##id is used for localization #example_law = { # #tooltip description for the law # tooltip = "loc_key" # # #gfx entry & frame for law entry icon # #gfx entry can be omitted, in that case it will default to GFX_occupation_policy_icon_strip # icon = "GFX_icon:5" # # #plays when the law is selected # sound_effect = "sound_effect" # # #if a law is not visible, it won't show up in gui at all # #scope is occupier country, occupied country is not set (this is only check at country level, not target level) # visible = { # always = yes # } # # #if a law is not available, it will show up in disable state ingui and won't be selectable # #scope is occupier country and from scope is occupied country # available = { # always = yes # } # # #if a current modifier is no longer active (visible/available is false) it will fallback to this law # fallback_law = law_id # # #main fallback modifier will be used when previous modifier is no longer active and there is no fallback_law, there must be exactly one fallback modifier # #if you are lacking manpower/equipments for your current laws, fallback modifier bonuses will apply instead (will lerp to fallback and at 0 manpower you will be forced to switch) # main_fallback_law = yes # # #applies to states if the law is selected # state_modifier = { # # } # # #states with resistance supressed (at 0) will get this modifier instead (if defined) # suppressed_state_modifier = { # # } # # #by default laws are sorted by load order, gui_order can be used to reorder them in gui. by default it is 0 # gui_order = 1 # # # score used for selecting a law for state # # scope is state # # from is occupier # # from from is occupied # # ai_desire_resource temp variables will be available for the triggers, # # which is a value in between 0-1 to show desire for a certain resource # # uncapped_resistance_target temp variable can be used for getting resistance that that is not capped to 0-100 # # resistance_target_without_law temp variable can be used for accessing resistance target value that is not modifier by law # # garrison_min_support_ratio garrison_equipment_support_ratio garrison_manpower_support_ratio gives what ratio of the garrison factor we can support for current template and buffers # ai_will_do = { # base = 100 # # modifier = { # steel > 10 # add = 100 # } # } #} missing_garrison_scaled_effect = { icon = 1 missing_garrison_law = yes # missing garrison will now be scaling to law set as missing_garrison_law if it is set, otherwise it will use default_law as it used to sound_effect = "Martial_Law_Interface_No_Garrison" visible = { always = no } state_modifier = { resistance_target = 0.1 compliance_gain = -0.045 } ai_will_do = { base = 0 } } no_garrison = { icon = 1 sound_effect = "Martial_Law_Interface_No_Garrison" state_modifier = { resistance_target = 0.4 no_compliance_gain = 1 required_garrison_factor = -1 } suppressed_state_modifier = { #no_compliance_gain = 1 required_garrison_factor = -1 resistance_target = 0.4 } visible = { if = { limit = { original_tag = RAJ has_dlc = "Graveyard of Empires" } NOT = { RAJ = { has_country_flag = RAJ_hide_no_garrison } } } } ai_will_do = { base = 0 modifier = { FROM = { has_government = democratic } has_active_resistance = no add = 200 } # if losing, get manpower & equipment back modifier = { FROM = { surrender_progress > 0.15 } add = 100 } modifier = { FROM = { surrender_progress > 0.4 } add = 500 } modifier = { check_variable = { uncapped_resistance_target > -0.4 } add = -60 } } } autonomous_occupation = { icon = 2 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" visible = { has_government = democratic #? on design } state_modifier = { resistance_target = +0.10 compliance_gain = 0.02 required_garrison_factor = -0.40 resistance_damage_to_garrison = -0.25 } ai_will_do = { base = 200 modifier = { set_temp_variable = { resistance_limit = 30 } if = { limit = { occupation_law = martial_law_occupation } set_temp_variable = { resistance_limit = 35 } } resistance < autonomous_occupation # if we are under base resistance try to build compliance instead add = 500 } } } foreign_civilian_oversight = { icon = 3 sound_effect = "Martial_Law_Interface_Foreign_Cvilian_Oversight" state_modifier = { #resistance_target = 0.0 required_garrison_factor = -0.25 resistance_damage_to_garrison = -0.25 compliance_gain = 0.000 local_factories = 0.00 local_resources = 0.00 } ai_will_do = { base = 120 modifier = { check_variable = { resistance_target_without_law > 0.05} add = 100 } } } local_police_force_garrison = { icon = 11 sound_effect = "Martial_Law_Interface_Local_Police_Force_Garrison" state_modifier = { resistance_target = -0.15 compliance_gain = -0.025 required_garrison_factor = -0.35 resistance_damage_to_garrison = -0.5 local_factories = 0.00 local_resources = 0.00 } ai_will_do = { base = 100 modifier = { check_variable = { resistance_target_without_law > 0.09} add = 200 } modifier = { check_variable = { resistance_target_without_law > 0.34} set_temp_variable = { requirement_limit = 0.25 } if = { limit = { occupation_law = local_police_force_garrison } set_temp_variable = { requirement_limit = 0.45 } } check_variable = { garrison_min_support_ratio < requirement_limit } add = 350 } } } secret_police_oversight = { icon = 4 sound_effect = "Martial_Law_Interface_Secret_Police_Oversight" state_modifier = { resistance_target = -0.30 compliance_gain = -0.04 required_garrison_factor = -0.15 resistance_damage_to_garrison = -0.15 local_factories = 0.05 local_resources = 0.05 enemy_operative_detection_chance_over_occupied_tag = 1 # offset detection chance by +1% enemy_intel_network_gain_factor_over_occupied_tag = -0.25 # -25% scaled by the number of occupied states and the ratio of the network covering those occupied states # todo + spy defense } } liberate_workers_occupation = { icon = 5 sound_effect = "Martial_Law_Interface_Liberate_Workers_Occupation_Unique_COM" visible = { has_government = communism } state_modifier = { resistance_target = -0.15 compliance_gain = -0.025 required_garrison_factor = -0.15 resistance_damage_to_garrison = 0.25 local_factories = 0.2 local_resources = 0.3 } ai_will_do = { base = 200 } } military_governor_occupation = { icon = 6 sound_effect = "Martial_Law_Interface_Military_Governor_Occupation" default_law = yes starting_law = yes state_modifier = { resistance_target = -0.35 compliance_gain = -0.045 required_garrison_factor = 0.0 #local_factories = 0.00 local_resources = 0.10 local_manpower = 0.08 } ai_will_do = { base = 0 #modifier = { #set_temp_variable = { num_factory = building_level@arms_factory } #add_to_temp_variable = { num_factory = building_level@industrial_complex } #check_variable = { num_factory < 1 } #add = 50 #} #modifier = { # is_core_of = FROM # add = 150 #} modifier = { check_variable = { resistance_target_without_law > 0.24} add = 400 } modifier = { check_variable = { resistance_target_without_law > 0.34} set_temp_variable = { requirement_limit = 0.25 } if = { limit = { occupation_law = military_governor_occupation } set_temp_variable = { requirement_limit = 0.45 } } check_variable = { garrison_min_support_ratio < requirement_limit } add = 400 } } } martial_law_occupation = { icon = 7 sound_effect = "Martial_Law_Interface_Martial_Law_Occupation_Default" state_modifier = { resistance_target = -0.60 compliance_gain = -0.055 #required_garrison_factor = 0.0 #resistance_damage_to_garrison = 0.0 #local_factories = 0.0 local_resources = 0.1 } ai_will_do = { base = 0 modifier = { check_variable = { resistance_target_without_law > 0.44} set_temp_variable = { resistance_limit = 40 } set_temp_variable = { requirement_limit = 0.65 } if = { limit = { occupation_law = martial_law_occupation } set_temp_variable = { resistance_limit = 35 } set_temp_variable = { requirement_limit = 0.5 } } check_variable = { garrison_min_support_ratio > requirement_limit } resistance > resistance_limit add = 500 } } } forced_labor_occupation = { icon = 8 sound_effect = "Martial_Law_Interface_Forced_Labor_Occupation" state_modifier = { resistance_target = -0.40 compliance_gain = -0.08 resistance_damage_to_garrison = 0.3 required_garrison_factor = 0.15 local_resources = 0.40 local_factories = 0.05 repair_speed_infrastructure_factor = 0.25 custom_modifier_tooltip = "resource_sabotage_decrease_tooltip" } ai_will_do = { # enabled if has damaged infra # gets higher score if more are damaged # even more prio at war base = 0 modifier = { set_temp_variable = { requirement_limit = 1.5 } if = { limit = { occupation_law = forced_labor_occupation } set_temp_variable = { requirement_limit = 1.3 } } check_variable = { garrison_min_support_ratio < requirement_limit } factor = 0 } modifier = { set_temp_variable = { num_damaged = damaged_building_level@infrastructure } check_variable = { num_damaged > 0 } clamp_temp_variable = { var = num_damaged max = 8 } multiply_temp_variable = { num_damaged = 80 } add_to_temp_variable = { num_damaged = 200 } FROM = { has_war = yes add_to_temp_variable = { num_damaged = 100 } } add = num_damaged } modifier = { # if compliance is high enough, we are getting good enough resoruces already compliance < 40 # if we are desiring a resource produced here set_temp_variable = { releveant_resources = 0 } set_temp_variable = { t = resource@oil } multiply_temp_variable = { t = ai_desire_oil } add_to_temp_variable = { releveant_resources = t } set_temp_variable = { t = resource@aluminium } multiply_temp_variable = { t = ai_desire_aluminium } add_to_temp_variable = { releveant_resources = t } set_temp_variable = { t = resource@rubber } multiply_temp_variable = { t = ai_desire_rubber } add_to_temp_variable = { releveant_resources = t } set_temp_variable = { t = resource@tungsten } multiply_temp_variable = { t = ai_desire_tungsten } add_to_temp_variable = { releveant_resources = t } set_temp_variable = { t = resource@steel } multiply_temp_variable = { t = ai_desire_steel } add_to_temp_variable = { releveant_resources = t } set_temp_variable = { t = resource@chromium } multiply_temp_variable = { t = ai_desire_chromium } add_to_temp_variable = { releveant_resources = t } check_variable = { releveant_resources > 0 } clamp_temp_variable = { var = releveant_resources max = 40 } divide_temp_variable = { releveant_resources = 40 } multiply_temp_variable = { releveant_resources = 200 } add_to_temp_variable = { releveant_resources = 100 } add = releveant_resources } } } harsh_quotas_occupation = { icon = 9 sound_effect = "Martial_Law_Interface_Harsh_Quotas_Occupation" state_modifier = { resistance_target = -0.40 compliance_gain = -0.08 required_garrison_factor = 0.15 resistance_damage_to_garrison = 0.50 local_factories = 0.25 local_resources = 0.05 repair_speed_arms_factory_factor = 0.25 repair_speed_industrial_complex_factor = 0.25 custom_modifier_tooltip = "factory_sabotage_decrease_tooltip" } ai_will_do = { # enabled if has damaged factories # gets higher score if more are damaged base = 0 modifier = { set_temp_variable = { num_damaged = damaged_building_level@arms_factory } add_to_temp_variable = { num_damaged = damaged_building_level@industrial_complex } check_variable = { num_damaged > 0 } clamp_temp_variable = { var = num_damaged max = 4 } multiply_temp_variable = { num_damaged = 50 } add_to_temp_variable = { num_damaged = 150 } add = num_damaged } } } brutally_oppressive_occupation = { icon = 10 sound_effect = "Martial_Law_Interface_Brutally_Oppressive_Occupation_Unique_FAS" visible = { has_government = fascism } state_modifier = { resistance_target = -0.75 compliance_gain = -0.11 required_garrison_factor = 0.25 resistance_damage_to_garrison = 1.0 local_resources = 0.10 resistance_decay = 1.0 } ai_will_do = { base = 0 modifier = { check_variable = { resistance_target_without_law > 0.84 } set_temp_variable = { resistance_limit = 40 } set_temp_variable = { requirement_limit = 2.0 } if = { limit = { occupation_law = brutally_oppressive_occupation } set_temp_variable = { resistance_limit = 35 } set_temp_variable = { requirement_limit = 1.8 } } check_variable = { garrison_min_support_ratio > requirement_limit } resistance > resistance_limit add = 1000 } } } reconciliation = { icon = 12 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" visible = { original_tag = TUR has_dlc = "Battle for the Bosporus" OR = { has_completed_focus = TUR_a_common_destiny_for_all_of_turkey has_completed_focus = TUR_permit_regional_elections } FROM = { original_tag = KUR } } state_modifier = { compliance_gain = 0.03 required_garrison_factor = -0.5 resistance_damage_to_garrison = -0.3 resistance_decay = 0.5 } ai_will_do = { base = 200 } } colonial_police = { icon = 13 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" fallback_law = colonial_police_improved visible = { OR = { AND = { original_tag = ITA #NOT = { has_completed_focus = ITA_regional_development } NOT = { has_country_flag = ITA_colonial_police_improved_flag } OR = { AND = { has_completed_focus = ITA_albanian_fascist_militia FROM = { original_tag = ALB } } AND = { has_completed_focus = ITA_ministry_of_italian_africa FROM = { capital_scope = { is_on_continent = africa } } } } } AND = { original_tag = BEL has_completed_focus = CONGO_force_publique FROM = { capital_scope = { is_on_continent = africa } } } } } state_modifier = { #CHANGES HERE NEED TO BE APPLIED ALSO IN ITA_fake_colonial_police_law idea resistance_target = -0.3 compliance_gain = -0.02 required_garrison_factor = -0.30 resistance_damage_to_garrison = -0.4 } ai_will_do = { base = 250 modifier = { check_variable = { resistance_target_without_law > 0.3} add = 200 } modifier = { check_variable = { resistance_target_without_law > 0.44} set_temp_variable = { requirement_limit = 0.35 } if = { limit = { occupation_law = local_police_force_garrison } set_temp_variable = { requirement_limit = 0.55 } } check_variable = { garrison_min_support_ratio < requirement_limit } add = 350 } } } colonial_police_improved = { icon = 13 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" fallback_law = colonial_police_final visible = { original_tag = ITA has_completed_focus = ITA_regional_development NOT = { has_country_flag = ITA_colonial_police_final_flag } OR = { AND = { FROM = { original_tag = ALB } has_completed_focus = ITA_albanian_fascist_militia } FROM = { capital_scope = { is_on_continent = africa } } } } state_modifier = { resistance_target = -0.35 compliance_gain = -0.015 required_garrison_factor = -0.35 resistance_damage_to_garrison = -0.45 local_factories = 0.25 local_resources = 0.25 } ai_will_do = { base = 250 modifier = { check_variable = { resistance_target_without_law > 0.3} add = 200 } modifier = { check_variable = { resistance_target_without_law > 0.44} set_temp_variable = { requirement_limit = 0.35 } if = { limit = { occupation_law = local_police_force_garrison } set_temp_variable = { requirement_limit = 0.55 } } check_variable = { garrison_min_support_ratio < requirement_limit } add = 350 } } } colonial_police_final = { icon = 13 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" fallback_law = foreign_civilian_oversight visible = { original_tag = ITA has_completed_focus = ITA_polizia_dell_africa_italiana OR = { AND = { FROM = { original_tag = ALB } has_completed_focus = ITA_albanian_fascist_militia } FROM = { capital_scope = { is_on_continent = africa } } } } state_modifier = { resistance_target = -0.45 compliance_gain = -0.01 required_garrison_factor = -0.4 resistance_damage_to_garrison = -0.55 local_factories = 0.25 local_resources = 0.25 local_manpower = 0.05 } ai_will_do = { base = 250 modifier = { check_variable = { resistance_target_without_law > 0.3} add = 200 } modifier = { check_variable = { resistance_target_without_law > 0.44} set_temp_variable = { requirement_limit = 0.35 } if = { limit = { occupation_law = local_police_force_garrison } set_temp_variable = { requirement_limit = 0.55 } } check_variable = { garrison_min_support_ratio < requirement_limit } add = 350 } } } secretaries_general = { icon = 13 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" fallback_law = military_governor_occupation visible = { has_dlc = "Gotterdammerung" BEL = { has_completed_focus = BEL_secretaries_general } FROM = { original_tag = BEL } NOT = { has_global_flag = BEL_no_secretaries_general } } state_modifier = { #CHANGES HERE NEED TO BE APPLIED ALSO IN ITA_fake_colonial_police_law idea TODO_GARETH: anything to do here? resistance_target = -0.3 compliance_gain = -0.02 required_garrison_factor = -0.30 resistance_damage_to_garrison = -0.4 } ai_will_do = { base = 250 modifier = { check_variable = { resistance_target_without_law > 0.3} add = 200 } modifier = { check_variable = { resistance_target_without_law > 0.44} set_temp_variable = { requirement_limit = 0.35 } if = { limit = { occupation_law = local_police_force_garrison } set_temp_variable = { requirement_limit = 0.55 } } check_variable = { garrison_min_support_ratio < requirement_limit } add = 350 } } } independent_rule = { icon = 15 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" fallback_law = foreign_civilian_oversight visible = { original_tag = RAJ has_dlc = "Graveyard of Empires" OR = { AND = { has_focus_tree = indian_focus_goe has_completed_focus = RAJ_princely_states_policy } AND = { NOT = { has_focus_tree = indian_focus_goe } any_controlled_state = { OR = { is_core_of = MYS is_core_of = HYD is_core_of = MYS is_core_of = RJP is_core_of = CIP is_core_of = WIS is_core_of = SIN is_core_of = KAS is_core_of = KOL is_core_of = KAS is_core_of = WIS is_core_of = NWF is_core_of = MPU is_core_of = KHL is_core_of = FSS is_core_of = SKK is_core_of = RAS is_core_of = KLT } } } } FROM = { OR = { original_tag = MYS original_tag = HYD original_tag = MYS original_tag = RJP original_tag = CIP original_tag = WIS original_tag = SIN original_tag = KAS original_tag = KOL original_tag = KAS original_tag = WIS original_tag = NWF original_tag = MPU original_tag = KHL original_tag = FSS original_tag = SKK original_tag = RAS original_tag = KLT } } } state_modifier = { resistance_target = -0.1 compliance_gain = 0.03 required_garrison_factor = -0.5 resistance_damage_to_garrison = -0.5 local_resources = -0.35 local_factories = -0.35 } ai_will_do = { base = 450 modifier = { check_variable = { resistance_target_without_law > 0.2 } add = 200 } modifier = { check_variable = { resistance_target_without_law > 0.34} add = 300 } } } # The idea for this law is that we exploit the people to get us extra resources fast, but builds up resistance much quicker princely_subjugation = { icon = 14 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" fallback_law = military_governor_occupation visible = { original_tag = RAJ has_dlc = "Graveyard of Empires" OR = { AND = { has_focus_tree = indian_focus_goe has_completed_focus = RAJ_princely_states_policy } AND = { NOT = { has_focus_tree = indian_focus_goe } any_controlled_state = { OR = { is_core_of = MYS is_core_of = HYD is_core_of = MYS is_core_of = RJP is_core_of = CIP is_core_of = WIS is_core_of = SIN is_core_of = KAS is_core_of = KOL is_core_of = KAS is_core_of = WIS is_core_of = NWF is_core_of = MPU is_core_of = KHL is_core_of = FSS is_core_of = SKK is_core_of = RAS is_core_of = KLT } } } } FROM = { OR = { original_tag = MYS original_tag = HYD original_tag = MYS original_tag = RJP original_tag = CIP original_tag = WIS original_tag = SIN original_tag = KAS original_tag = KOL original_tag = KAS original_tag = WIS original_tag = NWF original_tag = MPU original_tag = KHL original_tag = FSS original_tag = SKK original_tag = RAS original_tag = KLT } } } state_modifier = { resistance_target = 0.60 compliance_gain = -0.10 required_garrison_factor = 0.15 resistance_damage_to_garrison = -0.10 local_factories = 0.60 local_resources = 0.60 } ai_will_do = { base = 250 modifier = { check_variable = { resistance_target_without_law > 0.3} add = 200 } modifier = { check_variable = { resistance_target_without_law > 0.44} set_temp_variable = { requirement_limit = 0.35 } if = { limit = { occupation_law = local_police_force_garrison } set_temp_variable = { requirement_limit = 0.55 } } check_variable = { garrison_min_support_ratio < requirement_limit } add = 350 } } } senbu_occupation_law = { icon = 16 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" fallback_law = foreign_civilian_oversight visible = { AND = { OR = { AND = { original_tag = JAP has_completed_focus = JAP_invest_in_senbu } AND = { has_dlc = "No Compromise, No Surrender" is_literally_china = yes has_completed_focus = CHI_tsr_the_reorganied_government } } FROM = { OR = { is_literally_china = yes tag = MEN tag = MAN tag = KOR tag = MON tag = TIB } } } } state_modifier = { #CHANGES HERE NEED TO BE APPLIED ALSO IN senbu_occupation_law_fake_idea idea resistance_target = -0.2 compliance_gain = 0.01 required_garrison_factor = 0.05 resistance_damage_to_garrison = -0.35 local_factories = -0.1 local_resources = -0.1 } ai_will_do = { base = 250 modifier = { check_variable = { resistance_target_without_law > 0.3} add = 200 } modifier = { check_variable = { resistance_target_without_law > 0.44} set_temp_variable = { requirement_limit = 0.35 } if = { limit = { occupation_law = local_police_force_garrison } set_temp_variable = { requirement_limit = 0.55 } } check_variable = { garrison_min_support_ratio < requirement_limit } add = 350 } } } GEACPS_exploitation_occupation_law = { icon = 17 sound_effect = "Martial_Law_Interface_Harsh_Quotas_Occupation" fallback_law = harsh_quotas_occupation visible = { AND = { original_tag = JAP has_country_flag = JAP_chose_to_exploit_east_asia_flag FROM = { capital_scope = { is_on_continent = asia } } } } state_modifier = { resistance_target = -0.40 compliance_gain = -0.08 required_garrison_factor = 0.3 resistance_damage_to_garrison = 0.6 local_factories = 0.2 local_resources = 0.6 repair_speed_arms_factory_factor = 0.25 repair_speed_industrial_complex_factor = 0.25 custom_modifier_tooltip = "factory_sabotage_decrease_tooltip" } ai_will_do = { # enabled if has damaged factories # gets higher score if more are damaged base = 0 modifier = { set_temp_variable = { num_damaged = damaged_building_level@arms_factory } add_to_temp_variable = { num_damaged = damaged_building_level@industrial_complex } check_variable = { num_damaged > 0 } clamp_temp_variable = { var = num_damaged max = 4 } multiply_temp_variable = { num_damaged = 50 } add_to_temp_variable = { num_damaged = 150 } add = num_damaged } } } GEACPS_prosperity_occupation_law = { icon = 17 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" fallback_law = foreign_civilian_oversight visible = { AND = { original_tag = JAP has_country_flag = JAP_chose_to_support_east_asia_flag FROM = { capital_scope = { is_on_continent = asia } } } } state_modifier = { #CHANGES HERE NEED TO BE APPLIED ALSO IN senbu_occupation_law_fake_idea idea resistance_target = -0.15 compliance_gain = 0 required_garrison_factor = 0.05 resistance_damage_to_garrison = -0.25 local_factories = 0.1 local_resources = 0.05 } ai_will_do = { base = 250 modifier = { check_variable = { resistance_target_without_law > 0.3} add = 200 } modifier = { check_variable = { resistance_target_without_law > 0.44} set_temp_variable = { requirement_limit = 0.35 } if = { limit = { occupation_law = local_police_force_garrison } set_temp_variable = { requirement_limit = 0.55 } } check_variable = { garrison_min_support_ratio < requirement_limit } add = 350 } } }