types = { AUS_reichstag_bombing = { days_to_prepare = 30 category = air_raids custom_map_icon = GFX_raid_type_icon_other_raid ai_will_do = { base = 10 # Unique Raid modifier = { # Don't target anyone who is not a potential enemy factor = 0 NOT = { is_in_array = { array = potential_and_current_enemies value = FROM # Target country } } } } command_power = 15 allowed = { has_dlc = "Gotterdammerung" original_tag = AUS } fire_only_once = yes visible = { OR = { has_completed_focus = AUS_second_brothers_war has_completed_focus = AUS_deal_with_the_german_threat } } show_target = { 64 = { is_owned_and_controlled_by = GER } } available = { } launchable = { has_war_with = GER } arrow = { type = air } target_type = { building = { type = landmark_berlin_reichstag } } target_icon = GFX_berlin_reichstag_icon launch_sound = raid_launch_air unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 75} } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.7 # Raiding unit modifiers experience = { weight = 0.05 start_weight = -0.05 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.05 # At 0 agility, the modifier will have negative effect. start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.1 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } critical = { base = 0.1 } } success_levels = { failure = { victim_effects = { var:target_state = { damage_building = { type = landmark_berlin_reichstag damage = 0.05 # levels of damage province = var:ROOT.target_province } } } actor_effects = { raid_damage_units = { plane_loss = 10 } raid_add_unit_experience = 0.05 var:actor_country = { add_war_support = -0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_berlin_reichstag damage = 0.15 # levels of damage province = var:ROOT.target_province } } } actor_effects = { raid_damage_units = { plane_loss = 5 } raid_add_unit_experience = 0.1 var:actor_country = { add_war_support = 0.02 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { damage_building = { type = landmark_berlin_reichstag damage = 0.65 # levels of damage province = var:ROOT.target_province } } } actor_effects = { raid_damage_units = { plane_loss = 2 } raid_add_unit_experience = 0.2 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_berlin_reichstag damage = 0.85 # levels of damage province = var:ROOT.target_province } } } actor_effects = { raid_damage_units = { plane_loss = 1 } raid_add_unit_experience = 0.35 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs/var:actor_country popularity = 0.1 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs/var:actor_country popularity = 0.1 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs/var:actor_country popularity = 0.1 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs/var:actor_country popularity = 0.1 } } } } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } ########################################################### ### ### ### ## # # ## ### ## ## ### # # ## # # # # # # # # # # # # # # ## # # ### ## # # #### # # #### # ## ## # ## # ## # # # # # # # # # # # # # # # # # # # # # ### ### ## # # ## # # # ## ### # # ## ########################################################### ENG_reichstag_bombing = { days_to_prepare = 30 category = air_raids custom_map_icon = GFX_raid_type_icon_other_raid ai_will_do = { base = 10 # unique Raid modifier = { # Don't target anyone who is not a potential enemy factor = 0 NOT = { is_in_array = { array = potential_and_current_enemies value = FROM # Target country } } } } command_power = 15 allowed = { has_dlc = "Gotterdammerung" original_tag = ENG } fire_only_once = yes visible = { } show_target = { has_war_with = GER 64 = { is_owned_and_controlled_by = GER } } available = { } target_type = { building = { type = landmark_berlin_reichstag } } target_icon = GFX_berlin_reichstag_icon launch_sound = raid_launch_air arrow = { type = air } unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 75 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.7 # Raiding unit modifiers experience = { weight = 0.05 start_weight = -0.05 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.05 # At 0 agility, the modifier will have negative effect. start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.1 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } critical = { base = 0.1 } } success_levels = { failure = { victim_effects = { var:target_state = { damage_building = { type = landmark_berlin_reichstag damage = 0.05 # levels of damage province = var:ROOT.target_province } } } actor_effects = { raid_damage_units = { plane_loss = 65 } raid_add_unit_experience = 0.05 var:actor_country = { #a failure doesn't help morale add_war_support = -0.05 } } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_berlin_reichstag damage = 0.15 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.05 } } } actor_effects = { raid_damage_units = { plane_loss = 50 } raid_add_unit_experience = 0.1 var:actor_country = { add_war_support = 0.02 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { damage_building = { type = landmark_berlin_reichstag damage = 0.65 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.15 } } } actor_effects = { raid_damage_units = { plane_loss = 35 } raid_add_unit_experience = 0.2 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_berlin_reichstag damage = 0.85 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.25 } } } actor_effects = { raid_damage_units = { plane_loss = 10 } raid_add_unit_experience = 0.35 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = 0.1 } } } var:victim_country = { add_war_support = -0.05 IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = -0.05 } } } } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } ############################################################################## ## ### ### ### ## ### ### ## # # ### ### ### ### ## # # ## # # # # # # # # # # # # # ## # # # # # # # # # # # # # # ### ## ### #### # # # # # ## # ## ### # # #### # # # # # # # # # # # # # # # # # # # # # # # # # # # # ## # ### # # # # # ### ## # # ## ### # # ### ## # # ## ############################################################################## ENG_operation_jericho = { days_to_prepare = 90 ai_will_do = { base = 2 modifier = { factor = 0 is_major = no } modifier = { factor = 0 date < 1943.1.1 } } category = air_raids custom_map_icon = GFX_raid_type_icon_other_raid command_power = 25 allowed = { has_dlc = "Gotterdammerung" tag = ENG } # Raid Type is visible visible = { has_war_with = GER 785 = { # Picardie is_owned_by = FRA is_fully_controlled_by = GER } 16 = { # Ile de France is_owned_by = FRA is_fully_controlled_by = GER } FRA = { has_government = democratic is_in_faction_with = ENG } } # Specific Target is visible show_target = { } # Can prepare available = { 16 = { resistance > 25 } } launchable = { } fire_only_once = yes target_type = { province = 11420 } target_icon = GFX_facility_icon launch_sound = raid_launch_air arrow = { type = air } unit_requirements = { equipment = { type = { tactical_bomber } amount = { min = 70 } } } unit_requirements = { equipment = { type = { heavy_fighter } amount = { min = 70 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.55 # Raiding unit modifiers experience = { weight = 0.2 start_weight = -0.2 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.1 # At 0 agility, the modifier will have negative effect. start_weight = -0.1 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.25 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.5 #start_reference = 50 reference = 100 } } critical = { base = 0.15 } } success_levels = { failure = { victim_effects = { var:target_state = { custom_effect_tooltip = operation_jericho_failure_tt add_resistance = -10 } 16 = { add_resistance = -10 } } actor_effects = { raid_damage_units = { plane_loss = 70 ratio = no } raid_add_unit_experience = 0.05 } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { custom_effect_tooltip = operation_jericho_limited_success_tt add_resistance = 10 } 16 = { add_resistance = 5 } } actor_effects = { raid_damage_units = { plane_loss = 40 ratio = no } raid_add_unit_experience = 0.1 } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { custom_effect_tooltip = operation_jericho_success_tt add_resistance = 20 } 16 = { add_resistance = 10 } } actor_effects = { raid_damage_units = { plane_loss = 30 ratio = no } raid_add_unit_experience = 0.2 } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { custom_effect_tooltip = operation_jericho_critical_success_tt add_resistance = 40 } 16 = { add_resistance = 20 } } actor_effects = { raid_damage_units = { plane_loss = 10 ratio = no } raid_add_unit_experience = 0.35 } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } ###### ######## ######## ## ## ### ## ## ######## ### #### ######## ######## ####### ## ## ######## #### ## ## ###### ## ## ## ## ## ### ### ## ## ### ## ## ## ## ## ## ## ## ## ## ## ## ### ### ## ## ## ### ## ## ## ## ## ## ## #### #### ## ## #### ## ## ## ## ## ## ## ## ## ## ## ## #### #### ## ## ## #### ## ## ## #### ###### ######## ## ### ## ## ## ## ## ## ######## ## ## ## ## ## ######## ## ## ## ### ## ######## ## ## ## ## ## #### ## ## ## ## ## ## ## ######### ## #### ## ## ######### ## ## ## ## ## ## ## ## ## ## ## ## ## #### ## ## ## ## ## ## ## ## ## ## ## ## ### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ### ## ## ###### ######## ## ## ## ## ## ## ## ## ## ## ## ## #### ######## ######## ####### ## ## ######## #### ## ## ###### #Bombing Big Ben GER_big_ben_bombing = { days_to_prepare = 30 category = air_raids custom_map_icon = GFX_raid_type_icon_other_raid ai_will_do = { base = 5 # unique raid } command_power = 15 allowed = { has_dlc = "Gotterdammerung" original_tag = GER } fire_only_once = yes visible = { has_country_flag = GER_goring_launches_the_blitz_flag } show_target = { has_war_with = ENG 126 = { is_owned_and_controlled_by = ENG } } available = { } target_type = { building = { type = landmark_big_ben } } target_icon = GFX_big_ben_icon launch_sound = raid_launch_air arrow = { type = air } unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 75 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.7 # Raiding unit modifiers experience = { weight = 0.05 start_weight = -0.05 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.05 # At 0 agility, the modifier will have negative effect. start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.1 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } critical = { base = 0.1 } } success_levels = { failure = { victim_effects = { var:target_state = { damage_building = { type = landmark_big_ben damage = 0.05 # levels of damage province = var:ROOT.target_province } } } actor_effects = { raid_damage_units = { plane_loss = 65 } raid_add_unit_experience = 0.05 var:actor_country = { #a failure doesn't help morale add_war_support = -0.05 } } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_big_ben damage = 0.15 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.05 } } } actor_effects = { raid_damage_units = { plane_loss = 50 } raid_add_unit_experience = 0.1 var:actor_country = { add_war_support = 0.02 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { damage_building = { type = landmark_big_ben damage = 0.65 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.15 } } } actor_effects = { raid_damage_units = { plane_loss = 35 } raid_add_unit_experience = 0.2 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_big_ben damage = 0.85 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.25 } } } actor_effects = { raid_damage_units = { plane_loss = 10 } raid_add_unit_experience = 0.35 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = 0.1 } } } var:victim_country = { add_war_support = -0.05 IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = -0.05 } } } } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } #Bombing the Statue of Liberty GER_statue_of_liberty_bombing = { days_to_prepare = 30 category = air_raids custom_map_icon = GFX_raid_type_icon_other_raid ai_will_do = { base = 5 # Unique Raid } command_power = 15 allowed = { has_dlc = "Gotterdammerung" OR = { original_tag = GER original_tag = JAP } } fire_only_once = yes visible = { OR = { AND = { original_tag = GER has_completed_focus = GER_amerikabomber } AND = { original_tag = JAP has_completed_focus = JAP_project_z_bomber_project } } } show_target = { has_war_with = USA 358 = { is_owned_and_controlled_by = USA } } available = { } target_type = { building = { type = landmark_statue_of_liberty } } target_icon = GFX_statue_of_liberty_icon launch_sound = raid_launch_air arrow = { type = air } unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 75 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.7 # Raiding unit modifiers experience = { weight = 0.05 start_weight = -0.05 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.05 # At 0 agility, the modifier will have negative effect. start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.1 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } critical = { base = 0.1 } } success_levels = { failure = { victim_effects = { var:target_state = { damage_building = { type = landmark_statue_of_liberty damage = 0.05 # levels of damage province = var:ROOT.target_province } } } actor_effects = { raid_damage_units = { plane_loss = 65 } raid_add_unit_experience = 0.05 var:actor_country = { #a failure doesn't help morale add_war_support = -0.05 } } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_statue_of_liberty damage = 0.15 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.05 } } } actor_effects = { raid_damage_units = { plane_loss = 50 } raid_add_unit_experience = 0.1 var:actor_country = { add_war_support = 0.02 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } var:victim_country = { add_timed_idea = { idea = USA_wounded_national_pride_idea days = 365 } } } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { damage_building = { type = landmark_statue_of_liberty damage = 0.65 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.15 } } } actor_effects = { raid_damage_units = { plane_loss = 35 } raid_add_unit_experience = 0.2 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } var:victim_country = { add_timed_idea = { idea = USA_wounded_national_pride_idea days = 365 } } } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_statue_of_liberty damage = 0.85 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.25 } } } actor_effects = { raid_damage_units = { plane_loss = 10 } raid_add_unit_experience = 0.35 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = 0.1 } } } var:victim_country = { add_war_support = -0.05 IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = -0.05 } } add_timed_idea = { idea = USA_wounded_national_pride_idea days = 420 } } } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } #Bombing the Kremlin GER_kremlin_bombing = { days_to_prepare = 30 category = air_raids custom_map_icon = GFX_raid_type_icon_other_raid ai_will_do = { base = 5 # Unique raid } command_power = 15 allowed = { has_dlc = "Gotterdammerung" original_tag = GER } fire_only_once = yes visible = { has_completed_focus = GER_strike_eastward } show_target = { has_war_with = SOV 219 = { is_owned_and_controlled_by = SOV } } available = { } target_type = { building = { type = landmark_kremlin } } target_icon = GFX_kremlin_icon launch_sound = raid_launch_air arrow = { type = air } unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 75 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.7 # Raiding unit modifiers experience = { weight = 0.05 start_weight = -0.05 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.05 # At 0 agility, the modifier will have negative effect. start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.1 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } critical = { base = 0.1 } } success_levels = { failure = { victim_effects = { var:target_state = { damage_building = { type = landmark_kremlin damage = 0.05 # levels of damage province = var:ROOT.target_province } } } actor_effects = { raid_damage_units = { plane_loss = 65 } raid_add_unit_experience = 0.05 var:actor_country = { #a failure doesn't help morale add_war_support = -0.05 } } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_kremlin damage = 0.15 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.05 } } } actor_effects = { raid_damage_units = { plane_loss = 50 } raid_add_unit_experience = 0.1 var:actor_country = { add_war_support = 0.02 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { damage_building = { type = landmark_kremlin damage = 0.65 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.15 } } } actor_effects = { raid_damage_units = { plane_loss = 35 } raid_add_unit_experience = 0.2 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_kremlin damage = 0.85 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.25 } } } actor_effects = { raid_damage_units = { plane_loss = 10 } raid_add_unit_experience = 0.35 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = 0.1 } } } var:victim_country = { add_war_support = -0.05 IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = -0.05 } } } } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } ##### LEAFLET DROPPING OVER JAPAN ##### CHI_huansheng_raid = { days_to_prepare = 90 ai_will_do = { base = 5 modifier = { factor = 0.1 surrender_progress < 0.08 } modifier = { factor = 0 date < 1940.1.1 } } category = air_raids custom_map_icon = GFX_raid_type_icon_other_raid command_power = 25 # command power allocation cost allowed = { has_dlc = "Gotterdammerung" tag = CHI } # Raid Type is visible visible = { IF = { limit = { has_dlc = "No Compromise, No Surrender" } has_completed_focus = CHI_bring_the_war_home } } # Specific Target is visible show_target = { has_war_with = JAP 528 = { # Kyushu is_owned_and_controlled_by = JAP } 531 = { # Kansai is_owned_and_controlled_by = JAP } } # Can prepare available = { has_war_with = JAP surrender_progress > 0.05 } launchable = { } fire_only_once = yes target_type = { province = 9950 } target_icon = GFX_facility_icon launch_sound = raid_launch_air arrow = { type = air } unit_requirements = { equipment = { type = { tactical_bomber } amount = { min = 8 } } } unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 5 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.65 # Raiding unit modifiers experience = { weight = 0.2 start_weight = -0.2 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.1 # At 0 agility, the modifier will have negative effect. start_weight = -0.1 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.15 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.15 } intel = { weight = 0.5 #start_reference = 50 reference = 100 } } critical = { base = 0.15 } } success_levels = { failure = { victim_effects = { var:target_state = { custom_effect_tooltip = operation_huansheng_failure_tt } } actor_effects = { raid_damage_units = { plane_loss = 0.9 ratio = yes } raid_add_unit_experience = 0.05 var:actor_country = { add_political_power = -25 } } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { custom_effect_tooltip = operation_huansheng_limited_success_tt } var:victim_country = { add_timed_idea = { idea = JAP_public_awareness_of_war_ns days = 35 } } } actor_effects = { raid_damage_units = { plane_loss = 0.5 ratio = yes } raid_add_unit_experience = 0.1 var:actor_country = { add_political_power = 20 } } visual_effect = { entity = "air_raids_leaflet_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { custom_effect_tooltip = operation_huansheng_success_tt } var:victim_country = { add_timed_idea = { idea = JAP_public_awareness_of_war_worse_ns days = 70 } } } actor_effects = { raid_damage_units = { plane_loss = 0.3 ratio = yes } raid_add_unit_experience = 0.2 var:actor_country = { add_political_power = 50 } } visual_effect = { entity = "air_raids_leaflet_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { custom_effect_tooltip = operation_huansheng_critical_success_tt } var:victim_country = { add_timed_idea = { idea = JAP_public_awareness_of_war_worst_ns days = 140 } } } actor_effects = { raid_damage_units = { plane_loss = 0 ratio = yes } raid_add_unit_experience = 0.35 var:actor_country = { add_political_power = 75 } } visual_effect = { entity = "air_raids_leaflet_critical_success_entity" animation = "attack" } } } } CHI_tokyo_imperial_palace_bombing = { days_to_prepare = 30 category = air_raids custom_map_icon = GFX_raid_type_icon_other_raid ai_will_do = { base = 5 # Unique raid } command_power = 15 allowed = { has_dlc = "No Compromise, No Surrender" original_tag = CHI } fire_only_once = yes visible = { has_completed_focus = CHI_bring_the_war_home } show_target = { has_war_with = JAP 282 = { is_owned_and_controlled_by = JAP } } available = { } target_type = { building = { type = landmark_tokyo_imperial_palace } } target_icon = GFX_tokyo_imperial_palace_icon launch_sound = raid_launch_air arrow = { type = air } unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 75 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.7 # Raiding unit modifiers experience = { weight = 0.05 start_weight = -0.05 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.05 # At 0 agility, the modifier will have negative effect. start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.1 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } critical = { base = 0.1 } } success_levels = { failure = { victim_effects = { var:target_state = { damage_building = { type = landmark_tokyo_imperial_palace damage = 0.05 # levels of damage province = var:ROOT.target_province } } } actor_effects = { raid_damage_units = { plane_loss = 65 } raid_add_unit_experience = 0.05 var:actor_country = { #a failure doesn't help morale add_war_support = -0.05 } } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_tokyo_imperial_palace damage = 0.15 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.05 } } } actor_effects = { raid_damage_units = { plane_loss = 50 } raid_add_unit_experience = 0.1 var:actor_country = { add_war_support = 0.02 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { damage_building = { type = landmark_tokyo_imperial_palace damage = 0.65 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.15 } } } actor_effects = { raid_damage_units = { plane_loss = 35 } raid_add_unit_experience = 0.2 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_tokyo_imperial_palace damage = 0.85 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.25 } } } actor_effects = { raid_damage_units = { plane_loss = 10 } raid_add_unit_experience = 0.35 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = 0.1 } } } var:victim_country = { add_war_support = -0.05 IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = -0.05 } } } } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } CHI_national_diet_bombing = { days_to_prepare = 30 category = air_raids custom_map_icon = GFX_raid_type_icon_other_raid ai_will_do = { base = 5 # Unique raid } command_power = 15 allowed = { has_dlc = "No Compromise, No Surrender" original_tag = CHI } fire_only_once = yes visible = { has_completed_focus = CHI_bring_the_war_home } show_target = { has_war_with = JAP 282 = { is_owned_and_controlled_by = JAP } } available = { } target_type = { building = { type = landmark_national_diet } } target_icon = GFX_national_diet_icon launch_sound = raid_launch_air arrow = { type = air } unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 75 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.7 # Raiding unit modifiers experience = { weight = 0.05 start_weight = -0.05 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.05 # At 0 agility, the modifier will have negative effect. start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.1 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } critical = { base = 0.1 } } success_levels = { failure = { victim_effects = { var:target_state = { damage_building = { type = landmark_national_diet damage = 0.05 # levels of damage province = var:ROOT.target_province } } } actor_effects = { raid_damage_units = { plane_loss = 65 } raid_add_unit_experience = 0.05 var:actor_country = { #a failure doesn't help morale add_war_support = -0.05 } } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_national_diet damage = 0.15 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.05 } } } actor_effects = { raid_damage_units = { plane_loss = 50 } raid_add_unit_experience = 0.1 var:actor_country = { add_war_support = 0.02 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { damage_building = { type = landmark_national_diet damage = 0.65 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.15 } } } actor_effects = { raid_damage_units = { plane_loss = 35 } raid_add_unit_experience = 0.2 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_national_diet damage = 0.85 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.25 } } } actor_effects = { raid_damage_units = { plane_loss = 10 } raid_add_unit_experience = 0.35 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = 0.1 } } } var:victim_country = { add_war_support = -0.05 IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = -0.05 } } } } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } CHI_hakko_ichiu_bombing = { days_to_prepare = 30 category = air_raids custom_map_icon = GFX_raid_type_icon_other_raid ai_will_do = { base = 5 # Unique raid } command_power = 15 allowed = { has_dlc = "No Compromise, No Surrender" original_tag = CHI } fire_only_once = yes visible = { has_completed_focus = CHI_bring_the_war_home } show_target = { has_war_with = JAP 1018 = { is_owned_and_controlled_by = JAP } } available = { } target_type = { building = { type = landmark_hakko_ichiu } } target_icon = GFX_hakko_ichiu_monument_icon launch_sound = raid_launch_air arrow = { type = air } unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 75 } } } starting_point = { types = { air_base } } success_factors = { success = { base = 0.7 # Raiding unit modifiers experience = { weight = 0.05 start_weight = -0.05 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.05 # At 0 agility, the modifier will have negative effect. start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.1 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } critical = { base = 0.1 } } success_levels = { failure = { victim_effects = { var:target_state = { damage_building = { type = landmark_hakko_ichiu damage = 0.05 # levels of damage province = var:ROOT.target_province } } } actor_effects = { raid_damage_units = { plane_loss = 65 } raid_add_unit_experience = 0.05 var:actor_country = { #a failure doesn't help morale add_war_support = -0.05 } } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_hakko_ichiu damage = 0.15 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.05 } } } actor_effects = { raid_damage_units = { plane_loss = 50 } raid_add_unit_experience = 0.1 var:actor_country = { add_war_support = 0.02 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { damage_building = { type = landmark_hakko_ichiu damage = 0.65 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.15 } } } actor_effects = { raid_damage_units = { plane_loss = 35 } raid_add_unit_experience = 0.2 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } } } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { damage_building = { type = landmark_hakko_ichiu damage = 0.85 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.25 } } } actor_effects = { raid_damage_units = { plane_loss = 10 } raid_add_unit_experience = 0.35 var:actor_country = { add_war_support = 0.05 IF = { limit = { NOT = { has_country_flag = has_successfully_bombed_a_landmark_flag }} set_country_flag = has_successfully_bombed_a_landmark_flag } IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = 0.1 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = 0.1 } } } var:victim_country = { add_war_support = -0.05 IF = { limit = { has_government = neutrality } add_popularity = { ideology = neutrality #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = communism } add_popularity = { ideology = communism #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = democratic } add_popularity = { ideology = democratic #these do not take FROM/ROOTs popularity = -0.05 } } ELSE_IF = { limit = { has_government = fascism } add_popularity = { ideology = fascism #these do not take FROM/ROOTs popularity = -0.05 } } } } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } ### PEARL HARBOR ### JAP_pearl_harbor_strike = { days_to_prepare = 35 range_factor = 14 unlimited_ai_range = yes category = air_raids custom_map_icon = GFX_raid_target_icon_carrier_raid ai_will_do = { base = 100 # unique Raid } command_power = 15 allowed = { original_tag = JAP } fire_only_once = yes visible = { has_completed_focus = JAP_nanshin_ron } show_target = { 629 = { is_owned_and_controlled_by = USA } } available = { is_subject = no } launchable = { OR = { has_completed_focus = JAP_strike_the_southern_road has_war_with = USA } } target_type = { province = 4180 } target_icon = GFX_naval_base_target_icon launch_sound = raid_launch_air arrow = { type = air } # Two separate means OR, in same means AND unit_requirements = { equipment = { type = { cas } amount = { min = 10 } } } unit_requirements = { equipment = { type = { naval_bomber } amount = { min = 10 } } } starting_point = { types = { carrier } } success_factors = { success = { base = 0.75 completed_kido_butai_focus = { # MTTH block formula = { base = 0 modifier = { has_completed_focus = JAP_form_the_kido_butai add = 1 } } weight = 0.1 can_actor_affect = yes # If true, this modifier will be included in the list of measures the actor country can take to increase the success chance of the raid can_target_affect = no # If true, this modifier will be included in the list of countermeasures the target country can take to decreases the success chance of the raid } # Raiding unit modifiers experience = { weight = 0.05 start_weight = -0.05 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.05 # At 0 agility, the modifier will have negative effect. start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.1 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } critical = { base = 0.1 completed_kido_butai_focus = { # MTTH block formula = { base = 0 modifier = { has_completed_focus = JAP_form_the_kido_butai add = 1 } } weight = 0.05 can_actor_affect = yes # If true, this modifier will be included in the list of measures the actor country can take to increase the success chance of the raid can_target_affect = no # If true, this modifier will be included in the list of countermeasures the target country can take to decreases the success chance of the raid } } } success_levels = { failure = { victim_effects = { var:target_state = { damage_building = { tags = naval_buildings_tag damage = 0.05 # levels of damage province = var:ROOT.target_province } damage_units = { state = THIS limit = { tag = USA } damage = 0.05 ratio = yes army = no navy = yes } } } actor_effects = { raid_damage_units = { plane_loss = 1 ratio = yes } var:actor_country = { #a failure doesn't help morale add_war_support = -0.05 # Declare the war if it's not already happened IF = { limit = { NOT = { has_war_with = USA } } declare_war_on = { target = USA type = take_state_focus generator = { 629 } } } } var:victim_country = { country_event = { id = SEA_japan_foreign_policy.136 hours = 6 } } } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { damage_building = { tags = naval_buildings_tag damage = 0.25 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.05 } damage_units = { state = THIS limit = { tag = USA } damage = 0.3 ratio = yes army = no navy = yes } } } actor_effects = { raid_damage_units = { plane_loss = 0.5 ratio = yes } raid_add_unit_experience = 0.1 var:actor_country = { add_war_support = 0.02 # Declare the war if it's not already happened IF = { limit = { NOT = { has_war_with = USA } } declare_war_on = { target = USA type = take_state_focus generator = { 629 } } } } var:victim_country = { country_event = { id = SEA_japan_foreign_policy.136 hours = 6 } set_country_flag = JAP_inflicted_loss_nr_1 add_timed_idea = { idea = JAP_day_of_infamy_1 days = 180 } } } visual_effect = { entity = "air_raids_2_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { damage_building = { tags = naval_buildings_tag damage = 0.65 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.15 } damage_units = { state = THIS limit = { tag = USA } damage = 0.5 ratio = yes army = no navy = yes } } } actor_effects = { raid_damage_units = { plane_loss = 0.3 ratio = yes } raid_add_unit_experience = 0.2 var:actor_country = { add_war_support = 0.05 # Declare the war if it's not already happened IF = { limit = { NOT = { has_war_with = USA } } declare_war_on = { target = USA type = take_state_focus generator = { 629 } } } } var:victim_country = { country_event = { id = SEA_japan_foreign_policy.136 hours = 6 } set_country_flag = JAP_inflicted_loss_nr_2 add_timed_idea = { idea = JAP_day_of_infamy_2 days = 180 } } } visual_effect = { entity = "air_raids_2_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { damage_building = { tags = naval_buildings_tag damage = 0.9 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.25 } damage_units = { state = THIS limit = { tag = USA } damage = 0.7 ratio = yes army = no navy = yes } } } actor_effects = { raid_damage_units = { plane_loss = 0.1 ratio = yes } raid_add_unit_experience = 0.35 var:actor_country = { add_war_support = 0.05 # Declare the war if it's not already happened IF = { limit = { NOT = { has_war_with = USA } } declare_war_on = { target = USA type = take_state_focus generator = { 629 } } } } var:victim_country = { country_event = { id = SEA_japan_foreign_policy.136 hours = 6 } set_country_flag = JAP_inflicted_loss_nr_3 add_timed_idea = { idea = JAP_day_of_infamy_3 days = 180 } } } visual_effect = { entity = "air_raids_2_critical_success_entity" animation = "attack" } } } } SOV_transport_volunteers_to_CZE = { days_to_prepare = 30 category = air_raids custom_map_icon = GFX_raid_type_icon_airfield_raid launch_sound = raid_launch_paratrooper arrow = { type = air } unit_model = { equipment = air_transport } ai_will_do = { base = 100 # unique Raid modifier = { factor = 0 has_equipment = { infantry_equipment < 3000 } } modifier = { factor = 0 NOT = { any_enemy_country = { is_neighbor_of = CZE } } } } unit_requirements = { equipment = { type = { transport_plane_equipment } amount = { min = 50 } } } additional_equipment = { infantry_equipment = 2000 } starting_point = { types = { air_base } } command_power = 15 target_type = { province = 9563 } target_icon = GFX_troop_transport_target_icon target_loc_key = raid_target_name_CZE_volunteer_transport fire_only_once = yes #We got one shot at this stunt allowed = { original_tag = SOV has_dlc = "Peace For Our Time" } visible = { CZE = { has_completed_focus = CZE_airlift_soviet_support NOT = { has_war_with = ROOT } } } show_target = { 73 = { is_fully_controlled_by = CZE } } available = { #only for tooltip purposes, for SOV to understand why this is showing CZE = { has_completed_focus = CZE_airlift_soviet_support } } launchable = { has_war_together_with = CZE } success_factors = { success = { base = 0.7 # Raiding unit modifiers experience = { weight = 0.05 start_weight = -0.05 reference = 1.0 } air_agility = { reference = 100.0 # As air unit agility approaches 100 (as defined by the value above), increase chance by this value weight = 0.05 # At 0 agility, the modifier will have negative effect. start_weight = -0.05 # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0. } reliability = { reference = 1 weight = 0.05 start_weight = -0.1 } air_defence = { reference = 100 weight = 0.05 start_weight = -0.05 } air_superiority = { reference = 1 weight = 0.1 start_weight = -0.1 } ### Target Modifiers anti_air = { reference = 5 weight = -0.1 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } # intel = { #target is allied, so dont let intel play a role # weight = 0.2 # #start_reference = 50 # reference = 100 # } } critical = { base = 0.1 } } success_levels = { failure = { victim_effects = { var:victim_country = { country_event = { id = MUN_czech.1055 } } var:target_state = { create_unit = { #Artillery pieces must've been delivered to a different airport... division = "name = \"Soviet Volunteers\" division_template = \"Soviet Volunteer Division\" start_experience_factor = 0.4 start_equipment_factor = 0.5 start_manpower_factor = 0.7" owner = CZE prioritize_location = 9563 count = 5 } } } } limited_success = { victim_effects = { var:victim_country = { country_event = { id = MUN_czech.1055 } } var:target_state = { create_unit = { division = "name = \"Soviet Volunteers\" division_template = \"Soviet Volunteer Division\" start_experience_factor = 0.4 start_equipment_factor = 0.8 start_manpower_factor = 0.8" owner = CZE prioritize_location = 9563 count = 5 } } } } success = { victim_effects = { var:victim_country = { country_event = { id = MUN_czech.1055 } } var:target_state = { create_unit = { division = "name = \"Soviet Volunteers\" division_template = \"Soviet Volunteer Division\" start_experience_factor = 0.4 start_equipment_factor = 0.9 start_manpower_factor = 0.9" owner = CZE prioritize_location = 9563 count = 5 } } } } critical_success = { victim_effects = { var:victim_country = { country_event = { id = MUN_czech.1055 } } var:target_state = { create_unit = { division = "name = \"Soviet Volunteers\" division_template = \"Soviet Volunteer Division\" start_experience_factor = 0.4" owner = CZE prioritize_location = 9563 count = 5 } } } } } } }