ability = { force_attack = { #ABILITY_FORCE_ATTACK name = ABILITY_FORCE_ATTACK desc = ABILITY_FORCE_ATTACK_DESC icon = GFX_ability_force_attack sound_effect = command_power_ability_offensive type = army_leader allowed = { is_leading_army_group = no is_border_war = no } ai_will_do = { factor = -1 modifier = { FROM = { has_war_support > 0.1 command_power > 1.5 } check_expr = { value = num_units_offensive_combats greater_than = { value = 6 } } check_expr = { value = avg_offensive_combat_status greater_than = { value = 0.45 } } check_expr = { value = ai_random greater_than = { value = avg_offensive_combat_status } } add = 2 } } cost = 0.30 duration = 168 cooldown = 72 unit_modifiers = { offence = 0.2 breakthrough_factor = 0.25 org_damage_multiplier = -0.5 str_damage_multiplier = 0.3 war_support_reduction_on_damage = 0.2 cannot_retreat_while_attacking = 1.0 } } last_stand = { #ABILITY_LAST_STAND name = ABILITY_LAST_STAND desc = ABILITY_LAST_STAND_DESC icon = GFX_ability_last_stand sound_effect = command_power_ability_offensive type = army_leader allowed = { is_leading_army_group = no is_border_war = no } cost = 0.30 duration = 168 cooldown = 72 unit_modifiers = { defence = 0.2 combat_entrenchment = 0.25 org_damage_multiplier = -0.5 str_damage_multiplier = 0.3 war_support_reduction_on_damage = 0.2 cannot_retreat_while_defending = 1.0 } ai_will_do = { factor = -1 modifier = { FROM = { has_war_support > 0.4 } check_expr = { value = num_units_defensive_combats greater_than = { value = 6 } } check_expr = { value = avg_defensive_combat_status less_than = { value = 0.40 } } check_expr = { value = ai_random greater_than = { value = avg_defensive_combat_status } } add = 2 } } } staff_office_plan = { #ABILITY_STAFF_OFFICE_PLAN name = ABILITY_STAFF_OFFICE_PLAN desc = ABILITY_STAFF_OFFICE_PLAN_DESC icon = GFX_ability_staff_office_plan sound_effect = command_power_ability_defensive type = army_leader allowed = { is_border_war = no } cost = 0.152 duration = 168 cooldown = 72 unit_modifiers = { planning_speed = 4.0 } ai_will_do = { factor = -1 modifier = { FROM = { command_power > 2.0 } check_expr = { value = num_units greater_than = { value = 6 } } check_expr = { value = unit_ratio_ready_for_plan greater_than = { value = 0.55 } } check_expr = { value = avg_unit_planning_ratio less_than = { value = 0.4 } } add = 2 } } } siege_artillery = { #ABILITY_SIEGE_ARTILLERY name = ABILITY_SIEGE_ARTILLERY desc = ABILITY_SIEGE_ARTILLERY_DESC icon = GFX_ability_siege_artillery type = army_leader allowed = { has_ability = siege_artillery is_border_war = no } unit_modifiers = { fort = { attack = 0.2 } fortification_damage = 2.0 fortification_collateral_chance = 2.0 } cost = 0.15 duration = 168 cooldown = 72 ai_will_do = { factor = -1 modifier = { add = 2 FROM = { command_power > 1.5 } check_expr = { value = num_units_offensive_combats_against@fort multiply = 2 greater_than = { value = num_units_offensive_combats } } } } } glider_planes = { #ABILITY_GLIDER_PLANES_ARTILLERY name = ABILITY_GLIDER_PLANES_ARTILLERY desc = ABILITY_GLIDER_PLANES_ARTILLERY_DESC icon = GFX_ability_glider_planes type = army_leader allowed = { has_ability = glider_planes is_border_war = no } unit_modifiers = { paratrooper_weight_factor = -0.10 paradrop_organization_factor = 2.0 paratrooper_aa_defense = 0.5 } cost = 0.15 duration = 168 cooldown = 72 } faster_naval_invasion_planning = { #ABILITY_FASTER_NAVAL_PLANNING name = ABILITY_FASTER_NAVAL_PLANNING desc = ABILITY_FASTER_NAVAL_PLANNING_DESC type = army_leader allowed = { has_ability = faster_naval_invasion_planning is_border_war = no } unit_modifiers = { naval_invasion_prep_speed = 0.5 } cost = 0.15 duration = 168 cooldown = 72 } probing_attack = { #ABILITY_PROBING_ATTACK name = ABILITY_PROBING_ATTACK desc = ABILITY_PROBING_ATTACK_DESC icon = GFX_ability_probing_attack type = army_leader allowed = { has_ability = probing_attack is_border_war = no } unit_modifiers = { dont_lose_dig_in_on_attack = 1.0 offence = -0.2 } cancelable = yes cost = 0.1 duration = -1 } makeshift_bridges = { #ABILITY_MAKESHIFT_BRIDGES name = ABILITY_MAKESHIFT_BRIDGES desc = ABILITY_MAKESHIFT_BRIDGES_DESC type = army_leader allowed = { has_ability = makeshift_bridges is_border_war = no } unit_modifiers = { river_crossing_factor = -0.5 river = { attack = 0.5 } } cost = 0.20 duration = 336 cooldown = 168 ai_will_do = { factor = -1 modifier = { FROM = { command_power > 2.0 } check_expr = { value = num_units_crossing_river greater_than = { value = 5 } } add = 2 } } } extra_suplies = { #ABILITY_EXTRA_SUPLIES name = ABILITY_EXTRA_SUPLIES desc = ABILITY_EXTRA_SUPLIES_DESC icon = GFX_ability_extra_suplies type = army_leader allowed = { has_ability = extra_suplies is_border_war = no } unit_modifiers = { no_supply_grace = 168 } one_time_effect = { supply_units = 168 } cost = 0.2 duration = 168 cooldown = 504 } requisition_winter_gear = { #ABILITY_REQUISITION_WINTER_GEAR name = ABILITY_REQUISITION_WINTER_GEAR desc = ABILITY_REQUISITION_WINTER_GEAR_DESC icon = GFX_ability_requisition_winter_gear type = army_leader allowed = { has_ability = requisition_winter_gear is_border_war = no } unit_modifiers = { acclimatization_cold_climate_gain_factor = 0.5 } cost = 0.15 duration = 168 cooldown = 72 ai_will_do = { factor = -1 modifier = { FROM = { command_power > 2.0 } check_expr = { value = num_units_on_climate@cold_climate greater_than = { value = 8 } } check_expr = { value = avg_units_acclimation@cold_climate multiply = 2 less_than = { value = num_units } } add = 2 } } } armored_spearhead = { #ABILITY_BLITZKRIEG name = ABILITY_ARMORED_SPEARHEAD desc = ABILITY_ARMORED_SPEARHEAD_DESC icon = GFX_ability_chi_force_attack sound_effect = command_power_ability_offensive type = army_leader allowed = { is_leading_army_group = no is_border_war = no } ai_will_do = { factor = -1 modifier = { FROM = { has_war_support > 0.1 command_power > 1.5 } check_expr = { value = num_units_offensive_combats greater_than = { value = 6 } } check_expr = { value = avg_offensive_combat_status greater_than = { value = 0.45 } } check_expr = { value = ai_random greater_than = { value = avg_offensive_combat_status } } add = 2 } } cost = 0.30 duration = 168 cooldown = 72 unit_modifiers = { offence = 0.10 breakthrough_factor = 0.40 org_damage_multiplier = -0.3 str_damage_multiplier = 0.2 war_support_reduction_on_damage = 0.2 cannot_retreat_while_attacking = 1.0 } } flexible_defense = { #ABILITY_LAST_STAND name = ABILITY_FLEXIBLE_DEFENSE desc = ABILITY_FLEXIBLE_DEFENSE_DESC icon = GFX_ability_jap_last_stand sound_effect = command_power_ability_offensive type = army_leader allowed = { is_leading_army_group = no is_border_war = no } cost = 0.25 duration = 168 cooldown = 72 unit_modifiers = { defence = 0.35 org_damage_multiplier = -0.3 str_damage_multiplier = 0.2 war_support_reduction_on_damage = 0.2 cannot_retreat_while_defending = 1.0 } ai_will_do = { factor = -1 modifier = { FROM = { has_war_support > 0.4 } check_expr = { value = num_units_defensive_combats greater_than = { value = 6 } } check_expr = { value = avg_defensive_combat_status less_than = { value = 0.40 } } check_expr = { value = ai_random greater_than = { value = avg_defensive_combat_status } } add = 2 } } } well_planned_attack = { #ABILITY_STAFF_OFFICE_PLAN name = ABILITY_WELL_PLANNED_ATTACK desc = ABILITY_WELL_PLANNED_ATTACK_DESC icon = GFX_ability_staff_office_plan sound_effect = command_power_ability_defensive type = army_leader allowed = { is_leading_army_group = no is_border_war = no } cost = 0.152 duration = 168 cooldown = 72 unit_modifiers = { planning_speed = 2.0 no_supply_grace = 48 offence = 0.20 } ai_will_do = { factor = -1 modifier = { FROM = { command_power > 2.0 } check_expr = { value = num_units greater_than = { value = 6 } } check_expr = { value = unit_ratio_ready_for_plan greater_than = { value = 0.55 } } check_expr = { value = avg_unit_planning_ratio less_than = { value = 0.4 } } add = 2 } } } deep_battle = { #ABILITY_BLITZKRIEG name = ABILITY_DEEP_BATTLE desc = ABILITY_DEEP_BATTLE_DESC icon = GFX_ability_probing_attack sound_effect = command_power_ability_offensive type = army_leader allowed = { is_leading_army_group = no is_border_war = no } ai_will_do = { factor = -1 modifier = { FROM = { has_war_support > 0.1 command_power > 1.5 } check_expr = { value = num_units_offensive_combats greater_than = { value = 6 } } check_expr = { value = avg_offensive_combat_status greater_than = { value = 0.45 } } check_expr = { value = ai_random greater_than = { value = avg_offensive_combat_status } } add = 2 } } cost = 0.30 duration = 168 cooldown = 72 unit_modifiers = { offence = 0.2 breakthrough_factor = 0.25 org_damage_multiplier = 0.3 str_damage_multiplier = 0.2 war_support_reduction_on_damage = 0.2 cannot_retreat_while_attacking = 1.0 } } infiltration_assault = { #ABILITY_LAST_STAND name = ABILITY_INFILTRATION_ASSAULT desc = ABILITY_INFILTRATION_ASSAULT_DESC icon = GFX_ability_chi_force_attack sound_effect = command_power_ability_offensive type = army_leader allowed = { is_leading_army_group = no is_border_war = no } cost = 0.25 duration = 168 cooldown = 72 unit_modifiers = { no_supply_grace = 168 defence = 0.2 org_damage_multiplier = -0.3 str_damage_multiplier = 0.2 war_support_reduction_on_damage = 0.10 cannot_retreat_while_defending = 1.0 } ai_will_do = { factor = -1 modifier = { FROM = { has_war_support > 0.4 } check_expr = { value = num_units_defensive_combats greater_than = { value = 6 } } check_expr = { value = avg_defensive_combat_status less_than = { value = 0.40 } } check_expr = { value = ai_random greater_than = { value = avg_defensive_combat_status } } add = 2 } } } extra_medics = { #ABILITY_EXTRA_MEDICS name = ABILITY_EXTRA_MEDICS desc = ABILITY_EXTRA_MEDICS_DESC icon = GFX_ability_extra_medics sound_effect = ability_local_reserves type = army_leader allowed = { is_leading_army_group = no is_border_war = no } cost = 0.25 duration = 336 cooldown = 72 unit_modifiers = { casualty_trickleback = 0.04 } ai_will_do = { factor = -1 modifier = { FROM = { has_war_support < 0.2 command_power > 2 } check_expr = { value = num_units_offensive_combats greater_than = { value = 6 } } check_expr = { value = avg_offensive_combat_status greater_than = { value = 0.2 } } check_expr = { value = ai_random greater_than = { value = avg_offensive_combat_status } } add = 2 } } } deeper_dig_in = { #ABILITY_DEEPER_DIG_IN name = ABILITY_DEEPER_DIG_IN desc = ABILITY_DEEPER_DIG_IN_DESC icon = GFX_ability_deeper_dig_in sound_effect = ability_deeper_dig_in type = army_leader allowed = { is_border_war = no } cost = 0.152 duration = 168 cooldown = 72 unit_modifiers = { dig_in_speed = 6.0 } ai_will_do = { factor = -1 modifier = { FROM = { command_power > 2.0 } check_expr = { value = num_units greater_than = { value = 6 } } check_expr = { value = unit_ratio_ready_for_plan greater_than = { value = 0.6 } } check_expr = { value = avg_unit_entrenchment_ratio less_than = { value = 0.4 } } add = 2 } } } rotating_reserves = { #ABILITY_ROTATING_RESERVES name = ABILITY_ROTATING_RESERVES desc = ABILITY_ROTATING_RESERVES_DESC icon = GFX_ability_rotating_reserves sound_effect = ability_local_command type = army_leader allowed = { is_border_war = no } cost = 0.152 duration = 168 cooldown = 72 unit_modifiers = { land_reinforce_rate = 0.06 } ai_will_do = { factor = -1 modifier = { FROM = { command_power > 6.0 } check_expr = { value = num_units greater_than = { value = 6 } } check_expr = { value = num_units_in_combat greater_than = { value = 4 } } check_expr = { value = avg_combat_status greater_than = { value = 0.7 } } add = 2 } } } }