2024-11-16 20:01:12
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This commit is contained in:
actions[bot]
2024-11-16 20:01:12 +00:00
parent f05b5db167
commit b84f6e6137
57 changed files with 3047 additions and 532 deletions

View File

@@ -125,4 +125,21 @@ navy_rework_category = {
factor = 1
}
}
add_km_never_built_blueprints = {
allowed = {
tag = GER
}
available = {
num_of_naval_factories > 0
}
cost = 50
fire_only_once = yes
complete_effect = {
km_never_built_blueprints = yes
}
ai_will_do = {
factor = 0
}
}
}

View File

@@ -32,7 +32,7 @@ NDefines.NNavy.CARRIER_STACK_PENALTY_EFFECT = 0.1;
NDefines.NNavy.COMBAT_MIN_DURATION = 20;
NDefines.NNavy.CAPITAL_ONLY_COMBAT_ACTIVATE_TIME = 22;
NDefines.NNavy.ALL_SHIPS_ACTIVATE_TIME = 30;
NDefines.NNavy.COMBAT_CHASE_RESIGNATION_HOURS = 24;
NDefines.NNavy.COMBAT_CHASE_RESIGNATION_HOURS = 4;
NDefines.NNavy.ANTI_AIR_TARGETING = 1.0;
NDefines.NNavy.SUBMARINE_REVEAL_BASE_CHANCE = 14;
NDefines.NNavy.SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE = 0.05;
@@ -41,7 +41,7 @@ NDefines.NNavy.WAR_SCORE_GAIN_FOR_SUNK_SHIP_PRODUCTION_COST_FACTOR = 0.04;
NDefines.NNavy.SHORE_BOMBARDMENT_CAP = 0.5;
NDefines.NNavy.BASE_POSITIONING = 0.5;
NDefines.NNavy.RELATIVE_SURFACE_DETECTION_TO_POSITIONING_FACTOR = 0.05;
NDefines.NNavy.MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION = 0.5;
NDefines.NNavy.MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION = 0.2;
NDefines.NNavy.POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS = 0.04;
NDefines.NNavy.MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS = 0.8;
NDefines.NNavy.HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.25;

View File

@@ -1113,7 +1113,7 @@ SOV_AI_variants_1940 = {
fixed_ship_armor_slot = ship_armor_shbb
fixed_ship_armor_scheme_slot = ship_scheme_mixed
fixed_ship_torpedo_defense_system_slot = pugliese_system
fixed_ship_airplane_launcher_slot = ship_airplane_launcher
fixed_ship_airplane_launcher_slot = ship_airplane_launcher_1
fixed_ship_extra_secondaries_slot = ship_high_velocity_shell
front_1_custom_slot = empty
front_2_custom_slot = ship_heavy_battery_3_triple

View File

@@ -1428,7 +1428,7 @@ FRA_start_naval_variants = {
fixed_ship_battery_slot = sub_battery_1
fixed_ship_engine_slot = sub_ship_engine_1
fixed_ship_armor_slot = pressure_hull_2
front_1_custom_slot = ship_airplane_launcher_1
front_1_custom_slot = sub_airplane_launcher_1
rear_1_custom_slot = ship_torpedo_sub_1
}
}
@@ -2271,7 +2271,7 @@ JAP_start_naval_variants = {
modules = {
fixed_ship_torpedo_slot = ship_torpedo_sub_2
fixed_ship_engine_slot = sub_ship_engine_2
front_1_custom_slot = ship_airplane_launcher_2
front_1_custom_slot = sub_airplane_launcher_1
mid_1_custom_slot = empty
rear_1_custom_slot = ship_extra_fuel_tank
}
@@ -2285,7 +2285,7 @@ JAP_start_naval_variants = {
modules = {
fixed_ship_torpedo_slot = ship_torpedo_sub_1
fixed_ship_engine_slot = sub_ship_engine_1
front_1_custom_slot = ship_airplane_launcher_1
front_1_custom_slot = sub_airplane_launcher_1
mid_1_custom_slot = empty
rear_1_custom_slot = ship_extra_fuel_tank
}
@@ -4835,7 +4835,7 @@ GRE_start_naval_variants = {
fixed_ship_engine_slot = cruiser_ship_engine_1
fixed_ship_armor_slot = ship_armor_cruiser_1
fixed_ship_secondaries_slot = ship_secondaries_1
fixed_ship_role_slot = ship_hull_cruiser_role_ac
fixed_ship_role_slot = ship_hull_cruiser_role_mo
front_1_custom_slot = ship_medium_battery_1_double
mid_1_custom_slot = ship_secondaries_1
mid_2_custom_slot = ship_medium_battery_1_double
@@ -5570,7 +5570,7 @@ SWE_start_naval_variants = {
fixed_ship_engine_slot = cruiser_ship_engine_1
fixed_ship_armor_slot = ship_armor_cruiser_1
fixed_ship_secondaries_slot = ship_secondaries_1
fixed_ship_role_slot = ship_hull_cruiser_role_ac
fixed_ship_role_slot = ship_hull_cruiser_role_mo
front_1_custom_slot = empty
mid_1_custom_slot = ship_secondaries_1
mid_2_custom_slot = ship_torpedo_1

View File

@@ -647,3 +647,253 @@ KuK_never_built_blueprints = {
obsolete = yes
}
}
km_never_built_blueprints = {
create_equipment_variant = {
name = "格劳登茨/科隆/科尼斯堡级" # Graudenz/Cöln/Königsberg Class
role_icon_index = 24
type = vnr_ship_hull_cruiser_1
name_group = GER_CL_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_light_medium_battery_1_single
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_fire_control_system_slot = ship_fire_control_system_0
fixed_ship_engine_slot = cruiser_ship_engine_1
fixed_ship_armor_slot = ship_armor_cruiser_1
front_1_custom_slot = ship_light_medium_battery_1_single
mid_1_custom_slot = ship_torpedo_1
mid_2_custom_slot = ship_torpedo_1
mid_3_custom_slot = ship_light_medium_battery_1_single
rear_1_custom_slot = ship_light_medium_battery_1_single
rear_2_custom_slot = ship_light_medium_battery_1_single
}
obsolete = yes
}
create_equipment_variant = {
name = "皇帝级" # Kaiser Class
role_icon_index = 4
icon = "gfx/interface/technologies/Fun/GER_pre_dreadnought.png"
type = vnr_ship_hull_heavy_1
name_group = GER_BB_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_heavy_battery_small_1
fixed_ship_anti_air_slot = ship_anti_air_1_h
fixed_ship_fire_control_system_slot = ship_fire_control_system_0
fixed_ship_engine_slot = heavy_ship_engine_1
fixed_ship_secondaries_slot = ship_secondaries_1
fixed_ship_armor_slot = ship_armor_bb_1
fixed_ship_torpedo_defense_system_slot = torpedo_bulge
front_1_custom_slot = empty
mid_1_custom_slot = ship_secondaries_1
mid_2_custom_slot = ship_heavy_battery_small_1
mid_3_custom_slot = ship_heavy_battery_small_1
rear_1_custom_slot = ship_heavy_battery_small_1
rear_2_custom_slot = ship_heavy_battery_small_1
}
obsolete = yes
}
create_equipment_variant = {
name = "国王级" # König Class
role_icon_index = 4
icon = "gfx/interface/technologies/Fun/GER_pre_dreadnought.png"
type = vnr_ship_hull_heavy_1
name_group = GER_BB_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_heavy_battery_small_1
fixed_ship_anti_air_slot = ship_anti_air_1_h
fixed_ship_fire_control_system_slot = ship_fire_control_system_0
fixed_ship_engine_slot = heavy_ship_engine_1
fixed_ship_secondaries_slot = ship_secondaries_1
fixed_ship_armor_slot = ship_armor_bb_1
fixed_ship_torpedo_defense_system_slot = torpedo_bulge
front_1_custom_slot = ship_heavy_battery_small_1
mid_1_custom_slot = ship_secondaries_1
mid_2_custom_slot = ship_airplane_launcher_1
mid_3_custom_slot = ship_heavy_battery_small_1
rear_1_custom_slot = ship_heavy_battery_small_1
rear_2_custom_slot = ship_heavy_battery_small_1
}
obsolete = yes
}
create_equipment_variant = {
name = "巴伐利亚级" # Bayern Class
role_icon_index = 4
type = vnr_ship_hull_heavy_1
name_group = GER_BB_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_heavy_battery_big_1
fixed_ship_anti_air_slot = ship_anti_air_1_h
fixed_ship_fire_control_system_slot = ship_fire_control_system_0
fixed_ship_engine_slot = heavy_ship_engine_1
fixed_ship_secondaries_slot = ship_secondaries_1
fixed_ship_armor_slot = ship_armor_bb_1
fixed_ship_torpedo_defense_system_slot = torpedo_bulge
fixed_ship_armor_scheme_slot = ship_scheme_incremental_post_jutland
front_1_custom_slot = ship_heavy_battery_big_1
mid_1_custom_slot = ship_airplane_launcher_1
mid_2_custom_slot = ship_secondaries_1
rear_1_custom_slot = ship_heavy_battery_big_1
rear_2_custom_slot = ship_heavy_battery_big_1
}
obsolete = yes
}
create_equipment_variant = {
name = "冯·德·坦恩级" # Von Der Tann Class
role_icon_index = 16
icon = "gfx/interface/technologies/Fun/GER_battleship_Von.png"
type = vnr_ship_hull_heavy_1
name_group = GER_BC_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_heavy_battery_small_1
fixed_ship_anti_air_slot = ship_anti_air_1_h
fixed_ship_fire_control_system_slot = ship_fire_control_system_0
fixed_ship_engine_slot = heavy_ship_engine_1
fixed_ship_secondaries_slot = ship_secondaries_1
fixed_ship_armor_slot = ship_armor_bc_1
front_1_custom_slot = empty
mid_1_custom_slot = ship_heavy_battery_small_1
mid_2_custom_slot = ship_heavy_battery_small_1
rear_1_custom_slot = ship_heavy_battery_small_1
}
obsolete = yes
}
create_equipment_variant = {
name = "毛奇级" # Moltke Class
role_icon_index = 16
icon = "gfx/interface/technologies/Fun/GER_battleship_Moltke.png"
type = vnr_ship_hull_heavy_1
name_group = GER_BC_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_heavy_battery_small_1
fixed_ship_anti_air_slot = ship_anti_air_1_h
fixed_ship_fire_control_system_slot = ship_fire_control_system_0
fixed_ship_engine_slot = heavy_ship_engine_1
fixed_ship_secondaries_slot = ship_secondaries_1
fixed_ship_armor_slot = ship_armor_bc_1
front_1_custom_slot = empty
mid_1_custom_slot = ship_secondaries_1
mid_2_custom_slot = ship_heavy_battery_small_1
mid_3_custom_slot = ship_heavy_battery_small_1
rear_1_custom_slot = ship_heavy_battery_small_1
rear_2_custom_slot = ship_heavy_battery_small_1
}
obsolete = yes
}
create_equipment_variant = {
name = "塞德利茨级" # Seydlitz Class
role_icon_index = 16
icon = "gfx/interface/technologies/Fun/GER_battleship_Moltke.png"
type = vnr_ship_hull_heavy_1
name_group = GER_BC_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_heavy_battery_small_1
fixed_ship_anti_air_slot = ship_anti_air_1_h
fixed_ship_fire_control_system_slot = ship_fire_control_system_0
fixed_ship_engine_slot = heavy_ship_engine_1
fixed_ship_secondaries_slot = ship_secondaries_1
fixed_ship_armor_slot = ship_armor_bc_1
fixed_ship_torpedo_defense_system_slot = torpedo_bulge
front_1_custom_slot = empty
mid_1_custom_slot = ship_secondaries_1
mid_2_custom_slot = ship_heavy_battery_small_1
mid_3_custom_slot = ship_heavy_battery_small_1
rear_1_custom_slot = ship_heavy_battery_small_1
rear_2_custom_slot = ship_heavy_battery_small_1
}
obsolete = yes
}
create_equipment_variant = {
name = "德弗林格级" # Derfflinger Class
role_icon_index = 16
icon = "gfx/interface/technologies/Fun/GER_battleship_Derfflinger.png"
type = vnr_ship_hull_heavy_1
name_group = GER_BC_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_heavy_battery_small_1
fixed_ship_anti_air_slot = ship_anti_air_1_h
fixed_ship_fire_control_system_slot = ship_fire_control_system_0
fixed_ship_engine_slot = heavy_ship_engine_1
fixed_ship_secondaries_slot = ship_secondaries_1
fixed_ship_armor_slot = ship_armor_bc_1
fixed_ship_torpedo_defense_system_slot = torpedo_bulge
front_1_custom_slot = ship_heavy_battery_small_1
mid_1_custom_slot = ship_secondaries_1
mid_2_custom_slot = ship_airplane_launcher_1
mid_3_custom_slot = ship_anti_air_1
rear_1_custom_slot = ship_heavy_battery_small_1
rear_2_custom_slot = ship_heavy_battery_small_1
}
obsolete = yes
}
create_equipment_variant = {
name = "B97级" # B97 Class
icon = "gfx/interface/technologies/Fun/GER_destroyer_G7.png"
role_icon_index = 32
type = vnr_ship_hull_light_1
name_group = GER_DD_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_light_battery_1
fixed_ship_anti_air_slot = empty
fixed_ship_fire_control_system_slot = ship_fire_control_system_0
fixed_ship_engine_slot = light_ship_engine_1
fixed_ship_torpedo_slot = ship_torpedo_1
mid_1_custom_slot = ship_torpedo_1
mid_2_custom_slot = ship_light_battery_1
rear_1_custom_slot = ship_light_battery_1
rear_2_custom_slot = ship_light_battery_1
}
obsolete = yes
}
create_equipment_variant = {
name = "V25级" # V25 Class
icon = "gfx/interface/technologies/Fun/GER_destroyer_V25.png"
role_icon_index = 30
type = vnr_ship_hull_light_1
name_group = GER_DD_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_light_battery_1
fixed_ship_anti_air_slot = empty
fixed_ship_fire_control_system_slot = empty
fixed_ship_engine_slot = light_ship_engine_1
fixed_ship_torpedo_slot = ship_torpedo_1
mid_1_custom_slot = ship_torpedo_1
mid_2_custom_slot = ship_light_battery_1
rear_1_custom_slot = ship_light_battery_1
}
obsolete = yes
}
create_equipment_variant = {
name = "V1级/G7级" # V1/G7 Class
role_icon_index = 30
icon = "gfx/interface/technologies/Fun/GER_destroyer_G7.png"
type = vnr_ship_hull_light_1
name_group = GER_DD_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_light_battery_1
fixed_ship_anti_air_slot = empty
fixed_ship_fire_control_system_slot = empty
fixed_ship_engine_slot = light_ship_engine_1
fixed_ship_torpedo_slot = ship_torpedo_1
mid_1_custom_slot = empty
rear_1_custom_slot = ship_light_battery_1
}
obsolete = yes
}
create_equipment_variant = {
name = "S113级" # S113 Class
role_icon_index = 32
type = vnr_ship_hull_light_1
name_group = GER_DD_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_light_battery_2
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_fire_control_system_slot = ship_fire_control_system_0
fixed_ship_engine_slot = light_ship_engine_1
fixed_ship_torpedo_slot = ship_torpedo_1
front_1_custom_slot = ship_light_battery_2
mid_1_custom_slot = ship_light_battery_2
rear_1_custom_slot = ship_depth_charge_1
rear_2_custom_slot = ship_light_battery_2
}
obsolete = yes
}
}

View File

@@ -228,7 +228,6 @@ add_starting_techs = {
midget_submarines = 1
fra_13in_1931 = 1
basic_super_heavy_battery = 1
popup = no
}
}
@@ -257,7 +256,7 @@ add_starting_techs = {
cruiser_submarines = 1
improved_ship_torpedo_launcher = 1
basic_super_heavy_battery = 1
popup = no
}
}

View File

@@ -0,0 +1,497 @@
sp_battlecarrier = {
specialization = specialization_naval
project_tags = { sp_tag_surface_ship }
allowed = {
has_dlc = "Man the Guns"
}
available = {
FROM = {
has_tech = early_ship_hull_carrier
has_tech = early_ship_hull_heavy
has_navy_size = {
archetype = ship_hull_heavy
size > 0
}
}
}
breakthrough_cost = {
specialization_naval = 1
}
prototype_time = sp_time.prototype.short
complexity = sp_complexity.small
project_output = {
enable_equipment_modules = {
ship_deck_space_bb
}
}
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_subcarrier = {
specialization = specialization_naval
project_tags = { sp_tag_submarine }
allowed = {
has_dlc = "Man the Guns"
}
available = {
FROM = {
has_tech = cruiser_submarines
has_tech = prototype_airplane_launcher
}
}
breakthrough_cost = {
specialization_naval = 1
}
prototype_time = sp_time.prototype.short
complexity = sp_complexity.small
project_output = {
enable_equipment_modules = {
sub_airplane_launcher_2
}
}
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_nuclear_torpedo = {
specialization = specialization_naval
project_tags = { sp_tag_submarine }
allowed = {
has_dlc = "Man the Guns"
}
available = {
FROM = {
has_tech = modern_ship_hull_submarine
has_tech = nukes
}
}
breakthrough_cost = {
specialization_naval = 3
}
prototype_time = sp_time.prototype.long
complexity = sp_complexity.medium
project_output = {
enable_equipment_modules = {
sub_nuclear_torpedo
}
}
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_vt_shell = {
specialization = specialization_naval
project_tags = { sp_tag_surface_ship }
allowed = {
has_dlc = "Man the Guns"
}
available = {
FROM = {
has_tech = radio_detection
has_tech = naval_radio_guiding_system
}
}
breakthrough_cost = {
specialization_naval = 2
}
prototype_time = sp_time.prototype.medium
complexity = sp_complexity.medium
project_output = {
enable_equipment_modules = {
ship_vt_shell
}
}
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_super_heavy_guns = {
specialization = specialization_naval
project_tags = { sp_tag_surface_ship }
allowed = {
has_dlc = "Man the Guns"
}
visible = {
FROM = {
NOT = { has_tech = basic_super_heavy_battery }
}
}
available = {
FROM = {
has_tech = early_ship_hull_heavy
has_tech = basic_heavy_battery
}
}
breakthrough_cost = {
specialization_naval = 2
}
resource_cost = {
resources = {
steel = 5
}
}
prototype_time = sp_time.prototype.long
complexity = sp_complexity.large
project_output = {
country_effects = {
custom_effect_tooltip = {
localization_key = SP_UNLOCK_TECH
TECH = basic_super_heavy_battery
}
custom_override_tooltip = {
tooltip = tech_effect|basic_super_heavy_battery
set_technology = {
basic_super_heavy_battery = 1
popup = no
}
}
}
}
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_naval_underway_replenishment = {
specialization = specialization_naval
project_tags = sp_tag_surface_ship
ai_will_do = {
base = 1
}
allowed = {
has_dlc = "Gotterdammerung"
}
available = {
FROM = {
OR = {
has_tech = base_strike
has_tech = fleet_in_being
}
}
}
resource_cost = {
resources = {
steel = 8
}
}
breakthrough_cost = {
specialization_naval = 2
}
complexity = sp_complexity.large
prototype_time = sp_time.prototype.medium
project_output = {
country_effects = {
custom_effect_tooltip = {
localization_key = SP_UNLOCK_TECH
TECH = sp_multi_product_supply_ships
}
set_rule = {
can_use_underway_replenishment = yes
}
}
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_underway_replenishment_unique_reward_a = {
fire_only_once = yes
threshold = {
min = 40
max = 90
}
weight = {
base = 100
}
option = {
token = sp_naval_underway_replenishment_preference_a
iteration_output = {
country_effects = {
custom_effect_tooltip = sp_naval_underway_replenishment_pick_a_tt
hidden_effect = {
set_technology = {
sp_naval_underway_replenishment_pick_a = 1
popup = no
}
}
}
}
}
option = {
token = sp_naval_underway_replenishment_preference_c
iteration_output = {
country_effects = {
#BASE UNDERWAY REPLENISHMENT
}
}
}
option = {
token = sp_naval_underway_replenishment_preference_b
iteration_output = {
country_effects = {
custom_effect_tooltip = sp_naval_underway_replenishment_pick_b_tt
hidden_effect = {
set_technology = {
sp_naval_underway_replenishment_pick_b = 1
popup = no
}
}
}
}
}
}
}
}
# Rocket Launching Submarine
sp_naval_rocket_launching_submarine = {
specialization = specialization_naval
project_tags = {
sp_tag_rocket
sp_tag_submarine
}
resource_cost = {
resources = {
steel = 12
chromium = 4
tungsten = 12
}
}
complexity = sp_complexity.medium
prototype_time = sp_time.prototype.long
special_project_parent = {
sp_rockets_ballistic_missile
}
available = {
FROM = {
has_tech = modern_ship_hull_submarine
}
}
breakthrough_cost = {
specialization_naval = 2
}
project_output = {
enable_equipment_modules = {
limit = {
has_dlc = "Gotterdammerung"
}
sub_missile_launcher
}
country_effects = {
custom_effect_tooltip = {
localization_key = SP_UNLOCK_TECH
TECH = missile_submarine
}
custom_override_tooltip = {
tooltip = tech_effect|missile_submarine
set_technology = {
missile_submarine = 1
popup = no
}
}
}
}
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
}
}
# Nuclear Missile Submarine
sp_naval_nuclear_missile_submarine = {
specialization = specialization_naval
project_tags = {
sp_tag_nuclear_warfare
sp_tag_submarine
}
resource_cost = {
resources = {
steel = 16
chromium = 16
}
}
complexity = sp_complexity.large
prototype_time = sp_time.prototype.very_long
allowed = {
has_dlc = "Gotterdammerung"
}
special_project_parent = {
sp_naval_rocket_launching_submarine
}
available = {
FROM = {
has_tech = sub_nuclear_engine
}
}
breakthrough_cost = {
specialization_naval = 2
}
project_output = {
enable_equipment_modules = {
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
sp_naval_generic_failure_nuclear_accident
}
}

View File

@@ -0,0 +1,776 @@
sp_nuclear_reactor = {
specialization = specialization_nuclear
icon = GFX_sp_nuclear_reactor
complexity = sp_complexity.large
project_tags = sp_tag_nuclear_power
allowed = {
}
available = {
FROM = { has_tech = atomic_research }
}
resource_cost = {
resources = { steel=6 tungsten=3 chromium=6 }
}
prototype_time = sp_time.prototype.long
project_output = {
country_effects = {
custom_override_tooltip = {
tooltip = {
localization_key = SP_UNLOCK_BUILDING_ICON_DESC
BUILDING = nuclear_reactor
BUILDING_DESCRIPTION = nuclear_reactor_desc
ICON_FRAME = 13
}
IF = {
limit = {
has_country_flag = nuclear_reactor_heavy_water_flag
}
set_technology = {
nuclear_reactor_heavy_water = 1
popup = no
}
}
ELSE = {
set_technology = {
nuclear_reactor = 1
popup = no
}
}
}
}
facility_state_effects = {
IF = {
limit = {
OWNER = { has_country_flag = nuclear_reactor_heavy_water_flag }
}
set_building_level = {
type = nuclear_reactor_heavy_water
level = 1
}
}
ELSE = {
set_building_level = {
type = nuclear_reactor
level = 1
}
}
}
}
generic_prototype_rewards = {
sp_nuclear_scientist_xp_generic_reward
sp_nuclear_minor_progress_generic_reward
sp_nuclear_generic_electronics_tech_reward
sp_nuclear_generic_industry_tech_reward
sp_nuclear_reactor_radioactive_leak_stabilized_reward
sp_nuclear_reactor_minor_explosion_reward
}
unique_prototype_rewards = {
sp_nuclear_design_choice_reward = {
fire_only_once = yes
threshold = {
min = 25
max = 45
}
weight = {
base = 1000.0
}
option = {
token = sp_nuclear_design_choice_reward_graphite
iteration_output = {
country_effects = {
custom_effect_tooltip = {
localization_key = SP_UNLOCK_BUILDING
BUILDING = nuclear_reactor
}
}
}
}
option = {
token = sp_nuclear_design_choice_reward_heavy_water
iteration_output = {
country_effects = {
custom_effect_tooltip = {
localization_key = SP_UNLOCK_BUILDING
BUILDING = nuclear_reactor_heavy_water
}
set_country_flag = nuclear_reactor_heavy_water_flag
}
}
}
}
sp_nuclear_isotope_separation_choice_reward = {
fire_only_once = yes
threshold = {
min = 0
max = 20
}
weight = {
base = 1000.0
}
option = {
token = sp_nuclear_isotope_separation_choice_reward_gaseous
iteration_output = {
country_effects = {
#Do nothing, this is the default option
}
}
}
option = {
token = sp_nuclear_isotope_separation_choice_reward_centrifugal
iteration_output = {
country_effects = {
hidden_effect = {
set_technology = {
isotope_separation_centrifugal = 1
popup = no
}
}
#custom_effect_tooltip = sp_nuclear_isotope_separation_choice_reward_tt
add_timed_idea = {
idea = special_project_consumer_costs_high
days = 365
}
FROM = { add_project_progress_ratio = constant:sp_progress.gain.high }
}
}
}
}
# First Successful Test of a Nuclear Reactor
sp_nuclear_reactor_tested_reward = {
fire_only_once = yes
threshold = {
min = 60
max = 90
}
weight = {
base = 100
modifier = {
factor = 0
FROM = {
has_global_flag = nuclear_reactor_tested_flag
}
}
}
option = {
token = nuclear_reactor_tested_reward_classify
iteration_output = {
country_effects = {
set_global_flag = nuclear_reactor_tested_flag
set_country_flag = nuclear_reactor_classify_flag
}
}
}
option = {
token = sp_nuclear_reactor_tested_reward_public
iteration_output = {
country_effects = {
set_global_flag = nuclear_reactor_tested_flag
set_country_flag = nuclear_reactor_public_flag
add_popularity = {
ideology = ROOT
popularity = 0.1
}
add_political_power = 100
every_other_country = {
custom_effect_tooltip = sp_nuclear_reactor_tested_reward_public_tt
hidden_effect = {
IF = {
limit = {
has_tech = atomic_research
NOT = { is_special_project_completed = sp:sp_nuclear_reactor } # This could probably not be the case, but just to be sure
}
sp:sp_nuclear_reactor = { add_project_progress_ratio = 0.1 }
}
ELSE_IF = {
limit = {
NOT = {
has_tech = atomic_research
}
}
add_tech_bonus = {
name = sp_nuclear_reactor_tested_tech_bonus
bonus = 0.25
uses = 1
technology = atomic_research
}
}
}
}
}
}
}
}
sp_nuclear_major_breakthrough_reward = {
fire_only_once = yes
threshold = {
min = 10
max = 50
}
weight = {
base = 1.0
}
option = {
token = ssp_nuclear_major_breakthrough_reward_option
iteration_output = {
country_effects = {
FROM = { add_project_progress_ratio = constant:sp_progress.gain.medium }
}
}
}
}
}
}
# ADVANDED NUCLEAR USAGE
sp_commercial_nuclear_reactor = {
specialization = specialization_nuclear
icon = GFX_sp_commercial_nuclear_reactor
project_tags = sp_tag_nuclear_power
prototype_time = sp_time.prototype.long
complexity = sp_complexity.large
special_project_parent = {
sp_nuclear_reactor
}
resource_cost = {
resources = { steel=6 tungsten=4 chromium=7 }
}
allowed = {
has_dlc = "Gotterdammerung"
}
available = {
FROM = {
has_tech = construction4
}
}
project_output = {
country_effects = {
custom_override_tooltip = {
tooltip = {
localization_key = SP_UNLOCK_BUILDING_ICON_DESC
BUILDING = commercial_nuclear_reactor
BUILDING_DESCRIPTION = commercial_nuclear_reactor_desc
ICON_FRAME = 27
}
set_technology = {
commercial_nuclear_reactor_tech = 1
popup = no
}
}
}
facility_state_effects = {
hidden_effect = {
IF = {
limit = {
nuclear_reactor_heavy_water > 0
}
remove_building = {
type = nuclear_reactor_heavy_water
level = 1
}
set_building_level = {
type = commercial_nuclear_reactor
level = 1
}
}
ELSE_IF = {
limit = {
nuclear_reactor > 0
}
remove_building = {
type = nuclear_reactor
level = 1
}
set_building_level = {
type = commercial_nuclear_reactor
level = 1
}
}
ELSE_IF = {
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
set_building_level = {
type = commercial_nuclear_reactor
level = 1
}
}
}
}
}
empty_reward_weight = {
base = 0.5
}
generic_prototype_rewards = {
sp_nuclear_scientist_xp_generic_reward
sp_nuclear_minor_progress_generic_reward
sp_nuclear_generic_industry_tech_reward
sp_nuclear_generic_electronics_tech_reward
sp_nuclear_reactor_radioactive_leak_stabilized_reward
sp_nuclear_reactor_minor_explosion_reward
}
unique_prototype_rewards = {
sp_commercial_nuclear_reactor_concerns_reward = {
fire_only_once = yes
threshold = {
min = 30
max = 90
}
weight = {
base = 1.0
}
option = {
token = sp_commercial_nuclear_reactor_concerns_reward_option_safety
iteration_output = {
country_effects = {
add_popularity = {
ideology = ROOT
popularity = 0.05
}
add_political_power = 50
FROM = { add_project_progress_ratio = constant:sp_progress.loss.medium }
set_country_flag = no_filters_for_reactors_flag
}
}
}
option = {
token = sp_commercial_nuclear_reactor_concerns_reward_option_ignore
iteration_output = {
country_effects = {
add_popularity = {
ideology = ROOT
popularity = -0.05
}
}
}
}
}
}
}
# ATOMIC BOMBS
sp_nuclear_bomb = {
specialization = specialization_nuclear
icon = GFX_sp_nuclear_bomb
project_tags = sp_tag_nuclear_warfare
prototype_time = sp_time.prototype.long
complexity = sp_complexity.large
resource_cost = {
resources = { steel=2 tungsten=8 chromium=2 }
}
special_project_parent = {
sp_nuclear_reactor
}
allowed = {
}
available = {
}
project_output = {
country_effects = {
add_nuclear_bombs = 1
custom_effect_tooltip = sp_nuclear_bomb_tt
hidden_effect = {
set_technology = {
nukes = 1
popup = no
}
}
}
scientist_effects = { #The limit to only apply the effect if is_character = USA_robert_oppenheimer throws error and doesn't work.
set_character_flag = USA_oppenheimer_made_the_nuke_flag
}
}
empty_reward_weight = {
base = 0.5
}
generic_prototype_rewards = {
sp_nuclear_scientist_xp_generic_reward
sp_nuclear_minor_progress_generic_reward
sp_nuclear_generic_electronics_tech_reward
sp_nuclear_war_support_generic_reward
sp_nuclear_generic_industry_tech_reward
sp_nuclear_major_political_interference_generic_reward
sp_nuclear_bomb_theoretical_breakthrough_generic_reward
sp_nuclear_bomb_critical_mass_generic_reward
sp_nuclear_bomb_accident_generic_reward
}
unique_prototype_rewards = {
sp_nuclear_bomb_test_prototype_reward = {
fire_only_once = yes
threshold = {
min = 70
max = 84
}
weight = {
base = 100
}
option = {
token = sp_nuclear_bomb_test_prototype_reward_test_bomb
iteration_output = {
country_effects = {
FROM = { add_project_progress_ratio = constant:sp_progress.gain.medium }
}
}
}
option = {
token = sp_nuclear_bomb_test_prototype_reward_keep_bomb
iteration_output = {
country_effects = {
add_nuclear_bombs = 1
}
}
}
}
sp_nuclear_bomb_espionage_threats_reward = {
fire_only_once = yes
threshold = {
min = 0
max = 80
}
weight = {
base = 1
modifier = {
factor = 10
FROM = {
has_war = yes
}
}
}
option = {
token = sp_nuclear_bomb_espionage_threats_reward_no
iteration_output = {
country_effects = {
set_country_flag = nuclear_bomb_low_security_flag
}
scientist_effects = {
add_scientist_xp = {
experience = constant:sp_scientist_xp_gain.low
specialization = specialization_nuclear
}
}
}
}
option = {
token = sp_nuclear_bomb_espionage_threats_reward_increase_security
iteration_output = {
country_effects = {
set_country_flag = nuclear_bomb_high_security_flag
custom_effect_tooltip = sp_nuclear_bomb_espionage_threats_reward_increase_security_tt
FROM = { add_project_progress_ratio = constant:sp_progress.loss.low }
}
}
}
}
sp_nuclear_bomb_information_leak_reward = {
fire_only_once = yes
threshold = {
min = 30
max = 100
}
weight = {
base = 0.2
modifier = {
factor = 2
FROM = { has_country_flag = nuclear_reactor_public_flag }
}
modifier = {
factor = 0
FROM = { has_war = no }
}
modifier = {
factor = 5
FROM = { has_country_flag = nuclear_bomb_low_security_flag }
}
modifier = {
factor = 0.5
FROM = { has_country_flag = nuclear_bomb_high_security_flag }
}
}
option = {
token = sp_nuclear_bomb_information_leak_reward_option
iteration_output = {
country_effects = {
random_enemy_country = {
limit = {
NOT = { is_special_project_completed = sp:sp_nuclear_bomb }
}
custom_effect_tooltip = sp_nuclear_bomb_information_leak_reward_tt
hidden_effect = {
country_event = {
id = sp_nuclear_project_events.1
hours = 8
random_hours = 4
}
}
}
}
}
}
}
sp_nuclear_bomb_breakthrough_plutonium_reward = {
fire_only_once = yes
threshold = {
min = 20
max = 60
}
weight = {
base = 1
modifier = {
factor = 0.5
FROM = { has_country_flag = nuclear_bomb_high_security_flag }
}
}
option = {
token = sp_nuclear_bomb_breakthrough_plutonium_reward_option
iteration_output = {
country_effects = {
FROM = { add_project_progress_ratio = constant:sp_progress.gain.low }
}
}
}
}
}
}
sp_thermo_nuclear_bomb = {
specialization = specialization_nuclear
icon = GFX_sp_thermo_nuclear_bomb
project_tags = sp_tag_nuclear_warfare
prototype_time = sp_time.prototype.long
complexity = sp_complexity.insane
resource_cost = {
resources = { steel=2 tungsten=10 chromium=3 }
}
special_project_parent = {
sp_nuclear_bomb
}
allowed = {
has_dlc = "Gotterdammerung"
}
available = {
}
project_output = {
country_effects = {
custom_effect_tooltip = sp_thermo_nuclear_bomb_tt
hidden_effect = {
set_technology = {
thermonuclear_bombs = 1
popup = no
}
}
}
}
empty_reward_weight = {
base = 0.5
}
generic_prototype_rewards = {
sp_nuclear_scientist_xp_generic_reward
sp_nuclear_minor_progress_generic_reward
sp_nuclear_generic_electronics_tech_reward
sp_nuclear_war_support_generic_reward
sp_nuclear_generic_industry_tech_reward
sp_nuclear_major_political_interference_generic_reward
sp_nuclear_bomb_theoretical_breakthrough_generic_reward
sp_nuclear_bomb_critical_mass_generic_reward
sp_nuclear_bomb_accident_generic_reward
}
unique_prototype_rewards = {
sp_thermonuclear_bomb_test_reward = {
fire_only_once = yes
threshold = {
min = 50
max = 80
}
weight = {
base = 1000
modifier = {
factor = 0
FROM = {
num_of_nukes < 5 # To minimize the risk of this not being a good option to get
}
}
}
option = {
token = sp_thermonuclear_bomb_test_reward_option_no
iteration_output = {
country_effects = {
}
}
}
option = {
token = sp_thermonuclear_bomb_test_reward_option_yes
iteration_output = {
country_effects = {
IF = {
limit = {
num_of_nukes > 0
}
add_nuclear_bombs = -1
FROM = { add_project_progress_ratio = constant:sp_progress.gain.high }
set_country_flag = thermonuclear_weapon_test_flag
}
ELSE = {
custom_effect_tooltip = "sp_no_nukes_available_tt"
}
}
}
}
}
}
}
sp_nuclear_warheads = {
specialization = specialization_nuclear
icon = GFX_sp_nuclear_warheads
project_tags = sp_tag_nuclear_warfare
prototype_time = sp_time.prototype.long
complexity = sp_complexity.large
resource_cost = {
resources = { aluminium=4 tungsten=4 chromium=2 }
}
special_project_parent = {
sp_nuclear_bomb
# Country must have Medium range ballistic missiles to be able to start this project
sp_rockets_medium_range_ballistic_missile
}
allowed = {
has_dlc = "Gotterdammerung"
}
available = {
}
project_output = {
country_effects = {
}
enable_equipments = {
nuclear_missile_equipment_1
}
}
empty_reward_weight = {
base = 0.5
}
generic_prototype_rewards = {
sp_nuclear_scientist_xp_generic_reward
sp_nuclear_minor_progress_generic_reward
sp_nuclear_generic_electronics_tech_reward
sp_nuclear_war_support_generic_reward
sp_nuclear_generic_industry_tech_reward
sp_nuclear_major_political_interference_generic_reward
sp_nuclear_bomb_theoretical_breakthrough_generic_reward
sp_nuclear_bomb_critical_mass_generic_reward
sp_nuclear_bomb_accident_generic_reward
}
unique_prototype_rewards = {
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -61,6 +61,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -139,6 +140,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -191,6 +193,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -268,6 +271,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -310,6 +314,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -388,6 +393,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -430,6 +436,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -485,6 +492,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -535,6 +543,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
mio_cat_tech_all_cruiser_and_modules
@@ -583,6 +592,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -638,6 +648,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
mio_cat_tech_all_cruiser_and_modules
@@ -683,6 +694,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -736,6 +748,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -784,6 +797,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -828,6 +842,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -888,6 +903,7 @@ technologies = {
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
mio_cat_tech_all_capital_ship_and_modules
@@ -943,6 +959,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
mio_cat_tech_all_capital_ship_and_modules
@@ -988,6 +1005,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1035,6 +1053,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1082,6 +1101,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1121,6 +1141,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1135,6 +1156,14 @@ technologies = {
start_year = 1921
allow = {
ROOT = {
is_special_project_completed = sp:sp_super_heavy_guns
}
}
force_use_small_tech_layout = yes
is_special_project_tech = yes
path = {
leads_to_tech = experimental_super_heavy_battery
research_cost_coeff = 1
@@ -1174,6 +1203,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1211,6 +1241,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1247,6 +1278,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1282,6 +1314,7 @@ technologies = {
factor = 1
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1331,6 +1364,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1368,6 +1402,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1435,6 +1470,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1508,6 +1544,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1572,6 +1609,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1618,6 +1656,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ss_tech
@@ -1673,6 +1712,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1717,6 +1757,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1761,6 +1802,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1826,6 +1868,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1870,6 +1913,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1914,6 +1958,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -1956,6 +2001,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -2026,6 +2072,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -2066,6 +2113,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -2102,6 +2150,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -2159,6 +2208,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -2220,6 +2270,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -2287,6 +2338,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
ship_modules_tech
@@ -2333,6 +2385,7 @@ technologies = {
factor = 1
}
special_project_specialization = { specialization_naval }
categories = {
naval_mines
naval_minelaying
@@ -2365,6 +2418,7 @@ technologies = {
factor = 1
}
special_project_specialization = { specialization_naval }
categories = {
naval_mines
naval_minelaying
@@ -2392,6 +2446,7 @@ technologies = {
factor = 1
}
special_project_specialization = { specialization_naval }
categories = {
naval_mines
naval_minelaying
@@ -2429,6 +2484,7 @@ technologies = {
factor = 1
}
special_project_specialization = { specialization_naval }
categories = {
naval_mines
naval_minelaying
@@ -2463,6 +2519,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_mines
naval_minesweeping
@@ -2504,6 +2561,7 @@ technologies = {
factor = 1
}
special_project_specialization = { specialization_naval }
categories = {
naval_mines
naval_minelaying
@@ -2540,6 +2598,7 @@ technologies = {
factor = 1
}
special_project_specialization = { specialization_naval }
categories = {
naval_mines
naval_minelaying
@@ -2569,6 +2628,7 @@ technologies = {
factor = 1
}
special_project_specialization = { specialization_naval }
categories = {
naval_mines
naval_minelaying
@@ -2601,6 +2661,7 @@ technologies = {
factor = 1
}
special_project_specialization = { specialization_naval }
categories = {
naval_mines
naval_minelaying
@@ -2635,6 +2696,7 @@ technologies = {
factor = 1
}
special_project_specialization = { specialization_naval }
categories = {
naval_mines
naval_minesweeping
@@ -2664,6 +2726,7 @@ technologies = {
factor = 1
}
special_project_specialization = { specialization_naval }
categories = {
naval_mines
naval_minesweeping
@@ -2684,6 +2747,10 @@ technologies = {
leads_to_tech = naval_combat_support
research_cost_coeff = 1
}
path = {
leads_to_tech = sp_multi_product_supply_ships
research_cost_coeff = 1
}
enable_equipments = {
ocean_liner
@@ -2728,6 +2795,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
tp_tech
@@ -2806,6 +2874,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
tp_tech
@@ -2852,6 +2921,7 @@ technologies = {
}
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
tp_tech
@@ -2906,6 +2976,7 @@ technologies = {
dry_cargo_storage
civilian_ship_engine_1
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
logistics_tech
@@ -2938,6 +3009,7 @@ technologies = {
}
production_speed_naval_base_factor = 0.1
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
industry
@@ -2961,6 +3033,7 @@ technologies = {
}
production_speed_dockyard_factor = 0.1
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
industry
@@ -2979,6 +3052,7 @@ technologies = {
}
refit_speed = 0.1
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
industry
@@ -2993,10 +3067,11 @@ technologies = {
}
folder = {
name = mtgnavalsupportfolder
position = { x = 1 y = 5 }
position = { x = 4 y = 3 }
}
repair_speed_factor = 0.1
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
industry
@@ -3021,6 +3096,7 @@ technologies = {
repair_speed_naval_base_factor = 0.1
repair_speed_dockyard_factor = 0.1
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
logistics_tech
@@ -3039,6 +3115,7 @@ technologies = {
}
industrial_capacity_dockyard = 0.1
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
industry
@@ -3067,6 +3144,7 @@ technologies = {
auxiliary_ship = {
naval_speed = 0.2
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
logistics_tech
@@ -3093,6 +3171,7 @@ technologies = {
auxiliary_ship = {
naval_range = 0.2
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
logistics_tech
@@ -3121,6 +3200,7 @@ technologies = {
enable_equipment_modules = {
civilian_ship_engine_2
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
logistics_tech
@@ -3144,6 +3224,7 @@ technologies = {
ai_will_do = {
factor = 0
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
logistics_tech
@@ -3172,6 +3253,7 @@ technologies = {
enable_equipment_modules = {
ship_cruiser_camo_2
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
logistics_tech
@@ -3196,6 +3278,7 @@ technologies = {
supply_hub
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
logistics_tech
@@ -3228,6 +3311,7 @@ technologies = {
light_cruiser = {
reliability = 0.1
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
}
@@ -3260,6 +3344,7 @@ technologies = {
reliability = 0.1
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
industry
@@ -3287,6 +3372,7 @@ technologies = {
reliability = 0.1
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
logistics_tech
@@ -3310,6 +3396,7 @@ technologies = {
}
naval_morale_factor = 0.05
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
hospital_tech
@@ -3337,6 +3424,7 @@ technologies = {
naval_morale_factor = 0.1
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
hospital_tech
@@ -3354,6 +3442,7 @@ technologies = {
}
naval_invasion_penalty = -0.1
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
hospital_tech
@@ -3372,6 +3461,7 @@ technologies = {
}
experience_loss_factor = -0.1
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
hospital_tech
@@ -3400,6 +3490,7 @@ technologies = {
}
production_speed_fuel_silo_factor = 0.2
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
}
@@ -3417,6 +3508,7 @@ technologies = {
}
repair_speed_fuel_silo_factor = 0.2
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
}
@@ -3434,11 +3526,104 @@ technologies = {
}
max_fuel_factor = 0.1
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
}
}
sp_multi_product_supply_ships = {
underway_replenishment_range = 0.5
underway_replenishment_convoy_cost = -0.25
allow_branch = {
has_dlc = "Gotterdammerung"
}
allow = {
ROOT = {
is_special_project_completed = sp:sp_naval_underway_replenishment
}
}
path = {
leads_to_tech = sp_standard_tenshioned_replenishment_alongside_method
research_cost_coeff = 1
}
force_use_small_tech_layout = yes
is_special_project_tech = yes
xp_research_type = navy
xp_boost_cost = 75
xp_research_bonus = 1.75
research_cost = 2.0
start_year = 1938
folder = {
name = mtgnavalsupportfolder
position = { x = 1 y = 10 }
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
tp_tech
}
}
sp_standard_tenshioned_replenishment_alongside_method = {
allow = {
ROOT = {
is_special_project_completed = sp:sp_naval_underway_replenishment
}
}
underway_replenishment_range = 0.5
underway_replenishment_convoy_cost = -0.25
force_use_small_tech_layout = yes
is_special_project_tech = yes
xp_research_type = navy
xp_boost_cost = 75
xp_research_bonus = 1.5
research_cost = 2.5
start_year = 1943
folder = {
name = mtgnavalsupportfolder
position = { x = 1 y = 18 }
}
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
tp_tech
}
}
sp_naval_underway_replenishment_pick_a = {
#HIDDEN EFFECT FOR REWARD CHOICE
underway_replenishment_range = 0.2
underway_replenishment_convoy_cost = 0.1
research_cost = 1
start_year = 1940
allow = {
always = no
}
}
sp_naval_underway_replenishment_pick_b = {
#HIDDEN EFFECT FOR REWARD CHOICE
underway_replenishment_range = -0.1
underway_replenishment_convoy_cost = -0.2
research_cost = 1
start_year = 1940
allow = {
always = no
}
}
vnr_less_fuel_consumption = {
research_cost = 1

View File

@@ -432,7 +432,7 @@ equipment_modules = {
lg_attack = 3
build_cost_ic = 600
surface_visibility = 0.5
max_strength = 7.5
max_strength = 19.5
armor_value = 0.2
}
multiply_stats = {
@@ -458,7 +458,7 @@ equipment_modules = {
lg_attack = 4.5
build_cost_ic = 700
surface_visibility = 0.5
max_strength = 9
max_strength = 23.5
armor_value = 0.2
}
multiply_stats = {
@@ -484,7 +484,7 @@ equipment_modules = {
lg_attack = 6.5
build_cost_ic = 800
surface_visibility = 0.5
max_strength = 10.5
max_strength = 27.5
armor_value = 0.2
}
multiply_stats = {
@@ -510,7 +510,7 @@ equipment_modules = {
lg_attack = 8.5
build_cost_ic = 900
surface_visibility = 0.5
max_strength = 12
max_strength = 31
armor_value = 0.2
}
multiply_stats = {
@@ -535,7 +535,7 @@ equipment_modules = {
lg_attack = 2
build_cost_ic = 450
surface_visibility = 0.5
max_strength = 5
max_strength = 15.5
armor_value = 0.15
}
multiply_stats = {
@@ -561,7 +561,7 @@ equipment_modules = {
lg_attack = 3.5
build_cost_ic = 550
surface_visibility = 0.5
max_strength = 6.5
max_strength = 19
armor_value = 0.15
}
multiply_stats = {
@@ -587,7 +587,7 @@ equipment_modules = {
lg_attack = 4
build_cost_ic = 650
surface_visibility = 0.5
max_strength = 8
max_strength = 22
armor_value = 0.15
}
multiply_stats = {
@@ -613,7 +613,7 @@ equipment_modules = {
lg_attack = 5.5
build_cost_ic = 750
surface_visibility = 0.5
max_strength = 9.5
max_strength = 25
armor_value = 0.15
}
multiply_stats = {
@@ -638,7 +638,7 @@ equipment_modules = {
lg_attack = 1.5
build_cost_ic = 300
surface_visibility = 0.4
max_strength = 4
max_strength = 12
armor_value = 0.1
}
multiply_stats = {
@@ -663,7 +663,7 @@ equipment_modules = {
lg_attack = 2.5
build_cost_ic = 400
surface_visibility = 0.4
max_strength = 5
max_strength = 14
armor_value = 0.1
}
multiply_stats = {
@@ -688,7 +688,7 @@ equipment_modules = {
lg_attack = 3.5
build_cost_ic = 500
surface_visibility = 0.4
max_strength = 6
max_strength = 16.5
armor_value = 0.1
}
multiply_stats = {
@@ -713,7 +713,7 @@ equipment_modules = {
lg_attack = 4.5
build_cost_ic = 600
surface_visibility = 0.4
max_strength = 7
max_strength = 18.5
armor_value = 0.1
}
multiply_stats = {
@@ -740,11 +740,11 @@ equipment_modules = {
lg_attack = 4
build_cost_ic = 750
surface_visibility = 1
max_strength = 15
max_strength = 13
armor_value = 0.2
}
multiply_stats = {
naval_speed = -0.06
naval_speed = -0.015
}
add_average_stats = {
hg_armor_piercing = 32
@@ -772,11 +772,11 @@ equipment_modules = {
lg_attack = 6
build_cost_ic = 850
surface_visibility = 1
max_strength = 18
max_strength = 16
armor_value = 0.2
}
multiply_stats = {
naval_speed = -0.07
naval_speed = -0.02
}
add_average_stats = {
hg_armor_piercing = 36
@@ -805,11 +805,11 @@ equipment_modules = {
lg_attack = 5
build_cost_ic = 900
surface_visibility = 1
max_strength = 16
max_strength = 14
armor_value = 0.3
}
multiply_stats = {
naval_speed = -0.08
naval_speed = -0.02
}
add_average_stats = {
hg_armor_piercing = 32
@@ -837,11 +837,11 @@ equipment_modules = {
lg_attack = 7
build_cost_ic = 1000
surface_visibility = 1
max_strength = 20
max_strength = 18
armor_value = 0.3
}
multiply_stats = {
naval_speed = -0.1
naval_speed = -0.025
}
add_average_stats = {
hg_armor_piercing = 36
@@ -870,7 +870,7 @@ equipment_modules = {
lg_attack = 4
build_cost_ic = 350
naval_light_gun_hit_chance_factor = 0.005
max_strength = 4
max_strength = 14
}
multiply_stats = {
naval_speed = -0.02
@@ -893,7 +893,7 @@ equipment_modules = {
lg_attack = 5.5
build_cost_ic = 400
naval_light_gun_hit_chance_factor = 0.006
max_strength = 5.5
max_strength = 19
}
multiply_stats = {
naval_speed = -0.04
@@ -916,7 +916,7 @@ equipment_modules = {
lg_attack = 8
build_cost_ic = 450
naval_light_gun_hit_chance_factor = 0.007
max_strength = 7
max_strength = 24.5
}
multiply_stats = {
naval_speed = -0.05
@@ -938,7 +938,7 @@ equipment_modules = {
lg_attack = 11
build_cost_ic = 500
naval_light_gun_hit_chance_factor = 0.008
max_strength = 8.5
max_strength = 30
}
multiply_stats = {
naval_speed = -0.06
@@ -963,7 +963,7 @@ equipment_modules = {
lg_attack = 2.5
build_cost_ic = 250
naval_light_gun_hit_chance_factor = 0.005
max_strength = 3
max_strength = 11
}
multiply_stats = {
naval_speed = -0.015
@@ -986,7 +986,7 @@ equipment_modules = {
lg_attack = 4
build_cost_ic = 325
naval_light_gun_hit_chance_factor = 0.006
max_strength = 4.5
max_strength = 15
}
multiply_stats = {
naval_speed = -0.035
@@ -1009,7 +1009,7 @@ equipment_modules = {
lg_attack = 5
build_cost_ic = 375
naval_light_gun_hit_chance_factor = 0.007
max_strength = 6
max_strength = 20
}
multiply_stats = {
naval_speed = -0.045
@@ -1031,7 +1031,7 @@ equipment_modules = {
lg_attack = 7
build_cost_ic = 400
naval_light_gun_hit_chance_factor = 0.008
max_strength = 7.5
max_strength = 24
}
multiply_stats = {
naval_speed = -0.055
@@ -1056,7 +1056,7 @@ equipment_modules = {
lg_attack = 2
build_cost_ic = 225
naval_light_gun_hit_chance_factor = 0.001
max_strength = 2
max_strength = 8.5
}
multiply_stats = {
naval_speed = -0.015
@@ -1079,7 +1079,7 @@ equipment_modules = {
lg_attack = 3
build_cost_ic = 250
naval_light_gun_hit_chance_factor = 0.002
max_strength = 3.5
max_strength = 11.5
}
multiply_stats = {
naval_speed = -0.035
@@ -1102,7 +1102,7 @@ equipment_modules = {
lg_attack = 4
build_cost_ic = 275
naval_light_gun_hit_chance_factor = 0.003
max_strength = 5
max_strength = 15
}
multiply_stats = {
naval_speed = -0.045
@@ -1124,7 +1124,7 @@ equipment_modules = {
lg_attack = 5.5
build_cost_ic = 325
naval_light_gun_hit_chance_factor = 0.004
max_strength = 6.5
max_strength = 18
}
multiply_stats = {
naval_speed = -0.055
@@ -1148,7 +1148,7 @@ equipment_modules = {
anti_air_attack = 2
build_cost_ic = 400
naval_light_gun_hit_chance_factor = 0.007
max_strength = 8
max_strength = 28
}
multiply_stats = {
@@ -2193,7 +2193,7 @@ equipment_modules = {
naval_heavy_gun_hit_chance_factor = 0.05
naval_light_gun_hit_chance_factor = 0.05
reliability = -0.15
max_strength = 15
max_strength = 35
}
add_average_stats = {
hg_armor_piercing = 65
@@ -2213,6 +2213,7 @@ equipment_modules = {
hg_attack = 25
naval_heavy_gun_hit_chance_factor = -0.8
reliability = -0.1
max_strength = 28
}
multiply_stats = {
naval_speed = -0.1
@@ -2298,4 +2299,39 @@ equipment_modules = {
critical_parts = { damaged_heavy_guns }
}
################
## LAUNCHER ##
################
sub_missile_launcher = {
abbreviation = "sml"
category = ship_rocket
add_equipment_type = missile_launcher
allow_equipment_type = { missile ballistic_missile }
add_stats = {
build_cost_ic = 1500
reliability = -0.1
}
multiply_stats = {
sub_visibility = 0.15
}
dismantle_cost_ic = 700
}
slbm_launcher = {
abbreviation = "slb"
category = ship_nuclear_rocket
add_equipment_type = missile_launcher
allow_equipment_type = { nuclear_missile }
add_stats = {
build_cost_ic = 2000
reliability = -0.15
}
multiply_stats = {
sub_visibility = 0.2
}
dismantle_cost_ic = 1000
}
}

View File

@@ -763,7 +763,6 @@ equipment_modules = {
}
multiply_stats = {
max_strength = 0.05
sub_visibility = -0.05
}
can_convert_from = {
module_category = pressure_hull
@@ -779,7 +778,7 @@ equipment_modules = {
}
multiply_stats = {
max_strength = 0.1
sub_visibility = -0.075
sub_visibility = -0.025
}
can_convert_from = {
@@ -796,7 +795,7 @@ equipment_modules = {
}
multiply_stats = {
max_strength = 0.15
sub_visibility = -0.1
sub_visibility = -0.05
}
can_convert_from = {
module_category = pressure_hull
@@ -812,7 +811,7 @@ equipment_modules = {
}
multiply_stats = {
max_strength = 0.2
sub_visibility = -0.125
sub_visibility = -0.075
}
can_convert_from = {
module_category = pressure_hull

View File

@@ -175,11 +175,21 @@ equipment_modules = {
ship_hull_cruiser_role_cb = {
category = c_role
add_equipment_type = capital_ship
add_stats = {
max_strength = 100
}
multiply_stats = {
naval_range = 0.1
naval_speed = -0.2
build_cost_ic = 0.1
}
forbid_module_categories = {
ship_medium_battery
ship_medium_battery_double
ship_medium_battery_single
ship_light_medium_battery
ship_light_medium_battery_double
ship_light_medium_battery_single
ship_missile
ship_missile_aa
raider_kit
@@ -302,4 +312,15 @@ equipment_modules = {
ship_cruiser_heavy_armor
}
}
ship_hull_cruiser_role_mo = {
category = cds_role
add_equipment_type = capital_ship
add_stats = {
max_strength = 80
}
multiply_stats = {
build_cost_ic = 0.1
naval_range = 0.5
}
}
}

View File

@@ -405,6 +405,7 @@ equipment_modules = {
}
multiply_stats = {
sub_visibility = 0.05
naval_speed = -0.01
}
@@ -428,6 +429,7 @@ equipment_modules = {
}
multiply_stats = {
sub_visibility = 0.035
naval_speed = -0.02
}
@@ -455,6 +457,7 @@ equipment_modules = {
}
multiply_stats = {
sub_visibility = 0.02
naval_speed = -0.03
}
@@ -479,6 +482,7 @@ equipment_modules = {
}
multiply_stats = {
sub_visibility = 0.01
naval_speed = -0.04
}
@@ -748,6 +752,7 @@ equipment_modules = {
add_stats = {
build_cost_ic = 50
reliability = -0.05
}
}
ship_sub_snorkel_2 = {
@@ -761,6 +766,7 @@ equipment_modules = {
add_stats = {
build_cost_ic = 70
reliability = -0.025
}
can_convert_from = {
@@ -843,6 +849,36 @@ equipment_modules = {
}
manpower = 100
}
sub_airplane_launcher_1 = {
category = sub_airplane_launcher
add_stats = {
surface_detection = 4
naval_torpedo_hit_chance_factor = 0.01
build_cost_ic = 150
}
multiply_stats = {
naval_speed = -0.003
}
}
sub_airplane_launcher_2 = {
category = sub_airplane_launcher
parent = sub_airplane_launcher_1
add_stats = {
surface_detection = 7
naval_torpedo_hit_chance_factor = 0.02
hg_attack = 2
lg_attack = 1
build_cost_ic = 250
}
can_convert_from = {
module_category = sub_airplane_launcher
convert_cost_ic = 80
}
multiply_stats = {
naval_speed = -0.004
}
}
#################
@@ -1231,4 +1267,15 @@ equipment_modules = {
reliability = -0.05
}
}
sub_nuclear_torpedo = {
category = submarine_miscellaneous
add_stats = {
torpedo_attack = 50
naval_torpedo_hit_chance_factor = 0.015
reliability = -0.4
}
multiply_stats = {
naval_speed = -0.01
}
}
}

View File

@@ -603,6 +603,7 @@ equipments = {
derived_variant_name = carrier_equipment_cvh
year = 1944
archetype = ship_hull_carrier
model = ship_hull_super_carrier
priority = 1000
can_convert_from = { vnr_ship_hull_super_carrier }
parent = vnr_ship_hull_carrier_3

View File

@@ -216,7 +216,7 @@ equipments = {
naval_range = 2500
max_strength = 130
max_strength = 65
fuel_consumption = 20
@@ -251,6 +251,7 @@ equipments = {
}
hg_attack = 0
max_strength = 45
naval_speed = 20
reliability = 0.80
surface_visibility = 20
@@ -676,7 +677,7 @@ equipments = {
naval_range = 2200
max_strength = 100
max_strength = 50
fuel_consumption = 18
@@ -716,7 +717,7 @@ equipments = {
reliability = 0.85
build_cost_ic = 1700
naval_range = 3000
max_strength = 150
max_strength = 75
resources = {
steel = 2
}
@@ -739,7 +740,7 @@ equipments = {
naval_speed = 32
build_cost_ic = 1800
reliability = 0.90
max_strength = 165
max_strength = 85
naval_range = 4000
manpower = 1400
resources = {
@@ -766,7 +767,7 @@ equipments = {
manpower = 1600
build_cost_ic = 2000
naval_range = 4500
max_strength = 180
max_strength = 90
resources = {
steel = 3
}
@@ -881,7 +882,7 @@ equipments = {
manpower = 1800
build_cost_ic = 2500
naval_range = 5000
max_strength = 200
max_strength = 100
resources = {
steel = 3
}
@@ -1129,7 +1130,7 @@ equipments = {
naval_range = 3000
max_strength = 140
max_strength = 60
module_count_limit = {
module = ship_hull_cruiser_role_c

View File

@@ -535,7 +535,7 @@ equipments = {
year = 1944
archetype = ship_hull_heavy
model = battleship
model = ship_hull_modern_super_battleship
priority = 1500
can_convert_from = { vnr_ship_hull_heavy_5 }
parent = vnr_ship_hull_heavy_4

View File

@@ -108,7 +108,7 @@ equipments = {
surface_detection = 10
sub_detection = 0
surface_visibility = 1
sub_visibility = 27
sub_visibility = 26
naval_speed = 13
reliability = 0.60
@@ -236,7 +236,7 @@ equipments = {
fixed_ship_armor_slot = pressure_hull_3
}
sub_visibility = 20
sub_visibility = 18
naval_speed = 18
reliability = 0.75
@@ -287,7 +287,7 @@ equipments = {
fixed_ship_armor_slot = pressure_hull_4
}
sub_visibility = 18
sub_visibility = 15
naval_speed = 18
reliability = 0.80
@@ -331,7 +331,10 @@ equipments = {
sub_ship_stealth
}
}
rear_1_custom_slot = front_1_custom_slot
rear_1_custom_slot = {
required = no
allowed_module_categories = { ship_torpedo_sub ship_mine_layer_sub ship_rocket ship_nuclear_rocket }
}
rear_2_custom_slot = rear_1_custom_slot
}
@@ -343,7 +346,7 @@ equipments = {
fixed_ship_armor_slot = pressure_hull_4
}
sub_visibility = 16
sub_visibility = 11
naval_speed = 18
reliability = 1.5
@@ -387,7 +390,7 @@ equipments = {
required = no
allowed_module_categories = {
ship_torpedo_sub
ship_airplane_launcher
sub_airplane_launcher
ship_mine_layer_sub
ship_extra_fuel_tank
}
@@ -415,7 +418,7 @@ equipments = {
allowed_module_categories = {
ship_torpedo_sub
ship_mine_layer_sub
ship_airplane_launcher
sub_airplane_launcher
ship_extra_fuel_tank
}
}

View File

@@ -1,4 +1,4 @@
version="v1.14 - Sea of Stars"
version="v1.15 - Trafalgar"
tags={
"Military"
"Translation"
@@ -15,5 +15,5 @@ dependencies={
}
name="原版海军重置"
picture="thumbnail.png"
supported_version="1.14.*"
supported_version="1.15.*"
remote_file_id="2993772482"

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@@ -2638,7 +2638,6 @@ guiTypes = {
position = { x=245 y=73 }
quadTextureSprite = "GFX_carrier_airwing_comp_button"
clicksound = click_default
pdx_tooltip = CARRIER_AIR_WING_COMPOSITION_TITLE
}
instantTextboxType = {

File diff suppressed because it is too large Load Diff

View File

@@ -172,7 +172,7 @@ guiTypes = {
#### MODULE: Airplane Launcher ####
containerWindowType = {
name = "ship_airplane_launcher"
name = "sub_airplane_launcher"
position = { x=0 y=0 }
size = { width=100% height=100% }
@@ -184,7 +184,7 @@ guiTypes = {
}
containerWindowType = {
name = "ship_airplane_launcher@highlight"
name = "sub_airplane_launcher@highlight"
position = { x=0 y=0 }
size = { width=100% height=100% }
@@ -386,7 +386,7 @@ guiTypes = {
}
#### MODULE: Airplane Launcher ####
containerWindowType = {
name = "ship_airplane_launcher"
name = "sub_airplane_launcher"
position = { x=0 y=0 }
size = { width=100% height=100% }
@@ -398,7 +398,7 @@ guiTypes = {
}
containerWindowType = {
name = "ship_airplane_launcher@highlight"
name = "sub_airplane_launcher@highlight"
position = { x=0 y=0 }
size = { width=100% height=100% }

View File

@@ -377,6 +377,20 @@ guiTypes = {
clicksound = click_default
}
buttonType = {
position = { x=244 y=@nv_tb_btn_y }
name = "btn_base_underway_replenishment"
spriteType = "GFX_NV_btn_base_partial_toggle"
clicksound = click_default
}
iconType = {
name = "btn_underway_replenishment"
position = {x=244 y=@nv_tb_btn_y}
spriteType = "GFX_NV_btn_underway_replenishment"
alwaystransparent = yes
}
buttonType = {
name = "btn_upgrade"
position = {x=274 y=@nv_tb_btn_y}
@@ -957,7 +971,7 @@ guiTypes = {
position = { x=60 y=38 }
text = "I DO THAT"
font = "hoi_16mbs"
maxWidth = 299
maxWidth = 269
maxHeight = 40
format = left
fixedsize = yes
@@ -984,6 +998,13 @@ guiTypes = {
frame = 1
}
iconType = {
name = "underway_replenishment_icon"
position = {x=330 y=43}
spriteType = "GFX_NV_btn_underway_replenishment"
frame = 1
}
iconType = {
name = "fuel_stocks_icon"
position = {x=355 y=47}

View File

@@ -696,4 +696,27 @@ spriteTypes = {
name = "GFX_luneburg_lens_medium"
textureFile = "gfx/interface/technologies/navy_techtree/luneburg_lens.png"
}
### special projects
spriteType = {
name = "GFX_sp_battlecarrier"
textureFile = "gfx/interface/special_project/project_icons/sp_battlecarrier.png"
}
spriteType = {
name = "GFX_sp_nuclear_torpedo"
textureFile = "gfx/interface/special_project/project_icons/sp_naval_nuclear_torpedo.dds"
}
spriteType = {
name = "GFX_sp_vt_shell"
textureFile = "gfx/interface/special_project/project_icons/sp_naval_proximity_fuze.dds"
}
spriteType = {
name = "GFX_sp_super_heavy_guns"
textureFile = "gfx/interface/special_project/project_icons/sp_super_heavy_guns.png"
}
spriteType = {
name = "GFX_sp_subcarrier"
textureFile = "gfx/interface/special_project/project_icons/sp_subcarrier.png"
}
}

View File

@@ -875,6 +875,10 @@ spriteTypes = {
name = "GFX_SMI_ship_hull_cruiser_role_pc"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_hull_cruiser_role_pc.png"
}
spriteType = {
name = "GFX_SMI_ship_hull_cruiser_role_mo"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_hull_cruiser_role_mo.png"
}
## scheme & TDS
spriteType = {
@@ -1368,4 +1372,17 @@ spriteTypes = {
name = "GFX_SMI_ship_radar_finder"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_radar_finder.png"
}
spriteType = {
name = "GFX_SMI_sub_nuclear_torpedo"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/sub_nuclear_torpedo.png"
}
spriteType = {
name = "GFX_SMI_sub_airplane_launcher_1"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/sub_airplane_launcher_1.png"
}
spriteType = {
name = "GFX_SMI_sub_airplane_launcher_2"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/sub_airplane_launcher_2.png"
}
}

View File

@@ -89,8 +89,8 @@
vnr_ship_hull_torpedo_cruiser_desc: "以拆除一些主炮和防空炮为代价,搭载着大量鱼雷发射管的轻巡洋舰。"
ship_hull_civilian: "辅助船"
ocean_liner_equipment: "远洋客轮"
ocean_liner_equipment_desc: "私营企业或个人所有的远洋客轮,主要用于跨海或跨洋航线。"
ocean_liner_equipment_desc: "私营企业或个人所有的远洋客轮,主要用于跨海或跨洋航线。客轮可以作为一种应急的浮动港使用。"
ocean_liner: "远洋客轮"
ocean_liner_desc: "私营企业或个人所有的远洋客轮,主要用于跨海或跨洋航线。"
ocean_liner_desc: "私营企业或个人所有的远洋客轮,主要用于跨海或跨洋航线。客轮可以作为一种应急的浮动港使用。"
vnr_ship_hull_merchant_carrier: "商船航母"
vnr_ship_hull_merchant_carrier_desc: "商船航母是一种特殊的航空母舰,通常是在谷物运输船或油轮的船壳上增加一条全通甲板改装而成的,其可以支持反潜飞机的起降,并作为商船队的护卫使用。"

View File

@@ -58,3 +58,5 @@
naval_lore_desc_1_ast: "作为澳大利亚的前身过去的澳大利亚联邦由六个互相独立的殖民地组成。紧随着澳大利亚联邦的正式独立联邦海军于1901年3月1日成立它也继承了过去各个殖民地单独的海军力量和资产这其中包括了新南威尔士、维多利亚、昆士兰、西澳大利亚、南澳大利亚和塔斯马尼亚。在成立之初澳大利亚海军的地位尚不明确在1910年之前关于这支海军究竟该承担何种职责的争论从未停止英国海军部认为应当将其纳入自己的直接控制下作为皇家海军在亚太地区战略的一部分不过澳大利亚政府显然不愿意为宗主负担太多的责任他们坚持应当在海军的发展和指挥中发挥主导作用。最终双方达成了妥协对澳大利亚海军地位的决定考量了双方的态度其将会负责本土防御但在必要时候也会成为皇家海军旗下的一支舰队。1911年乔治五世国王正式为其授予皇家海军的头衔。\n\n到了1914年世界大战爆发的时候澳大利亚皇家海军共拥有16艘各式舰艇包括了旗舰澳大利亚号战列巡洋舰以及一队轻巡洋舰。在战争中这支舰队参与了欧洲和亚太的多场战斗并多有战功。1914年11月的科科斯海战是澳大利亚历史上的第一次海战胜利。由约翰·格洛索普上校指挥的悉尼号巡洋舰在对迪雷克申岛通讯站进行炮击的行动中遭遇了德国巡洋舰埃姆登号并最终击沉了它。在此之前埃姆登号已经是德国在东南亚地区仅剩的巡洋舰并且多次袭击协约国商船澳大利亚海军此次的战果也被这个国家所铭记。在英国海军部的协调下澳大利亚海军主力在开战后不久便被纳入大舰队被调往英国本土并接受皇家海军的直接指挥。澳大利亚号此时已成为第二战列巡洋舰分队的旗舰不过就在日德兰海战之前它在19196年4月21日的一次任务中与姊妹舰新西兰号相撞导致其最终错过了战斗。从此之后直到战争结束澳大利亚号主要的行动都是训练和巡逻。\n\n协约国与德国签署停火协议后其中有一条条款要求德国公海舰队必须前往斯卡帕湾接受扣押等待和会做出最终裁决。1918年11月21日德国公海舰队剩余的舰船全部出发穿越北海在公海上等到了前来接管的大舰队而澳大利亚号正是港区分队的旗舰。德国战巡兴登堡号在澳大利亚号的伴随下驶入斯卡帕湾在之后的日子里后者成为了兴登堡号的看守舰并在1918年末至1919年初继续担任看守舰队的一员主要的活动范围都在斯卡帕湾和北海。\n\n到世界大战结束之时超过六万澳大利亚男女在战火中丧生这不仅在自治领的历史上留下了一条深重的伤疤也为堪培拉与伦敦的关系蒙上了阴影。随着战后经济危机的冲击澳大利亚皇家海军此时决定缩编。"
naval_lore_desc_2_ast: "1922年华盛顿海军条约的签订标志着澳大利亚国防政策的转向。有了条约的约束各国都放弃了继续海军军备竞赛来自最大假想敌日本的威胁也随之被削弱日本进一步干涉南太平洋地区的军事和政治基础都受到了重大打击。不过尽管如此由于澳大利亚皇家海军被视为英国皇家海军的一部分他们的总吨位也会被纳入英国份额的计算因此在伦敦和条约的要求下澳大利亚开始裁撤为数不多的海军舰船。\n\n在控制主力舰总吨位的背景下澳大利亚号成为了皇家海军众多等待着裁撤的战列巡洋舰之一这艘海军旗舰曾是澳大利亚的象征如今却正在步入暮年。考虑到英国海军部已经拒绝继续提供对澳大利亚号船体和火炮的维护等支持澳大利亚当局自然也对自费维护这艘战舰失去了兴趣。为此澳大利亚海军司令部与英国海军部就利用澳大利亚号作为靶舰击沉的问题进行了接洽这种安排背后的原因在于为澳大利亚的财政省去一笔拆除军舰的费用不过战后大量退役的军舰已经挤占了皇家海军的靶舰清单因此这一提议被海军部拒绝了。之后澳大利亚政府决定拆除澳大利亚号仪式原定于1924年的澳新军团日举行这也是澳大利亚自治领自战后以来最为重要的国民节日选择这一天凿沉澳大利亚号也显示出它在国民心中的地位但最终被提前到4月12日如此一来访问澳洲的帝国巡游舰队也能一同参加仪式。失去澳大利亚号标志着澳大利亚海军进入了一段衰退期。\n\n在二十年代澳大利亚从英国订购了几艘新型战舰其中包括了两艘重型巡洋舰分别是继承了前者舰名的澳大利亚号和堪培拉号。二者都基于英国的肯特级设计是郡级巡洋舰的第一个批次。除此之外澳大利亚海军退役了一些过时的军舰并在大萧条期间始终将舰队规模保持在财政可负担的范围内。\n\n但是随着日本在三十年代逐渐试图从条约的限制中抽离澳大利亚皇家海军的处境愈发困难。虽然其仍然在亚太地区拥有一支不可小觑的海军力量但是澳大利亚显然无法在日渐紧张的局势中独善其身尤其在此时伦敦对远东提供海军保护的承诺正在一天天地动摇。"
show_intro_panel: "显示玩法介绍板"
add_km_never_built_blueprints: "重修帝国时期的舰艇设计"
add_km_never_built_blueprints_desc: "德意志帝国海军曾经拥有足以匹敌皇家海军的实力,我们仍然可以从过去的舰船设计上学到很多。"

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@@ -4,7 +4,7 @@
navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv1.14星辰大海”§!\n\n§C重要新增§!\n\n-新船体:商船航母,远洋客轮(作为一种浮港)\n-增加了15个全新的海军军官团精神\n\n§C更新§!\n\n-实现最大屏卫效率的屏卫/主力比例由3下调至2\n-增加了在战时将运输船和远洋客轮改装为航母的决议\n-低阵位会带来更高的惩罚\n-冷战轻型船体现在有一个额外的杂项槽\n-为所有海军科技添加了naval_equipment的tag现在都可以享受海军科技加速的效果\n-德国AI在战前会建造更多潜艇\n-为美国、英国、德国和日本添加开局海军精神\n-加强鱼雷的命中率\n-基础鱼雷现在自带5%的屏卫穿透\n-航母的民用材料组件现在有高昂的拆除费用\n-带装甲巡洋舰角色的岸防舰艇现在可以安装大型巡洋舰装甲\n-德国的主力舰现在自带轻弹\n-为美国添加一个岸防舰图标\n-运输船图标替换为海军重置风格\n\n§C修复§!\n\n-修复N3因为引擎错误不能建造的问题\n-修复航母甲板的可以被击伤多次的问题,虽然游戏内无法触发\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_1_content: "§Hv1.15特拉法尔加”§!\n\n§C重要新增§!\n\n-兼容原版1.15更新和新dlc\n-海军特殊项目航空战列舰潜水航母核鱼雷vt弹超重舰炮中途补给导弹潜艇核导弹潜艇\n-重新平衡巡洋舰和相关模块的HP加成效果\n-新角色:岸防战列舰\n\n§C更新§!\n\n-减少探测带来的阵位加成\n-降低潜艇的基础可见度,减可见度的模块效果削弱\n-重做所有装甲钢处理科技的图标\n-为蒸汽弹射器更换图标\n-为近海行动学说更换图标\n-潜望镜科技需要父科技完成才能研究\n-为德国添加获取一战设计的决议\n-超级航母现在使用新dlc提供的模型\n-现代战列舰现在使用新dlc提供的模型\n\n§C修复§!\n\n-远洋客轮添加一条关于其作用的提示\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为100%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害60%到75%为45%伤害50%到60%为35%伤害30%到50%为20%伤害10%到30%为10%伤害低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多50%的阵位奖励。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东方21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"

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@@ -1046,3 +1046,13 @@
ship_radar_finder: "无线电方位探测装置"
ship_radar_finder_short: "雷达源定位装置"
ship_radar_finder_desc: "一套用于定位测距无线电源的设备。"
ship_hull_cruiser_role_mo: "岸防战列舰角色"
ship_hull_cruiser_role_mo_short: "岸防战列舰"
ship_hull_cruiser_role_mo_desc: "使用中到大口径舰炮的岸防舰。"
EQ_MOD_CAT_sub_airplane_launcher_TITLE: "飞机设施"
sub_airplane_launcher_1: "水上飞机弹射器"
sub_airplane_launcher_1_desc: "一个潜艇专用的小型飞机弹射器可以把一架小型侦察机送上天。"
sub_airplane_launcher_2: "改进型水上飞机弹射器"
sub_airplane_launcher_2_desc: "改进过的弹射装置可以让潜艇弹射更大的、航程更远航速更快的飞机。"
sub_nuclear_torpedo: "核鱼雷"
sub_nuclear_torpedo_desc: "装有核战斗部的鱼雷。"

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@@ -54,3 +54,13 @@
wartime_liner_conversion: "护航航母改装"
wartime_liner_conversion_desc: "海军可以向私营企业购买一艘远洋客轮并将其改装为航空母舰。"
wartime_carrier_conversion_tt_2: "§G一艘航母将在三个月内改装完成。§!\n\n§Y完成护航航母研究。§!\n"
sp_battlecarrier: "航空战列舰"
sp_battlecarrier_desc: "航空战列舰是一种兼具战列舰和航空母舰特点的混合型军舰。在多个重视两种船舶类型的国家中都有相关的海军专家提出过这种构想。"
sp_subcarrier: "潜水航母"
sp_subcarrier_desc: "潜水航母事实上是一种能够弹射飞机的大型潜艇。虽然其装载的飞机更小更轻,但是在潜艇狭小的空间内仍然很难容纳飞机,因此它们的载机量通常只有二到三架。"
sp_nuclear_torpedo: "核鱼雷"
sp_nuclear_torpedo_desc: "水下核爆炸对水面舰艇和潜艇都是极为致命的。通过加装微型核弹头,这种鱼雷将成为潜艇上最强大的武器。"
sp_vt_shell: "近炸引信"
sp_vt_shell_desc: "近炸引信是一种以无线电发射器进行制导的装置,可以在接近目标时爆炸。其对于高速移动的物体有着更好的命中效率。"
sp_super_heavy_guns: "超大口径舰炮"
sp_super_heavy_guns_desc: "超大口径舰炮是一种口径达到甚至超过18寸约460mm的重型火炮。"

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@@ -89,8 +89,8 @@
vnr_ship_hull_torpedo_cruiser_desc: "以拆除一些主炮和防空炮为代价,搭载着大量鱼雷发射管的轻巡洋舰。"
ship_hull_civilian: "辅助船"
ocean_liner_equipment: "远洋客轮"
ocean_liner_equipment_desc: "私营企业或个人所有的远洋客轮,主要用于跨海或跨洋航线。"
ocean_liner_equipment_desc: "私营企业或个人所有的远洋客轮,主要用于跨海或跨洋航线。客轮可以作为一种应急的浮动港使用。"
ocean_liner: "远洋客轮"
ocean_liner_desc: "私营企业或个人所有的远洋客轮,主要用于跨海或跨洋航线。"
ocean_liner_desc: "私营企业或个人所有的远洋客轮,主要用于跨海或跨洋航线。客轮可以作为一种应急的浮动港使用。"
vnr_ship_hull_merchant_carrier: "商船航母"
vnr_ship_hull_merchant_carrier_desc: "商船航母是一种特殊的航空母舰,通常是在谷物运输船或油轮的船壳上增加一条全通甲板改装而成的,其可以支持反潜飞机的起降,并作为商船队的护卫使用。"

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@@ -58,3 +58,5 @@
naval_lore_desc_1_ast: "作为澳大利亚的前身过去的澳大利亚联邦由六个互相独立的殖民地组成。紧随着澳大利亚联邦的正式独立联邦海军于1901年3月1日成立它也继承了过去各个殖民地单独的海军力量和资产这其中包括了新南威尔士、维多利亚、昆士兰、西澳大利亚、南澳大利亚和塔斯马尼亚。在成立之初澳大利亚海军的地位尚不明确在1910年之前关于这支海军究竟该承担何种职责的争论从未停止英国海军部认为应当将其纳入自己的直接控制下作为皇家海军在亚太地区战略的一部分不过澳大利亚政府显然不愿意为宗主负担太多的责任他们坚持应当在海军的发展和指挥中发挥主导作用。最终双方达成了妥协对澳大利亚海军地位的决定考量了双方的态度其将会负责本土防御但在必要时候也会成为皇家海军旗下的一支舰队。1911年乔治五世国王正式为其授予皇家海军的头衔。\n\n到了1914年世界大战爆发的时候澳大利亚皇家海军共拥有16艘各式舰艇包括了旗舰澳大利亚号战列巡洋舰以及一队轻巡洋舰。在战争中这支舰队参与了欧洲和亚太的多场战斗并多有战功。1914年11月的科科斯海战是澳大利亚历史上的第一次海战胜利。由约翰·格洛索普上校指挥的悉尼号巡洋舰在对迪雷克申岛通讯站进行炮击的行动中遭遇了德国巡洋舰埃姆登号并最终击沉了它。在此之前埃姆登号已经是德国在东南亚地区仅剩的巡洋舰并且多次袭击协约国商船澳大利亚海军此次的战果也被这个国家所铭记。在英国海军部的协调下澳大利亚海军主力在开战后不久便被纳入大舰队被调往英国本土并接受皇家海军的直接指挥。澳大利亚号此时已成为第二战列巡洋舰分队的旗舰不过就在日德兰海战之前它在19196年4月21日的一次任务中与姊妹舰新西兰号相撞导致其最终错过了战斗。从此之后直到战争结束澳大利亚号主要的行动都是训练和巡逻。\n\n协约国与德国签署停火协议后其中有一条条款要求德国公海舰队必须前往斯卡帕湾接受扣押等待和会做出最终裁决。1918年11月21日德国公海舰队剩余的舰船全部出发穿越北海在公海上等到了前来接管的大舰队而澳大利亚号正是港区分队的旗舰。德国战巡兴登堡号在澳大利亚号的伴随下驶入斯卡帕湾在之后的日子里后者成为了兴登堡号的看守舰并在1918年末至1919年初继续担任看守舰队的一员主要的活动范围都在斯卡帕湾和北海。\n\n到世界大战结束之时超过六万澳大利亚男女在战火中丧生这不仅在自治领的历史上留下了一条深重的伤疤也为堪培拉与伦敦的关系蒙上了阴影。随着战后经济危机的冲击澳大利亚皇家海军此时决定缩编。"
naval_lore_desc_2_ast: "1922年华盛顿海军条约的签订标志着澳大利亚国防政策的转向。有了条约的约束各国都放弃了继续海军军备竞赛来自最大假想敌日本的威胁也随之被削弱日本进一步干涉南太平洋地区的军事和政治基础都受到了重大打击。不过尽管如此由于澳大利亚皇家海军被视为英国皇家海军的一部分他们的总吨位也会被纳入英国份额的计算因此在伦敦和条约的要求下澳大利亚开始裁撤为数不多的海军舰船。\n\n在控制主力舰总吨位的背景下澳大利亚号成为了皇家海军众多等待着裁撤的战列巡洋舰之一这艘海军旗舰曾是澳大利亚的象征如今却正在步入暮年。考虑到英国海军部已经拒绝继续提供对澳大利亚号船体和火炮的维护等支持澳大利亚当局自然也对自费维护这艘战舰失去了兴趣。为此澳大利亚海军司令部与英国海军部就利用澳大利亚号作为靶舰击沉的问题进行了接洽这种安排背后的原因在于为澳大利亚的财政省去一笔拆除军舰的费用不过战后大量退役的军舰已经挤占了皇家海军的靶舰清单因此这一提议被海军部拒绝了。之后澳大利亚政府决定拆除澳大利亚号仪式原定于1924年的澳新军团日举行这也是澳大利亚自治领自战后以来最为重要的国民节日选择这一天凿沉澳大利亚号也显示出它在国民心中的地位但最终被提前到4月12日如此一来访问澳洲的帝国巡游舰队也能一同参加仪式。失去澳大利亚号标志着澳大利亚海军进入了一段衰退期。\n\n在二十年代澳大利亚从英国订购了几艘新型战舰其中包括了两艘重型巡洋舰分别是继承了前者舰名的澳大利亚号和堪培拉号。二者都基于英国的肯特级设计是郡级巡洋舰的第一个批次。除此之外澳大利亚海军退役了一些过时的军舰并在大萧条期间始终将舰队规模保持在财政可负担的范围内。\n\n但是随着日本在三十年代逐渐试图从条约的限制中抽离澳大利亚皇家海军的处境愈发困难。虽然其仍然在亚太地区拥有一支不可小觑的海军力量但是澳大利亚显然无法在日渐紧张的局势中独善其身尤其在此时伦敦对远东提供海军保护的承诺正在一天天地动摇。"
show_intro_panel: "显示玩法介绍板"
add_km_never_built_blueprints: "重修帝国时期的舰艇设计"
add_km_never_built_blueprints_desc: "德意志帝国海军曾经拥有足以匹敌皇家海军的实力,我们仍然可以从过去的舰船设计上学到很多。"

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navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv1.14星辰大海”§!\n\n§C重要新增§!\n\n-新船体:商船航母,远洋客轮(作为一种浮港)\n-增加了15个全新的海军军官团精神\n\n§C更新§!\n\n-实现最大屏卫效率的屏卫/主力比例由3下调至2\n-增加了在战时将运输船和远洋客轮改装为航母的决议\n-低阵位会带来更高的惩罚\n-冷战轻型船体现在有一个额外的杂项槽\n-为所有海军科技添加了naval_equipment的tag现在都可以享受海军科技加速的效果\n-德国AI在战前会建造更多潜艇\n-为美国、英国、德国和日本添加开局海军精神\n-加强鱼雷的命中率\n-基础鱼雷现在自带5%的屏卫穿透\n-航母的民用材料组件现在有高昂的拆除费用\n-带装甲巡洋舰角色的岸防舰艇现在可以安装大型巡洋舰装甲\n-德国的主力舰现在自带轻弹\n-为美国添加一个岸防舰图标\n-运输船图标替换为海军重置风格\n\n§C修复§!\n\n-修复N3因为引擎错误不能建造的问题\n-修复航母甲板的可以被击伤多次的问题,虽然游戏内无法触发\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_1_content: "§Hv1.15特拉法尔加”§!\n\n§C重要新增§!\n\n-兼容原版1.15更新和新dlc\n-海军特殊项目航空战列舰潜水航母核鱼雷vt弹超重舰炮中途补给导弹潜艇核导弹潜艇\n-重新平衡巡洋舰和相关模块的HP加成效果\n-新角色:岸防战列舰\n\n§C更新§!\n\n-减少探测带来的阵位加成\n-降低潜艇的基础可见度,减可见度的模块效果削弱\n-重做所有装甲钢处理科技的图标\n-为蒸汽弹射器更换图标\n-为近海行动学说更换图标\n-潜望镜科技需要父科技完成才能研究\n-为德国添加获取一战设计的决议\n-超级航母现在使用新dlc提供的模型\n-现代战列舰现在使用新dlc提供的模型\n\n§C修复§!\n\n-远洋客轮添加一条关于其作用的提示\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为100%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害60%到75%为45%伤害50%到60%为35%伤害30%到50%为20%伤害10%到30%为10%伤害低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多50%的阵位奖励。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东方21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"

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@@ -1046,3 +1046,13 @@
ship_radar_finder: "无线电方位探测装置"
ship_radar_finder_short: "雷达源定位装置"
ship_radar_finder_desc: "一套用于定位测距无线电源的设备。"
ship_hull_cruiser_role_mo: "岸防战列舰角色"
ship_hull_cruiser_role_mo_short: "岸防战列舰"
ship_hull_cruiser_role_mo_desc: "使用中到大口径舰炮的岸防舰。"
EQ_MOD_CAT_sub_airplane_launcher_TITLE: "飞机设施"
sub_airplane_launcher_1: "水上飞机弹射器"
sub_airplane_launcher_1_desc: "一个潜艇专用的小型飞机弹射器可以把一架小型侦察机送上天。"
sub_airplane_launcher_2: "改进型水上飞机弹射器"
sub_airplane_launcher_2_desc: "改进过的弹射装置可以让潜艇弹射更大的、航程更远航速更快的飞机。"
sub_nuclear_torpedo: "核鱼雷"
sub_nuclear_torpedo_desc: "装有核战斗部的鱼雷。"

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wartime_liner_conversion: "护航航母改装"
wartime_liner_conversion_desc: "海军可以向私营企业购买一艘远洋客轮并将其改装为航空母舰。"
wartime_carrier_conversion_tt_2: "§G一艘航母将在三个月内改装完成。§!\n\n§Y完成护航航母研究。§!\n"
sp_battlecarrier: "航空战列舰"
sp_battlecarrier_desc: "航空战列舰是一种兼具战列舰和航空母舰特点的混合型军舰。在多个重视两种船舶类型的国家中都有相关的海军专家提出过这种构想。"
sp_subcarrier: "潜水航母"
sp_subcarrier_desc: "潜水航母事实上是一种能够弹射飞机的大型潜艇。虽然其装载的飞机更小更轻,但是在潜艇狭小的空间内仍然很难容纳飞机,因此它们的载机量通常只有二到三架。"
sp_nuclear_torpedo: "核鱼雷"
sp_nuclear_torpedo_desc: "水下核爆炸对水面舰艇和潜艇都是极为致命的。通过加装微型核弹头,这种鱼雷将成为潜艇上最强大的武器。"
sp_vt_shell: "近炸引信"
sp_vt_shell_desc: "近炸引信是一种以无线电发射器进行制导的装置,可以在接近目标时爆炸。其对于高速移动的物体有着更好的命中效率。"
sp_super_heavy_guns: "超大口径舰炮"
sp_super_heavy_guns_desc: "超大口径舰炮是一种口径达到甚至超过18寸约460mm的重型火炮。"

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@@ -89,8 +89,8 @@
vnr_ship_hull_torpedo_cruiser_desc: "以拆除一些主炮和防空炮为代价,搭载着大量鱼雷发射管的轻巡洋舰。"
ship_hull_civilian: "辅助船"
ocean_liner_equipment: "远洋客轮"
ocean_liner_equipment_desc: "私营企业或个人所有的远洋客轮,主要用于跨海或跨洋航线。"
ocean_liner_equipment_desc: "私营企业或个人所有的远洋客轮,主要用于跨海或跨洋航线。客轮可以作为一种应急的浮动港使用。"
ocean_liner: "远洋客轮"
ocean_liner_desc: "私营企业或个人所有的远洋客轮,主要用于跨海或跨洋航线。"
ocean_liner_desc: "私营企业或个人所有的远洋客轮,主要用于跨海或跨洋航线。客轮可以作为一种应急的浮动港使用。"
vnr_ship_hull_merchant_carrier: "商船航母"
vnr_ship_hull_merchant_carrier_desc: "商船航母是一种特殊的航空母舰,通常是在谷物运输船或油轮的船壳上增加一条全通甲板改装而成的,其可以支持反潜飞机的起降,并作为商船队的护卫使用。"

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@@ -58,3 +58,5 @@
naval_lore_desc_1_ast: "作为澳大利亚的前身过去的澳大利亚联邦由六个互相独立的殖民地组成。紧随着澳大利亚联邦的正式独立联邦海军于1901年3月1日成立它也继承了过去各个殖民地单独的海军力量和资产这其中包括了新南威尔士、维多利亚、昆士兰、西澳大利亚、南澳大利亚和塔斯马尼亚。在成立之初澳大利亚海军的地位尚不明确在1910年之前关于这支海军究竟该承担何种职责的争论从未停止英国海军部认为应当将其纳入自己的直接控制下作为皇家海军在亚太地区战略的一部分不过澳大利亚政府显然不愿意为宗主负担太多的责任他们坚持应当在海军的发展和指挥中发挥主导作用。最终双方达成了妥协对澳大利亚海军地位的决定考量了双方的态度其将会负责本土防御但在必要时候也会成为皇家海军旗下的一支舰队。1911年乔治五世国王正式为其授予皇家海军的头衔。\n\n到了1914年世界大战爆发的时候澳大利亚皇家海军共拥有16艘各式舰艇包括了旗舰澳大利亚号战列巡洋舰以及一队轻巡洋舰。在战争中这支舰队参与了欧洲和亚太的多场战斗并多有战功。1914年11月的科科斯海战是澳大利亚历史上的第一次海战胜利。由约翰·格洛索普上校指挥的悉尼号巡洋舰在对迪雷克申岛通讯站进行炮击的行动中遭遇了德国巡洋舰埃姆登号并最终击沉了它。在此之前埃姆登号已经是德国在东南亚地区仅剩的巡洋舰并且多次袭击协约国商船澳大利亚海军此次的战果也被这个国家所铭记。在英国海军部的协调下澳大利亚海军主力在开战后不久便被纳入大舰队被调往英国本土并接受皇家海军的直接指挥。澳大利亚号此时已成为第二战列巡洋舰分队的旗舰不过就在日德兰海战之前它在19196年4月21日的一次任务中与姊妹舰新西兰号相撞导致其最终错过了战斗。从此之后直到战争结束澳大利亚号主要的行动都是训练和巡逻。\n\n协约国与德国签署停火协议后其中有一条条款要求德国公海舰队必须前往斯卡帕湾接受扣押等待和会做出最终裁决。1918年11月21日德国公海舰队剩余的舰船全部出发穿越北海在公海上等到了前来接管的大舰队而澳大利亚号正是港区分队的旗舰。德国战巡兴登堡号在澳大利亚号的伴随下驶入斯卡帕湾在之后的日子里后者成为了兴登堡号的看守舰并在1918年末至1919年初继续担任看守舰队的一员主要的活动范围都在斯卡帕湾和北海。\n\n到世界大战结束之时超过六万澳大利亚男女在战火中丧生这不仅在自治领的历史上留下了一条深重的伤疤也为堪培拉与伦敦的关系蒙上了阴影。随着战后经济危机的冲击澳大利亚皇家海军此时决定缩编。"
naval_lore_desc_2_ast: "1922年华盛顿海军条约的签订标志着澳大利亚国防政策的转向。有了条约的约束各国都放弃了继续海军军备竞赛来自最大假想敌日本的威胁也随之被削弱日本进一步干涉南太平洋地区的军事和政治基础都受到了重大打击。不过尽管如此由于澳大利亚皇家海军被视为英国皇家海军的一部分他们的总吨位也会被纳入英国份额的计算因此在伦敦和条约的要求下澳大利亚开始裁撤为数不多的海军舰船。\n\n在控制主力舰总吨位的背景下澳大利亚号成为了皇家海军众多等待着裁撤的战列巡洋舰之一这艘海军旗舰曾是澳大利亚的象征如今却正在步入暮年。考虑到英国海军部已经拒绝继续提供对澳大利亚号船体和火炮的维护等支持澳大利亚当局自然也对自费维护这艘战舰失去了兴趣。为此澳大利亚海军司令部与英国海军部就利用澳大利亚号作为靶舰击沉的问题进行了接洽这种安排背后的原因在于为澳大利亚的财政省去一笔拆除军舰的费用不过战后大量退役的军舰已经挤占了皇家海军的靶舰清单因此这一提议被海军部拒绝了。之后澳大利亚政府决定拆除澳大利亚号仪式原定于1924年的澳新军团日举行这也是澳大利亚自治领自战后以来最为重要的国民节日选择这一天凿沉澳大利亚号也显示出它在国民心中的地位但最终被提前到4月12日如此一来访问澳洲的帝国巡游舰队也能一同参加仪式。失去澳大利亚号标志着澳大利亚海军进入了一段衰退期。\n\n在二十年代澳大利亚从英国订购了几艘新型战舰其中包括了两艘重型巡洋舰分别是继承了前者舰名的澳大利亚号和堪培拉号。二者都基于英国的肯特级设计是郡级巡洋舰的第一个批次。除此之外澳大利亚海军退役了一些过时的军舰并在大萧条期间始终将舰队规模保持在财政可负担的范围内。\n\n但是随着日本在三十年代逐渐试图从条约的限制中抽离澳大利亚皇家海军的处境愈发困难。虽然其仍然在亚太地区拥有一支不可小觑的海军力量但是澳大利亚显然无法在日渐紧张的局势中独善其身尤其在此时伦敦对远东提供海军保护的承诺正在一天天地动摇。"
show_intro_panel: "显示玩法介绍板"
add_km_never_built_blueprints: "重修帝国时期的舰艇设计"
add_km_never_built_blueprints_desc: "德意志帝国海军曾经拥有足以匹敌皇家海军的实力,我们仍然可以从过去的舰船设计上学到很多。"

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navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv1.14星辰大海”§!\n\n§C重要新增§!\n\n-新船体:商船航母,远洋客轮(作为一种浮港)\n-增加了15个全新的海军军官团精神\n\n§C更新§!\n\n-实现最大屏卫效率的屏卫/主力比例由3下调至2\n-增加了在战时将运输船和远洋客轮改装为航母的决议\n-低阵位会带来更高的惩罚\n-冷战轻型船体现在有一个额外的杂项槽\n-为所有海军科技添加了naval_equipment的tag现在都可以享受海军科技加速的效果\n-德国AI在战前会建造更多潜艇\n-为美国、英国、德国和日本添加开局海军精神\n-加强鱼雷的命中率\n-基础鱼雷现在自带5%的屏卫穿透\n-航母的民用材料组件现在有高昂的拆除费用\n-带装甲巡洋舰角色的岸防舰艇现在可以安装大型巡洋舰装甲\n-德国的主力舰现在自带轻弹\n-为美国添加一个岸防舰图标\n-运输船图标替换为海军重置风格\n\n§C修复§!\n\n-修复N3因为引擎错误不能建造的问题\n-修复航母甲板的可以被击伤多次的问题,虽然游戏内无法触发\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_1_content: "§Hv1.15特拉法尔加”§!\n\n§C重要新增§!\n\n-兼容原版1.15更新和新dlc\n-海军特殊项目航空战列舰潜水航母核鱼雷vt弹超重舰炮中途补给导弹潜艇核导弹潜艇\n-重新平衡巡洋舰和相关模块的HP加成效果\n-新角色:岸防战列舰\n\n§C更新§!\n\n-减少探测带来的阵位加成\n-降低潜艇的基础可见度,减可见度的模块效果削弱\n-重做所有装甲钢处理科技的图标\n-为蒸汽弹射器更换图标\n-为近海行动学说更换图标\n-潜望镜科技需要父科技完成才能研究\n-为德国添加获取一战设计的决议\n-超级航母现在使用新dlc提供的模型\n-现代战列舰现在使用新dlc提供的模型\n\n§C修复§!\n\n-远洋客轮添加一条关于其作用的提示\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为100%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害60%到75%为45%伤害50%到60%为35%伤害30%到50%为20%伤害10%到30%为10%伤害低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多50%的阵位奖励。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东方21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"

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@@ -1046,3 +1046,13 @@
ship_radar_finder: "无线电方位探测装置"
ship_radar_finder_short: "雷达源定位装置"
ship_radar_finder_desc: "一套用于定位测距无线电源的设备。"
ship_hull_cruiser_role_mo: "岸防战列舰角色"
ship_hull_cruiser_role_mo_short: "岸防战列舰"
ship_hull_cruiser_role_mo_desc: "使用中到大口径舰炮的岸防舰。"
EQ_MOD_CAT_sub_airplane_launcher_TITLE: "飞机设施"
sub_airplane_launcher_1: "水上飞机弹射器"
sub_airplane_launcher_1_desc: "一个潜艇专用的小型飞机弹射器可以把一架小型侦察机送上天。"
sub_airplane_launcher_2: "改进型水上飞机弹射器"
sub_airplane_launcher_2_desc: "改进过的弹射装置可以让潜艇弹射更大的、航程更远航速更快的飞机。"
sub_nuclear_torpedo: "核鱼雷"
sub_nuclear_torpedo_desc: "装有核战斗部的鱼雷。"

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@@ -54,3 +54,13 @@
wartime_liner_conversion: "护航航母改装"
wartime_liner_conversion_desc: "海军可以向私营企业购买一艘远洋客轮并将其改装为航空母舰。"
wartime_carrier_conversion_tt_2: "§G一艘航母将在三个月内改装完成。§!\n\n§Y完成护航航母研究。§!\n"
sp_battlecarrier: "航空战列舰"
sp_battlecarrier_desc: "航空战列舰是一种兼具战列舰和航空母舰特点的混合型军舰。在多个重视两种船舶类型的国家中都有相关的海军专家提出过这种构想。"
sp_subcarrier: "潜水航母"
sp_subcarrier_desc: "潜水航母事实上是一种能够弹射飞机的大型潜艇。虽然其装载的飞机更小更轻,但是在潜艇狭小的空间内仍然很难容纳飞机,因此它们的载机量通常只有二到三架。"
sp_nuclear_torpedo: "核鱼雷"
sp_nuclear_torpedo_desc: "水下核爆炸对水面舰艇和潜艇都是极为致命的。通过加装微型核弹头,这种鱼雷将成为潜艇上最强大的武器。"
sp_vt_shell: "近炸引信"
sp_vt_shell_desc: "近炸引信是一种以无线电发射器进行制导的装置,可以在接近目标时爆炸。其对于高速移动的物体有着更好的命中效率。"
sp_super_heavy_guns: "超大口径舰炮"
sp_super_heavy_guns_desc: "超大口径舰炮是一种口径达到甚至超过18寸约460mm的重型火炮。"