types = { nuclear_strike = { days_to_prepare = 30 category = nuclear_raids command_power = 20 # command power allocation cost ai_will_do = { base = 1 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 } } } modifier = { factor = 2 FROM = { is_major = yes } } modifier = { factor = 5 # Historical bombing of Japan FROM = { original_tag = JAP } original_tag = USA has_war_with = FROM } modifier = { factor = 0.25 # If possible, during peacetime, prepare strikes against the main enemies NOT = { has_war_with = FROM } FROM = { is_major = no } } } allowed = { } # Raid Type is visible visible = { OR = { is_special_project_completed = sp:sp_nuclear_bomb num_of_nukes > 0 #To fix the nuke from the project option "we can use this against or enemies", not actually being usable } } # Specific Target is visible show_target = { NOT = { is_in_faction_with = FROM } } # Can prepare available = { #has_war_with = FROM } launchable = { has_war_with = FROM } launch_sound = raid_launch_nuclear_strike target_type = { province = any } target_icon = GFX_other_target_icon unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 10 } } } unit_requirements = { equipment = { type = { strat_bomber_intercontinental_equipment } amount = { min = 10 } } } essential_equipment = { nukes = 1 } starting_point = { types = { air_base } } arrow = { type = air } success_factors = { success = { base = 0.5 experience = { weight = 0.1 start_weight = -0.1 reference = 1.0 } air_defence = { reference = 100 start_weight = -0.05 weight = 0.05 } air_agility = { reference = 100 start_weight = -0.1 weight = 0.1 } reliability = { start_weight = -0.1 weight = 0.1 } air_superiority = { reference = 1.0 start_weight = -0.25 weight = 0.25 } # Target interception = { reference = 10 weight = -0.25 } anti_air = { weight = -0.05 } radar = { weight = -0.05 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } } success_levels = { failure = { actor_effects = { var:actor_country = { custom_effect_tooltip = raid_aborted_tt add_political_power = -50 } raid_damage_units = { plane_loss = 0.75 ratio = yes } } } limited_success = { actor_effects = { raid_damage_units = { plane_loss = 0.5 ratio = yes } raid_add_unit_experience = 0.1 } victim_effects = { var:actor_country = { save_global_event_target_as = nuclear_gandhi_actor_country } var:target_state = { bathe_in_hellfire_nuclear = yes custom_effect_tooltip = raid_nuclear_strike_tt add_dynamic_modifier = { modifier = fallout_atomic days = 180 } } var:actor_country = { custom_effect_tooltip = raid_nuclear_secondary_target_tt launch_nuke = { state = var:ROOT.target_state use_nuke = no } } } } success = { custom_sound = raid_result_success_nuclear actor_effects = { raid_damage_units = { plane_loss = 0.1 ratio = yes } raid_add_unit_experience = 0.35 } victim_effects = { var:actor_country = { save_global_event_target_as = nuclear_gandhi_actor_country } var:target_state = { bathe_in_hellfire_nuclear = yes custom_effect_tooltip = raid_nuclear_strike_tt add_dynamic_modifier = { modifier = fallout_atomic days = 365 } } var:actor_country = { launch_nuke = { province = var:ROOT.target_province #optional use either province or state use_nuke = no } } } } critical_success = { custom_sound = raid_result_critical_success_nuclear actor_effects = { raid_add_unit_experience = 0.5 } victim_effects = { var:actor_country = { launch_nuke = { province = var:ROOT.target_province #optional use either province or state use_nuke = no } } var:actor_country = { save_global_event_target_as = nuclear_gandhi_actor_country } var:target_state = { bathe_in_hellfire_nuclear = yes custom_effect_tooltip = raid_nuclear_strike_tt add_dynamic_modifier = { modifier = fallout_atomic days = 730 } } } } } } nuclear_missile_strike = { #Only from Rocket Sites category = nuclear_raids days_to_prepare = 14 speed_multiplier = 0.08 ai_will_do = { base = 1 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 } } } modifier = { factor = 2 OR = { original_tag = USA original_tag = SOV } } modifier = { factor = 2 FROM = { is_major = yes } } modifier = { factor = 0.25 # If possible, during peacetime, prepare strikes against the main enemies NOT = { has_war_with = FROM } FROM = { is_major = no } } } command_power = 5 # command power allocation cost allowed = { has_dlc = "Gotterdammerung" } # Raid Type is visible visible = { is_special_project_completed = sp:sp_nuclear_warheads } # Specific Target is visible show_target = { NOT = { is_in_faction_with = FROM } } # Can prepare available = { #has_war_with = FROM } launchable = { has_war_with = FROM } target_type = { province = any } target_icon = GFX_other_target_icon unit_requirements = { equipment = { type = { nuclear_missile_equipment } amount = { min = 1 } } } essential_equipment = { nukes = 1 } starting_point = { types = { rocket_site } } arrow = { type = ballistic } launch_sound = raid_launch_nuclear_missile unit_model = { scale = 0.5 } unit_animations = { stage = { state = "idle" } stage = { state = "idle2" intro = "idle2_intro" at_progress = 0.33 } stage = { state = "idle3" intro = "idle3_intro" at_progress = 0.66 } } success_factors = { success = { base = 0.8 intel = { weight = 0.2 #start_reference = 50 reference = 100 } } } success_levels = { failure = { actor_effects = { var:actor_country = { custom_effect_tooltip = dud_missile_tt } } } limited_success = { actor_effects = { var:actor_country = { custom_effect_tooltip = dud_missile_tt } } } success = { custom_sound = raid_result_success_nuclear actor_effects = { } victim_effects = { var:actor_country = { save_global_event_target_as = nuclear_gandhi_actor_country } var:target_state = { bathe_in_hellfire_nuclear = yes #custom_effect_tooltip = raid_nuclear_strike_tt add_dynamic_modifier = { modifier = fallout_atomic days = 365 } } var:actor_country = { launch_nuke = { province = var:ROOT.target_province #optional use either province or state use_nuke = no #will consume nuke if specified } } } } critical_success = { custom_sound = raid_result_critical_success_nuclear actor_effects = { } victim_effects = { var:actor_country = { save_global_event_target_as = nuclear_gandhi_actor_country } var:target_state = { bathe_in_hellfire_nuclear = yes add_dynamic_modifier = { modifier = fallout_atomic days = 365 } } var:actor_country = { launch_nuke = { province = var:ROOT.target_province #optional use either province or state use_nuke = no #will consume nuke if specified } } } } } } nuclear_missile_strike_submarine = { #Only from Submarines category = nuclear_raids days_to_prepare = 14 speed_multiplier = 0.08 ai_will_do = { base = 1 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 } } } modifier = { factor = 2 OR = { original_tag = USA original_tag = SOV } } modifier = { factor = 2 FROM = { is_major = yes } } modifier = { factor = 0.25 # If possible, during peacetime, prepare strikes against the main enemies NOT = { has_war_with = FROM } FROM = { is_major = no } } } command_power = 5 # command power allocation cost allowed = { has_dlc = "Gotterdammerung" } # Raid Type is visible visible = { is_special_project_completed = sp:sp_nuclear_warheads } # Specific Target is visible show_target = { NOT = { is_in_faction_with = FROM } } # Can prepare available = { #has_war_with = FROM } launchable = { has_war_with = FROM } target_type = { province = any } target_icon = GFX_other_target_icon unit_requirements = { equipment = { type = { nuclear_missile_equipment } amount = { min = 1 } } } essential_equipment = { nukes = 1 } starting_point = { types = { submarine } } arrow = { type = ballistic } launch_sound = raid_launch_nuclear_missile unit_model = { scale = 0.5 } unit_animations = { stage = { state = "idle" } stage = { state = "idle2" intro = "idle2_intro" at_progress = 0.33 } stage = { state = "idle3" intro = "idle3_intro" at_progress = 0.66 } } success_factors = { success = { base = 0.8 intel = { weight = 0.2 #start_reference = 50 reference = 100 } } } success_levels = { failure = { actor_effects = { var:actor_country = { custom_effect_tooltip = dud_missile_tt } } } limited_success = { actor_effects = { var:actor_country = { custom_effect_tooltip = dud_missile_tt } } } success = { custom_sound = raid_result_success_nuclear actor_effects = { } victim_effects = { var:actor_country = { save_global_event_target_as = nuclear_gandhi_actor_country } var:target_state = { bathe_in_hellfire_nuclear = yes #custom_effect_tooltip = raid_nuclear_strike_tt add_dynamic_modifier = { modifier = fallout_atomic days = 365 } } var:actor_country = { launch_nuke = { province = var:ROOT.target_province #optional use either province or state use_nuke = no #will consume nuke if specified } PHI_cobalt_sea_achievement = yes } } } critical_success = { custom_sound = raid_result_critical_success_nuclear actor_effects = { } victim_effects = { var:actor_country = { save_global_event_target_as = nuclear_gandhi_actor_country } var:target_state = { bathe_in_hellfire_nuclear = yes add_dynamic_modifier = { modifier = fallout_atomic days = 365 } } var:actor_country = { launch_nuke = { province = var:ROOT.target_province #optional use either province or state use_nuke = no #will consume nuke if specified } PHI_cobalt_sea_achievement = yes } } } } } thermonuclear_strike = { days_to_prepare = 30 category = nuclear_raids ai_will_do = { base = 1 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 } } } modifier = { factor = 2 OR = { original_tag = USA original_tag = SOV } } modifier = { factor = 2 FROM = { is_major = yes } } modifier = { factor = 0.25 # If possible, during peacetime, prepare strikes against the main enemies NOT = { has_war_with = FROM } FROM = { is_major = no } } } command_power = 20 # command power allocation cost allowed = { has_dlc = "Gotterdammerung" } # Raid Type is visible visible = { is_special_project_completed = sp:sp_thermo_nuclear_bomb } # Specific Target is visible show_target = { NOT = { is_in_faction_with = FROM } } # Can prepare available = { #has_war_with = FROM } launchable = { has_war_with = FROM } launch_sound = raid_launch_nuclear_strike target_type = { province = any } target_icon = GFX_other_target_icon target_loc_key = raid_target_name_thermonuclear unit_requirements = { equipment = { type = { strategic_bomber } amount = { min = 10 } } } unit_requirements = { equipment = { type = { strat_bomber_intercontinental_equipment } amount = { min = 10 } } } nuke_type = thermonuclear_bomb essential_equipment = { nukes = 1 } starting_point = { types = { air_base } } arrow = { type = air } success_factors = { success = { base = 0.5 experience = { weight = 0.1 start_weight = -0.1 reference = 1.0 } air_defence = { reference = 100 start_weight = -0.05 weight = 0.05 } air_agility = { reference = 100 start_weight = -0.1 weight = 0.1 } reliability = { start_weight = -0.1 weight = 0.1 } air_superiority = { reference = 1.0 start_weight = -0.25 weight = 0.25 } # Target interception = { reference = 10 weight = -0.25 } anti_air = { weight = -0.05 } radar = { weight = -0.05 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } } success_levels = { failure = { actor_effects = { var:actor_country = { custom_effect_tooltip = raid_aborted_tt add_political_power = -50 } raid_damage_units = { plane_loss = 0.5 ratio = yes } } } limited_success = { actor_effects = { var:actor_country = { custom_effect_tooltip = raid_aborted_tt } raid_damage_units = { plane_loss = 0.25 ratio = yes } raid_add_unit_experience = 0.1 } } success = { custom_sound = raid_result_success_nuclear actor_effects = { raid_damage_units = { plane_loss = 0.05 ratio = yes } raid_add_unit_experience = 0.35 } victim_effects = { var:actor_country = { save_global_event_target_as = nuclear_gandhi_actor_country } var:target_state = { bathe_in_hellfire_thermonuclear = yes custom_effect_tooltip = raid_nuclear_strike_tt hidden_effect = { IF = { limit = { has_dynamic_modifier = { modifier = fallout_atomic } } remove_dynamic_modifier = { modifier = fallout_atomic } } } add_dynamic_modifier = { modifier = fallout_thermonuclear days = 730 } } var:actor_country = { launch_nuke = { province = var:ROOT.target_province #optional use either province or state use_nuke = no nuke_type = thermonuclear_bomb } } } } critical_success = { custom_sound = raid_result_critical_success_nuclear actor_effects = { raid_add_unit_experience = 0.5 } victim_effects = { var:actor_country = { save_global_event_target_as = nuclear_gandhi_actor_country } var:target_state = { bathe_in_hellfire_thermonuclear = yes custom_effect_tooltip = raid_nuclear_strike_tt hidden_effect = { IF = { limit = { has_dynamic_modifier = { modifier = fallout_atomic } } remove_dynamic_modifier = { modifier = fallout_atomic } } } add_dynamic_modifier = { modifier = fallout_thermonuclear days = 730 } } var:actor_country = { launch_nuke = { province = var:ROOT.target_province #optional use either province or state use_nuke = no nuke_type = thermonuclear_bomb } } } } } } thermonuclear_missile_strike = { #Only from Rocket Sites category = nuclear_raids days_to_prepare = 14 speed_multiplier = 0.08 ai_will_do = { base = 1 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 } } } modifier = { factor = 2 OR = { original_tag = USA original_tag = SOV } } modifier = { factor = 2 FROM = { is_major = yes } } modifier = { factor = 0.25 # If possible, during peacetime, prepare strikes against the main enemies NOT = { has_war_with = FROM } FROM = { is_major = no } } } command_power = 5 # command power allocation cost allowed = { has_dlc = "Gotterdammerung" } # Raid Type is visible visible = { is_special_project_completed = sp:sp_nuclear_warheads } # Specific Target is visible show_target = { NOT = { is_in_faction_with = FROM } } # Can prepare available = { #has_war_with = FROM } launchable = { has_war_with = FROM } target_type = { province = any } target_icon = GFX_other_target_icon target_loc_key = raid_target_name_thermonuclear unit_requirements = { equipment = { type = { nuclear_missile_equipment } amount = { min = 1 } } } essential_equipment = { nukes = 1 } nuke_type = thermonuclear_bomb starting_point = { types = { rocket_site } } arrow = { type = ballistic } launch_sound = raid_launch_nuclear_missile unit_model = { scale = 0.5 } unit_animations = { stage = { state = "idle" } stage = { state = "idle2" intro = "idle2_intro" at_progress = 0.33 } stage = { state = "idle3" intro = "idle3_intro" at_progress = 0.66 } } success_factors = { success = { base = 0.8 intel = { weight = 0.2 #start_reference = 50 reference = 100 } } } success_levels = { failure = { actor_effects = { var:actor_country = { custom_effect_tooltip = dud_missile_tt } } } limited_success = { actor_effects = { var:actor_country = { custom_effect_tooltip = dud_missile_tt } } } success = { custom_sound = raid_result_success_nuclear actor_effects = { } victim_effects = { var:actor_country = { save_global_event_target_as = nuclear_gandhi_actor_country } var:target_state = { bathe_in_hellfire_thermonuclear = yes #custom_effect_tooltip = raid_nuclear_strike_tt add_dynamic_modifier = { modifier = fallout_thermonuclear days = 730 } } var:actor_country = { launch_nuke = { province = var:ROOT.target_province #optional use either province or state use_nuke = no #will consume nuke if specified nuke_type = thermonuclear_bomb } } } } critical_success = { custom_sound = raid_result_critical_success_nuclear actor_effects = { } victim_effects = { var:actor_country = { save_global_event_target_as = nuclear_gandhi_actor_country } var:target_state = { bathe_in_hellfire_thermonuclear = yes add_dynamic_modifier = { modifier = fallout_thermonuclear days = 730 } } var:actor_country = { launch_nuke = { province = var:ROOT.target_province #optional use either province or state use_nuke = no #will consume nuke if specified nuke_type = thermonuclear_bomb } } } } } } thermonuclear_missile_strike_submarine = { #Only from Submarines category = nuclear_raids days_to_prepare = 14 speed_multiplier = 0.08 ai_will_do = { base = 1 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 } } } modifier = { factor = 2 OR = { original_tag = USA original_tag = SOV } } modifier = { factor = 2 FROM = { is_major = yes } } modifier = { factor = 0.25 # If possible, during peacetime, prepare strikes against the main enemies NOT = { has_war_with = FROM } FROM = { is_major = no } } } command_power = 5 # command power allocation cost allowed = { has_dlc = "Gotterdammerung" } # Raid Type is visible visible = { is_special_project_completed = sp:sp_nuclear_warheads } # Specific Target is visible show_target = { NOT = { is_in_faction_with = FROM } } # Can prepare available = { #has_war_with = FROM } launchable = { has_war_with = FROM } target_type = { province = any } target_icon = GFX_other_target_icon target_loc_key = raid_target_name_thermonuclear unit_requirements = { equipment = { type = { nuclear_missile_equipment } amount = { min = 1 } } } essential_equipment = { nukes = 1 } nuke_type = thermonuclear_bomb starting_point = { types = { submarine } } arrow = { type = ballistic } launch_sound = raid_launch_nuclear_missile unit_model = { scale = 0.5 } unit_animations = { stage = { state = "idle" } stage = { state = "idle2" intro = "idle2_intro" at_progress = 0.33 } stage = { state = "idle3" intro = "idle3_intro" at_progress = 0.66 } } success_factors = { success = { base = 0.8 intel = { weight = 0.2 #start_reference = 50 reference = 100 } } } success_levels = { failure = { actor_effects = { var:actor_country = { custom_effect_tooltip = dud_missile_tt } } } limited_success = { actor_effects = { var:actor_country = { custom_effect_tooltip = dud_missile_tt } } } success = { custom_sound = raid_result_success_nuclear actor_effects = { } victim_effects = { var:actor_country = { save_global_event_target_as = nuclear_gandhi_actor_country } var:target_state = { bathe_in_hellfire_thermonuclear = yes #custom_effect_tooltip = raid_nuclear_strike_tt add_dynamic_modifier = { modifier = fallout_thermonuclear days = 730 } } var:actor_country = { launch_nuke = { province = var:ROOT.target_province #optional use either province or state use_nuke = no #will consume nuke if specified nuke_type = thermonuclear_bomb } PHI_cobalt_sea_achievement = yes } } } critical_success = { custom_sound = raid_result_critical_success_nuclear actor_effects = { } victim_effects = { var:actor_country = { save_global_event_target_as = nuclear_gandhi_actor_country } var:target_state = { bathe_in_hellfire_thermonuclear = yes add_dynamic_modifier = { modifier = fallout_thermonuclear days = 730 } } var:actor_country = { launch_nuke = { province = var:ROOT.target_province #optional use either province or state use_nuke = no #will consume nuke if specified nuke_type = thermonuclear_bomb } PHI_cobalt_sea_achievement = yes } } } } } }