political_actions = { targeted_race_for_the_bomb = { icon = generic_research allowed = { always = yes } available = { #Target is FROM has_tech = atomic_research NOT = { has_global_flag = first_nuke_dropped } NOT = { has_idea = race_for_the_bomb } } target_root_trigger = { has_tech = atomic_research NOT = { has_global_flag = first_nuke_dropped } NOT = { has_idea = race_for_the_bomb } } #If this trigger matches a country. target_trigger = { #Target is FROM FROM = { NOT = { is_in_faction_with = ROOT } is_special_project_completed = sp:sp_nuclear_reactor any_owned_state = { nuclear_reactor > 0 } } } visible = { #Target is FROM has_tech = atomic_research NOT = { has_global_flag = first_nuke_dropped } NOT = { has_idea = race_for_the_bomb } FROM = { NOT = { is_in_faction_with = ROOT } is_special_project_completed = sp:sp_nuclear_reactor any_owned_state = { nuclear_reactor > 0 } } } complete_effect = { set_country_flag = racing_for_the_bomb add_ideas = race_for_the_bomb } ai_will_do = { factor = 1 modifier = { factor = 0 any_other_country = { is_special_project_completed = sp:sp_nuclear_bomb } } } } improved_worker_conditions = { icon = generic_industry priority = 10 available = { has_stability < 1.0 if = { limit = { tag = SPR } NOT = { has_idea = SPR_political_violence } } } visible = { always = yes } fire_only_once = no modifier = { stability_weekly = 0.005 consumer_goods_factor = 0.10 industrial_capacity_factory = -0.1 } days_remove = 180 days_re_enable = 540 cost = 100 complete_effect = { } ai_will_do = { base = 0 modifier = { add = 1 has_stability < 0.6 has_political_power > 155 #Spend on other things first } modifier = { factor = 0 original_tag = SPR NOT = { has_global_flag = spanish_civil_war } } modifier = { factor = 0 tag = ICE has_completed_focus = ICE_not_our_king NOT = { has_completed_focus = ICE_break_with_the_crown } } modifier = { factor = 0 tag = GER has_completed_focus = GER_oppose_hitler_ww NOT = { OR = { has_completed_focus = GER_the_peoples_victory has_completed_focus = GER_monarchist_sentiment } } } modifier = { add = 1000 has_stability < 0.76 original_tag = SWE has_idea = SWE_hungershield } } } } economy_decisions = { dismantle_maginot = { icon = generic_construction allowed = { NOT = { OR = { original_tag = GER original_tag = FRA } } } cost = 50 fire_only_once = yes days_remove = 200 available = { controls_state = 28 if = { limit = { FRA = { has_completed_focus = FRA_extend_the_maginot_line } } controls_state = 18 controls_state = 29 } } visible = { FRA = { any_owned_state = { is_controlled_by = ROOT } } NOT = { is_in_faction_with = FRA } } modifier = { civilian_factory_use = 5 } complete_effect = { 28 = { set_building_level = { type = bunker level = 2 province = { all_provinces = yes level > 2 } } } if = { limit = { FRA = { has_completed_focus = FRA_extend_the_maginot_line } } 18 = { set_building_level = { type = bunker level = 2 province = { all_provinces = yes level > 2 } } } 29 = { set_building_level = { type = bunker level = 2 province = { all_provinces = yes level > 2 } } } } if = { limit = { has_idea = FRA_protected_by_the_maginot_line } remove_ideas = FRA_protected_by_the_maginot_line } } } restructure_supply_system = { #one time boost to get a few cheap supply hubs icon = GFX_decision_generic_construction visible = { OR = { is_major = no AND = { is_faction_leader = yes num_of_factories < 51 #would be a minor if it wasn't for faction leader status } } } fire_only_once = yes days_remove = 120 ai_will_do = { factor = 1 modifier = { num_of_factories < 30 factor = 0 } } modifier = { production_speed_supply_node_factor = 3 } complete_effect = { set_variable = { node_goal = num_of_supply_nodes } add_to_variable = { node_goal = 3 } #maximum 3 additional nodes } cancel_trigger = { check_variable = { node_goal < num_of_supply_nodes } #if the number of supply nodes exceeds the old number by +3, immediately cancel } } seize_some_trains_woo = { #repeating train seize icon = GFX_decision_hol_draw_up_staff_plans visible = { num_of_factories < 60 } available = { has_equipment = { train_equipment < 101 } has_tech = basic_train } days_remove = 180 ai_will_do = { base = 0 modifier = { add = 1 has_stability > 0.74 NOT = { original_tag = SWE has_idea = SWE_hungershield } } } complete_effect = { add_equipment_to_stockpile = { type = train_equipment_1 amount = 15 } add_stability = -0.05 } } } propaganda_efforts = { war_propaganda = { icon = generic_prepare_civil_war available = { NOT = { has_country_flag = war_propaganda_campaign_running } has_war_support < 0.5 if = { limit = { tag = SPR has_dlc = "La Resistance" } NOT = { has_idea = SPR_political_violence } } if = { limit = { original_tag = SPR has_dlc = "La Resistance" } has_global_flag = scw_over } } visible = { OR = { has_war_with_non_exiled_country = yes any_neighbor_country = { AND = { NOT = { has_government = ROOT } has_offensive_war = yes has_added_tension_amount > 10 } } } } fire_only_once = no days_remove = 90 days_re_enable = 180 cost = 150 modifier = { war_support_weekly = 0.005 } complete_effect = { set_country_flag = war_propaganda_campaign_running } remove_effect = { clr_country_flag = war_propaganda_campaign_running } ai_will_do = { base = 0 modifier = { add = 1 has_war_support < 0.4 has_war = yes } } } war_propaganda_casualties = { icon = generic_prepare_civil_war available = { #NOT = { has_country_flag = war_propaganda_campaign_running } has_casualties_war_support < 0 } visible = { # has_war = yes has_war_with_non_exiled_country = yes } fire_only_once = no days_remove = 180 remove_trigger = { has_war = no } cost = 100 modifier = { weekly_casualties_war_support = 0.006 } #complete_effect = { # set_country_flag = war_propaganda_campaign_running #} #remove_effect = { # clr_country_flag = war_propaganda_campaign_running #} ai_will_do = { base = 0 modifier = { add = 10 #AI should probably just choose this one for general purposes. has_war = yes has_war_support < 0.7 } modifier = { add = 20 has_war = yes has_war_support < 0.5 } modifier = { add = 30 has_war = yes has_war_support < 0.3 } modifier = { add = 201 #ie; consider prio idea has_war = yes has_casualties_war_support < -0.25 } modifier = { factor = 0 has_manpower < 100000 has_political_power < 250 OR = { has_idea = volunteer_only has_idea = limited_conscription has_idea = extensive_conscription } } modifier = { factor = 0 has_war_support > 0.9 } } } war_propaganda_convoys = { icon = GFX_decision_generic_naval available = { #NOT = { has_country_flag = war_propaganda_campaign_running } has_convoys_war_support < 0 } visible = { # has_war = yes has_war_with_non_exiled_country = yes } fire_only_once = no days_remove = 180 remove_trigger = { has_war = no } cost = 100 modifier = { weekly_convoys_war_support = 0.006 } #complete_effect = { # set_country_flag = war_propaganda_campaign_running #} #remove_effect = { # clr_country_flag = war_propaganda_campaign_running #} ai_will_do = { base = 0 modifier = { add = 201 #ie; consider prio idea has_war = yes has_convoys_war_support < -0.29 } modifier = { factor = 0 has_manpower < 100000 has_political_power < 250 OR = { has_idea = volunteer_only has_idea = limited_conscription has_idea = extensive_conscription } } } } war_propaganda_bombing = { icon = GFX_decision_generic_air available = { # NOT = { has_country_flag = war_propaganda_campaign_running } has_bombing_war_support < 0 } visible = { # has_war = yes has_war_with_non_exiled_country = yes } fire_only_once = no days_remove = 180 remove_trigger = { has_war = no } cost = 100 modifier = { weekly_bombing_war_support = 0.006 } #complete_effect = { # set_country_flag = war_propaganda_campaign_running #} #remove_effect = { # clr_country_flag = war_propaganda_campaign_running #} ai_will_do = { base = 0 modifier = { add = 10 #AI should probably just choose this one for general purposes. has_war = yes has_war_support < 0.65 } modifier = { add = 20 has_war = yes has_war_support < 0.50 } modifier = { add = 30 has_war = yes has_war_support < 0.35 } modifier = { add = 201 #ie; consider prio idea has_war = yes has_bombing_war_support < -0.20 } modifier = { factor = 0 has_manpower < 100000 has_political_power < 250 OR = { has_idea = volunteer_only has_idea = limited_conscription has_idea = extensive_conscription } } } } war_propaganda_radio_industry = { icon = generic_prepare_civil_war available = { IF = { limit = { has_dlc = "Trial of Allegiance" tag = BRA } threat > 0.25 #has_tech = radio has_completed_focus = BRA_radio_nacional } ELSE_IF = { limit = { tag = AFG } threat > 0.25 #has_tech = radio has_completed_focus = AFG_establish_radio_networks } ELSE = { threat > 0.25 has_tech = radio } } visible = { if = { limit = { tag = SPR has_dlc = "La Resistance" } NOT = { has_idea = SPR_political_violence } } if = { limit = { original_tag = SPR has_dlc = "La Resistance" } has_global_flag = scw_over } } fire_only_once = yes cost = 75 complete_effect = { add_war_support = 0.05 } ai_will_do = { base = 0 modifier = { add = 201 has_war_support < 0.6 } } } war_propaganda_film_industry = { icon = generic_prepare_civil_war available = { has_war_with_non_exiled_country = yes OR = { is_major = yes any_allied_country = { is_major = yes } } if = { limit = { NOT = { has_government = fascism } } threat > 0.5 } else = { threat > 0.30 } } visible = { if = { limit = { tag = SPR has_dlc = "La Resistance" } NOT = { has_idea = SPR_political_violence } } if = { limit = { original_tag = SPR has_dlc = "La Resistance" } has_global_flag = scw_over } } fire_only_once = yes cost = 100 complete_effect = { effect_tooltip = { add_war_support = 0.10 } hidden_effect = { country_event = political.33 set_country_flag = has_taken_the_war_propaganda_film_industry_decision } } ai_will_do = { base = 0 modifier = { add = 201 has_war_support < 0.6 } } } } operations = { #MTG_TEST_NAVAL_MIXED_VS_MIXED_EARLY = { #MTG_TODO_GABRIEL: remove before launch (no seriously do not ship with this (hehe get it don't SHIP with it)) # # icon = generic # name = "TEST: Mix vs Mix" # # allowed = { # tag = CUB # } # # available = { # # } # # cost = 0 # # ai_will_do = { # factor = 0 # } # days_remove = -1 # # complete_effect = { # set_technology = { # early_battleship = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_MIXED_VS_MIXED_EARLY_BLUE" # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # add_fuel = 10000000 # DOM = { # set_technology = { # early_battleship = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_MIXED_VS_MIXED_EARLY_RED" # add_fuel = 10000000 # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # set_stability = 1 # set_war_support = 1 # } # declare_war_on = { target = DOM type = annex_everything } # set_stability = 1 # set_war_support = 1 # } #} #MTG_TEST_NAVAL_MIXED_VS_CV_MIXED_EARLY = { #MTG_TODO_GABRIEL: remove before launch (no seriously do not ship with this (hehe get it don't SHIP with it)) # # icon = generic # name = "TEST: Mix vs Mix (with CVs)" # # allowed = { # tag = CUB # } # # available = { # # } # # cost = 0 # # ai_will_do = { # factor = 0 # } # days_remove = -1 # # complete_effect = { # set_technology = { # early_battleship = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_MIXED_VS_MIXED_EARLY_BLUE" # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # add_fuel = 10000000 # DOM = { # set_technology = { # early_battleship = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_CV_MIXED_VS_CV_MIXED_EARLY_RED" # add_fuel = 10000000 # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # set_stability = 1 # set_war_support = 1 # } # declare_war_on = { target = DOM type = annex_everything } # set_stability = 1 # set_war_support = 1 # } #} #MTG_TEST_NAVAL_MIXED_VS_MIXED_SUBS_EARLY = { #MTG_TODO_GABRIEL: remove before launch (no seriously do not ship with this (hehe get it don't SHIP with it)) # # icon = generic # name = "TEST: Mix vs Mix (with subs)" # # allowed = { # tag = CUB # } # # available = { # # } # # cost = 0 # # ai_will_do = { # factor = 0 # } # days_remove = -1 # modifier = { # navy_fuel_consumption_factor = -1 # } # complete_effect = { # set_technology = { # early_battleship = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_MIXED_VS_MIXED_SUBS_EARLY_BLUE" # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # add_fuel = 10000000 # DOM = { # set_technology = { # early_battleship = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_MIXED_VS_MIXED_SUBS_EARLY_RED" # add_fuel = 10000000 # set_stability = 1 # set_war_support = 1 # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # } # declare_war_on = { target = DOM type = annex_everything } # set_stability = 1 # set_war_support = 1 # } #} #MTG_TEST_NAVAL_SCREENS_VS_MIXED_EARLY = { #MTG_TODO_GABRIEL: remove before launch (no seriously do not ship with this (hehe get it don't SHIP with it)) # # icon = generic # name = "TEST: Screens vs Mix" # # allowed = { # tag = CUB # } # # available = { # # } # # cost = 0 # # ai_will_do = { # factor = 0 # } # days_remove = -1 # # complete_effect = { # set_technology = { # early_battleship = 1 # early_battlecruiser = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_SCREENS_EARLY_BLUE" # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # add_fuel = 10000000 # DOM = { # set_technology = { # early_battleship = 1 # early_battlecruiser = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_MIXED_VS_MIXED_EARLY_RED" # add_fuel = 10000000 # set_stability = 1 # set_war_support = 1 # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # } # declare_war_on = { target = DOM type = annex_everything } # set_stability = 1 # set_war_support = 1 # } #} #MTG_TEST_NAVAL_SCREENS_VS_CV_MIXED_EARLY = { #MTG_TODO_GABRIEL: remove before launch (no seriously do not ship with this (hehe get it don't SHIP with it)) # # icon = generic # name = "TEST: Screens vs Mix (with CV)" # # allowed = { # tag = CUB # } # # available = { # # } # # cost = 0 # # ai_will_do = { # factor = 0 # } # days_remove = -1 # # complete_effect = { # set_technology = { # early_battleship = 1 # early_battlecruiser = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_SCREENS_EARLY_BLUE" # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # add_fuel = 10000000 # DOM = { # set_technology = { # early_battleship = 1 # early_battlecruiser = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_CV_MIXED_VS_CV_MIXED_EARLY_RED" # add_fuel = 10000000 # set_stability = 1 # set_war_support = 1 # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # } # declare_war_on = { target = DOM type = annex_everything } # set_stability = 1 # set_war_support = 1 # } #} #MTG_TEST_NAVAL_SCREENS_VS_CAPITALS_EARLY = { #MTG_TODO_GABRIEL: remove before launch (no seriously do not ship with this (hehe get it don't SHIP with it)) # # icon = generic # name = "TEST: Screens vs Capitals" # # allowed = { # tag = CUB # } # # available = { # # } # # cost = 0 # # ai_will_do = { # factor = 0 # } # days_remove = -1 # complete_effect = { # set_technology = { # early_battleship = 1 # early_battlecruiser = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_SCREENS_EARLY_BLUE" # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # add_fuel = 10000000 # DOM = { # set_technology = { # early_battleship = 1 # early_battlecruiser = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_CAPITAL_EARLY_RED" # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # add_fuel = 10000000 # set_stability = 1 # set_war_support = 1 # } # declare_war_on = { target = DOM type = annex_everything } # set_stability = 1 # set_war_support = 1 # } #} #MTG_TEST_NAVAL_CAPITALS_VS_MIXED_EARLY = { #MTG_TODO_GABRIEL: remove before launch (no seriously do not ship with this (hehe get it don't SHIP with it)) # # icon = generic # name = "TEST: Capitals vs Mix" # # allowed = { # tag = CUB # } # # available = { # # } # # cost = 0 # # ai_will_do = { # factor = 0 # } # days_remove = -1 # complete_effect = { # set_technology = { # early_battleship = 1 # early_battlecruiser = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_CAPITAL_EARLY_BLUE" # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # add_fuel = 10000000 # DOM = { # set_technology = { # early_battleship = 1 # early_battlecruiser = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_MIXED_VS_MIXED_EARLY_RED" # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # add_fuel = 10000000 # set_stability = 1 # set_war_support = 1 # } # declare_war_on = { target = DOM type = annex_everything } # set_stability = 1 # set_war_support = 1 # } #} #MTG_TEST_NAVAL_CAPITALS_VS_CV_MIXED_EARLY = { #MTG_TODO_GABRIEL: remove before launch (no seriously do not ship with this (hehe get it don't SHIP with it)) # # icon = generic # # name = "TEST: Capitals vs Mix (with CV)" # # allowed = { # tag = CUB # } # # available = { # # } # # cost = 0 # # ai_will_do = { # factor = 0 # } # days_remove = -1 # complete_effect = { # set_technology = { # early_battleship = 1 # early_battlecruiser = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_CAPITAL_EARLY_BLUE" # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # add_fuel = 10000000 # DOM = { # set_technology = { # early_battleship = 1 # early_battlecruiser = 1 # early_heavy_cruiser = 1 # early_light_cruiser = 1 # early_destroyer = 1 # early_carrier = 1 # early_submarine = 1 # cv_fighter1 = 1 # cv_CAS1 = 1 # cv_naval_bomber1 = 1 # } # load_oob = "MTG_NAVAL_TEST_OOB_CV_MIXED_VS_CV_MIXED_EARLY_RED" # add_ideas = { # MTG_TEST_NAVAL_IDEA # } # add_fuel = 10000000 # set_stability = 1 # set_war_support = 1 # } # declare_war_on = { target = DOM type = annex_everything } # set_stability = 1 # set_war_support = 1 # } #} blow_suez_canal = { icon = GFX_decision_generic_ignite_civil_war allowed = { has_dlc = "Waking the Tiger" } available = { controls_state = 446 controls_state = 453 OR = { NOT = { owns_state = 446 owns_state = 453 } any_enemy_country = { OR = { controls_state = 452 controls_state = 447 controls_state = 456 controls_state = 457 controls_state = 454 controls_state = 455 } } } } visible = { has_war = yes NOT = { has_global_flag = SUEZ_CANAL_BLOCKED } any_controlled_state = { OR = { region = 28 region = 128 } } } fire_only_once = no days_remove = 30 cost = 75 modifier = { civilian_factory_use = 5 } complete_effect = { hidden_effect = { if = { limit = { NOT = { owns_state = 446 owns_state = 453 } } random_country = { limit = { owns_state = 446 owns_state = 453 } country_event = { id = generic.12 days = 1 } } } } } remove_effect = { if = { limit = { OR = { has_full_control_of_state = 446 has_full_control_of_state = 453 } } set_country_flag = blew_up_suez set_global_flag = SUEZ_CANAL_BLOCKED country_event = { id = wtt_news.40 hours = 6} } effect_tooltip = { if = { limit = { ENG = { owns_state = 446 owns_state = 453 } } add_war_support = -0.05 add_stability = -0.05 } } } ai_will_do = { base = 0 modifier = { add = 200 # Try to cut the enemy off from the mediterranean if you also occupy Gibraltar OR = { has_full_control_of_state = 118 any_allied_country = { has_full_control_of_state = 118 } } has_war = yes NOT = { tag = ENG } } modifier = { add = 51 # Somewhat important if the baddies are coming 446 = { OWNER = { OR = { tag = ROOT is_in_faction_with = ROOT } } } OR = { 454 = { NOT = { controller = { tag = ROOT } } controller = { has_war_with = ROOT } } 907 = { NOT = { controller = { tag = ROOT } } controller = { has_war_with = ROOT } } 447 = { NOT = { controller = { tag = ROOT } } controller = { has_war_with = ROOT } } } has_war = yes is_in_faction_with = ENG } } } blow_panama_canal = { icon = GFX_decision_generic_ignite_civil_war allowed = { has_dlc = "Waking the Tiger" } available = { has_full_control_of_state = 685 } visible = { has_war = yes NOT = { has_global_flag = PANAMA_CANAL_BLOCKED } any_controlled_state = { OR = { region = 34 region = 124 } } } fire_only_once = no days_remove = 30 cost = 75 modifier = { civilian_factory_use = 5 } complete_effect = { hidden_effect = { if = { limit = { NOT = { owns_state = 685 } } random_country = { limit = { owns_state = 685 } country_event = { id = generic.13 days = 1 } } } } } remove_effect = { if = { limit = { OR = { has_full_control_of_state = 685 has_full_control_of_state = 304 } } set_country_flag = blew_up_panama set_global_flag = PANAMA_CANAL_BLOCKED country_event = { id = wtt_news.41 hours = 6} } effect_tooltip = { if = { limit = { USA = { owns_state = 685 } } add_war_support = -0.05 add_stability = -0.05 } } } ai_will_do = { factor = 1 modifier = { factor = 0 # Don't blow up the canal as USA. Ever. tag = USA } modifier = { factor = 0 # Don't blow up the canal if enemies have weak navies but you are a strong naval power has_navy_size = { size > 50 } NOT = { any_enemy_country = { has_navy_size = { size > 50 } } } } modifier = { factor = 200 # Always blow up the canal as JAP or GER when at war with USA (priority) OR = { is_in_faction_with = JAP is_in_faction_with = GER } has_war_with = USA } } } } special_projects = { rebuild_suez_canal = { icon = GFX_decision_generic_special_project available = { has_full_control_of_state = 446 has_full_control_of_state = 453 num_of_civilian_factories > 15 } visible = { has_global_flag = SUEZ_CANAL_BLOCKED } fire_only_once = no days_remove = 365 cost = 120 modifier = { civilian_factory_use = 15 } remove_effect = { if = { limit = { has_full_control_of_state = 446 has_full_control_of_state = 453 } set_country_flag = rebuilt_suez clr_global_flag = SUEZ_CANAL_BLOCKED country_event = { id = wtt_news.42 hours = 6} } } ai_will_do = { factor = 1 modifier = { factor = 0 # Don't bother if your navy is weak AND not ENG has_navy_size = { size < 100 } NOT = { tag = ENG } } modifier = { factor = 200 # Prioritize if Italy is being invaded and you can't get to the battlefront (no control of Gibraltar strait) NOT = { OR = { has_full_control_of_state = 118 any_allied_country = { has_full_control_of_state = 118 } } } has_war_with = ITA ITA = { surrender_progress > 0.1 } has_full_control_of_state = 447 has_full_control_of_state = 454 has_full_control_of_state = 452 has_full_control_of_state = 456 has_full_control_of_state = 457 NOT = { has_country_flag = blew_up_suez } } modifier = { factor = 200 # Prioritize if UK tag = ENG } modifier = { factor = 10 # Prioritize if not at war has_war = no } } } rebuild_panama_canal = { icon = GFX_decision_generic_special_project available = { has_full_control_of_state = 685 NOT = { any_enemy_country = { controls_state = 304 } } num_of_civilian_factories > 25 } visible = { has_global_flag = PANAMA_CANAL_BLOCKED } fire_only_once = no days_remove = 180 cost = 400 modifier = { civilian_factory_use = 25 } remove_effect = { if = { limit = { has_full_control_of_state = 685 NOT = { any_enemy_country = { controls_state = 304 } } } set_country_flag = rebuilt_panama clr_global_flag = PANAMA_CANAL_BLOCKED country_event = { id = wtt_news.43 hours = 6 } } } ai_will_do = { factor = 1 modifier = { factor = 0 # Don't bother if your navy is weak AND not USA has_navy_size = { size < 50 } NOT = { tag = USA } has_war = yes } modifier = { factor = 200 # Prioritize if you decisively beat USA's navy has_war_with = USA USA = { has_navy_size = { size < 50 } } has_navy_size = { size > 100 } } modifier = { factor = 200 # Prioritize if USA tag = USA } modifier = { factor = 10 # Prioritize if not at war has_war = no } } } } war_measures = { emergency_factory_conversion_defensive = { icon = generic_industry available = { num_of_civilian_factories > 5 #Change this if amount of factories change } visible = { has_defensive_war = yes has_offensive_war = no num_of_controlled_states > 0 } fire_only_once = no days_re_enable = 90 cost = 100 complete_effect = { replace_civ_with_arms_factories = yes add_war_support = -0.05 } ai_will_do = { factor = 0 } } emergency_factory_conversion_offensive = { icon = generic_industry available = { num_of_civilian_factories > 5 #Change this if amount of factories change } visible = { has_offensive_war = yes } fire_only_once = no days_re_enable = 90 cost = 100 complete_effect = { replace_civ_with_arms_factories = yes add_war_support = -0.05 add_stability = -0.03 } ai_will_do = { factor = 0 } } desperate_defense = { icon = generic_prepare_civil_war available = { surrender_progress > 0.5 } visible = { surrender_progress > 0 } fire_only_once = no days_remove = 45 days_re_enable = 360 cost = 50 ai_will_do = { factor = 1 modifier = { surrender_progress > 0.6 factor = 10 } modifier = { has_capitulated = yes factor = 0 } } modifier = { defence = 0.2 dig_in_speed_factor = 0.5 } complete_effect = { } } women_in_the_workforce = { icon = generic_industry allowed = { always = yes } available = { has_war = yes if = { limit = { NOT = { original_tag = GER original_tag = JAP } } has_idea = tot_economic_mobilisation if = { limit = { original_tag = PRC } NOT = { has_completed_focus = PRC_holding_half_the_sky has_completed_focus = PRC_promote_womens_suffrage } } } else_if = { limit = { original_tag = GER } OR = { has_idea = tot_economic_mobilisation has_idea = totaler_krieg_economy } NOT = { has_completed_focus = GER_womens_rights_and_equality } } else_if = { limit = { original_tag = JAP } OR = { has_idea = tot_economic_mobilisation has_idea = national_defense_state } NOT = { has_completed_focus = JAP_democratic_women_in_the_workforce } } OR = { AND = { has_government = democratic has_war_support > 0.79 } AND = { has_government = communism has_war_support > 0.79 } AND = { has_government = fascism OR = { has_war_support > 0.89 surrender_progress > 0 } } AND = { has_government = neutrality has_war_support > 0.84 has_stability > 0.7 } } } visible = { has_war = yes if = { limit = { original_tag = GER } NOT = { has_completed_focus = GER_womens_rights_and_equality } } } cost = 100 days_remove = -1 remove_trigger = { if = { limit = { original_tag = GER } OR = { has_war = no AND = { NOT = { has_idea = tot_economic_mobilisation } NOT = { has_idea = totaler_krieg_economy } } has_completed_focus = GER_womens_rights_and_equality } } else_if = { limit = { original_tag = JAP } OR = { has_war = no AND = { NOT = { has_idea = tot_economic_mobilisation } NOT = { has_idea = national_defense_state } } } } else = { OR = { has_war = no NOT = { has_idea = tot_economic_mobilisation } } } } modifier = { conscription = 0.03 stability_factor = -0.05 } ai_will_do = { factor = 1 modifier = { factor = 3 has_manpower < 100000 } } complete_effect = { if = { limit = { tag = CAN } country_event = { id = canada_vanilla.1 hours = 6 } # Ronnie the Bren Gun Girl } } } war_bonds = { icon = generic_industry allowed = { always = yes } available = { has_war = yes OR = { AND = { has_government = democratic has_war_support > 0.79 } AND = { has_government = communism has_war_support > 0.79 } AND = { has_government = fascism OR = { has_war_support > 0.89 surrender_progress > 0 } } AND = { has_government = neutrality has_war_support > 0.84 has_stability > 0.7 } } } visible = { has_war = yes NOT = { tag = SPC } } fire_only_once = no days_remove = 180 cost = GER_war_bonds_var?50 modifier = { consumer_goods_factor = -0.20 } ai_will_do = { factor = 1 modifier = { has_political_power < 100 factor = 0 #use as pp dump } modifier = { factor = 0 original_tag = SOV SOV_save_pp_for_manpower_trouble = yes } } remove_effect = { } complete_effect = { if = { limit = { NOT = { has_variable = GER_war_bonds_var } } set_variable = { var = GER_war_bonds_var value = 50 } } add_to_variable = { var = GER_war_bonds_var value = 25 } if = { limit = { has_variable = GER_war_bonds_war_support_var } add_war_support = GER_war_bonds_war_support_var } add_to_variable = { var = GER_war_bonds_war_support_var value = -0.025 } } } diversify_special_forces = { icon = GFX_decision_generic_military allowed = { has_dlc = "Arms Against Tyranny" NOT = { tag = ENG #has a focus tag = USA #has a focus tag = SOV #has a focus tag = JAP #has a focus tag = AST #has a focus tag = FRA #has a focus tag = GER #has a focus } } available = { } visible = { is_major = yes date > 1940.1.1 IF = { limit = { has_dlc = "Trial of Allegiance" } NOT = { tag = CHL #has a focus tag = BRA #has a focus tag = ARG #has a focus tag = URG #has a focus tag = PAR #has a focus } } IF = { limit = { has_dlc = "Graveyard of Empires" } NOT = { tag = PER #has a focus tag = IRQ #has a focus tag = RAJ #has a focus } } IF = { limit = { has_dlc = "Gotterdammerung" } NOT = { tag = BEL #has a focus tag = COG #has a focus } } IF = { limit = { has_dlc = "No Compromise, No Surrender" } NOT = { tag = PHI #has a focus } } IF = { limit = { has_dlc = "Thunder at Our Gates" } NOT = { tag = INS #has a focus } } } fire_only_once = yes cost = 50 complete_effect = { add_potential_special_forces_tree = yes } ai_will_do = { base = 201 modifier = { factor = 0 is_major = no } modifier = { factor = 0 original_tag = CHI amount_taken_ideas = { amount < 1 slots = { army_chief } } amount_taken_ideas = { amount < 2 slots = { high_command } } } modifier = { factor = 0 NOT = { has_doctrine = mountaineers_1 has_doctrine = mountaineers_2 has_doctrine = marines_1 has_doctrine = marines_2 has_doctrine = paratroopers_1 has_doctrine = paratroopers_2 has_doctrine = rangers_1 has_doctrine = rangers_2 } } } } } foreign_politics = { object_to_attaches = { allowed = { has_dlc = "Waking the Tiger" } cost = 50 fire_only_once = no days_re_enable = 30 available = { } visible = { FROM = { NOT = { has_country_flag = rejected_withdrawing_attache } NOT = { has_country_flag = rejected_withdrawing_attache@ROOT } NOT = { has_country_flag = object_attache_going_on } } has_war = yes has_capitulated = no NOT = { has_war_with = FROM } any_enemy_country = { has_attache_from = FROM } NOT = { AND = { original_tag = SPR has_completed_focus = SPR_regional_defense_council_of_aragon } } } target_root_trigger = { has_war = yes has_capitulated = no } target_trigger = { NOT = { has_war_with = FROM } #FROM = { has_sent_attache = yes } # Make such trigger to optimize if it becomes a performance problem again. any_enemy_country = { has_attache_from = FROM } } complete_effect = { FROM = { country_event = { id = generic.14 hours = 6 } } hidden_effect = { FROM = { set_country_flag = object_attache_going_on } } } ai_will_do = { factor = 1 } } } economy_decisions = { infrastructure_building_slot = { icon = generic_construction allowed = { always = yes } cost = 100 fire_only_once = no days_re_enable = 30 available = { any_owned_state = { NOT = { has_state_flag = infrastructure_building_slot_flag } is_fully_controlled_by = ROOT free_building_slots = { building = infrastructure size < 1 } } } visible = { any_owned_state = { NOT = { has_state_flag = infrastructure_building_slot_flag } is_fully_controlled_by = ROOT free_building_slots = { building = infrastructure size < 1 } } } complete_effect = { random_owned_state = { limit = { is_fully_controlled_by = ROOT free_building_slots = { building = industrial_complex size > 1 include_locked = yes } free_building_slots = { building = infrastructure size < 1 } NOT = { has_state_flag = infrastructure_building_slot_flag } } add_extra_state_shared_building_slots = 1 set_state_flag = infrastructure_building_slot_flag } } ai_will_do = { base = 1 modifier = { factor = 1.5 all_owned_state = { free_building_slots = { building = industrial_complex size < 1 include_locked = no } } } } } war_building_slot = { icon = generic_construction allowed = { always = yes } cost = 50 fire_only_once = no available = { IF = { limit = { OR = { has_dlc = "Man the Guns" has_dlc = "By Blood Alone" } } has_war_with_non_exiled_country = yes } ELSE = { has_war = yes } any_owned_state = { NOT = { has_state_flag = war_building_slot_flag } is_fully_controlled_by = ROOT } } visible = { has_war = yes any_owned_state = { NOT = { has_state_flag = war_building_slot_flag } is_fully_controlled_by = ROOT } } complete_effect = { add_war_support = -0.025 add_stability = -0.025 if = { limit = { any_owned_state = { is_fully_controlled_by = ROOT free_building_slots = { building = industrial_complex size > 1 include_locked = yes } NOT = { has_state_flag = war_building_slot_flag } infrastructure > 4 } } random_owned_state = { limit = { is_fully_controlled_by = ROOT free_building_slots = { building = industrial_complex size > 1 include_locked = yes } NOT = { has_state_flag = war_building_slot_flag } infrastructure > 4 } add_extra_state_shared_building_slots = 1 set_state_flag = war_building_slot_flag } } else_if = { limit = { any_owned_state = { is_fully_controlled_by = ROOT free_building_slots = { building = industrial_complex size > 1 include_locked = yes } NOT = { has_state_flag = war_building_slot_flag } infrastructure > 2 } } random_owned_state = { limit = { is_fully_controlled_by = ROOT free_building_slots = { building = industrial_complex size > 1 include_locked = yes } NOT = { has_state_flag = war_building_slot_flag } infrastructure > 2 } add_extra_state_shared_building_slots = 1 set_state_flag = war_building_slot_flag } } else = { random_owned_state = { limit = { is_fully_controlled_by = ROOT free_building_slots = { building = industrial_complex size > 1 include_locked = yes } NOT = { has_state_flag = war_building_slot_flag } } add_extra_state_shared_building_slots = 1 set_state_flag = war_building_slot_flag } } } ai_will_do = { base = 0 modifier = { add = 1 all_owned_state = { free_building_slots = { building = industrial_complex size < 1 include_locked = no } } } } } } foreign_support = { ### # # ### # # ## ### ## ## ### # # # # # # ## ## # # # # # # # # # # ### # # ### # # # #### ### # # #### # # # # # # # # # # # # # # # # # # # # ### ## # # # # # # # # ## # # ### ## # ## ## ### # # # # # # # # # # # # ## # # # # # # # ## ### ## ## ### CHI_close_burma_road = { allowed = { #Everyone } available = { OR = { AND = { 288 = { #Burma has_state_flag = CHI_needed_for_burma_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 325 = { #Yunnan has_state_flag = CHI_needed_for_burma_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 640 = { #Mandalay has_state_flag = CHI_needed_for_burma_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } } } visible = { is_subject = no NOT = { OR = { has_subject = CHI has_war_with = CHI } } OR = { AND = { 288 = { #Burma has_state_flag = CHI_needed_for_burma_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 325 = { #Yunnan has_state_flag = CHI_needed_for_burma_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 640 = { #Mandalay has_state_flag = CHI_needed_for_burma_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } } any_other_country = { check_variable = { CHI_burma_road_current_level > 0 } NOT = { is_in_faction_with = ROOT } } } fire_only_once = no cost = 0 modifier = { } ai_will_do = { base = 1 modifier = { factor = 0 any_country = { check_variable = { CHI_burma_road_current_level > 0 } OR = { is_subject = no is_subject_of = ROOT is_in_faction_with = ROOT } NOT = { has_war_with = ROOT } } } modifier = { factor = 200 any_country = { check_variable = { CHI_burma_road_current_level > 0 } OR = { has_war_with = ROOT AND = { is_subject = yes NOT = { is_subject_of = ROOT } NOT = { is_in_faction_with = ROOT } } } } } } complete_effect = { hidden_effect = { every_state = { limit = { has_state_flag = CHI_needed_for_burma_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } set_state_flag = CHI_burma_road_closed_state } } random_country = { #Country that had the route limit = { check_variable = { CHI_burma_road_current_level > 0 } } hidden_effect = { set_variable = { tempvar = 0 } subtract_from_variable = { var = tempvar value = CHI_burma_road_current_level } add_offsite_building = { type = arms_factory level = tempvar } #In case we need to reopen set_variable = { CHI_burma_road_closed_level = CHI_burma_road_current_level } set_variable = { CHI_burma_road_current_level = 0 } clear_variable = tempvar } country_event = { id = wtt_burma_road.2 } custom_effect_tooltip = close_burma_road_explanation # Prints the contents of the CHI_burma_road_current_level variable } } } ### ### ## ### ### # # # # # # # # # # ## # ### ## # # ### ## # ## # # # # # # # # # # # ### ## # ### # # CHI_reopen_burma_road = { allowed = { #Everyone } available = { OR = { AND = { 288 = { #Burma has_state_flag = CHI_burma_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 325 = { #Yunnan has_state_flag = CHI_burma_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 640 = { #Mandalay has_state_flag = CHI_burma_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } } } visible = { is_subject = no NOT = { OR = { has_subject = CHI has_war_with = CHI } } OR = { AND = { 288 = { #Burma has_state_flag = CHI_burma_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { OR = { is_subject_of = ROOT check_variable = { CHI_burma_road_closed_level > 0 } } } } } } AND = { 325 = { #Yunnan has_state_flag = CHI_burma_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { OR = { is_subject_of = ROOT check_variable = { CHI_burma_road_closed_level > 0 } } } } } } AND = { 640 = { #Mandalay has_state_flag = CHI_burma_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { OR = { is_subject_of = ROOT check_variable = { CHI_burma_road_closed_level > 0 } } } } } } } any_country = { check_variable = { CHI_burma_road_closed_level > 0 } NOT = { has_war_with = ROOT } } } fire_only_once = no cost = 0 modifier = { } ai_will_do = { base = 1 modifier = { factor = 200 any_country = { check_variable = { CHI_burma_road_closed_level > 0 } OR = { is_subject = no is_subject_of = ROOT is_in_faction_with = ROOT } NOT = { has_war_with = ROOT } } } modifier = { factor = 0 any_country = { check_variable = { CHI_burma_road_closed_level > 0 } OR = { has_war_with = ROOT AND = { is_subject = yes NOT = { is_subject_of = ROOT } NOT = { is_in_faction_with = ROOT } } } } } } complete_effect = { every_state = { limit = { has_state_flag = CHI_burma_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { OR = { is_subject_of = ROOT check_variable = { CHI_burma_road_closed_level > 0 } } } } } custom_effect_tooltip = CHI_burma_road_reopen_state clr_state_flag = CHI_burma_road_closed_state } random_country = { limit = { check_variable = { CHI_burma_road_closed_level > 0 } } if = { limit = { any_state = { has_state_flag = CHI_burma_road_closed_state NOT = { is_controlled_by = ROOT } CONTROLLER = { NOT = { is_subject_of = ROOT } NOT = { check_variable = { CHI_burma_road_closed_level > 0 } } } } } country_event = { id = wtt_burma_road.3 } #We opened our part of the road } else = { #Road is fully reopened if = { limit = { NOT = { tag = ROOT } } country_event = { id = wtt_burma_road.4 } } hidden_effect = { add_offsite_building = { type = arms_factory level = CHI_burma_road_closed_level } set_variable = { CHI_burma_road_current_level = CHI_burma_road_closed_level } clear_variable = CHI_burma_road_closed_level } custom_effect_tooltip = reopen_burma_road_explanation # Prints the contents of the CHI_burma_road_closed_level variable } } } } # ### ### ## ### ## ## ### # # # # # # # # # # # # # # # ## # # # # ### # # #### # # # # # # # # # # # # # # # # ### ### ### ## # # ## # # ### ## # ## ## ### # # # # # # # # # # # # ## # # # # # # # ## ### ## ## ### CHI_close_ledo_road = { allowed = { #Everyone } available = { OR = { AND = { 432 = { #Assam has_state_flag = CHI_needed_for_ledo_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 325 = { #Yunnan has_state_flag = CHI_needed_for_ledo_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 640 = { #Mandalay has_state_flag = CHI_needed_for_ledo_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } } } visible = { is_subject = no NOT = { OR = { has_subject = CHI has_war_with = CHI } } OR = { AND = { 432 = { #Assam has_state_flag = CHI_needed_for_ledo_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 325 = { #Yunnan has_state_flag = CHI_needed_for_ledo_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 640 = { #Mandalay has_state_flag = CHI_needed_for_ledo_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } } any_other_country = { check_variable = { CHI_ledo_road_current_level > 0 } NOT = { is_in_faction_with = ROOT } } } fire_only_once = no cost = 0 modifier = { } ai_will_do = { base = 1 modifier = { factor = 0 any_country = { check_variable = { CHI_ledo_road_current_level > 0 } OR = { is_subject = no is_subject_of = ROOT is_in_faction_with = ROOT } NOT = { has_war_with = ROOT } } } modifier = { factor = 200 any_country = { check_variable = { CHI_ledo_road_current_level > 0 } OR = { has_war_with = ROOT AND = { is_subject = yes NOT = { is_subject_of = ROOT } NOT = { is_in_faction_with = ROOT } } } } } } complete_effect = { hidden_effect = { every_state = { limit = { has_state_flag = CHI_needed_for_ledo_road OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } set_state_flag = CHI_ledo_road_closed_state } } random_country = { #Country that had the route limit = { check_variable = { CHI_ledo_road_current_level > 0 } } hidden_effect = { set_variable = { tempvar = 0 } subtract_from_variable = { var = tempvar value = CHI_ledo_road_current_level } add_offsite_building = { type = arms_factory level = tempvar } #In case we need to reopen set_variable = { CHI_ledo_road_closed_level = CHI_ledo_road_current_level } set_variable = { CHI_ledo_road_current_level = 0 } clear_variable = tempvar } country_event = { id = wtt_ledo_road.2 } custom_effect_tooltip = close_ledo_road_explanation # Prints the contents of the CHI_ledo_road_current_level variable } } } ### ### ## ### ### # # # # # # # # # # ## # ### ## # # ### ## # ## # # # # # # # # # # # ### ## # ### # # CHI_reopen_ledo_road = { allowed = { #Everyone } available = { OR = { AND = { 432 = { #Assam has_state_flag = CHI_ledo_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 325 = { #Yunnan has_state_flag = CHI_ledo_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 640 = { #Mandalay has_state_flag = CHI_ledo_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } } } visible = { is_subject = no NOT = { OR = { has_subject = CHI has_war_with = CHI } } OR = { AND = { 432 = { #Assam has_state_flag = CHI_ledo_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { OR = { is_subject_of = ROOT check_variable = { CHI_ledo_road_closed_level > 0 } } } } } } AND = { 325 = { #Yunnan has_state_flag = CHI_ledo_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { OR = { is_subject_of = ROOT check_variable = { CHI_ledo_road_closed_level > 0 } } } } } } AND = { 640 = { #Mandalay has_state_flag = CHI_ledo_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { OR = { is_subject_of = ROOT check_variable = { CHI_ledo_road_closed_level > 0 } } } } } } } any_country = { check_variable = { CHI_ledo_road_closed_level > 0 } NOT = { has_war_with = ROOT } } any_state = { has_state_flag = CHI_ledo_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { OR = { is_subject_of = ROOT check_variable = { CHI_ledo_road_closed_level > 0 } } } } } } fire_only_once = no cost = 0 modifier = { } ai_will_do = { base = 1 modifier = { factor = 200 any_country = { check_variable = { CHI_ledo_road_closed_level > 0 } OR = { is_subject = no is_subject_of = ROOT is_in_faction_with = ROOT } NOT = { has_war_with = ROOT } } } modifier = { factor = 0 any_country = { check_variable = { CHI_ledo_road_closed_level > 0 } OR = { has_war_with = ROOT AND = { is_subject = yes NOT = { is_subject_of = ROOT } NOT = { is_in_faction_with = ROOT } } } } } } complete_effect = { every_state = { limit = { has_state_flag = CHI_ledo_road_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { OR = { is_subject_of = ROOT check_variable = { CHI_ledo_road_closed_level > 0 } } } } } custom_effect_tooltip = CHI_ledo_road_reopen_state clr_state_flag = CHI_ledo_road_closed_state } random_country = { limit = { check_variable = { CHI_ledo_road_closed_level > 0 } } if = { limit = { any_state = { has_state_flag = CHI_ledo_road_closed_state NOT = { is_controlled_by = ROOT } CONTROLLER = { NOT = { is_subject_of = ROOT } NOT = { check_variable = { CHI_ledo_road_closed_level > 0 } } } } } country_event = { id = wtt_ledo_road.3 } #We opened our part of the road } else = { #Road is fully reopened if = { limit = { NOT = { tag = ROOT } } country_event = { id = wtt_ledo_road.4 } } hidden_effect = { add_offsite_building = { type = arms_factory level = CHI_ledo_road_closed_level } set_variable = { CHI_ledo_road_current_level = CHI_ledo_road_closed_level } clear_variable = CHI_ledo_road_closed_level } custom_effect_tooltip = reopen_ledo_road_explanation # Prints the contents of the CHI_ledo_road_closed_level variable } } } } ### # # ### # # # # # # ### # # # # # # # # ## ## # # # #### ## #### # # # # # ### # # # # # # # # # # # # # # ### # # ## # # # ## # ## ## ### # # # # # # # # # # # # ## # # # # # # # ## ### ## ## ### CHI_close_the_hump = { allowed = { #Everyone } available = { OR = { AND = { 434 = { #Arunachal Pradesh has_state_flag = CHI_needed_for_the_hump OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 747 = { #Dali has_state_flag = CHI_needed_for_the_hump OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } } } visible = { is_subject = no NOT = { OR = { has_subject = CHI has_war_with = CHI } } OR = { AND = { 434 = { #Arunachal Pradesh has_state_flag = CHI_needed_for_the_hump OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 747 = { #Dali has_state_flag = CHI_needed_for_the_hump OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } } any_other_country = { check_variable = { CHI_the_hump_current_level > 0 } NOT = { is_in_faction_with = ROOT } } } fire_only_once = no cost = 0 modifier = { } ai_will_do = { base = 1 modifier = { factor = 0 any_country = { check_variable = { CHI_the_hump_current_level > 0 } OR = { is_subject = no is_subject_of = ROOT is_in_faction_with = ROOT } NOT = { has_war_with = ROOT } } } modifier = { factor = 200 any_country = { check_variable = { CHI_the_hump_current_level > 0 } OR = { has_war_with = ROOT AND = { is_subject = yes NOT = { is_subject_of = ROOT } NOT = { is_in_faction_with = ROOT } } } } } } complete_effect = { hidden_effect = { every_state = { limit = { has_state_flag = CHI_needed_for_the_hump OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } set_state_flag = CHI_the_hump_closed_state } } random_country = { #Country that had the route limit = { check_variable = { CHI_the_hump_current_level > 0 } } hidden_effect = { set_variable = { tempvar = 0 } subtract_from_variable = { var = tempvar value = CHI_the_hump_current_level } add_offsite_building = { type = arms_factory level = tempvar } #In case we need to reopen set_variable = { CHI_the_hump_closed_level = CHI_the_hump_current_level } set_variable = { CHI_the_hump_current_level = 0 } clear_variable = tempvar } country_event = { id = wtt_the_hump.2 } custom_effect_tooltip = close_the_hump_explanation # Prints the contents of the CHI_the_hump_current_level variable } } } ### ### ## ### ### # # # # # # # # # # ## # ### ## # # ### ## # ## # # # # # # # # # # # ### ## # ### # # CHI_reopen_the_hump = { allowed = { #Everyone } available = { OR = { AND = { 434 = { #Arunachal Pradesh has_state_flag = CHI_the_hump_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 601 = { #Xikang has_state_flag = CHI_the_hump_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } } } visible = { is_subject = no NOT = { OR = { has_subject = CHI has_war_with = CHI } } OR = { AND = { 434 = { #Arunachal Pradesh has_state_flag = CHI_the_hump_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { OR = { is_subject_of = ROOT check_variable = { CHI_the_hump_closed_level > 0 } } } } } } AND = { 601 = { #Xikang has_state_flag = CHI_the_hump_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { OR = { is_subject_of = ROOT check_variable = { CHI_the_hump_closed_level > 0 } } } } } } } any_country = { check_variable = { CHI_the_hump_closed_level > 0 } NOT = { has_war_with = ROOT } } } fire_only_once = no cost = 0 modifier = { } ai_will_do = { base = 1 modifier = { factor = 200 any_country = { check_variable = { CHI_the_hump_closed_level > 0 } OR = { is_subject = no is_subject_of = ROOT is_in_faction_with = ROOT } NOT = { has_war_with = ROOT } } } modifier = { factor = 0 any_country = { check_variable = { CHI_the_hump_closed_level > 0 } OR = { has_war_with = ROOT AND = { is_subject = yes NOT = { is_subject_of = ROOT } NOT = { is_in_faction_with = ROOT } } } } } } complete_effect = { every_state = { limit = { has_state_flag = CHI_the_hump_closed_state OR = { is_controlled_by = ROOT CONTROLLER = { OR = { is_subject_of = ROOT check_variable = { CHI_the_hump_closed_level > 0 } } } } } custom_effect_tooltip = CHI_the_hump_reopen_state clr_state_flag = CHI_the_hump_closed_state } random_country = { limit = { check_variable = { CHI_the_hump_closed_level > 0 } } if = { limit = { any_state = { has_state_flag = CHI_the_hump_closed_state NOT = { is_controlled_by = ROOT } CONTROLLER = { NOT = { is_subject_of = ROOT } NOT = { check_variable = { CHI_the_hump_closed_level > 0 } } } } } country_event = { id = wtt_the_hump.3 } #We opened our part of the road } else = { #Road is fully reopened if = { limit = { NOT = { tag = ROOT } } country_event = { id = wtt_the_hump.4 } } hidden_effect = { add_offsite_building = { type = arms_factory level = CHI_the_hump_closed_level } set_variable = { CHI_the_hump_current_level = CHI_the_hump_closed_level } clear_variable = CHI_the_hump_closed_level } custom_effect_tooltip = reopen_the_hump_explanation # Prints the contents of the CHI_the_hump_closed_level variable } } } } # # ## # # ## ### ### ## # # ### ### # # # # ## # # # # # # # # # # # # #### #### # ## # # # ### # # # # # ## # # # # # # # # # # # # # # # # # # # # # # # ## ### # # ## ## # ### ## # ## ## ### # # # # # # # # # # # # ## # # # # # # # ## ### ## ## ### CHI_close_hanoi_route = { allowed = { #Everyone } available = { OR = { AND = { 671 = { #Tonkin has_state_flag = CHI_needed_for_hanoi_route OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 325 = { #Yunnan has_state_flag = CHI_needed_for_hanoi_route OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } } } visible = { is_subject = no NOT = { OR = { has_subject = CHI has_war_with = CHI } } OR = { AND = { 671 = { #Tonkin has_state_flag = CHI_needed_for_hanoi_route OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } AND = { 325 = { #Yunnan has_state_flag = CHI_needed_for_hanoi_route OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } } } any_other_country = { check_variable = { CHI_hanoi_route_current_level > 0 } NOT = { is_in_faction_with = ROOT } } } fire_only_once = no cost = 0 modifier = { } ai_will_do = { base = 1 modifier = { factor = 0 any_country = { check_variable = { CHI_hanoi_route_current_level > 0 } OR = { is_subject = no is_subject_of = ROOT is_in_faction_with = ROOT } NOT = { has_war_with = ROOT } } } modifier = { factor = 200 any_country = { check_variable = { CHI_hanoi_route_current_level > 0 } OR = { has_war_with = ROOT AND = { is_subject = yes NOT = { is_subject_of = ROOT } NOT = { is_in_faction_with = ROOT } } } } } } complete_effect = { hidden_effect = { every_state = { limit = { has_state_flag = CHI_needed_for_hanoi_route OR = { is_controlled_by = ROOT CONTROLLER = { is_subject_of = ROOT } } } set_state_flag = CHI_hanoi_route_closed_state } } random_country = { #Country that had the route limit = { check_variable = { CHI_hanoi_route_current_level > 0 } } hidden_effect = { set_variable = { tempvar = 0 } subtract_from_variable = { var = tempvar value = CHI_hanoi_route_current_level } add_offsite_building = { type = arms_factory level = tempvar } #In case we need to reopen set_variable = { CHI_hanoi_route_closed_level = CHI_hanoi_route_current_level } set_variable = { CHI_hanoi_route_current_level = 0 } clear_variable = tempvar } country_event = { id = wtt_hanoi_route.2 } custom_effect_tooltip = close_hanoi_route_explanation # Prints the contents of the CHI_hanoi_route_current_level variable } } } } generic_purchase_old_ships_category = { purchase_ships_eng = { cost = 50 icon = GFX_decision_generic_naval fire_only_once = no visible = { has_country_flag = generic_purchase_old_ships_flag ENG = { NOT = { has_country_flag = sold_ships_to_us@ROOT has_country_flag = negotiating_ship_purchase_flag@ROOT } } NOT = { has_war_with = ENG} } available = { NOT = { ENG = { OR = { has_civil_war = yes has_capitulated = yes has_opinion = { target = FROM value < 30 } } } } } days_remove = 14 remove_effect = { ENG = { country_event = { id = generic_purchase_ships_events.01 hours = 1 } set_country_flag = negotiating_ship_purchase_flag@ROOT } } } purchase_ships_sov = { cost = 50 icon = GFX_decision_generic_naval fire_only_once = no visible = { has_country_flag = generic_purchase_old_ships_flag SOV = { has_country_flag = sold_ships_to_us@ROOT has_country_flag = negotiating_ship_purchase_flag@ROOT } NOT = { has_war_with = SOV} } available = { NOT = { SOV = { OR = { has_civil_war = yes has_capitulated = yes has_opinion = { target = FROM value < 30 } } } } } days_remove = 14 remove_effect = { SOV = { country_event = { id = generic_purchase_ships_events.01 hours = 1 } set_country_flag = negotiating_ship_purchase_flag@ROOT } } } purchase_ships_ger = { cost = 50 icon = GFX_decision_generic_naval fire_only_once = no visible = { has_country_flag = generic_purchase_old_ships_flag GER = { NOT = { has_country_flag = sold_ships_to_us@ROOT has_country_flag = negotiating_ship_purchase_flag@ROOT } } NOT = { has_war_with = GER} } available = { NOT = { GER = { OR = { has_civil_war = yes has_capitulated = yes has_opinion = { target = FROM value < 30 } } } } } days_remove = 14 remove_effect = { GER = { country_event = { id = generic_purchase_ships_events.01 hours = 1 } set_country_flag = negotiating_ship_purchase_flag@ROOT } } } purchase_ships_usa = { cost = 50 icon = GFX_decision_generic_naval fire_only_once = no visible = { has_country_flag = generic_purchase_old_ships_flag USA = { NOT = { has_country_flag = sold_ships_to_us@ROOT has_country_flag = negotiating_ship_purchase_flag@ROOT } } NOT = { has_war_with = USA} } available = { NOT = { USA = { OR = { has_civil_war = yes has_capitulated = yes has_opinion = { target = FROM value < 30 } } } } } days_remove = 14 remove_effect = { USA = { country_event = { id = generic_purchase_ships_events.01 hours = 1 } set_country_flag = negotiating_ship_purchase_flag@ROOT } } } } generic_refit_civilian_ships_category = { refit_to_destroyer = { cost = 15 icon = GFX_decision_generic_merge_plant_ship fire_only_once = no visible = { has_country_flag = refit_convoy_ships_flag } available = { has_equipment = { convoy > 9 } if = { limit = { has_dlc = "Man the Guns" } has_tech = early_ship_hull_light } else = { has_tech = early_destroyer } } days_remove = 50 complete_effect = { add_equipment_to_stockpile = { type = convoy_1 amount = -10 } } remove_effect = { if = { limit = { has_dlc = "Man the Guns" } if = { limit = { NOT = { has_country_flag = refit_to_destroyer_flag } #FIN gets flag along with Ship variants via the focus that unlocks these decisions } set_country_flag = refit_to_destroyer_flag create_equipment_variant = { name = "Refitted Destroyer Class" type = ship_hull_light_1 name_group = "DEN_DD_HISTORICAL" #Note: Doesn't matter if ROOT is not DEN, the effect will grab the appropriate country-specific name list anyways parent_version = 0 modules = { fixed_ship_battery_slot = ship_light_battery_1 fixed_ship_anti_air_slot = ship_anti_air_1 fixed_ship_fire_control_system_slot = ship_fire_control_system_0 fixed_ship_radar_slot = empty fixed_ship_engine_slot = light_ship_engine_1 fixed_ship_torpedo_slot = ship_torpedo_1 mid_1_custom_slot = empty rear_1_custom_slot = empty } obsolete = yes } } create_ship = { type = ship_hull_light_1 equipment_variant = "Refitted Destroyer Class" creator = ROOT name = "Coastguard" } } #NO MTG else = { if = { limit = { NOT = { has_country_flag = refit_to_destroyer_flag } } set_country_flag = refit_to_destroyer_flag create_equipment_variant = { name = "Refitted Destroyer Class" type = destroyer_1 upgrades = { ship_torpedo_upgrade = 0 destroyer_engine_upgrade = 0 ship_ASW_upgrade = 0 ship_anti_air_upgrade = 0 } obsolete = yes } } create_ship = { type = destroyer_1 equipment_variant = "Refitted Destroyer Class" creator = ROOT name = "Coastguard" } } } } refit_to_cruiser = { cost = 30 icon = GFX_decision_generic_merge_plant_ship fire_only_once = no visible = { has_country_flag = refit_convoy_ships_flag } available = { has_equipment = { convoy > 19 } if = { limit = { has_dlc = "Man the Guns" } has_tech = early_ship_hull_cruiser } else = { has_tech = early_light_cruiser } } days_remove = 100 complete_effect = { add_equipment_to_stockpile = { type = convoy_1 amount = -25 } } remove_effect = { if = { limit = { has_dlc = "Man the Guns" } if = { limit = { NOT = { has_country_flag = refit_to_cruiser_flag } #FIN gets flag along with Ship variants via the focus that unlocks these decisions } set_country_flag = refit_to_cruiser_flag create_equipment_variant = { name = "Refitted Cruiser Class" type = ship_hull_cruiser_1 name_group = DEN_CL_HISTORICAL #Note: Doesn't matter if ROOT is not DEN, the effect will grab the appropriate country-specific name list anyways parent_version = 0 modules = { fixed_ship_battery_slot = ship_light_medium_battery_1 fixed_ship_anti_air_slot = ship_anti_air_1 fixed_ship_fire_control_system_slot = ship_fire_control_system_0 fixed_ship_radar_slot = empty fixed_ship_engine_slot = cruiser_ship_engine_1 fixed_ship_armor_slot = ship_armor_cruiser_1 fixed_ship_secondaries_slot = dp_ship_secondaries_1 mid_1_custom_slot = empty mid_2_custom_slot = empty rear_1_custom_slot = empty } obsolete = yes } } create_ship = { type = ship_hull_cruiser_1 equipment_variant = "Refitted Cruiser Class" creator = ROOT name = "Protector" } } else = { if = { limit = { NOT = { has_country_flag = refit_to_cruiser_flag } } set_country_flag = refit_to_cruiser_flag create_equipment_variant = { name = "Refitted Cruiser Class" type = light_cruiser_1 upgrades = { ship_reliability_upgrade = 0 ship_engine_upgrade = 0 ship_gun_upgrade = 0 ship_anti_air_upgrade = 0 } obsolete = yes } } create_ship = { type = light_cruiser_1 equipment_variant = "Refitted Cruiser Class" creator = ROOT name = "Protector" } } } } }