ability = { force_attack = { name = ABILITY_FORCE_ATTACK desc = ABILITY_FORCE_ATTACK_DESC sound_effect = command_power_ability_offensive type = army_leader allowed = { is_leading_army_group = no is_border_war = no OWNER = { if = { limit = { has_dlc = "Waking the Tiger" } NOT = { has_completed_focus = CHI_dare_to_die_corps has_completed_focus = JAP_advance_one_hundred_million_fireballs has_completed_focus = JAP_tennoheika_banzai has_completed_focus = CHI_sea_dare_to_die_corps } } if = { limit = { has_dlc = "No Compromise, No Surrender" } NOT = { has_completed_focus = CHI_know_thy_enemy } } } } ai_will_do = { factor = -1 modifier = { FROM = { has_war_support > 0.1 command_power > 1.5 } check_variable = { num_units_offensive_combats > 6 } set_temp_variable = { temp = avg_offensive_combat_status } check_variable = { temp > 0.45 } check_variable = { ai_random > temp } add = 2 } } cost = 0.22 duration = 168 unit_modifiers = { offence = 0.2 breakthrough_factor = 0.25 org_damage_multiplier = -1.0 str_damage_multiplier = 0.6 war_support_reduction_on_damage = 0.2 cannot_retreat_while_attacking = 1.0 } } last_stand = { name = ABILITY_LAST_STAND desc = ABILITY_LAST_STAND_DESC sound_effect = command_power_ability_offensive type = army_leader allowed = { is_leading_army_group = no is_border_war = no OWNER = { NOT = { has_completed_focus = JAP_warrior_spirit has_completed_focus = SPA_cultivate_fanaticism has_completed_focus = SWE_winter_drill has_completed_focus = JAP_issue_the_senjinkun_military_code has_completed_focus = JAP_indoctrination_in_the_military_academy has_completed_focus = PHI_utang_na_loob } } } cost = 0.22 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 } } } staff_office_plan = { name = ABILITY_STAFF_OFFICE_PLAN desc = ABILITY_STAFF_OFFICE_PLAN_DESC sound_effect = command_power_ability_defensive type = army_leader allowed = { is_border_war = no OWNER = { NOT = { has_completed_focus = JAP_the_art_of_warfare } } } cost = 0.12 duration = 168 unit_modifiers = { planning_speed = 4.0 } ai_will_do = { factor = -1 modifier = { FROM = { command_power > 2.0 } check_variable = { num_units > 6 } check_variable = { unit_ratio_ready_for_plan > 0.55 } check_variable = { avg_unit_planning_ratio < 0.4 } add = 2 } } } siege_artillery = { name = ABILITY_SIEGE_ARTILLERY desc = ABILITY_SIEGE_ARTILLERY_DESC type = army_leader allowed = { has_ability = siege_artillery is_border_war = no } unit_modifiers = { fort = { attack = 0.2 } fortification_damage = 2.0 fortification_collateral_chance = 2.0 } cost = 0.1 duration = 168 ai_will_do = { factor = -1 modifier = { FROM = { command_power > 1.5 } set_temp_variable = { temp = num_units_offensive_combats } check_variable = { temp > 6 } set_temp_variable = { temp2 = num_units_offensive_combats_against@fort } divide_temp_variable = { temp2 = temp } check_variable = { temp2 > 0.5 } add = 2 } } } glider_planes = { name = ABILITY_GLIDER_PLANES_ARTILLERY desc = ABILITY_GLIDER_PLANES_ARTILLERY_DESC type = army_leader allowed = { has_ability = glider_planes is_border_war = no } unit_modifiers = { paratrooper_weight_factor = -0.10 paradrop_organization_factor = 2.0 paratrooper_aa_defense = 0.5 } cost = 0.1 duration = 168 } faster_naval_invasion_planning = { name = ABILITY_FASTER_NAVAL_PLANNING desc = ABILITY_FASTER_NAVAL_PLANNING_DESC type = army_leader allowed = { has_ability = faster_naval_invasion_planning is_border_war = no } unit_modifiers = { naval_invasion_prep_speed = 0.5 } cost = 0.1 duration = 168 } probing_attack = { name = ABILITY_PROBING_ATTACK desc = ABILITY_PROBING_ATTACK_DESC type = army_leader allowed = { has_ability = probing_attack is_border_war = no } unit_modifiers = { dont_lose_dig_in_on_attack = 1.0 offence = -0.2 } cancelable = yes cost = 0.1 duration = -1 } makeshift_bridges = { name = ABILITY_MAKESHIFT_BRIDGES desc = ABILITY_MAKESHIFT_BRIDGES_DESC type = army_leader allowed = { has_ability = makeshift_bridges is_border_war = no } unit_modifiers = { river_crossing_factor = -0.4 river = { attack = 0.2 } } cost = 0.1 duration = 168 ai_will_do = { factor = -1 modifier = { FROM = { command_power > 2.0 } check_variable = { num_units_crossing_river > 5 } add = 2 } } } extra_suplies = { name = ABILITY_EXTRA_SUPLIES desc = ABILITY_EXTRA_SUPLIES_DESC type = army_leader allowed = { has_ability = extra_suplies is_border_war = no OWNER = { NOT = { has_country_flag = has_quinine } } } unit_modifiers = { no_supply_grace = 168 } one_time_effect = { supply_units = 168 } cost = 0.2 duration = 168 cooldown = 504 } extra_medics = { name = ABILITY_EXTRA_MEDICS desc = ABILITY_EXTRA_MEDICS_DESC sound_effect = ability_local_reserves type = army_leader requires_deployed_hq = yes allowed = { is_leading_army_group = no is_border_war = no } ai_will_do = { factor = -1 modifier = { FROM = { has_war_support < 0.2 command_power > 2 } check_variable = { num_units_offensive_combats > 6 } set_temp_variable = { temp = avg_offensive_combat_status } check_variable = { temp > 0.2 } check_variable = { ai_random > temp } add = 2 } } cost = 0.22 duration = 336 unit_modifiers = { casualty_trickleback = 0.04 } } deeper_dig_in = { name = ABILITY_DEEPER_DIG_IN desc = ABILITY_DEEPER_DIG_IN_DESC sound_effect = ability_deeper_dig_in type = army_leader requires_deployed_hq = yes allowed = { is_border_war = no } cost = 0.12 duration = 168 unit_modifiers = { dig_in_speed = 6.0 } ai_will_do = { factor = -1 modifier = { FROM = { command_power > 2.0 } check_variable = { num_units > 6 } check_variable = { unit_ratio_ready_for_plan > 0.6 } check_variable = { avg_unit_entrenchment_ratio < 0.4 } add = 2 } } } defense_in_depth = { name = ABILITY_DEFENSE_IN_DEPTH desc = ABILITY_DEFENSE_IN_DEPTH_DESC sound_effect = ability_defence_in_depth type = army_leader requires_deployed_hq = yes allowed = { is_border_war = no } unit_modifiers = { max_planning = -0.5 max_dig_in = 3 } cancelable = yes cost = 0.1 duration = -1 } front_overrun = { name = ABILITY_FRONT_OVERRUN desc = ABILITY_FRONT_OVERRUN_DESC sound_effect = ability_front_overrun type = army_leader requires_deployed_hq = yes allowed = { is_border_war = no } unit_modifiers = { org_loss_when_moving = -0.1 planning_decay_rate_factor = -0.2 str_damage_multiplier = 0.4 } cancelable = yes cost = 0.1 duration = -1 } rotating_reserves = { name = ABILITY_ROTATING_RESERVES desc = ABILITY_ROTATING_RESERVES_DESC sound_effect = ability_local_command type = army_leader requires_deployed_hq = yes allowed = { is_border_war = no } cost = 0.12 duration = 168 unit_modifiers = { land_reinforce_rate = 0.06 } ai_will_do = { factor = -1 modifier = { FROM = { command_power > 6.0 } check_variable = { num_units > 6 } check_variable = { num_units_in_combat > 4} check_variable = { avg_combat_status > 0.7} add = 2 } } } }