##################### ### ## # # # # ## # # # ## # # # # # #### # ## ## # # # # # # # # # # # # # # # # ## #################### #Ikke - Denmark doesn't do tanks! ##################### ## # # ### ### ## # # # # # # # # #### # ### # # # # # # # ## # # ### # ## ##################### DEN_orlogsvaerftet_organization = { include = generic_raider_ship_organization icon = GFX_idea_DEN_orlogsvaerftet_organization allowed = { tag = DEN has_dlc = "Arms Against Tyranny" } tree_header_text = { text = mio_header_long_range_focus x = 1 } tree_header_text = { text = mio_header_high_speed_focus x = 5 } tree_header_text = { text = mio_header_production x = 7.5 } override_trait = { token = generic_mio_trait_high_speed_raiding position = { x=4 y=0 } } override_trait = { token = generic_mio_trait_raiding_capital_ships position = { x=0 y=2 } } override_trait = { token = generic_mio_trait_raider_escort_requirements position = { x=0 y=1 } } override_trait = { token = generic_mio_trait_unescorted_raider_requirements position = { x=2 y=1 } } override_trait = { token = generic_mio_trait_raiding_cruisers position = { x=-2 y=2 } } add_trait = { token = DEN_mio_trait_burmeister_wain_engines name = DEN_mio_trait_burmeister_wain_engines icon = GFX_generic_mio_trait_icon_naval_speed special_trait_background = yes position = { x=1 y=1 } relative_position_id = generic_mio_trait_long_range_raiding any_parent = { generic_mio_trait_long_range_raiding generic_mio_trait_high_speed_raiding } available = { owner = { has_completed_focus = DEN_modernize_the_navy } } equipment_bonus = { naval_range = 0.05 naval_speed = 0.05 fuel_consumption = -0.05 } } add_trait = { token = DEN_mio_trait_submarine_hunters name = generic_mio_trait_submarine_hunters icon = GFX_generic_mio_trait_icon_sub_attack special_trait_background = yes position = { x=3 y=1 } relative_position_id = generic_mio_trait_long_range_raiding any_parent = { generic_mio_trait_long_range_raiding generic_mio_trait_high_speed_raiding } equipment_bonus = { sub_detection = 0.05 sub_attack = 0.05 mines_sweeping = 0.05 } } add_trait = { token = DEN_mio_trait_ship_production name = generic_mio_trait_expanded_production_facilities icon = GFX_generic_mio_department_icon_ship_general_production special_trait_background = yes position = { x=7 y=0 } relative_position_id = generic_mio_trait_long_range_raiding available = { owner = { has_completed_focus = DEN_appropriate_odense_staalskibsvaerft } } production_bonus = { production_cost_factor = -0.05 production_capacity_factor = 0.05 production_resource_penalty_factor = -0.05 } } } DEN_burmeister_wain_organization = { include = generic_task_force_ship_organization icon = GFX_idea_DEN_burmeister_wain_organization allowed = { tag = DEN has_dlc = "Arms Against Tyranny" } tree_header_text = { text = mio_header_systems x = 1 } tree_header_text = { text = mio_header_weapons x = 4 } tree_header_text = { text = mio_header_production x = 7.5 } override_trait = { token = generic_mio_trait_secondary_fire_director_control position = { x=4 y=0 } } override_trait = { token = generic_mio_trait_primary_fire_director_control position = { x=2 y=0 } } add_trait = { token = DEN_mio_trait_coastal_defense_ship_modernization name = DEN_mio_trait_coastal_defense_ship_modernization icon = GFX_generic_mio_department_icon_ship_general special_trait_background = yes position = { x=1.5 y=0 } relative_position_id = generic_mio_trait_primary_fire_director_control limit_to_equipment_type = { ship_hull_cruiser_coastal_defense_ship } visible = { owner = { has_dlc = "Man the Guns" } } equipment_bonus = { naval_speed = 0.05 fuel_consumption = -0.05 } production_bonus = { production_cost_factor = -0.1 production_resource_need_factor = -0.05 production_conversion_speed_factor = 0.1 } } add_trait = { token = DEN_mio_trait_engine_optimization name = generic_mio_engine_optimization icon = GFX_generic_mio_trait_icon_naval_speed special_trait_background = yes position = { x=2.5 y=0 } relative_position_id = generic_mio_trait_primary_fire_director_control equipment_bonus = { fuel_consumption = -0.02 naval_speed = 0.02 naval_range = 0.02 } } add_trait = { token = DEN_mio_trait_refit_civilian_ships name = generic_mio_trait_efficient_scrap_recycling icon = GFX_generic_mio_department_icon_ship_general_conversion special_trait_background = yes all_parents = { DEN_mio_trait_engine_optimization } position = { x=-1 y=1 } relative_position_id = DEN_mio_trait_engine_optimization available = { owner = { has_completed_focus = DEN_refit_civilian_ships } } production_bonus = { production_conversion_speed_factor = 0.1 production_resource_need_factor = -0.05 } } add_trait = { token = DEN_mio_trait_ship_efficient_scrap_recycling name = generic_mio_trait_efficient_scrap_recycling icon = GFX_generic_mio_department_icon_ship_general_production special_trait_background = yes all_parents = { DEN_mio_trait_engine_optimization } position = { x=0 y=1 } relative_position_id = DEN_mio_trait_engine_optimization production_bonus = { production_cost_factor = -0.05 production_capacity_factor = 0.05 production_resource_penalty_factor = -0.05 } } } ########################### ### # ## # # ### ## # # # # # ## # # # ### # #### # ## ## # # # # # # # # # # ### # # # # ### ## ########################### DEN_flyvertroppernes_organization = { include = generic_multi_role_aircraft_organization icon = GFX_idea_DEN_flyvertroppernes_organization allowed = { tag = DEN has_dlc = "Arms Against Tyranny" } tree_header_text = { text = mio_header_light_aircraft x = 2 } tree_header_text = { text = mio_header_medium_aircraft x = 6 } tree_header_text = { text = mio_header_equipment_and_specialization x = 4 } override_trait = { token = generic_mio_trait_armored_cockpit position = { x=2 y=0 } } override_trait = { token = generic_mio_trait_escort_designs position = { x=4 y=0 } } override_trait = { token = generic_mio_trait_not_enough_guns_never_enough_guns position = { x=2 y=0 } } add_trait = { token = DEN_mio_trait_fighter_specialization name = generic_mio_trait_fighter_aircraft_specialists icon = GFX_generic_mio_department_icon_plane_fighter special_trait_background = yes position = { x=1 y=0 } relative_position_id = generic_mio_trait_armored_cockpit mutually_exclusive = { DEN_mio_trait_cas_specialization } limit_to_equipment_type = { mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane } equipment_bonus = { air_superiority = 0.05 air_agility = 0.05 air_attack = 0.05 } } add_trait = { token = DEN_mio_trait_cas_specialization name = generic_mio_trait_close_air_support_specialization icon = GFX_generic_mio_department_icon_plane_cv_cas special_trait_background = yes position = { x=3 y=0 } relative_position_id = generic_mio_trait_armored_cockpit mutually_exclusive = { DEN_mio_trait_fighter_specialization } limit_to_equipment_type = { mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane } equipment_bonus = { air_ground_attack = 0.05 air_agility = 0.05 air_defence = 0.05 } } add_trait = { token = DEN_mio_trait_standardized_production_flyvertroppernes name = generic_mio_initial_trait_standardized_production icon = GFX_generic_mio_department_icon_plane_general_line_efficiency special_trait_background = yes position = { x=1 y=0 } relative_position_id = generic_mio_trait_upgraded_engines any_parent = { generic_mio_trait_light_airframe generic_mio_trait_medium_airframe } available = { owner = { has_completed_focus = DEN_unify_flyvevabnet } } production_bonus = { production_capacity_factor = 0.05 production_efficiency_cap_factor = 0.05 production_efficiency_gain_factor = 0.05 } } } DEN_flyvemaskinevaerksted_organization = { include = generic_naval_aircraft_organization icon = GFX_idea_DEN_flyvemaskinevaerksted_organization allowed = { tag = DEN has_dlc = "Arms Against Tyranny" } override_trait = { token = generic_mio_trait_internal_torpedo_mountings position = { x=1 y=0 } } add_trait = { token = DEN_mio_trait_sub_detection name = generic_mio_trait_submarine_hunters icon = GFX_generic_mio_trait_icon_sub_detection special_trait_background = yes all_parents = { generic_mio_trait_navigation_equipment } position = { x=-2 y=1 } relative_position_id = generic_mio_trait_navigation_equipment mutually_exclusive = { DEN_mio_trait_naval_detection } available = { owner = { has_completed_focus = DEN_flyveskolen } } equipment_bonus = { sub_detection = 0.05 naval_strike_attack = 0.05 naval_strike_targetting = 0.05 } } add_trait = { token = DEN_mio_trait_naval_detection name = generic_mio_trait_naval_strike icon = GFX_generic_mio_department_icon_plane_naval_bomber special_trait_background = yes all_parents = { generic_mio_trait_navigation_equipment } position = { x=-1 y=1 } relative_position_id = generic_mio_trait_navigation_equipment mutually_exclusive = { DEN_mio_trait_sub_detection } available = { owner = { has_completed_focus = DEN_flyveskolen } } equipment_bonus = { surface_detection = 0.05 naval_strike_attack = 0.05 naval_strike_targetting = 0.05 } } add_trait = { token = DEN_mio_trait_standardized_production_flyvemaskinevaerksted name = generic_mio_initial_trait_standardized_production icon = GFX_generic_mio_department_icon_plane_general_line_efficiency special_trait_background = yes position = { x=1 y=1 } relative_position_id = generic_mio_trait_navigation_equipment any_parent = { generic_mio_trait_navigation_equipment } available = { owner = { has_completed_focus = DEN_unify_flyvevabnet } } production_bonus = { production_capacity_factor = 0.05 production_efficiency_cap_factor = 0.05 production_efficiency_gain_factor = 0.05 } } } ################################### # # ## ### ### ### ### ### # ## ## # # # # # # # # # # # # #### # ## ### # ## # # # # # # # # # # # # # # # # # ### # # ### ### ### ################################### ########################## ### INFANTRY EQUIPMENT ### ########################## DEN_DISA_organization = { include = generic_infantry_equipment_organization icon = GFX_idea_DEN_DISA_organization allowed = { tag = DEN has_dlc = "Arms Against Tyranny" } add_trait = { token = DEN_mio_trait_weibel_development name = DEN_mio_trait_weibel_development icon = GFX_generic_mio_department_icon_infantry_offense special_trait_background = yes position = { x=0 y=1 } relative_position_id = generic_mio_trait_reinforced_stocks all_parents = { generic_mio_trait_reinforced_stocks } available = { owner = { has_completed_focus = DEN_expand_dansk_industri_syndikat } } equipment_bonus = { soft_attack = 0.02 breakthrough = 0.02 defense = 0.02 } } add_trait = { token = DEN_mio_trait_madsen_heavy_machine_gun name = DEN_mio_trait_madsen_heavy_machine_gun icon = GFX_generic_mio_department_icon_infantry_offense special_trait_background = yes position = { x=0 y=1 } relative_position_id = generic_mio_trait_heavy_anti_armor_ammunition all_parents = { generic_mio_trait_heavy_anti_armor_ammunition } available = { owner = { has_completed_focus = DEN_expand_dansk_industri_syndikat } } equipment_bonus = { ap_attack = 0.03 hard_attack = 0.02 breakthrough = 0.03 } } } ######################### ####### ARTILLERY ####### ######################### DEN_haerens_tekniske_korps_organization = { include = generic_artillery_organization icon = GFX_idea_DEN_haerens_tekniske_korps_organization allowed = { tag = DEN has_dlc = "Arms Against Tyranny" } override_trait = { token = generic_mio_trait_improved_hydraulic_recoil_system position = { x=1 y=2 } } override_trait = { token = generic_mio_trait_improved_direct_fire_targeting position = { x=-1 y=2 } } override_trait = { token = generic_mio_trait_rapid_fire name = DEN_mio_trait_fodfolkskanoner icon = GFX_generic_mio_department_icon_tank_general_weapons special_trait_background = yes position = { x=4 y=0 } equipment_bonus = { soft_attack = 0.1 breakthrough = 0.05 reliability = 0.03 } } override_trait = { token = generic_mio_trait_sliding_breech_block special_trait_background = yes position = { x=0 y=3 } all_parents = { generic_mio_trait_rapid_fire } equipment_bonus = { soft_attack = 0.03 defense = 0.03 } } override_trait = { token = generic_mio_trait_gun_mass_production special_trait_background = yes position = { x=2 y=1 } relative_position_id = generic_mio_trait_rapid_fire any_parent = { generic_mio_trait_rapid_fire generic_mio_trait_big_guns } production_bonus = { production_efficiency_gain_factor = 0.05 production_efficiency_cap_factor = 0.05 } } override_trait = { token = generic_mio_trait_big_guns name = DEN_mio_trait_feltkanoner icon = GFX_generic_mio_department_icon_artillery_production special_trait_background = yes position = { x=4 y=0 } relative_position_id = generic_mio_trait_rapid_fire equipment_bonus = { soft_attack = 0.02 defense = 0.02 } } override_trait = { token = generic_mio_trait_light_weight_barrels icon = GFX_generic_mio_department_icon_tank_general_weapons special_trait_background = yes position = { x=2 y=4 } relative_position_id = generic_mio_trait_rapid_fire any_parent = { DEN_mio_trait_madsen_20_mm DEN_mio_trait_big_guns } all_parents = { generic_mio_trait_sliding_breech_block DEN_mio_trait_advanced_barrel_forging } production_bonus = { production_cost_factor = -0.05 } equipment_bonus = { breakthrough = 0.06 defense = 0.1 } } add_trait = { token = DEN_mio_trait_madsen_20_mm name = DEN_mio_trait_madsen_20_mm icon = GFX_generic_mio_trait_icon_ap_attack special_trait_background = yes position = { x=1 y=2 } relative_position_id = generic_mio_trait_rapid_fire all_parents = { generic_mio_trait_rapid_fire generic_mio_trait_gun_mass_production } available = { owner = { has_completed_focus = DEN_expand_dansk_industri_syndikat } } limit_to_equipment_type = { anti_tank_equipment anti_air_equipment } equipment_bonus = { ap_attack = 0.05 hard_attack = 0.05 air_attack = 0.05 } production_bonus = { production_cost_factor = 0.05 } } add_trait = { token = DEN_mio_trait_big_guns name = generic_mio_trait_big_guns icon = GFX_generic_mio_trait_icon_breakthrough special_trait_background = yes position = { x=-1 y=2 } relative_position_id = generic_mio_trait_big_guns all_parents = { generic_mio_trait_big_guns generic_mio_trait_gun_mass_production } available = { owner = { has_completed_focus = DEN_expand_haerens_tekniske_korps } } limit_to_equipment_type = { artillery_equipment rocket_artillery_equipment } equipment_bonus = { breakthrough = 0.03 defense = 0.02 } } add_trait = { token = DEN_mio_trait_advanced_barrel_forging name = generic_mio_trait_advanced_barrel_forging icon = GFX_generic_mio_trait_icon_breakthrough special_trait_background = yes position = { x=0 y=3 } relative_position_id = generic_mio_trait_big_guns all_parents = { generic_mio_trait_big_guns } available = { owner = { has_completed_focus = DEN_new_artillery_tactics } } limit_to_equipment_type = { artillery_equipment rocket_artillery_equipment } equipment_bonus = { breakthrough = 0.03 soft_attack = 0.02 } } remove_trait = { generic_mio_trait_advanced_barrel_forging generic_mio_trait_super_charges } } DEN_triangel_organization = { include = generic_motorized_mechanized_organization icon = GFX_idea_DEN_triangel_organization allowed = { tag = DEN has_dlc = "Arms Against Tyranny" } tree_header_text = { text = mio_header_motorized x = 1 } tree_header_text = { text = mio_header_mechanized x = 6 } tree_header_text = { text = mio_header_production_department x = 8.5 } override_trait = { token = generic_mio_trait_steel_cargo_bed position = { x=2 y=0 } relative_position_id = generic_mio_trait_composite_cargo_bed } override_trait = { token = generic_mio_trait_high_powered_engine position = { x=1 y=0 } relative_position_id = generic_mio_trait_attached_wood_gas_generator } override_trait = { token = generic_mio_trait_medium_machinegun_mounts position = { x=1 y=0 } relative_position_id = generic_mio_trait_steel_cargo_bed } override_trait = { token = generic_mio_trait_advanced_artillery_racks position = { x=0 y=2 } relative_position_id = generic_mio_trait_armored_pulpit_mount } override_trait = { token = generic_mio_trait_heavy_machinegun_mount position = { x=1 y=0 } relative_position_id = generic_mio_trait_advanced_artillery_racks } override_trait = { token = generic_mio_trait_open_chassi position = { x=2 y=0 } relative_position_id = generic_mio_trait_medium_machinegun_mounts } override_trait = { token = generic_mio_trait_land_mine_racks position = { x=1 y=0 } relative_position_id = generic_mio_trait_light_flame_projectors } add_trait = { token = DEN_mio_trait_truck_mass_production name = generic_mio_trait_mass_production icon = GFX_generic_mio_department_icon_motorized_production special_trait_background = yes position = { x=9 y=0 } available = { owner = { has_completed_focus = DEN_convert_automobile_production } } limit_to_equipment_type = { motorized_equipment } production_bonus = { production_capacity_factor = 0.05 production_efficiency_gain_factor = 0.05 production_efficiency_cap_factor = 0.05 } } add_trait = { token = DEN_mio_trait_repurpose_triangel_factories name = DEN_mio_trait_repurpose_triangel_factories icon = GFX_generic_mio_department_icon_mechanized_production special_trait_background = yes position = { x=0 y=1 } relative_position_id = DEN_mio_trait_truck_mass_production all_parents = { DEN_mio_trait_truck_mass_production } limit_to_equipment_type = { mechanized_equipment } production_bonus = { production_capacity_factor = 0.05 production_efficiency_gain_factor = 0.05 production_efficiency_cap_factor = 0.05 } } add_trait = { token = DEN_mio_trait_standardized_production_trucks_and_mechs name = generic_mio_initial_trait_standardized_production icon = GFX_generic_mio_department_icon_motorized_mechanized_technology special_trait_background = yes position = { x=0 y=1 } relative_position_id = DEN_mio_trait_repurpose_triangel_factories all_parents = { DEN_mio_trait_repurpose_triangel_factories } limit_to_equipment_type = { motorized_equipment mechanized_equipment } equipment_bonus = { maximum_speed = 0.05 reliability = 0.05 } production_bonus = { production_efficiency_gain_factor = 0.05 production_efficiency_cap_factor = 0.05 } } } ## #### ###### ######## ####### ######## ###### ######## ### ######## ###### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ###### ## ## ## ###### ###### ## ## ## ## ###### ## ## ## ## ## ## ## ## ## ######### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ######## #### ###### ## ####### ## ###### ## ## ## ## ###### ### EQUIPMENT STATS ### ### ## # # # # ## # # # ## # # # # # #### # ## ## # # # # # # # # # # # # # # # # ## #maximum_speed #reliability #defense #breakthrough #armor_value #soft_attack #hard_attack #ap_attack #air_attack #build_cost_ic #fuel_consumption #hardness #armor_value #build_cost_ic #entrenchment - only if you have DLC NSB and module dozer_blade #fuel_capacity - only if you have DLC NSB and module expanded_fuel_tank ## # # ### ### ## # # # # # # # # #### # ### # # # # # # # ## # # ### # ## #lg_armor_piercing (requires modules) #lg_attack (requires modules) #hg_armor_piercing (requires modules) #hg_attack (requires modules) #torpedo_attack (requires modules) #sub_attack (requires modules) #anti_air_attack (requires modules) #armor_value (requires modules) #surface_detection #sub_detection (requires modules) #sub_visibility (sub only) #surface_visibility (surface only) #naval_speed #reliability #naval_range #max_strength #fuel_consumption #build_cost_ic #manpower #naval_dominance_factor #naval_torpedo_enemy_critical_chance_factor (if you have modules adding it) #naval_torpedo_damage_reduction_factor (if you have modules adding it) #carrier_size (this will get very bad for you I promise, equipment modifiers are a mistake) #mines_sweeping (only MTG and with modules) #mines_planting (only with MTG and modules) #naval_torpedo_hit_chance_factor (requires modules) #naval_light_gun_hit_chance_factor (requires modules) #naval_heavy_gun_hit_chance_factor (requires modules) ### # ## # # ### ## # # # # # ## # # # ### # #### # ## ## # # # # # # # # # # ### # # # # ### ## #air_superiority #reliability #naval_strike_attack #naval_strike_targetting #manpower #fuel_consumption #build_cost_ic #resources #thrust - only if you have BBA DLC #weight - only if you have BBA DLC #maximum_speed #air_range #air_agility #air_attack #air_defence #surface_detection #sub_detection #air_ground_attack #air_bombing #mines_planting - if you have MtG and BBA #mines_sweeping - if you have MtG and BBA #night_penalty - only if you have BBA DLC (you need to have module because base value is 0 - radio navigatio # # ## ### ### ### ### ### # ## ## # # # # # # # # # # # # #### # ## ### # ## # # # # # # # # # # # # # # # # # ### # # ### ### ### ############################## ##### INFANTRY EQUIPMENT ##### ############################## #reliability #maximum_speed #defense #breakthrough #hardness - it is in the script, but the value is set to 0 (in the game, the UI doesn't show this value) #armor_value - it is in the script, but the value is set to 0 (in the game, the UI doesn't show this value) #soft_attack #hard_attack #ap_attack #air_attack - it is in the script but the value is set to 0 (in the game, the UI doesn't show this value) #build_cost_ic ############################## ##### SUPPORT EQUIPMENT ###### ############################## #reliability #build_cost_ic ############################# #### ARTILLERY EQUIPMENT #### ############################# #reliability #defense #breakthrough #hardness #armor_value #soft_attack #hard_attack #ap_attack #air_attack #build_cost_ic ############################ #### ANTI-AIR EQUIPMENT #### ############################ #reliability #defense #breakthrough #hardness #armor_value #soft_attack #hard_attack #ap_attack #air_attack #build_cost_ic ############################# #### ANTI-TANK EQUIPMENT #### ############################# #reliability #defense #breakthrough #hardness #armor_value #soft_attack #hard_attack #ap_attack #air_attack #build_cost_ic #################################### #### ROCKET ARTILLERY EQUIPMENT #### #################################### #reliability #defense #breakthrough #hardness #armor_value #soft_attack #hard_attack #ap_attack #air_attack #build_cost_ic ############################## #### MOTORIZED EQUIPMENT ##### ############################## #maximum_speed #reliability #hardness #breakthrough #build_cost_ic #fuel_consumption #################################### #### MOTORIZED ROCKET EQUIPMENT #### #################################### #reliability #defense #breakthrough #hardness #armor_value #soft_attack #hard_attack #ap_attack #air_attack #build_cost_ic (edited) ############################### #### MECHANIZED EQUIPMENT ##### ############################### #maximum_speed #reliability #defense #breakthrough #hardness #armor_value #ap_attack #air_attack #build_cost_ic #fuel_consumption ######################################### #### AMPHIBIOUS MECHANIZED EQUIPMENT #### ######################################### #maximum_speed #reliability #defense #breakthrough #hardness #armor_value #ap_attack #air_attack #build_cost_ic #fuel_consumption ################################ #### ARMORED CAR EQUIPMENT ##### ################################ #maximum_speed #reliability #defense #breakthrough #hardness #armor_value #soft_attack #hard_attack #ap_attack #air_attack #build_cost_ic #fuel_consumption ########################## #### TRAIN EQUIPMENT ##### ########################## #armor_value #build_cost_ic #air_attack ################################ #### RAILWAY GUN EQUIPMENT ##### ################################ #reliability #maximum_speed #railway_gun_attack #build_cost_ic ### PRODUCTION MODIFIERS ### #production_cost_factor #production_capacity_factor #production_efficiency_cap_factor #production_efficiency_gain_factor #production_resource_need_factor #production_resource_penalty_factor #production_conversion_speed_factor ### ORGANIZATION MODIFIERS ### #military_industrial_organization_research_bonus #military_industrial_organization_design_team_assign_cost #military_industrial_organization_design_team_change_cost #military_industrial_organization_industrial_manufacturer_assign_cost #military_industrial_organization_task_capacity #military_industrial_organization_size_up_requirement #military_industrial_organization_funds_gain