# Example: # # example_effect = { # add_political_power = 66 # add_popularity = { # ideology = fascism # popularity = 0.33 # } # } # # # In a script file: # # effect = { # example_effect = yes # } # ##################################### ### emergency_factory_conversion #### ##################################### #This is going to give misleading and ugly tooltips. Making it nice will take effort. TODO_WTT_CD make nice or ignore and remove comment. Easiest solution is just making a custom tooltip that says "5 civilian factories will be converted to military factories" and ignore telling the player the states where it will happen. replace_civ_with_arms_factories = { random_owned_controlled_state = { limit = { is_fully_controlled_by = ROOT industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } add_building_construction = { type = arms_factory level = 1 instant_build = yes } } random_owned_controlled_state = { limit = { is_fully_controlled_by = ROOT industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } add_building_construction = { type = arms_factory level = 1 instant_build = yes } } random_owned_controlled_state = { limit = { is_fully_controlled_by = ROOT industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } add_building_construction = { type = arms_factory level = 1 instant_build = yes } } random_owned_controlled_state = { limit = { is_fully_controlled_by = ROOT industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } add_building_construction = { type = arms_factory level = 1 instant_build = yes } } random_owned_controlled_state = { limit = { is_fully_controlled_by = ROOT industrial_complex > 0 } remove_building = { type = industrial_complex level = 1 } add_building_construction = { type = arms_factory level = 1 instant_build = yes } } } #Country scope ROOT_inherit_current_scope_wars_effect = { custom_effect_tooltip = ROOT_inherit_current_scope_wars_effect hidden_effect = { every_country = { limit = { has_defensive_war_with = PREV } ROOT = { declare_war_on = { target = PREV type = annex_everything } } } every_country = { limit = { has_offensive_war_with = PREV } declare_war_on = { target = ROOT type = annex_everything } } } } # Add AI strategies in case of Central European Alliance GER_democratic_nations_ai_strategies = { # Reduce Contain against SOV add_ai_strategy = { type = contain id = "SOV" value = -800 } add_ai_strategy = { type = contain id = "ITA" value = -800 } # Poland add_ai_strategy = { type = protect id = "POL" value = -200 } add_ai_strategy = { type = ignore id = "POL" value = 200 } add_ai_strategy = { type = befriend id = "POL" value = -200 } add_ai_strategy = { type = alliance id = "POL" value = -200 } # Finland add_ai_strategy = { type = protect id = "FIN" value = -200 } add_ai_strategy = { type = ignore id = "FIN" value = 200 } add_ai_strategy = { type = befriend id = "FIN" value = -200 } add_ai_strategy = { type = alliance id = "FIN" value = -200 } # Estonia add_ai_strategy = { type = protect id = "EST" value = -200 } add_ai_strategy = { type = ignore id = "EST" value = 200 } add_ai_strategy = { type = befriend id = "EST" value = -200 } add_ai_strategy = { type = alliance id = "EST" value = -200 } # Latvia add_ai_strategy = { type = protect id = "LAT" value = -200 } add_ai_strategy = { type = ignore id = "LAT" value = 200 } add_ai_strategy = { type = befriend id = "LAT" value = -200 } add_ai_strategy = { type = alliance id = "LAT" value = -200 } # Lithuania add_ai_strategy = { type = protect id = "LIT" value = -200 } add_ai_strategy = { type = ignore id = "LIT" value = 200 } add_ai_strategy = { type = befriend id = "LIT" value = -200 } add_ai_strategy = { type = alliance id = "LIT" value = -200 } # Romania add_ai_strategy = { type = protect id = "ROM" value = -200 } add_ai_strategy = { type = ignore id = "ROM" value = 200 } add_ai_strategy = { type = befriend id = "ROM" value = -200 } add_ai_strategy = { type = alliance id = "ROM" value = -200 } # Norway add_ai_strategy = { type = ignore id = "NOR" value = 200 } add_ai_strategy = { type = protect id = "NOR" value = -200 } add_ai_strategy = { type = befriend id = "NOR" value = -200 } add_ai_strategy = { type = alliance id = "NOR" value = -200 } # Sweden add_ai_strategy = { type = ignore id = "SWE" value = 200 } add_ai_strategy = { type = protect id = "SWE" value = -200 } add_ai_strategy = { type = befriend id = "SWE" value = -200 } add_ai_strategy = { type = alliance id = "SWE" value = -200 } # Denmark add_ai_strategy = { type = ignore id = "DEN" value = 200 } add_ai_strategy = { type = protect id = "DEN" value = -200 } add_ai_strategy = { type = befriend id = "DEN" value = -200 } add_ai_strategy = { type = alliance id = "DEN" value = -200 } # Netherlands add_ai_strategy = { type = ignore id = "HOL" value = 200 } add_ai_strategy = { type = protect id = "HOL" value = -200 } add_ai_strategy = { type = befriend id = "HOL" value = -200 } add_ai_strategy = { type = alliance id = "HOL" value = -200 } # Belgium add_ai_strategy = { type = ignore id = "BEL" value = 200 } add_ai_strategy = { type = protect id = "BEL" value = -200 } add_ai_strategy = { type = befriend id = "BEL" value = -200 } add_ai_strategy = { type = alliance id = "BEL" value = -200 } # Luxemburg add_ai_strategy = { type = ignore id = "LUX" value = 200 } add_ai_strategy = { type = protect id = "LUX" value = -200 } add_ai_strategy = { type = befriend id = "LUX" value = -200 } add_ai_strategy = { type = alliance id = "LUX" value = -200 } # Austria add_ai_strategy = { type = ignore id = "AUS" value = 200 } add_ai_strategy = { type = protect id = "AUS" value = -200 } add_ai_strategy = { type = befriend id = "AUS" value = -200 } add_ai_strategy = { type = alliance id = "AUS" value = -200 } # Hungary add_ai_strategy = { type = ignore id = "HUN" value = 200 } add_ai_strategy = { type = protect id = "HUN" value = -200 } add_ai_strategy = { type = befriend id = "HUN" value = -200 } add_ai_strategy = { type = alliance id = "HUN" value = -200 } # Czechoslovakia add_ai_strategy = { type = ignore id = "CZE" value = 200 } add_ai_strategy = { type = protect id = "CZE" value = -200 } add_ai_strategy = { type = befriend id = "CZE" value = -200 } add_ai_strategy = { type = alliance id = "CZE" value = -200 } # Yugoslavia add_ai_strategy = { type = ignore id = "YUG" value = 200 } add_ai_strategy = { type = protect id = "YUG" value = -200 } add_ai_strategy = { type = befriend id = "YUG" value = -200 } add_ai_strategy = { type = alliance id = "YUG" value = -200 } } print_variable_log_effect = { print_variables = { file = variables_yug append = yes } } get_best_alliance_match_democratic_effect = { #arguably a trigger, but it does stuff so we keep it in here. If this is your first time seeing this, welcome to my personal hell. if = { limit = { any_other_country = { is_faction_leader = yes is_major = yes has_government = democratic not = { has_war_with = ROOT } set_temp_variable = { ROOT.best_leader = this } set_temp_variable = { ROOT.best_leader_score = 0 } } } } if = { limit = { all_other_country = { is_faction_leader = yes is_major = yes has_government = democratic not = { has_war_with = ROOT } set_temp_variable = { this.leader_score = num_of_factories } add_to_temp_variable = { this.leader_score = num_battalions } all_of_scopes = { array = allies add_to_temp_variable = { PREV.leader_score = num_of_factories } add_to_temp_variable = { PREV.leader_score = num_battalions } } if = { limit = { capital_scope = { is_on_continent = ROOT } } multiply_temp_variable = { leader_score = 2 } } if = { limit = { any_neighbor_country = { tag = ROOT } } multiply_temp_variable = { leader_score = 1.25 } } if = { limit = { check_variable = { ROOT.best_leader_score < leader_score } set_temp_variable = { ROOT.best_leader = this } set_temp_variable = { ROOT.best_leader_score = leader_score } } } } } } } get_best_alliance_match_fascism_effect = { #arguably a trigger, but it does stuff so we keep it in here. If this is your first time seeing this, welcome to my personal hell. if = { limit = { any_other_country = { is_faction_leader = yes is_major = yes has_government = fascism not = { has_war_with = ROOT } set_temp_variable = { ROOT.best_leader = this } set_temp_variable = { ROOT.best_leader_score = 0 } } } } if = { limit = { all_other_country = { is_faction_leader = yes is_major = yes has_government = fascism not = { has_war_with = ROOT } set_temp_variable = { this.leader_score = num_of_factories } add_to_temp_variable = { this.leader_score = num_battalions } all_of_scopes = { array = allies add_to_temp_variable = { PREV.leader_score = num_of_factories } add_to_temp_variable = { PREV.leader_score = num_battalions } } if = { limit = { capital_scope = { is_on_continent = ROOT } } multiply_temp_variable = { this.leader_score = 2 } } if = { limit = { any_neighbor_country = { tag = ROOT } } multiply_temp_variable = { this.leader_score = 1.25 } } if = { limit = { check_variable = { ROOT.best_leader_score < this.leader_score } } set_temp_variable = { ROOT.best_leader = this } set_temp_variable = { ROOT.best_leader_score = this.leader_score } } } } } } get_best_alliance_match_communism_effect = { #arguably a trigger, but it does stuff so we keep it in here. If this is your first time seeing this, welcome to my personal hell. if = { limit = { any_other_country = { is_faction_leader = yes is_major = yes has_government = communism not = { has_war_with = ROOT } set_temp_variable = { ROOT.best_leader = this } set_temp_variable = { ROOT.best_leader_score = 0 } } } } if = { limit = { all_other_country = { is_faction_leader = yes is_major = yes has_government = communism not = { has_war_with = ROOT } set_temp_variable = { this.leader_score = num_of_factories } add_to_temp_variable = { this.leader_score = num_battalions } all_of_scopes = { array = allies add_to_temp_variable = { PREV.leader_score = num_of_factories } add_to_temp_variable = { PREV.leader_score = num_battalions } } if = { limit = { capital_scope = { is_on_continent = ROOT } } multiply_temp_variable = { leader_score = 2 } } if = { limit = { any_neighbor_country = { tag = ROOT } } multiply_temp_variable = { leader_score = 1.25 } } if = { limit = { check_variable = { ROOT.best_leader_score < leader_score } set_temp_variable = { ROOT.best_leader = this } set_temp_variable = { ROOT.best_leader_score = leader_score } } } } } } } remove_naval_treaty_effect = { if = { limit = { has_idea = MTG_naval_treaty_adherent } remove_ideas = MTG_naval_treaty_adherent } else_if = { limit = { has_idea = MTG_naval_treaty_cheating } remove_ideas = MTG_naval_treaty_cheating } else_if = { limit = { has_idea = MTG_naval_treaty_adherent_reduced } remove_ideas = MTG_naval_treaty_adherent_reduced } else_if = { limit = { has_idea = MTG_naval_treaty_cheating_reduced } remove_ideas = MTG_naval_treaty_cheating_reduced } set_country_flag = MTG_naval_treaty_abandoned } civil_war_anti_exploiter_punitive_action = { # Anti-exploiter punitive brigades! BET YA DIDN'T SEE THAT COMING DID YA?! if = { limit = { has_army_size = { size < 1 } } division_template = { name = "Anti-Exploit Punitive Brigade" priority = 1 division_names_group = ENG_MAR_01 is_locked = yes regiments = { infantry = { x = 0 y = 0 } infantry = { x = 0 y = 1 } infantry = { x = 0 y = 2 } infantry = { x = 1 y = 0 } infantry = { x = 1 y = 1 } infantry = { x = 1 y = 2 } infantry = { x = 2 y = 0 } artillery_brigade = { x = 2 y = 1 } artillery_brigade = { x = 2 y = 2 } } support = { engineer = { x = 0 y = 0 } recon = { x = 0 y = 1 } artillery = { x = 0 y = 2 } } } random_state = { limit = { is_capital = yes is_fully_controlled_by = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } } random_state = { limit = { is_in_home_area = yes is_fully_controlled_by = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } } random_state = { limit = { is_in_home_area = yes is_fully_controlled_by = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } } random_state = { limit = { is_in_home_area = yes is_fully_controlled_by = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } } random_state = { limit = { is_in_home_area = yes is_fully_controlled_by = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } create_unit = { division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1" owner = PREV } } } } clear_sabotaged_resources_if_necesary = { if = { limit = { not = { has_dynamic_modifier = { modifier = sabotaged_resources } } } clear_variable = sabotaged_oil clear_variable = sabotaged_aluminium clear_variable = sabotaged_rubber clear_variable = sabotaged_tungsten clear_variable = sabotaged_steel clear_variable = sabotaged_chromium clear_variable = sabotaged_coal } } remove_from_allowed_party = { if = { limit = { has_government = democratic } set_temp_variable = { allowed_party_democratic = 0 } } else_if = { limit = { has_government = fascism } set_temp_variable = { allowed_party_fascism = 0 } } else_if = { limit = { has_government = communism } set_temp_variable = { allowed_party_communism = 0 } } else_if = { limit = { has_government = neutrality } set_temp_variable = { allowed_party_neutrality = 0 } } } #expectes a temp variable country_to_initiate which should contain original_tag to instantiate as a collabration government instantiate_collaboration_government = { custom_effect_tooltip = compliance_80_effect_tooltip hidden_effect = { set_variable = { collaboration_formed@var:country_to_initiate = 1 } if = { # if country_to_initiate does not exist, simply release it as a puppet limit = { var:country_to_initiate = { exists = no } } var:country_to_initiate = { set_variable = { collaboration_formed_by = PREV } } release_autonomy = { target = country_to_initiate autonomy_state = autonomy_collaboration_government freedom_level = 0.5 release_non_owned_controlled = yes } } else = { # if country_to_initiate exists, create a dynamic country as our new puppet create_dynamic_country = { original_tag = country_to_initiate set_variable = { collaboration_formed_by = PREV } set_temp_variable = { new_country = this } PREV = { every_controlled_state = { limit = { occupied_country_tag = country_to_initiate } var:new_country = { transfer_state = PREV } } puppet = new_country set_autonomy = { target = new_country autonomy_state = autonomy_collaboration_government freedom_level = 0.5 } } } } } } abandon_colony_tag = { if = { limit = { is_subject = yes } if = { limit = { original_tag = CAN } if = { limit = { NOT = { has_dlc = "Together for Victory" } } set_cosmetic_tag = CAN_ALY } else = { set_cosmetic_tag = CAN_UK } } else_if = { limit = { original_tag = RAJ } set_cosmetic_tag = RAJ_UK } else_if = { limit = { original_tag = MAL } set_cosmetic_tag = MAL_UK } else_if = { limit = { original_tag = INS NOT = { has_cosmetic_tag = INS_HOL_FLAG has_cosmetic_tag = INS_UNION } } set_cosmetic_tag = INS_HOL } } else = { if = { limit = { OR = { has_cosmetic_tag = united_polynesia has_cosmetic_tag = MAJ_UNIFIED } } } else_if = { limit = { NOT = { AND = { has_dlc = "Graveyard of Empires" original_tag = RAJ } AND = { has_dlc = "Thunder at Our Gates" original_tag = INS } } } drop_cosmetic_tag = yes } } } upgrade_economy_law = { if = { limit = { has_idea = civilian_economy } add_ideas = low_economic_mobilisation } else_if = { limit = { has_idea = low_economic_mobilisation } add_ideas = partial_economic_mobilisation } else_if = { limit = { has_idea = partial_economic_mobilisation } add_ideas = war_economy } else_if = { limit = { has_idea = war_economy } add_ideas = tot_economic_mobilisation } else = { add_political_power = 150 } } upgrade_conscription_law = { if = { limit = { has_idea = disarmed_nation } add_ideas = volunteer_only } else_if = { limit = { has_idea = volunteer_only } add_ideas = limited_conscription } else_if = { limit = { has_idea = limited_conscription } add_ideas = extensive_conscription } else_if = { limit = { has_idea = extensive_conscription } add_ideas = service_by_requirement } else_if = { limit = { has_idea = service_by_requirement } add_ideas = all_adults_serve } else_if = { limit = { has_idea = all_adults_serve } add_ideas = scraping_the_barrel } else = { add_political_power = 150 } } gain_random_agency_upgrade = { #Gives a random agency upgrade or grants a free agency if one has not yet been established custom_effect_tooltip = free_agency_upgrade_tt hidden_effect = { if = { limit = { has_intelligence_agency = no } create_intelligence_agency = yes } else = { random_list = { 1 = { upgrade_intelligence_agency = upgrade_economy_civilian modifier = { factor = 0 has_done_agency_upgrade = upgrade_economy_civilian } } 1 = { upgrade_intelligence_agency = upgrade_army_department modifier = { factor = 0 has_done_agency_upgrade = upgrade_army_department } } 1 = { upgrade_intelligence_agency = upgrade_naval_department modifier = { factor = 0 has_done_agency_upgrade = upgrade_naval_department } } 1 = { upgrade_intelligence_agency = upgrade_airforce_department modifier = { factor = 0 has_done_agency_upgrade = upgrade_airforce_department } } 1 = { upgrade_intelligence_agency = upgrade_passive_defense modifier = { factor = 0 has_done_agency_upgrade = upgrade_passive_defense } } 1 = { upgrade_intelligence_agency = upgrade_anti_partisan modifier = { factor = 0 has_done_agency_upgrade = upgrade_anti_partisan } } 1 = { upgrade_intelligence_agency = upgrade_blueprint_stealing modifier = { factor = 0 has_done_agency_upgrade = upgrade_blueprint_stealing } } 1 = { upgrade_intelligence_agency = upgrade_portable_radios modifier = { factor = 0 has_done_agency_upgrade = upgrade_portable_radios } } 1 = { upgrade_intelligence_agency = upgrade_invisible_ink modifier = { factor = 0 has_done_agency_upgrade = upgrade_invisible_ink } } 1 = { upgrade_intelligence_agency = upgrade_plastic_explosives modifier = { factor = 0 has_done_agency_upgrade = upgrade_plastic_explosives } } 1 = { upgrade_intelligence_agency = upgrade_suicide_pills modifier = { factor = 0 has_done_agency_upgrade = upgrade_suicide_pills } } 1 = { upgrade_intelligence_agency = upgrade_training_centers modifier = { factor = 0 has_done_agency_upgrade = upgrade_training_centers } } 1 = { upgrade_intelligence_agency = upgrade_commando_training modifier = { factor = 0 has_done_agency_upgrade = upgrade_commando_training } } 1 = { upgrade_intelligence_agency = upgrade_interrogation_techniques modifier = { factor = 0 has_done_agency_upgrade = upgrade_interrogation_techniques } } 1 = { upgrade_intelligence_agency = upgrade_diplo_training modifier = { factor = 0 has_done_agency_upgrade = upgrade_diplo_training } } 1 = { upgrade_intelligence_agency = upgrade_psycho_warfare modifier = { factor = 0 has_done_agency_upgrade = upgrade_psycho_warfare } } 1 = { upgrade_intelligence_agency = upgrade_form_department modifier = { factor = 0 has_done_agency_upgrade = upgrade_form_department } } 1 = { upgrade_intelligence_agency = upgrade_decryption_boost modifier = { factor = 0 OR = { has_done_agency_upgrade = upgrade_decryption_boost NOT = { has_done_agency_upgrade = upgrade_form_department } } } } 1 = { upgrade_intelligence_agency = upgrade_decryption_boost_2 modifier = { factor = 0 OR = { has_done_agency_upgrade = upgrade_decryption_boost_2 NOT = { has_done_agency_upgrade = upgrade_form_department } NOT = { has_done_agency_upgrade = upgrade_decryption_boost } } } } 1 = { upgrade_intelligence_agency = upgrade_crypto_strength modifier = { factor = 0 OR = { has_done_agency_upgrade = upgrade_crypto_strength NOT = { has_done_agency_upgrade = upgrade_form_department } } } } 1 = { upgrade_intelligence_agency = upgrade_crypto_strength_2 modifier = { factor = 0 OR = { has_done_agency_upgrade = upgrade_crypto_strength_2 NOT = { has_done_agency_upgrade = upgrade_form_department } NOT = { has_done_agency_upgrade = upgrade_crypto_strength } } } } } } } } join_allies_effect = { if = { limit = { ENG = { is_faction_leader = yes has_government = democratic not = { has_war_with = ROOT } } } ENG = { country_event = generic.2 } } else = { get_best_alliance_match_democratic_effect = yes var:best_leader = { country_event = generic.2 } } } #Should remove any and all fascist foreign influence, to be updated remove_fascist_spirits_effect = { if = { limit = { has_idea = fascist_influence } remove_ideas = fascist_influence } if = { limit = { has_idea = american_influence_drift_fascism } remove_ideas = american_influence_drift_fascism } if = { limit = { has_idea = GER_align_hungary } remove_ideas = GER_align_hungary } if = { limit = { has_idea = GER_align_romania } remove_ideas = GER_align_romania } } #Should remove any and all communist foreign influence remove_communist_spirits_effect = { if = { limit = { has_idea = communist_pressure } remove_ideas = communist_pressure } if = { limit = { has_idea = american_influence_drift_communism } remove_ideas = american_influence_drift_communism } if = { limit = { has_idea = comintern_influence } remove_ideas = comintern_influence } if = { limit = { has_idea = pan_slavic_propaganda } remove_ideas = pan_slavic_propaganda } if = { limit = { has_idea = agitated_peasants } remove_ideas = agitated_peasants } if = { limit = { has_idea = armed_communist_militants } remove_ideas = armed_communist_militants } if = { limit = { has_idea = BALTIC_communist_propaganda } remove_ideas = BALTIC_communist_propaganda } if = { limit = { has_idea = BALTIC_communist_militancy } remove_ideas = BALTIC_communist_militancy } if = { limit = { has_idea = SWE_foreign_communist_influence } remove_ideas = SWE_foreign_communist_influence } } #Should remove any and all democratic foreign influence remove_democratic_spirits_effect = { if = { limit = { has_idea = democratic_influence } remove_ideas = democratic_influence } } #Adds current ruling popularity to a new ideology - useful to represent ideological shifts within the same party add_ruling_to_dem = { custom_effect_tooltip = add_ruling_to_dem_tt hidden_effect = { if = { limit = { has_government = neutrality } set_variable = { var = neutrality_support_var value = party_popularity_100@neutrality } set_variable = { var = democratic_support_var value = party_popularity_100@democratic } set_variable = { var = communism_support_var value = party_popularity_100@communism } set_variable = { var = fascism_support_var value = party_popularity_100@fascism } add_to_variable = { democratic_support_var = neutrality_support_var } set_variable = { var = neutrality_support_var value = 0 } } if = { limit = { has_government = communism } set_variable = { var = neutrality_support_var value = party_popularity_100@neutrality } set_variable = { var = democratic_support_var value = party_popularity_100@democratic } set_variable = { var = communism_support_var value = party_popularity_100@communism } set_variable = { var = fascism_support_var value = party_popularity_100@fascism } add_to_variable = { democratic_support_var = communism_support_var } set_variable = { var = communism_support_var value = 0 } } if = { limit = { has_government = fascism } set_variable = { var = neutrality_support_var value = party_popularity_100@neutrality } set_variable = { var = democratic_support_var value = party_popularity_100@democratic } set_variable = { var = communism_support_var value = party_popularity_100@communism } set_variable = { var = fascism_support_var value = party_popularity_100@fascism } add_to_variable = { democratic_support_var = fascism_support_var } set_variable = { var = fascism_support_var value = 0 } } set_popularities = { democratic = democratic_support_var neutrality = neutrality_support_var fascism = fascism_support_var communism = communism_support_var } } } add_ruling_to_fas = { custom_effect_tooltip = add_ruling_to_fas_tt hidden_effect = { if = { limit = { has_government = neutrality } set_variable = { var = neutrality_support_var value = party_popularity_100@neutrality } set_variable = { var = democratic_support_var value = party_popularity_100@democratic } set_variable = { var = communism_support_var value = party_popularity_100@communism } set_variable = { var = fascism_support_var value = party_popularity_100@fascism } add_to_variable = { fascism_support_var = neutrality_support_var } set_variable = { var = neutrality_support_var value = 0 } } if = { limit = { has_government = communism } set_variable = { var = neutrality_support_var value = party_popularity_100@neutrality } set_variable = { var = democratic_support_var value = party_popularity_100@democratic } set_variable = { var = communism_support_var value = party_popularity_100@communism } set_variable = { var = fascism_support_var value = party_popularity_100@fascism } add_to_variable = { fascism_support_var = communism_support_var } set_variable = { var = communism_support_var value = 0 } } if = { limit = { has_government = democratic } set_variable = { var = neutrality_support_var value = party_popularity_100@neutrality } set_variable = { var = democratic_support_var value = party_popularity_100@democratic } set_variable = { var = communism_support_var value = party_popularity_100@communism } set_variable = { var = fascism_support_var value = party_popularity_100@fascism } add_to_variable = { fascism_support_var = democratic_support_var } set_variable = { var = democratic_support_var value = 0 } } set_popularities = { democratic = democratic_support_var neutrality = neutrality_support_var fascism = fascism_support_var communism = communism_support_var } } } add_ruling_to_com = { custom_effect_tooltip = add_ruling_to_com_tt hidden_effect = { if = { limit = { has_government = neutrality } set_variable = { var = neutrality_support_var value = party_popularity_100@neutrality } set_variable = { var = democratic_support_var value = party_popularity_100@democratic } set_variable = { var = communism_support_var value = party_popularity_100@communism } set_variable = { var = fascism_support_var value = party_popularity_100@fascism } add_to_variable = { communism_support_var = neutrality_support_var } set_variable = { var = neutrality_support_var value = 0 } } if = { limit = { has_government = fascism } set_variable = { var = neutrality_support_var value = party_popularity_100@neutrality } set_variable = { var = democratic_support_var value = party_popularity_100@democratic } set_variable = { var = communism_support_var value = party_popularity_100@communism } set_variable = { var = fascism_support_var value = party_popularity_100@fascism } add_to_variable = { communism_support_var = fascism_support_var } set_variable = { var = fascism_support_var value = 0 } } if = { limit = { has_government = democratic } set_variable = { var = neutrality_support_var value = party_popularity_100@neutrality } set_variable = { var = democratic_support_var value = party_popularity_100@democratic } set_variable = { var = communism_support_var value = party_popularity_100@communism } set_variable = { var = fascism_support_var value = party_popularity_100@fascism } add_to_variable = { communism_support_var = democratic_support_var } set_variable = { var = democratic_support_var value = 0 } } set_popularities = { democratic = democratic_support_var neutrality = neutrality_support_var fascism = fascism_support_var communism = communism_support_var } } } add_ruling_to_neu = { custom_effect_tooltip = add_ruling_to_neu_tt hidden_effect = { if = { limit = { has_government = communism } set_variable = { var = neutrality_support_var value = party_popularity_100@neutrality } set_variable = { var = democratic_support_var value = party_popularity_100@democratic } set_variable = { var = communism_support_var value = party_popularity_100@communism } set_variable = { var = fascism_support_var value = party_popularity_100@fascism } add_to_variable = { neutrality_support_var = communism_support_var } set_variable = { var = communism_support_var value = 0 } } if = { limit = { has_government = fascism } set_variable = { var = neutrality_support_var value = party_popularity_100@neutrality } set_variable = { var = democratic_support_var value = party_popularity_100@democratic } set_variable = { var = communism_support_var value = party_popularity_100@communism } set_variable = { var = fascism_support_var value = party_popularity_100@fascism } add_to_variable = { neutrality_support_var = fascism_support_var } set_variable = { var = fascism_support_var value = 0 } } if = { limit = { has_government = democratic } set_variable = { var = neutrality_support_var value = party_popularity_100@neutrality } set_variable = { var = democratic_support_var value = party_popularity_100@democratic } set_variable = { var = communism_support_var value = party_popularity_100@communism } set_variable = { var = fascism_support_var value = party_popularity_100@fascism } add_to_variable = { neutrality_support_var = democratic_support_var } set_variable = { var = democratic_support_var value = 0 } } set_popularities = { democratic = democratic_support_var neutrality = neutrality_support_var fascism = fascism_support_var communism = communism_support_var } } } on_daily = { } #on_daily_USA = { # # you can specify an on daily action for a specific country #} ###Game weight variables for faction load balancing. ###We store these on germany because ... we have to set_add_fascist_game_weight_large = { GER = { if = { limit = { NOT = { has_variable = fascist_game_weight } } set_variable = { var = fascist_game_weight value = 20 } } else = { add_to_variable = { var = fascist_game_weight value = 20 } } } } set_add_democratic_game_weight_large = { GER = { if = { limit = { NOT = { has_variable = democratic_game_weight } } set_variable = { var = democratic_game_weight value = 20 } } else = { add_to_variable = { var = democratic_game_weight value = 20 } } } } set_add_unaligned_game_weight_large = { GER = { if = { limit = { NOT = { has_variable = unaligned_game_weight } } set_variable = { var = unaligned_game_weight value = 20 } } else = { add_to_variable = { var = unaligned_game_weight value = 20 } } } } set_add_communist_weight_large = { GER = { if = { limit = { NOT = { has_variable = communist_game_weight } } set_variable = { var = communist_game_weight value = 20 } } else = { add_to_variable = { var = communist_game_weight value = 20 } } } } set_add_fascist_weight_small = { GER = { if = { limit = { NOT = { has_variable = fascist_game_weight } } set_variable = { var = fascist_game_weight value = 8 } } else = { add_to_variable = { var = fascist_game_weight value = 8 } } } } set_add_democratic_weight_small = { GER = { if = { limit = { NOT = { has_variable = democratic_game_weight } } set_variable = { var = democratic_game_weight value = 8 } } else = { add_to_variable = { var = democratic_game_weight value = 8 } } } } set_add_unaligned_weight_small = { GER = { if = { limit = { NOT = { has_variable = unaligned_game_weight } } set_variable = { var = unaligned_game_weight value = 8 } } else = { add_to_variable = { var = unaligned_game_weight value = 8 } } } } set_add_communist_weight_small = { GER = { if = { limit = { NOT = { has_variable = communist_game_weight } } set_variable = { var = communist_game_weight value = 8 } } else = { add_to_variable = { var = communist_game_weight value = 8 } } } } leave_the_league_of_nations = { custom_effect_tooltip = leave_the_league_of_nations_tt hidden_effect = { remove_ideas = league_of_nations_member_idea } } bba_get_fighter_GER_effect = { #creates a fighter design if necessary and exports a number of them to ROOT if = { limit = { GER = { has_tech = basic_small_airframe NOT = { has_tech = improved_small_airframe } } } add_equipment_to_stockpile = { type = small_plane_airframe_1 producer = GER amount = fighter_buy_amount #set before the effect is invoked (they said I couldn't have arguments in my scripted effects, BUT LOOK WHOS LAUGHING NOW!!!!!) variant_name = "Bf 109 D" #set up at game start } } else_if = { limit = { GER = { has_tech = improved_small_airframe NOT = { has_tech = advanced_small_airframe } } } if = { limit = { GER = { NOT = { has_country_flag = GER_improved_export_fighter_template } } } GER = { create_equipment_variant = { name = "Fw 190" type = small_plane_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_1 = light_mg_4x engine_type_slot = engine_3_1x special_type_slot_1 = empty } icon = "GFX_GER_fighter2_medium" } set_country_flag = GER_improved_export_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = small_plane_airframe_2 producer = GER amount = fighter_buy_amount variant_name = "Fw 190" } } else_if = { limit = { GER = { has_tech = advanced_small_airframe } } if = { limit = { GER = { NOT = { has_country_flag = GER_advanced_export_fighter_template } } } GER = { create_equipment_variant = { name = "Ta 152" type = small_plane_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_2_2x fixed_auxiliary_weapon_slot_1 = heavy_mg_4x engine_type_slot = engine_4_1x special_type_slot_1 = empty } icon = "GFX_GER_fighter3_medium" } set_country_flag = GER_advanced_export_fighter_template } } add_equipment_to_stockpile = { type = small_plane_airframe_3 producer = GER amount = fighter_buy_amount variant_name = "Ta 152" } } } bba_get_cas_GER_effect = { #creates a CAS design if necessary and exports a number of them to ROOT if = { limit = { GER = { has_tech = basic_small_airframe NOT = { has_tech = improved_small_airframe } } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_1 producer = GER amount = cas_buy_amount variant_name = "Ju 87" #set up at game start } } else_if = { limit = { GER = { has_tech = improved_small_airframe NOT = { has_tech = advanced_small_airframe } } } if = { limit = { GER = { NOT = { has_country_flag = GER_improved_export_cas_template } } } GER = { create_equipment_variant = { name = "Ju 87 G" type = small_plane_cas_airframe_1 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (basic frame), but it improves tooltip modules = { fixed_main_weapon_slot = tank_buster_1 fixed_auxiliary_weapon_slot_1 = tank_buster_1 engine_type_slot = engine_3_1x #Increased tier due to thrust/weight issues special_type_slot_1 = empty } icon = "GFX_GER_CAS2_medium" } set_country_flag = GER_improved_export_cas_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_1 producer = GER amount = cas_buy_amount variant_name = "Ju 87 G" } } else_if = { limit = { GER = { has_tech = advanced_small_airframe } } if = { limit = { GER = { NOT = { has_country_flag = GER_advanced_export_cas_template } } } GER = { create_equipment_variant = { name = "Hs 129" type = small_plane_cas_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = bomb_locks fixed_auxiliary_weapon_slot_1 = tank_buster_1 engine_type_slot = engine_2_2x special_type_slot_1 = armor_plate_small } icon = "GFX_GER_CAS3_medium" } set_country_flag = GER_advanced_export_cas_template } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_3 producer = GER amount = cas_buy_amount variant_name = "Hs 129" } } } bba_get_tac_GER_effect = { #creates a tac design if necessary and exports a number of them to ROOT if = { limit = { GER = { has_tech = basic_medium_airframe NOT = { has_tech = improved_medium_airframe } } } add_equipment_to_stockpile = { type = medium_plane_airframe_0 producer = GER amount = tac_buy_amount variant_name = "Ju 86" #set up at game start } } else_if = { limit = { GER = { has_tech = improved_medium_airframe NOT = { has_tech = advanced_medium_airframe } } } if = { limit = { GER = { NOT = { has_country_flag = GER_improved_export_tac_template } } } GER = { create_equipment_variant = { name = "Ju 88" type = medium_plane_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = medium_bomb_bay fixed_auxiliary_weapon_slot_1 = bomb_locks engine_type_slot = engine_3_2x special_type_slot_1 = empty } icon = "GFX_GER_tactical_bomber2_medium" } set_country_flag = GER_improved_export_tac_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_airframe_2 producer = GER amount = tac_buy_amount variant_name = "Ju 88" } } else_if = { limit = { GER = { has_tech = advanced_medium_airframe } } if = { limit = { GER = { NOT = { has_country_flag = GER_advanced_export_tac_template } } } GER = { create_equipment_variant = { name = "Ju 388" type = medium_plane_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = medium_bomb_bay fixed_auxiliary_weapon_slot_1 = medium_bomb_bay fixed_auxiliary_weapon_slot_2 = bomb_locks engine_type_slot = engine_3_2x special_type_slot_1 = armor_plate_medium special_type_slot_2 = lmg_defense_turret_2x } icon = "GFX_GER_tactical_bomber3_medium" } set_country_flag = GER_advanced_export_tac_template } } add_equipment_to_stockpile = { type = medium_plane_airframe_3 producer = GER amount = tac_buy_amount variant_name = "Ju 388" } } } bba_get_heavy_fighter_GER_effect = { #creates a heavy_fighter design if necessary and exports a number of them to ROOT if = { limit = { GER = { has_tech = basic_medium_airframe NOT = { has_tech = improved_medium_airframe } } } if = { limit = { GER = { NOT = { has_country_flag = GER_basic_export_heavy_fighter_template } } } GER = { create_equipment_variant = { name = "Me 110" type = medium_plane_fighter_airframe_1 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_1 = light_mg_4x fixed_auxiliary_weapon_slot_2 = bomb_locks engine_type_slot = engine_2_2x special_type_slot_1 = empty } icon = "GFX_GER_heavy_fighter1_medium" } set_country_flag = GER_basic_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_1 producer = GER amount = heavy_fighter_buy_amount variant_name = "Me 110" } } else_if = { limit = { GER = { has_tech = improved_medium_airframe NOT = { has_tech = advanced_medium_airframe } } } if = { limit = { GER = { NOT = { has_country_flag = GER_improved_export_heavy_fighter_template } } } GER = { create_equipment_variant = { name = "Ju 88 C" type = medium_plane_fighter_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_1 = light_mg_4x fixed_auxiliary_weapon_slot_2 = bomb_locks engine_type_slot = engine_3_2x special_type_slot_1 = lmg_defense_turret_2x } icon = "GFX_GER_tactical_bomber2_medium" } set_country_flag = GER_improved_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_2 producer = GER amount = heavy_fighter_buy_amount variant_name = "Ju 88 C" } } else_if = { limit = { GER = { has_tech = advanced_medium_airframe } } if = { limit = { GER = { NOT = { has_country_flag = GER_advanced_export_heavy_fighter_template } } } GER = { create_equipment_variant = { name = "Me 410" type = medium_plane_fighter_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_2 = bomb_locks fixed_auxiliary_weapon_slot_3 = rocket_rails engine_type_slot = engine_3_2x special_type_slot_1 = empty special_type_slot_2 = hmg_defense_turret } icon = "GFX_GER_heavy_fighter2_medium" } set_country_flag = GER_advanced_export_heavy_fighter_template } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_3 producer = GER amount = heavy_fighter_buy_amount variant_name = "Me 410" } } } bba_get_fighter_ENG_effect = { #creates a fighter design if necessary and exports a number of them to ROOT if = { limit = { ENG = { NOT = { has_tech = basic_small_airframe } } } add_equipment_to_stockpile = { type = small_plane_airframe_0 producer = ENG amount = fighter_buy_amount #set before the effect is invoked variant_name = "Gloster Gladiator" } } if = { limit = { ENG = { has_tech = basic_small_airframe NOT = { has_tech = improved_small_airframe } } } if = { limit = { ENG = { NOT = { has_country_flag = ENG_basic_export_fighter_template } } } ENG = { create_equipment_variant = { name = "Hawker Hurricane" type = small_plane_airframe_1 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = light_mg_4x fixed_auxiliary_weapon_slot_1 = light_mg_4x engine_type_slot = engine_2_1x special_type_slot_1 = empty } icon = "GFX_ENG_fighter1_medium" } set_country_flag = ENG_basic_export_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = small_plane_airframe_1 producer = ENG amount = fighter_buy_amount #set before the effect is invoked variant_name = "Hawker Hurricane" } } else_if = { limit = { ENG = { has_tech = improved_small_airframe NOT = { has_tech = advanced_small_airframe } } } if = { limit = { ENG = { NOT = { has_country_flag = ENG_improved_export_fighter_template } } } ENG = { create_equipment_variant = { name = "Supermarine Spitfire" type = small_plane_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_1 = light_mg_4x engine_type_slot = engine_3_1x special_type_slot_1 = empty } icon = "GFX_ENG_fighter2_medium" } set_country_flag = ENG_improved_export_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = small_plane_airframe_2 producer = ENG amount = fighter_buy_amount variant_name = "Supermarine Spitfire" } } else_if = { limit = { ENG = { has_tech = advanced_small_airframe } } if = { limit = { ENG = { NOT = { has_country_flag = ENG_advanced_export_fighter_template } } } ENG = { create_equipment_variant = { name = "Hawker Tempest" type = small_plane_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_2_2x fixed_auxiliary_weapon_slot_1 = aircraft_cannon_2_2x engine_type_slot = engine_4_1x special_type_slot_1 = empty } icon = "GFX_ENG_CAS3_medium" } set_country_flag = ENG_advanced_export_fighter_template } } add_equipment_to_stockpile = { type = small_plane_airframe_3 producer = ENG amount = fighter_buy_amount variant_name = "Hawker Tempest" } } } bba_get_cas_ENG_effect = { #creates a CAS design if necessary and exports a number of them to ROOT if = { limit = { ENG = { has_tech = basic_small_airframe NOT = { has_tech = improved_small_airframe } } } if = { limit = { ENG = { NOT = { has_country_flag = ENG_basic_export_cas_template } } } ENG = { create_equipment_variant = { name = "Fairey Battle" type = small_plane_cas_airframe_1 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = small_bomb_bay fixed_auxiliary_weapon_slot_1 = bomb_locks engine_type_slot = engine_2_1x special_type_slot_1 = empty } icon = "GFX_ENG_light_plane_1_medium" } set_country_flag = ENG_basic_export_cas_template } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_1 producer = ENG amount = cas_buy_amount variant_name = "Fairey Battle" #set up at game start } } else_if = { limit = { ENG = { has_tech = improved_small_airframe NOT = { has_tech = advanced_small_airframe } } } if = { limit = { ENG = { NOT = { has_country_flag = ENG_improved_export_cas_template } } } ENG = { create_equipment_variant = { name = "Hawker Typhoon" type = small_plane_cas_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = rocket_rails fixed_auxiliary_weapon_slot_1 = bomb_locks fixed_auxiliary_weapon_slot_2 = aircraft_cannon_1_2x engine_type_slot = engine_3_1x special_type_slot_1 = empty } icon = "GFX_ENG_CAS2_medium" } set_country_flag = ENG_improved_export_cas_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_2 producer = ENG amount = cas_buy_amount variant_name = "Hawker Typhoon" } } else_if = { limit = { ENG = { has_tech = advanced_small_airframe } } if = { limit = { ENG = { NOT = { has_country_flag = ENG_advanced_export_cas_template } } } ENG = { create_equipment_variant = { name = "Hawker Tempest" type = small_plane_cas_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = bomb_locks fixed_auxiliary_weapon_slot_1 = aircraft_cannon_2_2x fixed_auxiliary_weapon_slot_2 = aircraft_cannon_2_2x engine_type_slot = engine_4_1x special_type_slot_1 = empty } icon = "GFX_ENG_CAS3_medium" } set_country_flag = ENG_advanced_export_cas_template } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_3 producer = ENG amount = cas_buy_amount variant_name = "Hawker Tempest" } } } bba_get_tac_ENG_effect = { #creates a tac design if necessary and exports a number of them to ROOT if = { limit = { ENG = { has_tech = basic_medium_airframe NOT = { has_tech = improved_medium_airframe } } } add_equipment_to_stockpile = { type = medium_plane_airframe_1 producer = ENG amount = tac_buy_amount variant_name = "Bristol Blenheim" #set up at game start } } else_if = { limit = { ENG = { has_tech = improved_medium_airframe NOT = { has_tech = advanced_medium_airframe } } } if = { limit = { ENG = { NOT = { has_country_flag = ENG_improved_export_tac_template } } } ENG = { create_equipment_variant = { name = "Bristol Beaufort" type = medium_plane_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = medium_bomb_bay fixed_auxiliary_weapon_slot_1 = torpedo_mounting fixed_auxiliary_weapon_slot_2 = bomb_locks engine_type_slot = engine_3_2x special_type_slot_1 = empty } icon = "GFX_ENG_tactical_bomber2_medium" } set_country_flag = ENG_improved_export_tac_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_airframe_2 producer = ENG amount = tac_buy_amount variant_name = "Bristol Beaufort" } } else_if = { limit = { ENG = { has_tech = advanced_medium_airframe } } if = { limit = { ENG = { NOT = { has_country_flag = ENG_advanced_export_tac_template } } } ENG = { create_equipment_variant = { name = "DH Mosquito" type = medium_plane_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = medium_bomb_bay fixed_auxiliary_weapon_slot_1 = medium_bomb_bay fixed_auxiliary_weapon_slot_2 = aircraft_cannon_1_2x #fixed_auxiliary_weapon_slot_3 = aircraft_cannon_1_2x #Removed due to thrust/weight issues engine_type_slot = engine_3_2x special_type_slot_1 = non_strategic_materials_medium special_type_slot_2 = fuel_tanks_medium } icon = "GFX_ENG_tactical_bomber3_medium" } set_country_flag = ENG_advanced_export_tac_template } } add_equipment_to_stockpile = { type = medium_plane_airframe_3 producer = ENG amount = tac_buy_amount variant_name = "DH Mosquito" } } } bba_get_heavy_fighter_ENG_effect = { #creates a heavy_fighter design if necessary and exports a number of them to ROOT if = { limit = { ENG = { has_tech = basic_medium_airframe NOT = { has_tech = improved_medium_airframe } } } if = { limit = { ENG = { NOT = { has_country_flag = ENG_basic_export_heavy_fighter_template } } } ENG = { create_equipment_variant = { name = "Blenheim IF" type = medium_plane_fighter_airframe_1 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = light_mg_4x engine_type_slot = engine_2_2x special_type_slot_1 = lmg_defense_turret } icon = "GFX_ENG_heavy_fighter1_medium" } set_country_flag = ENG_basic_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_1 producer = ENG amount = heavy_fighter_buy_amount variant_name = "Blenheim IF" } } else_if = { limit = { ENG = { has_tech = improved_medium_airframe NOT = { has_tech = advanced_medium_airframe } } } if = { limit = { ENG = { NOT = { has_country_flag = ENG_improved_export_heavy_fighter_template } } } ENG = { create_equipment_variant = { name = "Bristol Beaufighter" type = medium_plane_fighter_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_2 = bomb_locks fixed_auxiliary_weapon_slot_3 = torpedo_mounting engine_type_slot = engine_3_2x special_type_slot_1 = lmg_defense_turret } icon = "GFX_ENG_heavy_fighter2_medium" } set_country_flag = ENG_improved_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_2 producer = ENG amount = heavy_fighter_buy_amount variant_name = "Bristol Beaufighter" } } else_if = { limit = { ENG = { has_tech = advanced_medium_airframe } } if = { limit = { ENG = { NOT = { has_country_flag = ENG_advanced_export_heavy_fighter_template } } } ENG = { create_equipment_variant = { name = "DH Mosquito" type = medium_plane_fighter_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_2 = bomb_locks fixed_auxiliary_weapon_slot_3 = rocket_rails engine_type_slot = engine_3_2x special_type_slot_1 = non_strategic_materials_medium special_type_slot_2 = empty } icon = "GFX_ENG_tactical_bomber3_medium" } set_country_flag = ENG_advanced_export_heavy_fighter_template } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_3 producer = ENG amount = heavy_fighter_buy_amount variant_name = "DH Mosquito" } } } bba_get_fighter_USA_effect = { #creates a fighter design if necessary and exports a number of them to ROOT if = { limit = { USA = { has_tech = basic_small_airframe NOT = { has_tech = improved_small_airframe } } } add_equipment_to_stockpile = { type = small_plane_airframe_1 producer = USA amount = fighter_buy_amount #set before the effect is invoked variant_name = "P-36A" } } else_if = { limit = { USA = { has_tech = improved_small_airframe NOT = { has_tech = advanced_small_airframe } } } if = { limit = { USA = { NOT = { has_country_flag = USA_improved_export_fighter_template } } } USA = { create_equipment_variant = { name = "P-39" type = small_plane_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_1x fixed_auxiliary_weapon_slot_1 = heavy_mg_4x engine_type_slot = engine_3_1x special_type_slot_1 = empty } icon = "GFX_USA_fighter2_medium" } set_country_flag = USA_improved_export_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = small_plane_airframe_2 producer = USA amount = fighter_buy_amount variant_name = "P-39" } } else_if = { limit = { USA = { has_tech = advanced_small_airframe } } if = { limit = { USA = { NOT = { has_country_flag = USA_advanced_export_fighter_template } } } USA = { create_equipment_variant = { name = "P-51" type = small_plane_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = heavy_mg_4x fixed_auxiliary_weapon_slot_1 = heavy_mg_2x fixed_auxiliary_weapon_slot_2 = bomb_locks engine_type_slot = engine_4_1x special_type_slot_1 = empty } icon = "GFX_USA_fighter3_medium" } set_country_flag = USA_advanced_export_fighter_template } } add_equipment_to_stockpile = { type = small_plane_airframe_3 producer = USA amount = fighter_buy_amount variant_name = "P-51" } } } bba_get_cas_USA_effect = { #creates a CAS design if necessary and exports a number of them to ROOT if = { limit = { USA = { has_tech = basic_small_airframe NOT = { has_tech = improved_small_airframe } } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_1 producer = USA amount = cas_buy_amount variant_name = "A-17" #set up at game start } } else_if = { limit = { USA = { has_tech = improved_small_airframe NOT = { has_tech = advanced_small_airframe } } } if = { limit = { USA = { NOT = { has_country_flag = USA_improved_export_cas_template } } } USA = { create_equipment_variant = { name = "A-20" type = small_plane_cas_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = small_bomb_bay fixed_auxiliary_weapon_slot_1 = small_bomb_bay engine_type_slot = engine_2_2x special_type_slot_1 = hmg_defense_turret } icon = "GFX_USA_CAS2_medium" } set_country_flag = USA_improved_export_cas_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_2 producer = USA amount = cas_buy_amount variant_name = "A-20" } } else_if = { limit = { USA = { has_tech = advanced_small_airframe } } if = { limit = { USA = { NOT = { has_country_flag = USA_advanced_export_cas_template } } } USA = { create_equipment_variant = { name = "A-26" type = small_plane_cas_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = bomb_locks fixed_auxiliary_weapon_slot_1 = small_bomb_bay fixed_auxiliary_weapon_slot_2 = small_bomb_bay engine_type_slot = engine_4_2x special_type_slot_1 = hmg_defense_turret_2x } icon = "GFX_USA_CAS3_medium" } set_country_flag = USA_advanced_export_cas_template } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_3 producer = USA amount = cas_buy_amount variant_name = "A-26" } } } bba_get_tac_USA_effect = { #creates a tac design if necessary and exports a number of them to ROOT if = { limit = { USA = { has_tech = basic_medium_airframe NOT = { has_tech = improved_medium_airframe } } } add_equipment_to_stockpile = { type = medium_plane_airframe_1 producer = USA amount = tac_buy_amount variant_name = "B-10" #set up at game start } } else_if = { limit = { USA = { has_tech = improved_medium_airframe NOT = { has_tech = advanced_medium_airframe } } } if = { limit = { USA = { NOT = { has_country_flag = USA_improved_export_tac_template } } } USA = { create_equipment_variant = { name = "B-34" #aka Lockheed Ventura/Lockheed Hudson type = medium_plane_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = medium_bomb_bay fixed_auxiliary_weapon_slot_1 = torpedo_mounting fixed_auxiliary_weapon_slot_2 = empty engine_type_slot = engine_3_2x #Increased tier due to thrust/weight issues special_type_slot_1 = hmg_defense_turret } icon = "GFX_USA_medium_plane_2_medium" } set_country_flag = USA_improved_export_tac_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_airframe_2 producer = USA amount = tac_buy_amount variant_name = "B-34" } } else_if = { limit = { USA = { has_tech = advanced_medium_airframe } } if = { limit = { USA = { NOT = { has_country_flag = USA_advanced_export_tac_template } } } USA = { create_equipment_variant = { name = "B-25" type = medium_plane_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = medium_bomb_bay fixed_auxiliary_weapon_slot_1 = torpedo_mounting fixed_auxiliary_weapon_slot_2 = heavy_mg_4x fixed_auxiliary_weapon_slot_3 = heavy_mg_4x fixed_auxiliary_weapon_slot_4 = bomb_locks engine_type_slot = engine_3_2x special_type_slot_1 = hmg_defense_turret_2x special_type_slot_2 = empty } icon = "GFX_USA_tactical_bomber2_medium" } set_country_flag = USA_advanced_export_tac_template } } add_equipment_to_stockpile = { type = medium_plane_airframe_3 producer = USA amount = tac_buy_amount variant_name = "B-25" } } } bba_get_heavy_fighter_USA_effect = { #creates a heavy_fighter design if necessary and exports a number of them to ROOT if = { limit = { USA = { has_tech = basic_medium_airframe NOT = { has_tech = improved_medium_airframe } } } if = { limit = { USA = { NOT = { has_country_flag = USA_basic_export_heavy_fighter_template } } } USA = { create_equipment_variant = { name = "FM-2" type = medium_plane_fighter_airframe_1 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_2x engine_type_slot = engine_2_2x special_type_slot_1 = hmg_defense_turret } icon = "GFX_USA_heavy_fighter1_medium" } set_country_flag = USA_basic_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_1 producer = USA amount = heavy_fighter_buy_amount variant_name = "FM-2" } } else_if = { limit = { USA = { has_tech = improved_medium_airframe NOT = { has_tech = advanced_medium_airframe } } } if = { limit = { USA = { NOT = { has_country_flag = USA_improved_export_heavy_fighter_template } } } USA = { create_equipment_variant = { name = "FM-1" type = medium_plane_fighter_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_1 = light_mg_2x fixed_auxiliary_weapon_slot_2 = empty fixed_auxiliary_weapon_slot_3 = empty engine_type_slot = engine_3_2x special_type_slot_1 = hmg_defense_turret } icon = "GFX_USA_medium_plane_3_medium" } set_country_flag = USA_improved_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_2 producer = USA amount = heavy_fighter_buy_amount variant_name = "FM-1" } } else_if = { limit = { USA = { has_tech = advanced_medium_airframe } } if = { limit = { USA = { NOT = { has_country_flag = USA_advanced_export_heavy_fighter_template } } } USA = { create_equipment_variant = { name = "P-61" type = medium_plane_fighter_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_2 = bomb_locks fixed_auxiliary_weapon_slot_3 = rocket_rails engine_type_slot = engine_3_2x special_type_slot_1 = hmg_defense_turret special_type_slot_2 = empty } icon = "GFX_USA_heavy_fighter3_medium" } set_country_flag = USA_advanced_export_heavy_fighter_template } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_3 producer = USA amount = heavy_fighter_buy_amount variant_name = "P-61" } } } bba_get_fighter_ITA_effect = { #creates a fighter design if necessary and exports a number of them to ROOT if = { limit = { ITA = { NOT = { has_tech = improved_small_airframe } } } add_equipment_to_stockpile = { type = small_plane_airframe_0 producer = ITA amount = fighter_buy_amount #set before the effect is invoked variant_name = "CR.32" } } else_if = { limit = { ITA = { has_tech = improved_small_airframe NOT = { has_tech = advanced_small_airframe } } } if = { limit = { ITA = { NOT = { has_country_flag = ITA_improved_export_fighter_template } } } ITA = { create_equipment_variant = { name = "Re.2000" type = small_plane_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = heavy_mg_2x fixed_auxiliary_weapon_slot_1 = empty engine_type_slot = engine_2_1x special_type_slot_1 = fuel_tanks_small } } set_country_flag = ITA_improved_export_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = small_plane_airframe_2 producer = ITA amount = fighter_buy_amount variant_name = "Re.2000" } } else_if = { limit = { ITA = { has_tech = advanced_small_airframe } } if = { limit = { ITA = { NOT = { has_country_flag = ITA_advanced_export_fighter_template } } } ITA = { create_equipment_variant = { name = "Re.2005" type = small_plane_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = heavy_mg_2x fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_2 = aircraft_cannon_1_1x engine_type_slot = engine_4_1x special_type_slot_1 = drop_tanks } icon = "GFX_ITA_fighter3_medium" } set_country_flag = ITA_advanced_export_fighter_template } } add_equipment_to_stockpile = { type = small_plane_airframe_3 producer = ITA amount = fighter_buy_amount variant_name = "Re.2005" } } } bba_get_cas_ITA_effect = { #creates a CAS design if necessary and exports a number of them to ROOT if = { limit = { ITA = { has_tech = basic_small_airframe NOT = { has_tech = improved_small_airframe } } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_1 producer = ITA amount = cas_buy_amount variant_name = "Ba.65" #set up at game start } } else_if = { limit = { ITA = { has_tech = improved_small_airframe NOT = { has_tech = advanced_small_airframe } } } if = { limit = { ITA = { NOT = { has_country_flag = ITA_improved_export_cas_template } } } ITA = { create_equipment_variant = { name = "Ba.88" type = small_plane_cas_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = small_bomb_bay fixed_auxiliary_weapon_slot_1 = heavy_mg_2x engine_type_slot = engine_2_2x special_type_slot_1 = lmg_defense_turret } icon = "GFX_ITA_CAS2_medium" } set_country_flag = ITA_improved_export_cas_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_2 producer = ITA amount = cas_buy_amount variant_name = "Ba.88" } } else_if = { limit = { ITA = { has_tech = advanced_small_airframe } } if = { limit = { ITA = { NOT = { has_country_flag = ITA_advanced_export_cas_template } } } ITA = { create_equipment_variant = { name = "Ro.57" type = small_plane_cas_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = bomb_locks fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_2 = heavy_mg_2x engine_type_slot = engine_2_2x special_type_slot_1 = dive_brakes_small } icon = "GFX_ITA_CAS3_medium" } set_country_flag = ITA_advanced_export_cas_template } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_3 producer = ITA amount = cas_buy_amount variant_name = "Ro.57" } } } bba_get_tac_ITA_effect = { #creates a tac design if necessary and exports a number of them to ROOT if = { limit = { ITA = { has_tech = basic_medium_airframe NOT = { has_tech = improved_medium_airframe } } } add_equipment_to_stockpile = { type = medium_plane_airframe_1 producer = ITA amount = tac_buy_amount variant_name = "SM.79" #set up at game start } } else_if = { limit = { ITA = { has_tech = improved_medium_airframe NOT = { has_tech = advanced_medium_airframe } } } if = { limit = { ITA = { NOT = { has_country_flag = ITA_improved_export_tac_template } } } ITA = { create_equipment_variant = { name = "SM.82" type = medium_plane_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = medium_bomb_bay fixed_auxiliary_weapon_slot_1 = medium_bomb_bay fixed_auxiliary_weapon_slot_2 = empty engine_type_slot = engine_2_3x special_type_slot_1 = hmg_defense_turret special_type_slot_2 = lmg_defense_turret_2x } icon = "GFX_ITA_strategic_bomber2_medium" } set_country_flag = ITA_improved_export_tac_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_airframe_2 producer = ITA amount = tac_buy_amount variant_name = "SM.82" } } else_if = { limit = { ITA = { has_tech = advanced_medium_airframe } } if = { limit = { ITA = { NOT = { has_country_flag = ITA_advanced_export_tac_template } } } ITA = { create_equipment_variant = { name = "SM.84" type = medium_plane_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = medium_bomb_bay fixed_auxiliary_weapon_slot_1 = torpedo_mounting fixed_auxiliary_weapon_slot_2 = torpedo_mounting fixed_auxiliary_weapon_slot_3 = empty fixed_auxiliary_weapon_slot_4 = empty engine_type_slot = engine_3_3x special_type_slot_1 = hmg_defense_turret_2x special_type_slot_2 = empty } icon = "GFX_ITA_naval_bomber1_medium" } set_country_flag = ITA_advanced_export_tac_template } } add_equipment_to_stockpile = { type = medium_plane_airframe_3 producer = ITA amount = tac_buy_amount variant_name = "SM.84" } } } bba_get_heavy_fighter_ITA_effect = { #creates a heavy_fighter design if necessary and exports a number of them to ROOT if = { limit = { ITA = { has_tech = basic_medium_airframe NOT = { has_tech = improved_medium_airframe } } } if = { limit = { ITA = { NOT = { has_country_flag = ITA_basic_export_heavy_fighter_template } } } ITA = { create_equipment_variant = { name = "SM.88" type = medium_plane_fighter_airframe_1 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = heavy_mg_4x fixed_auxiliary_weapon_slot_1 = bomb_locks engine_type_slot = engine_2_2x special_type_slot_1 = empty } icon = "GFX_ITA_heavy_fighter1_medium" } set_country_flag = ITA_basic_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_1 producer = ITA amount = heavy_fighter_buy_amount variant_name = "SM.88" } } else_if = { limit = { ITA = { has_tech = improved_medium_airframe NOT = { has_tech = advanced_medium_airframe } } } if = { limit = { ITA = { NOT = { has_country_flag = ITA_improved_export_heavy_fighter_template } } } ITA = { create_equipment_variant = { name = "Ro.58" type = medium_plane_fighter_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_2 = empty fixed_auxiliary_weapon_slot_3 = empty engine_type_slot = engine_3_2x special_type_slot_1 = hmg_defense_turret } icon = "GFX_ITA_heavy_fighter2_medium" } set_country_flag = ITA_improved_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_2 producer = ITA amount = heavy_fighter_buy_amount variant_name = "Ro.58" } } else_if = { limit = { ITA = { has_tech = advanced_medium_airframe } } if = { limit = { ITA = { NOT = { has_country_flag = ITA_advanced_export_heavy_fighter_template } } } ITA = { create_equipment_variant = { name = "SM.91" type = medium_plane_fighter_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_2 = bomb_locks #fixed_auxiliary_weapon_slot_3 = aircraft_cannon_1_2x #Removed due to thrust/weight issues fixed_auxiliary_weapon_slot_4 = torpedo_mounting engine_type_slot = engine_3_2x special_type_slot_1 = empty special_type_slot_2 = empty } icon = "GFX_ITA_heavy_fighter3_medium" } set_country_flag = ITA_advanced_export_heavy_fighter_template } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_3 producer = ITA amount = heavy_fighter_buy_amount variant_name = "SM.91" } } } bba_get_fighter_FRA_effect = { #creates a fighter design if necessary and exports a number of them to ROOT if = { limit = { FRA = { NOT = { has_tech = basic_small_airframe } } } add_equipment_to_stockpile = { type = small_plane_airframe_0 producer = FRA amount = fighter_buy_amount #set before the effect is invoked variant_name = "D.510" } } if = { limit = { FRA = { has_tech = basic_small_airframe NOT = { has_tech = improved_small_airframe } } } if = { limit = { FRA = { NOT = { has_country_flag = FRA_basic_export_fighter_template } } } create_equipment_variant = { name = "MS. 406" # type = small_plane_airframe_1 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = light_mg_2x fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x engine_type_slot = engine_1_1x special_type_slot_1 = empty } icon = "GFX_FRA_fighter1_medium" } set_country_flag = FRA_basic_export_fighter_template #to avoid double templates if this effect is run from different countries } add_equipment_to_stockpile = { type = small_plane_airframe_1 producer = FRA amount = fighter_buy_amount #set before the effect is invoked variant_name = "MS. 406" } } else_if = { limit = { FRA = { has_tech = improved_small_airframe NOT = { has_tech = advanced_small_airframe } } } if = { limit = { FRA = { NOT = { has_country_flag = FRA_improved_export_fighter_template } } } FRA = { create_equipment_variant = { name = "D.520" # type = small_plane_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = light_mg_4x fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x engine_type_slot = engine_2_1x special_type_slot_1 = empty } icon = "GFX_FRA_fighter2_medium" } set_country_flag = FRA_improved_export_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = small_plane_airframe_2 producer = FRA amount = fighter_buy_amount variant_name = "D.520" } } else_if = { limit = { FRA = { has_tech = advanced_small_airframe } } if = { limit = { FRA = { NOT = { has_country_flag = FRA_advanced_export_fighter_template } } } FRA = { create_equipment_variant = { name = "SE.580" type = small_plane_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = heavy_mg_4x fixed_auxiliary_weapon_slot_1 = heavy_mg_2x fixed_auxiliary_weapon_slot_2 = aircraft_cannon_2_1x engine_type_slot = engine_4_1x special_type_slot_1 = drop_tanks } } set_country_flag = FRA_advanced_export_fighter_template } } add_equipment_to_stockpile = { type = small_plane_airframe_3 producer = FRA amount = fighter_buy_amount variant_name = "SE.580" } } } bba_get_cas_FRA_effect = { #creates a CAS design if necessary and exports a number of them to ROOT if = { limit = { FRA = { NOT = { has_tech = improved_small_airframe } } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_0 producer = FRA amount = cas_buy_amount variant_name = "Br.19" #set up at game start } } else_if = { limit = { FRA = { has_tech = improved_small_airframe NOT = { has_tech = advanced_small_airframe } } } if = { limit = { FRA = { NOT = { has_country_flag = FRA_improved_export_cas_template } } } FRA = { create_equipment_variant = { name = "Br. 693" # type = small_plane_cas_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = small_bomb_bay fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x fixed_auxiliary_weapon_slot_2 = light_mg_2x engine_type_slot = engine_2_2x special_type_slot_1 = lmg_defense_turret special_type_slot_2 = armor_plate_small } icon = "GFX_FRA_CAS2_medium" } set_country_flag = FRA_improved_export_cas_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_2 producer = FRA amount = cas_buy_amount variant_name = "Br. 693" } } else_if = { limit = { FRA = { has_tech = advanced_small_airframe } } if = { limit = { FRA = { NOT = { has_country_flag = FRA_advanced_export_cas_template } } } FRA = { create_equipment_variant = { name = "MB. 174" type = small_plane_cas_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = bomb_locks fixed_auxiliary_weapon_slot_1 = small_bomb_bay fixed_auxiliary_weapon_slot_2 = light_mg_2x engine_type_slot = engine_2_2x special_type_slot_1 = lmg_defense_turret } icon = "GFX_FRA_heavy_fighter1_medium" } set_country_flag = FRA_advanced_export_cas_template } } add_equipment_to_stockpile = { type = small_plane_cas_airframe_3 producer = FRA amount = cas_buy_amount variant_name = "MB. 174" } } } bba_get_tac_FRA_effect = { #creates a tac design if necessary and exports a number of them to ROOT if = { limit = { FRA = { NOT = { has_tech = improved_medium_airframe } } } add_equipment_to_stockpile = { type = medium_plane_airframe_0 producer = FRA amount = tac_buy_amount variant_name = "Amiot 143" #set up at game start } } else_if = { limit = { FRA = { has_tech = improved_medium_airframe NOT = { has_tech = advanced_medium_airframe } } } if = { limit = { FRA = { NOT = { has_country_flag = FRA_improved_export_tac_template } } } FRA = { create_equipment_variant = { name = "LeO 451" # type = medium_plane_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = medium_bomb_bay fixed_auxiliary_weapon_slot_1 = empty engine_type_slot = engine_2_2x special_type_slot_1 = lmg_defense_turret special_type_slot_2 = cannon_defense_turret } icon = "GFX_FRA_tactical_bomber2_medium" } set_country_flag = FRA_improved_export_tac_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_airframe_2 producer = FRA amount = tac_buy_amount variant_name = "LeO 451" } } else_if = { limit = { FRA = { has_tech = advanced_medium_airframe } } if = { limit = { FRA = { NOT = { has_country_flag = FRA_advanced_export_tac_template } } } FRA = { create_equipment_variant = { name = "NC.150" type = medium_plane_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = medium_bomb_bay fixed_auxiliary_weapon_slot_1 = medium_bomb_bay fixed_auxiliary_weapon_slot_2 = empty fixed_auxiliary_weapon_slot_3 = empty fixed_auxiliary_weapon_slot_4 = empty engine_type_slot = engine_2_3x special_type_slot_1 = lmg_defense_turret_2x special_type_slot_2 = cannon_defense_turret } icon = "GFX_FRA_tactical_bomber3_medium" } set_country_flag = FRA_advanced_export_tac_template } } add_equipment_to_stockpile = { type = medium_plane_airframe_3 producer = FRA amount = tac_buy_amount variant_name = "NC.150" } } } bba_get_heavy_fighter_FRA_effect = { #creates a heavy_fighter design if necessary and exports a number of them to ROOT if = { limit = { FRA = { has_tech = basic_medium_airframe NOT = { has_tech = improved_medium_airframe } } } if = { limit = { FRA = { NOT = { has_country_flag = FRA_basic_export_heavy_fighter_template } } } FRA = { create_equipment_variant = { name = "Potez 631" # type = medium_plane_fighter_airframe_1 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = light_mg_4x fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x engine_type_slot = engine_2_2x special_type_slot_1 = lmg_defense_turret } icon = "GFX_FRA_heavy_fighter1_medium" } set_country_flag = FRA_basic_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_1 producer = FRA amount = heavy_fighter_buy_amount variant_name = "Potez 631" } } else_if = { limit = { FRA = { has_tech = improved_medium_airframe NOT = { has_tech = advanced_medium_airframe } } } if = { limit = { FRA = { NOT = { has_country_flag = FRA_improved_export_heavy_fighter_template } } } FRA = { create_equipment_variant = { name = "SE.100" type = medium_plane_fighter_airframe_2 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x fixed_auxiliary_weapon_slot_2 = empty fixed_auxiliary_weapon_slot_3 = empty engine_type_slot = engine_3_2x special_type_slot_1 = cannon_defense_turret } icon = "GFX_FRA_medium_plane_1_medium" } set_country_flag = FRA_improved_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_2 producer = FRA amount = heavy_fighter_buy_amount variant_name = "SE.100" } } else_if = { limit = { FRA = { has_tech = advanced_medium_airframe } } if = { limit = { FRA = { NOT = { has_country_flag = FRA_advanced_export_heavy_fighter_template } } } FRA = { create_equipment_variant = { name = "SE.255" #fictional type = medium_plane_fighter_airframe_3 allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip modules = { fixed_main_weapon_slot = aircraft_cannon_2_2x fixed_auxiliary_weapon_slot_1 = aircraft_cannon_2_2x fixed_auxiliary_weapon_slot_2 = bomb_locks fixed_auxiliary_weapon_slot_3 = empty fixed_auxiliary_weapon_slot_4 = rocket_rails engine_type_slot = engine_4_2x special_type_slot_1 = empty special_type_slot_2 = empty } icon = "GFX_FRA_heavy_fighter3_medium" } set_country_flag = FRA_advanced_export_heavy_fighter_template } } add_equipment_to_stockpile = { type = medium_plane_fighter_airframe_3 producer = FRA amount = heavy_fighter_buy_amount variant_name = "SE.255" } } } bba_create_cas_license_effect = { #this assumes that the corresponding get_cas_effect has run already to generate a design template if necessary if = { limit = { has_tech = advanced_small_airframe } create_production_license = { target = event_target:license_target equipment = { type = small_plane_cas_airframe_3 } cost_factor = 0 } } else_if = { limit = { has_tech = improved_small_airframe } create_production_license = { target = event_target:license_target equipment = { type = small_plane_cas_airframe_2 } cost_factor = 0 } } else_if = { limit = { has_tech = basic_small_airframe } create_production_license = { target = event_target:license_target equipment = { type = small_plane_cas_airframe_1 } cost_factor = 0 } } } bba_create_fighter_license_effect = { #this assumes that the corresponding get_fighter_effect has run already to generate a design template if necessary if = { limit = { has_tech = advanced_small_airframe } create_production_license = { target = event_target:license_target equipment = { type = small_plane_airframe_3 } cost_factor = 0 } } else_if = { limit = { has_tech = improved_small_airframe } create_production_license = { target = event_target:license_target equipment = { type = small_plane_airframe_2 } cost_factor = 0 } } else_if = { limit = { has_tech = basic_small_airframe } create_production_license = { target = event_target:license_target equipment = { type = small_plane_airframe_1 } cost_factor = 0 } } } bba_create_tac_license_effect = { #this assumes that the corresponding get_tac_effect has run already to generate a design template if necessary if = { limit = { has_tech = advanced_medium_airframe } create_production_license = { target = event_target:license_target equipment = { type = medium_plane_airframe_3 } cost_factor = 0 } } else_if = { limit = { has_tech = improved_medium_airframe } create_production_license = { target = event_target:license_target equipment = { type = medium_plane_airframe_2 } cost_factor = 0 } } else_if = { limit = { has_tech = basic_medium_airframe } create_production_license = { target = event_target:license_target equipment = { type = medium_plane_airframe_1 } cost_factor = 0 } } } bba_create_heavy_fighter_license_effect = { #this assumes that the corresponding get_fighter_effect has run already to generate a design template if necessary if = { limit = { has_tech = advanced_medium_airframe } create_production_license = { target = event_target:license_target equipment = { type = medium_plane_fighter_airframe_3 } cost_factor = 0 } } else_if = { limit = { has_tech = improved_medium_airframe } create_production_license = { target = event_target:license_target equipment = { type = medium_plane_fighter_airframe_2 } cost_factor = 0 } } else_if = { limit = { has_tech = basic_medium_airframe } create_production_license = { target = event_target:license_target equipment = { type = medium_plane_fighter_airframe_1 } cost_factor = 0 } } } remove_any_country_role_from_character = { #Expected to be used inside the character scope #log = "I am [THIS.GetName]" if = { limit = { is_character_slot = air_chief } remove_advisor_role = { slot = air_chief } } if = { limit = { is_character_slot = army_chief } remove_advisor_role = { slot = army_chief } } if = { limit = { is_character_slot = navy_chief } remove_advisor_role = { slot = navy_chief } } if = { limit = { is_character_slot = high_command } remove_advisor_role = { slot = high_command } } if = { limit = { is_character_slot = theorist } remove_advisor_role = { slot = theorist } } if = { limit = { is_character_slot = political_advisor } remove_advisor_role = { slot = political_advisor } } } ### Paratroopers SF_PARA_sabotage_effect = { #When changing this, update the research tooltip damage_building = { type = infrastructure damage = 2 } damage_building = { type = industrial_complex damage = 1 } damage_building = { type = arms_factory damage = 1 } set_state_flag = { flag = para_drop_effect days = 30 } } SF_PARA_combat_effect = { #When changing this, update the research tooltip every_state_division = { limit = { OWNER = { has_war_with = FROM } } set_unit_organization = 0.50 } set_state_flag = { flag = para_drop_effect days = 30 } } ### Muuuurrrriiinnnnneeeeessssss SF_marine_demoliton_effect = { #When changing this, update the research tooltip damage_building = { type = radar_station damage = 1 } damage_building = { type = naval_base damage = 1 } damage_building = { type = dockyard damage = 1 } damage_building = { type = nuclear_reactor damage = 1 } damage_building = { type = rocket_site damage = 1 } damage_building = { type = fuel_silo damage = 1 } set_state_flag = { flag = marines_commando_effect days = 30 } } ########################################################################################### ########################################################################################### ########################################################################################### ######## ### ### ######## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ######### ######### ## ## ## ## ## ## ## ## ## ## ## ## ## ########################################################################################### ########################################################################################### ########################################################################################### find_global_platonic_countries = { # Look for the countries that meet the best criteria for the different platonic countries we expect in HoI find_biggest_fascist = yes find_biggest_democrat = yes find_biggest_communist = yes find_biggest_non_aligned = yes find_biggest_fascist_bully = yes find_best_democratic_ally_leader = yes find_democratic_sleeping_giant = yes find_local_dangerous_fascist = yes } find_biggest_fascist_bully = { # Finds the biggest and/or meanest fascist country get_highest_scored_country = { var = GLOBAL.platonic_fascist_bully scorer = fascist_bully_scorer } } find_best_democratic_ally_leader = { # Finds the most suitable democratic country to lead a faction get_highest_scored_country = { var = GLOBAL.platonic_democratic_ally_leader scorer = democratic_faction_leader_scorer } } find_democratic_sleeping_giant = { # Finds biggest desarmed democratic nation. Expected to be USA get_highest_scored_country = { var = GLOBAL.platonic_democratic_sleeping_giant scorer = democratic_sleeping_giant_scorer } } find_biggest_fascist = { # Finds Nazi Germany, or the closest to it get_highest_scored_country = { var = GLOBAL.platonic_big_fascist scorer = fascist_major_scorer } } find_biggest_democrat = { # Finds biggest Democratic Nation get_highest_scored_country = { var = GLOBAL.platonic_big_democratic scorer = democratic_major_scorer } } find_biggest_communist = { # Finds biggest Communist get_highest_scored_country = { var = GLOBAL.platonic_big_communist scorer = communist_major_scorer } } find_biggest_non_aligned = { # Finds biggest... anything else get_highest_scored_country = { var = GLOBAL.platonic_big_non_aligned scorer = non_aligned_major_scorer } } # There are ideology scorers for each continent. If you need more check the generic_platonic_scorers file and make a new scripted effect find_local_dangerous_fascist = { get_highest_scored_country = { var = platonic_local_dangerous_fascist scorer = local_fascist_country } } # The idea is that you can use these effects to store the party popularities (and, if desired, the ruling party) when puppeting or possibly when starting civil wars, and then use the "restore" effects to reset it after the puppeting has happened, so that you don't have to use the overlord's ideology if you don't want to. get_current_ideology_popularities = { set_variable = { ROOT.communist_support_before_change = ROOT.party_popularity_100@communism } set_variable = { ROOT.democratic_support_before_change = ROOT.party_popularity_100@democratic } set_variable = { ROOT.fascist_support_before_change = ROOT.party_popularity_100@fascism } set_variable = { ROOT.neutrality_support_before_change = ROOT.party_popularity_100@neutrality } } get_current_ruling_party = { set_variable = { ROOT.ruling_ideology_before_change = ROOT.current_party_ideology_group } } restore_ideology_popularities = { hidden_effect = { # Reset popluarities to what they were before puppeting set_popularities = { communism = ROOT.communist_support_before_change democratic = ROOT.democratic_support_before_change fascism = ROOT.fascist_support_before_change neutrality = ROOT.neutrality_support_before_change } clear_variable = ROOT.communist_support_before_change clear_variable = ROOT.democratic_support_before_change clear_variable = ROOT.fascist_support_before_change clear_variable = ROOT.neutrality_support_before_change } } restore_ruling_party = { ROOT = { set_politics = { ruling_party = var:ROOT.ruling_ideology_before_change } } } #Upgrades state cat to the next valid level. Called from state scope increase_state_category = { if = { limit = { has_state_category = tiny_island } set_state_category = small_island effect_tooltip = { add_extra_state_shared_building_slots = 1 } } if = { limit = { has_state_category = small_island } set_state_category = large_island effect_tooltip = { add_extra_state_shared_building_slots = 1 } } if = { limit = { OR = { has_state_category = wasteland has_state_category = enclave } } set_state_category = pastoral effect_tooltip = { add_extra_state_shared_building_slots = 1 } } else_if = { limit = { has_state_category = pastoral } set_state_category = rural effect_tooltip = { add_extra_state_shared_building_slots = 1 } } else_if = { limit = { has_state_category = rural } set_state_category = town effect_tooltip = { add_extra_state_shared_building_slots = 2 } } else_if = { limit = { has_state_category = town } set_state_category = large_town effect_tooltip = { add_extra_state_shared_building_slots = 1 } } else_if = { limit = { has_state_category = large_town } set_state_category = city effect_tooltip = { add_extra_state_shared_building_slots = 1 } } else_if = { limit = { has_state_category = city } set_state_category = large_city effect_tooltip = { add_extra_state_shared_building_slots = 2 } } else_if = { limit = { has_state_category = large_city } set_state_category = metropolis effect_tooltip = { add_extra_state_shared_building_slots = 2 } } else_if = { limit = { has_state_category = metropolis } set_state_category = megalopolis effect_tooltip = { add_extra_state_shared_building_slots = 2 } } } add_potential_special_forces_tree = { custom_effect_tooltip = add_potential_special_forces_tree_tt if = { limit = { NOT = { has_variable = sf_trees } } set_variable = { sf_trees = 2 } } else = { add_to_variable = { sf_trees = 1 } } } remove_potential_special_forces_tree = { if = { limit = { NOT = { has_variable = sf_trees } } set_variable = { sf_trees = 0 } } else = { subtract_from_variable = { sf_trees = 1 } } } store_core_states_on_game_start = { #Should be called from history file every_core_state = { ROOT = { add_to_array = { array = core_states_at_game_start value = PREV } } } } set_african_central_bank_variables = { set_variable = { org_africa_central_bank_stability_factor = 0.05} set_variable = { org_africa_central_bank_industrial_complex_factor = 0.1} set_variable = { org_africa_central_bank_infrastructure_factor = 0.1} } add_random_stat_to_general = { custom_effect_tooltip = add_random_stat_to_general_tt hidden_effect = { random_list = { log = yes seed = random 1 = { add_attack = 1 } 1 = { add_defense = 1 } 1 = { add_planning = 1 } 1 = { add_logistics = 1 } } } }