##################### ### ## # # # # ## # # # ## # # # # # #### # ## ## # # # # # # # # # # # # # # # # ## #################### SWE_landsverk_organization = { include = generic_mobile_tank_organization icon = GFX_idea_SWE_landsverk allowed = { OR = { tag = SWE AND = { tag = ETH has_dlc = "By Blood Alone" } AND = { tag = BRA has_dlc = "Trial of Allegiance" } } } visible = { IF = { limit = { FROM = { original_tag = ETH } } FROM = { has_completed_focus = ETH_invite_foreign_industrialists } } } available = { # When in a Foreign MIO, countries need to be at peace with original country IF = { limit = { FROM = { NOT = { original_tag = SWE } } } FROM = { NOT = { has_war_with = SWE } } } IF = { limit = { FROM = { original_tag = ETH } } custom_trigger_tooltip = { tooltip = has_invited_mio_tt FROM = { has_country_flag = has_invited_SWE_landsverk_organization_flag } } } IF = { limit = { FROM = { original_tag = BRA } } custom_trigger_tooltip = { tooltip = has_invited_mio_tt FROM = { has_completed_focus = BRA_invite_foreign_companies has_country_flag = has_landsverk_mio_flag } } } } trait = { token = SWE_mio_trait_german_landsverk_tech_exchange name = SWE_mio_trait_german_landsverk_tech_exchange icon = GFX_generic_mio_department_icon_facilities relative_position_id = generic_mio_streamlined_production all_parents = { generic_mio_streamlined_production } special_trait_background = yes position = { x=0 y=1 } available = { SWE = { has_completed_focus = SWE_allow_landsverk_to_operate } } production_bonus = { production_capacity_factor = 0.03 } organization_modifier = { military_industrial_organization_research_bonus = 0.08 } } } ##################### ## # # ### ### ## # # # # # # # # #### # ### # # # # # # # ## # # ### # ## ##################### SWE_kockums_organization = { include = generic_raider_ship_organization icon = GFX_idea_SWE_kockums allowed = { tag = SWE } } SWE_gotaverken_organization = { include = generic_battle_line_ship_organization icon = GFX_idea_SWE_gotaverken allowed = { OR = { tag = SWE AND = { tag = BRA has_dlc = "Trial of Allegiance" } } } available = { IF = { limit = { FROM = { NOT = { original_tag = SWE } } } FROM = { NOT = { has_war_with = SWE } } } IF = { limit = { FROM = { original_tag = BRA } } custom_trigger_tooltip = { tooltip = has_invited_mio_tt FROM = { has_completed_focus = BRA_invite_foreign_companies has_country_flag = has_gotaverken_mio_flag } } } } trait = { token = SWE_mio_trait_high_capacity_dockyard name = SWE_mio_trait_high_capacity_dockyard icon = GFX_generic_mio_department_icon_ship_general_production relative_position_id = generic_mio_trait_semi_armor_piercing_shells any_parent = { generic_mio_trait_semi_armor_piercing_shells generic_mio_trait_super_heavy_shells generic_mio_trait_high_velocity_guns } special_trait_background = yes position = { x=0 y=2 } available = { SWE = { has_completed_focus = SWE_gotaverken } } production_bonus = { production_capacity_factor = 0.06 } } } ########################### ### # ## # # ### ## # # # # # ## # # # ### # #### # ## ## # # # # # # # # # # ### # # # # ### ## SWE_saab_organization = { include = generic_light_aircraft_organization icon = GFX_idea_SWE_saab allowed = { OR = { tag = SWE AND = { tag = BRA has_dlc = "Trial of Allegiance" } } } available = { IF = { limit = { FROM = { NOT = { original_tag = SWE } } } FROM = { NOT = { has_war_with = SWE } } } IF = { limit = { FROM = { original_tag = BRA } } custom_trigger_tooltip = { tooltip = has_invited_mio_tt FROM = { has_completed_focus = BRA_invite_foreign_companies has_country_flag = has_saab_mio_flag } } } } initial_trait = { name = generic_mio_initial_trait_standardized_production organization_modifier = { military_industrial_organization_research_bonus = 0.1 } production_bonus = { production_cost_factor = -0.1 } } trait = { token = SWE_mio_trait_forefront_of_aeroplane_development name = SWE_mio_trait_forefront_of_aeroplane_development icon = GFX_generic_mio_department_icon_plane_fighter_quality relative_position_id = generic_mio_trait_removable_wings all_parents = { generic_mio_trait_removable_wings } special_trait_background = yes position = { x=0 y=1 } production_bonus = { production_cost_factor = 0.03 production_resource_need_factor = -0.1 } equipment_bonus = { fuel_consumption = -0.03 air_range = 0.08 air_agility = 0.03 air_defence = 0.05 } } } SWE_husqvarna_organization = { include = generic_infantry_equipment_organization icon = GFX_idea_SWE_husqvarna allowed = { tag = SWE } } ################################### # # ## ### ### ### ### ### # ## ## # # # # # # # # # # # # #### # ## ### # ## # # # # # # # # # # # # # # # # # ### # # ### ### ### ################################### SWE_volvo_organization = { include = generic_motorized_mechanized_organization icon = GFX_idea_SWE_volvo allowed = { OR = { tag = SWE AND = { tag = ETH has_dlc = "By Blood Alone" } } } visible = { IF = { limit = { FROM = { original_tag = ETH } } FROM = { has_completed_focus = ETH_invite_foreign_industrialists } } } available = { # When in a Foreign MIO, countries need to be at peace with original country IF = { limit = { FROM = { NOT = { original_tag = SWE } } } FROM = { NOT = { has_war_with = SWE } } } IF = { limit = { FROM = { original_tag = ETH } } custom_trigger_tooltip = { tooltip = has_invited_mio_tt FROM = { has_country_flag = has_invited_SWE_volvo_organization_flag } } } } } SWE_scania_vabis_organization = { include = generic_armored_car_organization icon = GFX_idea_scania allowed = { has_dlc = "La Resistance" OR = { tag = SWE AND = { tag = BRA has_dlc = "Trial of Allegiance" } } } available = { IF = { limit = { FROM = { NOT = { original_tag = SWE } } } FROM = { NOT = { has_war_with = SWE } } } IF = { limit = { FROM = { original_tag = BRA } } custom_trigger_tooltip = { tooltip = has_invited_mio_tt FROM = { has_completed_focus = BRA_invite_foreign_companies has_country_flag = has_scania_vabis_mio_flag } } } } } SWE_bofors_organization = { include = generic_artillery_organization icon = GFX_idea_SWE_bofors allowed = { OR = { tag = SWE AND = { tag = ETH has_dlc = "By Blood Alone" } AND = { tag = PER has_dlc = "Graveyard of Empires" has_dlc = "Arms Against Tyranny" } } } visible = { IF = { limit = { FROM = { original_tag = ETH } } FROM = { has_completed_focus = ETH_invite_foreign_industrialists } } IF = { limit = { FROM = { original_tag = PER } } FROM = { has_completed_focus = PER_swedish_artillery } } } available = { # When in a Foreign MIO, countries need to be at peace with original country IF = { limit = { FROM = { NOT = { original_tag = SWE } } } FROM = { NOT = { has_war_with = SWE } } } IF = { limit = { FROM = { original_tag = ETH } } custom_trigger_tooltip = { tooltip = has_invited_mio_tt FROM = { has_country_flag = has_invited_SWE_bofors_organization_flag } } } IF = { limit = { FROM = { original_tag = PER } } FROM = { has_completed_focus = PER_swedish_artillery } } } initial_trait = { name = generic_mio_initial_trait_artillery_manufacturer equipment_bonus = { air_attack = 0.03 } } trait = { token = SWE_bofors_fly_swatter name = SWE_bofors_fly_swatter icon = GFX_generic_mio_department_icon_anti_air special_trait_background = yes position = { x=1 y=0 } relative_position_id = generic_mio_trait_improved_hydraulic_recoil_system all_parents = { generic_mio_trait_improved_hydraulic_recoil_system } available = { SWE = { has_completed_focus = SWE_bofors_fly_swatter } } limit_to_equipment_type = { anti_air_equipment } equipment_bonus = { air_attack = 0.1 ap_attack = 0.05 } } trait = { token = SWE_bofors_anti_tank_gun name = SWE_bofors_anti_tank_gun icon = GFX_generic_mio_department_icon_anti_tank special_trait_background = yes position = { x=-1 y=0 } relative_position_id = generic_mio_trait_improved_hydraulic_recoil_system all_parents = { generic_mio_trait_improved_hydraulic_recoil_system } available = { SWE = { has_completed_focus = SWE_bofors_anti_tank_gun } } limit_to_equipment_type = { anti_tank_equipment } equipment_bonus = { ap_attack = 0.05 hard_attack = 0.05 } production_bonus = { production_capacity_factor = 0.05 } } trait = { token = SWE_mio_trait_defense_in_depth name = SWE_mio_trait_defense_in_depth icon = GFX_generic_mio_department_icon_tank_general_weapons special_trait_background = yes position = { x=0 y=1 } relative_position_id = generic_mio_trait_sliding_breech_block all_parents = { generic_mio_trait_sliding_breech_block } available = { SWE = { has_completed_focus = SWE_defense_in_depth } } equipment_bonus = { defense = 0.08 ap_attack = 0.05 hard_attack = 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