types = { ################################################################# ## ### ### ### # # # ### # # ### ### ## ### ### # # # # # ## ## # ## # # # # # # # # # # # ## ## # # # # # # ## ## ### #### # # # # # # # # # # # # # # # # # # # # # ## # ### ### ### # # ### # # ### # # # # ### ### ################################################################# mine_sabotage_raid = { days_to_prepare = 90 category = paratrooper_raids ai_will_do = { base = 0.5 # Don't plan these unless you have nothing better to do 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 = { # Don't waste Fallschirmjägers on this, unless late in the war and it might help us winning factor = 0 tag = GER date < 1944.1.1 NOT = { surrender_progress > 0 } } } command_power = 25 # command power allocation cost allowed = { has_dlc = "Gotterdammerung" } # Raid Type is visible visible = { has_tech = paratroopers } # Specific Target is visible show_target = { NOT = { is_in_faction_with = FROM } } # Can prepare available = { } launchable = { has_war_with = FROM } unit_requirements = { battalion_types = { paratrooper = { min = 3 } } } essential_equipment = { transport_plane_equipment = 10 } additional_equipment = { # list of equipment archetypes and numbers support_equipment = 200 } target_type = { state = { steel > 69 NOT = { OR = { has_dynamic_modifier = { modifier = steel_mines_damaged_modifier } has_dynamic_modifier = { modifier = steel_mines_critically_damaged_modifier } has_dynamic_modifier = { modifier = steel_mines_lightly_damaged_modifier } } } } } target_icon = GFX_mine_target_icon target_loc_key = raid_target_name_mine launch_sound = raid_launch_paratrooper arrow = { type = air } unit_model = { equipment = air_transport } starting_point = { types = { air_base } } success_factors = { success = { base = 0.6 # Raiding unit modifiers experience = { weight = 0.05 start_weight = -0.05 reference = 0.5 } organisation = { weight = 0.05 start_weight = -0.05 reference = 100 } strength = { weight = 0.05 start_weight = -0.05 reference = 1 } recon = { weight = 0.05 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.4 } air_superiority = { reference = 1 weight = 0.25 start_weight = -0.25 } anti_air = { reference = 5 weight = -0.2 } interception = { reference = 500 # More than 500 fighters won't really make any difference weight = -0.2 } enemy_units = { reference = 2 # More than 2 DIVs in the target Province shouldn't make any difference weight = -0.5 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } critical = { base = 0.15 } } success_levels = { failure = { victim_effects = { # Effects on target #var:target_state = { # add_dynamic_modifier = { # modifier = steel_mines_lightly_damaged_modifier # days = 30 # } #} } actor_effects = { # Damage to unit raid_damage_units = { org_damage = 30 str_damage = 10 } # Unit Experience raid_add_unit_experience = 0.05 add_raid_history_entry = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { add_dynamic_modifier = { modifier = steel_mines_lightly_damaged_modifier days = 90 } } } actor_effects = { # Damage to unit raid_damage_units = { org_damage = 20 str_damage = 5 } # Unit Experience raid_add_unit_experience = 0.1 add_raid_history_entry = yes } division_effects = { add_divisional_commander_xp = 100 } visual_effect = { entity = "air_raids_paradrop_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { add_dynamic_modifier = { modifier = steel_mines_damaged_modifier days = 120 } } } actor_effects = { # Damage to unit raid_damage_units = { org_damage = 20 str_damage = 0.5 } # Unit Experience raid_add_unit_experience = 0.2 add_raid_history_entry = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } visual_effect = { entity = "air_raids_paradrop_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { add_dynamic_modifier = { modifier = steel_mines_critically_damaged_modifier days = 180 } } } actor_effects = { # Damage to unit raid_damage_units = { org_damage = 10 str_damage = 0 } # Unit Experience raid_add_unit_experience = 0.35 add_raid_history_entry = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } visual_effect = { entity = "air_raids_paradrop_critical_success_entity" animation = "attack" } } } } #################################################################### ### ## ### # # ### ### # # ### ### ### ### ## ### ### # # # # # # # # # ## # # # # # # # # # # # # # ### #### # #### ## # # ## # # ## ### ### #### # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ### # # ### ### # # # # # # ### ### #################################################################### pathfinder_raid = { days_to_prepare = 30 category = paratrooper_raids custom_map_icon = GFX_raid_type_icon_other_raid ai_will_do = { base = 4 # There won't be so many of these, so better bump them a bit modifier = { factor = 2 # Probably more needed if invading a major FROM = { is_major = yes } } modifier = { factor = 2 # More likely to have paras to spare if major is_major = yes } } command_power = 25 # command power allocation cost allowed = { has_dlc = "Gotterdammerung" } # Raid Type is visible visible = { has_tech = paratroopers } # Specific Target is visible show_target = { has_war_with = FROM has_naval_invasion_against_state = var:target_state } # Can prepare available = { has_naval_invasion_against_state = { state = var:target_state preparation > 0.1 } } launchable = { has_war_with = FROM has_naval_invasion_against_state = { state = var:target_state preparation > 0.95 } } unit_requirements = { battalion_types = { paratrooper = { min = 3 } } } essential_equipment = { transport_plane_equipment = 10 } additional_equipment = { # list of equipment archetypes and numbers support_equipment = 200 } target_type = { state = { is_coastal = yes } } target_icon = GFX_other_target_icon target_loc_key = raid_target_name_pathfinder_raid launch_sound = raid_launch_paratrooper arrow = { type = air } unit_model = { equipment = air_transport } starting_point = { types = { air_base } } success_factors = { success = { base = 0.6 # Raiding unit modifiers experience = { weight = 0.05 start_weight = -0.05 reference = 0.5 } organisation = { weight = 0.05 start_weight = -0.05 reference = 100 } strength = { weight = 0.05 start_weight = -0.05 reference = 1 } recon = { weight = 0.05 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.5 } air_superiority = { reference = 1 weight = 0.25 start_weight = -0.25 } anti_air = { reference = 5 weight = -0.2 } 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 = 0.15 } } success_levels = { failure = { victim_effects = { # Effects on target #var:target_state = { # add_dynamic_modifier = { # modifier = steel_mines_lightly_damaged_modifier # days = 30 # } #} } actor_effects = { # Damage to unit raid_damage_units = { org_damage = 100 str_damage = 50 } # Unit Experience raid_add_unit_experience = 0.05 add_raid_history_entry = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_state = { add_dynamic_modifier = { modifier = pathfinder_infiltration_modifier days = 20 } } } actor_effects = { # Damage to unit raid_damage_units = { org_damage = 80 str_damage = 30 } # Unit Experience raid_add_unit_experience = 0.1 add_raid_history_entry = yes } division_effects = { add_divisional_commander_xp = 100 } visual_effect = { entity = "air_raids_paradrop_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { add_dynamic_modifier = { modifier = pathfinder_infiltration_modifier days = 40 } } } actor_effects = { # Damage to unit raid_damage_units = { org_damage = 60 str_damage = 20 } # Unit Experience raid_add_unit_experience = 0.2 add_raid_history_entry = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } visual_effect = { entity = "air_raids_paradrop_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { add_dynamic_modifier = { modifier = pathfinder_infiltration_modifier days = 60 } } } actor_effects = { # Damage to unit raid_damage_units = { org_damage = 40 str_damage = 10 } # Unit Experience raid_add_unit_experience = 0.35 add_raid_history_entry = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } visual_effect = { entity = "air_raids_paradrop_critical_success_entity" animation = "attack" } } } } }