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vnr/src/common/decisions/naval_develop.txt
2025-09-21 04:02:50 +00:00

516 lines
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Executable File

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
}
}
}
}