#Remember to change the tooltips if the effects are changed #State scope. Prev is target country. LIT_iron_wolf_up_effect = { if = { limit = { has_idea = LIT_iron_wolf_idea_good_2 } add_stability = 0.1 } else_if = { limit = { has_idea = LIT_iron_wolf_idea_good_1 } swap_ideas = { remove_idea = LIT_iron_wolf_idea_good_1 add_idea = LIT_iron_wolf_idea_good_2 } } else_if = { limit = { has_idea = LIT_iron_wolf_idea_good_1 } swap_ideas = { remove_idea = LIT_iron_wolf_idea_good_1 add_idea = LIT_iron_wolf_idea_good_2 } } else_if = { limit = { has_idea = LIT_iron_wolf_idea_bad_1 } swap_ideas = { remove_idea = LIT_iron_wolf_idea_bad_1 add_idea = LIT_iron_wolf_idea_good_1 } } else_if = { limit = { has_idea = LIT_iron_wolf_idea_bad_2 } swap_ideas = { remove_idea = LIT_iron_wolf_idea_bad_2 add_idea = LIT_iron_wolf_idea_bad_1 } } else_if = { limit = { has_idea = LIT_iron_wolf_idea_bad_3 } swap_ideas = { remove_idea = LIT_iron_wolf_idea_bad_3 add_idea = LIT_iron_wolf_idea_bad_2 } } else_if = { limit = { has_idea = LIT_iron_wolf_idea_bad_4 } swap_ideas = { remove_idea = LIT_iron_wolf_idea_bad_4 add_idea = LIT_iron_wolf_idea_bad_3 } } } LIT_iron_wolf_down_effect = { if = { limit = { has_idea = LIT_iron_wolf_idea_bad_4 } if = { #Easier civil war for AI on historical since we don't want historical Lithuanian AI to join the Axis and so on limit = { is_ai = yes OR = { AND = { is_historical_focus_on = yes has_game_rule = { rule = LIT_ai_behavior option = DEFAULT } } has_country_flag = LIT_AI_RANDOM_HISTORICAL has_game_rule = { rule = LIT_ai_behavior option = HISTORICAL } } } start_civil_war = { ideology = fascism size = 0.2 army_ratio = 0.2 capital = 282 } } else = { #Regular CW start_civil_war = { ideology = fascism size = 0.45 army_ratio = 0.3 capital = 282 } } hidden_effect = { uncomplete_national_focus = { focus = LIT_free_voldemares uncomplete_children = yes } unlock_national_focus = LIT_exile_voldemares } set_country_flag = fought_iron_wolf_flag } else_if = { limit = { has_idea = LIT_iron_wolf_idea_bad_3 } swap_ideas = { remove_idea = LIT_iron_wolf_idea_bad_3 add_idea = LIT_iron_wolf_idea_bad_4 } } else_if = { limit = { has_idea = LIT_iron_wolf_idea_bad_2 } swap_ideas = { remove_idea = LIT_iron_wolf_idea_bad_2 add_idea = LIT_iron_wolf_idea_bad_3 } } else_if = { limit = { has_idea = LIT_iron_wolf_idea_bad_1 } swap_ideas = { remove_idea = LIT_iron_wolf_idea_bad_1 add_idea = LIT_iron_wolf_idea_bad_2 } } else_if = { limit = { has_idea = LIT_iron_wolf_idea_good_1 } swap_ideas = { remove_idea = LIT_iron_wolf_idea_good_1 add_idea = LIT_iron_wolf_idea_bad_1 } } else_if = { limit = { has_idea = LIT_iron_wolf_idea_good_2 } swap_ideas = { remove_idea = LIT_iron_wolf_idea_good_2 add_idea = LIT_iron_wolf_idea_good_1 } } } LIT_remove_iron_wolf_effect = { if = { limit = { has_idea = LIT_iron_wolf_idea_bad_4 } remove_ideas = LIT_iron_wolf_idea_bad_4 } else_if = { limit = { has_idea = LIT_iron_wolf_idea_bad_3 } remove_ideas = LIT_iron_wolf_idea_bad_3 } else_if = { limit = { has_idea = LIT_iron_wolf_idea_bad_2 } remove_ideas = LIT_iron_wolf_idea_bad_2 } else_if = { limit = { has_idea = LIT_iron_wolf_idea_bad_1 } remove_ideas = LIT_iron_wolf_idea_bad_1 } else_if = { limit = { has_idea = LIT_iron_wolf_idea_good_1 } remove_ideas = LIT_iron_wolf_idea_good_1 } else_if = { limit = { has_idea = LIT_iron_wolf_idea_good_2 } remove_ideas = LIT_iron_wolf_idea_good_2 } } EST_vaps_down_effect = { if = { limit = { has_idea = EST_vaps_idea_4 } if = { #Easier civil war for AI on historical since we don't want historical Estonian AI to puppet Finland and form the Fino-Ugra Empire limit = { is_ai = yes OR = { AND = { is_historical_focus_on = yes has_game_rule = { rule = EST_ai_behavior option = DEFAULT } } has_country_flag = EST_AI_RANDOM_HISTORICAL has_game_rule = { rule = EST_ai_behavior option = HISTORICAL } } } start_civil_war = { ideology = fascism size = 0.2 army_ratio = 0.2 } } else = { #Regular CW start_civil_war = { ideology = fascism size = 0.5 army_ratio = 0.35 } } } else_if = { limit = { has_idea = EST_vaps_idea_3 } swap_ideas = { remove_idea = EST_vaps_idea_3 add_idea = EST_vaps_idea_4 } } else_if = { limit = { has_idea = EST_vaps_idea_2 } swap_ideas = { remove_idea = EST_vaps_idea_2 add_idea = EST_vaps_idea_3 } } else_if = { limit = { has_idea = EST_vaps_idea_1 } swap_ideas = { remove_idea = EST_vaps_idea_1 add_idea = EST_vaps_idea_2 } } } EST_vaps_up_effect = { if = { limit = { has_idea = EST_vaps_idea_1 } } else_if = { limit = { has_idea = EST_vaps_idea_2 } swap_ideas = { remove_idea = EST_vaps_idea_2 add_idea = EST_vaps_idea_1 } } else_if = { limit = { has_idea = EST_vaps_idea_3 } swap_ideas = { remove_idea = EST_vaps_idea_3 add_idea = EST_vaps_idea_2 } } else_if = { limit = { has_idea = EST_vaps_idea_4 } swap_ideas = { remove_idea = EST_vaps_idea_4 add_idea = EST_vaps_idea_3 } } } remove_vaps_effect = { if = { limit = { has_idea = EST_vaps_idea_4 } remove_ideas = EST_vaps_idea_4 } else_if = { limit = { has_idea = EST_vaps_idea_3 } remove_ideas = EST_vaps_idea_3 } else_if = { limit = { has_idea = EST_vaps_idea_2 } remove_ideas = EST_vaps_idea_2 } else_if = { limit = { has_idea = EST_vaps_idea_1 } remove_ideas = EST_vaps_idea_1 } } remove_perkonkrust_effect = { if = { limit = { has_idea = LAT_perkonkrust_idea_neu_1 } remove_ideas = LAT_perkonkrust_idea_neu_1 } else_if = { limit = { has_idea = LAT_perkonkrust_idea } remove_ideas = LAT_perkonkrust_idea } else_if = { limit = { has_idea = perkonkrust_fas_idea_1 } remove_ideas = perkonkrust_fas_idea_1 } } look_north_focus_effect = { if = { limit = { FIN = { is_in_faction = no } } if = { limit = { FIN = { has_idea = FIN_the_lone_wolf } } custom_effect_tooltip = FIN_the_lone_wolf_no_faction_tt } else = { FIN = { country_event = { id = BALTIC_events.2 days = 1 } } } } if = { limit = { NOR = { is_in_faction = no } } NOR = { country_event = { id = BALTIC_events.2 days = 2 } } } if = { limit = { SWE = { is_in_faction = no } } SWE = { country_event = { id = BALTIC_events.2 days = 3 } } } if = { limit = { DEN = { is_in_faction = no } } DEN = { country_event = { id = BALTIC_events.2 days = 4 } } } } claim_greater_LIT_effect = { #Belarus States 96 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 95 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 94 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 207 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 206 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 204 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 241 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } #Ukraine states 93 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 199 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 201 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 198 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 202 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 203 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 259 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 193 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 225 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 221 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 226 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 197 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 192 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } #Russian states 242 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 243 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 224 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 205 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 223 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 222 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 220 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 240 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 194 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } 834 = { add_claim_by = ROOT set_state_flag = greater_lithuania_flag } } remove_all_temp_boosts_baltic = { if = { limit = { has_idea = BALTIC_disloyal_parliament } remove_ideas = BALTIC_disloyal_parliament } if = { limit = { has_idea = BALTIC_restore_workers_republic_idea } remove_ideas = BALTIC_restore_workers_republic_idea } } give_fascist_tank_licences = { #does not have to take non-dlc into account because everyone who gets the Baltic trees also has the tank designer! if = { limit = { has_tech = main_battle_tank_chassis } if = { limit = { has_dlc = "Death or Dishonor" } create_production_license = { target = ROOT equipment = { type = modern_tank_chassis_1 } cost_factor = 0 } } ROOT = { add_equipment_to_stockpile = { type = modern_tank_chassis_1 amount = 360 producer = PREV } } } else_if = { limit = { has_tech = advanced_medium_tank_chassis } if = { limit = { has_dlc = "Death or Dishonor" } create_production_license = { target = ROOT equipment = { type = medium_tank_chassis_3 } cost_factor = 0 } } ROOT = { add_equipment_to_stockpile = { type = medium_tank_chassis_3 amount = 360 producer = PREV } } } else_if = { limit = { has_tech = improved_medium_tank_chassis } if = { limit = { has_dlc = "Death or Dishonor" } create_production_license = { target = ROOT equipment = { type = medium_tank_chassis_2 } cost_factor = 0 } } ROOT = { add_equipment_to_stockpile = { type = medium_tank_chassis_2 amount = 360 producer = PREV } } } else_if = { limit = { has_tech = basic_medium_tank_chassis } if = { limit = { has_dlc = "Death or Dishonor" } create_production_license = { target = ROOT equipment = { type = medium_tank_chassis_1 } cost_factor = 0 } } ROOT = { add_equipment_to_stockpile = { type = medium_tank_chassis_1 amount = 360 producer = PREV } } } else = { if = { limit = { has_dlc = "Death or Dishonor" } create_production_license = { target = ROOT equipment = { type = light_tank_chassis_2 } cost_factor = 0 } } ROOT = { add_equipment_to_stockpile = { type = light_tank_chassis_2 amount = 360 producer = PREV } } } } give_aircraft_and_licences = { if = { limit = { #has_tech = jet_fighter2 is_special_project_completed = sp:sp_air_axial_jet_engine } create_production_license = { target = ROOT equipment = { type = jet_fighter_equipment_2 } cost_factor = 0 } ROOT = { add_equipment_to_stockpile = { type = jet_fighter_equipment_2 amount = 360 producer = PREV } } } else_if = { limit = { #has_tech = jet_fighter1 is_special_project_completed = sp:sp_air_jet_engine } create_production_license = { target = ROOT equipment = { type = jet_fighter_equipment_1 } cost_factor = 0 } ROOT = { add_equipment_to_stockpile = { type = jet_fighter_equipment_1 amount = 360 producer = PREV } } } else_if = { limit = { has_tech = fighter3 } create_production_license = { target = ROOT equipment = { type = fighter_equipment_3 } cost_factor = 0 } ROOT = { add_equipment_to_stockpile = { type = fighter_equipment_3 amount = 360 producer = PREV } } } else_if = { limit = { has_tech = fighter2 } create_production_license = { target = ROOT equipment = { type = fighter_equipment_2 } cost_factor = 0 } ROOT = { add_equipment_to_stockpile = { type = fighter_equipment_2 amount = 360 producer = PREV } } } else_if = { limit = { has_tech = fighter1 } create_production_license = { target = ROOT equipment = { type = fighter_equipment_1 } cost_factor = 0 } ROOT = { add_equipment_to_stockpile = { type = fighter_equipment_1 amount = 360 producer = PREV } } } else_if = { limit = { NOT = { has_dlc = "By Blood Alone" } } create_production_license = { target = ROOT equipment = { type = fighter_equipment_0 } cost_factor = 0 } ROOT = { add_equipment_to_stockpile = { type = fighter_equipment_0 amount = 360 producer = PREV } } } else = { create_production_license = { target = ROOT equipment = { type = small_plane_airframe_0 } cost_factor = 0 } ROOT = { add_equipment_to_stockpile = { type = small_plane_airframe_0 amount = 360 producer = PREV } } } } baltic_give_allied_equipment = { if = { limit = { has_tech = advanced_infantry_weapons } create_production_license = { target = ROOT equipment = { type = infantry_equipment_3 } cost_factor = 0 } ROOT = { add_equipment_to_stockpile = { type = infantry_equipment_3 amount = 2500 producer = PREV } } } else_if = { limit = { has_tech = improved_infantry_weapons } create_production_license = { target = ROOT equipment = { type = infantry_equipment_2 } cost_factor = 0 } ROOT = { add_equipment_to_stockpile = { type = infantry_equipment_2 amount = 2500 producer = PREV } } } else_if = { limit = { has_tech = infantry_weapons1 } create_production_license = { target = ROOT equipment = { type = infantry_equipment_1 } cost_factor = 0 } ROOT = { add_equipment_to_stockpile = { type = infantry_equipment_1 amount = 2500 producer = PREV } } } else = { create_production_license = { target = ROOT equipment = { type = infantry_equipment_0 } cost_factor = 0 } ROOT = { add_equipment_to_stockpile = { type = infantry_equipment_0 amount = 2500 producer = PREV } } } }