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