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vnr/src/events/00_navy_rework.txt
2025-01-24 13:45:53 +00:00

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