2024-11-28 20:01:21

This commit is contained in:
actions[bot]
2024-11-28 20:01:22 +00:00
parent e1197cf06f
commit 8ff30176d6
39 changed files with 830 additions and 57 deletions

View File

@@ -14,6 +14,11 @@ sp_battlecarrier = {
}
}
}
resource_cost = {
resources = {
steel = 5
}
}
breakthrough_cost = {
specialization_naval = 1
}
@@ -27,6 +32,39 @@ sp_battlecarrier = {
ship_deck_space_bb
}
}
unique_prototype_rewards = {
sp_battlecarrier_unique_reward_a = {
fire_only_once = yes
threshold = {
min = 25
max = 75
}
weight = { base = 100 }
option = {
token = sp_battlecarrier_perference_a
iteration_output = {
sub_unit_bonus = {
battlecarrier = {
anti_air_attack = 0.1
armor_value = 0.1
max_strength = 0.1
}
}
}
}
option = {
token = sp_battlecarrier_perference_b
iteration_output = {
sub_unit_bonus = {
battlecarrier = {
max_organisation = 15
}
}
}
}
}
}
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
@@ -59,6 +97,11 @@ sp_subcarrier = {
breakthrough_cost = {
specialization_naval = 1
}
resource_cost = {
resources = {
steel = 3
}
}
prototype_time = sp_time.prototype.short
complexity = sp_complexity.small
@@ -83,11 +126,49 @@ sp_subcarrier = {
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
}
unique_prototype_rewards = {
sp_subcarrier_unique_reward_a = {
fire_only_once = yes
threshold = {
min = 25
max = 75
}
weight = { base = 100 }
option = {
token = sp_subcarrier_perference_a
iteration_output = {
equipment_bonus = {
vnr_ship_hull_cruiser_submarine = {
instant = yes
surface_detection = 0.15
sub_detection = 0.15
}
}
}
}
option = {
token = sp_subcarrier_perference_b
iteration_output = {
equipment_bonus = {
ship_hull_submarine = {
instant = yes
surface_detection = 0.05
sub_detection = 0.05
}
}
}
}
}
}
}
sp_nuclear_torpedo = {
specialization = specialization_naval
project_tags = { sp_tag_submarine }
ai_will_do = {
base = 1
}
allowed = {
has_dlc = "Man the Guns"
}
@@ -97,8 +178,11 @@ sp_nuclear_torpedo = {
has_tech = nukes
}
}
resource_cost = {
resources = { steel=6 tungsten=3 chromium=6 }
}
breakthrough_cost = {
specialization_naval = 3
specialization_naval = 2
}
prototype_time = sp_time.prototype.long
@@ -124,11 +208,48 @@ sp_nuclear_torpedo = {
sp_naval_generic_reward_test_failure_2
sp_naval_generic_reward_test_failure_3
}
unique_prototype_rewards = {
sp_nuclear_torpedo_unique_reward_a = {
fire_only_once = yes
threshold = {
min = 50
max = 90
}
weight = { base = 100 }
option = {
token = sp_nuclear_torpedo_preference_a
iteration_output = {
equipment_bonus = {
vnr_ship_hull_submarine_5 = {
instant = yes
reliability = 0.05
}
}
}
}
option = {
token = sp_nuclear_torpedo_preference_b
iteration_output = {
equipment_bonus = {
vnr_ship_hull_submarine_5 = {
instant = yes
torpedo_attack = 0.05
reliability = -0.05
}
}
}
}
}
}
}
sp_naval_proximity_fuze = {
specialization = specialization_naval
project_tags = { sp_tag_surface_ship }
ai_will_do = {
base = 1
}
allowed = {
has_dlc = "Man the Guns"
}
@@ -138,8 +259,11 @@ sp_naval_proximity_fuze = {
has_tech = naval_radio_guiding_system
}
}
resource_cost = {
resources = { steel=4 tungsten=2 }
}
breakthrough_cost = {
specialization_naval = 2
specialization_naval = 1
}
prototype_time = sp_time.prototype.medium
@@ -170,6 +294,9 @@ sp_naval_proximity_fuze = {
sp_super_heavy_guns = {
specialization = specialization_naval
project_tags = { sp_tag_surface_ship }
ai_will_do = {
base = 1
}
allowed = {
has_dlc = "Man the Guns"
}
@@ -185,16 +312,14 @@ sp_super_heavy_guns = {
}
}
breakthrough_cost = {
specialization_naval = 2
specialization_naval = 1
}
resource_cost = {
resources = {
steel = 5
}
resources = { steel=6 tungsten=3 }
}
prototype_time = sp_time.prototype.long
prototype_time = sp_time.prototype.medium
complexity = sp_complexity.large
complexity = sp_complexity.medium
project_output = {
country_effects = {
@@ -211,6 +336,35 @@ sp_super_heavy_guns = {
}
}
}
unique_prototype_rewards = {
sp_super_heavy_guns_unique_reward_a = {
fire_only_once = yes
threshold = {
min = 60
max = 90
}
weight = {
base = 100
}
option = {
token = sp_super_heavy_guns_preference_a
iteration_output = {
country_effects = {
add_tech_bonus = {
bonus = 0.75
uses = 1
technology = experimental_super_heavy_battery
}
sp:sp_super_heavy_guns = { add_project_progress_ratio = -0.25 }
}
}
}
option = {
token = sp_super_heavy_guns_preference_b
}
}
}
generic_prototype_rewards = {
sp_naval_generic_reward_scientist_xp_1
@@ -261,7 +415,7 @@ sp_naval_underway_replenishment = {
specialization_naval = 2
}
complexity = sp_complexity.large
complexity = sp_complexity.medium
prototype_time = sp_time.prototype.medium
project_output = {
@@ -452,19 +606,14 @@ sp_naval_nuclear_missile_submarine = {
}
}
complexity = sp_complexity.large
prototype_time = sp_time.prototype.very_long
prototype_time = sp_time.prototype.long
allowed = {
has_dlc = "Gotterdammerung"
}
special_project_parent = {
sp_naval_rocket_launching_submarine
}
available = {
FROM = {
has_tech = sub_nuclear_engine
}
sp_nuclear_warheads
}
breakthrough_cost = {
@@ -494,4 +643,109 @@ sp_naval_nuclear_missile_submarine = {
sp_naval_generic_reward_test_failure_3
sp_naval_generic_failure_nuclear_accident
}
}
sp_mega_carrier = {
specialization = specialization_naval
project_tags = { sp_tag_surface_ship }
allowed = {
has_dlc = "Gotterdammerung"
}
available = {
FROM = {
has_tech = super_carriers
}
}
resource_cost = {
resources = {
steel = 16
chromium = 16
}
}
breakthrough_cost = {
specialization_naval = 2
}
prototype_time = sp_time.prototype.long
complexity = sp_complexity.large
project_output = {
enable_equipments = {
vnr_ship_hull_mega_carrier
}
enable_equipment_modules = {
limit = {
has_dlc = "Gotterdammerung"
}
ship_deck_space_mega
}
}
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
}
}
sp_arsenal_ship = {
specialization = specialization_naval
project_tags = { sp_tag_surface_ship }
allowed = {
has_dlc = "Gotterdammerung"
}
available = {
FROM = {
has_tech = full_missile_ship
}
}
resource_cost = {
resources = {
steel = 12
tungsten = 10
chromium = 14
}
}
breakthrough_cost = {
specialization_naval = 2
}
prototype_time = sp_time.prototype.medium
complexity = sp_complexity.large
project_output = {
enable_equipments = {
vnr_ship_hull_arsenal_ship
}
enable_equipment_modules = {
ship_missile_launcher
ship_slbm_launcher
}
}
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
}
}