accelerating_independence_movement_swap = { if = { limit = { has_idea = idea_RAJ_growing_independence_movement_0 } hidden_effect = { remove_ideas = { idea_RAJ_growing_independence_movement_0 } } add_timed_idea = { idea = idea_RAJ_growing_independence_movement_1 days = 365 } } else = { add_timed_idea = { idea = idea_RAJ_growing_independence_movement_0 days = 365 } } } try_build_civ_in_core_otherwise_build_in_controlled = { set_country_flag = try_build_civ #to fix tooltip and only that, otherwise it will show up twice and look like its adding double civs random_core_state = { limit = { free_building_slots = { building = industrial_complex size > 0 # use < or > include_locked = yes } impassable = no is_controlled_by = ROOT } add_extra_state_shared_building_slots = 1 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } ROOT = { set_country_flag = built_civ_in_core_successfully } } if = { limit = { NOT = { has_country_flag = built_civ_in_core_successfully } has_country_flag = try_build_civ } random_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 0 # use < or > include_locked = yes } impassable = no } add_extra_state_shared_building_slots = 1 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } } } if = { limit = { has_country_flag = try_build_civ } #clear everything so that it works again on repeat calls clr_country_flag = try_build_civ } if = { limit = { has_country_flag = built_civ_in_core_successfully } clr_country_flag = built_civ_in_core_successfully } } try_build_dockyard_in_core_otherwise_build_in_controlled = { set_country_flag = try_build_dockyard #to fix tooltip and only that, otherwise it will show up twice and look like its adding double civs random_core_state = { limit = { free_building_slots = { building = dockyard size > 0 # use < or > include_locked = yes } impassable = no is_coastal = yes is_controlled_by = ROOT } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } ROOT = { set_country_flag = built_dockyard_in_core_successfully } } if = { limit = { NOT = { has_country_flag = built_dockyard_in_core_successfully } has_country_flag = try_build_dockyard } random_controlled_state = { limit = { is_coastal = yes free_building_slots = { building = dockyard size > 0 # use < or > include_locked = yes } impassable = no } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } } } if = { limit = { has_country_flag = try_build_dockyard } #clear everything so that it works again on repeat calls clr_country_flag = try_build_dockyard } if = { limit = { has_country_flag = built_dockyard_in_core_successfully } clr_country_flag = built_dockyard_in_core_successfully } } try_build_infra_in_core_otherwise_build_in_controlled = { set_country_flag = try_build_infra #to fix tooltip and only that, otherwise it will show up twice and look like its adding double civs random_core_state = { limit = { infrastructure < 5 is_controlled_by = ROOT impassable = no } add_building_construction = { type = infrastructure level = 1 instant_build = yes } ROOT = { set_country_flag = built_infra_in_core_successfully } } if = { limit = { NOT = { has_country_flag = built_infra_in_core_successfully } has_country_flag = try_build_infra } random_controlled_state = { limit = { infrastructure < 5 impassable = no } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } if = { limit = { has_country_flag = try_build_infra } #clear everything so that it works again on repeat calls clr_country_flag = try_build_infra } if = { limit = { has_country_flag = built_infra_in_core_successfully } clr_country_flag = built_infra_in_core_successfully } } try_build_mil_in_core_otherwise_build_in_controlled = { set_country_flag = try_build_mil #to fix tooltip and only that, otherwise it will show up twice and look like its adding double civs random_core_state = { limit = { free_building_slots = { building = arms_factory size > 0 # use < or > include_locked = yes } is_controlled_by = ROOT impassable = no } add_extra_state_shared_building_slots = 1 add_building_construction = { type = arms_factory level = 1 instant_build = yes } ROOT = { set_country_flag = built_mil_in_core_successfully } } if = { limit = { NOT = { has_country_flag = built_mil_in_core_successfully } has_country_flag = try_build_mil } random_controlled_state = { limit = { free_building_slots = { building = arms_factory size > 0 # use < or > include_locked = yes } impassable = no } add_extra_state_shared_building_slots = 1 add_building_construction = { type = arms_factory level = 1 instant_build = yes } } } if = { limit = { has_country_flag = try_build_mil } #clear everything so that it works again on repeat calls clr_country_flag = try_build_mil } if = { limit = { has_country_flag = built_mil_in_core_successfully } clr_country_flag = built_mil_in_core_successfully } } try_build_civ_in_core_otherwise_build_in_controlled_2_civs = { try_build_civ_in_core_otherwise_build_in_controlled = yes try_build_civ_in_core_otherwise_build_in_controlled = yes } try_build_mil_in_core_otherwise_build_in_controlled_2_mil = { try_build_mil_in_core_otherwise_build_in_controlled = yes try_build_mil_in_core_otherwise_build_in_controlled = yes } calculate_famine_shield_and_risk = { set_variable = { RAJ_famine_spreads = 100 } subtract_from_variable = { RAJ_famine_spreads = RAJ_famine_shield } } calculate_famine_black_market ={ set_variable = { amount_of_states_with_famine = 0 } set_variable = { amount_of_states_with_crushed_black_markets = 0 } subtract_from_variable = { RAJ_famine_shield = RAJ_black_market_shield } set_variable = { RAJ_black_market_shield = 20 } #total amount of possible shield gain from crushing all markets , update custom_effect_tooltip = RAJ_black_markets_tt if changed! every_state = { limit = { has_dynamic_modifier = { modifier = idea_RAJ_famine_state } } add_to_variable = { PREV.amount_of_states_with_famine = 1 } if = { limit = { has_state_flag = RAJ_has_crushed_black_market } add_to_variable = { PREV.amount_of_states_with_crushed_black_markets = 1 } } } divide_variable = { amount_of_states_with_crushed_black_markets = amount_of_states_with_famine } multiply_variable = { RAJ_black_market_shield = amount_of_states_with_crushed_black_markets } add_to_variable = { RAJ_famine_shield = RAJ_black_market_shield } calculate_famine_shield_and_risk = yes clear_variable = amount_of_states_with_famine clear_variable = amount_of_states_with_crushed_black_markets } upgrade_ordance_factories_no_aat = { if = { limit = { check_variable = { global.khadi_level = 0 } has_idea = idea_RAJ_ammunition_factory_khadki } custom_effect_tooltip = upgrades_design_company swap_ideas = { remove_idea = idea_RAJ_ammunition_factory_khadki add_idea = idea_RAJ_ammunition_factory_khadki_1 } } else_if = { limit = { check_variable = { global.khadi_level = 0 } } custom_effect_tooltip = upgrades_design_company effect_tooltip = { swap_ideas = { remove_idea = idea_RAJ_ammunition_factory_khadki add_idea = idea_RAJ_ammunition_factory_khadki_1 } } } if = { limit = { check_variable = { global.khadi_level = 1 } has_idea = idea_RAJ_ammunition_factory_khadki_1 } custom_effect_tooltip = upgrades_design_company swap_ideas = { remove_idea = idea_RAJ_ammunition_factory_khadki_1 add_idea = idea_RAJ_ammunition_factory_khadki_2 } } else_if = { limit = { check_variable = { global.khadi_level = 1 } } custom_effect_tooltip = upgrades_design_company effect_tooltip = { swap_ideas = { remove_idea = idea_RAJ_ammunition_factory_khadki_1 add_idea = idea_RAJ_ammunition_factory_khadki_2 } } } if = { limit = { check_variable = { global.khadi_level = 2 } has_idea = idea_RAJ_ammunition_factory_khadki_2 } custom_effect_tooltip = upgrades_design_company swap_ideas = { remove_idea = idea_RAJ_ammunition_factory_khadki_2 add_idea = idea_RAJ_ammunition_factory_khadki_3 } } else_if = { limit = { check_variable = { global.khadi_level = 2 } } custom_effect_tooltip = upgrades_design_company effect_tooltip = { swap_ideas = { remove_idea = idea_RAJ_ammunition_factory_khadki_2 add_idea = idea_RAJ_ammunition_factory_khadki_3 } } } if = { limit = { check_variable = { global.khadi_level = 3 } } try_build_mil_in_core_otherwise_build_in_controlled = yes } add_to_variable = { global.khadi_level = 1 } } upgrade_ordance_factories_art_no_aat = { if = { limit = { check_variable = { global.gun_and_shell_level = 0 } has_idea = idea_gun_and_shell_factory_cossipore } swap_ideas = { remove_idea = idea_gun_and_shell_factory_cossipore add_idea = idea_gun_and_shell_factory_cossipore_1 } } else_if = { limit = { check_variable = { global.gun_and_shell_level = 0 } } custom_effect_tooltip = upgrades_design_company effect_tooltip = { swap_ideas = { remove_idea = idea_gun_and_shell_factory_cossipore add_idea = idea_gun_and_shell_factory_cossipore_1 } } } if = { limit = { check_variable = { global.gun_and_shell_level = 1 } has_idea = idea_RAJ_ammunition_factory_khadki_1 } swap_ideas = { remove_idea = idea_gun_and_shell_factory_cossipore_1 add_idea = idea_gun_and_shell_factory_cossipore_2 } } else_if = { limit = { check_variable = { global.gun_and_shell_level = 1 } } custom_effect_tooltip = upgrades_design_company effect_tooltip = { swap_ideas = { remove_idea = idea_gun_and_shell_factory_cossipore_1 add_idea = idea_gun_and_shell_factory_cossipore_2 } } } if = { limit = { check_variable = { global.gun_and_shell_level = 2 } has_idea = idea_RAJ_ammunition_factory_khadki_2 } swap_ideas = { remove_idea = idea_gun_and_shell_factory_cossipore_2 add_idea = idea_gun_and_shell_factory_cossipore_3 } } else_if = { limit = { check_variable = { global.gun_and_shell_level = 2 } } custom_effect_tooltip = upgrades_design_company effect_tooltip = { swap_ideas = { remove_idea = idea_gun_and_shell_factory_cossipore_2 add_idea = idea_gun_and_shell_factory_cossipore_3 } } } if = { limit = { check_variable = { global.gun_and_shell_level = 3 } } add_tech_bonus = { bonus = 0.5 uses = 2 category = artillery # optional # technology = technology_id # optional } } add_to_variable = { global.gun_and_shell_level = 1 } } recalc_projected_time_local_recruitment_offices = { set_variable = { RAJ_projected_time_left = RAJ_recruitment_process } subtract_from_variable = { RAJ_projected_time_left = 100 } multiply_variable = {RAJ_projected_time_left = -1 } divide_variable = { RAJ_projected_time_left = RAJ_established_recruitment_offices } #RAJ_established_recruitment_offices round_variable = RAJ_projected_time_left } set_princely_states_freedom_desire = { set_variable = { leanings = 0 } #-1 PAK +1 RAJ 0 no leanings set_variable = { liberty_desire = 0 } set_variable = { mils = num_of_military_factories } multiply_variable = { mils = 4 } #mils are more important in terms of actual defense add_to_variable = { civs = num_of_civilian_factories } multiply_variable = { civs = 2 } set_variable = { projected_manpower = manpower_k } add_to_variable = { liberty_desire = industry } add_to_variable = { liberty_desire = painful_memory } set_variable = { historical_liberty_desire = 1.5 } multiply_variable = { liberty_desire = historical_liberty_desire } } check_painful_memory = { if = { limit = { NOT = { has_global_flag = RAJ_GOE_partition_has_happened } has_dlc = "Graveyard of Empires" } for_each_scope_loop = { array = RAJ.owned_states_at_game_start if = { limit = { resistance > 59 resistance < 85 NOT = { has_state_flag = { flag = painful_memory_cooldown value = 0 } } } add_to_variable = { painful_memory = 1 } set_state_flag = { flag = painful_memory_cooldown days = 20 } #cooldown so that it cant happen again within 20 days if its called from an event nd on ation } else_if = { limit = { resistance > 85 NOT = { has_state_flag = { flag = painful_memory_cooldown value = 0 } } } add_to_variable = { painful_memory = 2 } set_state_flag = { flag = painful_memory_cooldown days = 20 } } } } } create_orde_wingate = { RAJ_orde_wingate = { if = { limit = { is_corps_commander = no } } add_corps_commander_role = { #character = RAJ_orde_wingate traits = { jungle_rat commando scavenger reckless } skill = 4 attack_skill = 3 defense_skill = 3 planning_skill = 2 logistics_skill = 5 } } } controlled_civilian_factories_excluding_trade = { set_variable = { ROOT.actually_controlled_civs = 0 } every_controlled_state = { if = { limit = { check_variable = { var:industrial_complex_level > 0 } } add_to_variable = { ROOT.actually_controlled_civs = var:industrial_complex_level } } } if = { #lock up civs if they are used for paying out investors so u can like double invest limit = { ROOT = { has_country_flag = has_payed_high_dividends } } subtract_from_variable = { ROOT.actually_controlled_civs = 5 } } else_if = { limit = { ROOT = { has_country_flag = has_payed_normal_dividends } } subtract_from_variable = { ROOT.actually_controlled_civs = 2 } } else_if = { limit = { ROOT = { has_country_flag = has_payed_small_dividends } } subtract_from_variable = { ROOT.actually_controlled_civs = 1 } } } calc_expected_consumer_goods_for_taxes = { controlled_civilian_factories_excluding_trade = yes ROOT = { set_variable = { taxes = actually_controlled_civs } #every_controlled_state = { # #PREV = { add_to_variable = { taxes = PREV.arms_factory_level } } # PREV = { add_to_variable = { taxes = PREV.industrial_complex_level } } # #PREV = { add_to_variable = { taxes = PREV.building_level@dockyard } } # #} set_variable = { total_income = taxes } #total factories, saves for tooltip #multiply_variable = { taxes = 0.015 } if = { limit = { check_variable = { var = taxes value = tier_two_taxes_threshold #0 compare = less_than_or_equals } } set_variable = { taxes = tier_one_taxes_tax } #0% } else_if = { limit = { # > 0F <= 14F check_variable = { var = taxes value = tier_two_taxes_threshold # >0 compare = greater_than } check_variable = { var = taxes value = tier_three_taxes_threshold # <= 14 compare = less_than_or_equals } } set_variable = { taxes = tier_two_taxes_tax } #0.25% } else_if = { limit = { #>14F <= 27F check_variable = { var = taxes value = tier_three_taxes_threshold #> 14 compare = greater_than } check_variable = { var = taxes value = tier_four_taxes_threshold #<= 27 compare = less_than_or_equals } } set_variable = { taxes = tier_three_taxes_tax } #0.4% } else_if = { limit = { #>40F check_variable = { var = taxes value = tier_four_taxes_tax compare = greater_than } } set_variable = { taxes = tier_four_taxes_tax } #0.55% } else = { if = { limit = { is_debug = yes } log = "Taxes calculation has gone horribly wrong somehow" set_variable = { taxes = -1 } #Make me see error more easily } else = { set_variable = { taxes = tier_two_taxes_tax } #fallback to mellanmjölk taxes if something goes to shit } } set_variable = { taxes_display_tt = taxes } multiply_variable = { taxes_display_tt = 100 } } } eic_low_investments = { hidden_effect = { every_owned_state = { random_select_amount = 1 limit = { check_variable = { industrial_complex_level > 0 } } remove_building = { type = industrial_complex level = 1 } } } custom_effect_tooltip = eic_low_investments_cost #Need to update both tt and how many civs gets removed if changing custom_effect_tooltip = RAJ_GOE_modify_dividends set_variable = { RAJ_eic_dividends_investment_efficiency_max = 0.04 tooltip = production_factory_efficiency_gain_factor_tt } set_variable = { RAJ_eic_dividends_investment_building_speed = 0.1 tooltip = production_speed_buildings_factor_tt } custom_effect_tooltip = RAJ_GOE_modify_dividends_2 } eic_normal_investments = { hidden_effect = { every_owned_state = { random_select_amount = 2 limit = { check_variable = { industrial_complex_level > 0 } } remove_building = { type = industrial_complex level = 1 } } } custom_effect_tooltip = eic_normal_investments_cost #Need to update both tt and how many civs gets removed if changing custom_effect_tooltip = RAJ_GOE_modify_dividends set_variable = { RAJ_eic_dividends_investment_efficiency_max = 0.09 tooltip = production_factory_efficiency_gain_factor_tt } set_variable = { RAJ_eic_dividends_investment_building_speed = 0.23 tooltip = production_speed_buildings_factor_tt } custom_effect_tooltip = RAJ_GOE_modify_dividends_2 } eic_high_investments = { hidden_effect = { every_owned_state = { random_select_amount = 4 limit = { check_variable = { industrial_complex_level > 0 } } remove_building = { type = industrial_complex level = 1 } } } custom_effect_tooltip = eic_high_investments_cost #Need to update both tt and how many civs gets removed if changing custom_effect_tooltip = RAJ_GOE_modify_dividends set_variable = { RAJ_eic_dividends_investment_efficiency_max = 0.16 tooltip = production_factory_efficiency_gain_factor_tt } set_variable = { RAJ_eic_dividends_investment_building_speed = 0.35 tooltip = production_speed_buildings_factor_tt } custom_effect_tooltip = RAJ_GOE_modify_dividends_2 } indian_railways_increase_bonus = { ROOT = { if = { limit = { NOT = { has_dynamic_modifier = { modifier = idea_RAJ_indian_railways } } } add_dynamic_modifier = { modifier = idea_RAJ_indian_railways } } if = { limit = { NOT = { has_variable = RAJ_indian_railway_production_speed_rail_way_factor } } set_variable = { RAJ_indian_railway_production_speed_rail_way_factor = 0 } } if = { limit = { NOT = { has_variable = RAJ_indian_railway_production_speed_supply_node_factor } } set_variable = { RAJ_indian_railway_production_speed_supply_node_factor = 0 } } if = { limit = { NOT = { has_variable = RAJ_indian_railway_production_speed_infrastructure_factor } } set_variable = { RAJ_indian_railway_production_speed_infrastructure_factor = 0 } } if = { limit = { has_completed_focus = RAJ_orchestrate_train_robberies } custom_effect_tooltip = RAJ_modify_indian_railways_tt if = { limit = { NOT = { has_country_flag = switch_to_robbing } } if = { limit = { check_variable = { RAJ_railway_focuses = 1 } } set_variable = { RAJ_indian_railway_industrial_capacity_factory = 0.03 tooltip = industrial_capacity_factory_tt } set_variable = { RAJ_indian_railway_production_speed_infrastructure_factor = -0.02 tooltip = production_speed_rail_way_factor_tt } set_variable = { RAJ_indian_railway_production_speed_supply_node_factor = -0.02 tooltip = production_speed_supply_node_factor_tt } set_variable = { RAJ_indian_railway_production_speed_rail_way_factor = -0.02 tooltip = production_speed_infrastructure_factor_tt } } else_if = { limit = { check_variable = { RAJ_railway_focuses = 2 } } set_variable = { RAJ_indian_railway_industrial_capacity_factory = 0.06 tooltip = industrial_capacity_factory_tt } set_variable = { RAJ_indian_railway_production_speed_infrastructure_factor = -0.04 tooltip = production_speed_rail_way_factor_tt } set_variable = { RAJ_indian_railway_production_speed_supply_node_factor = -0.04 tooltip = production_speed_supply_node_factor_tt } set_variable = { RAJ_indian_railway_production_speed_rail_way_factor = -0.04 tooltip = production_speed_infrastructure_factor_tt } } else_if = { limit = { check_variable = { RAJ_railway_focuses = 3 } } set_variable = { RAJ_indian_railway_industrial_capacity_factory = 0.09 tooltip = industrial_capacity_factory_tt } set_variable = { RAJ_indian_railway_production_speed_infrastructure_factor = -0.06 tooltip = production_speed_rail_way_factor_tt } set_variable = { RAJ_indian_railway_production_speed_supply_node_factor = -0.06 tooltip = production_speed_supply_node_factor_tt } set_variable = { RAJ_indian_railway_production_speed_rail_way_factor = -0.06 tooltip = production_speed_infrastructure_factor_tt } } else_if = { limit = { check_variable = { RAJ_railway_focuses = 4 } } set_variable = { RAJ_indian_railway_industrial_capacity_factory = 0.12 tooltip = industrial_capacity_factory_tt } set_variable = { RAJ_indian_railway_production_speed_infrastructure_factor = -0.09 tooltip = production_speed_rail_way_factor_tt } set_variable = { RAJ_indian_railway_production_speed_supply_node_factor = -0.09 tooltip = production_speed_supply_node_factor_tt } set_variable = { RAJ_indian_railway_production_speed_rail_way_factor = -0.09 tooltip = production_speed_infrastructure_factor_tt } } else_if = { limit = { check_variable = { RAJ_railway_focuses = 5 } } set_variable = { RAJ_indian_railway_industrial_capacity_factory = 0.15 tooltip = industrial_capacity_factory_tt } set_variable = { RAJ_indian_railway_production_speed_infrastructure_factor = -0.12 tooltip = production_speed_rail_way_factor_tt } set_variable = { RAJ_indian_railway_production_speed_supply_node_factor = -0.12 tooltip = production_speed_supply_node_factor_tt } set_variable = { RAJ_indian_railway_production_speed_rail_way_factor = -0.12 tooltip = production_speed_infrastructure_factor_tt } } else = { set_variable = { RAJ_indian_railway_industrial_capacity_factory = 0 tooltip = industrial_capacity_factory_tt } } set_country_flag = switch_to_robbing } else = { add_to_variable = { RAJ_indian_railway_industrial_capacity_factory = RAJ_railway_default_increase tooltip = industrial_capacity_factory_tt } add_to_variable = { RAJ_indian_railway_production_speed_infrastructure_factor = RAJ_railway_default_decrease tooltip = production_speed_rail_way_factor_tt } add_to_variable = { RAJ_indian_railway_production_speed_supply_node_factor = RAJ_railway_default_decrease tooltip = production_speed_supply_node_factor_tt } add_to_variable = { RAJ_indian_railway_production_speed_rail_way_factor = RAJ_railway_default_decrease tooltip = production_speed_infrastructure_factor_tt } } } else = { custom_effect_tooltip = RAJ_modify_indian_railways_tt add_to_variable = { RAJ_indian_railway_production_speed_rail_way_factor = 0.05 tooltip = production_speed_rail_way_factor_tt } add_to_variable = { RAJ_indian_railway_production_speed_supply_node_factor = 0.05 tooltip = production_speed_supply_node_factor_tt } add_to_variable = { RAJ_indian_railway_production_speed_infrastructure_factor = 0.05 tooltip = production_speed_infrastructure_factor_tt } set_variable = { RAJ_indian_railway_industrial_capacity_factory = 0 } set_variable = { RAJ_indian_railway_stability_factor= 0 } } } } build_civ_in_indian_releasables_once = { for_each_scope_loop = { array = RAJ.raj_releasables if = { limit = { NOT = { has_country_flag = has_recieved_civ_from_funnel_british_investments } exists = yes is_subject_of = RAJ } random_core_state = { limit = { is_controlled_by = PREV } add_extra_state_shared_building_slots = 3 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } } set_country_flag = has_recieved_civ_from_funnel_british_investments } } } remove_agrarian_society_if_void = { #removes martial races if conscription is completely gone if = { limit = { check_variable = { var = RAJ_agrarian_society_conscription_factor value = 0 compare = greater_than_or_equals } has_dynamic_modifier = { modifier = idea_RAJ_agrarian_society } } remove_dynamic_modifier = { modifier = idea_RAJ_agrarian_society } } } increase_taxes_threshold_by_4 = { custom_effect_tooltip = tier_threshold_increase_0 custom_effect_tooltip = tier_threshold_increase_1 custom_effect_tooltip = tier_threshold_increase_2 add_to_variable = { tier_two_taxes_threshold = 4 } set_variable = { tier_two_taxes_threshold_plus_1 = tier_two_taxes_threshold } #for tooltip add_to_variable = { tier_two_taxes_threshold_plus_1 = 1 } add_to_variable = { tier_three_taxes_threshold = 4 } set_variable = { tier_three_taxes_threshold_plus_1 = tier_three_taxes_threshold } #for tooltip add_to_variable = { tier_three_taxes_threshold_plus_1 = 1 } add_to_variable = { tier_four_taxes_threshold = 4 } set_variable = { tier_four_taxes_threshold_plus_1 = tier_four_taxes_threshold } #for tooltip add_to_variable = { tier_four_taxes_threshold_plus_1 = 1 } #for displayp in the tooltiup for focuses set_variable = { tier_two_taxes_threshold_plus_4 = tier_two_taxes_threshold } add_to_variable = { tier_two_taxes_threshold_plus_4 = 4 } #only for tooltip set_variable = { tier_three_taxes_threshold_plus_4 = tier_three_taxes_threshold } add_to_variable = { tier_three_taxes_threshold_plus_4 = 4 } #only for tooltip set_variable = { tier_four_taxes_threshold_plus_4 = tier_four_taxes_threshold } add_to_variable = { tier_four_taxes_threshold_plus_4 = 4 } #only for tooltip } bose_civil_war_capital_check = { RAJ = { clr_country_flag = bose_opponent_has_valid_capital } for_each_scope_loop = { array = RAJ.owned_states_at_game_start break = exit_bose if = { limit = { NOT = { state = 992 } } #Aden if = { limit = { resistance < 65 } set_variable = { exit_bose = 1 } RAJ = { set_country_flag = bose_opponent_has_valid_capital } } } } } bathe_in_hellfire_nuclear = { if = { limit = { has_event_target = nuclear_gandhi_actor_country event_target:nuclear_gandhi_actor_country = { original_tag = RAJ has_completed_focus = RAJ_bathe_in_hellfire } has_dlc = "Graveyard of Empires" } clear_global_event_target = nuclear_gandhi_actor_country THIS = { set_variable = { t_arms_factory_level = arms_factory_level } if = { limit = { check_variable = { t_arms_factory_level > 0 } } multiply_variable = { t_arms_factory_level = 0.5 } round_variable = t_arms_factory_level #highest int is chosen if = { limit = { check_variable = { t_arms_factory_level > 0 } } remove_building = { type = arms_factory level = t_arms_factory_level } } } } } } bathe_in_hellfire_thermonuclear = { if = { limit = { has_event_target = nuclear_gandhi_actor_country event_target:nuclear_gandhi_actor_country = { original_tag = RAJ has_completed_focus = RAJ_bathe_in_hellfire } has_dlc = "Graveyard of Empires" } clear_global_event_target = nuclear_gandhi_actor_country THIS = { set_variable = { t_arms_factory_level = arms_factory_level } if = { limit = { check_variable = { t_arms_factory_level > 0 } } multiply_variable = { t_arms_factory_level = 1 } round_variable = t_arms_factory_level #highest int is chosen if = { limit = { check_variable = { t_arms_factory_level > 0 } } remove_building = { type = arms_factory level = t_arms_factory_level } } } } } } was_uk_dominion_a_subject = { if = { limit = { RAJ = { is_subject = yes has_dlc = "Graveyard of Empires" } } RAJ = { set_variable = { saved_autonomy_ratio = autonomy_ratio } set_variable = { saved_democratic_support = party_popularity_100@democratic } set_variable = { saved_neutrality_support = party_popularity_100@neutrality } set_variable = { saved_communism_support = party_popularity_100@communism } set_variable = { saved_fascism_support = party_popularity_100@fascism } if = { limit = { has_government = communism } set_country_flag = was_communist } else_if = { limit = { has_government = fascism } set_country_flag = was_fascist } else_if = { limit = { has_government = neutrality } set_country_flag = was_unaligned } else = { set_country_flag = was_democratic } } set_global_flag = RAJ_was_a_subject_pre_cw_of_uk } else_if = { limit = { ROOT = { is_subject = yes OR = { original_tag = CAN original_tag = SAF original_tag = AST original_tag = NZL original_tag = RAJ } } } ROOT = { set_variable = { saved_autonomy_ratio = autonomy_ratio } set_variable = { saved_democratic_support = party_popularity_100@democratic } set_variable = { saved_neutrality_support = party_popularity_100@neutrality } set_variable = { saved_communism_support = party_popularity_100@communism } set_variable = { saved_fascism_support = party_popularity_100@fascism } if = { limit = { has_government = communism } set_country_flag = was_communist } else_if = { limit = { has_government = fascism } set_country_flag = was_fascist } else_if = { limit = { has_government = neutrality } set_country_flag = was_unaligned } else = { set_country_flag = was_democratic } } } } raj_was_a_subject_reset_party_ideology_after_independence = { if = { limit = { has_global_flag = RAJ_was_a_subject_pre_cw_of_uk } if = { limit = { RAJ = { is_subject = no } } RAJ = { ROOT = { set_autonomy = { target=RAJ autonomy_state = autonomy_dominion freedom_level = var:saved_autonomy_ratio # 0-1 end_wars = no # default yes. will not cancel non civil wars if set to no end_civil_wars = no # default yes. will not cancel civil wars if set to no } } if = { limit = { has_country_flag = was_communist NOT = { has_government = communism } } set_politics = { ruling_party = communism elections_allowed = no } } else_if = { limit = { has_country_flag = was_fascist NOT = { has_government = fascism } } set_politics = { ruling_party = fascism elections_allowed = no } } else_if = { limit = { has_country_flag = was_unaligned NOT = { has_government = neutrality } } set_politics = { ruling_party = neutrality elections_allowed = yes } } else = { set_politics = { ruling_party = democratic elections_allowed = yes } } set_popularities = { democratic= var:saved_democratic_support neutrality = var:saved_neutrality_support fascism = var:saved_fascism_support communism = var:saved_communism_support } } } else = { RAJ = { OVERLORD = { if = { limit = { has_government = fascism } set_autonomy = { target=RAJ autonomy_state = autonomy_satellite freedom_level = var:saved_autonomy_ratio # 0-1 end_wars = no # default yes. will not cancel non civil wars if set to no end_civil_wars = no # default yes. will not cancel civil wars if set to no } } else = { set_autonomy = { target=RAJ autonomy_state = autonomy_dominion freedom_level = var:saved_autonomy_ratio # 0-1 end_wars = no # default yes. will not cancel non civil wars if set to no end_civil_wars = no # default yes. will not cancel civil wars if set to no } } } if = { limit = { has_country_flag = was_communist NOT = { has_government = communism } } set_politics = { ruling_party = communism elections_allowed = no } } else_if = { limit = { has_country_flag = was_fascist NOT = { has_government = fascism } } set_politics = { ruling_party = fascism elections_allowed = no } } else_if = { limit = { has_country_flag = was_unaligned NOT = { has_government = neutrality } } set_politics = { ruling_party = neutrality elections_allowed = yes } } else = { set_politics = { ruling_party = democratic elections_allowed = yes } } set_popularities = { democratic= var:saved_democratic_support neutrality = var:saved_neutrality_support fascism = var:saved_fascism_support communism = var:saved_communism_support } } } } } ### LOYALIST BRANCH RAJ_congress_demands_increase_decision_cost = { #Max value is 200 if = { limit = { check_variable = { RAJ_congress_decision_cost < 191 } } add_to_variable = { RAJ_congress_decision_cost = RAJ_congress_decision_cost_increment } custom_effect_tooltip = RAJ_congress_demands_increase_decision_cost_tt } else = { custom_effect_tooltip = RAJ_congress_demands_increase_decision_cost_reached_max_tt } } RAJ_congress_demands_decrease_decision_cost = { #Min value is 20 }