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vnr/src/events/ai_ships.txt
2025-08-07 04:00:50 +00:00

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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
}
}
# SOV AI template 1940
country_event = {
id = ai_ships.12
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 1 }
trigger = {
tag = SOV
is_ai = yes
NOT = { has_country_flag = SOV_SHIPS_1940 }
date > 1940.2.1
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
SOV_AI_variants_1940 = yes
set_country_flag = SOV_SHIPS_1940
}
}
# SOV AI template 1943
country_event = {
id = ai_ships.13
hidden = yes
fire_only_once = yes
mean_time_to_happen = { days = 1 }
trigger = {
tag = SOV
is_ai = yes
NOT = { has_country_flag = SOV_SHIPS_1943 }
date > 1943.2.1
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
SOV_AI_variants_1943 = yes
set_country_flag = SOV_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
improved_ship_hull_submarine = 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
basic_ballast_tank = 1
improved_ballast_tank = 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
modern_ship_torpedo_launcher = 1
fire_control_methods_3 = 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
radar_jammer = 1
naval_radio_guiding_system = 1
full_armored_carrier = 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
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_drones = 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
modern_periscope = 1
advanced_missile_system = 1
}
ai_get_navy_experience = yes
}
}
set_global_flag = naval_tech_1952
}
}
# unlock free cv air techs 1936
country_event = {
id = ai_ships.107
hidden = yes
fire_only_once = yes
trigger = {
date > 1936.1.1
NOT = { has_global_flag = cv_air_tech_1936 }
has_game_rule = { rule = vnr_cv_air_ai option = FREE }
}
immediate = {
for_each_scope_loop = {
array = global.vnr_naval_powers
if = {
limit = { is_ai = yes }
set_technology = {
armor_piercing_bombs = 1
aircraft_construction = 1
engines_2 = 1
}
add_ideas = vnr_cv_plane_output_boost
}
}
set_global_flag = cv_air_tech_1936
}
}
# unlock free cv air techs 1939
country_event = {
id = ai_ships.108
hidden = yes
fire_only_once = yes
trigger = {
date > 1939.1.1
NOT = { has_global_flag = cv_air_tech_1939 }
has_game_rule = { rule = vnr_cv_air_ai option = FREE }
}
immediate = {
for_each_scope_loop = {
array = global.vnr_naval_powers
if = {
limit = { is_ai = yes }
set_technology = {
improved_small_airframe = 1
aa_hmg = 1
air_torpedoe_2 = 1
engines_3 = 1
survivability_studies = 1
}
air_experience = 80
}
}
set_global_flag = cv_air_tech_1939
}
}
# unlock free cv air techs 1944
country_event = {
id = ai_ships.109
hidden = yes
fire_only_once = yes
trigger = {
date > 1944.1.1
NOT = { has_global_flag = cv_air_tech_1944 }
has_game_rule = { rule = vnr_cv_air_ai option = FREE }
}
immediate = {
for_each_scope_loop = {
array = global.vnr_naval_powers
if = {
limit = { is_ai = yes }
set_technology = {
advanced_small_airframe = 1
air_torpedoe_3 = 1
engines_4 = 1
}
air_experience = 80
}
}
set_global_flag = cv_air_tech_1944
}
}
# unlock free tech in 1941
country_event = {
id = ai_ships.110
hidden = yes
fire_only_once = yes
trigger = {
date > 1940.6.1
NOT = { has_global_flag = naval_tech_1941 }
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 = {
folding_wing = 1
carrier_mass_production = 1
carrier_damage_control = 1
air_fuel_storage = 1
damage_control_2 = 1
damage_control_3 = 1
fire_control_methods_2 = 1
battleship_aa_upgrade = 1
escort_carriers_ship = 1
}
ai_get_navy_experience = yes
}
}
set_global_flag = naval_tech_1941
}
}