types = { GER_eben_emael_raid = { days_to_prepare = 30 category = paratrooper_raids custom_map_icon = GFX_raid_type_icon_other_raid ai_will_do = { base = 100 # Unique raid that we really want to do modifier = { # no longer meaningful factor = 0 OR = { date > 1941.1.1 is_in_faction_with = BEL } } } command_power = 20 allowed = { has_dlc = "Gotterdammerung" original_tag = GER } fire_only_once = yes visible = { has_completed_focus = GER_expanding_the_luftwaffe has_tech = paratroopers } show_target = { 34 = { is_owned_and_controlled_by = BEL } } available = { 34 = { is_owned_and_controlled_by = BEL } } launchable = { has_war_with = BEL } unit_requirements = { battalion_types = { paratrooper = { min = 2 } } } essential_equipment = { transport_plane_equipment = 5 } additional_equipment = { # list of equipment archetypes and numbers support_equipment = 100 infantry_equipment = 200 } target_type = { province = 11519 } target_icon = GFX_eben_emael_target_icon target_loc_key = raid_target_name_eben_emael launch_sound = raid_launch_paratrooper arrow = { type = air } unit_model = { equipment = air_transport } starting_point = { types = { air_base } } success_factors = { success = { base = 0.75 # 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 = 20 # Resistance below 20 doesn't help weight = 0.4 } air_superiority = { reference = 1 start_reference = 0.5 weight = 0.2 } anti_air = { reference = 5 weight = -0.1 } 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 = -0.4 } intel = { weight = 0.2 #start_reference = 50 reference = 100 } } } success_levels = { failure = { victim_effects = { var:target_state = { IF = { limit = { bunker > 0 } damage_building = { type = bunker damage = 1 # levels of damage province = var:ROOT.target_province } } } } actor_effects = { # Damage to unit raid_damage_units = { org_damage = 0.95 str_damage = 0.95 ratio = yes } # 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 = { IF = { limit = { bunker > 0 } damage_building = { type = bunker damage = 1 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.1 } } add_dynamic_modifier = { modifier = eben_emael_raided_limited_success_modifier days = 180 } } } actor_effects = { var:actor_country = { add_timed_idea = { idea = GER_eben_emael_partial_success_ns days = 180 } } # 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 } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } visual_effect = { entity = "air_raids_paradrop_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { IF = { limit = { bunker > 0 } damage_building = { type = bunker damage = 4 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.25 } } add_dynamic_modifier = { modifier = eben_emael_raided_success_modifier days = 180 } } } actor_effects = { var:actor_country = { add_timed_idea = { idea = GER_eben_emael_success_ns days = 180 } } # Damage to unit raid_damage_units = { org_damage = 0.45 str_damage = 0.30 ratio = yes } # Unit Experience raid_add_unit_experience = 0.2 add_raid_history_entry = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } visual_effect = { entity = "air_raids_paradrop_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { IF = { limit = { bunker > 0 } damage_building = { type = bunker damage = 6 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.4 } } add_dynamic_modifier = { modifier = eben_emael_raided_critical_modifier days = 180 } } } actor_effects = { var:actor_country = { add_timed_idea = { idea = GER_eben_emael_success_ns days = 180 } } # Damage to unit raid_damage_units = { org_damage = 0.25 str_damage = 0.15 ratio = yes } # Unit Experience raid_add_unit_experience = 0.35 add_raid_history_entry = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } visual_effect = { entity = "air_raids_paradrop_critical_success_entity" animation = "attack" } } } } CZE_sokolov_raid_pfot = { #Pfot, for GER days_to_prepare = 30 category = paratrooper_raids custom_map_icon = GFX_raid_type_icon_other_raid ai_will_do = { base = 0.1 # Meh, we can handle the Czechs without cheap tricks modifier = { # contexts I wouldn't want to do this factor = 0 OR = { is_in_faction_with = CZE date > 1941.1.1 CZE = { OR = { exists = no surrender_progress > 0.15 #we broke them elsewhere } } } } # modifier = { #No Quarter for a player on a high difficulty # add = 100 # surrender_progress < 0.05 # CZE = { # is_ai = no # difficulty > 2 # } # } modifier = { #Might want to start thinking about speeding this whole thing up add = 5 date > 1938.11.11 surrender_progress < 0.05 CZE = { surrender_progress < 0.05 } casualties_inflicted_by = { opponent = CZE thousands > 5 } } modifier = { #Gave me a bloody nose factor = 10 date > 1939.3.3 surrender_progress < 0.05 CZE = { surrender_progress < 0.05 } casualties_inflicted_by = { opponent = CZE thousands > 15 } } modifier = { #no more mister nice guy factor = 25 date > 1939.5.5 surrender_progress < 0.05 CZE = { surrender_progress < 0.05 } casualties_inflicted_by = { opponent = CZE thousands > 74 } } # modifier = { #please cease this nonsense # factor = 25 # date > 1939.7.7 # surrender_progress < 0.05 # CZE = { # surrender_progress < 0.03 # } # casualties_inflicted_by = { # opponent = CZE # thousands > 199 # } # } # modifier = { #ouch :( # factor = 50 # date > 1939.9.9 # surrender_progress < 0.05 # CZE = { # surrender_progress < 0.02 # } # casualties_inflicted_by = { # opponent = CZE # thousands > 299 # } # } } fire_only_once = yes #We got one shot at this stunt command_power = 20 allowed = { has_dlc = "Peace For Our Time" original_tag = GER } fire_only_once = yes visible = { has_completed_focus = GER_expanding_the_luftwaffe has_tech = paratroopers } show_target = { 69 = { is_owned_and_controlled_by = CZE } } available = { 69 = { is_owned_and_controlled_by = CZE } } launchable = { has_war_with = CZE } unit_requirements = { battalion_types = { paratrooper = { min = 1 } } } essential_equipment = { transport_plane_equipment = 5 } additional_equipment = { #list of equipment archetypes and numbers support_equipment = 100 infantry_equipment = 250 } target_type = { province = 6470 } target_icon = GFX_eben_emael_target_icon target_loc_key = raid_type_CZE_sokolov_raid_pfot launch_sound = raid_launch_paratrooper arrow = { type = air } unit_model = { equipment = air_transport } starting_point = { types = { air_base } } success_factors = { success = { base = 0.55 # Raiding unit modifiers experience = { weight = 0.25 start_weight = -0.25 reference = 1.0 } organisation = { weight = 0.1 start_weight = -0.1 reference = 100 } strength = { weight = 0.1 start_weight = -0.15 reference = 1 } recon = { weight = 0.10 reference = 10 } ### Target Modifiers air_superiority = { #Very important here reference = 1 start_reference = 0.5 weight = 0.25 } anti_air = { #These Czech fort AA's have hands reference = 5 weight = -0.25 } interception = { reference = 200 # More than 250 fighters won't really make any difference weight = -0.2 } enemy_units = { reference = 3 # More than 3 DIVs in the target Province shouldn't make any difference weight = -0.5 } intel = { weight = 0.25 #start_reference = 50 reference = 100 } } disaster = { base = 0.01 enemy_units = { reference = 5 #You are jumping on a lot of guys weight = 0.24 } } } success_levels = { failure = { victim_effects = { var:target_state = { IF = { limit = { bunker > 0 } damage_building = { type = bunker damage = 1 # levels of damage province = 6470 repair_speed_modifier = -0.10 } damage_building = { type = bunker damage = 1 # levels of damage province = 424 repair_speed_modifier = -0.10 } damage_building = { type = bunker damage = 1 # levels of damage province = 3585 province = 424 repair_speed_modifier = -0.10 } } } } actor_effects = { # Damage to unit raid_damage_units = { org_damage = 0.95 str_damage = 0.95 ratio = yes } # Unit Experience raid_add_unit_experience = 0.25 add_raid_history_entry = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 25 } visual_effect = { entity = "raid_failed_entity" animation = "attack" } } limited_success = { victim_effects = { var:target_province = { IF = { limit = { bunker > 0 } damage_building = { type = bunker damage = 3 # levels of damage province = var:ROOT.target_province repair_speed_modifier = -0.1 } } } var:target_state = { add_dynamic_modifier = { modifier = sokolov_raided_limited_success_modifier days = 30 } } } actor_effects = { var:actor_country = { add_timed_idea = { idea = CZE_sokolov_raid_pfot_limited_success_ns days = 30 } } # 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 } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } visual_effect = { entity = "air_raids_paradrop_limited_success_entity" animation = "attack" } } success = { victim_effects = { var:target_state = { IF = { limit = { bunker > 0 } damage_building = { type = bunker damage = 5 # levels of damage province = 6470 repair_speed_modifier = -0.25 } damage_building = { type = bunker damage = 5 # levels of damage province = 424 repair_speed_modifier = -0.25 } damage_building = { type = bunker damage = 5 # levels of damage province = 3585 repair_speed_modifier = -0.25 } } add_dynamic_modifier = { modifier = sokolov_raided_success_modifier days = 90 } } } actor_effects = { var:actor_country = { add_timed_idea = { idea = CZE_sokolov_raid_pfot_success_ns days = 90 } } # Damage to unit raid_damage_units = { org_damage = 0.45 str_damage = 0.30 ratio = yes } # Unit Experience raid_add_unit_experience = 0.2 add_raid_history_entry = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 75 } visual_effect = { entity = "air_raids_paradrop_success_entity" animation = "attack" } } critical_success = { victim_effects = { var:target_state = { IF = { limit = { bunker > 1 } damage_building = { type = bunker damage = 6 # levels of damage province = 6470 repair_speed_modifier = -0.25 } damage_building = { type = bunker damage = 6 # levels of damage province = 424 repair_speed_modifier = -0.25 } damage_building = { type = bunker damage = 6 # levels of damage province = 3585 repair_speed_modifier = -0.25 } } add_dynamic_modifier = { modifier = sokolov_raided_critical_modifier days = 90 } } } actor_effects = { var:actor_country = { add_timed_idea = { idea = CZE_sokolov_raid_pfot_critical_success_ns days = 90 } } # Damage to unit raid_damage_units = { org_damage = 0.25 str_damage = 0.15 ratio = yes } # Unit Experience raid_add_unit_experience = 0.35 add_raid_history_entry = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 100 } visual_effect = { entity = "air_raids_paradrop_critical_success_entity" animation = "attack" } } } } }