types = { rescue_captured_general = { days_to_prepare = 60 days_re_enable = 60 speed_multiplier = 10 max_distance = 20 category = land_infiltration_raids custom_map_icon = GFX_raid_target_icon_captured_general target_icon = GFX_raid_target_icon_captured_general launch_sound = raid_land_launchable_sound unit_model = { entity = motorized_vehicle_entity } command_power = 20 fire_only_once = no allowed = { has_dlc = "Thunder at Our Gates" } visible = { has_any_captured_general = yes } show_target = { is_leader_visible = var:target_leader var:target_leader = { tag = ROOT } } target_type = { captured_army_leader = yes } starting_point = { building_types = { supply_node } allow_faction_buildings = yes } unit_requirements = { battalion_types = { infantry = { min = 3 } } } arrow = { type = land } success_factors = { success = { base = 0.5 # Raiding unit modifiers experience = { weight = 0.25 start_weight = -0.2 reference = 1.0 } organisation = { weight = 0.1 start_weight = -0.1 reference = 100 } strength = { weight = 0.1 start_weight = -0.1 reference = 1 } recon = { weight = 0.05 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 15 # Resistance below 15 doesn't help weight = 0.4 } air_superiority = { reference = 1 start_reference = 0.5 weight = 0.2 } enemy_units = { reference = 4 # More than 4 DIVs in the target Province shouldn't make any difference weight = -0.4 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } } success_levels = { failure = { victim_effects = { } actor_effects = { # Damage to unit raid_damage_units = { org_damage = 0.65 str_damage = 0.60 ratio = yes } # Unit Experience raid_add_unit_experience = 0.1 add_raid_history_entry = yes } division_effects = { add_divisional_commander_xp = 50 } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_leader = { release_from_captivity = yes } } actor_effects = { # Damage to unit raid_damage_units = { org_damage = 0.65 str_damage = 0.60 ratio = yes } # Unit Experience raid_add_unit_experience = 0.1 add_raid_history_entry = yes } division_effects = { add_divisional_commander_xp = 50 } visual_effect = { entity = "land_raids_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_leader = { release_from_captivity = yes } } actor_effects = { var:actor_country = { } # Damage to unit raid_damage_units = { org_damage = 0.65 str_damage = 0.60 ratio = yes } # Unit Experience raid_add_unit_experience = 0.1 add_raid_history_entry = yes } division_effects = { add_divisional_commander_xp = 50 } visual_effect = { entity = "land_raids_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_leader = { release_from_captivity = yes } } actor_effects = { # Damage to unit raid_damage_units = { org_damage = 0.1 str_damage = 0.05 ratio = yes } # Unit Experience raid_add_unit_experience = 0.2 add_raid_history_entry = yes } division_effects = { add_divisional_commander_xp = 75 } visual_effect = { entity = "land_raids_critical_success_entity" animation = "attack" } } } } }