#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_one_germany = { name = one_germany_goal_name description = one_germany_goal_desc category = short_term group = FOCUS_FILTER_ANNEXATION visible = { FROM = { original_tag = GER } } cancel = { FROM = { NOT = { has_government = fascism } } } completed = { any_country_with_original_tag = { original_tag_to_check = AUS exists = no } any_country_with_original_tag = { original_tag_to_check = GER controls_state = 4 } } complete_effect = { add_faction_power_projection = 50 custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 if = { limit = { NOT = { has_completed_goal = faction_goal_one_germany } } add_stability = 0.05 } } ai_will_do = { base = 10 } } # # ## ## # # # # # # # # #### # # # # # ## ## # # faction_goal_building_up_guam = { name = building_up_guam_goal_name description = building_up_guam_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION visible = { FROM = { tag = USA} } cancel = { FROM = { NOT = { controls_state = 638 } } } completed = { 638 = { naval_base > 2 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = THE_FACTION_LEADER add_faction_initiative = 1 if = { limit = { NOT = { has_completed_goal = faction_goal_building_up_guam } } add_war_support = 0.02 } } ai_will_do = { base = 10 } } ### # # ### ## # # ### ### ## # # # # # # # # # # # # #### ## #### # # # ## # # # # # # # # # # # # # # # ### # # ### ### ### ### ## ### none! ## # # ### # # ## # # # # # ## # # # # #### # # ## #### # # # # # # # # # ## # # ### # # # # faction_goal_guerilla_expansion = { name = guerilla_expansion_goal_name description = guerilla_expansion_goal_desc category = short_term group = FOCUS_FILTER_POLITICAL_CHARACTER allowed = { } visible = { FROM = { has_war = yes is_literally_china = yes } } completed = { custom_trigger_tooltip = { tooltip = GUERILLA_TOTAL_ABOVE_THRESHOLD check_variable = { global.guerilla_counter > 4 } } } 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 limit = { check_variable = { THIS.guerilla_counter > 2 } } } name = GUERILLA_ABOVE_THRESHOLD } add_faction_influence_ratio = 0.2 IF = { limit = { NOT = { has_completed_goal = faction_goal_guerilla_expansion } } add_war_support = 0.05 } } } ai_will_do = { base = 3 # Pretty much everyone should want to do this modifier = { add = 2 # PRC cares more original_tag = PRC } } } faction_goal_north_subjugated = { name = faction_goal_north_subjugated_name description = faction_goal_north_subjugated_desc category = short_term group = FOCUS_FILTER_ANNEXATION visible = { FROM = { original_tag = CHI has_faction_template = faction_template_chinese_united_front NOT = { has_country_flag = CHI_tour_the_south_flag has_country_flag = CHI_tour_the_west_flag } } } available = { FROM = { has_completed_focus = CHI_tour_the_north } } completed = { NXM = { all_core_state = { is_owned_by = ROOT } } SHX = { all_core_state = { is_owned_by = ROOT } } GSM = { all_core_state = { is_owned_by = ROOT } } HBC = { all_core_state = { is_owned_by = ROOT } } XIC = { all_core_state = { is_owned_by = ROOT } } SND = { all_core_state = { is_owned_by = ROOT } } } complete_effect = { add_faction_power_projection = 50 every_collection_element = { input = { input = game:scope operators = { faction_members limit = { is_subject = yes } } name = ALL_FACTION_MEMBERS } custom_effect_tooltip = ALL_FACTION_MEMBERS IF = { limit = { NOT = { has_completed_goal = faction_goal_north_subjugated } } add_timed_idea = { idea = idea_CHI_central_government_integration_pressure days = 365 } } } } ai_will_do = { base = 1 } } faction_goal_unlock_research = { name = faction_goal_unlock_research_name description = faction_goal_unlock_research_desc category = short_term group = FOCUS_FILTER_INTERNAL_AFFAIRS available = { FROM = { num_faction_members > 2 } } visible = { FROM = { has_faction_research_unlocked = no } } select_effect = { scope:faction = { set_temp_variable = { total_techs = { value = 0 every_collection = { named_collection = faction_members add = { value = num_researched_technologies multiply = { value = 0 if = { limit = { value = num_researched_technologies less_than = 50 } add = 1.25 } else_if = { limit = { value = num_researched_technologies less_than = 75 } add = 1.2 } else_if = { limit = { value = num_researched_technologies less_than = 100 } add = 1.15 } else_if = { limit = { value = num_researched_technologies less_than = 150 } add = 1.1 } else_if = { limit = { value = num_researched_technologies less_than = 200 } add = 1.05 } } } } round = yes } } set_variable = { unlock_military_techs_researched_target = total_techs } } } completed = { scope:faction = { hidden_trigger = { tooltip_evaluation = eval set_temp_variable = { unlock_military_techs_researched_compare_temp_target = { value = 0 every_collection = { named_collection = faction_members add = num_researched_technologies } } } set_temp_variable = { unlock_military_techs_researched_compare = { value = 0 every_collection = { named_collection = faction_members add = { value = num_researched_technologies multiply = { value = 0 if = { limit = { value = num_researched_technologies less_than = 50 } add = 1.25 } else_if = { limit = { value = num_researched_technologies less_than = 75 } add = 1.2 } else_if = { limit = { value = num_researched_technologies less_than = 100 } add = 1.15 } else_if = { limit = { value = num_researched_technologies less_than = 150 } add = 1.1 } else_if = { limit = { value = num_researched_technologies less_than = 200 } add = 1.05 } } } } round = yes } } } if = { limit = { has_variable = unlock_military_techs_researched_target } check_variable = { var = unlock_military_techs_researched_compare_temp_target value = unlock_military_techs_researched_target compare = greater_than tooltip = "GOAL_T_TRIGGER_A" } } else = { check_variable = { value = unlock_military_techs_researched_compare var = unlock_military_techs_researched_compare_temp_target compare = greater_than tooltip = "GOAL_T_TRIGGER_A" } } } } complete_effect = { set_faction_research_unlocked = yes add_faction_initiative = 1 } ai_will_do = { base = 1000 # They should always do this if they can modifier = { add = 1000 original_tag = ENG } } } faction_goal_unlock_military = { name = faction_goal_unlock_military_name description = faction_goal_unlock_military_desc category = short_term group = FOCUS_FILTER_INTERNAL_AFFAIRS available = { FROM = { num_faction_members > 2 } } visible = { FROM = { has_faction_military_unlocked = no } } select_effect = { scope:faction = { set_temp_variable = { total_divs = { value = 0 every_collection = { named_collection = faction_members add = num_armies } multiply = 1.20 } } set_variable = { unlock_target = total_divs } } } completed = { scope:faction = { hidden_trigger = { tooltip_evaluation = eval set_temp_variable = { unlock_compare = { value = 0 every_collection = { named_collection = faction_members add = num_armies } } } set_temp_variable = { unlock_military_techs_researched_compare_temp_target = { value = unlock_compare multiply = 1.20 } } } if = { limit = { has_variable = unlock_target } check_variable = { var = unlock_compare value = unlock_target compare = greater_than tooltip = "GOAL_T_TRIGGER_B" } } else = { check_variable = { var = unlock_compare value = unlock_military_techs_researched_compare_temp_target compare = greater_than tooltip = "GOAL_T_TRIGGER_B" } } } } complete_effect = { set_faction_military_unlocked = yes add_faction_initiative = 1 } ai_will_do = { base = 1000 # They should always do this if they can modifier = { add = 1000 original_tag = GER } } } faction_goal_west_subjugated = { name = faction_goal_west_subjugated_name description = faction_goal_west_subjugated_desc category = short_term group = FOCUS_FILTER_ANNEXATION visible = { FROM = { original_tag = CHI has_faction_template = faction_template_chinese_united_front NOT = { has_country_flag = CHI_tour_the_south_flag has_country_flag = CHI_tour_the_north_flag } } } available = { FROM = { has_completed_focus = CHI_tour_the_west } } completed = { XSM = { all_core_state = { is_owned_by = ROOT } } KHM = { all_core_state = { is_owned_by = ROOT } } SIK = { all_core_state = { is_owned_by = ROOT } } SIC = { all_core_state = { is_owned_by = ROOT } } } complete_effect = { add_faction_power_projection = 50 every_collection_element = { input = { input = game:scope operators = { faction_members limit = { is_subject = yes } } name = ALL_FACTION_MEMBERS } custom_effect_tooltip = ALL_FACTION_MEMBERS IF = { limit = { NOT = { has_completed_goal = faction_goal_west_subjugated } } add_timed_idea = { idea = idea_CHI_central_government_integration_pressure days = 365 } } } } ai_will_do = { base = 1 } } faction_goal_south_subjugated = { name = faction_goal_south_subjugated_name description = faction_goal_south_subjugated_desc group = FOCUS_FILTER_ANNEXATION category = short_term visible = { FROM = { original_tag = CHI has_faction_template = faction_template_chinese_united_front NOT = { has_country_flag = CHI_tour_the_north_flag has_country_flag = CHI_tour_the_west_flag } } } available = { FROM = { has_completed_focus = CHI_tour_the_south } } completed = { GDC = { all_core_state = { is_owned_by = ROOT } } GXC = { all_core_state = { is_owned_by = ROOT } } YUN = { all_core_state = { is_owned_by = ROOT } } } complete_effect = { add_faction_power_projection = 50 every_collection_element = { input = { input = game:scope operators = { faction_members limit = { is_subject = yes } } name = ALL_FACTION_MEMBERS } custom_effect_tooltip = ALL_FACTION_MEMBERS IF = { limit = { NOT = { has_completed_goal = faction_goal_south_subjugated } } add_timed_idea = { idea = idea_CHI_central_government_integration_pressure days = 365 } } } } ai_will_do = { base = 1 } } ### ## ### ## # # # # # # # # # ## # # #### ### #### # ## # # # # # # # # # ## # # # # # # # faction_goal_coastal_security = { name = coastal_security_goal_name description = coastal_security_goal_desc category = short_term group = FOCUS_FILTER_NAVY_XP allowed = { } visible = { FROM = { original_tag = JAP } } completed = { has_naval_control = 90 has_naval_control = 79 has_naval_control = 77 has_naval_control = 76 has_naval_control = 75 has_naval_control = 73 } complete_effect = { add_faction_initiative = 1 add_faction_power_projection = 500 every_collection_element = { input = { input = game:scope operators = { faction_members } name = ALL_FACTION_MEMBERS } IF = { limit = { NOT = { has_completed_goal = faction_goal_coastal_security } } navy_experience = 50 } } } ai_will_do = { base = 1 modifier = { add = 4 # Mid game prio date > 1940.1.1 } } } ## ## # # ### ### ### # # # # ### ## # # # # # # # # # # # # ## # # # # ## # # # # # # # ## # # # # ## # # # # ## # # # # # # # # # # # # # # # # # ## ## # ### ### # ## # # ### ## # # faction_goal_production_quotas = { name = production_quotas_goal_name description = production_quotas_goal_desc group = FOCUS_FILTER_INDUSTRY category = short_term allowed = { original_tag = SOV } available = { has_war = no } completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } stockpile = infantry_equipment size > 100000 } count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } stockpile = artillery_equipment size > 2500 } count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } stockpile = support_equipment size > 1000 } } 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 custom_effect_tooltip = INFLUENCE_ABOVE_30_PERCENT every_faction_member = { limit = { faction_influence_ratio > 0.3} IF = { limit = { NOT = { has_completed_goal = faction_goal_production_quotas } } add_political_power = 75 } } } ai_will_do = { base = 1 modifier = { add = 1 date < 1940.1.1 } } } faction_goal_stall_the_fascist_threat = { name = stall_the_fascist_threat_goal_name description = stall_the_fascist_threat_goal_desc group = FOCUS_FILTER_INTERNAL_AFFAIRS category = short_term allowed = { } visible = { date < 1938.6.1 FROM = { original_tag = SOV } } completed = { OR = { AND = { date > 1939.1.1 NOT = { has_global_flag = scw_over } } AND = { has_global_flag = scw_over has_global_flag = republican_victory } } } 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 custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_stall_the_fascist_threat } } army_experience = 50 } } } ai_will_do = { base = 0 modifier = { add = 1 SPR_scw_in_progress = yes } modifier = { add = 9 # SOV should always prio this SPR_scw_in_progress = yes original_tag = SOV } } } ########################################################## ## ### # # ### ### ### ## ## ## ## # ## # # ## # # # # # # # # # # # # # # # ## ## # ## ## ### # # # ## # # #### # # # # # # # # # # # # # # # # # # # # # ## ### # # ### # # ### ## ## ## # # ### ## ########################################################## # Faction Growth faction_goal_growing_the_faction = { name = growing_the_faction description = growing_the_faction_desc category = short_term group = FOCUS_FILTER_POLITICAL_CHARACTER visible = { num_faction_members < 5 } completed = { num_faction_members > 4 } 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 = 1 num_faction_members < 5 } modifier = { add = 1 num_faction_members < 4 } modifier = { add = 3 num_faction_members < 3 } } } faction_goal_spy_master = { name = spy_master_goal_name description = spy_master_goal_desc group = FOCUS_FILTER_POLITICAL_CHARACTER category = short_term allowed = { has_dlc = "La Resistance" } visible = { FROM = { is_spymaster = no any_allied_country = { is_spymaster = no } } } completed = { OR = { is_spymaster = yes any_allied_country = { is_spymaster = yes } } } complete_effect = { add_faction_power_projection = 50 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = THE_SPY_MASTER add_faction_initiative = 1 custom_effect_tooltip = generic_skip_one_line_tt every_faction_member = { limit = { has_intelligence_agency = no } IF = { limit = { NOT = { has_completed_goal = faction_goal_spy_master } } create_intelligence_agency = yes } } every_faction_member = { limit = { has_intelligence_agency = yes NOT = { has_done_agency_upgrade = upgrade_form_department } } IF = { limit = { NOT = { has_completed_goal = faction_goal_spy_master } } upgrade_intelligence_agency = upgrade_form_department } } every_faction_member = { limit = { has_intelligence_agency = yes has_done_agency_upgrade = upgrade_form_department NOT = { has_done_agency_upgrade = upgrade_crypto_strength } } IF = { limit = { NOT = { has_completed_goal = faction_goal_spy_master } } upgrade_intelligence_agency = upgrade_crypto_strength } } every_faction_member = { limit = { has_intelligence_agency = yes has_done_agency_upgrade = upgrade_crypto_strength has_tech = mechanical_computing NOT = { has_done_agency_upgrade = upgrade_crypto_strength_2 } } add_faction_initiative = 1 IF = { limit = { NOT = { has_completed_goal = faction_goal_spy_master } } upgrade_intelligence_agency = upgrade_crypto_strength_2 } } every_faction_member = { limit = { has_intelligence_agency = yes NOT = { agency_upgrade_number > 30 } OR = { has_done_agency_upgrade = upgrade_crypto_strength_2 NOT = { has_tech = mechanical_computing } } } add_faction_initiative = 1 IF = { limit = { NOT = { has_completed_goal = faction_goal_spy_master } } gain_random_agency_upgrade = yes } } every_faction_member = { # Fallback in case someone completed everything visible_when_empty = no limit = { has_intelligence_agency = yes agency_upgrade_number > 30 } add_faction_initiative = 1 IF = { limit = { NOT = { has_completed_goal = faction_goal_spy_master } } add_political_power = 100 } } } ai_will_do = { base = 1 modifier = { add = 2 has_intelligence_agency = yes } } } faction_goal_convoy_sufficiency = { name = convoy_sufficiency_goal_name description = convoy_sufficiency_goal_desc category = short_term group = FOCUS_FILTER_INDUSTRY completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } unit = convoy size > 999 } } 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_faction_member = { tooltip = AT_LEAST_200_CONVOYS visible_when_empty = yes limit = { has_navy_size = { size > 199 type = convoy } } IF = { limit = { NOT = { has_completed_goal = faction_goal_convoy_sufficiency } } navy_experience = 50 } } } ai_will_do = { base = 1 modifier = { add = -1 collection_size = { input = { input = game:all_states operators = { limit = { is_coastal = yes is_controlled_by_ROOT_or_ally = yes } } } value < 1 } } modifier = { add = 1 OR = { original_tag = ENG original_tag = USA original_tag = JAP original_tag = ITA original_tag = FRA } } modifier = { add = 1 collection_size = { input = { input = game:all_states operators = { limit = { is_coastal = yes is_controlled_by_ROOT_or_ally = yes } } } value > 19 } } } } faction_goal_ensure_military_r_d = { name = ensure_military_r_d_goal_name description = ensure_military_r_d_goal_desc category = short_term group = FOCUS_FILTER_RESEARCH visible = { OR = { collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes land_facility > 0 } } name = COLLECTION_FACTION_LAND_FACILITY } value < 1 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes naval_facility > 0 } } name = COLLECTION_FACTION_NAVAL_FACILITY } value < 1 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes air_facility > 0 } } name = COLLECTION_FACTION_AIR_FACILITY } value < 1 } } } completed = { collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes land_facility > 0 } } name = COLLECTION_FACTION_LAND_FACILITY } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes naval_facility > 0 } } name = COLLECTION_FACTION_NAVAL_FACILITY } value > 0 } collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes air_facility > 0 } } name = COLLECTION_FACTION_AIR_FACILITY } value > 0 } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_collection_element = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes OR = { air_facility > 0 land_facility > 0 naval_facility > 0 } } } name = OWNS_LISTED_STATE } custom_effect_tooltip = OWNS_LISTED_STATE OWNER = { add_faction_influence_ratio = 0.05 } } every_faction_member = { if = { limit = { any_scientist = { has_scientist_level = { level > 0 specialization = specialization_land } is_active_scientist = yes } } every_scientist = { visible_when_empty = yes limit = { has_scientist_level = { level > 0 specialization = specialization_land } is_active_scientist = yes } add_scientist_xp = { experience = constant:sp_scientist_xp_gain.very_high specialization = specialization_land } } } if = { limit = { any_scientist = { has_scientist_level = { level > 0 specialization = specialization_naval } is_active_scientist = yes } } every_scientist = { visible_when_empty = yes limit = { has_scientist_level = { level > 0 specialization = specialization_naval } is_active_scientist = yes } add_scientist_xp = { experience = constant:sp_scientist_xp_gain.very_high specialization = specialization_naval } } } if = { limit = { any_scientist = { has_scientist_level = { level > 0 specialization = specialization_air } is_active_scientist = yes } } every_scientist = { visible_when_empty = yes limit = { has_scientist_level = { level > 0 specialization = specialization_air } is_active_scientist = yes } add_scientist_xp = { experience = constant:sp_scientist_xp_gain.very_high specialization = specialization_air } } } } } ai_will_do = { base = 1 } } ### Industry faction_goal_military_infrastructure = { name = military_infrastructure_goal_name description = military_infrastructure_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION visible = { collection_size = { input = { input = game:all_states operators = { limit = { is_core_of = CONTROLLER is_controlled_by_ROOT_or_ally = yes any_neighbor_state = { controller = { NOT = { is_in_faction_with = ROOT } } } infrastructure < 4 } } name = COLLECTION_FACTION_BORDER_STATES_FULL_INFRASTRUCTURE } value > 0 } } completed = { collection_size = { input = { input = game:all_states operators = { limit = { is_controlled_by_ROOT_or_ally = yes any_neighbor_state = { controller = { NOT = { is_in_faction_with = ROOT } } } infrastructure < 4 } } name = COLLECTION_FACTION_BORDER_STATES_FULL_INFRASTRUCTURE } value < 10 } } 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_military_infrastructure } } army_experience = 50 } } } ai_will_do = { base = 0 modifier = { add = 1 has_war = no } } } faction_goal_a_great_fortress = { name = a_great_fortress_goal_name description = a_great_fortress_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION visible = { } available = { collection_size = { input = { input = collection:faction_owned_core_states operators = { limit = { NOT = { is_fully_controlled_by = OWNER } } } name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED } value < 1 } } completed = { OR = { ROOT = { has_tech = coastal_fort_tech_2 has_tech = land_fort_tech_2 } any_allied_country = { has_tech = coastal_fort_tech_2 has_tech = land_fort_tech_2 } count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION_NAME } buildings = { bunker coastal_bunker} size > 29 } } } complete_effect = { add_faction_power_projection = 100 custom_effect_tooltip = generic_skip_one_line_tt custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { limit = { NOT = { has_idea = deterrence } } IF = { limit = { NOT = { has_completed_goal = faction_goal_a_great_fortress } } add_timed_idea = { idea = deterrence days = 360 } } } } ai_will_do = { base = 0 modifier = { add = 1 has_tech = basic_fortification_tech } } } ### War Waging faction_goal_preemptive_strike_on_fascism = { name = preemptive_strike_on_fascism_goal_name description = preemptive_strike_on_fascism_goal_desc category = short_term group = FOCUS_FILTER_WAR_SUPPORT visible = { FROM = { NOT = { has_government = fascism } NOT = { any_enemy_country = { has_government = fascism } } } } available = { threat < 0.5 } completed = { any_allied_country = { has_offensive_war = yes any_enemy_country = { has_government = fascism } } } 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 custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_preemptive_strike_on_fascism } } army_experience = 25 add_war_support = 0.05 } } } ai_will_do = { base = 0 modifier = { add = 1 is_historical_focus_on = no } } } faction_goal_war_on_communism = { name = war_on_communism_goal_name description = war_on_communism_goal_desc category = short_term group = FOCUS_FILTER_WAR_SUPPORT visible = { FROM = { NOT = { has_government = communism } } any_country = { has_government = communism is_on_same_continent_as = FROM } NOT = { original_tag = JAP } # they have their own goal } completed = { OR = { any_enemy_country = { has_government = communism is_on_same_continent_as = ROOT } any_allied_country = { any_enemy_country = { has_government = communism is_on_same_continent_as = PREV } } } } 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 custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_war_on_communism } } add_war_support = 0.05 } } } ai_will_do = { base = 1 } } faction_goal_war_on_democracy = { name = war_on_democracy_goal_name description = war_on_democracy_goal_desc group = FOCUS_FILTER_WAR_SUPPORT category = short_term visible = { FROM = { NOT = { has_government = democratic } faction_leader = { NOT = { has_government = democratic } } } any_country = { has_government = democratic is_on_same_continent_as = FROM } } completed = { OR = { any_enemy_country = { has_government = democratic is_on_same_continent_as = ROOT } any_allied_country = { any_enemy_country = { has_government = democratic is_on_same_continent_as = PREV } } } } 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 custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_war_on_democracy } } add_war_support = 0.05 } } } ai_will_do = { base = 1 } } ### Units faction_goal_an_armored_fist = { name = an_armored_fist_goal_name description = an_armored_fist_goal_desc category = short_term group = FOCUS_FILTER_ARMY_XP visible = { } completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } unit = armor equipment_ratio = 0.9 size > 49 } } complete_effect = { add_faction_power_projection = 200 custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_an_armored_fist } } army_experience = 50 random_character = { tooltip = ONE_PANZER_GENERAL visible_when_empty = yes limit = { is_unit_leader = yes OR = { has_trait = armor_officer has_trait = panzer_leader has_trait = panzer_expert } } gain_xp = 400 add_attack = 1 } } } } ai_will_do = { base = 1 } } faction_goal_an_infantry_army = { name = an_infantry_army_goal_name description = an_infantry_army_goal_desc category = short_term group = FOCUS_FILTER_ARMY_XP completed = { count_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } unit = infantry size > 249 } } complete_effect = { add_faction_power_projection = 200 custom_effect_tooltip = ALL_FACTION_MEMBERS every_faction_member = { IF = { limit = { NOT = { has_completed_goal = faction_goal_an_infantry_army } } army_experience = 50 random_character = { tooltip = ONE_INFANTRY_GENERAL visible_when_empty = yes limit = { is_unit_leader = yes OR = { has_trait = infantry_officer has_trait = infantry_leader has_trait = infantry_expert } } gain_xp = 400 add_logistics = 1 } } } } ai_will_do = { base = 1 } } ### Strategic Resources # Mexican Oil faction_goal_develop_mexican_oil = { name = develop_mexican_oil_goal_name description = develop_mexican_oil_goal_desc category = short_term group = resources_to_market_icon allowed = { } visible = { OR = { 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 } } } available = { FROM = { has_tech = excavation1 has_tech = excavation2 } 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 } } completed = { 480 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 479 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 477 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 476 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } } complete_effect = { add_faction_power_projection = 100 if = { limit = { NOT = { has_completed_goal = faction_goal_develop_mexican_oil } } every_state = { limit = { OR = { state = 480 state = 479 state = 477 state = 476 } } add_resource = { type = oil amount = 4 } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { add = 1 # State owners should care more OR = { controls_state = 480 controls_state = 479 controls_state = 477 controls_state = 476 } } 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 # 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 } } } # Curacao Oil faction_goal_develop_curacao_oil = { name = develop_curacao_oil_goal_name description = develop_curacao_oil_goal_desc category = short_term group = resources_to_market_icon allowed = { } visible = { 695 = { is_controlled_by_ROOT_or_ally = yes } } available = { FROM = { has_tech = excavation1 has_tech = excavation2 } } completed = { 695 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } } complete_effect = { add_faction_power_projection = 100 if = { limit = { NOT = { has_completed_goal = faction_goal_develop_curacao_oil } } 695 = { add_resource = { type = oil amount = 14 } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { add = 1 # State owners should care more controls_state = 695 } 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 # 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 } } } # Venezuelan Oil faction_goal_develop_venezuelan_oil = { name = develop_venezuelan_oil_goal_name description = develop_venezuelan_oil_goal_desc category = short_term group = resources_to_market_icon allowed = { } visible = { OR = { 489 = { is_controlled_by_ROOT_or_ally = yes } 307 = { is_controlled_by_ROOT_or_ally = yes } } } available = { FROM = { has_tech = excavation1 has_tech = excavation2 } 489 = { is_controlled_by_ROOT_or_ally = yes } 307 = { is_controlled_by_ROOT_or_ally = yes } } completed = { 489 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 307 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } } complete_effect = { add_faction_power_projection = 100 if = { limit = { NOT = { has_completed_goal = faction_goal_develop_venezuelan_oil } } every_state = { limit = { OR = { state = 489 state = 307 } } add_resource = { type = oil amount = 8 } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { add = 1 # State owners should care more OR = { controls_state = 489 controls_state = 307 } } 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 # 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 } } } # Guyanan Bauxite faction_goal_develop_guyanan_bauxite = { name = develop_guyanan_bauxite_goal_name description = develop_guyanan_bauxite_goal_desc category = short_term group = resources_to_market_icon allowed = { } visible = { 687 = { is_controlled_by_ROOT_or_ally = yes } } available = { FROM = { has_tech = excavation1 has_tech = excavation2 } } completed = { 687 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } } complete_effect = { add_faction_power_projection = 100 if = { limit = { NOT = { has_completed_goal = faction_goal_develop_guyanan_bauxite } } 687 = { add_resource = { type = aluminium amount = 14 } } } } ai_will_do = { base = 0 modifier = { add = 1 # State owners should care more controls_state = 687 } modifier = { add = 1 # If entire alliance is low on aluminium they should be incentivized to developing more has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = aluminium amount < 30 extracted = no # (optional, default: no) checks extracted amount instead of country balance } } modifier = { add = 3 # If entire alliance is very low on aluminium they should be heavily incentivized to developing 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_develop_suriname_bauxite = { name = develop_suriname_bauxite_goal_name description = develop_suriname_bauxite_goal_desc category = short_term group = resources_to_market_icon allowed = { } visible = { 309 = { is_controlled_by_ROOT_or_ally = yes } } available = { FROM = { has_tech = excavation1 has_tech = excavation2 } } completed = { 309 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } } complete_effect = { add_faction_power_projection = 100 if = { limit = { NOT = { has_completed_goal = faction_goal_develop_suriname_bauxite } } 309 = { add_resource = { type = aluminium amount = 14 } } } } ai_will_do = { base = 0 modifier = { add = 1 # State owners should care more controls_state = 309 } modifier = { add = 1 # If entire alliance is low on aluminium they should be incentivized to developing more has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = aluminium amount < 30 extracted = no # (optional, default: no) checks extracted amount instead of country balance } } modifier = { add = 3 # If entire alliance is very low on aluminium they should be heavily incentivized to developing 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_develop_lappland_metals = { name = develop_lappland_metals_goal_name description = develop_lappland_metals_goal_desc category = short_term group = resources_to_market_icon allowed = { } visible = { OR = { 666 = { is_controlled_by_ROOT_or_ally = yes } 918 = { is_controlled_by_ROOT_or_ally = yes } } } available = { FROM = { has_tech = excavation1 has_tech = excavation2 } 666 = { is_controlled_by_ROOT_or_ally = yes } 918 = { is_controlled_by_ROOT_or_ally = yes } } completed = { 666 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 918 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } } complete_effect = { add_faction_power_projection = 100 if = { limit = { NOT = { has_completed_goal = faction_goal_develop_lappland_metals } } 666 = { add_resource = { type = tungsten amount = 14 } add_resource = { type = steel amount = 14 } add_resource = { type = chromium amount = 8 } } 918 = { add_resource = { type = tungsten amount = 10 } add_resource = { type = steel amount = 10 } add_resource = { type = chromium amount = 5 } } } } ai_will_do = { base = 0 modifier = { add = 1 # State owners should care more OR = { controls_state = 666 controls_state = 918 } } modifier = { add = 1 # If entire alliance is low on resources they should be incentivized to developing more OR = { has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = tungsten amount < 45 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 < 45 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 < 24 extracted = no # (optional, default: no) checks extracted amount instead of country balance } } } modifier = { add = 3 # If entire alliance is very low on resources they should be heavily incentivized to developing 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_develop_ploiesti_oil_fields = { name = develop_ploiesti_oil_fields_goal_name description = develop_ploiesti_oil_fields_goal_desc category = short_term group = resources_to_market_icon allowed = { } visible = { 46 = { is_controlled_by_ROOT_or_ally = yes } } available = { FROM = { has_tech = excavation1 has_tech = excavation2 } } completed = { 46 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } } complete_effect = { add_faction_power_projection = 100 if = { limit = { NOT = { has_completed_goal = faction_goal_develop_ploiesti_oil_fields } } 46 = { add_resource = { type = oil amount = 14 } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { add = 1 # State owners should care more controls_state = 46 } 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 # 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 } } } # Baku Oil Fields faction_goal_develop_baku_oil_fields = { name = develop_baku_oil_fields_goal_name description = develop_baku_oil_fields_goal_desc category = short_term group = resources_to_market_icon allowed = { } visible = { OR = { 229 = { is_controlled_by_ROOT_or_ally = yes } 232 = { is_controlled_by_ROOT_or_ally = yes } 821 = { is_controlled_by_ROOT_or_ally = yes } } } available = { FROM = { has_tech = excavation1 has_tech = excavation2 } 229 = { is_controlled_by_ROOT_or_ally = yes } 232 = { is_controlled_by_ROOT_or_ally = yes } 821 = { is_controlled_by_ROOT_or_ally = yes } } completed = { 229 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 232 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 821 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } } complete_effect = { add_faction_power_projection = 100 if = { limit = { NOT = { has_completed_goal = faction_goal_develop_baku_oil_fields } } every_state = { limit = { OR = { state = 232 state = 821 } } add_resource = { type = oil amount = 4 } } 229 = { add_resource = { type = oil amount = 14 } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { add = 1 # State owners should care more controls_state = 46 } 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 # 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 } } } # Iraqi Oil faction_goal_develop_iraqi_oil = { name = develop_iraqi_oil_goal_name description = develop_iraqi_oil_goal_desc category = short_term group = resources_to_market_icon allowed = { } visible = { OR = { 291 = { is_controlled_by_ROOT_or_ally = yes } 676 = { is_controlled_by_ROOT_or_ally = yes } 1010 = { is_controlled_by_ROOT_or_ally = yes } } } available = { FROM = { has_tech = excavation1 has_tech = excavation2 } 291 = { is_controlled_by_ROOT_or_ally = yes } 676 = { is_controlled_by_ROOT_or_ally = yes } 1010 = { is_controlled_by_ROOT_or_ally = yes } } completed = { 291 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 676 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 1010 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } } complete_effect = { add_faction_power_projection = 100 if = { limit = { NOT = { has_completed_goal = faction_goal_develop_iraqi_oil } } 291 = { add_resource = { type = oil amount = 6 } } 676 = { add_resource = { type = oil amount = 4 } } 1010 = { add_resource = { type = oil amount = 2 } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { add = 1 # State owners should care more controls_state = 46 } 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 # 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 } } } # Persian Oil faction_goal_develop_persian_oil = { name = develop_persian_oil_goal_name description = develop_persian_oil_goal_desc category = short_term group = resources_to_market_icon allowed = { } visible = { OR = { 411 = { is_controlled_by_ROOT_or_ally = yes } 412 = { is_controlled_by_ROOT_or_ally = yes } 413 = { is_controlled_by_ROOT_or_ally = yes } } } available = { FROM = { has_tech = excavation1 has_tech = excavation2 } 411 = { is_controlled_by_ROOT_or_ally = yes } 412 = { is_controlled_by_ROOT_or_ally = yes } 413 = { is_controlled_by_ROOT_or_ally = yes } } completed = { 411 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 412 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 413 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } } complete_effect = { add_faction_power_projection = 100 if = { limit = { NOT = { has_completed_goal = faction_goal_develop_persian_oil } } 411 = { add_resource = { type = oil amount = 6 } } 412 = { add_resource = { type = oil amount = 4 } } 413 = { add_resource = { type = oil amount = 8 } } } } ai_will_do = { base = 1 # Everyone should always kiiiinda care about oil modifier = { add = 1 # State owners should care more controls_state = 46 } 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 # 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 } } } # Chinese Metals faction_goal_develop_chinese_metals = { name = develop_chinese_metals_goal_name description = develop_chinese_metals_goal_desc category = short_term group = resources_to_market_icon allowed = { } visible = { OR = { 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 } } } available = { FROM = { has_tech = excavation1 has_tech = excavation2 } 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 } } completed = { 592 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 593 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 594 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 599 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } } complete_effect = { add_faction_power_projection = 100 if = { limit = { NOT = { has_completed_goal = faction_goal_develop_chinese_metals } } 592 = { add_resource = { type = tungsten amount = 4 } add_resource = { type = steel amount = 6 } add_resource = { type = chromium amount = 2 } } 593 = { add_resource = { type = tungsten amount = 6 } add_resource = { type = steel amount = 6 } add_resource = { type = chromium amount = 2 } } 594 = { add_resource = { type = tungsten amount = 4 } add_resource = { type = steel amount = 4 } add_resource = { type = chromium amount = 2 } } 599 = { add_resource = { type = tungsten amount = 6 } add_resource = { type = steel amount = 6 } add_resource = { type = chromium amount = 2 } } } } ai_will_do = { base = 0 modifier = { add = 1 # State owners should care more OR = { controls_state = 592 controls_state = 593 controls_state = 594 controls_state = 599 } } modifier = { add = 1 # If entire alliance is low on resources they should be incentivized to developing more OR = { has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = tungsten amount < 45 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 < 45 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 < 24 extracted = no # (optional, default: no) checks extracted amount instead of country balance } } } modifier = { add = 3 # If entire alliance is very low on resources they should be heavily incentivized to developing 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_develop_malayan_riches = { name = develop_malayan_riches_goal_name description = develop_malayan_riches_goal_desc category = short_term group = resources_to_market_icon allowed = { } visible = { OR = { 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 } } } available = { FROM = { has_tech = excavation1 has_tech = excavation2 } 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 } } completed = { 333 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 336 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 1021 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 1024 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 1059 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 1060 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 1063 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 1064 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 1062 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 1061 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } } complete_effect = { add_faction_power_projection = 100 if = { limit = { NOT = { has_completed_goal = faction_goal_develop_malayan_riches } } 333 = { add_resource = { type = oil amount = 2 } add_resource = { type = rubber amount = 4 } add_resource = { type = coal amount = 1 } } 1059 = { add_resource = { type = oil amount = 2 } add_resource = { type = rubber amount = 6 } add_resource = { type = coal amount = 1 } } 336 = { add_resource = { type = aluminium amount = 4 } add_resource = { type = rubber amount = 20 } add_resource = { type = tungsten amount = 20 } add_resource = { type = steel amount = 4 } } 1062 = { add_resource = { type = aluminium amount = 4 } add_resource = { type = rubber amount = 40 } add_resource = { type = tungsten amount = 8 } add_resource = { type = steel amount = 4 } } 1021 = { add_resource = { type = aluminium amount = 3 } add_resource = { type = tungsten amount = 12 } add_resource = { type = steel amount = 4 } } 1024 = { add_resource = { type = rubber amount = 8 } } } } ai_will_do = { base = 0 modifier = { add = 1 # State owners should care more OR = { controls_state = 333 controls_state = 336 controls_state = 1021 controls_state = 1024 } } modifier = { add = 1 # If entire alliance is low on resources they should be incentivized to developing more OR = { has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = rubber amount < 45 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 < 45 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 < 24 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 < 12 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 < 30 extracted = yes # (optional, default: no) checks extracted amount instead of country balance } } } modifier = { add = 3 # If entire alliance is very 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_develop_indonesian_riches = { name = develop_indonesian_riches_goal_name description = control_indonesian_riches_goal_desc category = short_term group = resources_to_market_icon allowed = { } visible = { OR = { 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 } } } available = { FROM = { has_tech = excavation1 has_tech = excavation2 } 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 } } completed = { 334 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 335 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 667 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 672 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } 673 = { CONTROLLER = { has_tech = excavation3 } infrastructure > 4 } } complete_effect = { add_faction_power_projection = 100 if = { limit = { NOT = { has_completed_goal = faction_goal_develop_indonesian_riches } } 334 = { add_resource = { type = oil amount = 3 } add_resource = { type = rubber amount = 28 } add_resource = { type = coal amount = 2 } } 335 = { add_resource = { type = oil amount = 4 } add_resource = { type = rubber amount = 48 } } 667 = { add_resource = { type = rubber amount = 6 } } 672 = { add_resource = { type = oil amount = 5 } add_resource = { type = aluminium amount = 8 } add_resource = { type = rubber amount = 50 } add_resource = { type = coal amount = 3 } } 673 = { add_resource = { type = rubber amount = 10 } } } } ai_will_do = { base = 0 modifier = { add = 1 # State owners should care more OR = { controls_state = 334 controls_state = 335 controls_state = 667 controls_state = 672 controls_state = 673 } } modifier = { add = 1 # If entire alliance is low on resources they should be incentivized to developing more OR = { has_resources_in_collection = { collection = { input = game:scope operators = { faction_members } name = FACTION } resource = rubber amount < 45 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 < 45 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 < 24 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 < 12 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 < 30 extracted = yes # (optional, default: no) checks extracted amount instead of country balance } } } modifier = { add = 3 # If entire alliance is very 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_expand_newfoundland_bases = { name = expand_newfoundland_bases_goal_name description = expand_newfoundland_bases_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 331 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 331 = { air_base > 1 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 2 } } } 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 } } ai_will_do = { base = 0 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 } } } } # Bermuda faction_goal_expand_bermuda_bases = { name = expand_bermuda_bases_goal_name description = expand_bermuda_bases_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 696 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 696 = { air_base > 1 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 2 } } } 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 } } ai_will_do = { base = 0 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 } } } } # Bahamas faction_goal_expand_bahamas_bases = { name = expand_bahamas_bases_goal_name description = expand_bahamas_bases_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { OR = { 690 = { is_controlled_by_ROOT_or_ally = yes } 693 = { is_controlled_by_ROOT_or_ally = yes } } } available = { 690 = { is_controlled_by_ROOT_or_ally = yes } 693 = { is_controlled_by_ROOT_or_ally = yes } } completed = { any_state = { OR = { state = 690 state = 693 } air_base > 1 } any_state = { OR = { state = 690 state = 693 } any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 2 } } } 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 } } ai_will_do = { base = 0 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 } } } } # Panama faction_goal_fortify_panama_canal = { name = fortify_panama_canal_goal_name description = control_panama_canal_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 685 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 685 = { air_base > 7 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 4 } any_province_building_level = { province = { all_provinces = yes } building = coastal_bunker level > 0 } any_province_building_level = { province = { all_provinces = yes } building = bunker level > 0 } } OR = { divisions_in_state = { state = 685 size > 0 } any_allied_country = { divisions_in_state = { state = 685 size > 0 } } } } 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 = 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 = { 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 protect access has_navy_size = { size > 20 type = capital_ship } } modifier = { add = 10 # If USA original_tag = USA } } } # Trinidad faction_goal_expand_trinidad_bases = { name = expand_trinidad_bases_goal_name description = control_trinidad_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 691 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 691 = { air_base > 1 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 2 } } } 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 } } ai_will_do = { base = 0 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 } } } } # Azores faction_goal_expand_azores_bases = { name = expand_azores_bases_goal_name description = control_azores_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 698 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 698 = { air_base > 2 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 4 } } } 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 } } ai_will_do = { base = 0 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 } } } } # Iceland faction_goal_expand_iceland_bases = { name = expand_iceland_bases_goal_name description = expand_iceland_bases_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 100 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 100 = { air_base > 1 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 2 } } } 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 } } ai_will_do = { base = 0 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 } } } } # Faroe Islands faction_goal_expand_faroese_bases = { name = expand_faroese_bases_goal_name description = control_faroe_islands_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 337 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 337 = { air_base > 1 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 2 } } } 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 } } ai_will_do = { base = 0 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 } } } } # Narvik faction_goal_expand_narvik_bases = { name = expand_narvik_bases_goal_name description = expand_narvik_bases_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 144 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 144 = { air_base > 2 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 4 } } } 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 } } ai_will_do = { base = 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 USSR prioritize this any_enemy_country = { original_tag = SOV } } } } # Danish Belts faction_goal_fortify_danish_belts = { name = fortify_danish_belts_goal_name description = fortify_danish_belts_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { OR = { 37 = { is_controlled_by_ROOT_or_ally = yes } 911 = { is_controlled_by_ROOT_or_ally = yes } 99 = { is_controlled_by_ROOT_or_ally = yes } } } available = { 37 = { is_controlled_by_ROOT_or_ally = yes } 911 = { is_controlled_by_ROOT_or_ally = yes } 99 = { is_controlled_by_ROOT_or_ally = yes } } completed = { custom_trigger_tooltip = { tooltip = fortify_danish_belts_tooltip 37 = { any_province_building_level = { province = { id = 6287 id = 3260 } building = coastal_bunker level > 0 } } 911 = { any_province_building_level = { province = { id = 3325 } building = coastal_bunker level > 0 } } 99 = { any_province_building_level = { province = { id = 394 id = 3277 } building = coastal_bunker level > 0 } } OR = { AND = { divisions_in_state = { state = 37 size > 1 } divisions_in_state = { state = 911 size > 0 } divisions_in_state = { state = 99 size > 1 } } any_allied_country = { divisions_in_state = { state = 37 size > 1 } divisions_in_state = { state = 911 size > 0 } divisions_in_state = { state = 99 size > 1 } } } } } 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 = coastal_bunker level = 1 province = 6287 instant_build = yes } add_building_construction = { type = coastal_bunker level = 1 province = 3260 instant_build = yes } } 911 = { add_building_construction = { type = coastal_bunker level = 1 province = 3325 instant_build = yes } } 99 = { add_building_construction = { type = coastal_bunker level = 1 province = 394 instant_build = yes } add_building_construction = { type = coastal_bunker level = 1 province = 3277 instant_build = yes } } } ai_will_do = { base = 0 modifier = { add = 1 # If naval power seek to control access 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 } } } # Gibraltar faction_goal_fortify_gibraltar = { name = fortify_gibraltar_goal_name description = fortify_gibraltar_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 118 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 118 = { air_base > 3 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 6 } any_province_building_level = { province = { all_provinces = yes } building = coastal_bunker level > 2 } any_province_building_level = { province = { all_provinces = yes } building = bunker level > 2 } } OR = { divisions_in_state = { state = 118 size > 0 } any_allied_country = { divisions_in_state = { state = 118 size > 0 } } } } 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_expand_maltese_bases = { name = expand_maltese_bases_goal_name description = expand_maltese_bases_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 116 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 116 = { air_base > 3 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 3 } } } 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 } } ai_will_do = { base = 1 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 } } } } # Crete faction_goal_expand_cretan_bases = { name = expand_cretan_bases_goal_name description = expand_cretan_bases_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 182 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 182 = { air_base > 3 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 4 } } } 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 } } ai_will_do = { base = 1 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 } } } } # Cyprus faction_goal_expand_cypriot_bases = { name = expand_cypriot_bases_goal_name description = expand_cypriot_bases_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 183 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 183 = { air_base > 2 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 3 } } } 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 } } ai_will_do = { base = 1 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 } } } } # Bosporus faction_goal_fortify_bosporus = { name = fortify_bosporus_goal_name description = fortify_bosporus_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 797 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { custom_trigger_tooltip = { tooltip = fortify_bosporus_tooltip 797 = { any_province_building_level = { province = { id = 9833 id = 11829 } building = coastal_bunker level > 0 } any_province_building_level = { province = { id = 9833 id = 11829 } building = bunker level > 0 } } OR = { divisions_in_state = { state = 797 size > 1 } any_allied_country = { divisions_in_state = { state = 797 size > 1 } } } } } 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 } } } ai_will_do = { base = 1 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 } } } } # Dardanelles faction_goal_fortify_dardanelles = { name = fortify_dardanelles_goal_name description = fortify_dardanelles_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { OR = { 340 = { is_controlled_by_ROOT_or_ally = yes } 341 = { is_controlled_by_ROOT_or_ally = yes } } } available = { 340 = { is_controlled_by_ROOT_or_ally = yes } 341 = { is_controlled_by_ROOT_or_ally = yes } } completed = { custom_trigger_tooltip = { tooltip = fortify_dardanelles_tooltip 340 = { any_province_building_level = { province = { id = 6864 } building = coastal_bunker level > 0 } any_province_building_level = { province = { id = 6864 } building = bunker level > 0 } } 341 = { any_province_building_level = { province = { id = 849 } building = coastal_bunker level > 0 } any_province_building_level = { province = { id = 849 } building = bunker level > 0 } } OR = { AND = { divisions_in_state = { state = 797 size > 0 } divisions_in_state = { state = 341 size > 0 } } any_allied_country = { divisions_in_state = { state = 797 size > 0 } divisions_in_state = { state = 341 size > 0 } } } } } 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 = 1 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 } } } } # Suez Canal faction_goal_fortify_suez_canal = { name = fortify_suez_canal_goal_name description = fortify_suez_canal_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 446 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { custom_trigger_tooltip = { tooltip = fortify_suez_tooltip 446 = { any_province_building_level = { province = { id = 12049 id = 4073 id = 1155 id = 9947 } building = coastal_bunker level > 0 } any_province_building_level = { province = { id = 12049 id = 4073 id = 1155 id = 9947 } building = bunker level > 0 } } OR = { divisions_in_state = { state = 446 size > 3 } any_allied_country = { divisions_in_state = { state = 446 size > 3 } } } } } 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 = 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 = coastal_bunker level = 1 province = 4073 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 4073 instant_build = yes } add_building_construction = { type = coastal_bunker level = 1 province = 1155 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 1155 instant_build = yes } add_building_construction = { type = coastal_bunker level = 1 province = 9947 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 9947 instant_build = yes } } } ai_will_do = { base = 1 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 } } } } # Gulf of Aden faction_goal_expand_gulf_of_aden_bases = { name = expand_gulf_of_aden_bases_goal_name description = control_gulf_of_aden_bases_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 992 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 992 = { air_base > 2 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 2 } } } 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 } } ai_will_do = { base = 0 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 control access has_navy_size = { size > 5 type = capital_ship } } } } # Strait of Hormuz faction_goal_fortify_strait_of_hormuz = { name = fortify_strait_of_hormuz_goal_name description = fortify_strait_of_hormuz_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { OR = { 412 = { is_controlled_by_ROOT_or_ally = yes } 1013 = { is_controlled_by_ROOT_or_ally = yes } } } available = { 412 = { is_controlled_by_ROOT_or_ally = yes } 1013 = { is_controlled_by_ROOT_or_ally = yes } } completed = { custom_trigger_tooltip = { tooltip = fortify_strait_of_hormuz_tooltip 412 = { any_province_building_level = { province = { id = 7982 } building = coastal_bunker level > 0 } any_province_building_level = { province = { id = 7982 } building = bunker level > 0 } } 1013 = { any_province_building_level = { province = { id = 13369 } building = coastal_bunker level > 0 } any_province_building_level = { province = { id = 13369 } building = bunker level > 0 } } OR = { AND = { divisions_in_state = { state = 412 size > 0 } divisions_in_state = { state = 1013 size > 0 } } any_allied_country = { divisions_in_state = { state = 412 size > 0 } divisions_in_state = { state = 1013 size > 0 } } } } } 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 = 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 = 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 = 1 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 control access has_navy_size = { size > 5 type = capital_ship } } } } # Ceylon faction_goal_expand_ceylonese_bases = { name = expand_ceylonese_bases_goal_name description = expand_ceylonese_bases_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 422 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 422 = { air_base > 4 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 6 } } } 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 } } ai_will_do = { base = 0 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 } } } } # Singapore faction_goal_expand_singapore_naval_base = { name = expand_singapore_naval_base_goal_name description = expand_singapore_naval_base_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 1021 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 1021 = { air_base > 7 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 9 } any_province_building_level = { province = { all_provinces = yes } building = coastal_bunker level > 3 } } } 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 } } } ai_will_do = { base = 1 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 = 5 # ENG should really want to do this is_historical_focus_on = yes original_tag = ENG } } } # Manila faction_goal_fortify_manila_bay = { name = fortify_manila_bay_goal_name description = fortify_manila_bay_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 327 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { custom_trigger_tooltip = { tooltip = fortify_manila_tooltip 327 = { air_base > 7 any_province_building_level = { province = { id = 10265 } building = naval_base level > 6 } any_province_building_level = { province = { id = 10265 } building = coastal_bunker level > 1 } } } } 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 = coastal_bunker level = 1 province = 10265 instant_build = yes } } } ai_will_do = { base = 1 modifier = { add = 1 # If naval power seek to protect it by expandin/fortifying bases has_navy_size = { size > 5 type = capital_ship } } modifier = { add = 1 # If PHI prioritize this original_tag = PHI } } } # Okinawa faction_goal_fortify_okinawa = { name = fortify_okinawa_goal_name description = fortify_okinawa_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 526 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { custom_trigger_tooltip = { tooltip = fortify_okinawa_tooltip 526 = { air_base > 4 anti_air_building > 0 any_province_building_level = { province = { id = 11932 } building = coastal_bunker level > 1 } } } } 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 = coastal_bunker level = 1 province = 11932 instant_build = yes } } } ai_will_do = { base = 0 modifier = { add = 1 # If at war with JAP then expand airbases has_war_with = JAP } modifier = { add = 10 # If Japan and vulnerable at sea prioritize this original_tag = JAP has_navy_size = { size < 10 type = capital_ship } has_navy_size = { type = carrier size < 4 } } } } # Iwo Jima faction_goal_fortify_iwo_jima = { name = fortify_iwo_jima_goal_name description = fortify_iwo_jima_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 645 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 645 = { air_base > 2 anti_air_building > 0 any_province_building_level = { province = { id = 13025 } building = coastal_bunker level > 1 } } } 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 = coastal_bunker level = 1 province = 13025 instant_build = yes } } } ai_will_do = { base = 0 modifier = { add = 1 # If at war with JAP then expand airbases has_war_with = JAP } modifier = { add = 10 # If Japan and vulnerable at sea prioritize this original_tag = JAP has_navy_size = { size < 10 type = capital_ship } has_navy_size = { type = carrier size < 4 } } } } # Caroline Islands faction_goal_expand_caroline_islands_bases = { name = expand_caroline_islands_bases_goal_name description = expand_caroline_islands_bases_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 684 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 684 = { air_base > 4 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 7 } } } 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 } } ai_will_do = { base = 0 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 } } } } # Guadalcanal faction_goal_expand_guadalcanal_bases = { name = expand_guadalcanal_bases_goal_name description = expand_guadalcanal_bases_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 634 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 634 = { air_base > 1 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 3 } } } 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 } } ai_will_do = { base = 0 modifier = { add = 1 # Always care if Australia or NZL OR = { original_tag = AST original_tag = NZL } } 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 } } } } # Wake Island faction_goal_expand_wake_island_bases = { name = expand_wake_island_bases_goal_name description = control_wake_island_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 632 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 632 = { air_base > 1 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 2 } } } 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 } } ai_will_do = { base = 0 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 } } } } # Midway Island faction_goal_expand_midway_island_bases = { name = expand_midway_island_bases_goal_name description = expand_midway_island_bases_goal_desc category = short_term group = FOCUS_FILTER_CONSOLIDATION allowed = { } visible = { 631 = { is_controlled_by_ROOT_or_ally = yes } } available = { } completed = { 631 = { air_base > 1 any_province_building_level = { province = { all_provinces = yes } building = naval_base level > 2 } } } 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 } } ai_will_do = { base = 0 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 } } } }