2024-07-22 19:21:09
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2024-07-22 19:21:09 +08:00
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413
src/events/00_navy_rework.txt Executable file
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add_namespace = navy_rework
add_namespace = vnr_ai
# load starting naval designs and fleet and techs
country_event = {
id = navy_rework.0
hidden = yes
is_triggered_only = yes
immediate = {
add_starting_techs = yes
makeup_starting_techs = yes
# add starting variants and navy
ARG = {
ARG_start_naval_variants = yes
load_oob = 00_ARG_vnr_naval
}
AST = {
AST_start_naval_variants = yes
load_oob = 00_AST_vnr_naval
}
BRA = {
BRA_start_naval_variants = yes
load_oob = 00_BRA_vnr_naval
}
CAN = {
CAN_start_naval_variants = yes
load_oob = 00_CAN_vnr_naval
}
CHI = {
CHI_start_naval_variants = yes
load_oob = 00_CHI_vnr_naval
}
CHL = {
CHL_start_naval_variants = yes
load_oob = 00_CHL_vnr_naval
}
DEN = {
DEN_start_naval_variants = yes
load_oob = 00_DEN_vnr_naval
}
ENG = {
ENG_start_naval_variants = yes
load_oob = 00_ENG_vnr_naval
if = {
limit = { has_dlc = "By Blood Alone" }
load_oob = 01_ENG_vnr_air_bba
}
else = {
load_oob = 01_ENG_vnr_air
}
}
FIN = {
FIN_start_naval_variants = yes
load_oob = 00_FIN_vnr_naval
}
FRA = {
FRA_start_naval_variants = yes
load_oob = 00_FRA_vnr_naval
if = {
limit = { has_dlc = "By Blood Alone" }
load_oob = 01_FRA_vnr_air_bba
}
else = {
load_oob = 01_FRA_vnr_air
}
}
GER = {
GER_start_naval_variants = yes
load_oob = 00_GER_vnr_naval
}
GRE = {
GRE_start_naval_variants = yes
load_oob = 00_GRE_vnr_naval
}
HOL = {
HOL_start_naval_variants = yes
load_oob = 00_HOL_vnr_naval
}
ITA = {
ITA_start_naval_variants = yes
load_oob = 00_ITA_vnr_naval
}
JAP = {
JAP_start_naval_variants = yes
load_oob = 00_JAP_vnr_naval
if = {
limit = { has_dlc = "By Blood Alone" }
load_oob = 01_JAP_vnr_air_bba
}
else = {
load_oob = 01_JAP_vnr_air
}
}
NOR = {
NOR_start_naval_variants = yes
load_oob = 00_NOR_vnr_naval
}
POL = {
POL_start_naval_variants = yes
load_oob = 00_POL_vnr_naval
}
POR = {
POR_start_naval_variants = yes
load_oob = 00_POR_vnr_naval
}
SOV = {
SOV_start_naval_variants = yes
load_oob = 00_SOV_vnr_naval
}
SPR = {
SPR_start_naval_variants = yes
load_oob = 00_SPR_vnr_naval
}
SWE = {
SWE_start_naval_variants = yes
load_oob = 00_SWE_vnr_naval
}
TUR = {
TUR_start_naval_variants = yes
load_oob = 00_TUR_vnr_naval
}
USA = {
USA_start_naval_variants = yes
load_oob = 00_USA_vnr_naval
if = {
limit = { has_dlc = "By Blood Alone" }
load_oob = 01_USA_vnr_air_bba
}
else = {
load_oob = 01_USA_vnr_air
}
}
COL = {
COL_start_naval_variants = yes
load_oob = 00_COL_vnr_naval
}
MEX = {
MEX_start_naval_variants = yes
load_oob = 00_MEX_vnr_naval
}
ROM = {
ROM_start_naval_variants = yes
load_oob = 00_ROM_vnr_naval
}
URG = {
URG_start_naval_variants = yes
load_oob = 00_URG_vnr_naval
}
YUG = {
YUG_start_naval_variants = yes
load_oob = 00_YUG_vnr_naval
}
PRU = {
PRU_start_naval_variants = yes
load_oob = 00_PRU_vnr_naval
}
CUB = {
CUB_start_naval_variants = yes
load_oob = 00_CUB_vnr_naval
}
PER = {
PER_start_naval_variants = yes
load_oob = 00_PER_vnr_naval
}
SIA = {
SIA_start_naval_variants = yes
load_oob = 00_SIA_vnr_naval
}
RAJ = {
RAJ_start_naval_variants = yes
load_oob = 00_RAJ_vnr_naval
}
BEL = {
BEL_start_naval_variants = yes
load_oob = 00_BEL_vnr_naval
}
VEN = {
VEN_start_naval_variants = yes
load_oob = 00_VEN_vnr_naval
}
LAT = {
LAT_start_naval_variants = yes
load_oob = 00_LAT_vnr_naval
}
# add washington treaty article xix to pacific islands
add_article_xix = yes
}
}
# add Alicorn
country_event = {
id = navy_rework.1
title = navy_rework.1.t
desc = navy_rework.1.d
picture = GFX_report_event_alicorn
is_triggered_only = yes
option = {
name = navy_rework.1.1
FROM = { create_alicorn = yes }
}
}
# add USS Constitution
country_event = {
id = navy_rework.2
title = navy_rework.2.t
desc = navy_rework.2.d
picture = GFX_report_event_constitution
is_triggered_only = yes
# USA
option = {
trigger = {
original_tag = USA
NOT = { has_government = communism }
}
name = navy_rework.2.1
FROM = { country_event = {id = navy_rework.5 days = 1} }
}
# Commie fix
option = {
trigger = { has_government = communism }
name = navy_rework.2.2
FROM = { create_constitution = yes add_political_power = -50 }
}
# Commie abandon
option = {
trigger = { has_government = communism }
name = navy_rework.2.3
FROM = { navy_experience = 50 }
}
# Generic
option = {
trigger = {
NOT = {
has_government = communism
original_tag = USA
}
}
name = navy_rework.2.4
FROM = { create_constitution = yes }
}
}
# add SDF-1
country_event = {
id = navy_rework.3
title = navy_rework.3.t
desc = navy_rework.3.d
picture = GFX_report_event_macross
is_triggered_only = yes
option = {
name = navy_rework.3.1
FROM = { create_macross = yes }
}
}
# add Space Battleship Yamato
country_event = {
id = navy_rework.4
title = navy_rework.4.t
desc = navy_rework.4.d
picture = GFX_report_event_yamato
is_triggered_only = yes
# JAP
option = {
trigger = { original_tag = JAP }
name = navy_rework.4.1
FROM = { create_space_yamato = yes }
}
# Generic
option = {
trigger = { NOT = {original_tag = JAP} }
name = navy_rework.4.2
FROM = { create_space_yamato = yes }
}
}
# Consitution event: Omaha Chase
country_event = {
id = navy_rework.5
title = navy_rework.5.t
desc = navy_rework.5.d
picture = GFX_report_event_omaha
is_triggered_only = yes
option = {
name = navy_rework.5.1
FROM = { country_event = {id = navy_rework.6 days = 1} }
}
}
# Consitution event: Talk with Ironsides
country_event = {
id = navy_rework.6
title = navy_rework.6.t
desc = navy_rework.6.d
picture = GFX_report_event_ironsides
is_triggered_only = yes
# USA let stay
option = {
trigger = { original_tag = USA NOT = { has_government = communism } }
name = navy_rework.6.1
FROM = { create_constitution = yes navy_experience = 25 }
}
# USA let go
option = {
trigger = { original_tag = USA NOT = { has_government = communism } }
name = navy_rework.6.2
FROM = {
add_tech_bonus = {
bonus = 0.5
uses = 3
category = naval_equipment
}
}
}
}
# Confirm check for behemoths
country_event = {
id = navy_rework.100
title = navy_rework.100.t
desc = navy_rework.100.d
is_triggered_only = yes
option = {
name = navy_rework.100.0
set_global_flag = wunderwaffe_shown
}
option = {
name = navy_rework.100.1
}
}
# Buff AI
country_event = {
id = vnr_ai.0
title = vnr_ai.0.t
desc = vnr_ai.0.d
is_triggered_only = yes
option = {
name = vnr_ai.0.0
set_variable = { vnr_ai_difficulty = 3 }
update_ai_combat_bonus = yes
effect_tooltip = { add_ideas = vnr_mad }
}
option = {
name = vnr_ai.0.1
set_variable = { vnr_ai_difficulty = 2 }
update_ai_combat_bonus = yes
effect_tooltip = { add_ideas = vnr_hard }
}
option = {
name = vnr_ai.0.2
set_variable = { vnr_ai_difficulty = 1 }
update_ai_combat_bonus = yes
effect_tooltip = { add_ideas = vnr_normal }
}
option = {
name = vnr_ai.0.3
set_variable = { vnr_ai_difficulty = 0 }
update_ai_combat_bonus = yes
}
}
country_event = {
id = vnr_ai.1
title = vnr_ai.1.t
desc = vnr_ai.1.d
is_triggered_only = yes
option = {
name = vnr_ai.1.0
set_variable = { vnr_ai_production = 3 }
update_ai_production_bonus = yes
effect_tooltip = { add_ideas = vnr_mad_production }
}
option = {
name = vnr_ai.1.1
set_variable = { vnr_ai_production = 2 }
update_ai_production_bonus = yes
effect_tooltip = { add_ideas = vnr_hard_production }
}
option = {
name = vnr_ai.1.2
set_variable = { vnr_ai_production = 1 }
update_ai_production_bonus = yes
effect_tooltip = { add_ideas = vnr_normal_production }
}
option = {
name = vnr_ai.1.3
set_variable = { vnr_ai_production = 0 }
update_ai_production_bonus = yes
}
}

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add_namespace = MTG_naval_treaty
# Country invited to join naval treaty
country_event = {
id = MTG_naval_treaty.1
title = MTG_naval_treaty.1.t
desc = MTG_naval_treaty.1.desc
picture = GFX_report_event_usa_heavy_cruiser
is_triggered_only = yes
option = { #accept
name = MTG_naval_treaty.1.a
ai_chance = {
factor = 70
modifier = {
has_government = democratic
factor = 5
}
modifier = {
has_government = fascism
factor = 0.25
}
}
if = {
limit = { has_global_flag = MTG_second_london_conference }
add_ideas = MTG_naval_treaty_adherent
}
else = {
add_ideas = MTG_naval_treaty_adherent_1936
}
modify_global_flag = {
flag = MTG_naval_treaty_signatories
value = 1
}
every_other_country = {
limit = {
has_naval_treaty_trigger = yes
}
country_event = { id = MTG_naval_treaty.2 days = 3 }
add_ai_strategy = {
type = protect
id = PREV
value = 100
}
}
}
option = { #refuse
name = MTG_naval_treaty.1.b
ai_chance = {
factor = 30
}
set_country_flag = MTG_refused_naval_treaty
every_other_country = {
limit = {
has_naval_treaty_trigger = yes
}
add_opinion_modifier = {
target = PREV
modifier = refused_naval_treaty
}
country_event = { id = MTG_naval_treaty.3 days = 3 }
add_ai_strategy = {
type = contain
id = PREV
value = 100
}
}
}
}
#country accepts naval treaty
country_event = {
id = MTG_naval_treaty.2
title = MTG_naval_treaty.2.t
desc = MTG_naval_treaty.2.desc
picture = GFX_report_event_naval_treaty
is_triggered_only = yes
option = { #great
name = MTG_naval_treaty.2.a
effect_tooltip = {
FROM = {
if = {
limit = { has_global_flag = MTG_second_london_conference }
add_ideas = MTG_naval_treaty_adherent
}
else = {
add_ideas = MTG_naval_treaty_adherent_1936
}
}
}
}
}
#country refuses naval treaty
country_event = {
id = MTG_naval_treaty.3
title = MTG_naval_treaty.3.t
desc = MTG_naval_treaty.3.desc
picture = GFX_report_event_usa_heavy_cruiser
is_triggered_only = yes
option = { #bad end
name = MTG_naval_treaty.3.a
}
}
#country is warned about the size of its fleet, can commit to disarmament
country_event = {
id = MTG_naval_treaty.4
title = MTG_naval_treaty.4.t
desc = MTG_naval_treaty.4.desc
picture = GFX_report_event_usa_heavy_cruiser
is_triggered_only = yes
option = { #disarmament
name = MTG_naval_treaty.4.a
ai_chance = {
factor = 70
}
if = {
limit = {
NOT = { has_naval_treaty_trigger = yes }
}
activate_mission = MTG_treaty_reduction_mission
FROM = {
country_event = { id = MTG_naval_treaty.5 days = 3 }
}
}
else = {
activate_mission = MTG_treaty_reduction_signatory_mission
FROM = {
country_event = { id = MTG_naval_treaty.5 days = 3 }
}
}
}
option = {# no deals
name = MTG_naval_treaty.4.b
ai_chance = {
factor = 30
modifier = {
has_government = democratic
factor = 0
}
}
if = {
limit = {
has_naval_treaty_trigger = yes
}
add_stability = -0.1
add_political_power = -150
remove_naval_treaty_effect = yes
every_other_country = {
limit = {
has_naval_treaty_trigger = yes
}
country_event = MTG_naval_treaty.7
}
if = {
limit = {
has_global_flag = {
flag = MTG_naval_treaty_signatories
value < 3
}
}
random_other_country = {
limit = {
has_naval_treaty_trigger = yes
}
remove_naval_treaty_effect = yes
}
hidden_effect = { news_event = mtg_news.60 }
else = {
modify_global_flag = {
flag = MTG_naval_treaty_signatories
value = -1
}
}
}
if = {
limit = {
not = {
any_other_country = {
OR = {
has_idea = MTG_naval_treaty_cheating_reduced
has_idea = MTG_naval_treaty_adherent_reduced
}
}
}
}
every_other_country = {
limit = {
OR = {
has_idea = MTG_naval_treaty_cheating
has_idea = MTG_naval_treaty_adherent
}
}
activate_mission = MTG_escalator_clause_invocation_mission
custom_effect_tooltip = MTG_escalator_clause_tt
}
}
}
}
}
#country accepts disarmament
country_event = {
id = MTG_naval_treaty.5
title = MTG_naval_treaty.5.t
desc = MTG_naval_treaty.5.desc
picture = GFX_report_event_naval_treaty
is_triggered_only = yes
option = { #great
name = MTG_naval_treaty.5.a
effect_tooltip = {
FROM = {
activate_mission = MTG_treaty_reduction_mission
}
}
}
}
#country ignores warning
country_event = {
id = MTG_naval_treaty.6
title = MTG_naval_treaty.6.t
desc = MTG_naval_treaty.6.desc
picture = GFX_report_event_usa_heavy_cruiser
is_triggered_only = yes
option = { #emabrgo them!
name = MTG_naval_treaty.6.a
ai_chance = {
factor = 70
modifier = {
has_war = yes
factor = 0.25
}
modifier = {
has_war_support < 0.2
factor = 0.5
}
}
send_embargo = FROM
add_opinion_modifier = {
target = FROM
modifier = broken_naval_treaty_opinion_mod
}
}
option = {# fine
name = MTG_naval_treaty.6.b
ai_chance = {
factor = 30
modifier = {
has_completed_focus = ENG_enforce_the_naval_treaties
factor = 0
}
}
}
}
#country leaves treaty, notification for other countries
country_event = {
id = MTG_naval_treaty.7
title = MTG_naval_treaty.7.t
desc = MTG_naval_treaty.7.desc
picture = GFX_report_event_ast_navy
is_triggered_only = yes
option = { #great
name = MTG_naval_treaty.7.a
effect_tooltip = {
FROM = {
remove_naval_treaty_effect = yes
}
}
}
}
#hidden event to remove treaty if two majors are at war
country_event = {
id = MTG_naval_treaty.10
hidden = yes
mean_time_to_happen = { days = 2 }
fire_only_once = yes
trigger = {
any_country = {
has_naval_treaty_trigger = yes
has_war = yes
any_enemy_country = {
is_major = yes
NOT = { tag = event_target:WTT_current_china_leader} #special exception
}
}
}
immediate = {
every_country = {
limit = {
has_naval_treaty_trigger = yes
has_war = no
}
country_event = MTG_naval_treaty.11
}
every_country = {
limit = {
has_naval_treaty_trigger = yes
}
remove_naval_treaty_effect = yes
}
}
option = { #great
}
}
#notification event that the naval treaty is null and void due to war being declared
country_event = {
id = MTG_naval_treaty.11
title = MTG_naval_treaty.11.t
desc = MTG_naval_treaty.11.desc
picture = GFX_report_event_ast_navy
is_triggered_only = yes
option = { #great
name = MTG_naval_treaty.11.a
}
}

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src/events/ai_ships.txt Executable file
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add_namespace = ai_ships
# GER AI template 1940
country_event = {
id = ai_ships.0
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 1 }
trigger = {
tag = GER
is_ai = yes
NOT = { has_country_flag = GER_SHIPS_1940 }
date > 1940.6.1
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
GER_AI_variants_1940 = yes
set_country_flag = GER_SHIPS_1940
}
option = {
}
}
# GER AI template 1943
country_event = {
id = ai_ships.1
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 1 }
trigger = {
tag = GER
is_ai = yes
NOT = { has_country_flag = GER_SHIPS_1943 }
date > 1943.3.1
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
GER_AI_variants_1943 = yes
set_country_flag = GER_SHIPS_1943
}
option = {
}
}
# ENG AI template 1940
country_event = {
id = ai_ships.2
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 1 }
trigger = {
tag = ENG
is_ai = yes
NOT = { has_country_flag = ENG_SHIPS_1940 }
date > 1940.6.1
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
ENG_AI_variants_1940 = yes
set_country_flag = ENG_SHIPS_1940
}
option = {
}
}
# ENG AI template 1943
country_event = {
id = ai_ships.3
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 100 }
trigger = {
tag = ENG
is_ai = yes
NOT = { has_country_flag = ENG_SHIPS_1943 }
date > 1943.3.1
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
ENG_AI_variants_1943 = yes
set_country_flag = ENG_SHIPS_1943
}
option = {
}
}
# JAP AI template 1940
country_event = {
id = ai_ships.4
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 1 }
trigger = {
tag = JAP
is_ai = yes
NOT = { has_country_flag = JAP_SHIPS_1940 }
date > 1940.2.1
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
JAP_AI_variants_1940 = yes
set_country_flag = JAP_SHIPS_1940
}
}
# JAP AI template 1943
country_event = {
id = ai_ships.5
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 1 }
trigger = {
tag = JAP
is_ai = yes
NOT = { has_country_flag = JAP_SHIPS_1943 }
date > 1943.2.1
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
JAP_AI_variants_1943 = yes
set_country_flag = JAP_SHIPS_1943
}
}
# USA AI template 1940
country_event = {
id = ai_ships.6
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 1 }
trigger = {
tag = USA
is_ai = yes
date > 1941.1.1
NOT = { has_global_flag = USA_SHIPS_1941 }
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
USA_AI_variants_1940 = yes
set_global_flag = USA_SHIPS_1941
}
}
# USA AI template 1943
country_event = {
id = ai_ships.7
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 1 }
trigger = {
tag = USA
is_ai = yes
date > 1943.2.1
NOT = { has_global_flag = USA_SHIPS_1943 }
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
USA_AI_variants_1943 = yes
set_global_flag = USA_SHIPS_1943
}
}
# FRA AI template 1940
country_event = {
id = ai_ships.8
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 1 }
trigger = {
tag = FRA
is_ai = yes
NOT = { has_country_flag = FRA_SHIPS_1940 }
date > 1940.2.1
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
FRA_AI_variants_1940 = yes
set_country_flag = FRA_SHIPS_1940
}
}
# FRA AI template 1943
country_event = {
id = ai_ships.9
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 1 }
trigger = {
tag = FRA
is_ai = yes
NOT = { has_country_flag = FRA_SHIPS_1943 }
date > 1943.2.1
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
FRA_AI_variants_1943 = yes
set_country_flag = FRA_SHIPS_1943
}
}
# ITA AI template 1940
country_event = {
id = ai_ships.10
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 1 }
trigger = {
tag = ITA
is_ai = yes
NOT = { has_country_flag = ITA_SHIPS_1940 }
date > 1940.2.1
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
ITA_AI_variants_1940 = yes
set_country_flag = ITA_SHIPS_1940
}
}
# ITA AI template 1943
country_event = {
id = ai_ships.11
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 1 }
trigger = {
tag = ITA
is_ai = yes
NOT = { has_country_flag = ITA_SHIPS_1943 }
date > 1943.2.1
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
ITA_AI_variants_1943 = yes
set_country_flag = ITA_SHIPS_1943
}
}
# unlock some naval techs for major powers in 1940
country_event = {
id = ai_ships.101
hidden = yes
fire_only_once = yes
trigger = {
date > 1939.1.1
NOT = { has_global_flag = naval_tech_1940 }
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
for_each_scope_loop = {
array = global.vnr_naval_powers
if = {
limit = {
is_ai = yes
}
set_technology = {
improved_ship_hull_heavy = 1
improved_ship_hull_light = 1
improved_ship_hull_cruiser = 1
antiair2 = 1
antiair3 = 1
improved_fire_control_system = 1
decimetric_radar = 1
improved_decimetric_radar = 1
basic_dp_light_battery = 1
improved_heavy_battery = 1
improved_super_heavy_battery = 1
improved_medium_battery = 1
improved_medium_heavy_battery = 1
improved_light_battery = 1
advanced_ship_torpedo_launcher = 1
improved_ship_hull_carrier = 1
improved_cruiser_armor = 1
advanced_torpedo_defense = 1
improved_heavy_armor = 1
all_or_nothing_armor_scheme = 1
sonar = 1
improved_sonar = 1
improved_depth_charges = 1
escort_carriers_ship = 1
destroyer_cruiser_trend = 1
escort_destroyer_trend = 1
improved_periscope = 1
improved_airplane_launcher = 1
cruiser_gun_upgrade = 1
cruiser_aa_upgrade = 1
krupp_cemented_steel = 1
basic_light_shell = 1
basic_medium_shell = 1
basic_heavy_shell = 1
damage_control_1 = 1
fire_control_methods_1 = 1
}
ai_get_navy_experience = yes
}
}
set_global_flag = naval_tech_1940
}
}
# unlock some naval techs for major powers in 1943
country_event = {
id = ai_ships.102
hidden = yes
fire_only_once = yes
trigger = {
date > 1943.1.1
NOT = { has_global_flag = naval_tech_1943 }
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
for_each_scope_loop = {
array = global.vnr_naval_powers
if = {
limit = {
is_ai = yes
}
set_technology = {
advanced_ship_hull_carrier = 1
advanced_ship_hull_heavy = 1
advanced_ship_hull_cruiser = 1
advanced_ship_hull_light = 1
advanced_ship_hull_submarine = 1
antiair4 = 1
antiair5 = 1
advanced_fire_control_system = 1
centimetric_radar = 1
advanced_dp_light_battery = 1
advanced_heavy_battery = 1
advanced_medium_battery = 1
advanced_light_battery = 1
advanced_heavy_armor = 1
advanced_cruiser_armor = 1
advanced_torpedo_defense = 1
all_or_nothing_armor_box_armor_scheme = 1
advanced_sonar = 1
advanced_depth_charges = 1
modern_depth_charges = 1
advanced_periscope = 1
basic_submarine_snorkel = 1
destroyer_mass_production = 1
ducol_steel = 1
homogeneous_krupp_steel = 1
folding_wing = 1
carrier_mass_production = 1
carrier_damage_control = 1
air_fuel_storage = 1
modern_ship_torpedo_launcher = 1
damage_control_2 = 1
fire_control_methods_2 = 1
}
ai_get_navy_experience = yes
}
}
set_global_flag = naval_tech_1943
}
}
# unlock some naval techs for major powers in 1944
country_event = {
id = ai_ships.103
hidden = yes
fire_only_once = yes
trigger = {
date > 1944.6.1
NOT = { has_global_flag = naval_tech_1944 }
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
for_each_scope_loop = {
array = global.vnr_naval_powers
if = {
limit = {
is_ai = yes
}
set_technology = {
improved_submarine_snorkel = 1
sub_AIP_engine = 1
anechoic_tile = 1
damage_control_3 = 1
fire_control_methods_3 = 1
radar_jammer = 1
naval_radio_guiding_system = 1
}
ai_get_navy_experience = yes
}
}
set_global_flag = naval_tech_1944
}
}
# unlock some naval techs for major powers in 1946
country_event = {
id = ai_ships.104
hidden = yes
fire_only_once = yes
trigger = {
date > 1946.1.1
NOT = { has_global_flag = naval_tech_1945 }
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
for_each_scope_loop = {
array = global.vnr_naval_powers
if = {
limit = {
is_ai = yes
}
set_technology = {
cruiser_missile_upgrade = 1
destroyer_missile_upgrade = 1
sound_surveillance_system = 1
ship_to_ship_missile = 1
helipad = 1
gas_turbine = 1
full_armored_carrier = 1
carrier_steam_catapult = 1
carrier_angled_deck = 1
}
ai_get_navy_experience = yes
}
}
set_global_flag = naval_tech_1945
}
}
# unlock some naval techs for major powers in 1949
country_event = {
id = ai_ships.105
hidden = yes
fire_only_once = yes
trigger = {
date > 1949.1.1
NOT = { has_global_flag = naval_tech_1949 }
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
for_each_scope_loop = {
array = global.vnr_naval_powers
if = {
limit = {
is_ai = yes
}
set_technology = {
modern_ship_hull_light = 1
modern_ship_hull_cruiser = 1
modern_ship_hull_submarine = 1
destroyer_guided_missile_upgrade = 1
nuclear_engine_research = 1
sub_nuclear_engine = 1
full_missile_ship = 1
naval_tactical_data_system = 1
rocket_depth_charges = 1
modern_sonar = 1
tactical_air_navigation_system = 1
iff_device = 1
wire_guided_torpedo = 1
super_carriers = 1
}
ai_get_navy_experience = yes
}
}
set_global_flag = naval_tech_1949
}
}
# unlock some naval techs for major powers in 1952
country_event = {
id = ai_ships.106
hidden = yes
fire_only_once = yes
trigger = {
date > 1952.1.1
NOT = { has_global_flag = naval_tech_1952 }
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
for_each_scope_loop = {
array = global.vnr_naval_powers
if = {
limit = {
is_ai = yes
}
set_technology = {
destroyer_hull_improvement = 1
new_ship_materials = 1
decoy_launching_system = 1
nuclear_reactor_cost_reduction = 1
phased_array_radar = 1
memory_expansion = 1
integrated_combat_system = 1
comprehensive_display_system = 1
recon_drone_1 = 1
electromagnetic_signature_study = 1
airborne_early_warning = 1
optical_landing_system = 1
rescue_submarine = 1
hydrocooling_battery = 1
sonar_telephone = 1
wake_homing_torpedo = 1
unmanned_gun_turret = 1
modern_generic_battery = 1
missile_submarine = 1
}
ai_get_navy_experience = yes
}
}
set_global_flag = naval_tech_1952
}
}