@MAN_HUNT_BANDITS_EQUIPMENT_COST_TRIGGER = 499 @MAN_HUNT_BANDITS_EQUIPMENT_COST_EFFECT = -500 MAN_banditry_category = { # # ## ### ### # # ### ### # # ## # # # # # # # # # # # ## # # ## # # ### # #### ## ### # ## # # # # # # # # # # # # # # # # ## # # # # # ### # # # # MAN_pacify_bandits_in_the_northern_countryside = { icon = GFX_decision_oppression available = { hidden_trigger = { OR = { has_completed_focus = MAN_pacify_the_countryside has_completed_focus = MAN_tsr_pacify_the_countryside } } custom_trigger_tooltip = { tooltip = MAN_pacify_the_countryside_tt OR = { has_completed_focus = MAN_pacify_the_countryside has_completed_focus = MAN_tsr_pacify_the_countryside } } has_country_flag = MAN_northern_bandits divisions_in_state = { state = 714 size > 5 } } highlight_states = { highlight_state_targets = { state = 714 } } cost = 0 ai_will_do = { factor = 0 modifier = { add = 200 divisions_in_state = { state = 714 size > 5 } } } visible = { NOT = { has_active_mission = MAN_maintain_northern_control } has_country_flag = MAN_northern_bandits } is_good = yes complete_effect = { activate_mission = MAN_maintain_northern_control custom_effect_tooltip = MAN_pacify_bandits_mission_explanation } } MAN_hunt_down_northern_bandits = { icon = GFX_decision_generic_prepare_civil_war available = { hidden_trigger = { OR = { has_completed_focus = MAN_pacify_the_countryside has_completed_focus = MAN_tsr_pacify_the_countryside } } custom_trigger_tooltip = { tooltip = MAN_pacify_the_countryside_tt OR = { has_completed_focus = MAN_pacify_the_countryside has_completed_focus = MAN_tsr_pacify_the_countryside } } has_equipment = { infantry_equipment > @MAN_HUNT_BANDITS_EQUIPMENT_COST_TRIGGER } has_country_flag = MAN_northern_bandits } cost = 0 highlight_states = { highlight_state_targets = { state = 714 } } visible = { has_country_flag = MAN_northern_bandits } is_good = yes fire_only_once = yes ai_will_do = { factor = 0 modifier = { add = 200 divisions_in_state = { state = 714 size < 6 } } } complete_effect = { custom_effect_tooltip = MAN_hunt_down_northern_bandits_tt add_manpower = -1000 add_equipment_to_stockpile = { type = infantry_equipment amount = @MAN_HUNT_BANDITS_EQUIPMENT_COST_EFFECT } army_experience = 10 remove_mission = MAN_maintain_northern_control clr_country_flag = MAN_northern_bandits if = { limit = { NOT = { has_country_flag = MAN_eastern_bandits } NOT = { has_country_flag = MAN_western_bandits } } remove_ideas = MAN_banditry } } } MAN_maintain_northern_control = { icon = generic_civil_support available = { always = no } days_mission_timeout = MAN_main_control_timer?180 activation = { always = no #Triggered from effect } cancel_trigger = { divisions_in_state = { state = 714 size < 6 } } highlight_states = { highlight_state_targets = { state = 714 } } visible = { } is_good = yes timeout_effect = { custom_effect_tooltip = MAN_hunt_down_northern_bandits_tt army_experience = 10 clr_country_flag = MAN_northern_bandits if = { limit = { NOT = { has_country_flag = MAN_eastern_bandits } NOT = { has_country_flag = MAN_western_bandits } } remove_ideas = MAN_banditry } } } ### ## ## ### ### ### # # # # # # # # # # ## # ## #### # # ## ### # ## # # # # # # # # # # ### # # ## # ### # # # # MAN_pacify_bandits_in_the_eastern_countryside = { icon = GFX_decision_oppression available = { hidden_trigger = { OR = { has_completed_focus = MAN_pacify_the_countryside has_completed_focus = MAN_tsr_pacify_the_countryside } } custom_trigger_tooltip = { tooltip = MAN_pacify_the_countryside_tt OR = { has_completed_focus = MAN_pacify_the_countryside has_completed_focus = MAN_tsr_pacify_the_countryside } } has_country_flag = MAN_eastern_bandits divisions_in_state = { state = 717 size > 5 } } highlight_states = { highlight_state_targets = { state = 717 } } cost = 0 ai_will_do = { factor = 0 modifier = { add = 200 divisions_in_state = { state = 717 size > 5 } } } visible = { NOT = { has_active_mission = MAN_maintain_eastern_control } has_country_flag = MAN_eastern_bandits } is_good = yes complete_effect = { activate_mission = MAN_maintain_eastern_control custom_effect_tooltip = MAN_pacify_bandits_mission_explanation } } MAN_hunt_down_eastern_bandits = { icon = GFX_decision_generic_prepare_civil_war available = { hidden_trigger = { OR = { has_completed_focus = MAN_pacify_the_countryside has_completed_focus = MAN_tsr_pacify_the_countryside } } custom_trigger_tooltip = { tooltip = MAN_pacify_the_countryside_tt OR = { has_completed_focus = MAN_pacify_the_countryside has_completed_focus = MAN_tsr_pacify_the_countryside } } has_equipment = { infantry_equipment > @MAN_HUNT_BANDITS_EQUIPMENT_COST_TRIGGER } has_country_flag = MAN_eastern_bandits } visible = { has_country_flag = MAN_eastern_bandits } cost = 0 highlight_states = { highlight_state_targets = { state = 717 } } is_good = yes fire_only_once = yes ai_will_do = { factor = 0 modifier = { add = 200 divisions_in_state = { state = 717 size < 6 } } } complete_effect = { custom_effect_tooltip = MAN_hunt_down_eastern_bandits_tt add_manpower = -1000 add_equipment_to_stockpile = { type = infantry_equipment amount = @MAN_HUNT_BANDITS_EQUIPMENT_COST_EFFECT } army_experience = 10 remove_mission = MAN_maintain_eastern_control clr_country_flag = MAN_eastern_bandits if = { limit = { NOT = { has_country_flag = MAN_northern_bandits } NOT = { has_country_flag = MAN_western_bandits } } remove_ideas = MAN_banditry } } } MAN_maintain_eastern_control = { icon = generic_civil_support available = { always = no } days_mission_timeout = MAN_main_control_timer?180 activation = { always = no #Triggered from effect } cancel_trigger = { divisions_in_state = { state = 717 size < 6 } } highlight_states = { highlight_state_targets = { state = 717 } } visible = { } is_good = yes timeout_effect = { custom_effect_tooltip = MAN_hunt_down_eastern_bandits_tt army_experience = 10 clr_country_flag = MAN_eastern_bandits if = { limit = { NOT = { has_country_flag = MAN_northern_bandits } NOT = { has_country_flag = MAN_western_bandits } } remove_ideas = MAN_banditry } } } # # ### ## ### ### ### # # # # # # # # # # ## # # # # ## # # ## ### # ## # # # # # # # # # # # # # ### ## # ### # # # # MAN_pacify_bandits_in_the_western_countryside = { icon = GFX_decision_oppression available = { hidden_trigger = { OR = { has_completed_focus = MAN_pacify_the_countryside has_completed_focus = MAN_tsr_pacify_the_countryside } } custom_trigger_tooltip = { tooltip = MAN_pacify_the_countryside_tt OR = { has_completed_focus = MAN_pacify_the_countryside has_completed_focus = MAN_tsr_pacify_the_countryside } } has_country_flag = MAN_western_bandits divisions_in_state = { state = 610 size > 5 } } highlight_states = { highlight_state_targets = { state = 610 } } cost = 0 ai_will_do = { factor = 0 modifier = { add = 200 divisions_in_state = { state = 610 size > 5 } } } visible = { NOT = { has_active_mission = MAN_maintain_western_control } has_country_flag = MAN_western_bandits } is_good = yes complete_effect = { activate_mission = MAN_maintain_western_control custom_effect_tooltip = MAN_pacify_bandits_mission_explanation } } MAN_hunt_down_western_bandits = { icon = GFX_decision_generic_prepare_civil_war available = { hidden_trigger = { OR = { has_completed_focus = MAN_pacify_the_countryside has_completed_focus = MAN_tsr_pacify_the_countryside } } custom_trigger_tooltip = { tooltip = MAN_pacify_the_countryside_tt OR = { has_completed_focus = MAN_pacify_the_countryside has_completed_focus = MAN_tsr_pacify_the_countryside } } has_equipment = { infantry_equipment > @MAN_HUNT_BANDITS_EQUIPMENT_COST_TRIGGER } has_country_flag = MAN_western_bandits } cost = 0 highlight_states = { highlight_state_targets = { state = 610 } } visible = { has_country_flag = MAN_western_bandits } is_good = yes fire_only_once = yes ai_will_do = { factor = 0 modifier = { add = 200 divisions_in_state = { state = 610 size < 6 } } } complete_effect = { custom_effect_tooltip = MAN_hunt_down_western_bandits_tt add_manpower = -1000 add_equipment_to_stockpile = { type = infantry_equipment amount = @MAN_HUNT_BANDITS_EQUIPMENT_COST_EFFECT } army_experience = 10 remove_mission = MAN_maintain_western_control clr_country_flag = MAN_western_bandits if = { limit = { NOT = { has_country_flag = MAN_eastern_bandits } NOT = { has_country_flag = MAN_northern_bandits } } remove_ideas = MAN_banditry } } } MAN_maintain_western_control = { icon = generic_civil_support available = { always = no } days_mission_timeout = MAN_main_control_timer?180 activation = { always = no #Triggered from effect } cancel_trigger = { divisions_in_state = { state = 610 size < 6 } } highlight_states = { highlight_state_targets = { state = 610 } } visible = { } is_good = yes timeout_effect = { custom_effect_tooltip = MAN_hunt_down_western_bandits_tt army_experience = 10 clr_country_flag = MAN_western_bandits if = { limit = { NOT = { has_country_flag = MAN_eastern_bandits } NOT = { has_country_flag = MAN_northern_bandits } } remove_ideas = MAN_banditry } } } MAN_bandit_raids = { icon = GFX_decision_generic_scorched_earth available = { NOT = { has_idea = MAN_banditry } } days_mission_timeout = 180 activation = { has_idea = MAN_banditry } visible = { } fixed_random_seed = no fire_only_once = no is_good = no timeout_effect = { random_list = { 25 = { country_event = wtt_manchukou_bandit_sabotage.21 } 25 = { country_event = wtt_manchukou_bandit_sabotage.22 } 25 = { country_event = wtt_manchukou_bandit_sabotage.23 } 25 = { } } } } MAN_recruit_bandits_north = { icon = generic_civil_support available = { has_country_flag = MAN_northern_bandits hidden_trigger = { OR = { has_completed_focus = MAN_bolster_nationalism has_completed_focus = MAN_tsr_bolster_nationalism } } custom_trigger_tooltip = { tooltip = MAN_bolster_nationalism_tt OR = { has_completed_focus = MAN_bolster_nationalism has_completed_focus = MAN_tsr_bolster_nationalism } } } visible = { has_country_flag = MAN_northern_bandits NOT = { has_completed_focus = MAN_tsr_question_the_emperors_authority } NOT = { has_completed_focus = MAN_tsr_obedience } } ai_will_do = { factor = 10 } cost = 50 complete_effect = { if = { limit = { not = { has_country_flag = MAN_bandits_recruited } } division_template = { name = "Redemption Army" priority = 1 is_locked = yes division_names_group = MAN_CAV_01 regiments = { cavalry = { x = 0 y = 0 } cavalry = { x = 0 y = 1 } cavalry = { x = 0 y = 2 } cavalry = { x = 1 y = 0 } cavalry = { x = 1 y = 1 } cavalry = { x = 1 y = 2 } } } set_country_flag = MAN_bandits_recruited } random_owned_controlled_state = { limit = { ROOT = { has_full_control_of_state = PREV } } prioritize = { 714 } create_unit = { division = "name = \"1. Northern Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"2. Northern Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" owner = MAN } } clr_country_flag = MAN_northern_bandits if = { limit = { NOT = { has_country_flag = MAN_eastern_bandits } NOT = { has_country_flag = MAN_western_bandits } } remove_ideas = MAN_banditry } } } MAN_recruit_bandits_west = { icon = generic_civil_support available = { has_country_flag = MAN_western_bandits hidden_trigger = { OR = { has_completed_focus = MAN_bolster_nationalism has_completed_focus = MAN_tsr_bolster_nationalism } } custom_trigger_tooltip = { tooltip = MAN_bolster_nationalism_tt OR = { has_completed_focus = MAN_bolster_nationalism has_completed_focus = MAN_tsr_bolster_nationalism } } } visible = { has_country_flag = MAN_western_bandits NOT = { has_completed_focus = MAN_tsr_question_the_emperors_authority } NOT = { has_completed_focus = MAN_tsr_obedience } } ai_will_do = { factor = 10 } cost = 50 complete_effect = { if = { limit = { not = { has_country_flag = MAN_bandits_recruited } } division_template = { name = "Redemption Army" priority = 1 is_locked = yes division_names_group = MAN_CAV_01 regiments = { cavalry = { x = 0 y = 0 } cavalry = { x = 0 y = 1 } cavalry = { x = 0 y = 2 } cavalry = { x = 1 y = 0 } cavalry = { x = 1 y = 1 } cavalry = { x = 1 y = 2 } } } set_country_flag = MAN_bandits_recruited } random_owned_controlled_state = { limit = { ROOT = { has_full_control_of_state = PREV } } prioritize = { 610 } create_unit = { division = "name = \"1. Western Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"2. Western Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" owner = MAN } } clr_country_flag = MAN_western_bandits if = { limit = { NOT = { has_country_flag = MAN_eastern_bandits } NOT = { has_country_flag = MAN_northern_bandits } } remove_ideas = MAN_banditry } } } MAN_recruit_bandits_east = { icon = generic_civil_support available = { has_country_flag = MAN_eastern_bandits hidden_trigger = { OR = { has_completed_focus = MAN_bolster_nationalism has_completed_focus = MAN_tsr_bolster_nationalism } } custom_trigger_tooltip = { tooltip = MAN_bolster_nationalism_tt OR = { has_completed_focus = MAN_bolster_nationalism has_completed_focus = MAN_tsr_bolster_nationalism } } } visible = { has_country_flag = MAN_eastern_bandits NOT = { has_completed_focus = MAN_tsr_question_the_emperors_authority } NOT = { has_completed_focus = MAN_tsr_obedience } } ai_will_do = { factor = 10 } cost = 50 complete_effect = { if = { limit = { not = { has_country_flag = MAN_bandits_recruited } } division_template = { name = "Redemption Army" priority = 1 is_locked = yes division_names_group = MAN_CAV_01 regiments = { cavalry = { x = 0 y = 0 } cavalry = { x = 0 y = 1 } cavalry = { x = 0 y = 2 } cavalry = { x = 1 y = 0 } cavalry = { x = 1 y = 1 } cavalry = { x = 1 y = 2 } } } set_country_flag = MAN_bandits_recruited } random_owned_controlled_state = { limit = { ROOT = { has_full_control_of_state = PREV } } prioritize = { 717 } create_unit = { division = "name = \"1. Eastern Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"2. Eastern Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" owner = MAN } } clr_country_flag = MAN_eastern_bandits if = { limit = { NOT = { has_country_flag = MAN_western_bandits } NOT = { has_country_flag = MAN_northern_bandits } } remove_ideas = MAN_banditry } } } MAN_recruit_bandits_generic = { icon = generic_civil_support available = { } visible = { hidden_trigger = { OR = { has_completed_focus = MAN_bolster_nationalism has_completed_focus = MAN_tsr_bolster_nationalism } } custom_trigger_tooltip = { tooltip = MAN_bolster_nationalism_tt OR = { has_completed_focus = MAN_bolster_nationalism has_completed_focus = MAN_tsr_bolster_nationalism } } NOT = { has_completed_focus = MAN_tsr_question_the_emperors_authority } NOT = { has_completed_focus = MAN_tsr_obedience } } ai_will_do = { factor = 10 } cost = 50 fire_only_once = yes complete_effect = { if = { limit = { not = { has_country_flag = MAN_bandits_recruited } } division_template = { name = "Redemption Army" priority = 1 is_locked = yes division_names_group = MAN_CAV_01 regiments = { cavalry = { x = 0 y = 0 } cavalry = { x = 0 y = 1 } cavalry = { x = 0 y = 2 } cavalry = { x = 1 y = 0 } cavalry = { x = 1 y = 1 } cavalry = { x = 1 y = 2 } } } set_country_flag = MAN_bandits_recruited } random_owned_controlled_state = { limit = { ROOT = { has_full_control_of_state = PREV } } prioritize = { 328 } create_unit = { division = "name = \"1. Manchu Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"2. Manchu Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"3. Manchu Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" owner = MAN } } } } MAN_release_bandits = { icon = generic_civil_support available = { } visible = { has_country_flag = MAN_bandits_recruited NOT = { has_completed_focus = MAN_tsr_question_the_emperors_authority } NOT = { has_completed_focus = MAN_tsr_obedience } } ai_will_do = { factor = 1 modifier = { OR = { not = { has_completed_focus = MAN_independence_war has_completed_focus = MAN_tsr_independence_war } has_war = yes } factor = 0 } } cost = 0 complete_effect = { add_manpower = 10000 delete_unit_template_and_units = { division_template = "Redemption Army" } clr_country_flag = MAN_bandits_recruited } } MAN_recruit_bandits_2_north = { icon = generic_civil_support available = { has_country_flag = MAN_northern_bandits has_completed_focus = MAN_tsr_bandit_recruitment } visible = { has_dlc = "No Compromise, No Surrender" has_country_flag = MAN_northern_bandits has_completed_focus = MAN_tsr_bandit_recruitment } ai_will_do = { factor = 10 } cost = 50 complete_effect = { if = { limit = { not = { has_country_flag = MAN_bandits_recruited } } division_template = { name = "Rebel Forces" priority = 1 is_locked = yes division_names_group = MAN_CAV_01 regiments = { cavalry = { x = 0 y = 0 } cavalry = { x = 0 y = 1 } cavalry = { x = 0 y = 2 } cavalry = { x = 0 y = 3 } cavalry = { x = 1 y = 0 } cavalry = { x = 1 y = 1 } cavalry = { x = 1 y = 2 } } } set_country_flag = MAN_bandits_recruited } random_owned_controlled_state = { limit = { ROOT = { has_full_control_of_state = PREV } } prioritize = { 714 } create_unit = { division = "name = \"1. Heilungkiang National Salvation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"2. Heilungkiang National Salvation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"3. Heilungkiang National Salvation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" owner = MAN } } clr_country_flag = MAN_northern_bandits if = { limit = { NOT = { has_country_flag = MAN_eastern_bandits } NOT = { has_country_flag = MAN_western_bandits } } remove_ideas = MAN_banditry } } } MAN_recruit_bandits_2_west = { icon = generic_civil_support available = { has_country_flag = MAN_western_bandits has_completed_focus = MAN_tsr_bandit_recruitment } visible = { has_dlc = "No Compromise, No Surrender" has_country_flag = MAN_western_bandits has_completed_focus = MAN_tsr_bandit_recruitment } ai_will_do = { factor = 10 } cost = 50 complete_effect = { if = { limit = { not = { has_country_flag = MAN_bandits_recruited } } division_template = { name = "Rebel Forces" priority = 1 is_locked = yes division_names_group = MAN_CAV_01 regiments = { cavalry = { x = 0 y = 0 } cavalry = { x = 0 y = 1 } cavalry = { x = 0 y = 2 } cavalry = { x = 0 y = 3 } cavalry = { x = 1 y = 0 } cavalry = { x = 1 y = 1 } cavalry = { x = 1 y = 2 } } } set_country_flag = MAN_bandits_recruited } random_owned_controlled_state = { limit = { ROOT = { has_full_control_of_state = PREV } } prioritize = { 610 } create_unit = { division = "name = \"1. Jehol Counter-Japanese National Salvation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"2. Jehol Counter-Japanese National Salvation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"3. Jehol Counter-Japanese National Salvation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" owner = MAN } } clr_country_flag = MAN_western_bandits if = { limit = { NOT = { has_country_flag = MAN_eastern_bandits } NOT = { has_country_flag = MAN_northern_bandits } } remove_ideas = MAN_banditry } } } MAN_recruit_bandits_2_east = { icon = generic_civil_support available = { has_country_flag = MAN_eastern_bandits has_completed_focus = MAN_tsr_bandit_recruitment } visible = { has_dlc = "No Compromise, No Surrender" has_country_flag = MAN_eastern_bandits has_completed_focus = MAN_tsr_bandit_recruitment } ai_will_do = { factor = 10 } cost = 50 complete_effect = { if = { limit = { not = { has_country_flag = MAN_bandits_recruited } } division_template = { name = "Rebel Forces" priority = 1 is_locked = yes division_names_group = MAN_CAV_01 regiments = { cavalry = { x = 0 y = 0 } cavalry = { x = 0 y = 1 } cavalry = { x = 0 y = 2 } cavalry = { x = 0 y = 3 } cavalry = { x = 1 y = 0 } cavalry = { x = 1 y = 1 } cavalry = { x = 1 y = 2 } } } set_country_flag = MAN_bandits_recruited } random_owned_controlled_state = { limit = { ROOT = { has_full_control_of_state = PREV } } prioritize = { 717 } create_unit = { division = "name = \"1. Sungkiang National Liberation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"2. Sungkiang National Liberation Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" owner = MAN } } clr_country_flag = MAN_eastern_bandits if = { limit = { NOT = { has_country_flag = MAN_western_bandits } NOT = { has_country_flag = MAN_northern_bandits } } remove_ideas = MAN_banditry } } } MAN_recruit_bandits_2_generic = { icon = generic_civil_support available = { } visible = { has_dlc = "No Compromise, No Surrender" has_completed_focus = MAN_tsr_bandit_recruitment } ai_will_do = { factor = 10 } cost = 50 fire_only_once = yes complete_effect = { if = { limit = { not = { has_country_flag = MAN_bandits_recruited } } division_template = { name = "Rebel Forces" priority = 1 is_locked = yes division_names_group = MAN_CAV_01 regiments = { cavalry = { x = 0 y = 0 } cavalry = { x = 0 y = 1 } cavalry = { x = 0 y = 2 } cavalry = { x = 0 y = 3 } cavalry = { x = 1 y = 0 } cavalry = { x = 1 y = 1 } cavalry = { x = 1 y = 2 } } } set_country_flag = MAN_bandits_recruited } random_owned_controlled_state = { limit = { ROOT = { has_full_control_of_state = PREV } } prioritize = { 328 } create_unit = { division = "name = \"1. Kirin Self-Defense Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"2. Kirin Self-Defense Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"3. Kirin Self-Defense Army\" division_template = \"Rebel Forces\" start_experience_factor = 0.5" owner = MAN } } } } MAN_release_bandits_2 = { icon = generic_civil_support available = { } visible = { has_country_flag = MAN_bandits_recruited has_completed_focus = MAN_tsr_question_the_emperors_authority } ai_will_do = { factor = 1 modifier = { OR = { not = { has_completed_focus = MAN_tsr_a_new_dawn_over_manchuria } has_war = yes } factor = 0 } } cost = 10 complete_effect = { add_manpower = 20000 delete_unit_template_and_units = { division_template = "Rebel Forces" } clr_country_flag = MAN_bandits_recruited } } } MAN_war_preparations = { MAN_raise_manchu_banner = { available = { has_war = yes } visible = { OR = { has_completed_focus = MAN_five_people_armies has_completed_focus = MAN_tsr_five_people_armies } not = { has_country_flag = MAN_manchu_banner_raised } } cost = 25 ai_will_do = { factor = 10 } complete_effect = { division_template = { name = "Manchu Banner" priority = 1 is_locked = yes division_names_group = MAN_INF_01 regiments = { infantry = { x = 0 y = 0 } infantry = { x = 0 y = 1 } infantry = { x = 0 y = 2 } infantry = { x = 0 y = 3 } infantry = { x = 0 y = 4 } infantry = { x = 1 y = 0 } infantry = { x = 1 y = 1 } infantry = { x = 1 y = 2 } infantry = { x = 1 y = 3 } infantry = { x = 1 y = 4 } infantry = { x = 2 y = 0 } infantry = { x = 2 y = 1 } infantry = { x = 2 y = 2 } infantry = { x = 2 y = 3 } infantry = { x = 2 y = 4 } } support = { artillery = { x = 0 y = 0 } } } set_country_flag = MAN_manchu_banner_raised random_owned_controlled_state = { limit = { ROOT = { has_full_control_of_state = PREV } } prioritize = { 328 } create_unit = { division = "name = \"Yellow Banner \" division_template = \"Manchu Banner\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"Red Banner \" division_template = \"Manchu Banner\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"White Banner \" division_template = \"Manchu Banner\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"Blue Banner \" division_template = \"Manchu Banner\" start_experience_factor = 0.5" owner = MAN } create_unit = { division = "name = \"Black Banner \" division_template = \"Manchu Banner\" start_experience_factor = 0.5" owner = MAN } } } } MAN_disband_the_banners = { available = { } visible = { has_country_flag = MAN_manchu_banner_raised } cost = 0 ai_will_do = { factor = 1 modifier = { has_war = yes factor = 0 } } complete_effect = { delete_unit_template_and_units = { division_template = "Manchu Banner" } clr_country_flag = MAN_manchu_banner_raised } } MAN_fund_underground_gun_shops = { available = { hidden_trigger = { OR = { has_completed_focus = MAN_local_arms_procurement has_completed_focus = MAN_tsr_local_arms_procurement } } custom_trigger_tooltip = { tooltip = MAN_local_arms_procurement_tt OR = { has_completed_focus = MAN_local_arms_procurement has_completed_focus = MAN_tsr_local_arms_procurement } } hidden_trigger = { OR = { has_completed_focus = MAN_purge_the_general_affairs_council has_completed_focus = MAN_tsr_purge_the_general_affairs_council } } custom_trigger_tooltip = { tooltip = MAN_purge_the_general_affairs_council_tt OR = { has_completed_focus = MAN_purge_the_general_affairs_council has_completed_focus = MAN_tsr_purge_the_general_affairs_council } } has_war_with = JAP } visible = { OR = { has_completed_focus = MAN_local_arms_procurement has_completed_focus = MAN_purge_the_general_affairs_council has_completed_focus = MAN_tsr_local_arms_procurement has_completed_focus = MAN_tsr_purge_the_general_affairs_council } NOT = { OR = { has_completed_focus = MAN_five_equal_peoples has_completed_focus = MAN_tsr_five_equal_peoples } } NOT = { has_idea = MAN_underground_gun_shops } has_war_with = JAP } cost = 50 ai_will_do = { factor = 1 } complete_effect = { add_ideas = MAN_underground_gun_shops add_offsite_building = { type = arms_factory level = 3 } } } MAN_remove_underground_gun_shops = { available = { has_idea = MAN_underground_gun_shops } visible = { has_idea = MAN_underground_gun_shops } cost = 0 ai_will_do = { factor = 1 modifier = { has_war = yes factor = 0 } } complete_effect = { remove_ideas = MAN_underground_gun_shops add_offsite_building = { type = arms_factory level = -3 } } } MAN_divert_machine_tools = { available = { } visible = { OR = { has_completed_focus = MAN_request_control_of_the_railways has_completed_focus = MAN_tsr_request_control_of_the_railways } not = { has_country_flag = { flag = MAN_machine_tools value = 4 } } } cost = 50 ai_will_do = { factor = 10 } days_remove = 90 remove_effect = { if = { limit = { not = { has_country_flag = MAN_machine_tools } } set_country_flag = { flag = MAN_machine_tools value = 1 } } else = { modify_country_flag = { flag = MAN_machine_tools value = 1 } } random_owned_controlled_state = { limit = { is_core_of = ROOT is_fully_controlled_by = ROOT free_building_slots = { building = industrial_complex size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } } } } MAN_prepare_to_seize_arms = { available = { hidden_trigger = { OR = { has_completed_focus = MAN_purge_the_general_affairs_council has_completed_focus = MAN_tsr_purge_the_general_affairs_council } } custom_trigger_tooltip = { tooltip = MAN_purge_the_general_affairs_council_tt OR = { has_completed_focus = MAN_purge_the_general_affairs_council has_completed_focus = MAN_tsr_purge_the_general_affairs_council } } hidden_trigger = { command_power > 29 } } visible = { OR = { has_completed_focus = MAN_purge_the_general_affairs_council has_completed_focus = MAN_tsr_purge_the_general_affairs_council } check_variable = { var = MAN_seize_arms_prep value = 50 compare = less_than } is_subject_of = JAP } cost = 0 custom_cost_trigger = { command_power > 29 } custom_cost_text = decision_cost_CP_30 ai_will_do = { factor = 10 } complete_effect = { IF = { limit = { check_variable = { var = MAN_seize_arms_prep value = 50 compare = less_than_or_equals } } custom_effect_tooltip = MAN_can_prepare_more_tt } IF = { limit = { check_variable = { var = MAN_seize_arms_prep value = 10 compare = less_than } } set_variable = { var = MAN_seize_arms_prep value = 10 } } ELSE = { add_to_variable = { var = MAN_seize_arms_prep value = 10 } } hidden_effect = { add_command_power = -30 } } } MAN_seize_arms = { available = { hidden_trigger = { OR = { has_completed_focus = MAN_independence_war has_completed_focus = MAN_tsr_independence_war } } custom_trigger_tooltip = { tooltip = MAN_independence_war_tt OR = { has_completed_focus = MAN_independence_war has_completed_focus = MAN_tsr_independence_war } } has_war_with = JAP } visible = { check_variable = { var = MAN_seize_arms_prep value = 0 compare = greater_than } } cost = 0 fire_only_once = yes ai_will_do = { factor = 10 } complete_effect = { IF = { limit = { check_variable = { var = MAN_seize_arms_prep value = 50 compare = less_than_or_equals } } custom_effect_tooltip = MAN_can_prepare_more_tt } IF = { limit = { check_variable = { var = MAN_seize_arms_prep value = 10 compare = greater_than_or_equals } } add_equipment_to_stockpile = { type = infantry_equipment_0 amount = 10000 producer = JAP } } IF = { limit = { check_variable = { var = MAN_seize_arms_prep value = 20 compare = greater_than_or_equals } } add_equipment_to_stockpile = { type = infantry_equipment_1 amount = 10000 producer = JAP } } IF = { limit = { check_variable = { var = MAN_seize_arms_prep value = 30 compare = greater_than_or_equals } } add_equipment_to_stockpile = { type = artillery_equipment_1 amount = 500 producer = JAP } IF = { limit = { JAP = { has_tech = improved_infantry_weapons } } add_equipment_to_stockpile = { type = infantry_equipment_2 amount = 2000 producer = JAP } } } IF = { limit = { NOT = { has_dlc = "No Step Back" } check_variable = { var = MAN_seize_arms_prep value = 40 compare = greater_than_or_equals } } add_equipment_to_stockpile = { type = light_tank_equipment_1 amount = 50 producer = JAP } add_equipment_to_stockpile = { type = infantry_equipment_1 amount = 5000 producer = JAP } } ELSE_IF = { limit = { has_dlc = "No Step Back" check_variable = { var = MAN_seize_arms_prep value = 40 compare = greater_than_or_equals } } add_equipment_to_stockpile = { type = light_tank_chassis_1 amount = 50 producer = JAP variant_name = "Type 95 Ha-Go"} add_equipment_to_stockpile = { type = infantry_equipment_1 amount = 5000 producer = JAP } } IF = { limit = { NOT = { has_dlc = "By Blood Alone" } check_variable = { var = MAN_seize_arms_prep value = 50 compare = greater_than_or_equals } } add_equipment_to_stockpile = { type = fighter_equipment_0 amount = 50 producer = JAP } IF = { limit = { JAP = { has_tech = fighter1 } } add_equipment_to_stockpile = { type = fighter_equipment_1 amount = 25 producer = JAP } } add_equipment_to_stockpile = { type = CAS_equipment_1 amount = 50 producer = JAP } } ELSE_IF = { limit = { has_dlc = "By Blood Alone" check_variable = { var = MAN_seize_arms_prep value = 50 compare = greater_than_or_equals } } add_equipment_to_stockpile = { type = small_plane_airframe_0 amount = 100 producer = JAP variant_name = "Ki-10" } add_equipment_to_stockpile = { type = small_plane_cas_airframe_0 amount = 50 producer = JAP variant_name = "Ki-3"} } IF = { limit = { check_variable = { var = MAN_seize_arms_prep value = 10 compare = greater_than_or_equals } check_variable = { var = MAN_seize_arms_prep value = 20 compare = less_than } } JAP = { add_timed_idea = { idea = MAN_arms_seized_1 days = 30 } } } IF = { limit = { check_variable = { var = MAN_seize_arms_prep value = 20 compare = greater_than_or_equals } check_variable = { var = MAN_seize_arms_prep value = 30 compare = less_than } } JAP = { add_timed_idea = { idea = MAN_arms_seized_1 days = 60 } } } IF = { limit = { check_variable = { var = MAN_seize_arms_prep value = 30 compare = greater_than_or_equals } check_variable = { var = MAN_seize_arms_prep value = 40 compare = less_than } } JAP = { add_timed_idea = { idea = MAN_arms_seized_2 days = 60 } } } IF = { limit = { check_variable = { var = MAN_seize_arms_prep value = 40 compare = greater_than_or_equals } check_variable = { var = MAN_seize_arms_prep value = 50 compare = less_than } } JAP = { add_timed_idea = { idea = MAN_arms_seized_2 days = 90 } } } IF = { limit = { check_variable = { var = MAN_seize_arms_prep value = 50 compare = greater_than_or_equals } check_variable = { var = MAN_seize_arms_prep value = 60 compare = less_than } } JAP = { add_timed_idea = { idea = MAN_arms_seized_3 days = 90 } } } } } } prospect_for_resources = { MAN_develop_kirin_aluminium_deposits = { #328 icon = aluminium allowed = { original_tag = MAN } available = { has_tech = excavation1 } highlight_states = { highlight_state_targets = { state = 328 } } visible = { OR = { has_completed_focus = MAN_develop_aluminum_sources has_completed_focus = MAN_tsr_develop_aluminum_sources } controls_state = 328 328 = { NOT = { has_state_flag = kirin_aluminium_developed } } } fire_only_once = yes cost = 25 days_remove = 60 modifier = { civilian_factory_use = 2 } ai_will_do = { factor = 1 } remove_effect = { 328 = { set_state_flag = kirin_aluminium_developed } 328 = { add_resource = { type = aluminium amount = 12 } } } } MAN_develop_liaotung_iron_ore_deposits = { #716 icon = steel allowed = { } highlight_states = { highlight_state_targets = { state = 716 } } available = { has_tech = construction2 has_tech = excavation1 } visible = { OR = { has_completed_focus = MAN_expand_showa_steel_works has_completed_focus = MAN_tsr_expand_showa_steel_works } controls_state = 716 716 = { NOT = { has_state_flag = liaotung_steel_developed } } } fire_only_once = yes cost = 25 days_remove = 60 modifier = { civilian_factory_use = 2 } remove_effect = { 716 = { set_state_flag = liaotung_steel_developed } 716 = { add_resource = { type = steel amount = 16 } } } ai_will_do = { factor = 1 } } MAN_establish_the_erdaojiang_special_steel_experimental_plant = { #328 icon = steel allowed = { } highlight_states = { highlight_state_targets = { state = 328 } } available = { has_tech = construction2 has_tech = excavation1 } visible = { OR = { has_completed_focus = MAN_tsr_expand_showa_steel_works } controls_state = 328 328 = { NOT = { has_state_flag = erdaojiang_steel_developed } } } fire_only_once = yes cost = 25 days_remove = 60 modifier = { civilian_factory_use = 2 } remove_effect = { 328 = { set_state_flag = erdaojiang_steel_developed } 328 = { add_resource = { type = steel amount = 18 } } } ai_will_do = { factor = 1 } } } ############### ######TSR###### ############### MAN_coring_decisions = { MAN_coring_outer_manchuria_states = { icon = GFX_decision_generic_form_nation ai_will_do = { base = 50 } priority = 25 highlight_states = { highlight_state_targets = { state = FROM } } allowed = { original_tag = MAN } visible = { OR = { has_completed_focus = MAN_tsr_claim_outer_manchuria has_completed_focus = MAN_tsr_reclaim_our_lost_possessions has_completed_focus = MAN_tsr_request_our_lost_territories } } available = { FROM = { NOT = { has_state_flag = MAN_coring_state_in_progress_flag } } FROM = { compliance > 30 } } state_target = any_controlled_state target_trigger = { FROM = { NOT = { is_core_of = ROOT } is_fully_controlled_by = ROOT OR = { state = 408 state = 409 state = 657 state = 560 state = 561 } } } on_map_mode = map_only cost = 50 fire_only_once = yes days_remove = 35 complete_effect = { hidden_effect = { FROM = { set_state_flag = { flag = MAN_coring_state_in_progress_flag value = 1 days = 31 } } } } remove_effect = { hidden_effect = { FROM = { clr_state_flag = MAN_coring_state_in_progress_flag } } FROM = { add_core_of = ROOT } } cancel_trigger = { FROM = { NOT = { is_fully_controlled_by = ROOT } } } cancel_effect = { hidden_effect = { FROM = { clr_state_flag = MAN_coring_state_in_progress_flag } } } } MAN_coring_mongolia_tuva = { icon = GFX_decision_generic_form_nation ai_will_do = { base = 50 } priority = 25 highlight_states = { highlight_state_targets = { state = FROM } } allowed = { original_tag = MAN } visible = { OR = { has_completed_focus = MAN_tsr_reclaim_our_lost_possessions has_completed_focus = MAN_tsr_request_our_lost_territories } } available = { FROM = { NOT = { has_state_flag = MAN_coring_state_in_progress_flag } } FROM = { compliance > 30 } } state_target = any_controlled_state target_trigger = { FROM = { NOT = { is_core_of = ROOT } is_fully_controlled_by = ROOT OR = { state = 330 state = 817 state = 818 state = 819 state = 820 state = 329 } } } on_map_mode = map_only cost = 50 fire_only_once = yes days_remove = 35 complete_effect = { hidden_effect = { FROM = { set_state_flag = { flag = MAN_coring_state_in_progress_flag value = 1 days = 31 } } } } remove_effect = { hidden_effect = { FROM = { clr_state_flag = MAN_coring_state_in_progress_flag } } FROM = { add_core_of = ROOT } } cancel_trigger = { FROM = { NOT = { is_fully_controlled_by = ROOT } } } cancel_effect = { hidden_effect = { FROM = { clr_state_flag = MAN_coring_state_in_progress_flag } } } } MAN_coring_tibet = { icon = GFX_decision_generic_form_nation ai_will_do = { base = 50 } priority = 25 highlight_states = { highlight_state_targets = { state = FROM } } allowed = { original_tag = MAN } visible = { OR = { has_completed_focus = MAN_tsr_reclaim_our_lost_possessions has_completed_focus = MAN_tsr_proclaim_the_peoples_republic } } available = { FROM = { NOT = { has_state_flag = MAN_coring_state_in_progress_flag } } FROM = { compliance > 30 } } state_target = any_controlled_state target_trigger = { FROM = { NOT = { is_core_of = ROOT } is_fully_controlled_by = ROOT OR = { state = 322 state = 757 state = 758 state = 434 state = 601 } } } on_map_mode = map_only cost = 50 fire_only_once = yes days_remove = 35 complete_effect = { hidden_effect = { FROM = { set_state_flag = { flag = MAN_coring_state_in_progress_flag value = 1 days = 31 } } } } remove_effect = { hidden_effect = { FROM = { clr_state_flag = MAN_coring_state_in_progress_flag } } FROM = { add_core_of = ROOT } } cancel_trigger = { FROM = { NOT = { is_fully_controlled_by = ROOT } } } cancel_effect = { hidden_effect = { FROM = { clr_state_flag = MAN_coring_state_in_progress_flag } } } } MAN_coring_democratic = { icon = GFX_decision_generic_form_nation ai_will_do = { base = 50 } priority = 25 highlight_states = { highlight_state_targets = { state = FROM } } allowed = { original_tag = MAN } visible = { OR = { has_completed_focus = MAN_tsr_proclaim_the_republic_of_china has_completed_focus = MAN_tsr_division_of_power } } available = { FROM = { NOT = { has_state_flag = MAN_coring_state_in_progress_flag } } FROM = { compliance > 45 } } state_target = any_controlled_state target_trigger = { FROM = { NOT = { is_core_of = ROOT } is_fully_controlled_by = ROOT OR = { state = 330 state = 817 state = 818 state = 819 state = 820 state = 329 state = 322 state = 757 state = 758 state = 434 } } } on_map_mode = map_only cost = 50 fire_only_once = yes days_remove = 35 complete_effect = { hidden_effect = { FROM = { set_state_flag = { flag = MAN_coring_state_in_progress_flag value = 1 days = 31 } } } } remove_effect = { hidden_effect = { FROM = { clr_state_flag = MAN_coring_state_in_progress_flag } } FROM = { add_core_of = ROOT } } cancel_trigger = { FROM = { NOT = { is_fully_controlled_by = ROOT } } } cancel_effect = { hidden_effect = { FROM = { clr_state_flag = MAN_coring_state_in_progress_flag } } } } } MAN_state_shintoism_decisions = { MAN_import_imperial_way_buddhism_decision = { priority = 15 icon = GFX_decision_hol_exchange_intelligence_data ai_will_do = { base = 25 } allowed = { original_tag = MAN } visible = { has_completed_focus = MAN_tsr_embrace_state_shintoism } available = { } #days_remove = 70 #days_re_enable = 180 cost = 50 cancel_trigger = { } cancel_effect = { } modifier = { } complete_effect = { MAN_add_or_modify_state_shintoism = yes add_to_variable = { MAN_state_shintoism_pocket_penalty = -0.05 tooltip = pocket_penalty_tt } add_to_variable = { MAN_state_shintoism_surrender_limit = 0.1 tooltip = surrender_limit_tt } } fire_only_once = yes remove_effect = { } } MAN_one_people_united_under_shinto_decision = { priority = 14 icon = GFX_decision_generic_civil_support ai_will_do = { base = 2 } allowed = { original_tag = MAN } visible = { has_completed_focus = MAN_tsr_embrace_state_shintoism } available = { } cost = 50 cancel_trigger = { } cancel_effect = { } modifier = { } complete_effect = { MAN_add_or_modify_state_shintoism = yes add_to_variable = { MAN_state_shintoism_stability_factor = 0.075 tooltip = stability_factor_tt } } fire_only_once = yes remove_effect = { } } MAN_incoporate_manchu_nationalism_decision = { priority = 13 icon = GFX_decision_eng_blackshirt_speech ai_will_do = { base = 3 } allowed = { original_tag = MAN } visible = { has_completed_focus = MAN_tsr_embrace_state_shintoism } available = { has_completed_focus = MAN_tsr_promote_manchu_identity } cost = 50 cancel_trigger = { } cancel_effect = { } modifier = { } complete_effect = { MAN_add_or_modify_state_shintoism = yes add_to_variable = { MAN_state_shintoism_army_core_defence_factor = 0.05 tooltip = army_core_defence_factor_tt } add_to_variable = { MAN_state_shintoism_war_support_factor = 0.05 tooltip = war_support_factor_tt } } fire_only_once = yes remove_effect = { } } MAN_state_shinto_in_education_decision = { priority = 12 icon = GFX_decision_SOV_academy_of_sciences ai_will_do = { base = 10 } allowed = { original_tag = MAN } visible = { has_completed_focus = MAN_tsr_embrace_state_shintoism } available = { } cost = 75 cancel_trigger = { } cancel_effect = { } modifier = { } complete_effect = { MAN_add_or_modify_state_shintoism = yes add_to_variable = { MAN_state_shintoism_research_speed_factor = 0.05 tooltip = research_speed_factor_tt } } fire_only_once = yes remove_effect = { } } } MAN_march_on_beijing_decisions = { MAN_march_on_hebei_chahar = { icon = border_war allowed = { original_tag = MAN } available = { has_completed_focus = MAN_tsr_the_new_beiyang_government 1039 = { owner = { NOT = { has_war_with = MAN is_in_faction_with = MAN has_non_aggression_pact_with = MAN is_puppet_of = MAN } } } } visible = { has_completed_focus = MAN_tsr_the_new_beiyang_government 610 = { is_controlled_by = MAN } } highlight_states = { highlight_state_targets = { state = 610 state = 1039 } } fire_only_once = yes cost = 25 complete_effect = { activate_mission = MAN_march_on_hebei_chahar_mission custom_effect_tooltip = generic_skip_one_line_tt start_border_war = { change_state_after_war = no #overrides the transfer of state at the end of war combat_width = 180 #combat width for border war minimum_duration_in_days = 40 #minimum duration for combat attacker = { on_win = tsr_manchukuo_border_war.1 on_lose = tsr_manchukuo_border_war.2 on_cancel = tsr_manchukuo_border_war.2 state = 610 # state to start border war num_provinces = 2 #number of provinces we want border war to be #on_win = #effect to call if wins #on_lose = #effect to call if loses leader_score = { # Optional score for selecting a leader base = 1 modifier = { skill > 2 factor = 5 } modifier = { skill > 3 factor = 10 } } dig_in_factor = 0 #dig in modifier factor (default value: 1.0) terrain_factor = 0 #terrain modifier factor(default value: 1.0) } defender = { state = 1039 # state to start border war num_provinces = 2 #number of provinces we want border war to be # on_win = #effect to call if wins on_lose = tsr_manchukuo_border_war.1 on_win = tsr_manchukuo_border_war.2 on_cancel = tsr_manchukuo_border_war.2 } } } } MAN_march_on_hebei_chahar_mission = { icon = border_war allowed = { always = no } available = { hidden_trigger = { always = no } } highlight_states = { highlight_state_targets = { state = 610 state = 1039 } } days_mission_timeout = 120 cancel_trigger = { 1039 = { is_fully_controlled_by = ROOT } } cancel_effect = { effect_tooltip = { country_event = { id = tsr_manchukuo_border_war.1 } transfer_state = 1039 } } timeout_effect = { #Fails cancel_border_war = { attacker = 610 defender = 1039 } } } MAN_march_on_beijing = { icon = border_war allowed = { original_tag = MAN } available = { has_completed_focus = MAN_tsr_the_new_beiyang_government 608 = { owner = { NOT = { has_war_with = MAN is_in_faction_with = MAN has_non_aggression_pact_with = MAN is_puppet_of = MAN } } } 609 = { is_controlled_by = MAN } } visible = { has_completed_focus = MAN_tsr_the_new_beiyang_government } highlight_states = { highlight_state_targets = { state = 609 state = 608 } } fire_only_once = yes cost = 25 complete_effect = { activate_mission = MAN_march_on_beijing_mission custom_effect_tooltip = generic_skip_one_line_tt start_border_war = { change_state_after_war = no #overrides the transfer of state at the end of war combat_width = 180 #combat width for border war minimum_duration_in_days = 40 #minimum duration for combat attacker = { on_win = tsr_manchukuo_border_war.3 on_lose = tsr_manchukuo_border_war.4 on_cancel = tsr_manchukuo_border_war.4 state = 609 # state to start border war num_provinces = 2 #number of provinces we want border war to be #on_win = #effect to call if wins #on_lose = #effect to call if loses leader_score = { # Optional score for selecting a leader base = 1 modifier = { skill > 2 factor = 5 } modifier = { skill > 3 factor = 10 } } dig_in_factor = 0 #dig in modifier factor (default value: 1.0) terrain_factor = 0 #terrain modifier factor(default value: 1.0) } defender = { state = 608 # state to start border war num_provinces = 2 #number of provinces we want border war to be # on_win = #effect to call if wins on_lose = tsr_manchukuo_border_war.3 on_win = tsr_manchukuo_border_war.4 on_cancel = tsr_manchukuo_border_war.4 } } } } MAN_march_on_beijing_mission = { icon = border_war allowed = { always = no } available = { hidden_trigger = { always = no } } highlight_states = { highlight_state_targets = { state = 609 state = 608 } } days_mission_timeout = 120 cancel_trigger = { 608 = { is_fully_controlled_by = ROOT } } cancel_effect = { effect_tooltip = { country_event = { id = tsr_manchukuo_border_war.3 } transfer_state = 608 } } timeout_effect = { #Fails cancel_border_war = { attacker = 609 defender = 608 } } } MAN_march_on_hebei = { icon = border_war allowed = { original_tag = MAN } available = { has_completed_focus = MAN_tsr_the_new_beiyang_government 614 = { owner = { NOT = { has_war_with = MAN is_in_faction_with = MAN has_non_aggression_pact_with = MAN is_puppet_of = MAN } } } 608 = { is_controlled_by = MAN } } visible = { has_completed_focus = MAN_tsr_the_new_beiyang_government } highlight_states = { highlight_state_targets = { state = 608 state = 614 } } fire_only_once = yes cost = 25 complete_effect = { activate_mission = MAN_march_on_hebei_mission custom_effect_tooltip = generic_skip_one_line_tt start_border_war = { change_state_after_war = no #overrides the transfer of state at the end of war combat_width = 180 #combat width for border war minimum_duration_in_days = 40 #minimum duration for combat attacker = { on_win = tsr_manchukuo_border_war.5 on_lose = tsr_manchukuo_border_war.6 on_cancel = tsr_manchukuo_border_war.6 state = 608 # state to start border war num_provinces = 2 #number of provinces we want border war to be #on_win = #effect to call if wins #on_lose = #effect to call if loses leader_score = { # Optional score for selecting a leader base = 1 modifier = { skill > 2 factor = 5 } modifier = { skill > 3 factor = 10 } } dig_in_factor = 0 #dig in modifier factor (default value: 1.0) terrain_factor = 0 #terrain modifier factor(default value: 1.0) } defender = { state = 614 # state to start border war num_provinces = 2 #number of provinces we want border war to be # on_win = #effect to call if wins on_lose = tsr_manchukuo_border_war.5 on_win = tsr_manchukuo_border_war.6 on_cancel = tsr_manchukuo_border_war.6 } } } } MAN_march_on_hebei_mission = { icon = border_war allowed = { always = no } available = { hidden_trigger = { always = no } } highlight_states = { highlight_state_targets = { state = 608 state = 614 } } days_mission_timeout = 120 cancel_trigger = { 614 = { is_fully_controlled_by = ROOT } } cancel_effect = { effect_tooltip = { country_event = { id = tsr_manchukuo_border_war.5 } transfer_state = 614 } } timeout_effect = { #Fails cancel_border_war = { attacker = 608 defender = 614 } } } } MAN_china_matters = { MAN_request_full_control_over_china = { priority = 100 icon = GFX_decision_jap_conquer_china ai_will_do = { base = 100 } allowed = { original_tag = MAN } visible = { has_completed_focus = MAN_tsr_the_two_emperors } available = { is_subject_of = JAP RNG = { exists = yes is_subject_of = JAP } hidden_trigger = { RNG = { is_ai = yes } } } cost = 150 days_remove = 30 fire_only_once = yes remove_effect = { JAP = { country_event = { id = tsr_manchukuo.16 hours = 6 } } } } # Strike Down [FROM.GetNameDef] MAN_unify_with_specific_japanese_puppet_decision = { priority = 10 icon = GFX_decision_border_war target_trigger = { #Target is FROM FROM = { is_literally_china = yes is_subject_of = JAP } } ai_will_do = { base = 50 modifier = { factor = 0 FROM = { any_allied_country = { is_major = yes NOT = { has_war_with = ROOT } } } } } allowed = { original_tag = MAN } visible = { is_subject_of = JAP has_completed_focus = MAN_tsr_chinese_leadership } available = { NOT = { has_global_flag = MAN_is_currently_seeking_to_merge_a_puppet_government_into_them_flag } } days_re_enable = 365 cost = 75 #war_with_on_remove = FROM cancel_trigger = { } cancel_effect = { } modifier = { } complete_effect = { } fire_only_once = no remove_effect = { FROM = { set_country_flag = MAN_is_seeking_to_annexing_us_flag } JAP = { country_event = { id = SEA_japan_foreign_policy.140 hours = 6 } } hidden_effect = { set_global_flag = MAN_is_currently_seeking_to_merge_a_puppet_government_into_them_flag } } } MAN_warlord_autonomy_drift_decision = { icon = GFX_decision_eng_trade_unions_support ai_will_do = { base = 5 modifier = { factor = 2 is_faction_leader = yes } modifier = { factor = 1.5 has_political_power > 75 command_power > 75 } modifier = { factor = 0.5 has_political_power < 75 command_power < 75 } modifier = { factor = 1.5 FROM = { num_of_factories > 4 } } modifier = { factor = 1.5 FROM = { num_of_factories > 7 } } modifier = { factor = 1.5 FROM = { num_of_factories > 10 } } #Prioritize your advisors first! modifier = { factor = 0.5 amount_taken_ideas = { amount < 2 slots = { political_advisor } } } modifier = { factor = 0.5 amount_taken_ideas = { amount < 3 slots = { political_advisor } } } modifier = { factor = 0.5 amount_taken_ideas = { amount < 1 slots = { high_command } } } modifier = { factor = 0.5 amount_taken_ideas = { amount < 1 slots = { theorist } } } } allowed = { original_tag = MAN } visible = { has_completed_focus = MAN_tsr_reclaim_the_empire } ai_hint_pp_cost = 50 custom_cost_trigger = { command_power > 24 has_political_power > 49 } custom_cost_text = decision_cost_CP_25_pp_50 target_array = ROOT.subjects target_trigger = { FROM = { is_subject_of = ROOT NOT = { has_idea = idea_MAN_central_government_integration_pressure } } } fire_only_once = no complete_effect = { hidden_effect = { add_political_power = -50 add_command_power = -25 } #change CHI_impair_the_control_yuan_tt_2 if changing this! FROM = { add_timed_idea = { idea = idea_MAN_central_government_integration_pressure days = 365 } } } cancel_trigger = { FROM = { OR = { has_war_with = ROOT exists = no NOT = { is_subject_of = ROOT } } } } } } MAN_yong_ying_category = { MAN_expand_yong_ying_recruitment = { icon = GFX_decision_generic_military allowed = { original_tag = MAN } available = { check_variable = { MAN_levy_cap < MAN_levy_cap_max } custom_trigger_tooltip = { tooltip = JAP_expand_ashigaru_tt check_variable = { MAN_levy_cap < MAN_levy_cap_max } } has_war = no NOT = { has_country_flag = MAN_raise_yong_yingu_active } } visible = { } custom_cost_trigger = { command_power > 14.9 } custom_cost_text = AFG_decision_cost_quami ai_will_do = { base = 25 } fire_only_once = no days_remove = 7 complete_effect = { add_command_power = -15 } remove_effect = { custom_effect_tooltip = JAP_expand_ashigaru_tt_2 hidden_effect = { add_to_variable = { MAN_levy_cap = 1 } clamp_variable = { var = MAN_levy_cap min = MAN_levy_cap_min max = MAN_levy_cap_max } set_division_template_cap = { division_template = "Yong Ying" division_cap = MAN_levy_cap } } } } MAN_raise_the_yong_ying = { icon = GFX_decision_generic_prepare_civil_war allowed = { original_tag = MAN } available = { OR = { has_defensive_war = yes AND = { has_war_support > 0.45 has_offensive_war = yes } } NOT = { has_country_flag = MAN_raise_yong_yingu_active } has_civil_war = no } visible = { } cost = 25 ai_will_do = { base = 250 } fire_only_once = no days_remove = 14 remove_effect = { set_country_flag = MAN_raise_yong_yingu_active custom_effect_tooltip = JAP_raise_ashigaru_tt add_stability = -0.05 set_variable = { deployed_divs = 0 } while_loop_effect = { limit = { check_variable = { deployed_divs < MAN_levy_cap } } add_to_variable = { deployed_divs = 1 } capital_scope = { create_unit = { division = "division_template =\"Yong Ying\" start_experience_factor = 0.4 start_equipment_factor = 1.0" owner = MAN count = 1 prioritize_location = 328 } } } } } MAN_demobilize_the_yong_ying = { icon = GFX_decision_SWI_dismiss_council allowed = { original_tag = MAN } available = { has_country_flag = MAN_raise_yong_yingu_active } visible = { } cost = 5 ai_will_do = { base = 0 modifier = { add = 100 has_war = no } } fire_only_once = no days_remove = 7 complete_effect = { } remove_effect = { custom_effect_tooltip = JAP_send_home_ashigaru_tt add_stability = 0.1 clr_country_flag = MAN_raise_yong_yingu_active set_variable = { deployed_divs = 0 } delete_units = { division_template = "Yong Ying" disband = no } } } }