ability = { #same as last stand with 25% less cost SWE_last_stand = { name = ABILITY_LAST_STAND desc = ABILITY_LAST_STAND_DESC icon = GFX_ability_last_stand sound_effect = command_power_ability_offensive type = army_leader allowed = { is_leading_army_group = no is_border_war = no OWNER = { has_completed_focus = SWE_winter_drill } } cost = 0.16 duration = 168 unit_modifiers = { defence = 0.2 combat_entrenchment = 0.25 org_damage_multiplier = -1.0 str_damage_multiplier = 0.6 war_support_reduction_on_damage = 0.2 cannot_retreat_while_defending = 1.0 } ai_will_do = { factor = -1 modifier = { FROM = { has_war_support > 0.4 } check_variable = { num_units_defensive_combats > 6 } set_temp_variable = { temp = avg_defensive_combat_status } check_variable = { temp < 0.40 } check_variable = { ai_random > temp } add = 2 } } } }