843 lines
18 KiB
Plaintext
Executable File
843 lines
18 KiB
Plaintext
Executable File
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
|
|
}
|
|
}
|
|
}
|
|
resource_cost = {
|
|
resources = {
|
|
steel = 5
|
|
}
|
|
}
|
|
breakthrough_cost = {
|
|
specialization_naval = 1
|
|
}
|
|
|
|
prototype_time = sp_time.prototype.short
|
|
|
|
complexity = sp_complexity.small
|
|
|
|
project_output = {
|
|
enable_equipment_modules = {
|
|
ship_deck_space_bb
|
|
}
|
|
}
|
|
|
|
unique_prototype_rewards = {
|
|
sp_battlecarrier_unique_reward_a = {
|
|
fire_only_once = yes
|
|
threshold = {
|
|
min = 25
|
|
max = 75
|
|
}
|
|
weight = { base = 100 }
|
|
option = {
|
|
token = sp_battlecarrier_perference_a
|
|
iteration_output = {
|
|
sub_unit_bonus = {
|
|
battlecarrier = {
|
|
anti_air_attack = 0.1
|
|
armor_value = 0.1
|
|
max_strength = 0.1
|
|
}
|
|
}
|
|
}
|
|
}
|
|
option = {
|
|
token = sp_battlecarrier_perference_b
|
|
iteration_output = {
|
|
sub_unit_bonus = {
|
|
battlecarrier = {
|
|
max_organisation = 15
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|
|
}
|
|
resource_cost = {
|
|
resources = {
|
|
steel = 3
|
|
}
|
|
}
|
|
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
|
|
}
|
|
|
|
unique_prototype_rewards = {
|
|
sp_subcarrier_unique_reward_a = {
|
|
fire_only_once = yes
|
|
threshold = {
|
|
min = 25
|
|
max = 75
|
|
}
|
|
weight = { base = 100 }
|
|
option = {
|
|
token = sp_subcarrier_perference_a
|
|
iteration_output = {
|
|
equipment_bonus = {
|
|
vnr_ship_hull_cruiser_submarine = {
|
|
instant = yes
|
|
surface_detection = 0.15
|
|
sub_detection = 0.15
|
|
}
|
|
}
|
|
}
|
|
}
|
|
option = {
|
|
token = sp_subcarrier_perference_b
|
|
iteration_output = {
|
|
equipment_bonus = {
|
|
ship_hull_submarine = {
|
|
instant = yes
|
|
surface_detection = 0.05
|
|
sub_detection = 0.05
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
sp_nuclear_torpedo = {
|
|
specialization = specialization_naval
|
|
project_tags = { sp_tag_submarine }
|
|
ai_will_do = {
|
|
base = 1
|
|
}
|
|
allowed = {
|
|
has_dlc = "Man the Guns"
|
|
}
|
|
available = {
|
|
FROM = {
|
|
has_tech = modern_ship_hull_submarine
|
|
has_tech = nukes
|
|
}
|
|
}
|
|
resource_cost = {
|
|
resources = { steel=6 tungsten=3 chromium=6 }
|
|
}
|
|
breakthrough_cost = {
|
|
specialization_naval = 2
|
|
}
|
|
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
|
|
}
|
|
|
|
unique_prototype_rewards = {
|
|
sp_nuclear_torpedo_unique_reward_a = {
|
|
fire_only_once = yes
|
|
threshold = {
|
|
min = 50
|
|
max = 90
|
|
}
|
|
weight = { base = 100 }
|
|
option = {
|
|
token = sp_nuclear_torpedo_preference_a
|
|
iteration_output = {
|
|
equipment_bonus = {
|
|
vnr_ship_hull_submarine_5 = {
|
|
instant = yes
|
|
reliability = 0.05
|
|
}
|
|
}
|
|
}
|
|
}
|
|
option = {
|
|
token = sp_nuclear_torpedo_preference_b
|
|
iteration_output = {
|
|
equipment_bonus = {
|
|
vnr_ship_hull_submarine_5 = {
|
|
instant = yes
|
|
torpedo_attack = 0.05
|
|
reliability = -0.05
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
sp_naval_proximity_fuze = {
|
|
specialization = specialization_naval
|
|
project_tags = { sp_tag_surface_ship }
|
|
ai_will_do = {
|
|
base = 1
|
|
}
|
|
allowed = {
|
|
has_dlc = "Man the Guns"
|
|
}
|
|
available = {
|
|
FROM = {
|
|
has_tech = radio_detection
|
|
has_tech = naval_radio_guiding_system
|
|
}
|
|
}
|
|
resource_cost = {
|
|
resources = { steel=4 tungsten=2 }
|
|
}
|
|
breakthrough_cost = {
|
|
specialization_naval = 1
|
|
}
|
|
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 }
|
|
ai_will_do = {
|
|
base = 1
|
|
}
|
|
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 = 1
|
|
}
|
|
resource_cost = {
|
|
resources = { steel=6 tungsten=3 }
|
|
}
|
|
prototype_time = sp_time.prototype.medium
|
|
|
|
complexity = sp_complexity.medium
|
|
|
|
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
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
unique_prototype_rewards = {
|
|
sp_super_heavy_guns_unique_reward_a = {
|
|
fire_only_once = yes
|
|
threshold = {
|
|
min = 60
|
|
max = 90
|
|
}
|
|
weight = {
|
|
base = 100
|
|
}
|
|
option = {
|
|
token = sp_super_heavy_guns_preference_a
|
|
iteration_output = {
|
|
country_effects = {
|
|
add_tech_bonus = {
|
|
bonus = 0.75
|
|
uses = 1
|
|
technology = experimental_super_heavy_battery
|
|
}
|
|
sp:sp_super_heavy_guns = { add_project_progress_ratio = -0.25 }
|
|
}
|
|
}
|
|
}
|
|
option = {
|
|
token = sp_super_heavy_guns_preference_b
|
|
}
|
|
}
|
|
}
|
|
|
|
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.medium
|
|
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
|
|
}
|
|
enable_equipment_modules = {
|
|
ship_cruise_missile_sub_1
|
|
}
|
|
}
|
|
|
|
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.long
|
|
allowed = {
|
|
has_dlc = "Gotterdammerung"
|
|
}
|
|
|
|
special_project_parent = {
|
|
sp_naval_rocket_launching_submarine
|
|
sp_nuclear_warheads
|
|
}
|
|
|
|
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
|
|
}
|
|
}
|
|
|
|
sp_mega_carrier = {
|
|
specialization = specialization_naval
|
|
project_tags = { sp_tag_surface_ship }
|
|
allowed = {
|
|
has_dlc = "Gotterdammerung"
|
|
}
|
|
available = {
|
|
FROM = {
|
|
has_tech = super_carriers
|
|
}
|
|
}
|
|
resource_cost = {
|
|
resources = {
|
|
steel = 16
|
|
chromium = 16
|
|
}
|
|
}
|
|
breakthrough_cost = {
|
|
specialization_naval = 2
|
|
}
|
|
|
|
prototype_time = sp_time.prototype.long
|
|
|
|
complexity = sp_complexity.large
|
|
|
|
project_output = {
|
|
enable_equipments = {
|
|
vnr_ship_hull_mega_carrier
|
|
}
|
|
enable_equipment_modules = {
|
|
limit = {
|
|
has_dlc = "Gotterdammerung"
|
|
}
|
|
ship_deck_space_mega
|
|
}
|
|
}
|
|
|
|
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_arsenal_ship = {
|
|
specialization = specialization_naval
|
|
project_tags = { sp_tag_surface_ship }
|
|
allowed = {
|
|
has_dlc = "Gotterdammerung"
|
|
}
|
|
available = {
|
|
FROM = {
|
|
has_tech = full_missile_ship
|
|
}
|
|
}
|
|
resource_cost = {
|
|
resources = {
|
|
steel = 12
|
|
tungsten = 10
|
|
chromium = 14
|
|
}
|
|
}
|
|
breakthrough_cost = {
|
|
specialization_naval = 2
|
|
}
|
|
|
|
prototype_time = sp_time.prototype.medium
|
|
|
|
complexity = sp_complexity.large
|
|
|
|
project_output = {
|
|
enable_equipments = {
|
|
vnr_ship_hull_arsenal_ship
|
|
}
|
|
enable_equipment_modules = {
|
|
ship_missile_launcher
|
|
ship_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_early_informatization_system = {
|
|
specialization = specialization_naval
|
|
project_tags = { sp_tag_surface_ship }
|
|
available = {
|
|
FROM = {
|
|
has_tech = naval_tactical_data_system
|
|
}
|
|
}
|
|
resource_cost = {
|
|
resources = {
|
|
steel = 12
|
|
tungsten = 10
|
|
chromium = 14
|
|
}
|
|
}
|
|
breakthrough_cost = {
|
|
specialization_naval = 2
|
|
}
|
|
|
|
prototype_time = sp_time.prototype.medium
|
|
|
|
complexity = sp_complexity.large
|
|
|
|
project_output = {
|
|
country_effects = {
|
|
custom_effect_tooltip = {
|
|
localization_key = SP_UNLOCK_TECH
|
|
TECH = phased_array_radar
|
|
}
|
|
custom_override_tooltip = {
|
|
tooltip = tech_effect|phased_array_radar
|
|
set_technology = {
|
|
phased_array_radar = 1
|
|
popup = no
|
|
}
|
|
}
|
|
custom_effect_tooltip = {
|
|
localization_key = SP_UNLOCK_TECH
|
|
TECH = integrated_combat_system
|
|
}
|
|
custom_override_tooltip = {
|
|
tooltip = tech_effect|integrated_combat_system
|
|
set_technology = {
|
|
integrated_combat_system = 1
|
|
popup = no
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
unique_prototype_rewards = {
|
|
sp_early_informatization_system_unique_reward_a = {
|
|
fire_only_once = yes
|
|
threshold = {
|
|
min = 25
|
|
max = 75
|
|
}
|
|
weight = { base = 100 }
|
|
option = {
|
|
token = sp_early_informatization_system_perference_a
|
|
iteration_output = {
|
|
country_effects = {
|
|
add_tech_bonus = {
|
|
bonus = 0.5
|
|
uses = 1
|
|
technology = tactical_data_link
|
|
}
|
|
}
|
|
}
|
|
}
|
|
option = {
|
|
token = sp_early_informatization_system_perference_b
|
|
iteration_output = {
|
|
country_effects = {
|
|
add_tech_bonus = {
|
|
bonus = 1
|
|
uses = 1
|
|
technology = tactical_data_link
|
|
}
|
|
sp:sp_early_informatization_system = { add_project_progress_ratio = -0.25 }
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|
|
}
|
|
} |