2025-12-10 04:03:01

This commit is contained in:
actions[bot]
2025-12-10 04:03:01 +00:00
parent c543a4d9a4
commit 09de9411b7
105 changed files with 7948 additions and 1183 deletions

View File

@@ -8,7 +8,7 @@
####################
AST_new_south_wales_rc_organization = {
AST_new_south_wales_rc_organization = {
name = AST_new_south_wales_rc_organization
include = generic_mobile_tank_organization
icon = GFX_idea_new_south_wales_rc

View File

@@ -94,7 +94,7 @@ BUL_dar_organization = {
tag = BUL
}
available = { #TODO_Manu: Could do with a trait
available = {
if = {
limit = {
has_dlc = "Battle for the Bosporus"

View File

@@ -7,7 +7,7 @@
# # # # # # # ##
####################
CAN_vickers_armstrong_can_organization = {
CAN_vickers_armstrong_can_organization = {
name = CAN_vickers_armstrong_can_organization
include = generic_medium_tank_organization
icon = GFX_idea_vickers_armstrong_can
@@ -82,7 +82,7 @@ CAN_fairchild_aircraft_ltd_organization = {
has_dlc = "Together for Victory"
}
available = {
owner = { has_completed_focus = CAN_cookie_carriers }
owner = { has_completed_focus = CAN_fund_fairchilds_development }
}
}

View File

@@ -53,6 +53,7 @@ USA_chrysler_organization = {
has_dlc = "Man the Guns"
}
NOR_AAT = yes
PHI_SEA = yes
}
}
@@ -71,6 +72,28 @@ USA_chrysler_organization = {
}
FROM = { is_in_faction_with = USA }
}
else_if = {
limit = {
FROM = {
original_tag = PHI
}
}
if = {
limit = {
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
else = {
FROM = {
has_completed_focus = PHI_align_with_the_usa
}
}
}
else_if = {
limit = {
FROM = { tag = NOR }
@@ -100,6 +123,12 @@ USA_chrysler_organization = {
icon = GFX_generic_mio_trait_icon_reliability
special_trait_background = yes
visible = {
FROM = {
original_tag = USA
}
}
position = { x=2 y=1 }
relative_position_id = generic_mio_trait_simplified_turret_design
@@ -117,6 +146,12 @@ USA_chrysler_organization = {
icon = GFX_generic_mio_trait_icon_build_cost_ic
special_trait_background = yes
visible = {
FROM = {
original_tag = USA
}
}
position = { x=0 y=1 }
relative_position_id = USA_mio_trait_strict_design_specifications
@@ -126,6 +161,100 @@ USA_chrysler_organization = {
production_capacity_factor = 0.05
}
}
add_trait = {
token = PHI_mio_trait_ethanol_fuel_adaptations
name = PHI_mio_trait_ethanol_fuel_adaptations
icon = GFX_generic_mio_trait_icon_fuel_consumption
special_trait_background = yes
position = { x = 0 y = 0 }
visible = {
FROM = { original_tag = PHI }
}
available = {
}
on_complete = {
}
equipment_bonus = {
fuel_consumption = -0.05
}
ai_will_do = {
base = 2
}
}
add_trait = {
token = PHI_mio_trait_coconut_fuel_adaptations
name = PHI_mio_trait_coconut_fuel_adaptations
icon = GFX_generic_mio_trait_icon_fuel_consumption
special_trait_background = yes
position = { x = 0 y = 1 }
visible = {
FROM = { original_tag = PHI }
}
available = {
FROM = {
PHI_vicente_lava = {
is_hired_as_advisor = yes
}
}
}
relative_position_id = PHI_mio_trait_ethanol_fuel_adaptations
any_parent = { PHI_mio_trait_ethanol_fuel_adaptations }
on_complete = {
}
equipment_bonus = {
fuel_consumption = -0.10
reliability = -0.05
}
ai_will_do = {
base = 2
}
}
add_trait = {
token = PHI_mio_trait_ad_hoc_armor_reinforcement
name = PHI_mio_trait_ad_hoc_armor_reinforcement
icon = GFX_generic_mio_department_icon_tank_general_armor
special_trait_background = yes
position = { x = 5 y = 3 }
visible = {
FROM = { original_tag = PHI }
}
available = {
}
any_parent = { generic_mio_trait_spaced_armor generic_mio_trait_crew_survival_layout generic_mio_trait_sloped_side_armor }
on_complete = {
}
equipment_bonus = {
hardness = 0.05
armor_value = 0.03
maximum_speed = -0.03
}
ai_will_do = {
base = 2
}
}
}
USA_army_ordnance_department_organization = {
@@ -174,10 +303,55 @@ USA_detroit_arsenal_organization = {
include = generic_tank_organization
icon = GFX_idea_generic_industrial_concern_1
allowed = {
tag = USA
OR = {
tag = USA
PHI_SEA = yes
}
}
available = {
FROM = { has_completed_focus = USA_main_battle_tanks }
IF = {
limit = {
FROM = { NOT = { original_tag = USA } }
}
FROM = { NOT = { has_war_with = USA } }
}
IF = {
limit = {
FROM = { original_tag = USA }
}
FROM = { has_completed_focus = USA_main_battle_tanks }
}
if = {
limit = {
FROM = {
original_tag = PHI
}
}
if = {
limit = {
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
else = {
FROM = {
has_completed_focus = PHI_align_with_the_usa
}
}
}
IF = {
limit = {
FROM = { original_tag = PHI }
}
USA = { has_completed_focus = USA_main_battle_tanks }
}
}
initial_trait = {
@@ -200,6 +374,12 @@ USA_detroit_arsenal_organization = {
icon = GFX_generic_mio_department_icon_tank_medium_tank_line_efficiency
special_trait_background = yes
visible = {
FROM = {
original_tag = USA
}
}
position = { x=-1 y=1 }
relative_position_id = generic_mio_trait_standardized_components
@@ -209,8 +389,103 @@ USA_detroit_arsenal_organization = {
}
}
add_trait = {
token = PHI_mio_trait_ethanol_fuel_adaptations
name = PHI_mio_trait_ethanol_fuel_adaptations
icon = GFX_generic_mio_trait_icon_fuel_consumption
special_trait_background = yes
position = { x = 9 y = 0 }
visible = {
FROM = { original_tag = PHI }
}
available = {
}
on_complete = {
}
equipment_bonus = {
fuel_consumption = -0.05
}
ai_will_do = {
base = 2
}
}
add_trait = {
token = PHI_mio_trait_coconut_fuel_adaptations
name = PHI_mio_trait_coconut_fuel_adaptations
icon = GFX_generic_mio_trait_icon_fuel_consumption
special_trait_background = yes
position = { x = 0 y = 1 }
visible = {
FROM = { original_tag = PHI }
}
available = {
FROM = {
PHI_vicente_lava = {
is_hired_as_advisor = yes
}
}
}
relative_position_id = PHI_mio_trait_ethanol_fuel_adaptations
any_parent = { PHI_mio_trait_ethanol_fuel_adaptations }
on_complete = {
}
equipment_bonus = {
fuel_consumption = -0.10
reliability = -0.05
}
ai_will_do = {
base = 2
}
}
add_trait = {
token = PHI_mio_trait_widened_tracks
name = PHI_mio_trait_widened_tracks
icon = GFX_generic_mio_trait_icon_maximum_speed
special_trait_background = yes
position = { x = 0 y = 1 }
visible = {
FROM = { original_tag = PHI }
}
available = {
}
relative_position_id = generic_mio_trait_improved_tracks
any_parent = { generic_mio_trait_improved_tracks }
on_complete = {
}
equipment_bonus = {
reliability = 0.07
maximum_speed = 0.03
}
ai_will_do = {
base = 2
}
}
}
USA_tank_destroyer_board_organization = {
name = tank_destroyer_board
include = generic_mobile_tank_organization
@@ -305,7 +580,42 @@ USA_electric_boat_company_organization = {
include = generic_submarine_organization
icon = GFX_idea_electric_boat_company
allowed = {
tag = USA
OR = {
tag = USA
PHI_SEA = yes
}
}
available = {
IF = {
limit = {
FROM = { NOT = { original_tag = USA } }
}
FROM = { NOT = { has_war_with = USA } }
}
if = {
limit = {
FROM = {
original_tag = PHI
}
}
if = {
limit = {
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
else = {
FROM = {
has_completed_focus = PHI_align_with_the_usa
}
}
}
}
add_trait = {
@@ -347,6 +657,69 @@ USA_electric_boat_company_organization = {
}
}
add_trait = {
token = PHI_mio_trait_ethanol_fuel_adaptations
name = PHI_mio_trait_ethanol_fuel_adaptations
icon = GFX_generic_mio_trait_icon_fuel_consumption
special_trait_background = yes
position = { x = 9 y = 0 }
visible = {
FROM = { original_tag = PHI }
}
available = {
}
on_complete = {
}
equipment_bonus = {
fuel_consumption = -0.05
}
ai_will_do = {
base = 2
}
}
add_trait = {
token = PHI_mio_trait_coconut_fuel_adaptations
name = PHI_mio_trait_coconut_fuel_adaptations
icon = GFX_generic_mio_trait_icon_fuel_consumption
special_trait_background = yes
position = { x = 0 y = 1 }
visible = {
FROM = { original_tag = PHI }
}
available = {
FROM = {
PHI_vicente_lava = {
is_hired_as_advisor = yes
}
}
}
relative_position_id = PHI_mio_trait_ethanol_fuel_adaptations
any_parent = { PHI_mio_trait_ethanol_fuel_adaptations }
on_complete = {
}
equipment_bonus = {
fuel_consumption = -0.10
reliability = -0.05
}
ai_will_do = {
base = 2
}
}
}
USA_brooklyn_naval_yard_organization = {
@@ -478,6 +851,7 @@ USA_north_american_aviation_organization = {
tag = BRA
has_dlc = "Trial of Allegiance"
}
PHI_SEA = yes
}
}
@@ -498,6 +872,28 @@ USA_north_american_aviation_organization = {
}
}
}
else_if = {
limit = {
FROM = {
original_tag = PHI
}
}
if = {
limit = {
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
else = {
FROM = {
has_completed_focus = PHI_align_with_the_usa
}
}
}
}
initial_trait = {
@@ -523,6 +919,10 @@ USA_north_american_aviation_organization = {
}
}
visible = {
FROM = { original_tag = USA }
}
equipment_bonus = {
air_agility = 0.05
maximum_speed = 0.05
@@ -535,6 +935,10 @@ USA_north_american_aviation_organization = {
icon = GFX_generic_mio_department_icon_plane_light_combat
special_trait_background = yes
visible = {
FROM = { original_tag = USA }
}
position = { x=0 y=1 }
relative_position_id = generic_mio_trait_strafing_techniques
@@ -548,6 +952,33 @@ USA_north_american_aviation_organization = {
air_attack = 0.02
}
}
add_trait = {
token = PHI_mio_trait_engine_filters
name = PHI_mio_trait_engine_filters
icon = GFX_generic_mio_trait_icon_reliability
special_trait_background = yes
position = { x = 1 y = 0 }
visible = {
FROM = { original_tag = PHI }
}
available = {
}
on_complete = {
}
equipment_bonus = {
reliability = 0.10
}
ai_will_do = {
base = 2
}
}
}
USA_lockheed_organization = {
@@ -555,17 +986,51 @@ USA_lockheed_organization = {
icon = GFX_idea_lockheed
allowed = {
tag = USA
OR = {
tag = USA
PHI_SEA = yes
}
}
available = {
IF = {
limit = {
FROM = { NOT = { original_tag = USA } }
}
FROM = { NOT = { has_war_with = USA } }
}
if = {
limit = {
FROM = {
original_tag = PHI
}
}
if = {
limit = {
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
else = {
FROM = {
has_completed_focus = PHI_align_with_the_usa
}
}
}
}
equipment_type = {
mio_cat_eq_all_small_plane
mio_cat_eq_all_medium_plane
transport_plane_equipment
}
initial_trait = {
name = USA_mio_trait_lockeed_aircraft
name = USA_mio_trait_medium_long_range_aircraft
limit_to_equipment_type = { mio_cat_eq_all_medium_plane }
equipment_bonus = {
@@ -580,6 +1045,12 @@ USA_lockheed_organization = {
icon = GFX_generic_mio_department_icon_plane_medium_technology
special_trait_background = yes
visible = {
FROM = {
original_tag = USA
}
}
position = { x=0 y=1 }
relative_position_id = generic_mio_trait_narrow_build
@@ -592,6 +1063,44 @@ USA_lockheed_organization = {
}
}
add_trait = {
token = PHI_mio_trait_improvised_bombs
name = PHI_mio_trait_improvised_bombs
icon = GFX_generic_mio_trait_icon_air_ground_attack
special_trait_background = yes
position = { x = -1 y = 1 }
visible = {
FROM = { original_tag = PHI }
}
available = {
}
relative_position_id = generic_mio_trait_skip_bombing
any_parent = { generic_mio_trait_skip_bombing generic_mio_trait_reinforced_wing_braces }
limit_to_equipment_type = { mio_cat_eq_all_medium_plane }
on_complete = {
}
equipment_bonus = {
naval_strike_attack = -0.05
air_ground_attack = -0.05
}
production_bonus = {
production_efficiency_gain_factor = 0.05
production_efficiency_cap_factor = 0.1
}
ai_will_do = {
base = 2
}
}
override_trait = {
token = generic_mio_trait_heavy_fighter_specialization
equipment_bonus = {
@@ -601,6 +1110,7 @@ USA_lockheed_organization = {
}
}
USA_douglas_aircraft_company_organization = {
include = generic_cas_aircraft_organization
icon = GFX_idea_douglas_aircraft_company
@@ -685,7 +1195,7 @@ USA_boeing_organization = {
relative_position_id = generic_mio_trait_flying_fortress
any_parent = { generic_mio_trait_flying_fortress }
limit_to_equipment_type = { large_plane_airframe large_plane_maritime_patrol_plane_airframe }
limit_to_equipment_type = { mio_cat_eq_only_strategic_bomber large_plane_maritime_patrol_plane_airframe }
equipment_bonus = {
air_defence = 0.1
@@ -714,7 +1224,7 @@ USA_grumman_organization = {
relative_position_id = generic_mio_trait_reinforced_fuselage
any_parent = { generic_mio_trait_reinforced_fuselage }
limit_to_equipment_type = { large_plane_airframe large_plane_maritime_patrol_plane_airframe }
limit_to_equipment_type = { mio_cat_eq_all_cv_aircraft small_plane_naval_bomber_airframe }
equipment_bonus = {
air_agility = 0.05
@@ -735,7 +1245,7 @@ USA_grumman_organization = {
available = {
FROM = {
has_tech = jet_engines
is_special_project_completed = sp:sp_air_jet_engine
}
}
position = { x=1 y=1 }
@@ -767,7 +1277,85 @@ USA_springfield_armory_organization = {
icon = GFX_idea_springfield_armory
allowed = {
tag = USA
OR = {
tag = USA
AND = {
original_tag = PHI
has_dlc = "No Compromise, No Surrender"
}
}
}
available = {
IF = {
limit = {
FROM = { NOT = { original_tag = USA } }
}
FROM = { NOT = { has_war_with = USA } }
}
if = {
limit = {
FROM = {
original_tag = PHI
}
}
if = {
limit = {
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
else = {
FROM = {
has_completed_focus = PHI_align_with_the_usa
}
}
}
}
add_trait = {
token = PHI_mio_trait_rugged_construction
name = PHI_mio_trait_rugged_construction
icon = GFX_generic_mio_trait_icon_reliability
special_trait_background = yes
position = { x=0 y=0 }
visible = {
FROM = {
original_tag = PHI
}
}
equipment_bonus = {
reliability = 0.05
}
}
add_trait = {
token = PHI_mio_trait_use_local_materials
name = PHI_mio_trait_use_local_materials
icon = GFX_generic_mio_department_icon_facilities
special_trait_background = yes
position = { x=0 y=1 }
visible = {
FROM = {
original_tag = PHI
}
}
any_parent = { PHI_mio_trait_rugged_construction }
production_bonus = {
production_cost_factor = -0.05
}
}
}
@@ -802,6 +1390,15 @@ USA_ford_motor_company_organization = {
}
has_dlc = "No Step Back"
}
AND = {
original_TAG = BRA
# TODO_JUNO: Add juno DLC name here!!
has_dlc = "Arms Against Tyranny"
}
AND = {
original_tag = PHI
has_dlc = "No Compromise, No Surrender"
}
}
}
@@ -812,7 +1409,14 @@ USA_ford_motor_company_organization = {
}
FROM = {
has_country_flag = POL_ford_motors
NOT = { has_completed_focus = POL_adaptive_designs }
}
}
IF = {
limit = {
FROM = { tag = BRA }
}
FROM = {
has_country_flag = BRA_toa_DLC
}
}
}
@@ -844,6 +1448,38 @@ USA_ford_motor_company_organization = {
has_completed_focus = BALTIC_ford_motors
}
}
IF = {
limit = {
FROM = {
original_TAG = BRA
}
}
FROM = {
has_completed_focus = BRA_expand_fordlandia
}
}
else_if = {
limit = {
FROM = {
original_tag = PHI
}
}
if = {
limit = {
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
else = {
FROM = {
has_completed_focus = PHI_align_with_the_usa
}
}
}
}
initial_trait = {
@@ -851,6 +1487,69 @@ USA_ford_motor_company_organization = {
build_cost_ic = -0.05
}
}
add_trait = {
token = PHI_mio_trait_ethanol_fuel_adaptations
name = PHI_mio_trait_ethanol_fuel_adaptations
icon = GFX_generic_mio_trait_icon_fuel_consumption
special_trait_background = yes
position = { x = 9 y = 0 }
visible = {
FROM = { original_tag = PHI }
}
available = {
}
on_complete = {
}
equipment_bonus = {
fuel_consumption = -0.05
}
ai_will_do = {
base = 2
}
}
add_trait = {
token = PHI_mio_trait_coconut_fuel_adaptations
name = PHI_mio_trait_coconut_fuel_adaptations
icon = GFX_generic_mio_trait_icon_fuel_consumption
special_trait_background = yes
position = { x = 0 y = 1 }
visible = {
FROM = { original_tag = PHI }
}
available = {
FROM = {
PHI_vicente_lava = {
is_hired_as_advisor = yes
}
}
}
relative_position_id = PHI_mio_trait_ethanol_fuel_adaptations
any_parent = { PHI_mio_trait_ethanol_fuel_adaptations }
on_complete = {
}
equipment_bonus = {
fuel_consumption = -0.10
reliability = -0.05
}
ai_will_do = {
base = 2
}
}
}
@@ -860,9 +1559,74 @@ USA_rock_island_arsenal_organization = {
icon = GFX_idea_rock_island_arsenal
allowed = {
tag = USA
OR = {
tag = USA
AND = {
original_tag = PHI
has_dlc = "No Compromise, No Surrender"
}
}
}
available = {
IF = {
limit = {
FROM = { NOT = { original_tag = USA } }
}
FROM = { NOT = { has_war_with = USA } }
}
if = {
limit = {
FROM = {
original_tag = PHI
}
}
if = {
limit = {
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
FROM = {
has_completed_focus = PHI_declare_military_emergency
}
}
else = {
FROM = {
has_completed_focus = PHI_align_with_the_usa
}
}
}
}
add_trait = {
token = PHI_mio_trait_naval_caliber_artillery
name = PHI_mio_trait_naval_caliber_artillery
icon = GFX_generic_mio_trait_icon_soft_attack
special_trait_background = yes
position = { x=7 y=1 }
visible = {
FROM = {
original_tag = PHI
}
}
available = {
FROM = {
has_completed_focus = PHI_coastal_artillery
}
}
any_parent = { generic_mio_trait_big_guns }
equipment_bonus = {
soft_attack = 0.03
}
}
}
USA_sikorsky_organization = {

View File

@@ -304,6 +304,11 @@ script_enum_equipment_bonus_type = {
mechanized_equipment_6
mechanized_equipment_7
mechanized_equipment_8
heavy_mechanized_equipment_5
heavy_mechanized_equipment_4
heavy_mechanized_equipment_3
heavy_mechanized_equipment_2
heavy_mechanized_equipment_1
amechanized_equipment
amechanized_equipment_1
amechanized_equipment_2

View File

@@ -1622,6 +1622,161 @@ sp_naval_anechoic_tiles = {
}
#SUBMARINE CARRIER
sp_naval_submarine_carrier = {
specialization = specialization_naval
project_tags = sp_tag_submarine
ai_will_do = {
base = 1
modifier = {
factor = 2
ROOT = {
original_tag = JAP
OR = {
has_government = fascism
has_government = neutrality
}
}
}
}
allowed = {
has_dlc = "No Compromise, No Surrender"
}
available = {
FROM = {
if = {
limit = {
has_dlc = "Man the Guns"
}
has_tech = basic_ship_hull_carrier
has_tech = improved_ship_hull_submarine
}
else = {
has_tech = basic_carrier
has_tech = improved_submarine
}
}
}
resource_cost = {
resources = {
steel = 12
chromium = 6
}
}
breakthrough_cost = {
specialization_naval = 2
}
complexity = sp_complexity.large
prototype_time = sp_time.prototype.medium
project_output = {
country_effects = {
add_design_template_bonus = {
name = sp_naval_submarine_carrier_free_design
uses = 1
cost_factor = 1
equipment = ship_hull_carrier_submarine
}
}
enable_equipments = {
ship_hull_carrier_submarine
}
enable_equipment_modules = {
ship_submarine_deck_space
}
enable_subunits = {
}
}
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
sp_naval_generic_reward_scientist_xp_2
sp_naval_generic_reward_scientist_xp_3
sp_naval_generic_reward_navy_xp_1
sp_naval_generic_reward_navy_xp_2
sp_naval_generic_reward_navy_xp_3
sp_naval_generic_reward_major_progress_1
sp_naval_generic_reward_major_progress_2
sp_naval_generic_reward_major_progress_3
sp_naval_generic_reward_test_failure_1
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
}
unique_prototype_rewards = {
sp_naval_submarine_carrier_unique_reward_a = {
fire_only_once = yes
threshold = {
min = 40
max = 90
}
weight = {
base = 100
}
option = {
token = sp_naval_submarine_carrier_preference_a
iteration_output = {
country_effects = {
add_equipment_bonus = {
name = sp_naval_submarine_carrier_eq_bonus_range
bonus = {
ship_hull_carrier_submarine = {
naval_range = 0.1
sub_visibility = 0.05
}
}
}
}
}
}
option = {
token = sp_naval_submarine_carrier_preference_b
default = yes
iteration_output = {
country_effects = {
add_equipment_bonus = {
name = sp_naval_submarine_carrier_eq_bonus_strength
bonus = {
ship_hull_carrier_submarine = {
max_strength = 0.05
naval_weather_penalty_factor = -0.1
}
}
}
}
}
}
option = {
token = sp_naval_submarine_carrier_preference_c
iteration_output = {
country_effects = {
add_equipment_bonus = {
name = sp_naval_submarine_carrier_eq_bonus_stealth
bonus = {
ship_hull_carrier_submarine = {
sub_visibility = -0.1
}
}
}
}
}
}
}
}
}
#########################################################
## # # ### ### ## ## ### ## # # ### ### ##
@@ -3076,8 +3231,8 @@ sp_naval_underway_replenishment = {
available = {
FROM = {
OR = {
has_tech = base_strike
has_tech = fleet_in_being
has_doctrine = new_base_strike
has_doctrine = new_fleet_in_being
}
}
@@ -3150,7 +3305,7 @@ sp_naval_underway_replenishment = {
iteration_output = {
country_effects = {
custom_effect_tooltip = sp_naval_underway_replenishment_pick_a_tt
custom_effect_tooltip = tech_effect|sp_naval_underway_replenishment_pick_a
hidden_effect = {
set_technology = {
sp_naval_underway_replenishment_pick_a = 1
@@ -3163,7 +3318,7 @@ sp_naval_underway_replenishment = {
option = {
token = sp_naval_underway_replenishment_preference_c
default = yes
iteration_output = {
country_effects = {
#BASE UNDERWAY REPLENISHMENT
@@ -3177,7 +3332,7 @@ sp_naval_underway_replenishment = {
iteration_output = {
country_effects = {
custom_effect_tooltip = sp_naval_underway_replenishment_pick_b_tt
custom_effect_tooltip = tech_effect|sp_naval_underway_replenishment_pick_b
hidden_effect = {
set_technology = {
sp_naval_underway_replenishment_pick_b = 1
@@ -3324,3 +3479,416 @@ sp_naval_proximity_fuze = {
}
}
sp_naval_support_ships = {
specialization = specialization_naval
project_tags = sp_tag_surface_ship
ai_will_do = {
base = 1
}
allowed = {
has_dlc = "No Compromise, No Surrender"
}
available = {
FROM = {
if = {
limit = {
has_dlc = "Man the Guns"
}
has_tech = mtg_transport
}
else = {
has_tech = transport
}
}
}
resource_cost = {
resources = {
steel = 6
}
}
breakthrough_cost = {
specialization_naval = 1
}
complexity = sp_complexity.medium
prototype_time = sp_time.prototype.medium
project_output = {
country_effects = {
}
enable_equipments = {
support_ship_1
repair_ship_1
}
enable_equipment_modules = {
}
enable_subunits = {
}
}
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
sp_naval_generic_reward_scientist_xp_2
sp_naval_generic_reward_scientist_xp_3
sp_naval_generic_reward_navy_xp_1
sp_naval_generic_reward_navy_xp_2
sp_naval_generic_reward_navy_xp_3
sp_naval_generic_reward_major_progress_1
sp_naval_generic_reward_major_progress_2
sp_naval_generic_reward_major_progress_3
sp_naval_generic_reward_test_failure_1
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
}
unique_prototype_rewards = {
sp_naval_support_ships_unique_reward_a = {
fire_only_once = yes
threshold = {
min = 10
max = 50
}
weight = {
base = 100
}
option = {
token = sp_naval_support_ships_preference_a_a
iteration_output = {
country_effects = {
custom_effect_tooltip = tech_effect|sp_naval_support_ships_pick_a
hidden_effect = {
set_technology = {
sp_naval_support_ships_pick_a = 1
popup = no
}
}
}
}
}
option = {
token = sp_naval_support_ships_preference_b_a
default = yes
iteration_output = {
country_effects = {
custom_effect_tooltip = tech_effect|sp_naval_support_ships_pick_b
hidden_effect = {
set_technology = {
sp_naval_support_ships_pick_b = 1
popup = no
}
}
}
}
}
option = {
token = sp_naval_support_ships_preference_c_a
iteration_output = {
country_effects = {
custom_effect_tooltip = tech_effect|sp_naval_support_ships_pick_c
hidden_effect = {
set_technology = {
sp_naval_support_ships_pick_c = 1
popup = no
}
}
}
}
}
}
sp_naval_support_ships_unique_reward_b = {
fire_only_once = yes
threshold = {
min = 55
max = 95
}
weight = {
base = 100
}
option = {
token = sp_naval_support_ships_preference_a_b
iteration_output = {
country_effects = {
custom_effect_tooltip = tech_effect|sp_naval_repair_ships_pick_a
hidden_effect = {
set_technology = {
sp_naval_repair_ships_pick_a = 1
popup = no
}
}
}
}
}
option = {
token = sp_naval_support_ships_preference_b_b
default = yes
iteration_output = {
country_effects = {
custom_effect_tooltip = tech_effect|sp_naval_repair_ships_pick_b
hidden_effect = {
set_technology = {
sp_naval_repair_ships_pick_b = 1
popup = no
}
}
}
}
}
option = {
token = sp_naval_support_ships_preference_c_b
iteration_output = {
country_effects = {
custom_effect_tooltip = tech_effect|sp_naval_repair_ships_pick_c
hidden_effect = {
set_technology = {
sp_naval_repair_ships_pick_c = 1
popup = no
}
}
}
}
}
}
}
}
sp_naval_escort_carrier = {
specialization = specialization_naval
project_tags = sp_tag_surface_ship
ai_will_do = {
base = 1
}
allowed = {
has_dlc = "No Compromise, No Surrender"
}
available = {
FROM = {
if = {
limit = {
has_dlc = "Man the Guns"
}
has_tech = basic_ship_hull_carrier
}
else = {
has_tech = basic_carrier
}
}
}
resource_cost = {
resources = {
steel = 9
}
}
breakthrough_cost = {
specialization_naval = 1
}
complexity = sp_complexity.medium
prototype_time = sp_time.prototype.medium
project_output = {
country_effects = {
add_design_template_bonus = {
name = sp_naval_escort_carrier_free_design
uses = 1
cost_factor = 1
equipment = ship_hull_escort_carrier
}
}
enable_equipments = {
limit = {
has_dlc = "Man the Guns"
}
ship_hull_escort_carrier
}
enable_equipments = {
limit = {
not = {has_dlc = "Man the Guns"}
}
escort_carrier
}
enable_equipment_modules = {
ship_escort_deck_space
}
enable_subunits = {
}
}
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
sp_naval_generic_reward_scientist_xp_2
sp_naval_generic_reward_scientist_xp_3
sp_naval_generic_reward_navy_xp_1
sp_naval_generic_reward_navy_xp_2
sp_naval_generic_reward_navy_xp_3
sp_naval_generic_reward_major_progress_1
sp_naval_generic_reward_major_progress_2
sp_naval_generic_reward_major_progress_3
sp_naval_generic_reward_test_failure_1
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
}
unique_prototype_rewards = {
sp_naval_escort_carrier_unique_reward_a = {
fire_only_once = yes
threshold = {
min = 10
max = 50
}
weight = {
base = 100
}
option = {
token = sp_naval_escort_carrier_preference_a_a
iteration_output = {
country_effects = {
add_equipment_bonus = {
name = sp_naval_escort_carrier_eq_bonus_range
bonus = {
ship_hull_escort_carrier = {
naval_range = 0.15
build_cost_ic = 0.05
}
}
}
}
}
}
option = {
token = sp_naval_escort_carrier_preference_b_a
default = yes
iteration_output = {
country_effects = {
add_equipment_bonus = {
name = sp_naval_escort_carrier_eq_bonus_strength
bonus = {
ship_hull_escort_carrier = {
max_strength = 0.05
reliability = 0.1
}
}
}
}
}
}
option = {
token = sp_naval_escort_carrier_preference_c_a
iteration_output = {
country_effects = {
add_equipment_bonus = {
name = sp_naval_escort_carrier_eq_bonus_speed
bonus = {
ship_hull_escort_carrier = {
naval_speed = 0.15
build_cost_ic = 0.025
}
}
}
}
}
}
}
sp_naval_escort_carrier_unique_reward_b = {
fire_only_once = yes
threshold = {
min = 55
max = 95
}
weight = {
base = 100
}
option = {
token = sp_naval_escort_carrier_preference_a_b
iteration_output = {
country_effects = {
add_equipment_bonus = {
name = sp_naval_escort_carrier_eq_bonus_sub_detection
bonus = {
ship_hull_escort_carrier = {
sub_detection = 0.125
}
}
}
}
}
}
option = {
token = sp_naval_escort_carrier_preference_b_b
default = yes
iteration_output = {
country_effects = {
add_equipment_bonus = {
name = sp_naval_escort_carrier_eq_bonus_compromise
bonus = {
ship_hull_escort_carrier = {
sub_detection = 0.05
surface_detection = 0.05
}
}
}
}
}
}
option = {
token = sp_naval_escort_carrier_preference_c_b
iteration_output = {
country_effects = {
add_equipment_bonus = {
name = sp_naval_escort_carrier_eq_bonus_surface_detection
bonus = {
ship_hull_escort_carrier = {
surface_detection = 0.125
}
}
}
}
}
}
}
}
}

View File

@@ -2805,7 +2805,6 @@ early_ship_hull_carrier = {
}
enable_equipment_modules = {
ship_torpedo_sub_1
sub_ship_engine_1
}
@@ -2858,7 +2857,6 @@ early_ship_hull_carrier = {
ship_hull_submarine_2
}
enable_equipment_modules = {
ship_torpedo_sub_2
sub_ship_engine_2
}
on_research_complete = {
@@ -2917,7 +2915,6 @@ early_ship_hull_carrier = {
ship_hull_submarine_3
}
enable_equipment_modules = {
ship_torpedo_sub_3
sub_ship_engine_3
}
@@ -2966,7 +2963,6 @@ early_ship_hull_carrier = {
ship_hull_submarine_4
}
enable_equipment_modules = {
ship_torpedo_sub_4
sub_ship_engine_4
}
@@ -3011,7 +3007,6 @@ early_ship_hull_carrier = {
}
enable_equipment_modules = {
sub_ship_engine_5
ship_torpedo_sub_5
}
path = {

File diff suppressed because it is too large Load Diff

View File

@@ -4538,7 +4538,7 @@ technologies = {
start_year = 1914
folder = {
name = infantry_folder
position = { x = 5 y = @1924 }
position = { x = 7 y = @1924 }
}
categories = {
@@ -4586,7 +4586,7 @@ technologies = {
start_year = 1940
folder = {
name = infantry_folder
position = { x = 5 y = @1940 }
position = { x = 7 y = @1940 }
}
categories = {
@@ -4634,7 +4634,7 @@ technologies = {
start_year = 1942
folder = {
name = infantry_folder
position = { x = 5 y = @1942 }
position = { x = 7 y = @1942 }
}
categories = {
@@ -4686,7 +4686,7 @@ technologies = {
start_year = 1950
folder = {
name = infantry_folder
position = { x = 5 y = 22 }
position = { x = 7 y = 22 }
}
categories = {
@@ -4724,7 +4724,7 @@ technologies = {
start_year = 1960
folder = {
name = infantry_folder
position = { x = 5 y = 26 }
position = { x = 7 y = 26 }
}
categories = {
@@ -4756,7 +4756,7 @@ technologies = {
start_year = 1970
folder = {
name = infantry_folder
position = { x = 5 y = 30 }
position = { x = 7 y = 30 }
}
categories = {
@@ -4990,7 +4990,7 @@ technologies = {
start_year = 1941
folder = {
name = infantry_folder
position = { x = 3 y = @1941 }
position = { x = 5 y = @1941 }
}
categories = {
@@ -5025,7 +5025,7 @@ technologies = {
start_year = 1943
folder = {
name = infantry_folder
position = { x = 3 y = @1943 }
position = { x = 5 y = @1943 }
}
categories = {
@@ -5055,7 +5055,7 @@ technologies = {
start_year = 1950
folder = {
name = infantry_folder
position = { x = 3 y = 22 }
position = { x = 5 y = 22 }
}
categories = {
@@ -5085,7 +5085,7 @@ technologies = {
start_year = 1960
folder = {
name = infantry_folder
position = { x = 3 y = 26 }
position = { x = 5 y = 26 }
}
categories = {
@@ -5116,7 +5116,7 @@ technologies = {
start_year = 1970
folder = {
name = infantry_folder
position = { x = 3 y = 30 }
position = { x = 5 y = 30 }
}
categories = {
@@ -5147,7 +5147,7 @@ technologies = {
start_year = 1980
folder = {
name = infantry_folder
position = { x = 3 y = 34 }
position = { x = 5 y = 34 }
}
categories = {
@@ -5173,7 +5173,7 @@ technologies = {
start_year = 1990
folder = {
name = infantry_folder
position = { x = 3 y = 38 }
position = { x = 5 y = 38 }
}
categories = {
@@ -5228,7 +5228,10 @@ technologies = {
leads_to_tech = mechanised_infantry4
research_cost_coeff = 1
}
path = {
leads_to_tech = heavy_mechanised_infantry1
research_cost_coeff = 1
}
mechanized = {
soft_attack = 0.15
hard_attack = 0.15
@@ -5531,7 +5534,145 @@ technologies = {
special_project_specialization = { specialization_land }
}
heavy_mechanised_infantry1 = {
enable_equipments = {
heavy_mechanized_equipment_1
}
path = {
leads_to_tech = heavy_mechanised_infantry2
research_cost_coeff = 1
}
enable_subunits = {
armored_infantry
}
research_cost = 3
start_year = 1950
folder = {
name = infantry_folder
position = { x = 3 y = 22 }
}
categories = {
motorized_equipment
infantry_tech
cat_mechanized_equipment
}
special_project_specialization = { specialization_land }
ai_will_do = {
factor = 1
}
}
heavy_mechanised_infantry2 = {
enable_equipments = {
heavy_mechanized_equipment_2
}
path = {
leads_to_tech = heavy_mechanised_infantry3
research_cost_coeff = 1
}
research_cost = 3
start_year = 1960
folder = {
name = infantry_folder
position = { x = 3 y = 26 }
}
categories = {
motorized_equipment
infantry_tech
cat_mechanized_equipment
}
special_project_specialization = { specialization_land }
ai_will_do = {
factor = 1
}
}
heavy_mechanised_infantry3 = {
enable_equipments = {
heavy_mechanized_equipment_3
}
path = {
leads_to_tech = heavy_mechanised_infantry4
research_cost_coeff = 1
}
research_cost = 3
start_year = 1970
folder = {
name = infantry_folder
position = { x = 3 y = 30 }
}
categories = {
motorized_equipment
infantry_tech
cat_mechanized_equipment
}
special_project_specialization = { specialization_land }
ai_will_do = {
factor = 1
}
}
heavy_mechanised_infantry4 = {
enable_equipments = {
heavy_mechanized_equipment_4
}
path = {
leads_to_tech = heavy_mechanised_infantry5
research_cost_coeff = 1
}
research_cost = 3
start_year = 1980
folder = {
name = infantry_folder
position = { x = 3 y = 34 }
}
categories = {
motorized_equipment
infantry_tech
cat_mechanized_equipment
}
special_project_specialization = { specialization_land }
ai_will_do = {
factor = 1
}
}
heavy_mechanised_infantry5 = {
enable_equipments = {
heavy_mechanized_equipment_5
}
research_cost = 3
start_year = 1990
folder = {
name = infantry_folder
position = { x = 3 y = 38 }
}
categories = {
motorized_equipment
infantry_tech
cat_mechanized_equipment
}
special_project_specialization = { specialization_land }
ai_will_do = {
factor = 1
}
}
######### FROM JAPANESE FOCUS ##########
bicycle_infantry = {

81
src/common/units/IFV.txt Executable file
View File

@@ -0,0 +1,81 @@
sub_units = {
armored_infantry = {
sprite = mechanized
map_icon_category = infantry
priority = 610
ai_priority = 200
active = yes
type = {
mechanized
}
group = mobile
categories = {
category_front_line
category_all_infantry
category_army
}
combat_width = 2
#Offensive Abilities
soft_attack = 0.1
hard_attack = 4.0
#Size Definitions
max_strength = 30
max_organisation = 60
default_morale = 0.3
manpower = 1200
#Misc Abilities
training_time = 120
suppression = 2
weight = 1
supply_consumption = 0.18
# needed since we give so much bonus to infantry even with no mech equipment
essential = {
infantry_equipment
heavy_mechanized_equipment
}
# this is what moves us and sets speed
transport = mechanized_equipment
need = {
heavy_mechanized_equipment = 50
infantry_equipment = 100
}
forest = {
attack = -0.2
}
mountain = {
attack = -0.05
}
jungle = {
attack = -0.3
}
marsh = {
attack = -0.1
}
urban = {
attack = -0.2
defence = -0.05
}
river = {
attack = -0.2
movement = -0.2
}
amphibious = {
attack = -0.4
}
#hardness = 0.2 moving these buffs to unit stats
}
}

View File

@@ -0,0 +1,175 @@
equipments = {
heavy_mechanized_equipment = {
year = 1936
is_archetype = yes
picture = archetype_motorized_equipment
is_buildable = no
type = {
#infantry #Removing inf type
mechanized
}
group_by = archetype
interface_category = interface_category_land
upgrades = {
}
is_convertable = yes
#Misc Abilities
maximum_speed = 16
reliability = 0.8
hardness = 0.7
#Defensive Abilities
defense = 40
breakthrough = 7
armor_value = 30
soft_attack = 15
hard_attack = 6
hardness = 0.8
build_cost_ic = 15
#Space taken in convoy
lend_lease_cost = 5
build_cost_ic = 4
resources = {
steel = 2
tungsten = 2
}
fuel_consumption = 1.2
}
# ~1950
heavy_mechanized_equipment_1 = {
year = 1950
archetype = heavy_mechanized_equipment
priority = 40
visual_level = 2
is_convertable = yes
maximum_speed = 19
defense = 40
breakthrough = 7
armor_value = 30
soft_attack = 15
hard_attack = 6
hardness = 0.8
build_cost_ic = 15
}
# ~1960
heavy_mechanized_equipment_2 = {
year = 1960
archetype = heavy_mechanized_equipment
parent = heavy_mechanized_equipment_1
priority = 40
visual_level = 2
is_convertable = yes
can_convert_from = {
mechanized_equipment_4
mechanized_equipment_5
}
maximum_speed = 20
defense = 45
breakthrough = 8
armor_value = 35
soft_attack = 20
hard_attack = 7
hardness = 0.8
build_cost_ic = 28
}
heavy_mechanized_equipment_3 = {
year = 1970
archetype = heavy_mechanized_equipment
parent = heavy_mechanized_equipment_2
priority = 40
visual_level = 2
is_convertable = yes
can_convert_from = {
mechanized_equipment_4
mechanized_equipment_5
}
maximum_speed = 22
defense = 48
breakthrough = 9
armor_value = 37
soft_attack = 23
hard_attack = 8
hardness = 0.8
build_cost_ic = 32
}
heavy_mechanized_equipment_4 = {
year = 1980
archetype = heavy_mechanized_equipment
parent = heavy_mechanized_equipment_3
priority = 40
visual_level = 2
is_convertable = yes
can_convert_from = {
mechanized_equipment_4
mechanized_equipment_5
}
maximum_speed = 24
#Defensive Abilities
defense = 50
breakthrough = 10
armor_value = 40
soft_attack = 25
hard_attack = 9
hardness = 0.8
build_cost_ic = 36
}
heavy_mechanized_equipment_5 = {
year = 1990
archetype = heavy_mechanized_equipment
parent = heavy_mechanized_equipment_4
priority = 40
visual_level = 2
is_convertable = yes
can_convert_from = {
mechanized_equipment_4
mechanized_equipment_5
}
maximum_speed = 26
#Defensive Abilities
defense = 55
breakthrough = 12
armor_value = 45
soft_attack = 30
hard_attack = 10
hardness = 0.8
build_cost_ic = 40
}
}

View File

@@ -4745,11 +4745,11 @@ equipments = {
module_slots = inherit
priority = 5
air_range = 2000
maximum_speed = 0
air_range = 1000
maximum_speed = 200
air_agility = 20
air_defence = 20
weight = 20
weight = 16
naval_strike_attack = 1
naval_strike_targetting = 1
}

View File

@@ -144,7 +144,7 @@ equipments = {
manpower = 4500
naval_supremacy_factor = 2.4
naval_dominance_factor = 300
naval_weather_penalty_factor = 1 #this value gets -1 before its used so 1.5 will increase the effects of weather penalties by 0.5. this is base value is required for MIO stat modifiers
#MIO stat modifers will factory by the unmodified stat value so here a 0.5 mio stat modifier would make this ships naval_weather_penalty_factor stat 1.5.
# change this from 1 at your own risk
@@ -163,6 +163,7 @@ equipments = {
default_modules = {
fixed_ship_engine_slot = carrier_ship_engine_2
}
naval_dominance_factor = 300
}
ship_hull_carrier_2 = {
@@ -225,6 +226,7 @@ equipments = {
chromium = 1
}
manpower = 5000
naval_dominance_factor = 300
}
ship_hull_carrier_3 = {
@@ -296,6 +298,7 @@ equipments = {
chromium = 2
}
manpower = 5500
naval_dominance_factor = 350
}
#MODERN CARRIER
@@ -375,6 +378,7 @@ equipments = {
chromium = 3
}
manpower = 6500
naval_dominance_factor = 400
}
# TODO MANU HABAKKUK
@@ -457,6 +461,7 @@ equipments = {
chromium = 2
}
manpower = 6000
naval_dominance_factor = 350
}
ship_hull_carrier_conversion_bb = {
abbreviation = "had"
@@ -503,6 +508,7 @@ equipments = {
chromium = 1
}
manpower = 5000
naval_dominance_factor = 250
}
ship_hull_carrier_conversion_ca = {
@@ -544,6 +550,82 @@ equipments = {
steel = 3
}
manpower = 1000
naval_dominance_factor = 200
}
#ESCORT CARRIER
ship_hull_escort_carrier = {
abbreviation = "hacve"
year = 1936
visual_level = 1
archetype = ship_hull_carrier
priority = 1000
module_slots = {
fixed_ship_deck_slot_1 = {
required = yes
allowed_module_categories = { ship_escort_deck_space }
gfx = ship_deck_space_slot
}
fixed_ship_deck_slot_2 = {
required = no
allowed_module_categories = { ship_escort_deck_space ship_carrier_armor}
gfx = ship_deck_space_slot
}
fixed_ship_anti_air_slot = inherit
fixed_ship_radar_slot = inherit
fixed_ship_engine_slot = inherit
fixed_ship_secondaries_slot = inherit
fixed_ship_armor_slot = inherit
front_1_custom_slot = {
required = no
allowed_module_categories = {
ship_anti_air
ship_escort_deck_space
ship_carrier_armor
}
}
mid_1_custom_slot = {
required = no
allowed_module_categories = {
ship_secondaries
ship_dp_secondaries
ship_escort_deck_space
ship_carrier_armor
}
}
}
default_modules = {
front_1_custom_slot = empty
mid_1_custom_slot = empty
mid_2_custom_slot = empty
}
surface_detection = 26
sub_detection = 5
surface_visibility = 30
naval_speed = 22
reliability = 0.70
naval_range = 3000
max_strength = 175
fuel_consumption = 87
# (Describes combat behaviour - hidden stat)
offensive_weapons = no
build_cost_ic = 1500
resources = {
steel = 2
chromium = 1
}
manpower = 2500
naval_dominance_factor = 175
naval_weather_penalty_factor = 1 #this value gets -1 before its used so 1.5 will increase the effects of weather penalties by 0.5. this is base value is required for MIO stat modifiers
#MIO stat modifers will factory by the unmodified stat value so here a 0.5 mio stat modifier would make this ships naval_weather_penalty_factor stat 1.5.
# change this from 1 at your own risk
}
ship_hull_carrier_5 = {
year = 1950
@@ -630,6 +712,7 @@ equipments = {
chromium = 2
}
manpower = 5500
naval_dominance_factor = 450
}
ship_hull_carrier_6 = {
@@ -732,6 +815,7 @@ equipments = {
chromium = 2
}
manpower = 5500
naval_dominance_factor = 450
}
ship_hull_carrier_7 = {
year = 1960
@@ -833,6 +917,7 @@ equipments = {
chromium = 2
}
manpower = 5500
naval_dominance_factor = 500
}
ship_hull_carrier_8 = {
year = 1970
@@ -927,6 +1012,7 @@ equipments = {
chromium = 2
}
manpower = 5500
naval_dominance_factor = 500
}
ship_hull_carrier_9 = {
year = 1980
@@ -1021,6 +1107,7 @@ equipments = {
chromium = 2
}
manpower = 5500
naval_dominance_factor = 550
}
ship_hull_carrier_10 = {
year = 1990
@@ -1115,6 +1202,7 @@ equipments = {
chromium = 2
}
manpower = 5500
naval_dominance_factor = 550
}
ship_hull_bc_carrier = {
year = 1922
@@ -1224,6 +1312,7 @@ equipments = {
}
manpower = 4500
naval_dominance_factor = 250
}
ship_hull_bc_carrier_1 = {
year = 1960
@@ -1233,6 +1322,7 @@ equipments = {
priority = 1000
module_slots = inherit
naval_dominance_factor = 250
}
ship_hull_bc_carrier_2 = {
year = 1970
@@ -1323,6 +1413,7 @@ equipments = {
chromium = 2
}
manpower = 5500
naval_dominance_factor = 250
}
ship_hull_bc_carrier_3 = {
year = 1980
@@ -1412,6 +1503,7 @@ equipments = {
chromium = 2
}
manpower = 5500
naval_dominance_factor = 250
}
###Prescripted designs for people without MtG

View File

@@ -124,6 +124,10 @@ equipments = {
}
manpower = 600
naval_dominance_factor = 100
naval_weather_penalty_factor = 1 #this value gets -1 before its used so 1.5 will increase the effects of weather penalties by 0.5. this is base value is required for MIO stat modifiers
#MIO stat modifers will factory by the unmodified stat value so here a 0.5 mio stat modifier would make this ships naval_weather_penalty_factor stat 1.5.
# change this from 1 at your own risk
}
ship_hull_cruiser_1 = {
@@ -134,6 +138,7 @@ equipments = {
module_slots = inherit
naval_dominance_factor = 100
}
ship_hull_cruiser_2 = {
@@ -204,6 +209,7 @@ equipments = {
default_modules = {
front_1_custom_slot = empty
}
naval_dominance_factor = 115
}
ship_hull_cruiser_3 = {
@@ -288,6 +294,7 @@ equipments = {
rear_1_custom_slot = empty
rear_2_custom_slot = empty
}
naval_dominance_factor = 130
}
ship_hull_cruiser_4 = {
@@ -360,6 +367,7 @@ equipments = {
rear_1_custom_slot = empty
rear_2_custom_slot = empty
}
naval_dominance_factor = 150
}
light_cruiser_1 = {
@@ -1038,6 +1046,7 @@ equipments = {
}
manpower = 960
naval_dominance_factor = 120
}
ship_hull_cruiser_panzerschiff = {
year = 1929
@@ -1097,6 +1106,7 @@ equipments = {
fixed_ship_secondaries_slot = ship_secondaries_1
rear_1_custom_slot = ship_torpedo
}
naval_dominance_factor = 130
}
ship_hull_cruiser_coastal_defense_ship = {
year = 1929
@@ -1161,6 +1171,7 @@ equipments = {
fixed_ship_battery_slot = empty
fixed_ship_secondaries_slot = empty
}
naval_dominance_factor = 100
}
ship_hull_cruiser_5 = {
@@ -1230,6 +1241,7 @@ equipments = {
rear_1_custom_slot = empty
rear_2_custom_slot = empty
}
naval_dominance_factor = 145
}
ship_hull_cruiser_6 = {
@@ -1306,6 +1318,7 @@ equipments = {
rear_1_custom_slot = empty
rear_2_custom_slot = empty
}
naval_dominance_factor = 160
}
ship_hull_cruiser_7 = {
@@ -1391,6 +1404,7 @@ equipments = {
}
}
}
naval_dominance_factor = 175
}
ship_hull_cruiser_8 = {
@@ -1476,6 +1490,7 @@ equipments = {
}
}
}
naval_dominance_factor = 190
}
ship_hull_cruiser_9 = {
@@ -1561,6 +1576,7 @@ equipments = {
}
}
}
naval_dominance_factor = 205
}
ship_hull_cruiser_10 = {
@@ -1646,5 +1662,6 @@ equipments = {
}
}
}
naval_dominance_factor = 220
}
}

View File

@@ -125,6 +125,10 @@ equipments = {
}
manpower = 4000
naval_dominance_factor = 300
naval_weather_penalty_factor = 1 #this value gets -1 before its used so 1.5 will increase the effects of weather penalties by 0.5. this is base value is required for MIO stat modifiers
#MIO stat modifers will factory by the unmodified stat value so here a 0.5 mio stat modifier would make this ships naval_weather_penalty_factor stat 1.5.
# change this from 1 at your own risk
}
###Special snowflake hull
@@ -276,6 +280,7 @@ equipments = {
fuel_consumption = 67
build_cost_ic = 3300
naval_dominance_factor = 300
}
ship_hull_heavy_2 = {
@@ -340,6 +345,7 @@ equipments = {
}
manpower = 5200
naval_dominance_factor = 350
}
ship_hull_heavy_3 = {
@@ -405,6 +411,7 @@ equipments = {
}
manpower = 6000
naval_dominance_factor = 375
}
ship_hull_heavy_4 = {
@@ -471,6 +478,7 @@ equipments = {
}
manpower = 6000
naval_dominance_factor = 400
}
ship_hull_super_heavy_1 = {
@@ -567,6 +575,7 @@ equipments = {
chromium = 1
}
manpower = 9000
naval_dominance_factor = 400
}
battleship_1 = {
@@ -1282,6 +1291,7 @@ equipments = {
}
manpower = 6000
naval_dominance_factor = 450
}
ship_hull_heavy_6 = {
@@ -1359,6 +1369,7 @@ equipments = {
}
manpower = 6000
naval_dominance_factor = 500
}
}

View File

@@ -111,6 +111,10 @@ equipments = {
}
manpower = 250
naval_dominance_factor = 20
naval_weather_penalty_factor = 1 #this value gets -1 before its used so 1.5 will increase the effects of weather penalties by 0.5. this is base value is required for MIO stat modifiers
#MIO stat modifers will factory by the unmodified stat value so here a 0.5 mio stat modifier would make this ships naval_weather_penalty_factor stat 1.5.
# change this from 1 at your own risk
}
ship_hull_light_1 = {
@@ -122,6 +126,7 @@ equipments = {
#alias = destroyer_1
module_slots = inherit
naval_dominance_factor = 24
}
ship_hull_light_2 = {
@@ -171,6 +176,7 @@ equipments = {
steel = 2
}
manpower = 325
naval_dominance_factor = 30
}
ship_hull_light_3 = {
@@ -247,6 +253,7 @@ equipments = {
max_strength = 50
build_cost_ic = 550
manpower = 400
naval_dominance_factor = 36
}
ship_hull_light_4 = {
@@ -316,6 +323,7 @@ equipments = {
steel = 2
}
manpower = 500
naval_dominance_factor = 40
}
ship_hull_light_5 = {
year = 1950
@@ -384,6 +392,7 @@ equipments = {
chromium = 1
}
manpower = 500
naval_dominance_factor = 50
}
ship_hull_light_6 = {
@@ -452,6 +461,7 @@ equipments = {
chromium = 1
}
manpower = 500
naval_dominance_factor = 60
}
ship_hull_light_7 = {
@@ -520,6 +530,7 @@ equipments = {
chromium = 1
}
manpower = 500
naval_dominance_factor = 70
}
ship_hull_light_8 = {
year = 1970
@@ -588,6 +599,7 @@ equipments = {
chromium = 1
}
manpower = 500
naval_dominance_factor = 80
}
ship_hull_light_9 = {
year = 1980
@@ -657,6 +669,7 @@ equipments = {
chromium = 1
}
manpower = 500
naval_dominance_factor = 90
}
ship_hull_light_10 = {
year = 1990
@@ -726,6 +739,7 @@ equipments = {
chromium = 1
}
manpower = 500
naval_dominance_factor = 100
}
destroyer_1 = {
year = 1922

View File

@@ -82,6 +82,10 @@ equipments = {
}
manpower = 200
naval_dominance_factor = 9
naval_weather_penalty_factor = 1 #this value gets -1 before its used so 1.5 will increase the effects of weather penalties by 0.5. this is base value is required for MIO stat modifiers
#MIO stat modifers will factory by the unmodified stat value so here a 0.5 mio stat modifier would make this ships naval_weather_penalty_factor stat 1.5.
# change this from 1 at your own risk
}
ship_hull_submarine_1 = {
@@ -91,6 +95,7 @@ equipments = {
priority = 2500
module_slots = inherit
naval_dominance_factor = 9
}
ship_hull_submarine_2 = {
@@ -119,7 +124,7 @@ equipments = {
sub_visibility = 20
naval_speed = 14
reliability = 0.70
naval_dominance_factor = 11
naval_range = 4000
reliability = 0.70
max_strength = 20
@@ -173,7 +178,7 @@ equipments = {
reliability = 0.75
naval_range = 5000
naval_dominance_factor = 13
max_strength = 30
@@ -223,7 +228,7 @@ equipments = {
reliability = 0.80
naval_range = 6000
naval_dominance_factor = 15
max_strength = 35
@@ -286,7 +291,7 @@ equipments = {
reliability = 0.75
naval_range = 5000
naval_dominance_factor = 10
max_strength = 30
@@ -346,7 +351,7 @@ equipments = {
reliability = 0.75
naval_range = 6500
naval_dominance_factor = 12
max_strength = 40
@@ -389,6 +394,7 @@ equipments = {
max_strength = 5
manpower = 100
naval_dominance_factor = 7
build_cost_ic = 150
@@ -456,7 +462,7 @@ equipments = {
reliability = 0.75
naval_range = 10000
naval_dominance_factor = 14
manpower = 400
max_strength = 50
@@ -1246,7 +1252,7 @@ equipments = {
reliability = 0.80
naval_range = 6250
naval_dominance_factor = 14
max_strength = 35
@@ -1304,7 +1310,7 @@ equipments = {
reliability = 1.10
naval_range = 6500
naval_dominance_factor = 14
max_strength = 40
@@ -1361,7 +1367,7 @@ equipments = {
reliability = 1.15
naval_range = 6500
naval_dominance_factor = 16
max_strength = 40
@@ -1418,7 +1424,7 @@ equipments = {
reliability = 1.22
naval_range = 6500
naval_dominance_factor = 17
max_strength = 40
@@ -1475,7 +1481,7 @@ equipments = {
reliability = 1.26
naval_range = 6500
naval_dominance_factor = 20
max_strength = 40
@@ -1532,7 +1538,7 @@ equipments = {
reliability = 1.26
naval_range = 6500
naval_dominance_factor = 20
max_strength = 40

View File

@@ -5,6 +5,7 @@
sub_units = {
infantry = {
abbreviation = "INF"
sprite = infantry
map_icon_category = infantry
@@ -16,6 +17,9 @@ sub_units = {
infantry
}
#can_exfiltrate_from_coast = yes #Can this subunit board convoys from a non-port location.
#Intended for use with special forces marine templates; all non-support subunits in the division must have this flag set to yes
group = infantry
categories = {
@@ -23,6 +27,7 @@ sub_units = {
category_light_infantry
category_all_infantry
category_army
category_infantry_and_bicycle
}
combat_width = 2
@@ -38,7 +43,7 @@ sub_units = {
suppression = 1.5
weight = 0.5
supply_consumption = 0.07
supply_consumption = 0.06
need = {
infantry_equipment = 100
@@ -46,6 +51,7 @@ sub_units = {
}
bicycle_battalion = {
abbreviation = "BIC"
sprite = bicycle
map_icon_category = infantry
@@ -64,6 +70,7 @@ sub_units = {
category_light_infantry
category_all_infantry
category_army
category_infantry_and_bicycle
}
combat_width = 2
@@ -80,7 +87,7 @@ sub_units = {
suppression = 2
weight = 0.5
supply_consumption = 0.07
supply_consumption = 0.06
need = {
infantry_equipment = 100
@@ -90,6 +97,9 @@ sub_units = {
forest = {
movement = 0.00
}
jungle = {
movement = 0.00
}
hills = {
movement = 0.1
}
@@ -193,6 +203,7 @@ sub_units = {
category_army
category_special_forces
category_marines
category_special_forces_leg_infantry
}
combat_width = 2
@@ -250,6 +261,7 @@ sub_units = {
category_army
category_special_forces
category_marines
category_special_forces_leg_infantry
}
combat_width = 2
@@ -283,6 +295,7 @@ sub_units = {
}
mountaineers = {
abbreviation = "MTN"
sprite = infantry
map_icon_category = infantry
special_forces = yes
@@ -304,6 +317,8 @@ sub_units = {
category_all_infantry
category_army
category_special_forces
category_mountaineers
category_special_forces_leg_infantry
}
combat_width = 2
@@ -319,7 +334,7 @@ sub_units = {
suppression = 1
weight = 0.5
supply_consumption = 0.07
supply_consumption = 0.05
breakthrough = 0.3
need = {
@@ -338,6 +353,64 @@ sub_units = {
}
}
ranger_battalion = {
abbreviation = "RANBAT"
sprite = infantry
map_icon_category = infantry
special_forces = yes
rangers = yes
priority = 601
ai_priority = 200
active = no
type = {
infantry
}
group = infantry
categories = {
category_front_line
category_light_infantry
category_all_infantry
category_army
category_special_forces
category_rangers
category_special_forces_leg_infantry
}
combat_width = 2
#Size Definitions
max_strength = 20
max_organisation = 70
default_morale = 0.4
manpower = 1000
#Misc Abilities
training_time = 120
suppression = 1
weight = 0.5
supply_consumption = 0.05
breakthrough = 0.3
need = {
infantry_equipment = 140
}
forest = {
attack = 0.1
defence = 0.1
movement = 0.15
}
jungle = {
attack = 0.2
defence = 0.1
movement = 0.15
}
}
deserti = {
sprite = infantry
map_icon_category = infantry
@@ -444,6 +517,7 @@ sub_units = {
}
paratrooper = {
abbreviation = "PAR"
sprite = infantry
map_icon_category = infantry
special_forces = yes
@@ -464,6 +538,8 @@ sub_units = {
category_all_infantry
category_army
category_special_forces
category_paratroopers
category_special_forces_leg_infantry
}
combat_width = 2
@@ -478,7 +554,7 @@ sub_units = {
training_time = 150
suppression = 1
weight = 0.5
supply_consumption = 0.06
supply_consumption = 0.05
can_be_parachuted = yes
@@ -552,6 +628,7 @@ sub_units = {
}
motorized = {
abbreviation = "MOT"
sprite = motorized
map_icon_category = infantry
@@ -569,6 +646,8 @@ sub_units = {
category_front_line
category_all_infantry
category_army
category_vehicle_infantry
category_mobile_and_mobile_combat_sup
}
combat_width = 2
@@ -583,14 +662,14 @@ sub_units = {
training_time = 90
suppression = 2.2
weight = 0.75
supply_consumption = 0.11
supply_consumption = 0.065
# this is what moves us and sets speed
transport = motorized_equipment
need = {
infantry_equipment = 100
motorized_equipment = 50
motorized_equipment = 35
}
forest = {
@@ -621,6 +700,7 @@ sub_units = {
}
mechanized = {
abbreviation = "MEC"
sprite = mechanized
map_icon_category = infantry
@@ -638,6 +718,8 @@ sub_units = {
category_front_line
category_all_infantry
category_army
category_vehicle_infantry
category_mobile_and_mobile_combat_sup
}
combat_width = 2
@@ -657,7 +739,7 @@ sub_units = {
suppression = 2
weight = 1
supply_consumption = 0.18
supply_consumption = 0.14
# needed since we give so much bonus to infantry even with no mech equipment
essential = {
@@ -669,7 +751,7 @@ sub_units = {
transport = mechanized_equipment
need = {
mechanized_equipment = 50
mechanized_equipment = 40
infantry_equipment = 100
}

View File

@@ -5,5 +5,5 @@ tags={
"Technologies"
}
name="UTTNH_2.0"
supported_version="1.15.4"
supported_version="1.17.2.0"
remote_file_id="3413890094"

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View File

@@ -1415,6 +1415,13 @@ GER = {
}
}
}
modern_tank_chassis = {
pool = {
icons = {
"gfx/interface/technologies/GER/m0.dds"
}
}
}
modern_tank_chassis_1 = {
pool = {

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@@ -15,7 +15,7 @@ spriteTypes = {
spriteType = { name = "GFX_unit_mechanized_anti_air_brigade_icon_medium" textureFile = "gfx/interface/counters/divisions_large/unit_mechanized_antiair_brigade_icon.dds" noOfFrames = 2 }
spriteType = { name = "GFX_unit_mechanized_anti_tank_brigade_icon_medium" textureFile = "gfx/interface/counters/divisions_large/unit_mechanized_antitank_brigade_icon.dds" noOfFrames = 2 }
spriteType = { name = "GFX_unit_mechanized_rocket_brigade_icon_medium" textureFile = "gfx/interface/counters/divisions_large/unit_mechanized_rocket_brigade_icon.dds" noOfFrames = 2 }
spriteType = { name = "GFX_unit_armored_infantry_icon_medium" textureFile = "gfx/interface/counters/divisions_large/Inf_arm.dds" noOfFrames = 2 }
####################################################
### Small images for DIVISIONS (On-map-counters) ###
@@ -27,6 +27,7 @@ spriteTypes = {
spriteType = { name = "GFX_unit_mechanized_anti_air_brigade_white" textureFile = "gfx/interface/counters/divisions_small/onmap_unit_motorized_rocket_brigade_icon.dds" noOfFrames = 2}
spriteType = { name = "GFX_unit_mechanized_anti_tank_brigade_white" textureFile = "gfx/interface/counters/divisions_small/onmap_unit_motorized_rocket_brigade_icon.dds" noOfFrames = 2}
spriteType = { name = "GFX_unit_mechanized_rocket_brigade_white" textureFile = "gfx/interface/counters/divisions_small/onmap_unit_motorized_rocket_brigade_icon.dds" noOfFrames = 2}
spriteType = { name = "GFX_unit_armored_infantry_white" textureFile = "gfx/interface/counters/divisions_small/onmap_unit_arm_inf_bat_icon.dds" noOfFrames = 2}
#################################
### On-map-counters for SHIPS ###

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