GUAY_military_coup = { # Expand the Forestry in Araucania GUAY_military_coup_mission = { icon = GFX_decision_revolt allowed = { OR = { original_tag = URG original_tag = PAR } } visible = { always = yes } is_good = no available = { has_completed_focus = GUAY_appease_the_generals } activation = { has_civil_war = no has_completed_focus = GUAY_coup_detat NOT = { has_completed_focus = GUAY_appease_the_generals } } days_mission_timeout = 750 timeout_effect = { start_civil_war = { ideology = neutrality #ruling_party = size = 0.6 # (0-1) Size modifier of the revolt. Affects stockpile, army, air and navy as well } } } } GUAY_military_play_cat = { GUAY_military_play_arg = { name = ARMY_ON_BORDER_WAR_TOOLTIP allowed = { OR = { original_tag = URG original_tag = PAR } } visible = { always = yes } is_good = no available = { if = { limit = { original_tag = PAR } 957 = { is_controlled_by = ROOT } } else = { 510 = { is_controlled_by = ROOT } } } fire_only_once = yes activation = { OR = { has_war_with = ARG any_enemy_country = { original_tag = ARG ARG = { has_civil_war = yes } } } has_completed_focus = GUAY_rekindle_old_gripes } days_mission_timeout = 365 #Remember to change loc if needed complete_effect = { if = { limit = { ARG = { has_civil_war = yes } } every_country = { limit = { original_tag = ARG } country_event = { id = JUNO_guay_events.6 hours = 2 } } } else = { ARG = { country_event = { id = JUNO_guay_events.6 hours = 2 } } } } timeout_effect = { add_stability = -0.1 add_war_support = -0.15 } } GUAY_military_play_bra = { name = ARMY_ON_BORDER_WAR_TOOLTIP allowed = { OR = { original_tag = URG original_tag = PAR } } visible = { always = yes } is_good = no available = { if = { limit = { original_tag = PAR } 504 = { is_controlled_by = ROOT } } else = { 502 = { is_controlled_by = ROOT } } } fire_only_once = yes activation = { OR = { has_war_with = BRA any_enemy_country = { original_tag = BRA BRA = { has_civil_war = yes } } } has_completed_focus = GUAY_rekindle_old_gripes } days_mission_timeout = 365 complete_effect = { if = { limit = { BRA = { has_civil_war = yes } } every_country = { limit = { original_tag = BRA } country_event = { id = JUNO_guay_events.6 hours = 2 } } } else = { BRA = { country_event = { id = JUNO_guay_events.6 hours = 2 } } } } timeout_effect = { add_stability = -0.1 add_war_support = -0.15 } } } GUAY_meet_with_the_old_powers_cat = { GUAY_meet_with_USA = { icon = GFX_decision_generic_factory priority = 99 allowed = { OR = { original_tag = URG original_tag = PAR } } visible = { always = yes } available = { USA = { exists = yes is_subject = no has_capitulated = no NOT = { has_war_with = ROOT } } } cost = 0 complete_effect = { add_ideas = idea_GUYA_old_powers_USA set_variable = { old_power_partner = USA } } } GUAY_meet_with_FRA = { icon = GFX_decision_generic_fortification priority = 99 allowed = { OR = { original_tag = URG original_tag = PAR } } visible = { always = yes } available = { FRA = { exists = yes is_subject = no has_capitulated = no NOT = { has_war_with = ROOT } } } cost = 0 complete_effect = { add_ideas = idea_GUYA_old_powers_FRA set_variable = { old_power_partner = FRA } } } GUAY_meet_with_ENG = { icon = GFX_decision_hol_draw_up_staff_plans allowed = { OR = { original_tag = URG original_tag = PAR } } visible = { always = yes } available = { ENG = { exists = yes is_subject = no has_capitulated = no NOT = { has_war_with = ROOT } } } cost = 0 complete_effect = { add_ideas = idea_GUYA_old_powers_ENG add_doctrine_cost_reduction = { cost_reduction = 0.35 uses = 2 category = special_forces_doctrine name = idea_GUYA_old_powers_ENG } set_variable = { old_power_partner = ENG } } } GUAY_meet_with_SOV = { icon = GFX_decision_SWE_set_army_budget allowed = { OR = { original_tag = URG original_tag = PAR } } visible = { always = yes } available = { SOV = { exists = yes is_subject = no has_capitulated = no NOT = { has_war_with = ROOT } } } cost = 0 complete_effect = { add_ideas = idea_GUYA_old_powers_SOV set_variable = { old_power_partner = SOV } } } GUAY_meet_with_GER = { icon = GFX_decision_ger_reichskommissariats allowed = { OR = { original_tag = URG original_tag = PAR } } visible = { always = yes } available = { GER = { exists = yes is_subject = no has_capitulated = no NOT = { has_war_with = ROOT } } } cost = 0 complete_effect = { add_ideas = idea_GUYA_old_powers_GER set_variable = { old_power_partner = GER } } } GUAY_meet_with_JAP = { icon = GFX_decision_jap_conquer_china allowed = { OR = { original_tag = URG original_tag = PAR } } visible = { always = yes } available = { JAP = { exists = yes is_subject = no has_capitulated = no NOT = { has_war_with = ROOT } } } cost = 0 complete_effect = { add_ideas = idea_GUYA_old_powers_JAP set_variable = { old_power_partner = JAP } } } GUAY_meet_with_ITA = { icon = GFX_decision_eng_blackshirt_speech allowed = { OR = { original_tag = URG original_tag = PAR } } visible = { always = yes } available = { ITA = { exists = yes is_subject = no has_capitulated = no NOT = { has_war_with = ROOT } } } cost = 0 complete_effect = { add_ideas = idea_GUYA_old_powers_ITA set_variable = { old_power_partner = ITA } } } } GUAY_laissez_faire_cat = { GUAY_land_owners_finding_funding = { icon = GFX_decision_gre_paying_ifc_debt allowed = { OR = { original_tag = URG original_tag = PAR } } visible = { always = yes } is_good = yes available = { hidden_trigger = { always = no } } activation = { has_completed_focus = GUAY_laissez_faire } days_mission_timeout = 270 timeout_effect = { custom_effect_tooltip = GUAY_laissez_faire_stats random_state = { limit = { is_controlled_by = ROOT impassable = no } random_list = { seed = random 1.5 = { modifier = { free_building_slots = { building = industrial_complex size < 1 } factor = 0 } modifier = { ROOT = { has_completed_focus = GUAY_empower_the_land_owners } factor = 2.5 } modifier = { has_variable = ROOT.is_literally_not_a_factory add = var:ROOT.is_literally_not_a_factory } if = { limit = { has_variable = ROOT.is_literally_not_a_factory } clear_variable = ROOT.is_literally_not_a_factory } add_building_construction = { type = industrial_complex level = 1 instant_build = yes } ROOT = { add_to_variable = { built_a_civ = 1 } } } 1.5 = { modifier = { free_building_slots = { building = arms_factory size < 1 } factor = 0 } modifier = { ROOT = { has_completed_focus = GUAY_empower_the_land_owners } factor = 2.5 } modifier = { has_variable = ROOT.is_literally_not_a_factory add = var:ROOT.is_literally_not_a_factory } if = { limit = { has_variable = ROOT.is_literally_not_a_factory } clear_variable = ROOT.is_literally_not_a_factory } add_building_construction = { type = arms_factory level = 1 instant_build = yes } ROOT = { add_to_variable = { built_a_mil = 1 } } } 2 = { modifier = { free_building_slots = { building = dockyard size < 1 } factor = 0 } modifier = { ROOT = { any_core_state = { is_coastal = no } } factor = 0 } add_building_construction = { type = dockyard level = 1 instant_build = yes } modifier = { ROOT = { has_completed_focus = GUAY_empower_the_land_owners } factor = 2.5 } add_to_variable = { ROOT.is_literally_not_a_factory = 0.1 } ROOT = { add_to_variable = { built_a_dockyard = 1 } } } 3 = { modifier = { infrastructure > 4 factor = 0 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } add_to_variable = { ROOT.is_literally_not_a_factory = 0.15 } ROOT = { add_to_variable = { built_a_infra = 1 } } } 3 = { modifier = { air_base > 9 factor = 0 } add_building_construction = { type = air_base level = 1 instant_build = yes } add_to_variable = { ROOT.is_literally_not_a_factory = 0.25 } ROOT = { add_to_variable = { built_an_airbase = 1 } } } 3 = { modifier = { anti_air_building > 4 factor = 0 } modifier = { ROOT = { NOT = { has_tech = interwar_antiair } } factor = 0 } add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_to_variable = { ROOT.is_literally_not_a_factory = 0.2 } ROOT = { add_to_variable = { built_an_aa = 1 } } } 2 = { modifier = { radar_station > 4 factor = 0 } modifier = { #level 1 ROOT = { NOT = { has_tech = radio_detection } } factor = 0 } modifier = { #level 2 radar_station > 0 ROOT = { NOT = { has_tech = cavity_magnatron } } factor = 0 } #modifier = { #level 3 # radar_station > 2 # ROOT = { NOT = { has_tech = improved_cavity_magnatron } } # factor = 0 #} modifier = { #level 4 radar_station > 3 ROOT = { NOT = { has_tech = centimetric_radar } } factor = 0 } modifier = { #level 5 radar_station > 4 ROOT = { NOT = { has_tech = phased_array } } factor = 0 } modifier = { #level 6 radar_station > 4 ROOT = { NOT = { has_tech = monopulse_radar } } factor = 0 } add_building_construction = { type = radar_station level = 1 instant_build = yes } add_to_variable = { ROOT.is_literally_not_a_factory = 0.25 } ROOT = { add_to_variable = { built_a_radar = 1 } } } 0.1 = { add_building_construction = { type = supply_node province = { all_provinces = yes } level = 1 instant_build = yes } add_to_variable = { ROOT.is_literally_not_a_factory = 0.2 } ROOT = { add_to_variable = { built_a_hub = 1 } } } 2 = { modifier = { free_building_slots = { building = industrial_complex size < 1 } factor = 2 } modifier = { ROOT = { has_completed_focus = GUAY_empower_the_land_owners } factor = 2.5 } add_extra_state_shared_building_slots = 1 add_to_variable = { ROOT.is_literally_not_a_factory = 0.1 } ROOT = { add_to_variable = { added_slot = 1 } } } } } activate_mission = GUAY_land_owners_finding_funding } } } form_liga_federal_cat = { form_liga_federal_dec = { icon = generic_form_nation allowed = { original_tag = URG has_dlc = "Trial of Allegiance" } available = { is_subject = no controls_state = 946 controls_state = 300 controls_state = 945 controls_state = 510 controls_state = 956 } visible = { original_tag = URG NOT = { has_global_flag = form_liga_federal_flag } } complete_effect = { set_cosmetic_tag = LGF_UNIFIED 510 = { add_core_of = ROOT } 956 = { add_core_of = ROOT } hidden_effect = { #news_event = { id = wtt_news.55 hours = 6 } set_global_flag = form_liga_federal_flag } } ai_will_do = { factor = 200 modifier = { factor = 0 is_historical_focus_on = yes } } } }