naval_develop_category = { gen_naval_hire_designer = { icon = generic_naval fire_only_once = yes days_remove = 30 available = { has_navy_size = { size < 1 } num_of_naval_factories > 1 } visible = { has_navy_size = { size < 1 } num_of_naval_factories > 0 NOT = { is_in_array = { global.vnr_naval_powers = ROOT } } } cancel_trigger = { OR = { has_navy_size = { size > 5 } } } cost = 15 remove_effect = { navy_experience = 150 } ai_will_do = { factor = 0 modifier = { add = 300 has_war = yes } modifier = { add = 300 has_navy_size = { size < 5 } } } } gen_naval_hire_advisor = { icon = generic_naval fire_only_once = yes days_remove = 30 available = { num_of_naval_factories > 1 } visible = { has_navy_size = { size < 50 } num_of_naval_factories > 0 NOT = { is_in_array = { global.vnr_naval_powers = ROOT } } } cost = 15 remove_effect = { add_doctrine_cost_reduction = { cost_reduction = 0.8 uses = 3 category = naval_doctrine } } ai_will_do = { factor = 0 modifier = { add = 300 has_war = yes } modifier = { add = 300 has_navy_size = { size < 5 } } } } gen_naval_develop_destroyer = { icon = generic_naval fire_only_once = yes days_remove = 30 available = { has_navy_size = { size < 15 } num_of_naval_factories > 1 } visible = { has_navy_size = { size < 15 } num_of_naval_factories > 0 NOT = { is_in_array = { global.vnr_naval_powers = ROOT } } } cost = 30 modifier = { consumer_goods_factor = 0.1 } remove_effect = { add_tech_bonus = { bonus = 1 uses = 3 category = dd_tech } } ai_will_do = { factor = 0 modifier = { add = 300 has_navy_size = { size < 15 } } } } gen_naval_develop_cruiser = { icon = generic_naval fire_only_once = yes days_remove = 30 available = { has_navy_size = { size < 30 } num_of_naval_factories > 1 } visible = { has_navy_size = { size < 30 } num_of_naval_factories > 1 NOT = { is_in_array = { global.vnr_naval_powers = ROOT } } } cost = 30 modifier = { consumer_goods_factor = 0.1 } remove_effect = { add_tech_bonus = { bonus = 1 uses = 3 category = ca_tech } } ai_will_do = { factor = 0 modifier = { add = 30 has_navy_size = { size < 30 } } } } gen_naval_develop_battleship = { icon = generic_naval fire_only_once = yes days_remove = 45 available = { has_navy_size = { size < 45 } num_of_naval_factories > 1 } visible = { has_navy_size = { size < 45 } has_navy_size = { size < 1 type = capital_ship archetype = ship_hull_heavy } num_of_naval_factories > 1 NOT = { is_in_array = { global.vnr_naval_powers = ROOT } } } cost = 50 modifier = { consumer_goods_factor = 0.2 } remove_effect = { add_tech_bonus = { bonus = 1 uses = 3 category = bb_tech } } ai_will_do = { factor = 0 modifier = { add = 30 has_navy_size = { size < 45 } } } } gen_naval_develop_carrier = { icon = generic_naval fire_only_once = yes days_remove = 45 available = { has_navy_size = { size < 45 } num_of_naval_factories > 1 } visible = { has_navy_size = { size < 45 } has_navy_size = { size < 1 type = carrier } num_of_naval_factories > 1 NOT = { is_in_array = { global.vnr_naval_powers = ROOT } } } cost = 50 modifier = { consumer_goods_factor = 0.2 } remove_effect = { add_tech_bonus = { bonus = 1 uses = 3 category = cv_tech } } ai_will_do = { factor = 0 modifier = { add = 20 has_navy_size = { size < 45 } } } } gen_naval_develop_submarine = { icon = generic_naval fire_only_once = yes days_remove = 30 available = { has_navy_size = { size < 10 } num_of_naval_factories > 0 } visible = { has_navy_size = { size < 10 } num_of_naval_factories > 0 NOT = { is_in_array = { global.vnr_naval_powers = ROOT } } } cost = 15 modifier = { consumer_goods_factor = 0.05 } remove_effect = { add_tech_bonus = { bonus = 1 uses = 3 category = ss_tech } } ai_will_do = { factor = 0 modifier = { add = 30 has_navy_size = { size < 10 } } } } gen_naval_research_budget = { icon = GFX_decision_generic_research available = { num_of_naval_factories > 0 has_navy_size = { size > 50 } } visible = { num_of_naval_factories > 0 } cost = 10 days_re_enable = 365 complete_effect = { add_timed_idea = { idea = vnr_research_budget days = 180 } } ai_will_do = { factor = 30 modifier = { factor = 0 has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE } } modifier = { factor = 0 has_political_power < 20 } modifier = { factor = 0 has_navy_size = { size < 100 } } } } join_tactical_data_link = { icon = generic_naval visible = { is_in_faction = yes any_allied_country = { has_tech = tactical_data_link } NOT = { has_tech = tactical_data_link has_tech = tactical_data_link_for_member } } available = { has_tech = radio } cancel_if_not_visible = yes fire_only_once = yes cost = 15 days_remove = 7 remove_effect = { set_technology = { tactical_data_link_for_member = 1 } } ai_will_do = { factor = 50 } } wartime_convoy_conversion = { icon = GFX_decision_generic_construction visible = { has_tech = early_ship_hull_carrier has_war = yes num_of_naval_factories > 10 } available = { any_enemy_country = { has_navy_size = { type = carrier size > 1 } } has_equipment = { convoy > 0 } } cancel_trigger = { has_equipment = { convoy < 1 } } days_remove = 60 days_re_enable = 28 cost = 15 modifier = { civilian_factory_use = 2 } complete_effect = { hidden_effect = { if = { limit = { NOT = { has_country_flag = merchant_carrier_design_added } } set_country_flag = merchant_carrier_design_added set_technology = { merchant_carrier = 1 popup = no } create_equipment_variant = { name = "Converted Merchant Carrier" role_icon_index = 67 type = vnr_ship_hull_merchant_carrier modules = { fixed_ship_deck_slot_1 = ship_deck_space_small fixed_ship_anti_air_slot = ship_anti_air_1 fixed_ship_engine_slot = civilian_ship_engine_1 fixed_ship_carrier_miscellaneous_slot_2 = carrier_civilian_material fixed_ship_role_slot = ship_hull_carrier_role_cve } } } } } remove_effect = { custom_effect_tooltip = wartime_carrier_conversion_tt_1 hidden_effect = { add_equipment_to_stockpile = { type = convoy amount = -1 } create_ship = { type = vnr_ship_hull_merchant_carrier equipment_variant = "Converted Merchant Carrier" creator = ROOT } } } ai_will_do = { factor = 0 } } wartime_liner_conversion = { icon = GFX_decision_generic_construction visible = { has_tech = early_ship_hull_carrier has_war = yes num_of_naval_factories > 15 } available = { any_enemy_country = { has_navy_size = { type = carrier size > 3 } } has_equipment = { ocean_liner_equipment > 0 } } cancel_trigger = { has_equipment = { ocean_liner_equipment < 1 } } days_remove = 90 days_re_enable = 14 cost = 25 modifier = { civilian_factory_use = 5 } complete_effect = { hidden_effect = { if = { limit = { NOT = { has_country_flag = escort_carrier_design_added } } set_country_flag = escort_carrier_design_added set_technology = { escort_carriers_ship = 1 popup = no } create_equipment_variant = { name = "Converted Escort Carrier" role_icon_index = 67 type = vnr_ship_hull_escort_carrier modules = { fixed_ship_deck_slot_1 = ship_deck_space_small fixed_ship_deck_slot_2 = ship_deck_space_small fixed_ship_anti_air_slot = ship_anti_air_1 fixed_ship_engine_slot = civilian_ship_engine_1 fixed_ship_role_slot = ship_hull_carrier_role_cve } } } } } remove_effect = { custom_effect_tooltip = wartime_carrier_conversion_tt_2 hidden_effect = { add_equipment_to_stockpile = { type = ocean_liner_equipment amount = -1 } create_ship = { type = vnr_ship_hull_escort_carrier equipment_variant = "Converted Escort Carrier" creator = ROOT } } } ai_will_do = { factor = 0 } } super_heavy_carrier_conversion = { icon = GFX_decision_generic_construction visible = { has_tech = basic_ship_hull_carrier has_tech = ship_hull_super_heavy num_of_naval_factories > 12 NOT = { has_tech = converted_super_heavy_carrier } } available = { has_navy_size = { unit = SH_battleship size > 0 } has_tech = improved_ship_hull_carrier } fire_only_once = yes days_remove = 90 modifier = { civilian_factory_use = 5 } remove_effect = { set_technology = { converted_super_heavy_carrier = 1 } } } }