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