# Set dynamic modifier defaults JUNO_set_shared_military_branch_defaults = { # Army modifiers set_variable = { ROOT.JUNO_army_modifier_experience_gain_army_factor = 0.0 } set_variable = { ROOT.JUNO_army_modifier_experience_loss_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_experience_gain_army = 0.02 } set_variable = { ROOT.JUNO_army_production_speed_arms_factory_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_army_org_factor = 0.00 } set_variable = { ROOT.JUNO_army_operative_slot = 0 } set_variable = { ROOT.JUNO_supply_combat_penalties_on_core_factor = 0.00 } set_variable = { ROOT.JUNO_modifier_production_speed_supply_node_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_army_core_defence_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_army_armor_defence_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_army_armor_attack_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_army_attack_speed_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_army_artillery_attack_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_army_artillery_defence_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_production_speed_anti_air_building_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_conscription = 0.00 } set_variable = { ROOT.JUNO_army_modifier_training_time_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_conscription_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_army_defence_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_army_attack_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_special_forces_cap = 0.00 } set_variable = { ROOT.JUNO_army_modifier_industrial_capacity_factory = 0.00 } set_variable = { ROOT.JUNO_army_modifier_special_forces_out_of_supply_factor = 0.00 } set_variable = { ROOT.JUNO_army_modifier_extra_marine_supply_grace = 0 } set_variable = { ROOT.JUNO_army_modifier_max_planning_factor = 0 } set_variable = { ROOT.JUNO_army_modifier_planning_speed_factor = 0 } set_variable = { ROOT.JUNO_army_modifier_max_command_power_mult = 0 } set_variable = { ROOT.JUNO_army_modifier_command_power_gain_mult = 0 } set_variable = { ROOT.JUNO_army_modifier_acclimatization_cold_climate_gain_factor = 0 } set_variable = { ROOT.JUNO_army_modifier_acclimatization_hot_climate_gain_factor = 0 } # Navy Modifiers set_variable = { ROOT.JUNO_navy_experience_gain_navy_factor = 0.02 } set_variable = { ROOT.JUNO_navy_mines_planting_by_fleets_factor = 0.0 } set_variable = { ROOT.JUNO_navy_navy_anti_air_attack_factor = 0.0 } set_variable = { ROOT.JUNO_navy_navy_spirit_category_type_cost_factor = 0 } set_variable = { ROOT.JUNO_navy_convoy_retreat_speed = 0 } set_variable = { ROOT.JUNO_navy_refit_speed = 0 } set_variable = { ROOT.JUNO_navy_spotting_chance = 0 } set_variable = { ROOT.JUNO_navy_repair_speed_factor = 0 } set_variable = { ROOT.JUNO_navy_production_speed_dockyard_factor = 0 } set_variable = { ROOT.JUNO_navy_industrial_capacity_dockyard = 0 } set_variable = { ROOT.JUNO_navy_extra_marine_supply_grace = 0 } set_variable = { ROOT.JUNO_navy_naval_invasion_capacity = 0 } set_variable = { ROOT.JUNO_navy_naval_mines_effect_reduction = 0 } set_variable = { ROOT.JUNO_navy_experience_gain_navy_unit_factor = 0 } set_variable = { ROOT.JUNO_navy_naval_coordination = 0 } set_variable = { ROOT.JUNO_navy_naval_equipment_upgrade_xp_cost = 0 } set_variable = { ROOT.JUNO_naval_morale_factor = 0 } set_variable = { ROOT.JUNO_screening_efficiency = 0 } set_variable = { ROOT.JUNO_convoy_escort_efficiency = 0 } set_variable = { ROOT.JUNO_navy_capital_ship_defence_factor = 0 } set_variable = { ROOT.JUNO_naval_accidents_chance = 0 } set_variable = { ROOT.JUNO_navy_screen_defence_factor = 0 } #set_variable = { ROOT.JUNO_modifier_production_speed_bunker_factor = 0 } set_variable = { ROOT.JUNO_modifier_production_speed_coastal_bunker_factor = 0 } # Air modifier set_variable = { ROOT.JUNO_airforce_modifier_air_doctrine_cost_factor = 0.0 } set_variable = { ROOT.JUNO_airforce_modifier_air_ace_generation_chance_factor = 0.0 } set_variable = { ROOT.JUNO_airforce_modifier_air_range_factor = 0.0 } set_variable = { ROOT.JUNO_airforce_modifier_air_superiority_efficiency = 0.0 } set_variable = { ROOT.JUNO_airforce_modifier_air_intercept_efficiency = 0.0 } set_variable = { ROOT.JUNO_airforce_modifier_air_mission_xp_gain_factor = 0.0 } set_variable = { ROOT.JUNO_airforce_modifier_air_agility_factor = 0.0 } set_variable = { ROOT.JUNO_airforce_modifier_ground_attack_factor = 0.0 } set_variable = { ROOT.JUNO_airforce_modifier_experience_gain_air = 0.02 } set_variable = { ROOT.JUNO_army_modifier_industrial_capacity_factory_airfoce = 0.00 } set_variable = { ROOT.JUNO_airforce_modifier_conscription_factor = 0.00 } set_variable = { ROOT.JUNO_airforce_modifier_air_strategic_bomber_bombing_factor = 0.00 } set_variable = { ROOT.JUNO_airforce_modifier_air_cas_present_factor = 0.00 } #set_variable = { ROOT.JUNO_airforce_modifier_ground_attack_factor = 0.00 } set_variable = { ROOT.JUNO_airforce_modifier_air_defence_factor = 0 } } JUNO_pick_navy_modifier_tt = { IF = { limit = { original_tag = CHL } custom_effect_tooltip = CHL_modify_chilean_navy_ns_intro } ELSE_IF = { limit = { original_tag = BRA } custom_effect_tooltip = BRA_modify_brazilian_navy_ns_intro } ELSE_IF = { limit = { original_tag = ARG } custom_effect_tooltip = ARG_modify_argentine_navy_ns_intro } ELSE_IF = { limit = { original_tag = PAR } custom_effect_tooltip = PAR_modify_paraguayan_navy_ns_intro } ELSE_IF = { limit = { original_tag = URG } custom_effect_tooltip = URG_modify_uruguayan_navy_ns_intro } ELSE = { custom_effect_tooltip = JUNO_modify_south_american_navy_ns_intro } } SMB_get_dreadnoughts_from_country = { IF = { limit = { FROM = { tag = USA } } IF = { limit = { has_dlc = "Man the Guns" } create_equipment_variant = { name = "New York Class" # represents Wyoming (Arkansas) and New York classes type = ship_hull_heavy_1 name_group = USA_BB_HISTORICAL parent_version = 0 modules = { fixed_ship_battery_slot = ship_heavy_battery_1 fixed_ship_anti_air_slot = ship_anti_air_1 fixed_ship_fire_control_system_slot = ship_fire_control_system_0 fixed_ship_radar_slot = empty fixed_ship_engine_slot = heavy_ship_engine_1 fixed_ship_secondaries_slot = ship_secondaries_1 fixed_ship_armor_slot = ship_armor_bb_1 front_1_custom_slot = empty mid_1_custom_slot = ship_airplane_launcher_1 mid_2_custom_slot = ship_secondaries_1 rear_1_custom_slot = ship_heavy_battery_1 } obsolete = yes } create_ship = { type = ship_hull_heavy_1 equipment_variant = "New York Class" creator = USA name = "New York Class I" } create_equipment_variant = { name = "Pensacola Class" # Pensacola and Northampton classes type = ship_hull_cruiser_1 name_group = USA_CA_HISTORICAL parent_version = 0 modules = { fixed_ship_battery_slot = ship_medium_battery_1 fixed_ship_anti_air_slot = ship_anti_air_1 fixed_ship_fire_control_system_slot = ship_fire_control_system_0 fixed_ship_radar_slot = empty fixed_ship_engine_slot = cruiser_ship_engine_2 fixed_ship_secondaries_slot = ship_secondaries_1 fixed_ship_armor_slot = ship_armor_cruiser_1 mid_1_custom_slot = ship_medium_battery_1 mid_2_custom_slot = empty rear_1_custom_slot = ship_airplane_launcher_1 } obsolete = yes } create_ship = { type = ship_hull_cruiser_1 equipment_variant = "Pensacola Class" creator = USA name = "Pensacola Class I" } } ELSE = { create_equipment_variant = { name = "Portland Class" type = heavy_cruiser_1 upgrades = { ship_reliability_upgrade = 2 ship_engine_upgrade = 2 ship_armor_upgrade = 2 ship_gun_upgrade = 2 } } create_ship = { type = heavy_cruiser_1 equipment_variant = "Portland Class" creator = USA name = "Portland Class I" } create_ship = { type = heavy_cruiser_1 equipment_variant = "Portland Class" creator = USA name = "Portland Class II" } } USA = { set_country_flag = sold_dreadnoughts_to_us@ROOT add_timed_idea = { idea = SMB_dreadnought_payments days = 365 } } ROOT = { add_timed_idea = { idea = SMB_dreadnought_debt_usa days = 365 } } } ELSE_IF = { limit = { FROM = { tag = ENG } } IF = { limit = { has_dlc = "Man the Guns" } create_equipment_variant = { name = "Renown Class" type = ship_hull_heavy_1 name_group = ENG_BC_HISTORICAL parent_version = 0 modules = { fixed_ship_battery_slot = ship_heavy_battery_1 fixed_ship_anti_air_slot = ship_anti_air_1 fixed_ship_fire_control_system_slot = ship_fire_control_system_1 fixed_ship_radar_slot = empty fixed_ship_engine_slot = heavy_ship_engine_2 fixed_ship_secondaries_slot = dp_ship_secondaries_2 fixed_ship_armor_slot = ship_armor_bc_1 front_1_custom_slot = ship_anti_air_1 mid_1_custom_slot = ship_airplane_launcher_1 mid_2_custom_slot = ship_secondaries_1 rear_1_custom_slot = empty } obsolete = yes } create_ship = { type = ship_hull_heavy_1 equipment_variant = "Renown Class" creator = ENG name = "Renown Class I" } create_equipment_variant = { name = "Nelson Class" type = ship_hull_heavy_1 name_group = ENG_BB_HISTORICAL parent_version = 0 modules = { fixed_ship_battery_slot = ship_heavy_battery_2 fixed_ship_anti_air_slot = ship_anti_air_1 fixed_ship_fire_control_system_slot = ship_fire_control_system_1 fixed_ship_radar_slot = empty fixed_ship_engine_slot = heavy_ship_engine_1 fixed_ship_secondaries_slot = ship_secondaries_2 fixed_ship_armor_slot = ship_armor_bb_2 front_1_custom_slot = ship_heavy_battery_2 mid_1_custom_slot = dp_ship_secondaries_1 mid_2_custom_slot = empty rear_1_custom_slot = empty } obsolete = yes } create_ship = { type = ship_hull_heavy_1 equipment_variant = "Nelson Class" creator = ENG name = "Nelson Class I" } } ELSE = { create_equipment_variant = { name = "Nelson Class" type = battleship_1 parent_version = 0 upgrades = { ship_reliability_upgrade = 3 ship_engine_upgrade = 2 ship_armor_upgrade = 3 ship_gun_upgrade = 3 } } create_ship = { type = battleship_1 equipment_variant = "Nelson Class" creator = ENG name = "Nelson Class I" } create_ship = { type = battleship_1 equipment_variant = "Nelson Class" creator = ENG name = "Nelson Class II" } } ENG = { set_country_flag = sold_dreadnoughts_to_us@ROOT add_timed_idea = { idea = SMB_dreadnought_payments days = 365 } } ROOT = { add_timed_idea = { idea = SMB_dreadnought_debt_eng days = 365 } } } ELSE_IF = { limit = { FROM = { tag = FRA } } IF = { limit = { has_dlc = "Man the Guns" } create_equipment_variant = { name = "Courbet Class" type = ship_hull_heavy_1 name_group = FRA_BB_HISTORICAL parent_version = 0 modules = { fixed_ship_battery_slot = ship_heavy_battery_1 fixed_ship_anti_air_slot = ship_anti_air_1 fixed_ship_fire_control_system_slot = ship_fire_control_system_0 fixed_ship_radar_slot = empty fixed_ship_engine_slot = heavy_ship_engine_1 fixed_ship_secondaries_slot = ship_secondaries_1 fixed_ship_armor_slot = ship_armor_bb_1 front_1_custom_slot = ship_heavy_battery_1 mid_1_custom_slot = ship_secondaries_1 mid_2_custom_slot = ship_secondaries_1 rear_1_custom_slot = empty } obsolete = yes } create_ship = { type = ship_hull_heavy_1 equipment_variant = "Courbet Class" creator = FRA name = "Courbet Class I" } create_ship = { type = ship_hull_heavy_1 equipment_variant = "Courbet Class" creator = FRA name = "Courbet Class II" } } ELSE = { create_equipment_variant = { name = "Bretagne Class" type = battleship_1 upgrades = { ship_reliability_upgrade = 1 ship_armor_upgrade = 1 ship_gun_upgrade = 1 } } create_ship = { type = battleship_1 equipment_variant = "Bretagne Class" creator = FRA name = "Bretagne Class I" } create_ship = { type = battleship_1 equipment_variant = "Bretagne Class" creator = FRA name = "Bretagne Class II" } } FRA = { set_country_flag = sold_dreadnoughts_to_us@ROOT add_timed_idea = { idea = SMB_dreadnought_payments days = 365 } } ROOT = { add_timed_idea = { idea = SMB_dreadnought_debt_fra days = 365 } } } ELSE_IF = { limit = { FROM = { tag = ITA } } IF = { limit = { has_dlc = "Man the Guns" } create_equipment_variant = { name = "Giussano Class" type = ship_hull_cruiser_1 name_group = ITA_CL_HISTORICAL parent_version = 0 modules = { fixed_ship_battery_slot = ship_light_medium_battery_2 fixed_ship_anti_air_slot = ship_anti_air_2 fixed_ship_fire_control_system_slot = ship_fire_control_system_0 fixed_ship_radar_slot = empty fixed_ship_engine_slot = cruiser_ship_engine_2 fixed_ship_armor_slot = empty mid_1_custom_slot = ship_torpedo_1 mid_2_custom_slot = ship_airplane_launcher_1 rear_1_custom_slot = ship_light_medium_battery_2 } obsolete = yes } create_ship = { type = ship_hull_cruiser_1 equipment_variant = "Giussano Class" creator = ITA name = "Giussano Class I" } create_ship = { type = ship_hull_cruiser_1 equipment_variant = "Giussano Class" creator = ITA name = "Giussano Class II" } } ELSE = { create_equipment_variant = { name = "Giussano Class" type = light_cruiser_1 upgrades = { ship_reliability_upgrade = 1 ship_engine_upgrade = 1 ship_gun_upgrade = 1 ship_anti_air_upgrade = 1 } obsolete = yes } create_ship = { type = light_cruiser_1 equipment_variant = "Giussano Class" creator = ITA name = "Giussano Class I" } create_ship = { type = light_cruiser_1 equipment_variant = "Giussano Class" creator = ITA name = "Giussano Class II" } } ITA = { set_country_flag = sold_dreadnoughts_to_us@ROOT add_timed_idea = { idea = SMB_dreadnought_payments days = 365 } } ROOT = { add_timed_idea = { idea = SMB_dreadnought_debt_ita days = 365 } } } ELSE_IF = { limit = { FROM = { tag = JAP } } IF = { limit = { has_dlc = "Man the Guns" } create_equipment_variant = { name = "Fuso/Ise Class" type = ship_hull_heavy_1 name_group = JAP_BB_HISTORICAL parent_version = 0 modules = { fixed_ship_battery_slot = ship_heavy_battery_1 fixed_ship_anti_air_slot = ship_anti_air_1 fixed_ship_fire_control_system_slot = ship_fire_control_system_0 fixed_ship_radar_slot = empty fixed_ship_engine_slot = heavy_ship_engine_1 fixed_ship_secondaries_slot = ship_secondaries_1 fixed_ship_armor_slot = ship_armor_bb_1 front_1_custom_slot = empty mid_1_custom_slot = dp_ship_secondaries_1 mid_2_custom_slot = ship_airplane_launcher_1 rear_1_custom_slot = ship_heavy_battery_1 } obsolete = yes } create_ship = { type = ship_hull_heavy_1 equipment_variant = "Fuso/Ise Class" creator = JAP name = "Fuso/Ise Class I" } create_ship = { type = ship_hull_heavy_1 equipment_variant = "Fuso/Ise Class" creator = JAP name = "Fuso/Ise Class II" } } ELSE = { create_equipment_variant = { name = "Ise Class" type = battleship_1 parent_version = 0 upgrades = { ship_reliability_upgrade = 2 ship_engine_upgrade = 3 ship_armor_upgrade = 1 ship_gun_upgrade = 1 } obsolete = yes } create_ship = { type = battleship_1 equipment_variant = "Ise Class" creator = JAP name = "Ise Class I" } create_ship = { type = battleship_1 equipment_variant = "Ise Class" creator = JAP name = "Ise Class II" } } JAP = { set_country_flag = sold_dreadnoughts_to_us@ROOT add_timed_idea = { idea = SMB_dreadnought_payments days = 365 } } ROOT = { add_timed_idea = { idea = SMB_dreadnought_debt_jap days = 365 } } } ELSE_IF = { limit = { FROM = { tag = GER } } IF = { limit = { has_dlc = "Man the Guns" } hidden_effect = { if = { limit = { NOT = { has_tech = panzerschiffe } } set_technology = { panzerschiffe = 1 popup = no } } } GER = { create_equipment_variant = { name = "Deutschland Class" type = ship_hull_cruiser_panzerschiff name_group = GER_CA_HISTORICAL parent_version = 0 modules = { fixed_ship_anti_air_slot = ship_anti_air_1 fixed_ship_battery_slot = ship_heavy_battery_2 fixed_ship_secondaries_slot = ship_secondaries_1 fixed_ship_armor_slot = ship_armor_cruiser_1 fixed_ship_fire_control_system_slot = ship_fire_control_system_0 fixed_ship_engine_slot = cruiser_ship_engine_2 rear_1_custom_slot = ship_torpedo_1 mid_1_custom_slot = ship_airplane_launcher_1 } obsolete = yes } } create_equipment_variant = { name = "Deutschland Class" type = ship_hull_cruiser_panzerschiff name_group = GER_CA_HISTORICAL parent_version = 0 modules = { fixed_ship_anti_air_slot = ship_anti_air_1 fixed_ship_battery_slot = ship_heavy_battery_2 fixed_ship_secondaries_slot = ship_secondaries_1 fixed_ship_armor_slot = ship_armor_cruiser_1 fixed_ship_fire_control_system_slot = ship_fire_control_system_0 fixed_ship_engine_slot = cruiser_ship_engine_2 rear_1_custom_slot = ship_torpedo_1 mid_1_custom_slot = ship_airplane_launcher_1 } obsolete = yes } create_ship = { type = ship_hull_cruiser_panzerschiff equipment_variant = "Deutschland Class" creator = GER name = "Deutschland Class I" } create_ship = { type = ship_hull_cruiser_panzerschiff equipment_variant = "Deutschland Class" creator = GER name = "Deutschland Class II" } } ELSE = { create_equipment_variant = { name = "Deutschland Class" type = heavy_cruiser_1 parent_version = 0 upgrades = { ship_reliability_upgrade = 1 ship_engine_upgrade = 1 ship_armor_upgrade = 1 ship_gun_upgrade = 2 } } create_ship = { type = heavy_cruiser_1 equipment_variant = "Deutschland Class" creator = GER name = "Deutschland Class I" } create_ship = { type = heavy_cruiser_1 equipment_variant = "Deutschland Class" creator = GER name = "Deutschland Class II" } } GER = { set_country_flag = sold_dreadnoughts_to_us@ROOT add_timed_idea = { idea = SMB_dreadnought_payments days = 365 } } ROOT = { add_timed_idea = { idea = SMB_dreadnought_debt_ger days = 365 } } } } SMB_purchase_dreadnoughts_tt_gen = { custom_effect_tooltip = SMB_purchase_dreadnought_tt custom_effect_tooltip = SMB_purchase_dreadnought_tt_2 effect_tooltip = { add_timed_idea = { idea = SMB_dreadnought_debt_fake_for_tooltip days = 365 } } } SMB_naval_jap_advisors_effect = { add_to_variable = { JUNO_navy_spotting_chance = 0.05 tooltip = spotting_chance_tt } add_to_variable = { JUNO_naval_morale_factor = 0.05 tooltip = naval_morale_factor_tt } } SMB_naval_usa_advisors_effect = { add_to_variable = { JUNO_navy_navy_anti_air_attack_factor = 0.05 tooltip = navy_anti_air_attack_factor_tt } add_to_variable = { JUNO_convoy_escort_efficiency = 0.05 tooltip = convoy_escort_efficiency_tt } } SMB_naval_eng_advisors_effect = { add_to_variable = { JUNO_navy_capital_ship_defence_factor = 0.05 tooltip = navy_capital_ship_defense_factor_tt } add_to_variable = { JUNO_navy_industrial_capacity_dockyard = 0.05 tooltip = industrial_capacity_dockyard_tt } } SMB_naval_fra_advisors_effect = { add_to_variable = { JUNO_navy_screen_defence_factor = 0.05 tooltip = navy_screen_defence_factor_tt } } SMB_naval_ita_advisors_effect = { add_to_variable = { JUNO_navy_convoy_retreat_speed = 0.05 tooltip = convoy_retreat_speed_tt } } SMB_naval_ger_advisors_effect = { add_to_variable = { JUNO_navy_naval_coordination = 0.05 tooltip = naval_coordination_tt } } SMB_naval_sov_advisors_effect = { add_to_variable = { production_speed_dockyard_factor_tt = 0.05 tooltip = spotting_chance_tt } } ### Chile #Important to put HIGHEST first CHL_mapuche_conflict_level_up = { # level 5 not relevant. Cannot go above. custom_effect_tooltip = CHL_mapuche_conflict_up_tt IF = { limit = { has_idea = CHL_the_mapuche_conflict_much_worse NOT = { has_country_flag = CHL_no_more_mapuche_conflict } } swap_ideas = { remove_idea = CHL_the_mapuche_conflict_much_worse add_idea = CHL_the_mapuche_conflict_rebellion } } ELSE_IF = { limit = { has_idea = CHL_the_mapuche_conflict_worse NOT = { has_country_flag = CHL_no_more_mapuche_conflict } } swap_ideas = { remove_idea = CHL_the_mapuche_conflict_worse add_idea = CHL_the_mapuche_conflict_much_worse } } ELSE_IF = { limit = { has_idea = CHL_the_mapuche_conflict NOT = { has_country_flag = CHL_no_more_mapuche_conflict } } swap_ideas = { remove_idea = CHL_the_mapuche_conflict add_idea = CHL_the_mapuche_conflict_worse } } ELSE_IF = { limit = { has_idea = CHL_the_mapuche_conflict_calmed NOT = { has_country_flag = CHL_no_more_mapuche_conflict } } swap_ideas = { remove_idea = CHL_the_mapuche_conflict_calmed add_idea = CHL_the_mapuche_conflict } } ELSE_IF = { limit = { has_idea = CHL_the_mapuche_conflict_near_gone NOT = { has_country_flag = CHL_no_more_mapuche_conflict } } swap_ideas = { remove_idea = CHL_the_mapuche_conflict_near_gone add_idea = CHL_the_mapuche_conflict_calmed } } ELSE_IF = { limit = { NOT = { has_idea = CHL_the_mapuche_conflict_near_gone has_idea = CHL_the_mapuche_conflict_rebellion } NOT = { has_country_flag = CHL_no_more_mapuche_conflict } } add_ideas = CHL_the_mapuche_conflict_near_gone } } #Important to put LOWEST first CHL_mapuche_conflict_level_down = { custom_effect_tooltip = CHL_mapuche_conflict_down_tt IF = { limit = { has_idea = CHL_the_mapuche_conflict_near_gone } #Makes the tooltip clearer if player looks at the effect early in the game effect_tooltip = { swap_ideas = { remove_idea = CHL_the_mapuche_conflict_near_gone add_idea = CHL_mapuche_conflict_done } } hidden_effect = { remove_ideas = CHL_the_mapuche_conflict_near_gone } } IF = { limit = { has_idea = CHL_the_mapuche_conflict_calmed } swap_ideas = { remove_idea = CHL_the_mapuche_conflict_calmed add_idea = CHL_the_mapuche_conflict_near_gone } } IF = { limit = { has_idea = CHL_the_mapuche_conflict } swap_ideas = { remove_idea = CHL_the_mapuche_conflict add_idea = CHL_the_mapuche_conflict_calmed } } IF = { limit = { has_idea = CHL_the_mapuche_conflict_worse } swap_ideas = { remove_idea = CHL_the_mapuche_conflict_worse add_idea = CHL_the_mapuche_conflict } } IF = { limit = { has_idea = CHL_the_mapuche_conflict_much_worse } swap_ideas = { remove_idea = CHL_the_mapuche_conflict_much_worse add_idea = CHL_the_mapuche_conflict_worse } } IF = { limit = { has_idea = CHL_the_mapuche_conflict_rebellion } swap_ideas = { remove_idea = CHL_the_mapuche_conflict_rebellion add_idea = CHL_the_mapuche_conflict_much_worse } } } #Important to put LOWEST first CHL_anarchic_society_level_down = { IF = { limit = { OR = { has_idea = idea_CHL_near_anarchic_society has_idea = idea_CHL_near_anarchic_society_2 has_idea = idea_CHL_near_anarchic_society_3 has_idea = idea_CHL_near_anarchic_society_4 } } custom_effect_tooltip = CHL_anarchic_society_level_down_tt } IF = { limit = { has_idea = idea_CHL_near_anarchic_society NOT = { has_country_flag = CHL_no_more_anarchy_flag } } swap_ideas = { remove_idea = idea_CHL_near_anarchic_society add_idea = idea_CHL_near_anarchic_society_2 } } ELSE_IF = { limit = { has_idea = idea_CHL_near_anarchic_society_2 NOT = { has_country_flag = CHL_no_more_anarchy_flag } } swap_ideas = { remove_idea = idea_CHL_near_anarchic_society_2 add_idea = idea_CHL_near_anarchic_society_3 } } ELSE_IF = { limit = { has_idea = idea_CHL_near_anarchic_society_3 NOT = { has_country_flag = CHL_no_more_anarchy_flag } } swap_ideas = { remove_idea = idea_CHL_near_anarchic_society_3 add_idea = idea_CHL_near_anarchic_society_4 } } ELSE_IF = { limit = { has_idea = idea_CHL_near_anarchic_society_4 NOT = { has_country_flag = CHL_no_more_anarchy_flag } } remove_ideas = idea_CHL_near_anarchic_society_4 } } #Important to put HIGHEST first CHL_anarchic_society_level_up = { IF = { limit = { NOT = { has_country_flag = CHL_no_more_anarchy_flag } } custom_effect_tooltip = CHL_anarchic_society_up_tt } IF = { limit = { has_idea = idea_CHL_near_anarchic_society NOT = { has_country_flag = CHL_no_more_anarchy_flag } } add_war_support = -0.05 add_stability = -0.05 add_political_power = -50 } ELSE_IF = { limit = { has_idea = idea_CHL_near_anarchic_society_2 NOT = { has_country_flag = CHL_no_more_anarchy_flag } } swap_ideas = { remove_idea = idea_CHL_near_anarchic_society_2 add_idea = idea_CHL_near_anarchic_society } } ELSE_IF = { limit = { has_idea = idea_CHL_near_anarchic_society_3 NOT = { has_country_flag = CHL_no_more_anarchy_flag } } swap_ideas = { remove_idea = idea_CHL_near_anarchic_society_3 add_idea = idea_CHL_near_anarchic_society_2 } } ELSE_IF = { limit = { has_idea = idea_CHL_near_anarchic_society_4 NOT = { has_country_flag = CHL_no_more_anarchy_flag } } swap_ideas = { remove_idea = idea_CHL_near_anarchic_society_4 add_idea = idea_CHL_near_anarchic_society_3 } } ELSE_IF = { limit = { NOT = { OR = { has_idea = idea_CHL_near_anarchic_society_4 has_idea = idea_CHL_near_anarchic_society } } NOT = { has_country_flag = CHL_no_more_anarchy_flag } } add_ideas = idea_CHL_near_anarchic_society_4 } } CHL_one_more_fascist_focus_done = { custom_effect_tooltip = CHL_one_more_fascist_focus_done_tt IF = { limit = { has_country_flag = CHL_no_fascist_focuses_done } clr_country_flag = CHL_no_fascist_focuses_done set_country_flag = CHL_1_fascist_focus_done } ELSE_IF = { limit = { has_country_flag = CHL_1_fascist_focus_done } clr_country_flag = CHL_1_fascist_focus_done set_country_flag = CHL_2_fascist_focus_done } ELSE_IF = { limit = { has_country_flag = CHL_2_fascist_focus_done } clr_country_flag = CHL_2_fascist_focus_done set_country_flag = CHL_3_fascist_focus_done } ELSE_IF = { limit = { has_country_flag = CHL_3_fascist_focus_done } clr_country_flag = CHL_3_fascist_focus_done set_country_flag = CHL_4_fascist_focus_done } ELSE_IF = { limit = { has_country_flag = CHL_4_fascist_focus_done } clr_country_flag = CHL_4_fascist_focus_done set_country_flag = CHL_5_fascist_focus_done } ELSE_IF = { limit = { has_country_flag = CHL_5_fascist_focus_done } clr_country_flag = CHL_5_fascist_focus_done set_country_flag = CHL_6_fascist_focus_done } ELSE_IF = { limit = { has_country_flag = CHL_6_fascist_focus_done } clr_country_flag = CHL_6_fascist_focus_done set_country_flag = CHL_7_fascist_focus_done } ELSE_IF = { limit = { has_country_flag = CHL_7_fascist_focus_done } clr_country_flag = CHL_7_fascist_focus_done set_country_flag = CHL_8_fascist_focus_done } } # Anti-Colonialist Resistance (Fascist and Communist CHL) CHL_set_up_american_resistance_states = { #hidden_effect = { for_each_scope_loop = { array = global.countries IF = { limit = { # Find countries with cores in america that do not already exist as free or puppeted nations exists = no any_core_state = { OR = { is_on_continent = south_america is_on_continent = north_america } OWNER = { NOT = { is_in_faction_with = ROOT } NOT = { tag = ROOT } } } } # add American state of theirs to the array every_core_state = { limit = { OR = { is_on_continent = south_america is_on_continent = north_america } has_resistance = yes NOT = { # no point adding if already in there is_in_array = { array = CHL.american_colonial_states_array value = THIS } } } add_to_array = { CHL.american_colonial_states_array = THIS } } } } #} } ### OPERATIVES JUNO_create_rosita_serrano_operative = { #INITIAL create_operative_leader = { name = CHL_rosita_serrano GFX = GFX_portrait_CHL_rosita_serrano traits = { operative_linguist operative_seducer operative_well_groomed } bypass_recruitment = no available_to_spy_master = yes nationalities = { CHL SPR GER } } } JUNO_create_osmar_hellmuth_operative = { #INITIAL create_operative_leader = { name = "Osmar Hellmuth" GFX = GFX_portrait_ARG_osmar_hellmuth traits = { operative_infiltrator operative_natural_orator operative_well_groomed } bypass_recruitment = no available_to_spy_master = yes nationalities = { ARG GER } } } ### Brazil BRA_remove_economy_modifier = { effect_tooltip = { #its not yet counting the focus itself IF = { limit = { has_dynamic_modifier = { modifier = BRA_undiversified_economy_modifier } OR = { has_completed_focus = BRA_war_production AND = { has_completed_focus = BRA_desenvolvimentismo has_completed_focus = BRA_banco_do_brasil } } } remove_dynamic_modifier = { modifier = BRA_undiversified_economy_modifier } } } IF = { limit = { has_dynamic_modifier = { modifier = BRA_undiversified_economy_modifier } has_completed_focus = BRA_war_production has_completed_focus = BRA_desenvolvimentismo has_completed_focus = BRA_banco_do_brasil } remove_dynamic_modifier = { modifier = BRA_undiversified_economy_modifier } } } BRA_setup_colonized_countries_to_liberate_array = { hidden_effect = { for_each_scope_loop = { array = global.countries IF = { limit = { exists = no #the country does not exist any_state = { is_core_of = PREV #the state is a core of the non-existing country is_on_continent = south_america #the state is in south america OWNER = { #the country owning the state NOT = { is_in_faction_with = ROOT } NOT = { tag = ROOT } NOT = { #don't add multiple times is_in_array = { array = BRA.anti_colonialist_countries_to_liberate value = THIS } } } } } add_to_array = { BRA.anti_colonialist_countries_to_liberate = THIS } } } } } BRA_communist_cw_transfer_chars = { BRA = { BRA_eurico_gaspar_dutra = { set_character_flag = BRA_loyal_to_gov_char } BRA_mascarenhas_de_morais = { set_character_flag = BRA_loyal_to_gov_char } every_character = { limit = { has_character_flag = BRA_loyal_to_gov_char } set_nationality = PREV.PREV } } } BRA_mio_military_factory = { random_core_state = { limit = { free_building_slots = { building = arms_factory size > 0 include_locked = yes } is_owned_and_controlled_by = ROOT NOT = { has_dynamic_modifier = { modifier = BRA_neglected_state_dynamic_modifier } OR = { state = 961 state = 962 state = 963 state = 964 state = 965 state = 966 state = 967 state = 968 } } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = arms_factory level = 1 instant_build = yes } } } USA_add_monroe_doctrine_to_target = { IF = { limit = { USA = { exists = yes has_idea = USA_monroe_doctrine_enforcer } #has_dlc = "Trial of Allegiance" ROOT = { NOT = { OR = { tag = USA has_idea = USA_monroe_doctrine_idea } } OR = { capital_scope = { is_on_continent = south_america } capital_scope = { is_on_continent = north_america } tag = CUB tag = DOM tag = HAI } } } add_ideas = USA_monroe_doctrine_idea } } VEN_blockade_countries = { if = { limit = { event_target:blockade_target = { NOT = { original_tag = ROOT } NOT = { has_government = ROOT } NOT = { has_non_aggression_pact_with = ROOT } NOT = { has_guaranteed = ROOT } ROOT = { NOT = { has_guaranteed = PREV } } NOT = { is_embargoed_by = VEN } } } event_target:blockade_target = { VEN = { if = { limit = { has_dlc = "By Blood Alone"} send_embargo = PREV } add_opinion_modifier = { target = PREV modifier = VEN_embargoed } hidden_effect = { add_opinion_modifier = { target = PREV modifier = VEN_embargoed_2 } } country_event = { id = TOA_ven_blockade.1 hours = 1 } } news_event = { id = TOA_ven_blockade.2 hours = 1 } ROOT = { add_to_array = { array = ven_countries_that_are_under_embargo value = PREV } } } hidden_effect = { if = { limit = { event_target:blockade_target = { is_in_faction = yes } } every_country = { limit = { NOT = { is_embargoed_by = VEN } event_target:blockade_target = { OR = { PREV = { is_in_faction_with = PREV } PREV = { is_subject_of = PREV } } } } ROOT = { add_to_array = { array = ven_countries_that_are_under_embargo value = PREV } } news_event = { id = TOA_ven_blockade.2 hours = 1 } VEN = { if = { limit = { has_dlc = "By Blood Alone"} send_embargo = PREV } add_opinion_modifier = { target = PREV modifier = VEN_embargoed } add_opinion_modifier = { target = PREV modifier = VEN_embargoed_2 } } } } } } } BRA_select_leader_flag = { IF = { limit = { has_country_leader = { ruling_only = yes character = BRA_armando_de_sales_oliveira } } set_country_flag = BRA_adso_president_flag } ELSE_IF = { IF = { limit = { has_country_leader = { ruling_only = yes character = BRA_anisio_teixeira } } set_country_flag = BRA_ansio_president_flag } } ELSE_IF = { IF = { limit = { has_country_leader = { ruling_only = yes character = BRA_minervino_de_oliveira } } set_country_flag = BRA_mdo_president_flag } } ELSE_IF = { IF = { limit = { has_country_leader = { ruling_only = yes character = BRA_lindolfo_collor } } set_country_flag = BRA_collor_president_flag } } ELSE_IF = { IF = { limit = { has_country_leader = { ruling_only = yes character = BRA_eurico_gaspar_dutra } } set_country_flag = BRA_dutra_president_flag } } } BRA_clear_leader_flags = { clr_country_flag = BRA_adso_president_flag clr_country_flag = BRA_ansio_president_flag clr_country_flag = BRA_mdo_president_flag clr_country_flag = BRA_collor_president_flag clr_country_flag = BRA_dutra_president_flag } BRA_clr_country_leader_role = { IF = { limit = { has_country_flag = BRA_adso_president_flag } remove_country_leader_role = { character = BRA_armando_de_sales_oliveira ideology = liberalism } } ELSE_IF = { limit = { has_country_flag = BRA_ansio_president_flag } remove_country_leader_role = { character = BRA_anisio_teixeira ideology = liberalism } } ELSE_IF = { limit = { has_country_flag = BRA_mdo_president_flag } remove_country_leader_role = { character = BRA_minervino_de_oliveira ideology = liberalism } } ELSE_IF = { limit = { has_country_flag = BRA_collor_president_flag } remove_country_leader_role = { character = BRA_lindolfo_collor ideology = liberalism } } ELSE_IF = { limit = { has_country_flag = BRA_dutra_president_flag } remove_country_leader_role = { character = BRA_eurico_gaspar_dutra ideology = conservatism } } }