################################################################################### ## # # ### # # ## ### ### # # ### ### ### ## ### ### ## ### ## # # # # # ## ## # # # # # ## # # # # # # # # # # # # # # # # # ### # # # #### ### # # ## ## ### ### # # # ## # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ## ## ### # # # # # # ### # # ### # # # ## ## ### ## # ## ################################################################################### # Cruiser Submarine sp_naval_cruiser_submarine = { specialization = specialization_naval project_tags = sp_tag_submarine ai_will_do = { base = 1 } complexity = sp_complexity.medium prototype_time = sp_time.prototype.medium allowed = { #FREE PROJECT } special_project_parent = { } available = { FROM = { if = { limit = { has_dlc = "Man the Guns" } has_tech = early_ship_hull_submarine } else = { has_tech = early_submarine } } } breakthrough_cost = { specialization_naval = 1 } resource_cost = { resources = { steel = 8 } } project_output = { enable_equipments = { limit = { has_dlc = "Man the Guns" } ship_hull_cruiser_submarine } enable_equipments = { limit = { not = { has_dlc = "Man the Guns" } } cruiser_submarine } country_effects = { if = { limit = { has_dlc = "Man the Guns" } add_design_template_bonus = { name = sp_naval_cruiser_submarine_free_design uses = 1 cost_factor = 1 equipment = ship_hull_cruiser_submarine } } } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_failure_torpedo_accident } unique_prototype_rewards = { sp_naval_cruiser_submarine_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_cruiser_submarine_preference_a iteration_output = { country_effects = { if = { limit = { NOT = {has_dlc = "Man the Guns"} } add_equipment_bonus = { name = sp_cruiser_submarine_eq_bonus_range bonus = { cruiser_submarine = { naval_range = 0.1 } } } } } enable_equipment_modules = { limit = { has_dlc = "Man the Guns" } ship_extra_fuel_tank } } } option = { token = sp_naval_cruiser_submarine_preference_b iteration_output = { country_effects = { if = { limit = { NOT = {has_dlc = "Man the Guns"} } add_equipment_bonus = { name = sp_cruiser_submarine_eq_bonus_raiding bonus = { cruiser_submarine = { torpedo_attack = 0.1 } } } } } enable_equipment_modules = { limit = { has_dlc = "Man the Guns" } ship_light_battery_sub } } } } } } #Fleet Submarine sp_naval_fleet_submarine = { specialization = specialization_naval project_tags = sp_tag_submarine ai_will_do = { base = 1 } allowed = { #FREE PROJECT } complexity = sp_complexity.medium prototype_time = sp_time.prototype.long available = { FROM = { if = { limit = { has_dlc = "Man the Guns" } has_tech = improved_ship_hull_submarine } else = { has_tech = improved_submarine } } } special_project_parent = { sp_naval_cruiser_submarine } resource_cost = { resources = { steel = 12 chromium = 4 } } breakthrough_cost = { specialization_naval = 1 } project_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns" } add_design_template_bonus = { name = sp_naval_fleet_submarine_free_design uses = 1 cost_factor = 1 equipment = ship_hull_fleet_submarine } } } facility_state_effects = { } scientist_effects = { } enable_equipments = { limit = { has_dlc = "Man the Guns" } ship_hull_fleet_submarine } enable_equipments = { limit = { not = { has_dlc = "Man the Guns" } } fleet_submarine } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_failure_torpedo_accident } unique_prototype_rewards = { sp_naval_fleet_submarine_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_fleet_submarine_preference_a iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_fleet_submarine_eq_bonus_attack bonus = { ship_hull_fleet_submarine = { naval_speed = 0.05 torpedo_attack = 0.05 sub_visibility = -0.03 } } } } else = { add_equipment_bonus = { name = sp_fleet_submarine_eq_bonus_attack bonus = { fleet_submarine = { naval_speed = 0.05 torpedo_attack = 0.05 sub_visibility = -0.03 } } } } } } } option = { token = sp_naval_fleet_submarine_preference_b iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_fleet_submarine_eq_bonus_reliability bonus = { ship_hull_fleet_submarine = { reliability = 0.05 max_strength = 0.05 naval_weather_penalty_factor = -0.1 } } } } else = { add_equipment_bonus = { name = sp_fleet_submarine_eq_bonus_reliability bonus = { fleet_submarine = { reliability = 0.05 max_strength = 0.05 naval_weather_penalty_factor = -0.1 } } } } } } } } } } # Nuclear Powered Submarine sp_naval_nuclear_submarine = { specialization = specialization_naval project_tags = { sp_tag_nuclear_power sp_tag_submarine } ai_will_do = { base = 1 } complexity = sp_complexity.insane prototype_time = sp_time.prototype.long allowed = { has_dlc = "Gotterdammerung" } special_project_parent = { sp_naval_fleet_submarine sp_nuclear_engines } available = { } breakthrough_cost = { specialization_naval = 3 } resource_cost = { resources = { steel = 20 chromium = 8 tungsten = 8 } } project_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns" } add_design_template_bonus = { name = sp_naval_nuclear_submarine_free_design uses = 1 cost_factor = 1 equipment = ship_hull_nuclear_submarine } } } facility_state_effects = { } scientist_effects = { } enable_equipments = { limit = { has_dlc = "Man the Guns"} ship_hull_nuclear_submarine } enable_equipments = { limit = { not = { has_dlc = "Man the Guns" } } nuclear_submarine } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_failure_nuclear_accident } unique_prototype_rewards = { sp_naval_nuclear_submarine_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_nuclear_submarine_preference_a iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_nuclear_submarine_eq_bonus_ic_reduction bonus = { ship_hull_nuclear_submarine = { build_cost_ic = -0.1 reliability = -0.05 sub_visibility = 0.1 naval_range = -0.1 } } } } else = { add_equipment_bonus = { name = sp_nuclear_submarine_eq_bonus_ic_reduction bonus = { nuclear_submarine = { build_cost_ic = -0.1 reliability = -0.05 sub_visibility = 0.1 naval_range = -0.1 } } } } } } } option = { token = sp_naval_nuclear_submarine_preference_b default = yes iteration_output = { country_effects = { } } } option = { token = sp_naval_nuclear_submarine_preference_c iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_nuclear_submarine_eq_bonus_quality bonus = { ship_hull_nuclear_submarine = { build_cost_ic = 0.1 max_strength = 0.1 reliability = 0.05 sub_visibility = -0.05 } } } } else = { add_equipment_bonus = { name = sp_nuclear_submarine_eq_bonus_quality bonus = { nuclear_submarine = { build_cost_ic = 0.1 max_strength = 0.1 reliability = 0.05 sub_visibility = -0.05 } } } } } } } } } } # Rocket Launching Submarine sp_naval_rocket_launching_submarine = { specialization = specialization_naval project_tags = { sp_tag_rocket sp_tag_submarine } ai_will_do = { base = 1 } resource_cost = { resources = { steel = 12 chromium = 4 tungsten = 12 } } complexity = sp_complexity.medium prototype_time = sp_time.prototype.long allowed = { has_dlc = "Gotterdammerung" } special_project_parent = { sp_naval_fleet_submarine sp_rockets_ballistic_missile } available = { } breakthrough_cost = { specialization_naval = 2 } project_output = { country_effects = { } facility_state_effects = { } scientist_effects = { } enable_equipments = { limit = { not = {has_dlc = "Man the Guns"} } rocket_submarine } enable_equipment_modules = { sub_missile_launcher } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_naval_rocket_launching_submarine_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_rocket_launching_submarine_preference_a iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_rocket_submarine_eq_bonus_range_increase bonus = { ship_hull_fleet_submarine = { naval_range = 0.1 sub_visibility = 0.05 build_cost_ic = 0.07 } } } } else = { add_equipment_bonus = { name = sp_rocket_submarine_eq_bonus_range_increase bonus = { rocket_submarine = { naval_range = 0.15 sub_visibility = 0.05 build_cost_ic = 0.1 } } } } } } } option = { token = sp_naval_rocket_launching_submarine_preference_b default = yes iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_rocket_submarine_eq_bonus_reliability bonus = { ship_hull_fleet_submarine = { reliability = 0.03 } } } } else = { add_equipment_bonus = { name = sp_rocket_submarine_eq_bonus_reliability bonus = { rocket_submarine = { reliability = 0.05 } } } } } } } option = { token = sp_naval_rocket_launching_submarine_preference_c iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_rocket_submarine_eq_bonus_stealth bonus = { ship_hull_fleet_submarine = { sub_visibility = -0.05 naval_range = -0.05 build_cost_ic = 0.1 } } } } else = { add_equipment_bonus = { name = sp_rocket_submarine_eq_bonus_stealth bonus = { rocket_submarine = { sub_visibility = -0.15 naval_range = -0.05 build_cost_ic = 0.1 } } } } } } } } } } # Nuclear Missile Submarine sp_naval_nuclear_missile_submarine = { specialization = specialization_naval project_tags = { sp_tag_nuclear_warfare sp_tag_submarine } ai_will_do = { base = 1 } resource_cost = { resources = { steel = 16 chromium = 16 } } complexity = sp_complexity.large prototype_time = sp_time.prototype.very_long allowed = { has_dlc = "Gotterdammerung" } special_project_parent = { sp_naval_nuclear_submarine sp_naval_rocket_launching_submarine } available = { } breakthrough_cost = { specialization_naval = 2 } project_output = { country_effects = { } facility_state_effects = { } scientist_effects = { } enable_equipments = { limit = { NOT = { has_dlc = "Man the Guns" } } nuclear_missile_submarine } enable_equipment_modules = { limit = { has_dlc = "Man the Guns" } slbm_launcher } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_failure_nuclear_accident } unique_prototype_rewards = { sp_naval_nuclear_missile_submarine_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_nuclear_missile_submarine_preference_a iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_nuclear_missile_submarine_eq_bonus_stealth bonus = { ship_hull_nuclear_submarine = { sub_visibility = -0.05 surface_detection = 0.02 build_cost_ic = 0.05 } } } } else = { add_equipment_bonus = { name = sp_nuclear_missile_submarine_eq_bonus_stealth bonus = { nuclear_missile_submarine = { sub_visibility = -0.1 surface_detection = 0.05 build_cost_ic = 0.1 } } } } } } } option = { token = sp_naval_nuclear_missile_submarine_preference_b default = yes iteration_output = { country_effects = { } } } option = { token = sp_naval_nuclear_missile_submarine_preference_c iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_nuclear_missile_submarine_eq_bonus_strength bonus = { ship_hull_nuclear_submarine = { max_strength = 0.02 naval_weather_penalty_factor = -0.2 build_cost_ic = 0.05 } } } } else = { add_equipment_bonus = { name = sp_nuclear_missile_submarine_eq_bonus_strength bonus = { nuclear_missile_submarine = { max_strength = 0.05 naval_weather_penalty_factor = -0.2 build_cost_ic = 0.1 } } } } } } } } } } #Nuclear Torpedo sp_naval_nuclear_torpedo = { specialization = specialization_naval project_tags = { sp_tag_submarine sp_tag_nuclear_warfare } ai_will_do = { base = 1 } resource_cost = { resources = { steel = 8 chromium = 12 tungsten = 12 } } complexity = sp_complexity.large prototype_time = sp_time.prototype.long allowed = { AND = { has_dlc= "Gotterdammerung" has_dlc = "Man the Guns" } } available = { FROM = { has_tech = modern_ship_torpedo_launcher } } special_project_parent = { sp_naval_nuclear_submarine } breakthrough_cost = { specialization_naval = 1 } project_output = { country_effects = { } facility_state_effects = { } scientist_effects = { } enable_equipments = { } enable_equipment_modules = { ship_torpedo_sub_nuclear } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_failure_nuclear_accident } unique_prototype_rewards = { sp_naval_nuclear_torpedo_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_nuclear_torpedo_preference_a iteration_output = { country_effects = { } equipment_bonus = { ship_hull_submarine = { naval_torpedo_hit_chance_factor = 0.02 torpedo_attack = 0.1 reliability = -0.1 instant = yes } } } } option = { token = sp_naval_nuclear_torpedo_preference_b iteration_output = { country_effects = { } equipment_bonus = { ship_hull_submarine = { reliability = 0.1 build_cost_ic = 0.1 instant = yes } } } } } } } #Midget Submarine sp_naval_midget_submarine = { specialization = specialization_naval project_tags = { sp_tag_submarine } ai_will_do = { base = 1 } allowed = { #FREE } available = { FROM = { if = { limit = { has_dlc = "Man the Guns" } has_tech = early_ship_hull_submarine } else = { has_tech = early_submarine } } } complexity = sp_complexity.medium prototype_time = sp_time.prototype.short resource_cost = { resources = { steel = 6 } } breakthrough_cost = { specialization_naval = 1 } project_output = { enable_equipments = { limit = { has_dlc = "Man the Guns" } ship_hull_midget_submarine } enable_equipments = { limit = { not = {has_dlc = "Man the Guns"} } midget_submarine } country_effects = { if = { limit = { has_dlc = "Man the Guns" } add_design_template_bonus = { name = sp_naval_midget_submarine_free_design uses = 1 cost_factor = 1 equipment = ship_hull_midget_submarine } } if = { #Italian content from Midget Submarines focus moved here (focus now completes this SP) limit = { original_tag = ITA } if = { limit = { has_dlc = "Man the Guns" } create_equipment_variant = { name = "CB Class" type = ship_hull_midget_submarine allow_without_tech = yes # Display tooltip as if we have the tech. name_group = ITA_SS_HISTORICAL parent_version = 0 allow_without_tech = yes # Display tooltip as if we have the tech. mark_older_equipment_obsolete = yes modules = { fixed_ship_torpedo_slot = ship_torpedo_sub_2 fixed_ship_engine_slot = sub_ship_engine_2 } } add_equipment_production = { equipment = { type = ship_hull_midget_submarine creator = "ITA" version_name = "CB Class" } name = "Ammiraglio Millo" requested_factories = 1 progress = 0.35 amount = 2 } } else = { create_equipment_variant = { name = "CB Class" type = midget_submarine allow_without_tech = yes # Display tooltip as if we have the tech. name_group = ITA_SS_HISTORICAL parent_version = 0 allow_without_tech = yes # Display tooltip as if we have the tech. mark_older_equipment_obsolete = yes upgrades = { sub_torpedo_upgrade = 2 sub_engine_upgrade = 2 } } add_equipment_production = { equipment = { type = midget_submarine creator = "ITA" version_name = "CB Class" } name = "Ammiraglio Millo" requested_factories = 1 progress = 0.35 amount = 2 } } } } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_failure_torpedo_accident } unique_prototype_rewards = { sp_naval_midget_submarine_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_midget_submarine_preference_a iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_midget_submarine_eq_bonus_stealth bonus = { ship_hull_midget_submarine = { naval_range = -0.2 sub_visibility = -0.1 } } } } else = { add_equipment_bonus = { name = sp_midget_submarine_eq_bonus_stealth bonus = { midget_submarine = { naval_range = -0.2 sub_visibility = -0.1 } } } } } } } option = { token = sp_naval_midget_submarine_preference_b default = yes iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_midget_submarine_eq_bonus_reliability bonus = { ship_hull_midget_submarine = { reliability = 0.1 } } } } else = { add_equipment_bonus = { name = sp_midget_submarine_eq_bonus_reliability bonus = { midget_submarine = { reliability = 0.1 } } } } } } } option = { token = sp_naval_midget_submarine_preference_c iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_midget_submarine_eq_bonus_range bonus = { ship_hull_midget_submarine = { naval_range = 0.2 sub_visibility = 0.1 } } } } else = { add_equipment_bonus = { name = sp_midget_submarine_eq_bonus_range bonus = { midget_submarine = { naval_range = 0.2 sub_visibility = 0.1 } } } } } } } } } } #Air-Independent Propulsion sp_naval_aip_engine = { specialization = specialization_naval resource_cost = { resources = { steel = 8 chromium = 8 } } project_tags = { sp_tag_surface_ship sp_tag_submarine } ai_will_do = { base = 1 modifier = { factor = 0.2 ROOT = { original_tag = JAP OR = { has_government = fascism has_government = neutrality } } } } allowed = { has_dlc = "Gotterdammerung" } available = { FROM = { if = { limit = { has_dlc = "Man the Guns" } has_tech = basic_ship_hull_submarine } else = { has_tech = basic_submarine } } } breakthrough_cost = { specialization_naval = 2 } complexity = sp_complexity.large prototype_time = sp_time.prototype.medium project_output = { country_effects = { if = { limit = { NOT = {has_dlc = "Man the Guns"} } custom_effect_tooltip = { localization_key = sp_naval_aip_engine_non_mtg_tt } } } country_effects = { if = { limit = { has_dlc = "Man the Guns" } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = sp_aip_engine_improved_tech } } } enable_equipment_modules = { limit = { has_dlc = "Man the Guns" } ship_engine_sub_aip_1 } enable_subunits = { } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_naval_aip_engine_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_aip_engine_preference_a iteration_output = { country_effects = { } equipment_bonus = { ship_hull_submarine = { sub_visibility = -0.05 fuel_consumption = 0.1 instant = yes } } } } option = { token = sp_naval_aip_engine_preference_b iteration_output = { country_effects = { } equipment_bonus = { ship_hull_submarine = { naval_speed = 0.1 fuel_consumption = 0.1 instant = yes } } } } option = { token = sp_naval_aip_engine_preference_c default = yes iteration_output = { country_effects = { } equipment_bonus = { ship_hull_submarine = { fuel_consumption = -0.05 instant = yes } } } } } } } #ANECHOIC TILES sp_naval_anechoic_tiles = { specialization = specialization_naval project_tags = sp_tag_submarine ai_will_do = { base = 1 modifier = { factor = 0.2 ROOT = { original_tag = JAP OR = { has_government = fascism has_government = neutrality } } } } allowed = { has_dlc = "Gotterdammerung" } available = { FROM = { if = { limit = { has_dlc = "Man the Guns" } has_tech = basic_ship_hull_submarine } else = { has_tech = basic_submarine } } } breakthrough_cost = { specialization_naval = 1 } resource_cost = { resources = { rubber = 12 steel = 8 } } complexity = sp_complexity.medium prototype_time = sp_time.prototype.medium project_output = { country_effects = { if = { limit = { NOT = {has_dlc = "Man the Guns"} } custom_effect_tooltip = { localization_key = sp_naval_anechoic_tiles_non_mtg_tt } } } enable_equipment_modules = { limit = { has_dlc = "Man the Guns" } ship_anechoic_tile } enable_subunits = { } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_naval_anechoic_tiles_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_anechoic_tiles_preference_a iteration_output = { country_effects = { } equipment_bonus = { ship_hull_submarine = { build_cost_ic = 0.05 surface_detection = 0.1 instant = yes } } } } option = { token = sp_naval_anechoic_tiles_preference_b iteration_output = { country_effects = { } equipment_bonus = { ship_hull_submarine = { build_cost_ic = 0.1 sub_visibility = -0.05 instant = yes } } } } option = { token = sp_naval_anechoic_tiles_preference_c default = yes iteration_output = { country_effects = { } equipment_bonus = { ship_hull_submarine = { build_cost_ic = -0.05 instant = yes } } } } } } } #SUBMARINE CARRIER sp_naval_submarine_carrier = { specialization = specialization_naval project_tags = sp_tag_submarine ai_will_do = { base = 1 modifier = { factor = 2 ROOT = { original_tag = JAP OR = { has_government = fascism has_government = neutrality } } } } allowed = { has_dlc = "No Compromise, No Surrender" } available = { FROM = { if = { limit = { has_dlc = "Man the Guns" } has_tech = basic_ship_hull_carrier has_tech = improved_ship_hull_submarine } else = { has_tech = basic_carrier has_tech = improved_submarine } } } resource_cost = { resources = { steel = 12 chromium = 6 } } breakthrough_cost = { specialization_naval = 2 } complexity = sp_complexity.large prototype_time = sp_time.prototype.medium project_output = { country_effects = { if = { limit = { original_tag = JAP is_special_project_completed = sp:sp_naval_anechoic_tiles } add_design_template_bonus = { name = sp_naval_submarine_carrier_free_design uses = 1 cost_factor = 0.25 equipment = ship_hull_carrier_submarine } create_equipment_variant = { name = "Sentoku Class" type = ship_hull_carrier_submarine name_group = JAP_SS_HISTORICAL parent_version = 0 allow_without_tech = yes #Makes no difference since focus grants appropriate tech (above), but it improves tooltip modules = { fixed_ship_torpedo_slot = ship_torpedo_sub_4 fixed_ship_engine_slot = sub_ship_engine_2 rear_1_custom_slot = ship_submarine_deck_space mid_1_custom_slot = ship_anechoic_tile } design_team = mio:JAP_sasebo_naval_arsenal_organization } } else_if = { limit = { original_tag = JAP NOT = { is_special_project_completed = sp:sp_naval_anechoic_tiles } } add_design_template_bonus = { name = sp_naval_submarine_carrier_free_design uses = 1 cost_factor = 0.25 equipment = ship_hull_carrier_submarine } create_equipment_variant = { name = "Sentoku Class" type = ship_hull_carrier_submarine name_group = JAP_SS_HISTORICAL parent_version = 0 allow_without_tech = yes #Makes no difference since focus grants appropriate tech (above), but it improves tooltip modules = { fixed_ship_torpedo_slot = ship_torpedo_sub_4 fixed_ship_engine_slot = sub_ship_engine_1 rear_1_custom_slot = ship_submarine_deck_space } design_team = mio:JAP_sasebo_naval_arsenal_organization } } else = { add_design_template_bonus = { name = sp_naval_submarine_carrier_free_design uses = 1 cost_factor = 1 equipment = ship_hull_carrier_submarine } } } enable_equipments = { ship_hull_carrier_submarine } enable_equipment_modules = { ship_submarine_deck_space } enable_subunits = { } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_naval_submarine_carrier_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_submarine_carrier_preference_a iteration_output = { country_effects = { add_equipment_bonus = { name = sp_naval_submarine_carrier_eq_bonus_range bonus = { ship_hull_carrier_submarine = { naval_range = 0.1 sub_visibility = 0.05 } } } } } } option = { token = sp_naval_submarine_carrier_preference_b default = yes iteration_output = { country_effects = { add_equipment_bonus = { name = sp_naval_submarine_carrier_eq_bonus_strength bonus = { ship_hull_carrier_submarine = { max_strength = 0.05 naval_weather_penalty_factor = -0.1 } } } } } } option = { token = sp_naval_submarine_carrier_preference_c iteration_output = { country_effects = { add_equipment_bonus = { name = sp_naval_submarine_carrier_eq_bonus_stealth bonus = { ship_hull_carrier_submarine = { sub_visibility = -0.1 } } } } } } } } } ######################################################### ## # # ### ### ## ## ### ## # # ### ### ## # # # # # # # # # # # # # # # # # # # # # ### ## #### # ## # #### # ### # # # # # # # # # # # # # # # # # # ## ## # # # # # ## ### ## # # ### # ## ######################################################### #Torpedo Cruiser sp_naval_torpedo_cruiser = { specialization = specialization_naval project_tags = sp_tag_surface_ship ai_will_do = { base = 1 modifier = { factor = 2 ROOT = { original_tag = JAP OR = { has_government = fascism has_government = neutrality } } } } allowed = { #FREE } available = { FROM = { if = { limit = { has_dlc = "Man the Guns" } has_tech = early_ship_hull_cruiser } else = { has_tech = early_light_cruiser } } } complexity = sp_complexity.small prototype_time = sp_time.prototype.medium resource_cost = { resources = { steel = 8 tungsten = 2 chromium = 2 } } breakthrough_cost = { specialization_naval = 1 } project_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns" } add_design_template_bonus = { name = sp_naval_torpedo_cruiser_free_design uses = 1 cost_factor = 1 equipment = ship_hull_torpedo_cruiser } } } enable_equipments = { limit = { has_dlc = "Man the Guns" } ship_hull_torpedo_cruiser } enable_equipments = { limit = { not = {has_dlc = "Man the Guns"} } torpedo_cruiser } enable_equipment_modules = { } enable_subunits = { } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_armor_tech_1 sp_naval_generic_reward_armor_tech_2 sp_naval_generic_reward_armor_tech_3 sp_naval_generic_reward_artillery_tech_1 sp_naval_generic_reward_artillery_tech_2 sp_naval_generic_reward_artillery_tech_3 sp_naval_generic_failure_torpedo_accident } unique_prototype_rewards = { sp_naval_torpedo_cruiser_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_torpedo_cruiser_preference_a iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_torpedo_cruiser_eq_bonus_torpedo bonus = { ship_hull_torpedo_cruiser = { naval_torpedo_hit_chance_factor = 0.1 torpedo_attack = 0.15 } } } } else = { add_equipment_bonus = { name = sp_torpedo_cruiser_eq_bonus_torpedo bonus = { torpedo_cruiser = { naval_torpedo_hit_chance_factor = 0.1 torpedo_attack = 0.15 } } } } } } } option = { token = sp_naval_torpedo_cruiser_preference_b iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_torpedo_cruiser_eq_bonus_light_attack bonus = { ship_hull_torpedo_cruiser = { naval_light_gun_hit_chance_factor = 0.15 lg_attack = 0.1 lg_armor_piercing = 0.1 } } } } else = { add_equipment_bonus = { name = sp_torpedo_cruiser_eq_bonus_light_attack bonus = { torpedo_cruiser = { naval_light_gun_hit_chance_factor = 0.15 lg_attack = 0.1 lg_armor_piercing = 0.1 } } } } } } } } } } #Super Heavy Battleship sp_naval_super_heavy_battleship = { specialization = specialization_naval project_tags = sp_tag_surface_ship ai_will_do = { base = 1 modifier = { factor = 0 AND = { ROOT = { is_major = no } # Pointless unless we are big enough to do this ROOT = { has_government = democratic }# Don't spend the tax payers' money on this, then they won't vote for you again } } modifier = { factor = 0.3 AND = { ROOT = { is_major = no } # Pointless unless we are big enough to do this } } modifier = { factor = 5 ROOT = { original_tag = JAP OR = { has_government = fascism has_government = neutrality } } } } allowed = { #FREE } available = { FROM = { if = { limit = { has_dlc = "Man the Guns" } has_tech = early_ship_hull_heavy } else = { has_tech = early_battleship } } } complexity = sp_complexity.medium prototype_time = sp_time.prototype.medium resource_cost = { resources = { steel = 12 chromium = 6 tungsten = 6 } } breakthrough_cost = { specialization_naval = 1 } project_output = { country_effects = { if = { limit = { NOT = {has_dlc = "Man the Guns"} } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = heavy_battleship2 } } else = { add_design_template_bonus = { name = sp_naval_super_heavy_battleship_free_design uses = 1 cost_factor = 1 equipment = ship_hull_super_heavy_1 } } } enable_equipments = { limit = { has_dlc = "Man the Guns" } ship_hull_super_heavy_1 } enable_equipments = { limit = { not = {has_dlc = "Man the Guns"} } SH_battleship_1 } enable_equipment_modules = { limit = { has_dlc = "Man the Guns" } ship_armor_shbb } enable_subunits = { } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_armor_tech_1 sp_naval_generic_reward_armor_tech_2 sp_naval_generic_reward_armor_tech_3 sp_naval_generic_reward_artillery_tech_1 sp_naval_generic_reward_artillery_tech_2 sp_naval_generic_reward_artillery_tech_3 } unique_prototype_rewards = { sp_naval_super_heavy_battleship_unique_reward_a = { fire_only_once = yes threshold = { min = 10 max = 50 } weight = { base = 100 } option = { token = sp_naval_super_heavy_battleship_preference_a_a iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_super_heavy_battleship_eq_bonus_heavy_attack bonus = { ship_hull_super_heavy_1 = { naval_heavy_gun_hit_chance_factor = 0.15 hg_attack = 0.15 hg_armor_piercing = 0.1 } } } } else = { add_equipment_bonus = { name = sp_super_heavy_battleship_eq_bonus_heavy_attack bonus = { SH_battleship_1 = { naval_heavy_gun_hit_chance_factor = 0.15 hg_attack = 0.15 hg_armor_piercing = 0.1 } } } } } } } option = { token = sp_naval_super_heavy_battleship_preference_b_a default = yes iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_super_heavy_battleship_eq_bonus_speed bonus = { ship_hull_super_heavy_1 = { naval_speed = 0.1 surface_detection = 0.15 surface_visibility = -0.05 } } } } else = { add_equipment_bonus = { name = sp_super_heavy_battleship_eq_bonus_speed bonus = { SH_battleship_1 = { naval_speed = 0.1 surface_detection = 0.15 surface_visibility = -0.05 } } } } } } } option = { token = sp_naval_super_heavy_battleship_preference_c_a iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_super_heavy_battleship_eq_bonus_light_attack bonus = { ship_hull_super_heavy_1 = { naval_light_gun_hit_chance_factor = 0.1 lg_attack = 0.1 lg_armor_piercing = 0.1 } } } } else = { add_equipment_bonus = { name = sp_super_heavy_battleship_eq_bonus_light_attack bonus = { SH_battleship_1 = { naval_light_gun_hit_chance_factor = 0.1 lg_attack = 0.1 lg_armor_piercing = 0.1 } } } } } } } } sp_naval_super_heavy_battleship_unique_reward_b = { fire_only_once = yes threshold = { min = 55 max = 95 } weight = { base = 100 } option = { token = sp_naval_super_heavy_battleship_preference_a_b iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_super_heavy_battleship_eq_bonus_armor bonus = { ship_hull_super_heavy_1 = { armor_value = 0.1 max_strength = 0.1 } } } } else = { add_equipment_bonus = { name = sp_super_heavy_battleship_eq_bonus_armor bonus = { SH_battleship_1 = { armor_value = 0.1 max_strength = 0.1 } } } } } } } option = { token = sp_naval_super_heavy_battleship_preference_b_b iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_super_heavy_battleship_eq_bonus_anti_air bonus = { ship_hull_super_heavy_1 = { anti_air_attack = 0.25 reliability = 0.05 } } } } else = { add_equipment_bonus = { name = sp_super_heavy_battleship_eq_bonus_anti_air bonus = { SH_battleship_1 = { anti_air_attack = 0.25 reliability = 0.05 } } } } } } } option = { token = sp_naval_super_heavy_battleship_preference_c_b iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_super_heavy_battleship_eq_bonus_anti_torpedo bonus = { ship_hull_super_heavy_1 = { naval_torpedo_enemy_critical_chance_factor = 0.15 naval_torpedo_damage_reduction_factor = 0.15 } } } } else = { add_equipment_bonus = { name = sp_super_heavy_battleship_eq_bonus_anti_torpedo bonus = { SH_battleship_1 = { naval_torpedo_enemy_critical_chance_factor = 0.15 naval_torpedo_damage_reduction_factor = 0.15 } } } } } } } } } } #Advanced Modern Super Battleship sp_naval_modern_battleship = { specialization = specialization_naval project_tags = sp_tag_surface_ship ai_will_do = { base = 1 } allowed = { has_dlc = "Gotterdammerung" } available = { FROM = { if = { limit = { has_dlc = "Man the Guns" } has_tech = advanced_ship_hull_heavy } else = { has_tech = advanced_battleship } } } complexity = sp_complexity.large prototype_time = sp_time.prototype.long resource_cost = { resources = { steel = 24 chromium = 18 tungsten = 12 } } breakthrough_cost = { specialization_naval = 2 } project_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns" } add_design_template_bonus = { name = sp_naval_modern_battleship_free_design uses = 1 cost_factor = 1 equipment = ship_hull_heavy_modern } } } enable_equipments = { limit = { has_dlc = "Man the Guns" } ship_hull_heavy_modern } enable_equipments = { limit = { not = {has_dlc = "Man the Guns"} } modern_battleship } enable_equipment_modules = { } enable_subunits = { } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_armor_tech_1 sp_naval_generic_reward_armor_tech_2 sp_naval_generic_reward_armor_tech_3 sp_naval_generic_reward_artillery_tech_1 sp_naval_generic_reward_artillery_tech_2 sp_naval_generic_reward_artillery_tech_3 } unique_prototype_rewards = { sp_naval_modern_battleship_unique_reward_a = { fire_only_once = yes threshold = { min = 10 max = 50 } weight = { base = 100 } option = { token = sp_naval_modern_battleship_preference_a_a iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_modern_battleship_eq_bonus_heavy_attack bonus = { ship_hull_heavy_modern = { naval_heavy_gun_hit_chance_factor = 0.2 hg_attack = 0.15 hg_armor_piercing = 0.15 } } } } else = { add_equipment_bonus = { name = sp_modern_battleship_eq_bonus_heavy_attack bonus = { modern_battleship = { naval_heavy_gun_hit_chance_factor = 0.2 hg_attack = 0.15 hg_armor_piercing = 0.15 } } } } } } } option = { token = sp_naval_modern_battleship_preference_b_a default = yes iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_modern_battleship_eq_bonus_speed bonus = { ship_hull_heavy_modern = { naval_speed = 0.1 surface_detection = 0.15 surface_visibility = -0.07 } } } } else = { add_equipment_bonus = { name = sp_modern_battleship_eq_bonus_speed bonus = { modern_battleship = { naval_speed = 0.1 surface_detection = 0.15 surface_visibility = -0.07 } } } } } } } option = { token = sp_naval_modern_battleship_preference_c_a iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_modern_battleship_eq_bonus_light_attack bonus = { ship_hull_heavy_modern = { naval_light_gun_hit_chance_factor = 0.1 lg_attack = 0.1 lg_armor_piercing = 0.15 } } } } else = { add_equipment_bonus = { name = sp_modern_battleship_eq_bonus_light_attack bonus = { modern_battleship = { naval_light_gun_hit_chance_factor = 0.1 lg_attack = 0.1 lg_armor_piercing = 0.15 } } } } } } } } sp_naval_modern_battleship_unique_reward_b = { fire_only_once = yes threshold = { min = 55 max = 95 } weight = { base = 100 } option = { token = sp_naval_modern_battleship_preference_a_b iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_modern_battleship_eq_bonus_armor bonus = { ship_hull_heavy_modern = { armor_value = 0.15 max_strength = 0.1 } } } } else = { add_equipment_bonus = { name = sp_modern_battleship_eq_bonus_armor bonus = { modern_battleship = { armor_value = 0.15 max_strength = 0.1 } } } } } } } option = { token = sp_naval_modern_battleship_preference_b_b iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_modern_battleship_eq_bonus_anti_air bonus = { ship_hull_heavy_modern = { anti_air_attack = 0.25 reliability = 0.07 } } } } else = { add_equipment_bonus = { name = sp_modern_battleship_eq_bonus_anti_air bonus = { modern_battleship = { anti_air_attack = 0.25 reliability = 0.07 } } } } } } } option = { token = sp_naval_modern_battleship_preference_c_b iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_modern_battleship_eq_bonus_anti_torpedo bonus = { ship_hull_heavy_modern = { naval_torpedo_enemy_critical_chance_factor = 0.15 naval_torpedo_damage_reduction_factor = 0.2 } } } } else = { add_equipment_bonus = { name = sp_modern_battleship_eq_bonus_anti_torpedo bonus = { modern_battleship = { naval_torpedo_enemy_critical_chance_factor = 0.15 naval_torpedo_damage_reduction_factor = 0.2 } } } } } } } } } } #Super Naval Carrier sp_naval_modern_carrier = { specialization = specialization_naval project_tags = sp_tag_surface_ship ai_will_do = { base = 1 } allowed = { has_dlc = "Gotterdammerung" } available = { FROM = { if = { limit = { has_dlc = "Man the Guns" } has_tech = advanced_ship_hull_carrier } else = { has_tech = advanced_carrier } } } breakthrough_cost = { specialization_naval = 2 } resource_cost = { resources = { steel = 24 chromium = 16 } } complexity = sp_complexity.large prototype_time = sp_time.prototype.long project_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns" } add_design_template_bonus = { name = sp_naval_modern_carrier_free_design uses = 1 cost_factor = 1 equipment = ship_hull_carrier_modern } } } enable_equipments = { limit = { has_dlc = "Man the Guns" } ship_hull_carrier_modern } enable_equipments = { limit = { not = {has_dlc = "Man the Guns"} } modern_carrier } enable_equipment_modules = { } enable_subunits = { } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_armor_tech_1 sp_naval_generic_reward_armor_tech_2 sp_naval_generic_reward_armor_tech_3 } unique_prototype_rewards = { sp_naval_modern_carrier_unique_reward_a = { fire_only_once = yes threshold = { min = 10 max = 50 } weight = { base = 100 } option = { token = sp_naval_modern_carrier_preference_a_a iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_modern_carrier_eq_bonus_detection bonus = { ship_hull_carrier_modern = { surface_detection = 0.2 sub_detection = 0.2 } } } } else = { add_equipment_bonus = { name = sp_modern_carrier_eq_bonus_detection bonus = { modern_carrier = { surface_detection = 0.2 sub_detection = 0.2 } } } } } } } option = { token = sp_naval_modern_carrier_preference_b_a default = yes iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_modern_carrier_eq_bonus_speed bonus = { ship_hull_carrier_modern = { naval_speed = 0.1 naval_weather_penalty_factor = -0.25 } } } } else = { add_equipment_bonus = { name = sp_modern_carrier_eq_bonus_speed bonus = { modern_carrier = { naval_speed = 0.1 naval_weather_penalty_factor = -0.25 } } } } } } } option = { token = sp_naval_modern_carrier_preference_c_a iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_modern_carrier_eq_bonus_light_attack bonus = { ship_hull_carrier_modern = { naval_light_gun_hit_chance_factor = 0.1 lg_attack = 0.15 lg_armor_piercing = 0.15 } } } } else = { add_equipment_bonus = { name = sp_modern_carrier_eq_bonus_light_attack bonus = { modern_carrier = { naval_light_gun_hit_chance_factor = 0.1 lg_attack = 0.15 lg_armor_piercing = 0.15 } } } } } } } } sp_naval_modern_carrier_unique_reward_b = { fire_only_once = yes threshold = { min = 55 max = 95 } weight = { base = 100 } option = { token = sp_naval_modern_carrier_preference_a_b iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_modern_carrier_eq_bonus_armor bonus = { ship_hull_carrier_modern = { armor_value = 0.15 max_strength = 0.1 } } } } else = { add_equipment_bonus = { name = sp_modern_carrier_eq_bonus_armor bonus = { modern_carrier = { armor_value = 0.15 max_strength = 0.1 } } } } } } } option = { token = sp_naval_modern_carrier_preference_b_b iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_modern_carrier_eq_bonus_anti_air bonus = { ship_hull_carrier_modern = { anti_air_attack = 0.25 reliability = 0.07 } } } } else = { add_equipment_bonus = { name = sp_modern_carrier_eq_bonus_anti_air bonus = { modern_carrier = { anti_air_attack = 0.25 reliability = 0.07 } } } } } } } option = { token = sp_naval_modern_carrier_preference_c_b iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_modern_carrier_eq_bonus_anti_torpedo bonus = { ship_hull_carrier_modern = { naval_torpedo_enemy_critical_chance_factor = 0.15 naval_torpedo_damage_reduction_factor = 0.2 } } } } else = { add_equipment_bonus = { name = sp_modern_carrier_eq_bonus_anti_torpedo bonus = { modern_carrier = { naval_torpedo_enemy_critical_chance_factor = 0.15 naval_torpedo_damage_reduction_factor = 0.2 } } } } } } } } } } #ICE CARRIER sp_naval_ice_carrier = { specialization = specialization_naval project_tags = sp_tag_surface_ship ai_will_do = { base = 1 } allowed = { has_dlc = "Gotterdammerung" } available = { FROM = { if = { limit = { has_dlc = "Man the Guns" } has_tech = improved_ship_hull_carrier } else = { has_tech = improved_carrier } } } resource_cost = { resources = { steel = 32 } } complexity = sp_complexity.large prototype_time = sp_time.prototype.very_long breakthrough_cost = { specialization_naval = 2 } project_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns" } add_design_template_bonus = { name = sp_naval_ice_carrier_free_design uses = 1 cost_factor = 0.5 equipment = ship_hull_mega_carrier } SP_create_variant_of_habakkuk_for_production_line = yes custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = sp_refined_pykrete } add_equipment_production = { equipment = { type = ship_hull_mega_carrier version_name = "Habakkuk" } requested_factories = 1 progress = 0.95 amount = 1 } } else = { add_equipment_production = { equipment = { type = mega_carrier } requested_factories = 1 progress = 0.95 amount = 1 } } } enable_equipments = { limit = { has_dlc = "Man the Guns" } ship_hull_mega_carrier } enable_equipments = { limit = { not = {has_dlc = "Man the Guns"} } mega_carrier } enable_equipment_modules = { limit = { has_dlc = "Man the Guns" } big_ship_deck_space ship_armor_ice_carrier_deck_1 } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_naval_ice_carrier_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_ice_carrier_preference_a iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_mega_carrier_eq_bonus_weather bonus = { ship_hull_mega_carrier = { naval_weather_penalty_factor = -0.15 instant = yes } } } } else = { add_equipment_bonus = { name = sp_mega_carrier_eq_bonus_weather bonus = { mega_carrier = { naval_weather_penalty_factor = -0.2 instant = yes } } } } } } } option = { token = sp_naval_ice_carrier_preference_b iteration_output = { country_effects = { if = { limit = { has_dlc = "Man the Guns"} add_equipment_bonus = { name = sp_mega_carrier_eq_bonus_strength bonus = { ship_hull_mega_carrier = { build_cost_ic = 0.05 max_strength = 0.1 instant = yes } } } } else = { add_equipment_bonus = { name = sp_mega_carrier_eq_bonus_strength bonus = { mega_carrier = { build_cost_ic = 0.05 max_strength = 0.1 instant = yes } } } } } } } } } } #Underway Replenishment sp_naval_underway_replenishment = { specialization = specialization_naval project_tags = sp_tag_surface_ship ai_will_do = { base = 1 } allowed = { has_dlc = "Gotterdammerung" } available = { FROM = { OR = { has_doctrine = new_base_strike has_doctrine = new_fleet_in_being } } } resource_cost = { resources = { steel = 8 } } breakthrough_cost = { specialization_naval = 2 } complexity = sp_complexity.large prototype_time = sp_time.prototype.medium project_output = { country_effects = { custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = sp_multi_product_supply_ships } set_rule = { can_use_underway_replenishment = yes } } enable_equipment_modules = { } enable_subunits = { } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_naval_underway_replenishment_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_underway_replenishment_preference_a iteration_output = { country_effects = { custom_effect_tooltip = tech_effect|sp_naval_underway_replenishment_pick_a hidden_effect = { set_technology = { sp_naval_underway_replenishment_pick_a = 1 popup = no } } } } } option = { token = sp_naval_underway_replenishment_preference_c default = yes iteration_output = { country_effects = { #BASE UNDERWAY REPLENISHMENT } } } option = { token = sp_naval_underway_replenishment_preference_b iteration_output = { country_effects = { custom_effect_tooltip = tech_effect|sp_naval_underway_replenishment_pick_b hidden_effect = { set_technology = { sp_naval_underway_replenishment_pick_b = 1 popup = no } } } } } } } } #PROXIMITY FUZE sp_naval_proximity_fuze = { specialization = specialization_naval project_tags = sp_tag_surface_ship ai_will_do = { base = 1 } allowed = { has_dlc = "Gotterdammerung" } available = { FROM = { has_tech = improved_radio } } resource_cost = { resources = { steel = 12 chromium = 4 tungsten = 12 } } complexity = sp_complexity.large prototype_time = sp_time.prototype.long breakthrough_cost = { specialization_naval = 2 } project_output = { country_effects = { custom_effect_tooltip = tech_effect|sp_naval_proximity_fuze_tech hidden_effect = { set_technology = { sp_naval_proximity_fuze_tech = 1 popup = no } } custom_effect_tooltip = { localization_key = SP_UNLOCK_TECH TECH = sp_shock_hardening_techniques } } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_naval_proximity_fuzes_unique_reward_a = { fire_only_once = yes threshold = { min = 40 max = 90 } weight = { base = 100 } option = { token = sp_naval_proximity_fuzes_preference_a iteration_output = { country_effects = { } equipment_bonus = { anti_air_equipment = { build_cost_ic = -0.05 instant = yes } } } } option = { token = sp_naval_proximity_fuzes_preference_b iteration_output = { country_effects = { } equipment_bonus = { anti_air_equipment = { air_attack = 0.15 build_cost_ic = 0.05 instant = yes } } } } } } } sp_naval_support_ships = { specialization = specialization_naval project_tags = sp_tag_surface_ship ai_will_do = { base = 1 } allowed = { has_dlc = "No Compromise, No Surrender" } available = { FROM = { if = { limit = { has_dlc = "Man the Guns" } has_tech = mtg_transport } else = { has_tech = transport } } } resource_cost = { resources = { steel = 6 } } breakthrough_cost = { specialization_naval = 1 } complexity = sp_complexity.medium prototype_time = sp_time.prototype.medium project_output = { country_effects = { } enable_equipments = { support_ship_1 repair_ship_1 } enable_equipment_modules = { } enable_subunits = { } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_naval_support_ships_unique_reward_a = { fire_only_once = yes threshold = { min = 10 max = 50 } weight = { base = 100 } option = { token = sp_naval_support_ships_preference_a_a iteration_output = { country_effects = { custom_effect_tooltip = tech_effect|sp_naval_support_ships_pick_a hidden_effect = { set_technology = { sp_naval_support_ships_pick_a = 1 popup = no } } } } } option = { token = sp_naval_support_ships_preference_b_a default = yes iteration_output = { country_effects = { custom_effect_tooltip = tech_effect|sp_naval_support_ships_pick_b hidden_effect = { set_technology = { sp_naval_support_ships_pick_b = 1 popup = no } } } } } option = { token = sp_naval_support_ships_preference_c_a iteration_output = { country_effects = { custom_effect_tooltip = tech_effect|sp_naval_support_ships_pick_c hidden_effect = { set_technology = { sp_naval_support_ships_pick_c = 1 popup = no } } } } } } sp_naval_support_ships_unique_reward_b = { fire_only_once = yes threshold = { min = 55 max = 95 } weight = { base = 100 } option = { token = sp_naval_support_ships_preference_a_b iteration_output = { country_effects = { custom_effect_tooltip = tech_effect|sp_naval_repair_ships_pick_a hidden_effect = { set_technology = { sp_naval_repair_ships_pick_a = 1 popup = no } } } } } option = { token = sp_naval_support_ships_preference_b_b default = yes iteration_output = { country_effects = { custom_effect_tooltip = tech_effect|sp_naval_repair_ships_pick_b hidden_effect = { set_technology = { sp_naval_repair_ships_pick_b = 1 popup = no } } } } } option = { token = sp_naval_support_ships_preference_c_b iteration_output = { country_effects = { custom_effect_tooltip = tech_effect|sp_naval_repair_ships_pick_c hidden_effect = { set_technology = { sp_naval_repair_ships_pick_c = 1 popup = no } } } } } } } } sp_naval_escort_carrier = { specialization = specialization_naval project_tags = sp_tag_surface_ship ai_will_do = { base = 1 } allowed = { has_dlc = "No Compromise, No Surrender" } available = { FROM = { if = { limit = { has_dlc = "Man the Guns" } has_tech = basic_ship_hull_carrier } else = { has_tech = basic_carrier } } } resource_cost = { resources = { steel = 9 } } breakthrough_cost = { specialization_naval = 1 } complexity = sp_complexity.medium prototype_time = sp_time.prototype.medium project_output = { country_effects = { add_design_template_bonus = { name = sp_naval_escort_carrier_free_design uses = 1 cost_factor = 1 equipment = ship_hull_escort_carrier } } enable_equipments = { limit = { has_dlc = "Man the Guns" } ship_hull_escort_carrier } enable_equipments = { limit = { not = {has_dlc = "Man the Guns"} } escort_carrier } enable_equipment_modules = { ship_escort_deck_space } enable_subunits = { } } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 } unique_prototype_rewards = { sp_naval_escort_carrier_unique_reward_a = { fire_only_once = yes threshold = { min = 10 max = 50 } weight = { base = 100 } option = { token = sp_naval_escort_carrier_preference_a_a iteration_output = { country_effects = { add_equipment_bonus = { name = sp_naval_escort_carrier_eq_bonus_range bonus = { ship_hull_escort_carrier = { naval_range = 0.15 build_cost_ic = 0.05 } } } } } } option = { token = sp_naval_escort_carrier_preference_b_a default = yes iteration_output = { country_effects = { add_equipment_bonus = { name = sp_naval_escort_carrier_eq_bonus_strength bonus = { ship_hull_escort_carrier = { max_strength = 0.05 reliability = 0.1 } } } } } } option = { token = sp_naval_escort_carrier_preference_c_a iteration_output = { country_effects = { add_equipment_bonus = { name = sp_naval_escort_carrier_eq_bonus_speed bonus = { ship_hull_escort_carrier = { naval_speed = 0.15 build_cost_ic = 0.025 } } } } } } } sp_naval_escort_carrier_unique_reward_b = { fire_only_once = yes threshold = { min = 55 max = 95 } weight = { base = 100 } option = { token = sp_naval_escort_carrier_preference_a_b iteration_output = { country_effects = { add_equipment_bonus = { name = sp_naval_escort_carrier_eq_bonus_sub_detection bonus = { ship_hull_escort_carrier = { sub_detection = 0.125 } } } } } } option = { token = sp_naval_escort_carrier_preference_b_b default = yes iteration_output = { country_effects = { add_equipment_bonus = { name = sp_naval_escort_carrier_eq_bonus_compromise bonus = { ship_hull_escort_carrier = { sub_detection = 0.05 surface_detection = 0.05 } } } } } } option = { token = sp_naval_escort_carrier_preference_c_b iteration_output = { country_effects = { add_equipment_bonus = { name = sp_naval_escort_carrier_eq_bonus_surface_detection bonus = { ship_hull_escort_carrier = { surface_detection = 0.125 } } } } } } } } }