422 lines
9.1 KiB
Plaintext
Executable File
422 lines
9.1 KiB
Plaintext
Executable File
add_namespace = navy_rework
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add_namespace = vnr_ai
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# load starting naval designs and fleet and techs
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country_event = {
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id = navy_rework.0
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hidden = yes
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is_triggered_only = yes
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immediate = {
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# delete all ships first just in case
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delete_starting_naval_oob = yes
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add_starting_techs = yes
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makeup_starting_techs = yes
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# set shipyard output boost
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set_shipyard_output_boost = yes
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# add starting variants and navy
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ARG = {
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ARG_start_naval_variants = yes
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load_oob = 00_ARG_vnr_naval
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}
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AST = {
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AST_start_naval_variants = yes
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load_oob = 00_AST_vnr_naval
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}
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BRA = {
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BRA_start_naval_variants = yes
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load_oob = 00_BRA_vnr_naval
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}
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CAN = {
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CAN_start_naval_variants = yes
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load_oob = 00_CAN_vnr_naval
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}
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CHI = {
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CHI_start_naval_variants = yes
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load_oob = 00_CHI_vnr_naval
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}
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CHL = {
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CHL_start_naval_variants = yes
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load_oob = 00_CHL_vnr_naval
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}
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DEN = {
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DEN_start_naval_variants = yes
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load_oob = 00_DEN_vnr_naval
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}
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ENG = {
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ENG_start_naval_variants = yes
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load_oob = 00_ENG_vnr_naval
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if = {
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limit = { has_dlc = "By Blood Alone" }
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load_oob = 01_ENG_vnr_air_bba
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}
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else = {
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load_oob = 01_ENG_vnr_air
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}
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}
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FIN = {
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FIN_start_naval_variants = yes
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load_oob = 00_FIN_vnr_naval
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}
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FRA = {
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FRA_start_naval_variants = yes
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load_oob = 00_FRA_vnr_naval
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if = {
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limit = { has_dlc = "By Blood Alone" }
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load_oob = 01_FRA_vnr_air_bba
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}
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else = {
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load_oob = 01_FRA_vnr_air
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}
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}
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GER = {
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GER_start_naval_variants = yes
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load_oob = 00_GER_vnr_naval
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}
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GRE = {
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GRE_start_naval_variants = yes
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load_oob = 00_GRE_vnr_naval
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}
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HOL = {
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HOL_start_naval_variants = yes
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load_oob = 00_HOL_vnr_naval
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}
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ITA = {
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ITA_start_naval_variants = yes
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load_oob = 00_ITA_vnr_naval
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}
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JAP = {
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JAP_start_naval_variants = yes
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load_oob = 00_JAP_vnr_naval
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if = {
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limit = { has_dlc = "By Blood Alone" }
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load_oob = 01_JAP_vnr_air_bba
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}
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else = {
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load_oob = 01_JAP_vnr_air
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}
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}
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NOR = {
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NOR_start_naval_variants = yes
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load_oob = 00_NOR_vnr_naval
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}
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POL = {
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POL_start_naval_variants = yes
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load_oob = 00_POL_vnr_naval
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}
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POR = {
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POR_start_naval_variants = yes
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load_oob = 00_POR_vnr_naval
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}
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SOV = {
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SOV_start_naval_variants = yes
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load_oob = 00_SOV_vnr_naval
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}
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SPR = {
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SPR_start_naval_variants = yes
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load_oob = 00_SPR_vnr_naval
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}
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SWE = {
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SWE_start_naval_variants = yes
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load_oob = 00_SWE_vnr_naval
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}
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TUR = {
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TUR_start_naval_variants = yes
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load_oob = 00_TUR_vnr_naval
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}
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USA = {
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USA_start_naval_variants = yes
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load_oob = 00_USA_vnr_naval
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if = {
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limit = { has_dlc = "By Blood Alone" }
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load_oob = 01_USA_vnr_air_bba
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}
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else = {
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load_oob = 01_USA_vnr_air
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}
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}
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COL = {
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COL_start_naval_variants = yes
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load_oob = 00_COL_vnr_naval
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}
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MEX = {
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MEX_start_naval_variants = yes
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load_oob = 00_MEX_vnr_naval
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}
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ROM = {
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ROM_start_naval_variants = yes
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load_oob = 00_ROM_vnr_naval
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}
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URG = {
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URG_start_naval_variants = yes
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load_oob = 00_URG_vnr_naval
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}
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YUG = {
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YUG_start_naval_variants = yes
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load_oob = 00_YUG_vnr_naval
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}
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PRU = {
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PRU_start_naval_variants = yes
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load_oob = 00_PRU_vnr_naval
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}
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CUB = {
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CUB_start_naval_variants = yes
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load_oob = 00_CUB_vnr_naval
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}
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PER = {
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PER_start_naval_variants = yes
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load_oob = 00_PER_vnr_naval
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}
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SIA = {
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SIA_start_naval_variants = yes
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load_oob = 00_SIA_vnr_naval
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}
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RAJ = {
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RAJ_start_naval_variants = yes
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load_oob = 00_RAJ_vnr_naval
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}
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BEL = {
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BEL_start_naval_variants = yes
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load_oob = 00_BEL_vnr_naval
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}
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VEN = {
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VEN_start_naval_variants = yes
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load_oob = 00_VEN_vnr_naval
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}
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LAT = {
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LAT_start_naval_variants = yes
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load_oob = 00_LAT_vnr_naval
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}
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# add washington treaty article xix to pacific islands
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add_article_xix = yes
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add_starting_navy_spirits = yes
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sign_naval_treaty = yes
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}
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}
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# add Alicorn
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country_event = {
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id = navy_rework.1
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title = navy_rework.1.t
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desc = navy_rework.1.d
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picture = GFX_report_event_alicorn
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is_triggered_only = yes
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option = {
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name = navy_rework.1.1
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FROM = { create_alicorn = yes }
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}
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}
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# add USS Constitution
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country_event = {
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id = navy_rework.2
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title = navy_rework.2.t
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desc = navy_rework.2.d
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picture = GFX_report_event_constitution
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is_triggered_only = yes
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# USA
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option = {
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trigger = {
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original_tag = USA
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NOT = { has_government = communism }
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}
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name = navy_rework.2.1
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FROM = { country_event = {id = navy_rework.5 days = 1} }
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}
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# Commie fix
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option = {
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trigger = { has_government = communism }
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name = navy_rework.2.2
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FROM = { create_constitution = yes add_political_power = -50 }
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}
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# Commie abandon
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option = {
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trigger = { has_government = communism }
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name = navy_rework.2.3
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FROM = { navy_experience = 50 }
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}
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# Generic
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option = {
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trigger = {
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NOT = {
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has_government = communism
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original_tag = USA
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}
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}
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name = navy_rework.2.4
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FROM = { create_constitution = yes }
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}
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}
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# add SDF-1
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country_event = {
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id = navy_rework.3
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title = navy_rework.3.t
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desc = navy_rework.3.d
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picture = GFX_report_event_macross
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is_triggered_only = yes
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option = {
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name = navy_rework.3.1
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FROM = { create_macross = yes }
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}
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}
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# add Space Battleship Yamato
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country_event = {
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id = navy_rework.4
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title = navy_rework.4.t
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desc = navy_rework.4.d
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picture = GFX_report_event_yamato
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is_triggered_only = yes
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# JAP
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option = {
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trigger = { original_tag = JAP }
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name = navy_rework.4.1
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FROM = { create_space_yamato = yes }
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}
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# Generic
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option = {
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trigger = { NOT = {original_tag = JAP} }
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name = navy_rework.4.2
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FROM = { create_space_yamato = yes }
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}
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}
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# Consitution event: Omaha Chase
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country_event = {
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id = navy_rework.5
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title = navy_rework.5.t
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desc = navy_rework.5.d
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picture = GFX_report_event_omaha
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is_triggered_only = yes
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option = {
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name = navy_rework.5.1
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FROM = { country_event = {id = navy_rework.6 days = 1} }
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}
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}
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# Consitution event: Talk with Ironsides
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country_event = {
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id = navy_rework.6
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title = navy_rework.6.t
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desc = navy_rework.6.d
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picture = GFX_report_event_ironsides
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is_triggered_only = yes
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# USA let stay
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option = {
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trigger = { original_tag = USA NOT = { has_government = communism } }
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name = navy_rework.6.1
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FROM = { create_constitution = yes navy_experience = 25 }
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}
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# USA let go
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option = {
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trigger = { original_tag = USA NOT = { has_government = communism } }
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name = navy_rework.6.2
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FROM = {
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add_tech_bonus = {
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bonus = 0.5
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uses = 3
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category = naval_equipment
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}
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}
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}
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}
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# Confirm check for behemoths
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country_event = {
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id = navy_rework.100
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title = navy_rework.100.t
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desc = navy_rework.100.d
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is_triggered_only = yes
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option = {
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name = navy_rework.100.0
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set_global_flag = wunderwaffe_shown
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}
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option = {
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name = navy_rework.100.1
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}
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}
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# Buff AI
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country_event = {
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id = vnr_ai.0
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title = vnr_ai.0.t
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desc = vnr_ai.0.d
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is_triggered_only = yes
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option = {
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name = vnr_ai.0.0
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set_variable = { vnr_ai_difficulty = 3 }
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update_ai_combat_bonus = yes
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effect_tooltip = { add_ideas = vnr_mad }
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}
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option = {
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name = vnr_ai.0.1
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set_variable = { vnr_ai_difficulty = 2 }
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update_ai_combat_bonus = yes
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effect_tooltip = { add_ideas = vnr_hard }
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}
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option = {
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name = vnr_ai.0.2
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set_variable = { vnr_ai_difficulty = 1 }
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update_ai_combat_bonus = yes
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effect_tooltip = { add_ideas = vnr_normal }
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}
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option = {
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name = vnr_ai.0.3
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set_variable = { vnr_ai_difficulty = 0 }
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update_ai_combat_bonus = yes
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}
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}
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country_event = {
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id = vnr_ai.1
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title = vnr_ai.1.t
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desc = vnr_ai.1.d
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is_triggered_only = yes
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option = {
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name = vnr_ai.1.0
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set_variable = { vnr_ai_production = 3 }
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update_ai_production_bonus = yes
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effect_tooltip = { add_ideas = vnr_mad_production }
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}
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option = {
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name = vnr_ai.1.1
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set_variable = { vnr_ai_production = 2 }
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update_ai_production_bonus = yes
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effect_tooltip = { add_ideas = vnr_hard_production }
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}
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option = {
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name = vnr_ai.1.2
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set_variable = { vnr_ai_production = 1 }
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update_ai_production_bonus = yes
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effect_tooltip = { add_ideas = vnr_normal_production }
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}
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option = {
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name = vnr_ai.1.3
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set_variable = { vnr_ai_production = 0 }
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update_ai_production_bonus = yes
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}
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} |