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azurlane-tj/src/common/raids/air_raids_custom.txt
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types = {
AUS_reichstag_bombing = {
days_to_prepare = 30
category = air_raids
custom_map_icon = GFX_raid_type_icon_other_raid
ai_will_do = {
base = 10 # Unique Raid
modifier = {
# Don't target anyone who is not a potential enemy
factor = 0
NOT = {
is_in_array = {
array = potential_and_current_enemies
value = FROM # Target country
}
}
}
}
command_power = 15
allowed = {
has_dlc = "Gotterdammerung"
original_tag = AUS
}
fire_only_once = yes
visible = {
OR = {
has_completed_focus = AUS_second_brothers_war
has_completed_focus = AUS_deal_with_the_german_threat
}
}
show_target = {
64 = { is_owned_and_controlled_by = GER }
}
available = {
}
launchable = {
has_war_with = GER
}
arrow = {
type = air
}
unit_model = {
type = equipment
}
target_type = {
building = {
type = landmark_berlin_reichstag
}
}
target_icon = GFX_berlin_reichstag_icon
launch_sound = raid_launch_air
unit_requirements = {
equipment = {
type = { strategic_bomber }
amount = { min = 75}
}
}
starting_point = {
types = { air_base }
}
success_factors = {
success = {
base = 0.7
# Raiding unit modifiers
experience = {
weight = 0.05
start_weight = -0.05
reference = 1.0
}
air_agility = {
reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value
weight = 0.05 # At 0 agility, the modifier will have negative effect.
start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0.
}
reliability = {
reference = 1
weight = 0.05
start_weight = -0.1
}
air_defence = {
reference = 100
weight = 0.05
start_weight = -0.05
}
air_superiority = {
reference = 1
weight = 0.1
start_weight = -0.1
}
### Target Modifiers
anti_air = {
reference = 5
weight = -0.1
}
interception = {
reference = 500 # More than 500 fighters won't really make any difference
weight = -0.2
}
intel = {
weight = 0.2
#start_reference = 50
reference = 100
}
}
critical = {
base = 0.1
}
}
success_levels = {
failure = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_berlin_reichstag
damage = 0.05 # levels of damage
province = var:ROOT.target_province
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 10
}
raid_add_unit_experience = 0.05
var:actor_country = {
add_war_support = -0.05
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
}
}
visual_effect = {
entity = "raid_failed_entity"
animation = "attack"
}
}
limited_success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_berlin_reichstag
damage = 0.15 # levels of damage
province = var:ROOT.target_province
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 5
}
raid_add_unit_experience = 0.1
var:actor_country = {
add_war_support = 0.02
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
}
}
visual_effect = {
entity = "air_raids_2_limited_success_entity"
animation = "attack"
}
}
success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_berlin_reichstag
damage = 0.65 # levels of damage
province = var:ROOT.target_province
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 2
}
raid_add_unit_experience = 0.2
var:actor_country = {
add_war_support = 0.05
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
}
}
visual_effect = {
entity = "air_raids_2_success_entity"
animation = "attack"
}
}
critical_success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_berlin_reichstag
damage = 0.85 # levels of damage
province = var:ROOT.target_province
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 1
}
raid_add_unit_experience = 0.35
var:actor_country = {
add_war_support = 0.05
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
IF = {
limit = { has_government = neutrality }
add_popularity = {
ideology = neutrality #these do not take FROM/ROOTs/var:actor_country
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = communism }
add_popularity = {
ideology = communism #these do not take FROM/ROOTs/var:actor_country
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = democratic }
add_popularity = {
ideology = democratic #these do not take FROM/ROOTs/var:actor_country
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = fascism }
add_popularity = {
ideology = fascism #these do not take FROM/ROOTs/var:actor_country
popularity = 0.1
}
}
}
}
visual_effect = {
entity = "air_raids_2_critical_success_entity"
animation = "attack"
}
}
}
}
###########################################################
### ### ### ## # # ## ### ## ## ### # # ##
# # # # # # # # # # # # # # ## # #
### ## # # #### # # #### # ## ## # ## # ##
# # # # # # # # # # # # # # # # # # #
# # ### ### ## # # ## # # # ## ### # # ##
###########################################################
ENG_reichstag_bombing = {
days_to_prepare = 30
category = air_raids
custom_map_icon = GFX_raid_type_icon_other_raid
ai_will_do = {
base = 10 # unique Raid
modifier = {
# Don't target anyone who is not a potential enemy
factor = 0
NOT = {
is_in_array = {
array = potential_and_current_enemies
value = FROM # Target country
}
}
}
}
command_power = 15
allowed = {
has_dlc = "Gotterdammerung"
original_tag = HUJ
}
fire_only_once = yes
visible = {
}
show_target = {
has_war_with = TIX
64 = {
is_owned_and_controlled_by = TIX
}
}
available = {
}
target_type = {
building = {
type = landmark_berlin_reichstag
}
}
target_icon = GFX_berlin_reichstag_icon
launch_sound = raid_launch_air
arrow = {
type = air
}
unit_model = {
type = equipment
}
unit_requirements = {
equipment = {
type = { strategic_bomber }
amount = { min = 75 }
}
}
starting_point = {
types = { air_base }
}
success_factors = {
success = {
base = 0.7
# Raiding unit modifiers
experience = {
weight = 0.05
start_weight = -0.05
reference = 1.0
}
air_agility = {
reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value
weight = 0.05 # At 0 agility, the modifier will have negative effect.
start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0.
}
reliability = {
reference = 1
weight = 0.05
start_weight = -0.1
}
air_defence = {
reference = 100
weight = 0.05
start_weight = -0.05
}
air_superiority = {
reference = 1
weight = 0.1
start_weight = -0.1
}
### Target Modifiers
anti_air = {
reference = 5
weight = -0.1
}
interception = {
reference = 500 # More than 500 fighters won't really make any difference
weight = -0.2
}
intel = {
weight = 0.2
#start_reference = 50
reference = 100
}
}
critical = {
base = 0.1
}
}
success_levels = {
failure = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_berlin_reichstag
damage = 0.05 # levels of damage
province = var:ROOT.target_province
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 65
}
raid_add_unit_experience = 0.05
var:actor_country = { #a failure doesn't help morale
add_war_support = -0.05
}
}
visual_effect = {
entity = "raid_failed_entity"
animation = "attack"
}
}
limited_success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_berlin_reichstag
damage = 0.15 # levels of damage
province = var:ROOT.target_province
repair_speed_modifier = -0.05
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 50
}
raid_add_unit_experience = 0.1
var:actor_country = {
add_war_support = 0.02
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
}
}
visual_effect = {
entity = "air_raids_2_limited_success_entity"
animation = "attack"
}
}
success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_berlin_reichstag
damage = 0.65 # levels of damage
province = var:ROOT.target_province
repair_speed_modifier = -0.15
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 35
}
raid_add_unit_experience = 0.2
var:actor_country = {
add_war_support = 0.05
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
}
}
visual_effect = {
entity = "air_raids_2_success_entity"
animation = "attack"
}
}
critical_success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_berlin_reichstag
damage = 0.85 # levels of damage
province = var:ROOT.target_province
repair_speed_modifier = -0.25
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 10
}
raid_add_unit_experience = 0.35
var:actor_country = {
add_war_support = 0.05
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
IF = {
limit = { has_government = neutrality }
add_popularity = {
ideology = neutrality #these do not take FROM/ROOTs
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = communism }
add_popularity = {
ideology = communism #these do not take FROM/ROOTs
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = democratic }
add_popularity = {
ideology = democratic #these do not take FROM/ROOTs
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = fascism }
add_popularity = {
ideology = fascism #these do not take FROM/ROOTs
popularity = 0.1
}
}
}
var:victim_country = {
add_war_support = -0.05
IF = {
limit = { has_government = neutrality }
add_popularity = {
ideology = neutrality #these do not take FROM/ROOTs
popularity = -0.05
}
}
ELSE_IF = {
limit = { has_government = communism }
add_popularity = {
ideology = communism #these do not take FROM/ROOTs
popularity = -0.05
}
}
ELSE_IF = {
limit = { has_government = democratic }
add_popularity = {
ideology = democratic #these do not take FROM/ROOTs
popularity = -0.05
}
}
ELSE_IF = {
limit = { has_government = fascism }
add_popularity = {
ideology = fascism #these do not take FROM/ROOTs
popularity = -0.05
}
}
}
}
visual_effect = {
entity = "air_raids_2_critical_success_entity"
animation = "attack"
}
}
}
}
##############################################################################
## ### ### ### ## ### ### ## # # ### ### ### ### ## # # ##
# # # # # # # # # # # # # ## # # # # # # # # # # # #
# # ### ## ### #### # # # # # ## # ## ### # # #### # #
# # # # # # # # # # # # # # # # # # # # # # # # # #
## # ### # # # # # ### ## # # ## ### # # ### ## # # ##
##############################################################################
ENG_operation_jericho = {
days_to_prepare = 90
ai_will_do = {
base = 2
modifier = {
factor = 0
is_major = no
}
modifier = {
factor = 0
date < 1943.1.1
}
}
category = air_raids
custom_map_icon = GFX_raid_type_icon_other_raid
command_power = 25
allowed = {
has_dlc = "Gotterdammerung"
tag = HUJ
}
# Raid Type is visible
visible = {
has_war_with = TIX
785 = { # Picardie
is_owned_by = YUW
is_fully_controlled_by = TIX
}
16 = { # Ile de France
is_owned_by = YUW
is_fully_controlled_by = TIX
}
YUW = {
has_government = democratic
is_in_faction_with = HUJ
NOT = {
any_core_state = {
is_controlled_by = YUW
}
}
}
}
# Specific Target is visible
show_target = {
}
# Can prepare
available = {
16 = { resistance > 25 }
}
launchable = {
}
fire_only_once = yes
target_type = {
province = 11420
}
target_icon = GFX_facility_icon
launch_sound = raid_launch_air
arrow = {
type = air
}
unit_model = {
type = equipment
}
unit_requirements = {
equipment = {
type = { tactical_bomber }
amount = { min = 70 }
}
}
unit_requirements = {
equipment = {
type = { heavy_fighter }
amount = { min = 70 }
}
}
starting_point = {
types = { air_base }
}
success_factors = {
success = {
base = 0.55
# Raiding unit modifiers
experience = {
weight = 0.2
start_weight = -0.2
reference = 1.0
}
air_agility = {
reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value
weight = 0.1 # At 0 agility, the modifier will have negative effect.
start_weight = -0.1 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0.
}
reliability = {
reference = 1
weight = 0.05
start_weight = -0.1
}
air_defence = {
reference = 100
weight = 0.05
start_weight = -0.05
}
air_superiority = {
reference = 1
weight = 0.1
start_weight = -0.1
}
### Target Modifiers
anti_air = {
reference = 5
weight = -0.25
}
interception = {
reference = 500 # More than 500 fighters won't really make any difference
weight = -0.2
}
intel = {
weight = 0.5
#start_reference = 50
reference = 100
}
}
critical = {
base = 0.15
}
}
success_levels = {
failure = {
victim_effects = {
var:target_state = {
custom_effect_tooltip = operation_jericho_failure_tt
add_resistance = -10
}
16 = { add_resistance = -10 }
}
actor_effects = {
raid_damage_units = {
plane_loss = 70
ratio = no
}
raid_add_unit_experience = 0.05
}
visual_effect = {
entity = "raid_failed_entity"
animation = "attack"
}
}
limited_success = {
victim_effects = {
var:target_state = {
custom_effect_tooltip = operation_jericho_limited_success_tt
add_resistance = 10
}
16 = { add_resistance = 5 }
}
actor_effects = {
raid_damage_units = {
plane_loss = 40
ratio = no
}
raid_add_unit_experience = 0.1
}
visual_effect = {
entity = "air_raids_2_limited_success_entity"
animation = "attack"
}
}
success = {
victim_effects = {
var:target_state = {
custom_effect_tooltip = operation_jericho_success_tt
add_resistance = 20
}
16 = { add_resistance = 10 }
}
actor_effects = {
raid_damage_units = {
plane_loss = 30
ratio = no
}
raid_add_unit_experience = 0.2
}
visual_effect = {
entity = "air_raids_2_success_entity"
animation = "attack"
}
}
critical_success = {
victim_effects = {
var:target_state = {
custom_effect_tooltip = operation_jericho_critical_success_tt
add_resistance = 40
}
16 = { add_resistance = 20 }
}
actor_effects = {
raid_damage_units = {
plane_loss = 10
ratio = no
}
raid_add_unit_experience = 0.35
}
visual_effect = {
entity = "air_raids_2_critical_success_entity"
animation = "attack"
}
}
}
}
###### ######## ######## ## ## ### ## ## ######## ### #### ######## ######## ####### ## ## ######## #### ## ## ######
## ## ## ## ## ### ### ## ## ### ## ## ## ## ## ## ## ## ## ## ## ## ### ### ## ## ## ### ## ## ##
## ## ## ## #### #### ## ## #### ## ## ## ## ## ## ## ## ## ## ## ## #### #### ## ## ## #### ## ##
## #### ###### ######## ## ### ## ## ## ## ## ## ######## ## ## ## ## ## ######## ## ## ## ### ## ######## ## ## ## ## ## ####
## ## ## ## ## ## ## ######### ## #### ## ## ######### ## ## ## ## ## ## ## ## ## ## ## ## ## #### ## ##
## ## ## ## ## ## ## ## ## ## ### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ### ## ##
###### ######## ## ## ## ## ## ## ## ## ## ## ## ## #### ######## ######## ####### ## ## ######## #### ## ## ######
#Bombing Big Ben
GER_big_ben_bombing = {
days_to_prepare = 30
category = air_raids
custom_map_icon = GFX_raid_type_icon_other_raid
ai_will_do = {
base = 5 # unique raid
}
command_power = 15
allowed = {
has_dlc = "Gotterdammerung"
original_tag = TIX
}
fire_only_once = yes
visible = {
}
show_target = {
has_war_with = HUJ
126 = {
is_owned_and_controlled_by = HUJ
}
}
available = {
}
target_type = {
building = {
type = landmark_big_ben
}
}
target_icon = GFX_big_ben_icon
launch_sound = raid_launch_air
arrow = {
type = air
}
unit_model = {
type = equipment
}
unit_requirements = {
equipment = {
type = { strategic_bomber }
amount = { min = 75 }
}
}
starting_point = {
types = { air_base }
}
success_factors = {
success = {
base = 0.7
# Raiding unit modifiers
experience = {
weight = 0.05
start_weight = -0.05
reference = 1.0
}
air_agility = {
reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value
weight = 0.05 # At 0 agility, the modifier will have negative effect.
start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0.
}
reliability = {
reference = 1
weight = 0.05
start_weight = -0.1
}
air_defence = {
reference = 100
weight = 0.05
start_weight = -0.05
}
air_superiority = {
reference = 1
weight = 0.1
start_weight = -0.1
}
### Target Modifiers
anti_air = {
reference = 5
weight = -0.1
}
interception = {
reference = 500 # More than 500 fighters won't really make any difference
weight = -0.2
}
intel = {
weight = 0.2
#start_reference = 50
reference = 100
}
}
critical = {
base = 0.1
}
}
success_levels = {
failure = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_big_ben
damage = 0.05 # levels of damage
province = var:ROOT.target_province
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 65
}
raid_add_unit_experience = 0.05
var:actor_country = { #a failure doesn't help morale
add_war_support = -0.05
}
}
visual_effect = {
entity = "raid_failed_entity"
animation = "attack"
}
}
limited_success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_big_ben
damage = 0.15 # levels of damage
province = var:ROOT.target_province
repair_speed_modifier = -0.05
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 50
}
raid_add_unit_experience = 0.1
var:actor_country = {
add_war_support = 0.02
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
}
}
visual_effect = {
entity = "air_raids_2_limited_success_entity"
animation = "attack"
}
}
success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_big_ben
damage = 0.65 # levels of damage
province = var:ROOT.target_province
repair_speed_modifier = -0.15
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 35
}
raid_add_unit_experience = 0.2
var:actor_country = {
add_war_support = 0.05
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
}
}
visual_effect = {
entity = "air_raids_2_success_entity"
animation = "attack"
}
}
critical_success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_big_ben
damage = 0.85 # levels of damage
province = var:ROOT.target_province
repair_speed_modifier = -0.25
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 10
}
raid_add_unit_experience = 0.35
var:actor_country = {
add_war_support = 0.05
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
IF = {
limit = { has_government = neutrality }
add_popularity = {
ideology = neutrality #these do not take FROM/ROOTs
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = communism }
add_popularity = {
ideology = communism #these do not take FROM/ROOTs
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = democratic }
add_popularity = {
ideology = democratic #these do not take FROM/ROOTs
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = fascism }
add_popularity = {
ideology = fascism #these do not take FROM/ROOTs
popularity = 0.1
}
}
}
var:victim_country = {
add_war_support = -0.05
IF = {
limit = { has_government = neutrality }
add_popularity = {
ideology = neutrality #these do not take FROM/ROOTs
popularity = -0.05
}
}
ELSE_IF = {
limit = { has_government = communism }
add_popularity = {
ideology = communism #these do not take FROM/ROOTs
popularity = -0.05
}
}
ELSE_IF = {
limit = { has_government = democratic }
add_popularity = {
ideology = democratic #these do not take FROM/ROOTs
popularity = -0.05
}
}
ELSE_IF = {
limit = { has_government = fascism }
add_popularity = {
ideology = fascism #these do not take FROM/ROOTs
popularity = -0.05
}
}
}
}
visual_effect = {
entity = "air_raids_2_critical_success_entity"
animation = "attack"
}
}
}
}
#Bombing the Statue of Liberty
GER_statue_of_liberty_bombing = {
days_to_prepare = 30
category = air_raids
custom_map_icon = GFX_raid_type_icon_other_raid
ai_will_do = {
base = 5 # Unique Raid
}
command_power = 15
allowed = {
has_dlc = "Gotterdammerung"
original_tag = TIX
}
fire_only_once = yes
visible = {
}
show_target = {
has_war_with = BYG
358 = {
is_owned_and_controlled_by = BYG
}
}
available = {
}
target_type = {
building = {
type = landmark_statue_of_liberty
}
}
target_icon = GFX_statue_of_liberty_icon
launch_sound = raid_launch_air
arrow = {
type = air
}
unit_model = {
type = equipment
}
unit_requirements = {
equipment = {
type = { strategic_bomber }
amount = { min = 75 }
}
}
starting_point = {
types = { air_base }
}
success_factors = {
success = {
base = 0.7
# Raiding unit modifiers
experience = {
weight = 0.05
start_weight = -0.05
reference = 1.0
}
air_agility = {
reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value
weight = 0.05 # At 0 agility, the modifier will have negative effect.
start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0.
}
reliability = {
reference = 1
weight = 0.05
start_weight = -0.1
}
air_defence = {
reference = 100
weight = 0.05
start_weight = -0.05
}
air_superiority = {
reference = 1
weight = 0.1
start_weight = -0.1
}
### Target Modifiers
anti_air = {
reference = 5
weight = -0.1
}
interception = {
reference = 500 # More than 500 fighters won't really make any difference
weight = -0.2
}
intel = {
weight = 0.2
#start_reference = 50
reference = 100
}
}
critical = {
base = 0.1
}
}
success_levels = {
failure = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_statue_of_liberty
damage = 0.05 # levels of damage
province = var:ROOT.target_province
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 65
}
raid_add_unit_experience = 0.05
var:actor_country = { #a failure doesn't help morale
add_war_support = -0.05
}
}
visual_effect = {
entity = "raid_failed_entity"
animation = "attack"
}
}
limited_success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_statue_of_liberty
damage = 0.15 # levels of damage
province = var:ROOT.target_province
repair_speed_modifier = -0.05
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 50
}
raid_add_unit_experience = 0.1
var:actor_country = {
add_war_support = 0.02
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
}
}
visual_effect = {
entity = "air_raids_2_limited_success_entity"
animation = "attack"
}
}
success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_statue_of_liberty
damage = 0.65 # levels of damage
province = var:ROOT.target_province
repair_speed_modifier = -0.15
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 35
}
raid_add_unit_experience = 0.2
var:actor_country = {
add_war_support = 0.05
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
}
}
visual_effect = {
entity = "air_raids_2_success_entity"
animation = "attack"
}
}
critical_success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_statue_of_liberty
damage = 0.85 # levels of damage
province = var:ROOT.target_province
repair_speed_modifier = -0.25
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 10
}
raid_add_unit_experience = 0.35
var:actor_country = {
add_war_support = 0.05
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
IF = {
limit = { has_government = neutrality }
add_popularity = {
ideology = neutrality #these do not take FROM/ROOTs
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = communism }
add_popularity = {
ideology = communism #these do not take FROM/ROOTs
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = democratic }
add_popularity = {
ideology = democratic #these do not take FROM/ROOTs
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = fascism }
add_popularity = {
ideology = fascism #these do not take FROM/ROOTs
popularity = 0.1
}
}
}
var:victim_country = {
add_war_support = -0.05
IF = {
limit = { has_government = neutrality }
add_popularity = {
ideology = neutrality #these do not take FROM/ROOTs
popularity = -0.05
}
}
ELSE_IF = {
limit = { has_government = communism }
add_popularity = {
ideology = communism #these do not take FROM/ROOTs
popularity = -0.05
}
}
ELSE_IF = {
limit = { has_government = democratic }
add_popularity = {
ideology = democratic #these do not take FROM/ROOTs
popularity = -0.05
}
}
ELSE_IF = {
limit = { has_government = fascism }
add_popularity = {
ideology = fascism #these do not take FROM/ROOTs
popularity = -0.05
}
}
}
}
visual_effect = {
entity = "air_raids_2_critical_success_entity"
animation = "attack"
}
}
}
}
#Bombing the Kremlin
GER_kremlin_bombing = {
days_to_prepare = 30
category = air_raids
custom_map_icon = GFX_raid_type_icon_other_raid
ai_will_do = {
base = 5 # Unique raid
}
command_power = 15
allowed = {
has_dlc = "Gotterdammerung"
original_tag = TIX
}
fire_only_once = yes
visible = {
}
show_target = {
has_war_with = BFL
219 = {
is_owned_and_controlled_by = BFL
}
}
available = {
}
target_type = {
building = {
type = landmark_kremlin
}
}
target_icon = GFX_kremlin_icon
launch_sound = raid_launch_air
arrow = {
type = air
}
unit_model = {
type = equipment
}
unit_requirements = {
equipment = {
type = { strategic_bomber }
amount = { min = 75 }
}
}
starting_point = {
types = { air_base }
}
success_factors = {
success = {
base = 0.7
# Raiding unit modifiers
experience = {
weight = 0.05
start_weight = -0.05
reference = 1.0
}
air_agility = {
reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value
weight = 0.05 # At 0 agility, the modifier will have negative effect.
start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0.
}
reliability = {
reference = 1
weight = 0.05
start_weight = -0.1
}
air_defence = {
reference = 100
weight = 0.05
start_weight = -0.05
}
air_superiority = {
reference = 1
weight = 0.1
start_weight = -0.1
}
### Target Modifiers
anti_air = {
reference = 5
weight = -0.1
}
interception = {
reference = 500 # More than 500 fighters won't really make any difference
weight = -0.2
}
intel = {
weight = 0.2
#start_reference = 50
reference = 100
}
}
critical = {
base = 0.1
}
}
success_levels = {
failure = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_kremlin
damage = 0.05 # levels of damage
province = var:ROOT.target_province
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 65
}
raid_add_unit_experience = 0.05
var:actor_country = { #a failure doesn't help morale
add_war_support = -0.05
}
}
visual_effect = {
entity = "raid_failed_entity"
animation = "attack"
}
}
limited_success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_kremlin
damage = 0.15 # levels of damage
province = var:ROOT.target_province
repair_speed_modifier = -0.05
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 50
}
raid_add_unit_experience = 0.1
var:actor_country = {
add_war_support = 0.02
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
}
}
visual_effect = {
entity = "air_raids_2_limited_success_entity"
animation = "attack"
}
}
success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_kremlin
damage = 0.65 # levels of damage
province = var:ROOT.target_province
repair_speed_modifier = -0.15
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 35
}
raid_add_unit_experience = 0.2
var:actor_country = {
add_war_support = 0.05
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
}
}
visual_effect = {
entity = "air_raids_2_success_entity"
animation = "attack"
}
}
critical_success = {
victim_effects = {
var:target_state = {
damage_building = {
type = landmark_kremlin
damage = 0.85 # levels of damage
province = var:ROOT.target_province
repair_speed_modifier = -0.25
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 10
}
raid_add_unit_experience = 0.35
var:actor_country = {
add_war_support = 0.05
IF = {
limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }}
set_country_flag = has_successfully_bombed_a_landmark_flag
}
IF = {
limit = { has_government = neutrality }
add_popularity = {
ideology = neutrality #these do not take FROM/ROOTs
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = communism }
add_popularity = {
ideology = communism #these do not take FROM/ROOTs
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = democratic }
add_popularity = {
ideology = democratic #these do not take FROM/ROOTs
popularity = 0.1
}
}
ELSE_IF = {
limit = { has_government = fascism }
add_popularity = {
ideology = fascism #these do not take FROM/ROOTs
popularity = 0.1
}
}
}
var:victim_country = {
add_war_support = -0.05
IF = {
limit = { has_government = neutrality }
add_popularity = {
ideology = neutrality #these do not take FROM/ROOTs
popularity = -0.05
}
}
ELSE_IF = {
limit = { has_government = communism }
add_popularity = {
ideology = communism #these do not take FROM/ROOTs
popularity = -0.05
}
}
ELSE_IF = {
limit = { has_government = democratic }
add_popularity = {
ideology = democratic #these do not take FROM/ROOTs
popularity = -0.05
}
}
ELSE_IF = {
limit = { has_government = fascism }
add_popularity = {
ideology = fascism #these do not take FROM/ROOTs
popularity = -0.05
}
}
}
}
visual_effect = {
entity = "air_raids_2_critical_success_entity"
animation = "attack"
}
}
}
}
##### LEAFLET DROPPING OVER JAPAN #####
CHI_huansheng_raid = {
days_to_prepare = 90
ai_will_do = {
base = 5
modifier = {
factor = 0.1
surrender_progress < 0.08
}
modifier = {
factor = 0
date < 1940.1.1
}
}
category = air_raids
custom_map_icon = GFX_raid_type_icon_other_raid
command_power = 25 # command power allocation cost
allowed = {
has_dlc = "Gotterdammerung"
tag = DOH
}
# Raid Type is visible
visible = {
}
# Specific Target is visible
show_target = {
has_war_with = CHY
528 = { # Kyushu
is_owned_and_controlled_by = CHY
}
531 = { # Kansai
is_owned_and_controlled_by = CHY
}
}
# Can prepare
available = {
has_war_with = CHY
surrender_progress > 0.05
}
launchable = {
}
fire_only_once = yes
target_type = {
province = 9950
}
target_icon = GFX_facility_icon # TODO_JA: is there anything that fits better here?
launch_sound = raid_launch_air
arrow = {
type = air
}
unit_model = {
type = equipment
}
unit_requirements = {
equipment = {
type = { tactical_bomber }
amount = { min = 8 }
}
}
unit_requirements = {
equipment = {
type = { strategic_bomber }
amount = { min = 5 }
}
}
starting_point = {
types = { air_base }
}
success_factors = {
success = {
base = 0.65
# Raiding unit modifiers
experience = {
weight = 0.2
start_weight = -0.2
reference = 1.0
}
air_agility = {
reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value
weight = 0.1 # At 0 agility, the modifier will have negative effect.
start_weight = -0.1 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0.
}
reliability = {
reference = 1
weight = 0.05
start_weight = -0.1
}
air_defence = {
reference = 100
weight = 0.05
start_weight = -0.05
}
air_superiority = {
reference = 1
weight = 0.1
start_weight = -0.1
}
### Target Modifiers
anti_air = {
reference = 5
weight = -0.15
}
interception = {
reference = 500 # More than 500 fighters won't really make any difference
weight = -0.15
}
intel = {
weight = 0.5
#start_reference = 50
reference = 100
}
}
critical = {
base = 0.15
}
}
success_levels = {
failure = {
victim_effects = {
var:target_state = {
custom_effect_tooltip = operation_huansheng_failure_tt
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 0.9
ratio = yes
}
raid_add_unit_experience = 0.05
var:actor_country = {
add_political_power = -25
}
}
visual_effect = {
entity = "raid_failed_entity"
animation = "attack"
}
}
limited_success = {
victim_effects = {
var:target_state = {
custom_effect_tooltip = operation_huansheng_limited_success_tt
}
var:victim_country = {
add_timed_idea = {
idea = JAP_public_awareness_of_war_ns
days = 35
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 0.5
ratio = yes
}
raid_add_unit_experience = 0.1
var:actor_country = {
add_political_power = 20
}
}
visual_effect = {
entity = "air_raids_leaflet_limited_success_entity"
animation = "attack"
}
}
success = {
victim_effects = {
var:target_state = {
custom_effect_tooltip = operation_huansheng_success_tt
}
var:victim_country = {
add_timed_idea = {
idea = JAP_public_awareness_of_war_worse_ns
days = 70
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 0.3
ratio = yes
}
raid_add_unit_experience = 0.2
var:actor_country = {
add_political_power = 50
}
}
visual_effect = {
entity = "air_raids_leaflet_success_entity"
animation = "attack"
}
}
critical_success = {
victim_effects = {
var:target_state = {
custom_effect_tooltip = operation_huansheng_critical_success_tt
}
var:victim_country = {
add_timed_idea = {
idea = JAP_public_awareness_of_war_worst_ns
days = 140
}
}
}
actor_effects = {
raid_damage_units = {
plane_loss = 0
ratio = yes
}
raid_add_unit_experience = 0.35
var:actor_country = {
add_political_power = 75
}
}
visual_effect = {
entity = "air_raids_leaflet_critical_success_entity"
animation = "attack"
}
}
}
}
}