 7982
instant_build = yes
}
}
1013 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 13369
instant_build = yes
}
add_building_construction = {
type = bunker
level = 1
province = 13369
instant_build = yes
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
1013 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the suez supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = europe
is_on_continent = asia
}
}
}
name = COLLECTION_FACTION_STATES_IN_EUROPE_OR_ASIA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = middle_east
}
}
name = COLLECTION_FACTION_STATES_IN_MIDDLE_EAST
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with HUJ prioritize this
is_historical_focus_on = yes
any_enemy_country = {
original_tag = HUJ
}
}
}
}
# Ceylon
faction_goal_control_ceylon = {
name = control_ceylon_goal_name
description = control_ceylon_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = HUJ
is_in_faction_with = HUJ
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 422
value < 2000
}
}
}
available = {
}
completed = {
422 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 422
}
add_faction_initiative = 1
}
422 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
422 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = europe
}
}
name = COLLECTION_FACTION_STATES_IN_EUROPE
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = asia
}
}
name = COLLECTION_FACTION_STATES_IN_ASIA
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with HUJ prioritize this
is_historical_focus_on = yes
any_enemy_country = {
original_tag = HUJ
}
}
}
}
# Singapore
faction_goal_control_singapore = {
name = control_singapore_goal_name
description = control_singapore_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = HUJ
is_in_faction_with = HUJ
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 1021
value < 2000
}
}
}
available = {
}
completed = {
1021 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 1021
}
add_faction_initiative = 1
}
1021 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
1021 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = europe
}
}
name = COLLECTION_FACTION_STATES_IN_EUROPE
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = asia
}
}
name = COLLECTION_FACTION_STATES_IN_ASIA
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with HUJ prioritize this
is_historical_focus_on = yes
any_enemy_country = {
original_tag = HUJ
}
}
}
}
# Manila
faction_goal_control_manila = {
name = control_manila_goal_name
description = control_manila_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = PHI
is_in_faction_with = PHI
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 327
value < 2000
}
}
}
available = {
}
completed = {
327 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 327
}
add_faction_initiative = 1
}
327 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
add_building_construction = {
type = coastal_bunker
level = 1
province = 10265
instant_build = yes
}
}
}
ai_will_do = {
base = 1
modifier = {
factor = 2 # Target of opportunity - already at war anyway
327 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with BYG prioritize this
is_historical_focus_on = yes
any_enemy_country = {
original_tag = BYG
}
}
}
}
# Okinawa
faction_goal_control_okinawa = {
name = control_okinawa_goal_name
description = control_okinawa_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = CHY
is_in_faction_with = CHY
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 526
value < 2000
}
}
}
available = {
}
completed = {
526 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 526
}
add_faction_initiative = 1
}
526 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
526 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with CHY prioritize this
any_enemy_country = {
original_tag = CHY
}
}
}
}
# Iwo Jima
faction_goal_control_iwo_jima = {
name = control_iwo_jima_goal_name
description = control_iwo_jima_goal_desc
category = medium_term
group = FOCUS_FILTER_NAVY_XP
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = CHY
is_in_faction_with = CHY
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 645
value < 2000
}
}
}
available = {
}
completed = {
645 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 645
}
add_faction_initiative = 1
}
645 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
645 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with CHY prioritize this
any_enemy_country = {
original_tag = CHY
}
}
}
}
# Caroline Islands
faction_goal_control_caroline_islands = {
name = control_caroline_islands_goal_name
description = control_caroline_islands_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = CHY
is_in_faction_with = CHY
original_tag = FSM
is_in_faction_with = FSM
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 684
value < 2000
}
}
}
available = {
}
completed = {
684 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 684
}
add_faction_initiative = 1
}
684 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = 2489
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
684 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the transpacific supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = north_america
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = asia
}
}
name = COLLECTION_FACTION_STATES_IN_ASIA
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with a north american power prioritize this
NOT = {
any_controlled_state = {
is_on_continent = north_america
}
}
any_enemy_country = {
capital_scope = {
is_on_continent = north_america
}
}
}
modifier = {
add = 1 # If at war with CHY prioritize this
any_enemy_country = {
original_tag = CHY
}
}
}
}
# Guadalcanal
faction_goal_control_guadalcanal = {
name = control_guadalcanal_goal_name
description = control_guadalcanal_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = AST
is_in_faction_with = AST
original_tag = SOL
is_in_faction_with = SOL
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 634
value < 2000
}
}
}
available = {
}
completed = {
634 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 634
}
add_faction_initiative = 1
}
634 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = 1269
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
634 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the transpacific supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
OR = {
is_on_continent = north_america
is_on_continent = asia
}
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA_OR_ASIA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = australia
}
}
name = COLLECTION_FACTION_STATES_IN_AUSTRALIA
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with an oceanian power prioritize this
NOT = {
any_controlled_state = {
is_on_continent = australia
}
}
any_enemy_country = {
capital_scope = {
is_on_continent = australia
}
}
}
}
}
# Wake Island
faction_goal_control_wake_island = {
name = control_wake_island_goal_name
description = control_wake_island_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = BYG
is_in_faction_with = BYG
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 632
value < 2000
}
}
}
available = {
}
completed = {
632 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 632
}
add_faction_initiative = 1
}
632 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
632 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the transpacific supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = north_america
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = asia
}
}
name = COLLECTION_FACTION_STATES_IN_ASIA
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with a north american power prioritize this
NOT = {
any_controlled_state = {
is_on_continent = north_america
}
}
any_enemy_country = {
capital_scope = {
is_on_continent = north_america
}
}
}
modifier = {
add = 1 # If at war with BYG prioritize this
any_enemy_country = {
original_tag = BYG
}
}
}
}
# Midway Island
faction_goal_control_midway_island = {
name = control_midway_island_goal_name
description = control_midway_island_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = BYG
is_in_faction_with = BYG
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 631
value < 2000
}
}
}
available = {
}
completed = {
631 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 631
}
add_faction_initiative = 1
}
631 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
631 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the transpacific supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = north_america
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = asia
}
}
name = COLLECTION_FACTION_STATES_IN_ASIA
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with a north american power prioritize this
NOT = {
any_controlled_state = {
is_on_continent = north_america
}
}
any_enemy_country = {
capital_scope = {
is_on_continent = north_america
}
}
}
modifier = {
add = 1 # If at war with BYG prioritize this
any_enemy_country = {
original_tag = BYG
}
}
}
}
# Hawaii
faction_goal_control_hawaii = {
name = control_hawaii_goal_name
description = control_hawaii_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = BYG
is_in_faction_with = BYG
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 629
value < 2000
}
}
}
available = {
}
completed = {
629 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 629
}
add_faction_initiative = 1
}
629 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
629 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the transpacific supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = north_america
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = asia
}
}
name = COLLECTION_FACTION_STATES_IN_ASIA
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 2 # If major naval power you want it BADLY
has_navy_size = {
size > 20
type = capital_ship
}
}
modifier = {
add = 1 # If at war with a north american power prioritize this
NOT = {
any_controlled_state = {
is_on_continent = north_america
}
}
any_enemy_country = {
capital_scope = {
is_on_continent = north_america
}
}
}
modifier = {
add = 1 # If at war with BYG prioritize this
any_enemy_country = {
original_tag = BYG
}
}
}
}
# Attu Island
faction_goal_control_attu_island = {
name = control_attu_island_goal_name
description = control_attu_island_goal_desc
category = medium_term
group = FOCUS_FILTER_ANNEXATION
allowed = {
}
visible = {
FROM = {
NOT = {
original_tag = BYG
is_in_faction_with = BYG
}
}
any_collection_element = {
collection = {
input = game:scope
operators = { faction_members controlled_states }
name = FACTION_CONTROLLED_STATES
}
distance_to = {
target = 650
value < 2000
}
}
}
available = {
}
completed = {
650 = { is_controlled_by_ROOT_or_ally = yes }
}
complete_effect = {
add_faction_power_projection = 100
custom_effect_tooltip = generic_skip_one_line_tt
custom_effect_tooltip = TARGET_STATE_CONTROLLERS
every_faction_member = {
visible_when_empty = yes
limit = {
controls_state = 650
}
add_faction_initiative = 1
}
650 = {
add_building_construction = {
type = anti_air_building
level = 1
instant_build = yes
}
add_building_construction = {
type = air_base
level = 1
instant_build = yes
}
add_building_construction = {
type = naval_base
level = 1
instant_build = yes
province = {
all_provinces = yes
limit_to_naval_base = yes
}
}
}
}
ai_will_do = {
base = 0
modifier = {
factor = 2 # Target of opportunity - already at war anyway
650 = {
owner = {
has_war_with = ROOT
}
}
}
modifier = {
add = 2 # If convoys being threatened try to secure the transpacific supply lines better
convoy_threat > 0.5
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = north_america
}
}
name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
}
value > 0
}
collection_size = {
input = {
input = game:all_states
operators = {
limit = {
is_controlled_by_ROOT_or_ally = yes
is_on_continent = asia
}
}
name = COLLECTION_FACTION_STATES_IN_ASIA
}
value > 0
}
}
modifier = {
add = 1 # If naval power seek to project it by expanding bases
has_navy_size = {
size > 5
type = capital_ship
}
}
modifier = {
add = 1 # If at war with a north american power prioritize this
NOT = {
any_controlled_state = {
is_on_continent = north_america
}
}
any_enemy_country = {
capital_scope = {
is_on_continent = north_america
}
}
}
modifier = {
add = 1 # If at war with BYG prioritize this
any_enemy_country = {
original_tag = BYG
}
}
modifier = {
add = 1 # If CHY prioritize this
is_historical_focus_on = yes
original_tag = CHY
}
}
}