#category = short_term medium_term or long_term # ROOT is faction leader, FROM is faction member who opens UI and views goals, completed/cancel/complete_effect do not have FROM scopes ###################################################################### ### ## ## ### ### ## # # ## ### ### ## ### ### ### ## # # # # # # # # # ## # # # # # # # # # # # # ## #### # # # # # # ## # ### ## # # ## # # # # # # # # # # # # # # # # # # # # # # # # # # ## # ### ## # # ## # ### ## ### # ### ## ###################################################################### ## # # ### ## # # # # # # #### # # # # # # # # # # # # # ### ## faction_goal_undo_versailles = { name = undo_versailles_goal_name description = undo_versailles_goal_desc category = medium_term group = FOCUS_FILTER_WAR_SUPPORT visible = { FROM = { original_tag = GER } } completed = { OR = { AND = { original_tag = GER has_army_manpower = { size > 1000000 } controls_state = 28 controls_state = 85 controls_state = 86 controls_state = 188 controls_state = 762 controls_state = 807 controls_state = 912 } any_allied_country = { original_tag = GER has_army_manpower = { size > 1000000 } controls_state = 28 controls_state = 85 controls_state = 86 controls_state = 188 controls_state = 762 controls_state = 807 controls_state = 912 } } 42 = { is_demilitarized_zone = no } 51 = { is_demilitarized_zone = no } 978 = { is_demilitarized_zone = no } } complete_effect = { add_faction_power_projection = 100 every_faction_member = { limit = { original_tag = GER } add_faction_initiative = 1 } custom_effect_tooltip = generic_skip_one_line_tt every_faction_member = { tooltip = INFLUENCE_ABOVE_30_PERCENT visible_when_empty = yes limit = { faction_influence_ratio > 0.3 } IF = { limit = { NOT = { has_completed_goal = faction_goal_undo_versailles } } add_war_support = 0.05 add_political_power = 50 } } } ai_will_do = { base = 1 modifier = { add = 9 is_historical_focus_on = yes } } } faction_goal_secure_european_continent = { name = secure_european_continent_goal_name description = secure_european_continent_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION visible = { FROM = { original_tag = GER } } completed = { collection_size = { input = { input = constant:country_groups.continental_europe_1936 operators = { limit = { OR = { is_in_faction_with = ROOT has_capitulated = yes exists = no is_subject_of = ROOT } } } name = COLLECTION_CONTINENTAL_EUROPE_DEFEATED_OR_FACTION_MEMBERS } value > 8 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt every_faction_member = { tooltip = INFLUENCE_ABOVE_30_PERCENT visible_when_empty = yes limit = { faction_influence_ratio > 0.3 } add_faction_initiative = 1 } } ai_will_do = { base = 1 modifier = { add = 9 is_historical_focus_on = yes } } } faction_goal_secure_north_africa = { name = secure_north_africa_goal_name description = secure_north_africa_goal_desc group = FOCUS_FILTER_ANNEXATION category = medium_term visible = { OR = { FROM = { original_tag = ITA } any_allied_country = { original_tag = ITA } } } available = { OR = { FROM = { has_completed_focus = ITA_italian_irredentism } any_allied_country = { has_completed_focus = ITA_italian_irredentism } } } completed = { AND = { 446 = { is_controlled_by_ROOT_or_ally = yes } # Suez 448 = { is_controlled_by_ROOT_or_ally = yes } # Tripoli 116 = { is_controlled_by_ROOT_or_ally = yes } # Malta } OR = { 118 = { is_controlled_by_ROOT_or_ally = yes } # Gibraltar 183 = { is_controlled_by_ROOT_or_ally = yes } # Cyprus 182 = { is_controlled_by_ROOT_or_ally = yes } # Crete } } complete_effect = { add_faction_power_projection = 500 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = INFLUENCE_TOP_TWO every_faction_member = { limit = { faction_influence_rank < 3 } add_faction_initiative = 1 IF = { limit = { NOT = { has_completed_goal = faction_goal_secure_north_africa } } add_political_power = 100 } } } ai_will_do = { base = 0 modifier = { add = 10 is_historical_focus_on = yes } } } faction_goal_high_seas_fleet = { name = high_seas_fleet_goal_name description = high_seas_fleet_goal_desc group = FOCUS_FILTER_NAVY_XP category = medium_term allowed = { } visible = { FROM = { OR = { original_tag = GER AND = { any_allied_country = { original_tag = GER } num_of_naval_factories > 0 } } } } completed = { has_war_with_major = yes count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } unit = capital_ship size > 19 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 every_collection_element = { input = { input = game:scope operators = { faction_members limit = { num_of_naval_factories > 0 } } name = ALL_FACTION_MEMBERS } IF = { limit = { NOT = { has_completed_goal = faction_goal_high_seas_fleet } } navy_experience = 50 add_tech_bonus = { name = high_seas_fleet_tech_bonus bonus = 0.5 uses = 2 category = naval_equipment } } } } ai_will_do = { base = 1 modifier = { add = 1 # If they have a bunch of naval factories, go for it num_of_naval_factories > 29 } } } ### # # ### ## # # ### ### ## # # # # # # # # # # # # #### ## #### # # # ## # # # # # # # # # # # # # # # ### # # ### ### ### ### ## faction_goal_the_arteries_of_trade = { name = the_arteries_of_trade_goal_name description = the_arteries_of_trade_goal_desc category = medium_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { FROM = { has_war = yes OR = { tag = ENG tag = CAN tag = RAJ tag = MAL tag = USA } } } completed = { count_triggers = { amount = 10 has_naval_control = 43 has_naval_control = 49 has_naval_control = 51 has_naval_control = 56 has_naval_control = 57 has_naval_control = 68 has_naval_control = 29 has_naval_control = 69 has_naval_control = 72 has_naval_control = 100 has_naval_control = 104 has_naval_control = 71 has_naval_control = 60 has_naval_control = 48 has_naval_control = 61 has_naval_control = 62 } } complete_effect = { add_faction_power_projection = 100 every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_the_arteries_of_trade } } add_stability = 0.05 } } } ai_will_do = { base = 1 modifier = { add = 1 # Extra eager to do this as the main trade nations OR = { original_tag = ENG original_tag = USA } } modifier = { factor = 2 is_historical_focus_on = yes } } } faction_goal_imperial_glory = { name = imperial_glory_goal_name description = imperial_glory_goal_desc category = medium_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { FROM = { OR = { original_tag = ENG original_tag = CAN original_tag = RAJ original_tag = AST original_tag = NZL original_tag = MAL original_tag = FRA original_tag = HOL original_tag = INS } } } available = { FROM = { has_war = yes } } completed = { longest_war_length > 36 count_triggers = { amount = 3 # Add triggers to count below 1021 = { is_controlled_by_ROOT_or_ally = yes } # Singapore 118 = { is_controlled_by_ROOT_or_ally = yes } # Gibraltar 116 = { is_controlled_by_ROOT_or_ally = yes } # Malta IF = { limit = { 286 = { OWNER = { is_in_faction_with = ROOT } } } 286 = { is_controlled_by_ROOT_or_ally = yes } # Saigon if France joins } IF = { limit = { 335 = { OWNER = { is_in_faction_with = ROOT } } } 335 = { is_controlled_by_ROOT_or_ally = yes } # East Indies } } } complete_effect = { add_faction_power_projection = 200 every_collection_element = { input = { input = game:scope operators = { faction_members limit = { owns_any_state_of = { 1021 118 116 286 335 } } } name = OWNS_LISTED_STATE } custom_effect_tooltip = OWNS_LISTED_STATE add_faction_initiative = 1 add_faction_influence_ratio = 0.05 IF = { limit = { NOT = { has_completed_goal = faction_goal_imperial_glory } } add_stability = 0.05 } } } ai_will_do = { base = 0 modifier = { add = 1 # The Empire cares a little OR = { original_tag = ENG original_tag = CAN original_tag = RAJ original_tag = AST original_tag = NZL original_tag = MAL original_tag = FRA original_tag = HOL original_tag = INS } is_historical_focus_on = yes } modifier = { add = 1 # The Colonial Powers always care OR = { original_tag = ENG original_tag = FRA original_tag = HOL } } modifier = { add = 10 # The Colonial Powers always care a LOT on historical OR = { original_tag = ENG original_tag = FRA original_tag = HOL } is_historical_focus_on = yes } } } faction_goal_guardians_of_peace = { name = guardians_of_peace_goal_name description = guardians_of_peace_goal_desc category = medium_term group = FOCUS_FILTER_CONSOLIDATION visible = { date < 1939.1.1 FROM = { NOT = { has_government = fascism } NOT = { has_government = communism } NOT = { has_country_flag = guardians_of_peace_been_at_war_flag } } } available = { } cancel = { FROM = { has_country_flag = guardians_of_peace_been_at_war_flag } } completed = { date > 1938.12.31 NOT = { has_country_flag = guardians_of_peace_been_at_war_flag } all_allied_country = { NOT = { has_country_flag = guardians_of_peace_been_at_war_flag } } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_guardians_of_peace } } add_stability = 0.05 } } } ai_will_do = { base = 0 modifier = { add = 1 has_government = democratic } } } ## # # ### # # ## # # # # # ## # # # # #### # # ## #### # # # # # # # # # ## # # ### # # # # faction_goal_control_the_chinese_coast = { name = control_the_chinese_coast_goal_name description = control_the_chinese_coast_goal_desc group = FOCUS_FILTER_CONSOLIDATION category = medium_term allowed = { } visible = { FROM = { is_literally_china = yes has_war = yes OR = { has_faction_template = faction_template_chinese_united_front has_faction_template = faction_template_wang_front } } } completed = { OR = { AND = { has_war = yes any_enemy_country = { war_length_with = { tag = ROOT months > 36 } } } AND = { date > 1939.6.1 has_war = no } } count_triggers = { amount = 5 1033 = { is_controlled_by_ROOT_or_ally = yes } 592 = { is_controlled_by_ROOT_or_ally = yes } 593 = { is_controlled_by_ROOT_or_ally = yes } 595 = { is_controlled_by_ROOT_or_ally = yes } 596 = { is_controlled_by_ROOT_or_ally = yes } 613 = { is_controlled_by_ROOT_or_ally = yes } 1034 = { is_controlled_by_ROOT_or_ally = yes } 598 = { is_controlled_by_ROOT_or_ally = yes } 597 = { is_controlled_by_ROOT_or_ally = yes } } } cancel = { NOT = { count_triggers = { amount = 5 1033 = { is_controlled_by_ROOT_or_ally = yes } 592 = { is_controlled_by_ROOT_or_ally = yes } 593 = { is_controlled_by_ROOT_or_ally = yes } 595 = { is_controlled_by_ROOT_or_ally = yes } 596 = { is_controlled_by_ROOT_or_ally = yes } 613 = { is_controlled_by_ROOT_or_ally = yes } 1034 = { is_controlled_by_ROOT_or_ally = yes } 598 = { is_controlled_by_ROOT_or_ally = yes } 597 = { is_controlled_by_ROOT_or_ally = yes } } } } complete_effect = { add_faction_power_projection = 200 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt every_collection_element = { input = { input = game:scope operators = { faction_members } name = ALL_FACTION_MEMBERS } custom_effect_tooltip = ALL_FACTION_MEMBERS IF = { limit = { NOT = { has_completed_goal = faction_goal_control_the_chinese_coast } } army_experience = 50 add_war_support = 0.05 add_stability = 0.05 } } every_collection_element = { input = { input = game:scope operators = { faction_members } name = ALL_FACTION_MEMBERS } custom_effect_tooltip = ALL_FACTION_MEMBERS IF = { limit = { NOT = { has_completed_goal = faction_goal_control_the_chinese_coast } } army_experience = 50 add_war_support = 0.1 add_stability = 0.05 } } every_state = { limit = { OR = { state = 1033 state = 592 state = 593 state = 595 state = 596 state = 613 state = 1034 state = 598 state = 597 } } add_building_construction = { type = coastal_bunker level = 2 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 10 # Pretty much everyone should want to do this } } faction_goal_the_northern_mandate = { name = faction_goal_the_northern_mandate_name description = faction_goal_the_northern_mandate_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { original_tag = CHI has_government = fascism } } available = { FROM = { has_completed_focus = CHI_the_northern_mandate } } ratio_progress = { total_amount_collection = collection:the_northern_mandate_states completed_amount_collection = { input = collection:the_northern_mandate_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes } } name = COLLECTION_FACTION_CONTROLS_NORTHERN_MANDATE } } auto_complete = yes complete_effect = { add_faction_power_projection = 100 every_state = { limit = { CHI_northern_mandate_states = yes } add_dynamic_modifier = { modifier = NORDIC_efficient_resource_extraction } } } ai_will_do = { base = 1 } } faction_goal_the_southern_mandate = { name = faction_goal_the_southern_mandate_name description = faction_goal_the_southern_mandate_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { original_tag = CHI has_government = fascism } } available = { FROM = { has_completed_focus = CHI_the_southern_mandate } } ratio_progress = { total_amount_collection = collection:the_southern_mandate_states completed_amount_collection = { input = collection:the_southern_mandate_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes } } name = COLLECTION_FACTION_CONTROLS_SOUTHERN_MANDATE } } auto_complete = yes complete_effect = { add_faction_power_projection = 100 every_state = { limit = { CHI_southern_mandate_states = yes } add_dynamic_modifier = { modifier = NORDIC_efficient_resource_extraction } } } ai_will_do = { base = 1 } } faction_goal_the_greater_game = { name = faction_goal_the_greater_game_name description = faction_goal_the_greater_game_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { original_tag = CHI has_government = fascism } } available = { FROM = { has_completed_focus = CHI_the_greater_game } } ratio_progress = { total_amount_collection = collection:the_greater_game_states completed_amount_collection = { input = collection:the_greater_game_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes } } name = COLLECTION_FACTION_CONTROLS_GREATER_GAME } } auto_complete = yes complete_effect = { add_faction_power_projection = 50 every_state = { limit = { CHI_greater_game_states = yes } add_dynamic_modifier = { modifier = NORDIC_efficient_resource_extraction } } } ai_will_do = { base = 1 } } faction_goal_subjugate_the_faction = { name = faction_goal_subjugate_the_faction_name description = faction_goal_subjugate_the_faction_desc category = medium_term group = FOCUS_FILTER_POLITICAL allowed = { is_literally_china = yes } visible = { FROM = { is_literally_china = yes has_faction_template = faction_template_chinese_united_front } } available = { FROM = { is_faction_leader = yes has_completed_focus = CHI_from_many_to_one } } completed = { collection_size = { input = { input = game:scope operators = { faction_members limit = { is_subject_of = ROOT # Should be checking faction leader } } name = COLLECTION_AMOUNT_OF_SUBJECTS_TO_FACTION_LEADER } value > 7 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 every_collection_element = { input = { input = game:scope operators = { faction_members } name = ALL_FACTION_MEMBERS } custom_effect_tooltip = ALL_FACTION_MEMBERS IF = { limit = { NOT = { has_completed_goal = faction_goal_subjugate_the_faction } } add_war_support = 0.15 } every_unit_leader = { add_timed_unit_leader_trait = { trait = motivated days = 270 } } } } ai_will_do = { base = 10 # Do itttt! } } ### ## ### ## # # # # # # # # # ## # # #### ### #### # ## # # # # # # # # # ## # # # # # # # faction_goal_control_the_chinese_capitals = { name = control_the_chinese_capitals_goal_name description = control_the_chinese_capitals_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { original_tag = JAP } } completed = { 608 = { is_controlled_by_ROOT_or_ally = yes } 1035 = { is_controlled_by_ROOT_or_ally = yes } 592 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt every_collection_element = { input = { input = game:scope operators = { faction_members } name = ALL_FACTION_MEMBERS } custom_effect_tooltip = ALL_FACTION_MEMBERS IF = { limit = { NOT = { has_completed_goal = faction_goal_control_the_chinese_capitals } } army_experience = 50 air_experience = 25 navy_experience = 25 } } } ai_will_do = { base = 1 modifier = { add = 9 # Early game prio date < 1941.1.1 } } } faction_goal_secure_the_oil_supply = { name = secure_the_oil_supply_goal_name description = secure_the_oil_supply_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { original_tag = JAP } } completed = { has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = oil amount > 199 } } complete_effect = { every_faction_member = { tooltip = AT_LEAST_70_OIL visible_when_empty = yes limit = { has_resources_in_country = { resource = oil amount > 69 } } add_faction_initiative = 1 add_faction_influence_ratio = 0.15 IF = { limit = { NOT = { has_completed_goal = faction_goal_secure_the_oil_supply } } add_tech_bonus = { name = secure_the_oil_supply_tech_bonus bonus = 0.75 uses = 1 category = excavation_tech } } } } ai_will_do = { base = 1 modifier = { add = 9 # Mid game prio date > 1941.1.1 } } } ## ## # # ### ### ### # # # # ### ## # # # # # # # # # # # # ## # # # # ## # # # # # # # ## # # # # ## # # # # ## # # # # # # # # # # # # # # # # # ## ## # ### ### # ## # # ### ## # # faction_goal_indifference_is_a_threat = { name = indifference_is_a_threat_goal_name description = indifference_is_a_threat_goal_desc category = medium_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { FROM = { original_tag = SOV } } completed = { collection_size = { input = { input = collection:europe_non_aligned_countries name = COLLECTION_COUNTRIES_EUROPE_NON_ALIGNED } value < 5 } } complete_effect = { add_faction_power_projection = 500 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_indifference_is_a_threat } } add_political_power = 50 add_popularity = { ideology = communism popularity = 0.05 } } } } ai_will_do = { base = 1 } } faction_goal_undoing_brest_litowsk = { name = undoing_brest_litowsk_goal_name description = undoing_brest_litowsk_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { original_tag = SOV } } completed = { count_triggers = { amount = 4 OR = { LIT = { exists = no } LIT = { is_in_faction_with = ROOT } } OR = { LAT = { exists = no } LAT = { is_in_faction_with = ROOT } } OR = { EST = { exists = no } EST = { is_in_faction_with = ROOT } } OR = { POL = { exists = no } POL = { is_in_faction_with = ROOT } } OR = { FIN = { exists = no } FIN = { is_in_faction_with = ROOT } } } } complete_effect = { add_faction_power_projection = 500 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_undoing_brest_litowsk } } army_experience = 50 } } } ai_will_do = { base = 1 modifier = { add = 9 # SOV should always prio this original_tag = SOV } } } ### ## # ## # # ### # # # # # # # ## # # # ### # # # #### # ## # # # # # # # # # # # # # ## ### # # # # ### faction_goal_the_two_seas = { name = the_two_seas_goal_name description = the_two_seas_goal_desc category = medium_term group = FOCUS_FILTER_NAVY_XP visible = { FROM = { original_tag = POL } } completed = { has_naval_control = 206 has_naval_control = 279 has_naval_control = 9 has_naval_control = 30 OR = { 807 = { naval_base > 7 is_controlled_by_ROOT_or_ally = yes } 85 = { naval_base > 7 is_controlled_by_ROOT_or_ally = yes } } } complete_effect = { add_faction_power_projection = 50 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 } ai_will_do = { base = 0 modifier = { add = 10 OR = { has_completed_focus = POL_the_between_the_seas_concept has_completed_focus = POL_sea_to_sea } } } } ########################################################### ## ### # # ### ### ### ## ## ## ## # ## # # ## # # # # # # # # # # # # # # # ## ## # ## ## ### # # # ## # # #### # # # # # # # # # # # # # # # # # # # # # ## ### # # ### # # ### ## ## ## # # ### ## ########################################################### ### Faction Growth faction_goal_a_large_faction = { name = a_large_faction_goal_name description = a_large_faction_goal_desc category = medium_term group = FOCUS_FILTER_POLITICAL_CHARACTER visible = { num_faction_members > 4 } completed = { num_faction_members > 9 } complete_effect = { add_faction_power_projection = 200 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 } ai_will_do = { base = 1 } } ### Units/Deployment faction_goal_marine_corps = { name = marine_corps_goal_name description = marine_corps_goal_desc category = medium_term group = FOCUS_FILTER_NAVY_XP available = { } completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } unit_category = { marine marine_commando amphibious_mechanized category_amphibious_tanks } equipment_ratio = 0.9 size > 29 } } complete_effect = { add_faction_power_projection = 200 custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt hidden_effect = { every_collection_element = { input = { input = game:scope operators = { faction_members limit = { OR = { has_tech = marines has_tech = amphibious_mechanized_infantry has_tech = amphibious_tank has_tech = amphibious_tank_chassis } } } name = ALL_FACTION_MEMBERS_WITH_AMPHIBIOUS_TECH } IF = { limit = { NOT = { has_completed_goal = faction_goal_marine_corps } } random_character = { tooltip = ONE_GENERAL visible_when_empty = yes limit = { is_army_leader = yes is_field_marshal = no NOT = { has_trait = cavalry_officer } NOT = { has_trait = panzer_leader } NOT = { has_trait = naval_invader } } gain_xp = 400 add_attack = 1 add_trait = { trait = naval_invader } } } } } custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_AMPHIBIOUS_TECH effect_tooltip = { random_character = { tooltip = ONE_GENERAL visible_when_empty = yes limit = { is_army_leader = yes is_field_marshal = no NOT = { has_trait = cavalry_officer } NOT = { has_trait = panzer_leader } NOT = { has_trait = naval_invader } } gain_xp = 400 add_attack = 1 add_trait = { trait = naval_invader } } } custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_marine_corps } } add_tech_bonus = { name = marine_corps_tech_bonus bonus = 0.5 uses = 1 category = marine_tech } } } } ai_will_do = { base = 0 modifier = { add = 1 any_state = { is_controlled_by_ROOT_or_ally = yes is_coastal = yes } } modifier = { add = 2 any_state = { is_controlled_by = ROOT is_coastal = yes } } } } faction_goal_airborne_corps = { name = airborne_corps_goal_name description = airborne_corps_goal_desc category = medium_term group = FOCUS_FILTER_AIR_XP available = { } completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } unit_category = { paratrooper } equipment_ratio = 0.9 size > 29 } } complete_effect = { add_faction_power_projection = 200 custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt hidden_effect = { every_collection_element = { input = { input = game:scope operators = { faction_members limit = { has_tech = paratroopers } } name = ALL_FACTION_MEMBERS_WITH_PARATROOPERS_TECH } IF = { limit = { NOT = { has_completed_goal = faction_goal_airborne_corps } } random_character = { tooltip = ONE_GENERAL visible_when_empty = yes limit = { is_army_leader = yes is_field_marshal = no NOT = { has_trait = cavalry_officer } NOT = { has_trait = panzer_leader } NOT = { has_trait = commando } } gain_xp = 400 add_attack = 1 add_trait = { trait = commando } } } } } custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_PARATROOPERS_TECH effect_tooltip = { random_character = { tooltip = ONE_GENERAL visible_when_empty = yes limit = { is_army_leader = yes is_field_marshal = no NOT = { has_trait = cavalry_officer } NOT = { has_trait = panzer_leader } NOT = { has_trait = commando } } gain_xp = 400 add_attack = 1 add_trait = { trait = commando } } } custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_airborne_corps } } add_tech_bonus = { name = airborne_corps_tech_bonus bonus = 0.5 uses = 1 category = para_tech } } } } ai_will_do = { base = 0 modifier = { add = 1 has_equipment = { transport_plane_equipment > 0 } } } } faction_goal_mountaineer_corps = { name = mountaineer_corps_goal_name description = mountaineer_corps_goal_desc category = medium_term group = FOCUS_FILTER_ARMY_XP available = { } completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } unit_category = { mountaineers } equipment_ratio = 0.9 size > 29 } } complete_effect = { add_faction_power_projection = 200 custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt hidden_effect = { every_collection_element = { input = { input = game:scope operators = { faction_members limit = { has_tech = tech_mountaineers } } name = ALL_FACTION_MEMBERS_WITH_MOUNTAINEERS_TECH } IF = { limit = { NOT = { has_completed_goal = faction_goal_mountaineer_corps } } random_character = { tooltip = ONE_GENERAL visible_when_empty = yes limit = { is_army_leader = yes is_field_marshal = no NOT = { has_trait = cavalry_officer } NOT = { has_trait = panzer_leader } NOT = { has_trait = trait_mountaineer } } gain_xp = 400 add_attack = 1 add_trait = { trait = trait_mountaineer } } } } } custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_MOUNTAINEERS_TECH effect_tooltip = { random_character = { tooltip = ONE_GENERAL visible_when_empty = yes limit = { is_army_leader = yes is_field_marshal = no NOT = { has_trait = cavalry_officer } NOT = { has_trait = panzer_leader } NOT = { has_trait = trait_mountaineer } } gain_xp = 400 add_attack = 1 add_trait = { trait = trait_mountaineer } } } custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_mountaineer_corps } } add_tech_bonus = { name = mountaineer_corps_tech_bonus bonus = 0.5 uses = 1 category = mountaineers_tech } } } } ai_will_do = { base = 0 modifier = { add = 1 any_allied_country = { has_terrain = mountain } } modifier = { add = 2 has_terrain = mountain } } } faction_goal_submarine_force = { name = submarine_force_goal_name description = submarine_force_goal_desc category = medium_term group = FOCUS_FILTER_NAVY_XP available = { } completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } unit = submarine size > 99 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt every_collection_element = { input = { input = game:scope operators = { faction_members limit = { has_navy_size = { size > 24 type = submarine } } } name = ALL_FACTION_MEMBERS_WITH_25_SUBMARINES } IF = { limit = { NOT = { has_completed_goal = faction_goal_submarine_force } } random_character = { tooltip = ONE_ADMIRAL visible_when_empty = yes limit = { is_navy_leader = yes NOT = { has_trait = seawolf } NOT = { has_trait = ironside } NOT = { has_trait = battleship_adherent } NOT = { has_trait = gunnery_expert } NOT = { has_trait = aviation_enthusiast } } gain_xp = 400 add_attack = 1 add_trait = { trait = seawolf } } add_mastery = { amount = 100 track = submarines } } } custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_submarine_force } } add_tech_bonus = { name = submarine_force_tech_bonus bonus = 0.5 uses = 1 category = naval_equipment } } } } ai_will_do = { base = 0 modifier = { add = 1 # Powers with no dockyards should probably not care about navy num_of_naval_factories > 0 } modifier = { add = 1 # Powers with a less dockyard capacity should probably try to build subs rather than contest the high seas num_of_naval_factories > 10 } modifier = { add = -1 # Powers with more dockyard capacity should probably try to contest the high seas instead of building subs num_of_naval_factories > 25 } modifier = { add = -1 # Powers with more dockyard capacity should probably try to contest the high seas instead of building subs num_of_naval_factories > 50 } } } faction_goal_convoy_escort_force = { name = convoy_escort_force_goal_name description = convoy_escort_force_goal_desc category = medium_term group = FOCUS_FILTER_NAVY_XP available = { } completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } unit = screen_ship size > 99 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt every_collection_element = { input = { input = game:scope operators = { faction_members limit = { has_navy_size = { size > 24 type = screen_ship } } } name = ALL_FACTION_MEMBERS_WITH_25_SCREENING_SHIPS } IF = { limit = { NOT = { has_completed_goal = faction_goal_convoy_escort_force } } random_character = { tooltip = ONE_ADMIRAL visible_when_empty = yes limit = { is_navy_leader = yes NOT = { has_trait = fleet_protector } NOT = { has_trait = seawolf } NOT = { has_trait = ironside } NOT = { has_trait = battleship_adherent } NOT = { has_trait = gunnery_expert } NOT = { has_trait = aviation_enthusiast } } gain_xp = 400 add_attack = 1 add_trait = { trait = fleet_protector } } add_mastery = { amount = 100 track = screens } } } custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_convoy_escort_force } } add_tech_bonus = { name = convoy_escort_force_tech_bonus bonus = 0.5 uses = 1 category = naval_equipment } } } } ai_will_do = { base = 0 modifier = { add = 1 # Powers with no dockyards should probably not care about navy num_of_naval_factories > 0 } modifier = { add = 1 # Powers with threatened convoys should care more convoy_threat > 0.2 } modifier = { add = 8 # Powers with very threatened convoys should care -a lot- convoy_threat > 0.5 } } } faction_goal_air_superiority = { name = air_superiority_goal_name description = air_superiority_goal_desc category = medium_term group = FOCUS_FILTER_AIR_XP available = { } completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } unit = fighter size > 999 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt every_collection_element = { input = { input = game:scope operators = { faction_members limit = { has_deployed_air_force_size = { size > 249 type = fighter } } } name = ALL_FACTION_MEMBERS_WITH_250_FIGHTERS } IF = { limit = { NOT = { has_completed_goal = faction_goal_air_superiority } } air_experience = 50 add_mastery = { amount = 100 track = fighter_aircraft } } } custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_air_superiority } } add_tech_bonus = { name = air_superiority_tech_bonus bonus = 0.5 uses = 1 category = air_equipment } } } } ai_will_do = { base = 0 modifier = { add = 1 # Powers with few military factories should probably not care about expensive planes num_of_military_factories > 39 } modifier = { add = 1 # Factions with decent number of military factories should probably start caring a lot about contesting air superiority - because they can count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } buildings = { arms_factory } size > 149 } } } } ### Industry faction_goal_industrial_expansion = { name = industrial_expansion_goal_name description = industrial_expansion_goal_desc category = medium_term group = FOCUS_FILTER_INDUSTRY visible = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } buildings = { industrial_complex } size > 49 } } completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } buildings = { industrial_complex } size > 149 } } complete_effect = { add_faction_power_projection = 200 custom_effect_tooltip = generic_skip_one_line_tt every_faction_member = { tooltip = AT_LEAST_50_CIVS visible_when_empty = yes limit = { num_of_civilian_factories > 49 } IF = { limit = { NOT = { has_completed_goal = faction_goal_industrial_expansion } } add_tech_bonus = { name = industrial_expansion_tech_bonus bonus = 0.5 uses = 2 category = industry } } } } ai_will_do = { base = 1 modifier = { add = 1 # If already big it's easy to grow is_major = yes } modifier = { add = 1 # If already big it's easy to grow is_major = yes } modifier = { add = 1 # Prioritize more earlier on - more pay-off date < 1938.1.1 } } } faction_goal_industrial_research = { name = industrial_research_goal_name description = industrial_research_goal_desc category = medium_term group = FOCUS_FILTER_RESEARCH visible = { any_allied_country = { NOT = { has_tech = construction4 } } } completed = { ROOT = { has_tech = construction4 } all_allied_country = { has_tech = construction4 } collection_size = { input = { input = game:scope operators = { faction_members } } value > 4 } } complete_effect = { add_faction_power_projection = 200 custom_effect_tooltip = generic_skip_one_line_tt every_faction_member = { tooltip = INFLUENCE_ABOVE_30_PERCENT visible_when_empty = yes limit = { faction_influence_ratio > 0.3 } add_faction_initiative = 1 } } ai_will_do = { base = 1 modifier = { add = 1 # Prio for smaller factions (Easier to get everyone up then ) collection_size = { input = { input = game:scope operators = { faction_members } } value < 5 } } modifier = { add = 1 # Prioritize during build up, but not too early date > 1938.1.1 date < 1941.1.1 } } } faction_goal_a_military_base = { name = a_military_base_goal_name description = a_military_base_goal_desc category = medium_term group = FOCUS_FILTER_INDUSTRY visible = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } buildings = { arms_factory } size > 49 } } completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } buildings = { arms_factory } size > 149 } } complete_effect = { add_faction_power_projection = 200 custom_effect_tooltip = generic_skip_one_line_tt every_faction_member = { tooltip = AT_LEAST_50_MILS visible_when_empty = yes limit = { num_of_military_factories > 49 } IF = { limit = { NOT = { has_completed_goal = faction_goal_a_military_base } } add_tech_bonus = { name = a_military_base_tech_bonus bonus = 0.5 uses = 2 category = excavation_tech } } } } ai_will_do = { base = 0 modifier = { add = 1 date > 1938.1.1 } modifier = { add = 1 is_major = yes } } } ### War Waging faction_goal_aggressive_defense = { name = aggressive_defense_goal_name description = aggressive_defense_goal_desc group = FOCUS_FILTER_WAR_SUPPORT category = medium_term visible = { FROM = { has_defensive_war = yes } } completed = { any_allied_country = { has_defensive_war = yes } collection_size = { input = { input = game:scope operators = { faction_members limit = { any_enemy_country = { has_offensive_war_with = ROOT casualties_inflicted_by = { opponent = PREV thousands > 250 } } } } name = COLLECTION_CASUALTIES_INFLICTED_BY_FACTION_MEMBERS } value > 0 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS_INFLICTED_250K_CASUALTIES every_faction_member = { limit = { any_enemy_country = { has_offensive_war_with = ROOT casualties_inflicted_by = { opponent = PREV thousands > 250 } } } add_faction_initiative = 1 } custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_aggressive_defense } } army_experience = 50 } } } ai_will_do = { base = 1 } } ### Strategic Resources # Mexican Oil faction_goal_control_mexican_oil = { name = control_mexican_oil_goal_name description = control_mexican_oil_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { NOT = { original_tag = MEX is_in_faction_with = MEX } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 479 value < 2000 } } } available = { } completed = { 480 = { is_controlled_by_ROOT_or_ally = yes } 479 = { is_controlled_by_ROOT_or_ally = yes } 477 = { is_controlled_by_ROOT_or_ally = yes } 476 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { OR = { controls_state = 480 controls_state = 479 controls_state = 477 controls_state = 476 } } add_faction_initiative = 1 } every_state = { limit = { OR = { state = 480 state = 479 state = 477 state = 476 } } if = { limit = { infrastructure < 5 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { factor = 2 # Target of opportunity - already at war anyway 479 = { owner = { has_war_with = ROOT } } } modifier = { add = -1 # If the alliance is doing well with fuel avoid taking this... fuel_ratio > 0.9 all_allied_country = { fuel_ratio > 0.9 } } modifier = { add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = oil amount < 10 extracted = yes } } modifier = { add = 1 # Powers with low fuel should care about oil a bit more fuel_ratio < 0.4 } modifier = { add = 1 # Powers with very low fuel should care about oil A LOT fuel_ratio < 0.1 } modifier = { add = 5 # Massive boost in case low fuel and already at war anyway fuel_ratio < 0.1 479 = { owner = { has_war_with = ROOT } } } } } # Curacao Oil faction_goal_control_curacao_oil = { name = control_curacao_oil_goal_name description = control_curacao_oil_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { NOT = { original_tag = HOL is_in_faction_with = HOL } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 695 value < 2000 } } } available = { } completed = { 695 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_allied_country = { visible_when_empty = yes limit = { controls_state = 695 } add_faction_initiative = 1 } 695 = { if = { limit = { infrastructure < 5 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { factor = 2 # Target of opportunity - already at war anyway 695 = { owner = { has_war_with = ROOT } } } modifier = { add = -1 # If the alliance is doing well with fuel avoid taking this... fuel_ratio > 0.9 all_allied_country = { fuel_ratio > 0.9 } } modifier = { add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = oil amount < 10 extracted = yes } } modifier = { add = 1 # Powers with low fuel should care about oil a bit more fuel_ratio < 0.4 } modifier = { add = 1 # Powers with very low fuel should care about oil A LOT fuel_ratio < 0.1 } modifier = { add = 5 # Massive boost in case low fuel and already at war anyway fuel_ratio < 0.1 695 = { owner = { has_war_with = ROOT } } } } } # Venezuelan Oil faction_goal_control_venezuelan_oil = { name = control_venezuelan_oil_goal_name description = control_venezuelan_oil_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { NOT = { original_tag = VEN is_in_faction_with = VEN } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 307 value < 2000 } } } available = { } completed = { 489 = { is_controlled_by_ROOT_or_ally = yes } 307 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_allied_country = { visible_when_empty = yes limit = { OR = { controls_state = 489 controls_state = 307 } } add_faction_initiative = 1 } every_state = { limit = { OR = { state = 489 state = 307 } } if = { limit = { infrastructure < 5 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { factor = 2 # Target of opportunity - already at war anyway 307 = { owner = { has_war_with = ROOT } } } modifier = { add = -1 # If the alliance is doing well with fuel avoid taking this... fuel_ratio > 0.9 all_allied_country = { fuel_ratio > 0.9 } } modifier = { add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = oil amount < 10 extracted = yes } } modifier = { add = 1 # Powers with low fuel should care about oil a bit more fuel_ratio < 0.4 } modifier = { add = 1 # Powers with very low fuel should care about oil A LOT fuel_ratio < 0.1 } modifier = { add = 5 # Massive boost in case low fuel and already at war anyway fuel_ratio < 0.1 307 = { owner = { has_war_with = ROOT } } } } } # Guyanan Bauxite faction_goal_control_guyanan_bauxite = { name = control_guyanan_bauxite_goal_name description = control_guyanan_bauxite_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { NOT = { original_tag = ENG is_in_faction_with = ENG } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 687 value < 2000 } } } available = { } completed = { 687 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_allied_country = { visible_when_empty = yes limit = { controls_state = 687 } add_faction_initiative = 1 } 687 = { if = { limit = { infrastructure < 5 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 687 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If low on aluminium aluminium > 40 } modifier = { add = 1 # If very low on aluminium aluminium > 10 } modifier = { add = 3 # If entire alliance is low on aluminium they should be heavily incentivized to taking more has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = aluminium amount < 10 extracted = no # (optional, default: no) checks extracted amount instead of country balance } } } } # Surinamese Bauxite faction_goal_control_suriname_bauxite = { name = control_suriname_bauxite_goal_name description = control_suriname_bauxite_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { NOT = { original_tag = HOL is_in_faction_with = HOL } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 309 value < 2000 } } } available = { } completed = { 309 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_allied_country = { visible_when_empty = yes limit = { controls_state = 309 } add_faction_initiative = 1 } 309 = { if = { limit = { infrastructure < 5 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 309 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If low on aluminium aluminium > 40 } modifier = { add = 1 # If very low on aluminium aluminium > 10 } modifier = { add = 3 # If entire alliance is low on aluminium they should be heavily incentivized to taking more has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = aluminium amount < 10 extracted = no # (optional, default: no) checks extracted amount instead of country balance } } } } # Lappland Metals faction_goal_control_lappland_metals = { name = control_lappland_metals_goal_name description = control_lappland_metals_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { NOT = { original_tag = SWE is_in_faction_with = SWE } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 918 value < 2000 } } } available = { } completed = { 666 = { is_controlled_by_ROOT_or_ally = yes } 918 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { OR = { controls_state = 666 controls_state = 918 } } add_faction_initiative = 1 } every_state = { limit = { OR = { state = 666 state = 918 } } if = { limit = { infrastructure < 5 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 918 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If low on resources OR = { tungsten < 40 steel < 40 chromium < 12 } } modifier = { add = 1 # If very low on resources OR = { tungsten < 10 steel < 10 chromium < 5 } } modifier = { add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more OR = { has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = tungsten amount < 15 extracted = no # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = steel amount < 15 extracted = no # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = chromium amount < 8 extracted = no # (optional, default: no) checks extracted amount instead of country balance } } } } } # Ploiesti Oil Fields faction_goal_control_ploiesti_oil_fields = { name = control_ploiesti_oil_fields_goal_name description = control_ploiesti_oil_fields_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { NOT = { is_in_faction_with = ROM original_tag = ROM } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 46 value < 2000 } } } available = { } completed = { 46 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 46 } add_faction_initiative = 1 } 46 = { if = { limit = { infrastructure < 5 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { factor = 2 # Target of opportunity - already at war anyway 46 = { owner = { has_war_with = ROOT } } } modifier = { add = -1 # If the alliance is doing well with fuel avoid taking this... fuel_ratio > 0.9 all_allied_country = { fuel_ratio > 0.9 } } modifier = { add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = oil amount < 10 extracted = yes } } modifier = { add = 1 # Powers with low fuel should care about oil a bit more fuel_ratio < 0.4 } modifier = { add = 1 # Powers with very low fuel should care about oil A LOT fuel_ratio < 0.1 } modifier = { add = 5 # Massive boost in case low fuel and already at war anyway fuel_ratio < 0.1 46 = { owner = { has_war_with = ROOT } } } } } # Baku Oil Fields faction_goal_control_baku_oil_fields = { name = control_baku_oil_fields_goal_name description = control_baku_oil_fields_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { NOT = { original_tag = SOV is_in_faction_with = SOV } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 229 value < 2000 } } } available = { } completed = { 229 = { is_controlled_by_ROOT_or_ally = yes } 232 = { is_controlled_by_ROOT_or_ally = yes } 821 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { OR = { controls_state = 229 controls_state = 232 controls_state = 821 } } add_faction_initiative = 1 } every_state = { limit = { OR = { state = 229 state = 232 state = 821 } } if = { limit = { infrastructure < 5 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { factor = 2 # Target of opportunity - already at war anyway 479 = { owner = { has_war_with = ROOT } } } modifier = { add = -1 # If the alliance is doing well with fuel avoid taking this... fuel_ratio > 0.9 all_allied_country = { fuel_ratio > 0.9 } } modifier = { add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = oil amount < 10 extracted = yes } } modifier = { add = 1 # Powers with low fuel should care about oil a bit more fuel_ratio < 0.4 } modifier = { add = 1 # Powers with very low fuel should care about oil A LOT fuel_ratio < 0.1 } modifier = { add = 5 # Massive boost in case low fuel and already at war anyway fuel_ratio < 0.1 479 = { owner = { has_war_with = ROOT } } } } } # Iraqi Oil faction_goal_control_iraqi_oil = { name = control_iraqi_oil_goal_name description = control_iraqi_oil_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { NOT = { original_tag = IRQ is_in_faction_with = IRQ } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 291 value < 2000 } } } available = { } completed = { 291 = { is_controlled_by_ROOT_or_ally = yes } 676 = { is_controlled_by_ROOT_or_ally = yes } 1010 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { OR = { controls_state = 291 controls_state = 676 controls_state = 1010 } } add_faction_initiative = 1 } every_state = { limit = { OR = { state = 291 state = 676 state = 1010 } } if = { limit = { infrastructure < 5 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { factor = 2 # Target of opportunity - already at war anyway 479 = { owner = { has_war_with = ROOT } } } modifier = { add = -1 # If the alliance is doing well with fuel avoid taking this... fuel_ratio > 0.9 all_allied_country = { fuel_ratio > 0.9 } } modifier = { add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = oil amount < 10 extracted = yes } } modifier = { add = 1 # Powers with low fuel should care about oil a bit more fuel_ratio < 0.4 } modifier = { add = 1 # Powers with very low fuel should care about oil A LOT fuel_ratio < 0.1 } modifier = { add = 5 # Massive boost in case low fuel and already at war anyway fuel_ratio < 0.1 479 = { owner = { has_war_with = ROOT } } } } } # Persian Oil faction_goal_control_persian_oil = { name = control_persian_oil_goal_name description = control_persian_oil_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { NOT = { original_tag = PER is_in_faction_with = PER } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 413 value < 2000 } } } available = { } completed = { 411 = { is_controlled_by_ROOT_or_ally = yes } 412 = { is_controlled_by_ROOT_or_ally = yes } 413 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { OR = { controls_state = 411 controls_state = 412 controls_state = 413 } } add_faction_initiative = 1 } every_state = { limit = { OR = { state = 411 state = 412 state = 413 } } if = { limit = { infrastructure < 5 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { factor = 2 # Target of opportunity - already at war anyway 479 = { owner = { has_war_with = ROOT } } } modifier = { add = -1 # If the alliance is doing well with fuel avoid taking this... fuel_ratio > 0.9 all_allied_country = { fuel_ratio > 0.9 } } modifier = { add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles) has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = oil amount < 10 extracted = yes } } modifier = { add = 1 # Powers with low fuel should care about oil a bit more fuel_ratio < 0.4 } modifier = { add = 1 # Powers with very low fuel should care about oil A LOT fuel_ratio < 0.1 } modifier = { add = 5 # Massive boost in case low fuel and already at war anyway fuel_ratio < 0.1 479 = { owner = { has_war_with = ROOT } } } } } # Chinese Metals faction_goal_control_chinese_metals = { name = control_chinese_metals_goal_name description = control_chinese_metals_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { is_independent_china_or_warlord = no } all_allied_country = { is_independent_china_or_warlord = no } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 599 value < 2000 } } } available = { } completed = { 592 = { is_controlled_by_ROOT_or_ally = yes } 593 = { is_controlled_by_ROOT_or_ally = yes } 594 = { is_controlled_by_ROOT_or_ally = yes } 599 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { OR = { controls_state = 592 controls_state = 593 controls_state = 594 controls_state = 599 } } add_faction_initiative = 1 } every_state = { limit = { OR = { state = 592 state = 593 state = 594 state = 599 } } if = { limit = { infrastructure < 5 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 599 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If low on resources OR = { tungsten < 40 steel < 40 chromium < 12 } } modifier = { add = 1 # If very low on resources OR = { tungsten < 10 steel < 10 chromium < 5 } } modifier = { add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more OR = { has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = tungsten amount < 15 extracted = no # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = steel amount < 15 extracted = no # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = chromium amount < 8 extracted = no # (optional, default: no) checks extracted amount instead of country balance } } } } } # Malayan Riches faction_goal_control_malayan_riches = { name = control_malayan_riches_goal_name description = control_malayan_riches_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { NOT = { original_tag = MAL is_in_faction_with = MAL } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 336 value < 2000 } } } available = { } completed = { 333 = { is_controlled_by_ROOT_or_ally = yes } 336 = { is_controlled_by_ROOT_or_ally = yes } 1021 = { is_controlled_by_ROOT_or_ally = yes } 1024 = { is_controlled_by_ROOT_or_ally = yes } 1059 = { is_controlled_by_ROOT_or_ally = yes } 1060 = { is_controlled_by_ROOT_or_ally = yes } 1063 = { is_controlled_by_ROOT_or_ally = yes } 1064 = { is_controlled_by_ROOT_or_ally = yes } 1062 = { is_controlled_by_ROOT_or_ally = yes } 1061 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { OR = { controls_state = 333 controls_state = 336 controls_state = 1021 controls_state = 1024 controls_state = 1059 controls_state = 1060 controls_state = 1063 controls_state = 1064 controls_state = 1062 controls_state = 1061 } } add_faction_initiative = 1 } every_state = { limit = { OR = { state = 333 state = 336 state = 1021 state = 1024 state = 1059 state = 1060 state = 1063 state = 1064 state = 1062 state = 1061 } } if = { limit = { infrastructure < 5 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 366 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If low on resources OR = { rubber < 40 tungsten < 40 steel < 12 aluminium < 8 fuel_ratio < 0.5 } } modifier = { add = 1 # If very low on resources OR = { rubber < 10 tungsten < 10 steel < 8 aluminium < 5 fuel_ratio < 0.2 } } modifier = { add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more OR = { has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = rubber amount < 15 extracted = no # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = tungsten amount < 15 extracted = no # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = steel amount < 8 extracted = no # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = aluminium amount < 4 extracted = no # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = oil amount < 10 extracted = yes # (optional, default: no) checks extracted amount instead of country balance } } } } } # Indonesian Riches faction_goal_control_indonesian_riches = { name = control_indonesian_riches_goal_name description = control_indonesian_riches_goal_desc category = medium_term group = resources_to_market_icon allowed = { } visible = { FROM = { NOT = { original_tag = INS is_in_faction_with = INS } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 672 value < 2000 } } } available = { } completed = { 334 = { is_controlled_by_ROOT_or_ally = yes } 335 = { is_controlled_by_ROOT_or_ally = yes } 667 = { is_controlled_by_ROOT_or_ally = yes } 672 = { is_controlled_by_ROOT_or_ally = yes } 673 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { OR = { controls_state = 334 controls_state = 335 controls_state = 667 controls_state = 672 controls_state = 673 } } add_faction_initiative = 1 } every_state = { limit = { OR = { state = 334 state = 335 state = 667 state = 672 state = 673 } } if = { limit = { infrastructure < 5 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 672 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If low on resources OR = { rubber < 40 aluminium < 12 fuel_ratio < 0.5 } } modifier = { add = 1 # If very low on resources OR = { rubber < 10 aluminium < 5 fuel_ratio < 0.2 } } modifier = { add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more OR = { has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = rubber amount < 15 extracted = no # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = tungsten amount < 15 extracted = no # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = steel amount < 8 extracted = no # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = aluminium amount < 4 extracted = no # (optional, default: no) checks extracted amount instead of country balance } has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = oil amount < 10 extracted = yes # (optional, default: no) checks extracted amount instead of country balance } } } } } ### Strategic Bases # Newfoundland faction_goal_control_newfoundland_bases = { name = control_newfoundland_bases_goal_name description = control_newfoundland_bases_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = ENG is_in_faction_with = ENG } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 331 value < 2000 } } } available = { } completed = { 331 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 331 } add_faction_initiative = 1 } 331 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 331 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the transatlantic supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = north_america } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = europe } } name = COLLECTION_FACTION_STATES_IN_EUROPE } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with a north american power prioritize this NOT = { any_controlled_state = { is_on_continent = north_america } } any_enemy_country = { capital_scope = { is_on_continent = north_america } } } } } # Bermuda faction_goal_control_bermuda = { name = control_bermuda_goal_name description = control_bermuda_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = ENG is_in_faction_with = ENG } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 696 value < 2000 } } } available = { } completed = { 696 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 696 } add_faction_initiative = 1 } 696 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 331 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the transatlantic supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = north_america } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = europe } } name = COLLECTION_FACTION_STATES_IN_EUROPE } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with a north american power prioritize this NOT = { any_controlled_state = { is_on_continent = north_america } } any_enemy_country = { capital_scope = { is_on_continent = north_america } } } } } # Bahamas faction_goal_control_bahamas_bases = { name = control_bahamas_bases_goal_name description = control_bahamas_bases_goal_desc category = medium_term group = FOCUS_FILTER_NAVY_XP allowed = { } visible = { FROM = { NOT = { original_tag = ENG is_in_faction_with = ENG } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 693 value < 2000 } } } available = { } completed = { 690 = { is_controlled_by_ROOT_or_ally = yes } 693 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { OR = { controls_state = 690 controls_state = 693 } } add_faction_initiative = 1 } 690 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = 10254 } } 693 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 331 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the transatlantic supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = north_america is_on_continent = south_america } } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = europe is_on_continent = africa } } } name = COLLECTION_FACTION_STATES_IN_EUROPE } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with a north american power prioritize this any_enemy_country = { capital_scope = { is_on_continent = north_america } } } } } # Panama faction_goal_control_panama_canal = { name = control_panama_canal_goal_name description = control_panama_canal_goal_desc category = medium_term group = FOCUS_FILTER_NAVY_XP allowed = { } visible = { FROM = { NOT = { original_tag = USA is_in_faction_with = USA } } OR = { any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES # a custom loc string that will be displayed } distance_to = { target = 685 value < 2000 } } AND = { 685 = { is_controlled_by = USA } has_war_with = USA any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES # a custom loc string that will be displayed } distance_to = { target = 685 value < 6000 } } } } } available = { } completed = { 685 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 685 } add_faction_initiative = 1 } 685 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } add_building_construction = { type = coastal_bunker level = 1 province = 7617 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 7617 instant_build = yes } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 685 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 2 # If major naval power seek to control access has_navy_size = { size > 20 type = capital_ship } } modifier = { add = 1 # If at war with a north american power prioritize this NOT = { any_controlled_state = { is_on_continent = north_america } } any_enemy_country = { capital_scope = { is_on_continent = north_america } } } modifier = { add = 10 # If USA original_tag = USA } } } # Trinidad faction_goal_control_trinidad = { name = control_trinidad_goal_name description = control_trinidad_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = ENG is_in_faction_with = ENG } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 691 value < 2000 } } } available = { } completed = { 691 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 691 } add_faction_initiative = 1 } 691 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 1 modifier = { factor = 2 # Target of opportunity - already at war anyway 691 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the transatlantic supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = north_america is_on_continent = south_america } } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = europe is_on_continent = africa } } } name = COLLECTION_FACTION_STATES_IN_EUROPE } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with a north american power prioritize this NOT = { any_controlled_state = { is_on_continent = north_america } } any_enemy_country = { capital_scope = { is_on_continent = north_america } } } } } # Azores faction_goal_control_azores = { name = control_azores_goal_name description = control_azores_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = POR is_in_faction_with = POR } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 698 value < 2000 } } } available = { } completed = { 698 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 698 } add_faction_initiative = 1 } 698 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 1 modifier = { factor = 2 # Target of opportunity - already at war anyway 698 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the transatlantic supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = north_america is_on_continent = south_america } } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = europe is_on_continent = africa } } } name = COLLECTION_FACTION_STATES_IN_EUROPE } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 2 # If at war with a north american power prioritize this for range NOT = { any_controlled_state = { is_on_continent = north_america } } any_enemy_country = { capital_scope = { is_on_continent = north_america } } } } } # Iceland faction_goal_control_iceland = { name = control_iceland_goal_name description = control_iceland_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = DEN is_in_faction_with = DEN original_tag = ICE is_in_faction_with = ICE } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 100 value < 2000 } } } available = { } completed = { 100 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 100 } add_faction_initiative = 1 } 100 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 1 modifier = { factor = 2 # Target of opportunity - already at war anyway 100 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the transatlantic supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = north_america is_on_continent = south_america } } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = europe is_on_continent = africa } } } name = COLLECTION_FACTION_STATES_IN_EUROPE } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 2 # If at war with a north american power prioritize this for range NOT = { any_controlled_state = { is_on_continent = north_america } } any_enemy_country = { capital_scope = { is_on_continent = north_america } } } } } # Faroe Islands faction_goal_control_faroe_islands = { name = control_faroe_islands_goal_name description = control_faroe_islands_goal_desc category = medium_term group = FOCUS_FILTER_NAVY_XP allowed = { } visible = { FROM = { NOT = { original_tag = DEN is_in_faction_with = DEN } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 337 value < 2000 } } } available = { } completed = { 337 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 337 } add_faction_initiative = 1 } 337 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 1 modifier = { factor = 2 # Target of opportunity - already at war anyway 337 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the transatlantic supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = north_america is_on_continent = south_america } } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = europe is_on_continent = africa } } } name = COLLECTION_FACTION_STATES_IN_EUROPE } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with a north american power prioritize this NOT = { any_controlled_state = { is_on_continent = north_america } } any_enemy_country = { capital_scope = { is_on_continent = north_america } } } } } # Narvik faction_goal_control_narvik = { name = control_narvik_goal_name description = control_narvik_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = NOR is_in_faction_with = NOR } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 144 value < 2000 } } } available = { } completed = { 144 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 144 } add_faction_initiative = 1 } 144 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } add_building_construction = { type = coastal_bunker level = 1 province = 192 instant_build = yes } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 144 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with USSR prioritize this any_enemy_country = { original_tag = SOV } } } } # Danish Belts faction_goal_control_danish_belts = { name = control_danish_belts_goal_name description = control_danish_belts_goal_desc category = medium_term group = FOCUS_FILTER_NAVY_XP allowed = { } visible = { FROM = { NOT = { original_tag = DEN is_in_faction_with = DEN } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 37 value < 2000 } } } available = { } completed = { 37 = { is_controlled_by_ROOT_or_ally = yes } 911 = { is_controlled_by_ROOT_or_ally = yes } 99 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { OR = { controls_state = 37 controls_state = 911 controls_state = 99 } } add_faction_initiative = 1 } 37 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = coastal_bunker level = 2 province = 6287 instant_build = yes } add_building_construction = { type = coastal_bunker level = 2 province = 3260 instant_build = yes } } 911 = { add_building_construction = { type = coastal_bunker level = 2 province = 3325 instant_build = yes } } 99 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = 394 } add_building_construction = { type = coastal_bunker level = 2 province = 394 instant_build = yes } add_building_construction = { type = coastal_bunker level = 2 province = 3277 instant_build = yes } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 37 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with ENG and capital is on mainland Europe prioritize this capital_scope = { is_on_continent = europe } any_enemy_country = { original_tag = ENG } } modifier = { add = 1 # If GER prioritize this is_historical_focus_on = yes original_tag = GER } } } # Brittany faction_goal_control_brittany_bases = { name = control_brittany_bases_goal_name description = control_brittany_bases_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = FRA is_in_faction_with = FRA } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 14 value < 2000 } } } available = { } completed = { 14 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 14 } add_faction_initiative = 1 } 14 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 14 = { controller = { has_war_with = ROOT } } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If GER or SOV prioritize this is_historical_focus_on = yes OR = { original_tag = SOV original_tag = GER } } } } # Gibraltar faction_goal_control_gibraltar = { name = control_gibraltar_goal_name description = control_gibraltar_goal_desc category = medium_term group = FOCUS_FILTER_NAVY_XP allowed = { } visible = { FROM = { NOT = { original_tag = ENG is_in_faction_with = ENG } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 118 value < 2000 } } } available = { } completed = { 118 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 118 } add_faction_initiative = 1 } 118 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } add_building_construction = { type = coastal_bunker level = 1 province = 4135 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 4135 instant_build = yes } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 118 = { controller = { has_war_with = ROOT } } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If GER or ITA prioritize this is_historical_focus_on = yes OR = { original_tag = ITA original_tag = GER } } } } # Malta faction_goal_control_malta = { name = control_malta_goal_name description = control_malta_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = ENG is_in_faction_with = ENG } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 116 value < 2000 } } } available = { } completed = { 116 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 116 } add_faction_initiative = 1 } 116 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 1 modifier = { factor = 2 # Target of opportunity - already at war anyway 116 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the mediterranean supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = europe } } } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = middle_east is_on_continent = africa } } } } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If GER or ITA prioritize this is_historical_focus_on = yes OR = { original_tag = ITA original_tag = GER } } } } # Crete faction_goal_control_crete = { name = control_crete_goal_name description = control_crete_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = GRE is_in_faction_with = GRE } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 182 value < 2000 } } } available = { } completed = { 182 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 182 } add_faction_initiative = 1 } 182 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 1 modifier = { factor = 2 # Target of opportunity - already at war anyway 182 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the mediterranean supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = europe } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = middle_east is_on_continent = africa } } } name = COLLECTION_FACTION_STATES_IN_EUROPE } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If GER or ITA prioritize this is_historical_focus_on = yes OR = { original_tag = ITA original_tag = GER } } } } # Cyprus faction_goal_control_cyprus = { name = control_cyprus_goal_name description = control_cyprus_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = ENG is_in_faction_with = ENG } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 183 value < 2000 } } } available = { } completed = { 183 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 183 } add_faction_initiative = 1 } 183 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 1 modifier = { factor = 2 # Target of opportunity - already at war anyway 182 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the mediterranean supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = europe } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = middle_east is_on_continent = africa } } } name = COLLECTION_FACTION_STATES_IN_EUROPE } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If TUR prioritize this OR = { original_tag = TUR } } modifier = { add = 1 # If GER or ITA prioritize this is_historical_focus_on = yes OR = { original_tag = ITA original_tag = GER } } } } # Bosporus faction_goal_control_bosporus = { name = control_bosporus_goal_name description = control_bosporus_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = TUR is_in_faction_with = TUR } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 797 value < 2000 } } } available = { } completed = { 797 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 797 } add_faction_initiative = 1 } 797 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = coastal_bunker level = 1 province = 9833 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 9833 instant_build = yes } add_building_construction = { type = coastal_bunker level = 1 province = 11829 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 11829 instant_build = yes } } IF = { limit = { 347 = { is_controlled_by_ROOT_or_ally = yes } } 347 = { add_building_construction = { type = coastal_bunker level = 1 province = 11811 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 11811 instant_build = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 797 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If major naval power seek to control access has_navy_size = { size > 20 type = capital_ship } } modifier = { add = 1 # If at war with SOV prioritize this any_enemy_country = { original_tag = SOV } } modifier = { add = 1 # If SOV original_tag = SOV } } } # Dardanelles faction_goal_control_dardanelles = { name = control_dardanelles_goal_name description = control_dardanelles_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = TUR is_in_faction_with = TUR } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 340 value < 2000 } } } available = { } completed = { 340 = { is_controlled_by_ROOT_or_ally = yes } 341 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { OR = { controls_state = 340 controls_state = 341 } } add_faction_initiative = 1 } 340 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = coastal_bunker level = 1 province = 6864 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 6864 instant_build = yes } } 341 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = 849 } add_building_construction = { type = coastal_bunker level = 1 province = 849 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 849 instant_build = yes } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 340 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If major naval power seek to control access has_navy_size = { size > 20 type = capital_ship } } modifier = { add = 1 # If at war with SOV prioritize this any_enemy_country = { original_tag = SOV } } modifier = { add = 1 # If SOV original_tag = SOV } } } # Suez Canal faction_goal_control_suez_canal = { name = control_suez_canal_goal_name description = control_suez_canal_goal_desc category = medium_term group = FOCUS_FILTER_NAVY_XP allowed = { } visible = { FROM = { NOT = { original_tag = ENG is_in_faction_with = ENG original_tag = EGY is_in_faction_with = EGY } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 446 value < 2000 } } } available = { } completed = { 446 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 446 } add_faction_initiative = 1 } 446 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = 12049 } add_building_construction = { type = coastal_bunker level = 1 province = 12049 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 12049 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = 4073 } add_building_construction = { type = coastal_bunker level = 1 province = 4073 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 4073 instant_build = yes } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 446 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 2 # If major naval power seek to control access has_navy_size = { size > 20 type = capital_ship } } modifier = { add = 10 # If ENG original_tag = ENG } } } # Gulf of Aden faction_goal_control_gulf_of_aden_bases = { name = control_gulf_of_aden_bases_goal_name description = control_gulf_of_aden_bases_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = RAJ is_in_faction_with = RAJ } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 992 value < 2000 } } } available = { } completed = { 992 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 992 } add_faction_initiative = 1 } 992 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 992 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the suez supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = europe } } name = COLLECTION_FACTION_STATES_IN_EUROPE } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = asia } } name = COLLECTION_FACTION_STATES_IN_ASIA } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with ENG prioritize this is_historical_focus_on = yes any_enemy_country = { original_tag = ENG } } } } # Strait of Hormuz faction_goal_control_strait_of_hormuz = { name = control_strait_of_hormuz_goal_name description = control_strait_of_hormuz_goal_desc category = medium_term group = FOCUS_FILTER_NAVY_XP allowed = { always = yes } visible = { any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 1013 value < 2000 } } } available = { } completed = { 412 = { is_controlled_by_ROOT_or_ally = yes } 1013 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { OR = { controls_state = 412 controls_state = 1013 } } add_faction_initiative = 1 } 412 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } add_building_construction = { type = coastal_bunker level = 1 province = 7982 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 7982 instant_build = yes } } 1013 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } add_building_construction = { type = coastal_bunker level = 1 province = 13369 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 13369 instant_build = yes } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 1013 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the suez supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = europe is_on_continent = asia } } } name = COLLECTION_FACTION_STATES_IN_EUROPE_OR_ASIA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = middle_east } } name = COLLECTION_FACTION_STATES_IN_MIDDLE_EAST } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with ENG prioritize this is_historical_focus_on = yes any_enemy_country = { original_tag = ENG } } } } # Ceylon faction_goal_control_ceylon = { name = control_ceylon_goal_name description = control_ceylon_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = ENG is_in_faction_with = ENG } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 422 value < 2000 } } } available = { } completed = { 422 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 422 } add_faction_initiative = 1 } 422 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 422 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = europe } } name = COLLECTION_FACTION_STATES_IN_EUROPE } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = asia } } name = COLLECTION_FACTION_STATES_IN_ASIA } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with ENG prioritize this is_historical_focus_on = yes any_enemy_country = { original_tag = ENG } } } } # Singapore faction_goal_control_singapore = { name = control_singapore_goal_name description = control_singapore_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = ENG is_in_faction_with = ENG } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 1021 value < 2000 } } } available = { } completed = { 1021 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 1021 } add_faction_initiative = 1 } 1021 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 1021 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = europe } } name = COLLECTION_FACTION_STATES_IN_EUROPE } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = asia } } name = COLLECTION_FACTION_STATES_IN_ASIA } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with ENG prioritize this is_historical_focus_on = yes any_enemy_country = { original_tag = ENG } } } } # Manila faction_goal_control_manila = { name = control_manila_goal_name description = control_manila_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = PHI is_in_faction_with = PHI } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 327 value < 2000 } } } available = { } completed = { 327 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 327 } add_faction_initiative = 1 } 327 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } add_building_construction = { type = coastal_bunker level = 1 province = 10265 instant_build = yes } } } ai_will_do = { base = 1 modifier = { factor = 2 # Target of opportunity - already at war anyway 327 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with USA prioritize this is_historical_focus_on = yes any_enemy_country = { original_tag = USA } } } } # Okinawa faction_goal_control_okinawa = { name = control_okinawa_goal_name description = control_okinawa_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = JAP is_in_faction_with = JAP } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 526 value < 2000 } } } available = { } completed = { 526 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 526 } add_faction_initiative = 1 } 526 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 526 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with JAP prioritize this any_enemy_country = { original_tag = JAP } } } } # Iwo Jima faction_goal_control_iwo_jima = { name = control_iwo_jima_goal_name description = control_iwo_jima_goal_desc category = medium_term group = FOCUS_FILTER_NAVY_XP allowed = { } visible = { FROM = { NOT = { original_tag = JAP is_in_faction_with = JAP } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 645 value < 2000 } } } available = { } completed = { 645 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 645 } add_faction_initiative = 1 } 645 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 645 = { owner = { has_war_with = ROOT } } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with JAP prioritize this any_enemy_country = { original_tag = JAP } } } } # Caroline Islands faction_goal_control_caroline_islands = { name = control_caroline_islands_goal_name description = control_caroline_islands_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = JAP is_in_faction_with = JAP original_tag = FSM is_in_faction_with = FSM } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 684 value < 2000 } } } available = { } completed = { 684 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 684 } add_faction_initiative = 1 } 684 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = 2489 } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 684 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the transpacific supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = north_america } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = asia } } name = COLLECTION_FACTION_STATES_IN_ASIA } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with a north american power prioritize this NOT = { any_controlled_state = { is_on_continent = north_america } } any_enemy_country = { capital_scope = { is_on_continent = north_america } } } modifier = { add = 1 # If at war with JAP prioritize this any_enemy_country = { original_tag = JAP } } } } # Guadalcanal faction_goal_control_guadalcanal = { name = control_guadalcanal_goal_name description = control_guadalcanal_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = AST is_in_faction_with = AST original_tag = SOL is_in_faction_with = SOL } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 634 value < 2000 } } } available = { } completed = { 634 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 634 } add_faction_initiative = 1 } 634 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = 1269 } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 634 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the transpacific supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { is_on_continent = north_america is_on_continent = asia } } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA_OR_ASIA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = australia } } name = COLLECTION_FACTION_STATES_IN_AUSTRALIA } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with an oceanian power prioritize this NOT = { any_controlled_state = { is_on_continent = australia } } any_enemy_country = { capital_scope = { is_on_continent = australia } } } } } # Wake Island faction_goal_control_wake_island = { name = control_wake_island_goal_name description = control_wake_island_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = USA is_in_faction_with = USA } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 632 value < 2000 } } } available = { } completed = { 632 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 632 } add_faction_initiative = 1 } 632 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 632 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the transpacific supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = north_america } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = asia } } name = COLLECTION_FACTION_STATES_IN_ASIA } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with a north american power prioritize this NOT = { any_controlled_state = { is_on_continent = north_america } } any_enemy_country = { capital_scope = { is_on_continent = north_america } } } modifier = { add = 1 # If at war with USA prioritize this any_enemy_country = { original_tag = USA } } } } # Midway Island faction_goal_control_midway_island = { name = control_midway_island_goal_name description = control_midway_island_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = USA is_in_faction_with = USA } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 631 value < 2000 } } } available = { } completed = { 631 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 631 } add_faction_initiative = 1 } 631 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 631 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the transpacific supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = north_america } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = asia } } name = COLLECTION_FACTION_STATES_IN_ASIA } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with a north american power prioritize this NOT = { any_controlled_state = { is_on_continent = north_america } } any_enemy_country = { capital_scope = { is_on_continent = north_america } } } modifier = { add = 1 # If at war with USA prioritize this any_enemy_country = { original_tag = USA } } } } # Hawaii faction_goal_control_hawaii = { name = control_hawaii_goal_name description = control_hawaii_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = USA is_in_faction_with = USA } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 629 value < 2000 } } } available = { } completed = { 629 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 629 } add_faction_initiative = 1 } 629 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 629 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the transpacific supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = north_america } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = asia } } name = COLLECTION_FACTION_STATES_IN_ASIA } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 2 # If major naval power you want it BADLY has_navy_size = { size > 20 type = capital_ship } } modifier = { add = 1 # If at war with a north american power prioritize this NOT = { any_controlled_state = { is_on_continent = north_america } } any_enemy_country = { capital_scope = { is_on_continent = north_america } } } modifier = { add = 1 # If at war with USA prioritize this any_enemy_country = { original_tag = USA } } } } # Attu Island faction_goal_control_attu_island = { name = control_attu_island_goal_name description = control_attu_island_goal_desc category = medium_term group = FOCUS_FILTER_ANNEXATION allowed = { } visible = { FROM = { NOT = { original_tag = USA is_in_faction_with = USA } } any_collection_element = { collection = { input = game:scope operators = { faction_members controlled_states } name = FACTION_CONTROLLED_STATES } distance_to = { target = 650 value < 2000 } } } available = { } completed = { 650 = { is_controlled_by_ROOT_or_ally = yes } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = TARGET_STATE_CONTROLLERS every_faction_member = { visible_when_empty = yes limit = { controls_state = 650 } add_faction_initiative = 1 } 650 = { add_building_construction = { type = anti_air_building level = 1 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = naval_base level = 1 instant_build = yes province = { all_provinces = yes limit_to_naval_base = yes } } } } ai_will_do = { base = 0 modifier = { factor = 2 # Target of opportunity - already at war anyway 650 = { owner = { has_war_with = ROOT } } } modifier = { add = 2 # If convoys being threatened try to secure the transpacific supply lines better convoy_threat > 0.5 collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = north_america } } name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes is_on_continent = asia } } name = COLLECTION_FACTION_STATES_IN_ASIA } value > 0 } } modifier = { add = 1 # If naval power seek to project it by expanding bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If at war with a north american power prioritize this NOT = { any_controlled_state = { is_on_continent = north_america } } any_enemy_country = { capital_scope = { is_on_continent = north_america } } } modifier = { add = 1 # If at war with USA prioritize this any_enemy_country = { original_tag = USA } } modifier = { add = 1 # If JAP prioritize this is_historical_focus_on = yes original_tag = JAP } } }