# Author(s): Crocomoth # merc_deploy_cost and mercs_cost and mercs_weekly_cost: # 0 = light infantry # 1 = motorised infantry # 2 = mech infantry # 3 = heavy mech unit # 4 = special(unique?) unit # 5 = tank unit # 6 = special forces unit # merc_deployed and merc_capacity # 0 = Blackwater, USA equipment, USA aligned, NOT government-tied # 1 = Wagner, SOV equipment, SOV aligned, government-tied # 2 = Aegis, ENG equipment, ENG aligned, NOT government-tied # 3 = Constellis, mostly US equipment, non-aligned # 4 = MD ;), mix of EU and US eq + soviet armor, non-aligned pmc_category = { # Blackwater get_blackwater_light_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_light_infantry" clr_country_flag = inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_light_infantry" custom_effect_tooltip = pmc_unit_0_TT set_temp_variable = { treasury_change = global.mercs_cost^0 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = USA } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^0 = global.merc_deploy_cost^0 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^0 } if = { limit = { tag = USA } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_recruited_blackwater_light } add_to_variable = { ROOT.pmc_blackwater_light_recruited = 1 } } else = { set_country_flag = pmc_recruited_blackwater_light set_variable = { ROOT.pmc_blackwater_light_recruited = 1 } hidden_effect = { division_template = { name = "Blackwater Light Unit" is_locked = yes priority = 2 regiments = { L_Inf_Bat = { x = 0 y = 0 } L_Inf_Bat = { x = 0 y = 1 } L_Inf_Bat = { x = 0 y = 2 } L_Inf_Bat = { x = 0 y = 3 } Arty_Bat = { x = 0 y = 4 } L_Inf_Bat = { x = 1 y = 0 } L_Inf_Bat = { x = 1 y = 1 } L_Inf_Bat = { x = 1 y = 2 } L_Inf_Bat = { x = 1 y = 3 } Arty_Bat = { x = 1 y = 4 } } support = { L_Recce_Comp = { x = 0 y = 0 } L_Engi_Comp = { x = 0 y = 1 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_light_infantry_blackwater = yes } clr_country_flag = inf_hire } ai_will_do = { base = 1 } } get_blackwater_mot_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_mot_infantry" clr_country_flag = mot_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_mot_infantry" custom_effect_tooltip = pmc_unit_1_TT set_temp_variable = { treasury_change = global.mercs_cost^1 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = USA } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^0 = global.merc_deploy_cost^1 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^1 } if = { limit = { tag = USA } # discount multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_blackwater_mot } add_to_variable = { ROOT.pmc_blackwater_mot_recruited = 1 } } else = { set_country_flag = pmc_blackwater_mot set_variable = { ROOT.pmc_blackwater_mot_recruited = 1 } hidden_effect = { division_template = { name = "Blackwater Motorized Unit" is_locked = yes priority = 2 regiments = { Mot_Inf_Bat = { x = 0 y = 0 } Mot_Inf_Bat = { x = 0 y = 1 } Mot_Inf_Bat = { x = 0 y = 2 } Mot_Inf_Bat = { x = 1 y = 0 } Mot_Inf_Bat = { x = 1 y = 1 } Mot_Inf_Bat = { x = 1 y = 2 } Mot_Inf_Bat = { x = 1 y = 3 } Arty_Bat = { x = 2 y = 0 } Arty_Bat = { x = 2 y = 1 } } support = { Mot_Recce_Comp = { x = 0 y = 0 } L_Engi_Comp = { x = 0 y = 1 } armor_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_mot_infantry_blackwater = yes } clr_country_flag = mot_inf_hire } ai_will_do = { base = 1 } } get_blackwater_mech_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_mech_infantry" clr_country_flag = mech_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_mech_infantry" custom_effect_tooltip = pmc_unit_2_TT set_temp_variable = { treasury_change = global.mercs_cost^2 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = USA } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^0 = global.merc_deploy_cost^2 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^2 } if = { limit = { tag = USA } # discount multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_blackwater_mech } add_to_variable = { ROOT.pmc_blackwater_mech_recruited = 1 } } else = { set_country_flag = pmc_blackwater_mech set_variable = { ROOT.pmc_blackwater_mech_recruited = 1 } hidden_effect = { division_template = { name = "Blackwater Mechanized Unit" is_locked = yes priority = 2 regiments = { Mech_Inf_Bat = { x = 0 y = 0 } Mech_Inf_Bat = { x = 0 y = 1 } Mech_Inf_Bat = { x = 0 y = 2 } Mech_Inf_Bat = { x = 1 y = 0 } Mech_Inf_Bat = { x = 1 y = 1 } Mech_Inf_Bat = { x = 1 y = 2 } } support = { armor_Comp = { x = 0 y = 0 } Mech_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_mech_infantry_blackwater = yes } clr_country_flag = mech_inf_hire } ai_will_do = { base = 1 } } get_blackwater_heavy_mech_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_heavy_mech_infantry" clr_country_flag = hvy_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_heavy_mech_infantry" custom_effect_tooltip = pmc_unit_3_TT set_temp_variable = { treasury_change = global.mercs_cost^3 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = USA } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^0 = global.merc_deploy_cost^3 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^3 } if = { limit = { tag = USA } # discount multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_blackwater_heavy_mech } add_to_variable = { ROOT.pmc_blackwater_heavy_mech_recruited = 1 } } else = { set_country_flag = pmc_blackwater_heavy_mech set_variable = { ROOT.pmc_blackwater_heavy_mech_recruited = 1 } hidden_effect = { division_template = { name = "Blackwater Heavy Mechanized Unit" is_locked = yes priority = 2 regiments = { Arm_Inf_Bat = { x = 0 y = 0 } Arm_Inf_Bat = { x = 0 y = 1 } Arm_Inf_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } } support = { armor_Comp = { x = 0 y = 0 } Arm_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_heavy_mech_infantry_blackwater = yes } clr_country_flag = hvy_inf_hire } ai_will_do = { base = 1 } } get_blackwater_special_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_special_infantry" clr_country_flag = spec_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_special_infantry" custom_effect_tooltip = pmc_unit_4_TT set_temp_variable = { treasury_change = global.mercs_cost^4 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = USA } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^0 = global.merc_deploy_cost^4 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^4 } if = { limit = { tag = USA } # discount multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_blackwater_special_unit } add_to_variable = { ROOT.pmc_blackwater_special_recruited = 1 } } else = { set_country_flag = pmc_blackwater_special_unit set_variable = { ROOT.pmc_blackwater_special_recruited = 1 } hidden_effect = { division_template = { name = "Blackwater Special Assault Unit" is_locked = yes priority = 2 regiments = { Arm_Inf_Bat = { x = 0 y = 0 } Arm_Inf_Bat = { x = 0 y = 1 } Arm_Inf_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 0 y = 3 } Arm_Inf_Bat = { x = 0 y = 4 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } Arm_Inf_Bat = { x = 1 y = 3 } Arm_Inf_Bat = { x = 1 y = 4 } SP_Arty_Bat = { x = 2 y = 0 } SP_AA_Bat = { x = 2 y = 1 } SP_Arty_Bat = { x = 2 y = 2 } SP_Arty_Bat = { x = 2 y = 3 } } support = { armor_Comp = { x = 0 y = 0 } Arm_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } combat_service_support_company = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_special_blackwater = yes } clr_country_flag = spec_inf_hire } ai_will_do = { base = 1 } } get_blackwater_tank = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_tank" clr_country_flag = tank_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_tank" custom_effect_tooltip = pmc_unit_5_TT set_temp_variable = { treasury_change = global.mercs_cost^5 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = USA } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^0 = global.merc_deploy_cost^5 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^5 } if = { limit = { tag = USA } # discount multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_blackwater_tank } add_to_variable = { ROOT.pmc_blackwater_tank_recruited = 1 } } else = { set_country_flag = pmc_blackwater_tank set_variable = { ROOT.pmc_blackwater_tank_recruited = 1 } hidden_effect = { division_template = { name = "Blackwater Tank Unit" is_locked = yes priority = 2 regiments = { armor_Bat = { x = 0 y = 0 } armor_Bat = { x = 0 y = 1 } armor_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } Arm_Inf_Bat = { x = 2 y = 0 } SP_Arty_Bat = { x = 2 y = 1 } SP_Arty_Bat = { x = 2 y = 2 } } support = { SP_AA_Battery = { x = 0 y = 0 } armor_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } combat_service_support_company = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_tank_blackwater = yes } clr_country_flag = tank_hire } ai_will_do = { base = 1 } } get_blackwater_specops = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_specops" clr_country_flag = sf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_blackwater_specops" custom_effect_tooltip = pmc_unit_6_TT set_temp_variable = { treasury_change = global.mercs_cost^6 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = USA } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^0 = global.merc_deploy_cost^6 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^6 } if = { limit = { tag = USA } # discount multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_blackwater_specops } add_to_variable = { ROOT.pmc_blackwater_specops_recruited = 1 } } else = { set_country_flag = pmc_blackwater_specops set_variable = { ROOT.pmc_blackwater_specops_recruited = 1 } hidden_effect = { division_template = { name = "Blackwater SpecOps Unit" is_locked = yes priority = 2 regiments = { Special_Forces = { x = 0 y = 0 } Special_Forces = { x = 0 y = 1 } Special_Forces = { x = 0 y = 2 } Special_Forces = { x = 0 y = 3 } Special_Forces = { x = 1 y = 0 } Special_Forces = { x = 1 y = 1 } Special_Forces = { x = 1 y = 2 } Special_Forces = { x = 1 y = 3 } Arty_Bat = { x = 2 y = 0 } Arty_Bat = { x = 2 y = 1 } Arty_Bat = { x = 2 y = 2 } Arty_Bat = { x = 2 y = 3 } } support = { H_Engi_Comp = { x = 0 y = 0 } L_Recce_Comp = { x = 0 y = 1 } armor_Comp = { x = 0 y = 2 } SP_AA_Battery = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_specops_blackwater = yes } clr_country_flag = sf_hire } ai_will_do = { base = 1 } } # Wagner get_wagner_light_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_light_infantry" clr_country_flag = inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_light_infantry" custom_effect_tooltip = pmc_unit_0_TT set_temp_variable = { treasury_change = global.mercs_cost^0 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } modify_treasury_effect = yes } else = { modify_treasury_effect = yes multiply_temp_variable = { treasury_change = -0.2 } SOV = { modify_treasury_effect = yes } } add_to_variable = { global.merc_deployed^1 = global.merc_deploy_cost^0 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^0 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } else = { set_temp_variable = { temp_profit = temp_expense } multiply_temp_variable = { temp_profit = 0.2 } SOV = { add_to_variable = { ROOT.pmc_profits = temp_profit } } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_recruited_wagner_light } add_to_variable = { ROOT.pmc_wagner_light_recruited = 1 } } else = { set_country_flag = pmc_recruited_wagner_light set_variable = { ROOT.pmc_wagner_light_recruited = 1 } hidden_effect = { division_template = { name = "Wagner Light Unit" is_locked = yes priority = 2 regiments = { L_Inf_Bat = { x = 0 y = 0 } L_Inf_Bat = { x = 0 y = 1 } L_Inf_Bat = { x = 0 y = 2 } L_Inf_Bat = { x = 0 y = 3 } Arty_Bat = { x = 0 y = 4 } L_Inf_Bat = { x = 1 y = 0 } L_Inf_Bat = { x = 1 y = 1 } L_Inf_Bat = { x = 1 y = 2 } L_Inf_Bat = { x = 1 y = 3 } Arty_Bat = { x = 1 y = 4 } } support = { L_Recce_Comp = { x = 0 y = 0 } L_Engi_Comp = { x = 0 y = 1 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_light_infantry_wagner = yes } clr_country_flag = inf_hire } ai_will_do = { base = 1 } } get_wagner_mot_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_mot_infantry" clr_country_flag = mot_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_mot_infantry" custom_effect_tooltip = pmc_unit_1_TT set_temp_variable = { treasury_change = global.mercs_cost^1 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } else = { set_temp_variable = { temp_profit = temp_expense } multiply_temp_variable = { temp_profit = 0.2 } SOV = { add_to_variable = { ROOT.pmc_profits = temp_profit } } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^1 = global.merc_deploy_cost^1 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^1 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } else = { set_temp_variable = { temp_profit = temp_expense } multiply_temp_variable = { temp_profit = 0.2 } SOV = { add_to_variable = { ROOT.pmc_profits = temp_profit } } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_wagner_mot } add_to_variable = { ROOT.pmc_wagner_mot_recruited = 1 } } else = { set_country_flag = pmc_wagner_mot set_variable = { ROOT.pmc_wagner_mot_recruited = 1 } hidden_effect = { division_template = { name = "Wagner Motorized Unit" is_locked = yes priority = 2 regiments = { Mot_Inf_Bat = { x = 0 y = 0 } Mot_Inf_Bat = { x = 0 y = 1 } Mot_Inf_Bat = { x = 0 y = 2 } Mot_Inf_Bat = { x = 1 y = 0 } Mot_Inf_Bat = { x = 1 y = 1 } Mot_Inf_Bat = { x = 1 y = 2 } Mot_Inf_Bat = { x = 1 y = 3 } Arty_Bat = { x = 2 y = 0 } Arty_Bat = { x = 2 y = 1 } } support = { Mot_Recce_Comp = { x = 0 y = 0 } L_Engi_Comp = { x = 0 y = 1 } armor_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_mot_infantry_wagner = yes } clr_country_flag = mot_inf_hire } ai_will_do = { base = 1 } } get_wagner_mech_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_mech_infantry" clr_country_flag = mech_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_mech_infantry" custom_effect_tooltip = pmc_unit_2_TT set_temp_variable = { treasury_change = global.mercs_cost^2 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } else = { set_temp_variable = { temp_profit = temp_expense } multiply_temp_variable = { temp_profit = 0.2 } SOV = { add_to_variable = { ROOT.pmc_profits = temp_profit } } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^1 = global.merc_deploy_cost^2 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^2 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } else = { set_temp_variable = { temp_profit = temp_expense } multiply_temp_variable = { temp_profit = 0.2 } SOV = { add_to_variable = { ROOT.pmc_profits = temp_profit } } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_wagner_mech } add_to_variable = { ROOT.pmc_wagner_mech_recruited = 1 } } else = { set_country_flag = pmc_wagner_mech set_variable = { ROOT.pmc_wagner_mech_recruited = 1 } hidden_effect = { division_template = { name = "Wagner Mechanized Unit" is_locked = yes priority = 2 regiments = { Mech_Inf_Bat = { x = 0 y = 0 } Mech_Inf_Bat = { x = 0 y = 1 } Mech_Inf_Bat = { x = 0 y = 2 } Mech_Inf_Bat = { x = 1 y = 0 } Mech_Inf_Bat = { x = 1 y = 1 } Mech_Inf_Bat = { x = 1 y = 2 } } support = { armor_Comp = { x = 0 y = 0 } Mech_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_mech_infantry_wagner = yes } clr_country_flag = mech_inf_hire } ai_will_do = { base = 1 } } get_wagner_heavy_mech_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_heavy_mech_infantry" clr_country_flag = hvy_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_heavy_mech_infantry" custom_effect_tooltip = pmc_unit_3_TT set_temp_variable = { treasury_change = global.mercs_cost^3 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } else = { set_temp_variable = { temp_profit = temp_expense } multiply_temp_variable = { temp_profit = 0.2 } SOV = { add_to_variable = { ROOT.pmc_profits = temp_profit } } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^1 = global.merc_deploy_cost^3 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^3 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } else = { set_temp_variable = { temp_profit = temp_expense } multiply_temp_variable = { temp_profit = 0.2 } SOV = { add_to_variable = { ROOT.pmc_profits = temp_profit } } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_wagner_heavy_mech } add_to_variable = { ROOT.pmc_wagner_heavy_mech_recruited = 1 } } else = { set_country_flag = pmc_wagner_heavy_mech set_variable = { ROOT.pmc_wagner_heavy_mech_recruited = 1 } hidden_effect = { division_template = { name = "Wagner Heavy Mechanized Unit" is_locked = yes priority = 2 regiments = { Arm_Inf_Bat = { x = 0 y = 0 } Arm_Inf_Bat = { x = 0 y = 1 } Arm_Inf_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } } support = { armor_Comp = { x = 0 y = 0 } Arm_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_heavy_mech_infantry_wagner = yes } clr_country_flag = hvy_inf_hire } ai_will_do = { base = 1 } } get_wagner_special_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_special_infantry" clr_country_flag = spec_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_special_infantry" custom_effect_tooltip = pmc_unit_4_TT set_temp_variable = { treasury_change = global.mercs_cost^4 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } else = { set_temp_variable = { temp_profit = temp_expense } multiply_temp_variable = { temp_profit = 0.2 } SOV = { add_to_variable = { ROOT.pmc_profits = temp_profit } } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^1 = global.merc_deploy_cost^4 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^4 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } else = { set_temp_variable = { temp_profit = temp_expense } multiply_temp_variable = { temp_profit = 0.2 } SOV = { add_to_variable = { ROOT.pmc_profits = temp_profit } } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_wagner_special_unit } add_to_variable = { ROOT.pmc_wagner_special_recruited = 1 } } else = { set_country_flag = pmc_wagner_special_unit set_variable = { ROOT.pmc_wagner_special_recruited = 1 } hidden_effect = { division_template = { name = "Wagner Special Assault Unit" is_locked = yes priority = 2 regiments = { Arm_Inf_Bat = { x = 0 y = 0 } Arm_Inf_Bat = { x = 0 y = 1 } Arm_Inf_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 0 y = 3 } Arm_Inf_Bat = { x = 0 y = 4 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } Arm_Inf_Bat = { x = 1 y = 3 } Arm_Inf_Bat = { x = 1 y = 4 } SP_Arty_Bat = { x = 2 y = 0 } SP_AA_Bat = { x = 2 y = 1 } SP_Arty_Bat = { x = 2 y = 2 } SP_Arty_Bat = { x = 2 y = 3 } } support = { armor_Comp = { x = 0 y = 0 } Arm_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } combat_service_support_company = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_special_wagner = yes } clr_country_flag = spec_inf_hire } ai_will_do = { base = 1 } } get_wagner_tank = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_tank" clr_country_flag = tank_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_tank" custom_effect_tooltip = pmc_unit_5_TT set_temp_variable = { treasury_change = global.mercs_cost^5 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } else = { set_temp_variable = { temp_profit = temp_expense } multiply_temp_variable = { temp_profit = 0.2 } SOV = { add_to_variable = { ROOT.pmc_profits = temp_profit } } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^1 = global.merc_deploy_cost^5 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^5 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } else = { set_temp_variable = { temp_profit = temp_expense } multiply_temp_variable = { temp_profit = 0.2 } SOV = { add_to_variable = { ROOT.pmc_profits = temp_profit } } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_wagner_tank } add_to_variable = { ROOT.pmc_wagner_tank_recruited = 1 } } else = { set_country_flag = pmc_wagner_tank set_variable = { ROOT.pmc_wagner_tank_recruited = 1 } hidden_effect = { division_template = { name = "Wagner Tank Unit" is_locked = yes priority = 2 regiments = { armor_Bat = { x = 0 y = 0 } armor_Bat = { x = 0 y = 1 } armor_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } Arm_Inf_Bat = { x = 2 y = 0 } SP_Arty_Bat = { x = 2 y = 1 } SP_Arty_Bat = { x = 2 y = 2 } } support = { SP_AA_Battery = { x = 0 y = 0 } armor_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } combat_service_support_company = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_tank_wagner = yes } clr_country_flag = tank_hire } ai_will_do = { base = 1 } } get_wagner_specops = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_specops" clr_country_flag = sf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_wagner_specops" custom_effect_tooltip = pmc_unit_6_TT set_temp_variable = { treasury_change = global.mercs_cost^6 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } else = { set_temp_variable = { temp_profit = temp_expense } multiply_temp_variable = { temp_profit = 0.2 } SOV = { add_to_variable = { ROOT.pmc_profits = temp_profit } } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^1 = global.merc_deploy_cost^6 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^6 } if = { limit = { tag = SOV } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } else = { set_temp_variable = { temp_profit = temp_expense } multiply_temp_variable = { temp_profit = 0.2 } SOV = { add_to_variable = { ROOT.pmc_profits = temp_profit } } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_wagner_specops } add_to_variable = { ROOT.pmc_wagner_specops_recruited = 1 } } else = { set_country_flag = pmc_wagner_specops set_variable = { ROOT.pmc_wagner_specops_recruited = 1 } hidden_effect = { division_template = { name = "Wagner SpecOps Unit" is_locked = yes priority = 2 regiments = { Special_Forces = { x = 0 y = 0 } Special_Forces = { x = 0 y = 1 } Special_Forces = { x = 0 y = 2 } Special_Forces = { x = 0 y = 3 } Special_Forces = { x = 1 y = 0 } Special_Forces = { x = 1 y = 1 } Special_Forces = { x = 1 y = 2 } Special_Forces = { x = 1 y = 3 } Arty_Bat = { x = 2 y = 0 } Arty_Bat = { x = 2 y = 1 } Arty_Bat = { x = 2 y = 2 } Arty_Bat = { x = 2 y = 3 } } support = { H_Engi_Comp = { x = 0 y = 0 } L_Recce_Comp = { x = 0 y = 1 } armor_Comp = { x = 0 y = 2 } SP_AA_Battery = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_specops_wagner = yes } clr_country_flag = sf_hire } ai_will_do = { base = 1 } } # Aegis get_aegis_light_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_light_infantry" clr_country_flag = inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_light_infantry" custom_effect_tooltip = pmc_unit_0_TT set_temp_variable = { treasury_change = global.mercs_cost^0 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = ENG } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^2 = global.merc_deploy_cost^0 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^0 } if = { limit = { tag = ENG } # with discount for overlord multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } if = { limit = { has_country_flag = pmc_recruited_aegis_light } add_to_variable = { ROOT.pmc_aegis_light_recruited = 1 } } else = { set_country_flag = pmc_recruited_aegis_light set_variable = { ROOT.pmc_aegis_light_recruited = 1 } hidden_effect = { division_template = { name = "Aegis Light Unit" is_locked = yes priority = 2 regiments = { L_Inf_Bat = { x = 0 y = 0 } L_Inf_Bat = { x = 0 y = 1 } L_Inf_Bat = { x = 0 y = 2 } L_Inf_Bat = { x = 0 y = 3 } Arty_Bat = { x = 0 y = 4 } L_Inf_Bat = { x = 1 y = 0 } L_Inf_Bat = { x = 1 y = 1 } L_Inf_Bat = { x = 1 y = 2 } L_Inf_Bat = { x = 1 y = 3 } Arty_Bat = { x = 1 y = 4 } } support = { L_Recce_Comp = { x = 0 y = 0 } L_Engi_Comp = { x = 0 y = 1 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_light_infantry_aegis = yes } clr_country_flag = inf_hire } ai_will_do = { base = 1 } } get_aegis_mot_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_mot_infantry" clr_country_flag = mot_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_mot_infantry" custom_effect_tooltip = pmc_unit_1_TT set_temp_variable = { treasury_change = global.mercs_cost^1 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = ENG } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^2 = global.merc_deploy_cost^1 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^1 } if = { limit = { tag = ENG } # discount multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_aegis_mot } add_to_variable = { ROOT.pmc_aegis_mot_recruited = 1 } } else = { set_country_flag = pmc_aegis_mot set_variable = { ROOT.pmc_aegis_mot_recruited = 1 } hidden_effect = { division_template = { name = "Aegis Motorized Unit" is_locked = yes priority = 2 regiments = { Mot_Inf_Bat = { x = 0 y = 0 } Mot_Inf_Bat = { x = 0 y = 1 } Mot_Inf_Bat = { x = 0 y = 2 } Mot_Inf_Bat = { x = 1 y = 0 } Mot_Inf_Bat = { x = 1 y = 1 } Mot_Inf_Bat = { x = 1 y = 2 } Mot_Inf_Bat = { x = 1 y = 3 } Arty_Bat = { x = 2 y = 0 } Arty_Bat = { x = 2 y = 1 } } support = { Mot_Recce_Comp = { x = 0 y = 0 } L_Engi_Comp = { x = 0 y = 1 } armor_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_mot_infantry_aegis = yes } clr_country_flag = mot_inf_hire } ai_will_do = { base = 1 } } get_aegis_mech_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_mech_infantry" clr_country_flag = mech_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_mech_infantry" custom_effect_tooltip = pmc_unit_2_TT set_temp_variable = { treasury_change = global.mercs_cost^2 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = ENG } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^2 = global.merc_deploy_cost^2 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^2 } if = { limit = { tag = ENG } # discount multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_aegis_mech } add_to_variable = { ROOT.pmc_aegis_mech_recruited = 1 } } else = { set_country_flag = pmc_aegis_mech set_variable = { ROOT.pmc_aegis_mech_recruited = 1 } hidden_effect = { division_template = { name = "Aegis Mechanized Unit" is_locked = yes priority = 2 regiments = { Mech_Inf_Bat = { x = 0 y = 0 } Mech_Inf_Bat = { x = 0 y = 1 } Mech_Inf_Bat = { x = 0 y = 2 } Mech_Inf_Bat = { x = 1 y = 0 } Mech_Inf_Bat = { x = 1 y = 1 } Mech_Inf_Bat = { x = 1 y = 2 } } support = { armor_Comp = { x = 0 y = 0 } Mech_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_mech_infantry_aegis = yes } clr_country_flag = mech_inf_hire } ai_will_do = { base = 1 } } get_aegis_heavy_mech_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_heavy_mech_infantry" clr_country_flag = hvy_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_heavy_mech_infantry" custom_effect_tooltip = pmc_unit_3_TT set_temp_variable = { treasury_change = global.mercs_cost^3 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = ENG } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^2 = global.merc_deploy_cost^3 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^3 } if = { limit = { tag = ENG } # discount multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_aegis_heavy_mech } add_to_variable = { ROOT.pmc_aegis_heavy_mech_recruited = 1 } } else = { set_country_flag = pmc_aegis_heavy_mech set_variable = { ROOT.pmc_aegis_heavy_mech_recruited = 1 } hidden_effect = { division_template = { name = "Aegis Heavy Mechanized Unit" is_locked = yes priority = 2 regiments = { Arm_Inf_Bat = { x = 0 y = 0 } Arm_Inf_Bat = { x = 0 y = 1 } Arm_Inf_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } } support = { armor_Comp = { x = 0 y = 0 } Arm_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_heavy_mech_infantry_aegis = yes } clr_country_flag = hvy_inf_hire } ai_will_do = { base = 1 } } get_aegis_special_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_special_infantry" clr_country_flag = spec_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_special_infantry" custom_effect_tooltip = pmc_unit_4_TT set_temp_variable = { treasury_change = global.mercs_cost^4 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = ENG } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^2 = global.merc_deploy_cost^4 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^4 } if = { limit = { tag = ENG } # discount multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_aegis_special_unit } add_to_variable = { ROOT.pmc_aegis_special_recruited = 1 } } else = { set_country_flag = pmc_aegis_special_unit set_variable = { ROOT.pmc_aegis_special_recruited = 1 } hidden_effect = { division_template = { name = "Aegis Special Assault Unit" is_locked = yes priority = 2 regiments = { Arm_Inf_Bat = { x = 0 y = 0 } Arm_Inf_Bat = { x = 0 y = 1 } Arm_Inf_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 0 y = 3 } Arm_Inf_Bat = { x = 0 y = 4 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } Arm_Inf_Bat = { x = 1 y = 3 } Arm_Inf_Bat = { x = 1 y = 4 } SP_Arty_Bat = { x = 2 y = 0 } SP_AA_Bat = { x = 2 y = 1 } SP_Arty_Bat = { x = 2 y = 2 } SP_Arty_Bat = { x = 2 y = 3 } } support = { armor_Comp = { x = 0 y = 0 } Arm_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } combat_service_support_company = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_special_aegis = yes } clr_country_flag = spec_inf_hire } ai_will_do = { base = 1 } } get_aegis_tank = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_tank" clr_country_flag = tank_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_tank" custom_effect_tooltip = pmc_unit_5_TT set_temp_variable = { treasury_change = global.mercs_cost^5 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = ENG } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^2 = global.merc_deploy_cost^5 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^5 } if = { limit = { tag = ENG } # discount multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_aegis_tank } add_to_variable = { ROOT.pmc_aegis_tank_recruited = 1 } } else = { set_country_flag = pmc_aegis_tank set_variable = { ROOT.pmc_aegis_tank_recruited = 1 } hidden_effect = { division_template = { name = "Aegis Tank Unit" is_locked = yes priority = 2 regiments = { armor_Bat = { x = 0 y = 0 } armor_Bat = { x = 0 y = 1 } armor_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } Arm_Inf_Bat = { x = 2 y = 0 } SP_Arty_Bat = { x = 2 y = 1 } SP_Arty_Bat = { x = 2 y = 2 } } support = { SP_AA_Battery = { x = 0 y = 0 } armor_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } combat_service_support_company = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_tank_aegis = yes } clr_country_flag = tank_hire } ai_will_do = { base = 1 } } get_aegis_specops = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_specops" clr_country_flag = sf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_aegis_specops" custom_effect_tooltip = pmc_unit_6_TT set_temp_variable = { treasury_change = global.mercs_cost^6 } multiply_temp_variable = { treasury_change = -1 } if = { limit = { tag = ENG } # with discount for overlord multiply_temp_variable = { treasury_change = 0.8 } } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^2 = global.merc_deploy_cost^6 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^6 } if = { limit = { tag = ENG } # discount multiply_temp_variable = { temp_expense = 0.8 } } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_aegis_specops } add_to_variable = { ROOT.pmc_aegis_specops_recruited = 1 } } else = { set_country_flag = pmc_aegis_specops set_variable = { ROOT.pmc_aegis_specops_recruited = 1 } hidden_effect = { division_template = { name = "Aegis SpecOps Unit" is_locked = yes priority = 2 regiments = { Special_Forces = { x = 0 y = 0 } Special_Forces = { x = 0 y = 1 } Special_Forces = { x = 0 y = 2 } Special_Forces = { x = 0 y = 3 } Special_Forces = { x = 1 y = 0 } Special_Forces = { x = 1 y = 1 } Special_Forces = { x = 1 y = 2 } Special_Forces = { x = 1 y = 3 } Arty_Bat = { x = 2 y = 0 } Arty_Bat = { x = 2 y = 1 } Arty_Bat = { x = 2 y = 2 } Arty_Bat = { x = 2 y = 3 } } support = { H_Engi_Comp = { x = 0 y = 0 } L_Recce_Comp = { x = 0 y = 1 } armor_Comp = { x = 0 y = 2 } SP_AA_Battery = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_specops_aegis = yes } clr_country_flag = sf_hire } ai_will_do = { base = 1 } } # Constellis get_constellis_light_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_light_infantry" clr_country_flag = inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_light_infantry" custom_effect_tooltip = pmc_unit_0_TT set_temp_variable = { treasury_change = global.mercs_cost^0 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^3 = global.merc_deploy_cost^0 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^0 } add_to_variable = { ROOT.pmc_expenses = temp_expense } if = { limit = { has_country_flag = pmc_recruited_constellis_light } add_to_variable = { ROOT.pmc_constellis_light_recruited = 1 } } else = { set_country_flag = pmc_recruited_constellis_light set_variable = { ROOT.pmc_constellis_light_recruited = 1 } hidden_effect = { division_template = { name = "Constellis Light Unit" is_locked = yes priority = 2 regiments = { L_Inf_Bat = { x = 0 y = 0 } L_Inf_Bat = { x = 0 y = 1 } L_Inf_Bat = { x = 0 y = 2 } L_Inf_Bat = { x = 0 y = 3 } Arty_Bat = { x = 0 y = 4 } L_Inf_Bat = { x = 1 y = 0 } L_Inf_Bat = { x = 1 y = 1 } L_Inf_Bat = { x = 1 y = 2 } L_Inf_Bat = { x = 1 y = 3 } Arty_Bat = { x = 1 y = 4 } } support = { L_Recce_Comp = { x = 0 y = 0 } L_Engi_Comp = { x = 0 y = 1 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_light_infantry_constellis = yes } clr_country_flag = inf_hire } ai_will_do = { base = 1 } } get_constellis_mot_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_mot_infantry" clr_country_flag = mot_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_mot_infantry" custom_effect_tooltip = pmc_unit_1_TT set_temp_variable = { treasury_change = global.mercs_cost^1 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^3 = global.merc_deploy_cost^1 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^1 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_constellis_mot } add_to_variable = { ROOT.pmc_constellis_mot_recruited = 1 } } else = { set_country_flag = pmc_constellis_mot set_variable = { ROOT.pmc_constellis_mot_recruited = 1 } hidden_effect = { division_template = { name = "Constellis Motorized Unit" is_locked = yes priority = 2 regiments = { Mot_Inf_Bat = { x = 0 y = 0 } Mot_Inf_Bat = { x = 0 y = 1 } Mot_Inf_Bat = { x = 0 y = 2 } Mot_Inf_Bat = { x = 1 y = 0 } Mot_Inf_Bat = { x = 1 y = 1 } Mot_Inf_Bat = { x = 1 y = 2 } Mot_Inf_Bat = { x = 1 y = 3 } Arty_Bat = { x = 2 y = 0 } Arty_Bat = { x = 2 y = 1 } } support = { Mot_Recce_Comp = { x = 0 y = 0 } L_Engi_Comp = { x = 0 y = 1 } armor_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_mot_infantry_constellis = yes } clr_country_flag = mot_inf_hire } ai_will_do = { base = 1 } } get_constellis_mech_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_mech_infantry" clr_country_flag = mech_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_mech_infantry" custom_effect_tooltip = pmc_unit_2_TT set_temp_variable = { treasury_change = global.mercs_cost^2 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^3 = global.merc_deploy_cost^2 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^2 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_constellis_mech } add_to_variable = { ROOT.pmc_constellis_mech_recruited = 1 } } else = { set_country_flag = pmc_constellis_mech set_variable = { ROOT.pmc_constellis_mech_recruited = 1 } hidden_effect = { division_template = { name = "Constellis Mechanized Unit" is_locked = yes priority = 2 regiments = { Mech_Inf_Bat = { x = 0 y = 0 } Mech_Inf_Bat = { x = 0 y = 1 } Mech_Inf_Bat = { x = 0 y = 2 } Mech_Inf_Bat = { x = 1 y = 0 } Mech_Inf_Bat = { x = 1 y = 1 } Mech_Inf_Bat = { x = 1 y = 2 } } support = { armor_Comp = { x = 0 y = 0 } Mech_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_mech_infantry_constellis = yes } clr_country_flag = mech_inf_hire } ai_will_do = { base = 1 } } get_constellis_heavy_mech_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_heavy_mech_infantry" clr_country_flag = hvy_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_heavy_mech_infantry" custom_effect_tooltip = pmc_unit_3_TT set_temp_variable = { treasury_change = global.mercs_cost^3 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^3 = global.merc_deploy_cost^3 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^3 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_constellis_heavy_mech } add_to_variable = { ROOT.pmc_constellis_heavy_mech_recruited = 1 } } else = { set_country_flag = pmc_constellis_heavy_mech set_variable = { ROOT.pmc_constellis_heavy_mech_recruited = 1 } hidden_effect = { division_template = { name = "Constellis Heavy Mechanized Unit" is_locked = yes priority = 2 regiments = { Arm_Inf_Bat = { x = 0 y = 0 } Arm_Inf_Bat = { x = 0 y = 1 } Arm_Inf_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } } support = { armor_Comp = { x = 0 y = 0 } Arm_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_heavy_mech_infantry_constellis = yes } clr_country_flag = hvy_inf_hire } ai_will_do = { base = 1 } } get_constellis_special_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_special_infantry" clr_country_flag = spec_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_special_infantry" custom_effect_tooltip = pmc_unit_4_TT set_temp_variable = { treasury_change = global.mercs_cost^4 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^3 = global.merc_deploy_cost^4 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^4 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_constellis_special_unit } add_to_variable = { ROOT.pmc_constellis_special_recruited = 1 } } else = { set_country_flag = pmc_constellis_special_unit set_variable = { ROOT.pmc_constellis_special_recruited = 1 } hidden_effect = { division_template = { name = "Constellis Special Assault Unit" is_locked = yes priority = 2 regiments = { Arm_Inf_Bat = { x = 0 y = 0 } Arm_Inf_Bat = { x = 0 y = 1 } Arm_Inf_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 0 y = 3 } Arm_Inf_Bat = { x = 0 y = 4 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } Arm_Inf_Bat = { x = 1 y = 3 } Arm_Inf_Bat = { x = 1 y = 4 } SP_Arty_Bat = { x = 2 y = 0 } SP_AA_Bat = { x = 2 y = 1 } SP_Arty_Bat = { x = 2 y = 2 } SP_Arty_Bat = { x = 2 y = 3 } } support = { armor_Comp = { x = 0 y = 0 } Arm_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } combat_service_support_company = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_special_constellis = yes } clr_country_flag = spec_inf_hire } ai_will_do = { base = 1 } } get_constellis_tank = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_tank" clr_country_flag = tank_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_tank" custom_effect_tooltip = pmc_unit_5_TT set_temp_variable = { treasury_change = global.mercs_cost^5 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^3 = global.merc_deploy_cost^5 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^5 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_constellis_tank } add_to_variable = { ROOT.pmc_constellis_tank_recruited = 1 } } else = { set_country_flag = pmc_constellis_tank set_variable = { ROOT.pmc_constellis_tank_recruited = 1 } hidden_effect = { division_template = { name = "Constellis Tank Unit" is_locked = yes priority = 2 regiments = { armor_Bat = { x = 0 y = 0 } armor_Bat = { x = 0 y = 1 } armor_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } Arm_Inf_Bat = { x = 2 y = 0 } SP_Arty_Bat = { x = 2 y = 1 } SP_Arty_Bat = { x = 2 y = 2 } } support = { SP_AA_Battery = { x = 0 y = 0 } armor_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } combat_service_support_company = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_tank_constellis = yes } clr_country_flag = tank_hire } ai_will_do = { base = 1 } } get_constellis_specops = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_specops" clr_country_flag = sf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_constellis_specops" custom_effect_tooltip = pmc_unit_6_TT set_temp_variable = { treasury_change = global.mercs_cost^6 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^3 = global.merc_deploy_cost^6 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^6 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_constellis_specops } add_to_variable = { ROOT.pmc_constellis_specops_recruited = 1 } } else = { set_country_flag = pmc_constellis_specops set_variable = { ROOT.pmc_constellis_specops_recruited = 1 } hidden_effect = { division_template = { name = "Constellis SpecOps Unit" is_locked = yes priority = 2 regiments = { Special_Forces = { x = 0 y = 0 } Special_Forces = { x = 0 y = 1 } Special_Forces = { x = 0 y = 2 } Special_Forces = { x = 0 y = 3 } Special_Forces = { x = 1 y = 0 } Special_Forces = { x = 1 y = 1 } Special_Forces = { x = 1 y = 2 } Special_Forces = { x = 1 y = 3 } Arty_Bat = { x = 2 y = 0 } Arty_Bat = { x = 2 y = 1 } Arty_Bat = { x = 2 y = 2 } Arty_Bat = { x = 2 y = 3 } } support = { H_Engi_Comp = { x = 0 y = 0 } L_Recce_Comp = { x = 0 y = 1 } armor_Comp = { x = 0 y = 2 } SP_AA_Battery = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_specops_constellis = yes } clr_country_flag = sf_hire } ai_will_do = { base = 1 } } # MD get_md_light_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_light_infantry" clr_country_flag = inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_light_infantry" custom_effect_tooltip = pmc_unit_0_TT set_temp_variable = { treasury_change = global.mercs_cost^0 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^4 = global.merc_deploy_cost^0 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^0 } add_to_variable = { ROOT.pmc_expenses = temp_expense } if = { limit = { has_country_flag = pmc_recruited_md_light } add_to_variable = { ROOT.pmc_md_light_recruited = 1 } } else = { set_country_flag = pmc_recruited_md_light set_variable = { ROOT.pmc_md_light_recruited = 1 } hidden_effect = { division_template = { name = "MD Light Unit" is_locked = yes priority = 2 regiments = { L_Inf_Bat = { x = 0 y = 0 } L_Inf_Bat = { x = 0 y = 1 } L_Inf_Bat = { x = 0 y = 2 } L_Inf_Bat = { x = 0 y = 3 } Arty_Bat = { x = 0 y = 4 } L_Inf_Bat = { x = 1 y = 0 } L_Inf_Bat = { x = 1 y = 1 } L_Inf_Bat = { x = 1 y = 2 } L_Inf_Bat = { x = 1 y = 3 } Arty_Bat = { x = 1 y = 4 } } support = { L_Recce_Comp = { x = 0 y = 0 } L_Engi_Comp = { x = 0 y = 1 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_light_infantry_md = yes } clr_country_flag = inf_hire } ai_will_do = { base = 1 } } get_md_mot_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_mot_infantry" clr_country_flag = mot_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_mot_infantry" custom_effect_tooltip = pmc_unit_1_TT set_temp_variable = { treasury_change = global.mercs_cost^1 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^4 = global.merc_deploy_cost^1 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^1 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_md_mot } add_to_variable = { ROOT.pmc_md_mot_recruited = 1 } } else = { set_country_flag = pmc_md_mot set_variable = { ROOT.pmc_md_mot_recruited = 1 } hidden_effect = { division_template = { name = "MD Motorized Unit" is_locked = yes priority = 2 regiments = { Mot_Inf_Bat = { x = 0 y = 0 } Mot_Inf_Bat = { x = 0 y = 1 } Mot_Inf_Bat = { x = 0 y = 2 } Mot_Inf_Bat = { x = 1 y = 0 } Mot_Inf_Bat = { x = 1 y = 1 } Mot_Inf_Bat = { x = 1 y = 2 } Mot_Inf_Bat = { x = 1 y = 3 } Arty_Bat = { x = 2 y = 0 } Arty_Bat = { x = 2 y = 1 } } support = { Mot_Recce_Comp = { x = 0 y = 0 } L_Engi_Comp = { x = 0 y = 1 } armor_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_mot_infantry_md = yes } clr_country_flag = mot_inf_hire } ai_will_do = { base = 1 } } get_md_mech_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_mech_infantry" clr_country_flag = mech_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_mech_infantry" custom_effect_tooltip = pmc_unit_2_TT set_temp_variable = { treasury_change = global.mercs_cost^2 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^4 = global.merc_deploy_cost^2 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^2 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_md_mech } add_to_variable = { ROOT.pmc_md_mech_recruited = 1 } } else = { set_country_flag = pmc_md_mech set_variable = { ROOT.pmc_md_mech_recruited = 1 } hidden_effect = { division_template = { name = "MD Mechanized Unit" is_locked = yes priority = 2 regiments = { Mech_Inf_Bat = { x = 0 y = 0 } Mech_Inf_Bat = { x = 0 y = 1 } Mech_Inf_Bat = { x = 0 y = 2 } Mech_Inf_Bat = { x = 1 y = 0 } Mech_Inf_Bat = { x = 1 y = 1 } Mech_Inf_Bat = { x = 1 y = 2 } } support = { armor_Comp = { x = 0 y = 0 } Mech_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_mech_infantry_md = yes } clr_country_flag = mech_inf_hire } ai_will_do = { base = 1 } } get_md_heavy_mech_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_heavy_mech_infantry" clr_country_flag = hvy_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_heavy_mech_infantry" custom_effect_tooltip = pmc_unit_3_TT set_temp_variable = { treasury_change = global.mercs_cost^3 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^4 = global.merc_deploy_cost^3 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^3 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_md_heavy_mech } add_to_variable = { ROOT.pmc_md_heavy_mech_recruited = 1 } } else = { set_country_flag = pmc_md_heavy_mech set_variable = { ROOT.pmc_md_heavy_mech_recruited = 1 } hidden_effect = { division_template = { name = "MD Heavy Mechanized Unit" is_locked = yes priority = 2 regiments = { Arm_Inf_Bat = { x = 0 y = 0 } Arm_Inf_Bat = { x = 0 y = 1 } Arm_Inf_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } } support = { armor_Comp = { x = 0 y = 0 } Arm_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_heavy_mech_infantry_md = yes } clr_country_flag = hvy_inf_hire } ai_will_do = { base = 1 } } get_md_special_infantry = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_special_infantry" clr_country_flag = spec_inf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_special_infantry" custom_effect_tooltip = pmc_unit_4_TT set_temp_variable = { treasury_change = global.mercs_cost^4 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^4 = global.merc_deploy_cost^4 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^4 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_md_special_unit } add_to_variable = { ROOT.pmc_md_special_recruited = 1 } } else = { set_country_flag = pmc_md_special_unit set_variable = { ROOT.pmc_md_special_recruited = 1 } hidden_effect = { division_template = { name = "MD Special Assault Unit" is_locked = yes priority = 2 regiments = { Arm_Inf_Bat = { x = 0 y = 0 } Arm_Inf_Bat = { x = 0 y = 1 } Arm_Inf_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 0 y = 3 } Arm_Inf_Bat = { x = 0 y = 4 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } Arm_Inf_Bat = { x = 1 y = 3 } Arm_Inf_Bat = { x = 1 y = 4 } SP_Arty_Bat = { x = 2 y = 0 } SP_AA_Bat = { x = 2 y = 1 } SP_Arty_Bat = { x = 2 y = 2 } SP_Arty_Bat = { x = 2 y = 3 } } support = { armor_Comp = { x = 0 y = 0 } Arm_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } combat_service_support_company = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_special_md = yes } clr_country_flag = spec_inf_hire } ai_will_do = { base = 1 } } get_md_tank = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_tank" clr_country_flag = tank_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_tank" custom_effect_tooltip = pmc_unit_5_TT set_temp_variable = { treasury_change = global.mercs_cost^5 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^4 = global.merc_deploy_cost^5 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^5 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_md_tank } add_to_variable = { ROOT.pmc_md_tank_recruited = 1 } } else = { set_country_flag = pmc_md_tank set_variable = { ROOT.pmc_md_tank_recruited = 1 } hidden_effect = { division_template = { name = "MD Tank Unit" is_locked = yes priority = 2 regiments = { armor_Bat = { x = 0 y = 0 } armor_Bat = { x = 0 y = 1 } armor_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } Arm_Inf_Bat = { x = 2 y = 0 } SP_Arty_Bat = { x = 2 y = 1 } SP_Arty_Bat = { x = 2 y = 2 } } support = { SP_AA_Battery = { x = 0 y = 0 } armor_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } combat_service_support_company = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_tank_md = yes } clr_country_flag = tank_hire } ai_will_do = { base = 1 } } get_md_specops = { allowed = { always = no } available = { always = yes } activation = { always = no } days_mission_timeout = 20 selectable_mission = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_specops" clr_country_flag = sf_hire } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision get_md_specops" custom_effect_tooltip = pmc_unit_6_TT set_temp_variable = { treasury_change = global.mercs_cost^6 } multiply_temp_variable = { treasury_change = -1 } modify_treasury_effect = yes add_to_variable = { global.merc_deployed^4 = global.merc_deploy_cost^6 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^6 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_md_specops } add_to_variable = { ROOT.pmc_md_specops_recruited = 1 } } else = { set_country_flag = pmc_md_specops set_variable = { ROOT.pmc_md_specops_recruited = 1 } hidden_effect = { division_template = { name = "MD SpecOps Unit" is_locked = yes priority = 2 regiments = { Special_Forces = { x = 0 y = 0 } Special_Forces = { x = 0 y = 1 } Special_Forces = { x = 0 y = 2 } Special_Forces = { x = 0 y = 3 } Special_Forces = { x = 1 y = 0 } Special_Forces = { x = 1 y = 1 } Special_Forces = { x = 1 y = 2 } Special_Forces = { x = 1 y = 3 } Arty_Bat = { x = 2 y = 0 } Arty_Bat = { x = 2 y = 1 } Arty_Bat = { x = 2 y = 2 } Arty_Bat = { x = 2 y = 3 } } support = { H_Engi_Comp = { x = 0 y = 0 } L_Recce_Comp = { x = 0 y = 1 } armor_Comp = { x = 0 y = 2 } SP_AA_Battery = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_specops_md = yes } clr_country_flag = sf_hire } ai_will_do = { base = 1 } } ###NEW PMC'S # Other pmc_asgard = { icon = GFX_decision_Asgaard allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_asgard" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_asgard_idea1 } else = { remove_ideas = pmc_asgard_idea } GER = { clr_country_flag = asgrad_yes } } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_asgard" GER = { clr_country_flag = asgrad_yes } } ai_will_do = { base = 1 } } pmc_mpri = { icon = GFX_decision_mpri_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_mpri" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_mrpi_idea1 } else = { remove_ideas = pmc_mrpi_idea } USA = { clr_country_flag = mpri_yes } } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_mpri" USA = { clr_country_flag = mpri_yes } } ai_will_do = { base = 1 } } pmc_itt = { icon = GFX_decision_g4s_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 fire_only_once = no days_remove = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_itt" delete_unit_template_and_units = { division_template = "Mercenary SpecOps G4S Unit" disband = no } GER = { clr_country_flag = itt_yes } } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_itt" delete_unit_template_and_units = { division_template = "Mercenary SpecOps G4S Unit" disband = no } GER = { clr_country_flag = itt_yes } } ai_will_do = { base = 1 } } pmc_sadat = { icon = GFX_decision_sadat_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_sadat" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_sadat_idea1 } else = { remove_ideas = pmc_sadat_idea } TUR = { clr_country_flag = sadat_yes } } timeout_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_sadat" TUR = { clr_country_flag = sadat_yes } } ai_will_do = { base = 1 } } pmc_rsb = { icon = GFX_decision_rsb_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_rsb" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_rsb_idea1 } else = { remove_ideas = pmc_rsb_idea } SOV = { clr_country_flag = rsb_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_rsb" SOV = { clr_country_flag = rsb_yes } } ai_will_do = { base = 1 } } pmc_sadline = { icon = GFX_decision_sandline_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_sadline" delete_unit_template_and_units = { division_template = "Mercenary SpecOps SandLine Unit" disband = no } ENG = { clr_country_flag = sadline_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_sadline" delete_unit_template_and_units = { division_template = "Mercenary SpecOps SandLine Unit" disband = no } ENG = { clr_country_flag = sadline_yes } } ai_will_do = { base = 1 } } pmc_kbr = { icon = GFX_decision_kbr_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_kbr" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_kbr_idea1 } else = { remove_ideas = pmc_kbr_idea } USA = { clr_country_flag = kbr_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_kbr" USA = { clr_country_flag = kbr_yes } } ai_will_do = { base = 1 } } pmc_nirtal = { icon = GFX_decision_nirtal_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_nirtal" add_equipment_to_stockpile = { type = infantry_weapons_type amount = 1500 } if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_nirtal_idea1 } else = { remove_ideas = pmc_nirtal_idea } ISR = { clr_country_flag = nirtal_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_nirtal" ISR = { clr_country_flag = nirtal_yes } } ai_will_do = { base = 1 } } pmc_halo = { icon = GFX_decision_halo_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_halo" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_halo_idea1 } else = { remove_ideas = pmc_halo_idea } USA = { clr_country_flag = halo_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_halo" USA = { clr_country_flag = halo_yes } } ai_will_do = { base = 1 } } pmc_dci = { icon = GFX_decision_dci_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_dci" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_dci_idea1 } else = { remove_ideas = pmc_dci_idea } FRA = { clr_country_flag = dci_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision remove pmc_dci" FRA = { clr_country_flag = dci_yes } } ai_will_do = { base = 1 } } pmc_garda = { icon = GFX_decision_garda_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_garda" delete_unit_template_and_units = { division_template = "Mercenary SpecOps GardaWorld Unit" disband = no } CAN = { clr_country_flag = garda_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision remove pmc_garda" delete_unit_template_and_units = { division_template = "Mercenary SpecOps GardaWorld Unit" disband = no } CAN = { clr_country_flag = garda_yes } } ai_will_do = { base = 1 } } pmc_sinai = { icon = GFX_decision_union_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_sinai" delete_unit_template_and_units = { division_template = "Mercenary The Union of the Tribes of Sinai" disband = no } EGY = { clr_country_flag = sinai_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision remove pmc_sinai" delete_unit_template_and_units = { division_template = "Mercenary The Union of the Tribes of Sinai" disband = no } EGY = { clr_country_flag = sinai_yes } } ai_will_do = { base = 1 } } pmc_gard = { icon = GFX_decision_gard_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_gard" delete_unit_template_and_units = { division_template = "Mercenary of Gard Service" disband = no } BLR = { clr_country_flag = gard_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision remove pmc_gard" delete_unit_template_and_units = { division_template = "Mercenary of Gard Service" disband = no } BLR = { clr_country_flag = gard_yes } } ai_will_do = { base = 1 } } pmc_patriot = { icon = GFX_decision_patriot_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_patriot" delete_unit_template_and_units = { division_template = "Patriot Heavy Mechanized Unit" disband = no } SOV = { clr_country_flag = patriot_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision remove pmc_patriot" delete_unit_template_and_units = { division_template = "Patriot Heavy Mechanized Unit" disband = no } SOV = { clr_country_flag = patriot_yes } } ai_will_do = { base = 1 } } pmc_dewe = { icon = GFX_decision_dewe_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_dewe" delete_unit_template_and_units = { division_template = "Mercenary of Dewe Security Services" disband = no } CHI = { clr_country_flag = dewe_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision remove pmc_dewe" delete_unit_template_and_units = { division_template = "Mercenary of Dewe Security Services" disband = no } CHI = { clr_country_flag = dewe_yes } } ai_will_do = { base = 1 } } pmc_over = { icon = GFX_decision_over_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_over" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_over_idea1 } else = { remove_ideas = pmc_over_idea } CHI = { clr_country_flag = over_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision remove pmc_over" CHI = { clr_country_flag = over_yes } } ai_will_do = { base = 1 } } pmc_front = { icon = GFX_decision_front_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_front" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_front_idea1 } else = { remove_ideas = pmc_front_idea } CHI = { clr_country_flag = front_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_front" CHI = { clr_country_flag = front_yes } } ai_will_do = { base = 1 } } pmc_redut = { icon = GFX_decision_redut_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_redut" delete_unit_template_and_units = { division_template = "Redut PMC Battalion" disband = no } SOV = { clr_country_flag = redut_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_redut" delete_unit_template_and_units = { division_template = "Redut PMC Battalion" disband = no } SOV = { clr_country_flag = redut_yes } } ai_will_do = { base = 1 } } pmc_gazprom = { icon = GFX_decision_Gazprom allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_gazprom" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_gazprom_idea1 } else = { remove_ideas = pmc_gazprom_idea } delete_unit_template_and_units = { division_template = "Gazprom PMC Battalion" disband = no } SOV = { clr_country_flag = gazprom_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_gazprom" delete_unit_template_and_units = { division_template = "Gazprom PMC Battalion" disband = no } SOV = { clr_country_flag = gazprom_yes } } ai_will_do = { base = 1 } } pmc_iron = { icon = GFX_decision_iron_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_iron" delete_unit_template_and_units = { division_template = "Iron Navy PMC Battalion" disband = no } EST = { clr_country_flag = iron_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_iron" delete_unit_template_and_units = { division_template = "Iron Navy PMC Battalion" disband = no } EST = { clr_country_flag = iron_yes } } ai_will_do = { base = 1 } } pmc_eu = { icon = GFX_decision_eu_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_eu" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_eu_idea1 } else = { remove_ideas = pmc_eu_idea } POL = { clr_country_flag = eu_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_eu" POL = { clr_country_flag = eu_yes } } ai_will_do = { base = 1 } } pmc_sheriff = { icon = GFX_decision_sheriff_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_sheriff" delete_unit_template_and_units = { division_template = "Sheriff PMC Battalion" disband = no } PMR = { clr_country_flag = sheriff_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_sheriff" delete_unit_template_and_units = { division_template = "Sheriff PMC Battalion" disband = no } PMR = { clr_country_flag = sheriff_yes } } ai_will_do = { base = 1 } } pmc_lukoil = { icon = GFX_decision_lukoil_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_lukoil" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_lukoil_idea1 } else = { remove_ideas = pmc_lukoil_idea } delete_unit_template_and_units = { division_template = "Lukoil PMC Battalion" disband = no } SOV = { clr_country_flag = lukoil_create } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_lukoil" delete_unit_template_and_units = { division_template = "Lukoil PMC Battalion" disband = no } SOV = { clr_country_flag = lukoil_create } } ai_will_do = { base = 1 } } pmc_rosneft = { icon = GFX_decision_rosneft_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_rosneft" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_rosneft_idea1 } else = { remove_ideas = pmc_rosneft_idea } delete_unit_template_and_units = { division_template = "Rosneft PMC Battalion" disband = no } SOV = { clr_country_flag = rosneft_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_rosneft" delete_unit_template_and_units = { division_template = "Rosneft PMC Battalion" disband = no } SOV = { clr_country_flag = rosneft_yes } } ai_will_do = { base = 1 } } pmc_sberbank = { icon = GFX_decision_sberbank_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_sberbank" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_sberbank_idea1 } else = { remove_ideas = pmc_sberbank_idea } delete_unit_template_and_units = { division_template = "Sber PMC Battalion" disband = no } SOV = { clr_country_flag = sberbank_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_sberbank" delete_unit_template_and_units = { division_template = "Sber PMC Battalion" disband = no } SOV = { clr_country_flag = sberbank_yes } } ai_will_do = { base = 1 } } pmc_vtb = { icon = GFX_decision_vtb_button allowed = { always = no } available = { always = yes } activation = { always = no } selectable_mission = yes days_mission_timeout = 365 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_vtb" if = { limit = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power } } remove_ideas = pmc_vtb_idea1 } else = { remove_ideas = pmc_vtb_idea } delete_unit_template_and_units = { division_template = "Sber PMC Battalion" disband = no } SOV = { clr_country_flag = vtb_yes } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_vtb" delete_unit_template_and_units = { division_template = "Sber PMC Battalion" disband = no } SOV = { clr_country_flag = vtb_yes } } ai_will_do = { base = 1 } } #CREATED PMC DECISION pmc_sinai_create = { allowed = { original_tag = EGY } icon = GFX_decision_union_button visible = { date > 2007.1.1 } fire_only_once = yes days_remove = 365 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_sinai_create" set_temp_variable = { treasury_change = -25 } modify_treasury_effect = yes } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_sinai_create" EGY = { set_country_flag = sinai_create } custom_effect_tooltip = pmc_create_pmc_tt } ai_will_do = { base = 1 } } pmc_gard_create = { allowed = { original_tag = BLR } icon = GFX_decision_gard_button visible = { date > 2007.1.1 } fire_only_once = yes days_remove = 365 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_gard_create" set_temp_variable = { treasury_change = -20 } modify_treasury_effect = yes } ai_will_do = { base = 1 } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_gard_create" BLR = { set_country_flag = gard_create } custom_effect_tooltip = pmc_create_pmc_tt } } pmc_patriot_create = { allowed = { original_tag = SOV } icon = GFX_decision_patriot_button visible = { date > 2007.1.1 } fire_only_once = yes days_remove = 365 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_patriot_create" set_temp_variable = { treasury_change = -30 } modify_treasury_effect = yes } ai_will_do = { base = 1 } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_patriot_create" SOV = { set_country_flag = patriot_create } custom_effect_tooltip = pmc_create_pmc_tt } } pmc_dewe_create = { allowed = { original_tag = CHI } icon = GFX_decision_dewe_button visible = { date > 2007.1.1 } fire_only_once = yes days_remove = 365 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_dewe_create" set_temp_variable = { treasury_change = -25 } modify_treasury_effect = yes } ai_will_do = { base = 1 } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_dewe_create" CHI = { set_country_flag = dewe_create } custom_effect_tooltip = pmc_create_pmc_tt } } pmc_over_create = { allowed = { original_tag = CHI } icon = GFX_decision_over_button visible = { date > 2007.1.1 } fire_only_once = yes days_remove = 365 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_over_create" set_temp_variable = { treasury_change = -25 } modify_treasury_effect = yes } ai_will_do = { base = 1 } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_over_create" CHI = { set_country_flag = over_create } custom_effect_tooltip = pmc_create_pmc_tt } } pmc_front_create = { allowed = { original_tag = CHI } icon = GFX_decision_front_button visible = { date > 2007.1.1 country_exists = CHI } fire_only_once = yes days_remove = 365 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_front_create" set_temp_variable = { treasury_change = -20 } modify_treasury_effect = yes } ai_will_do = { base = 1 } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_front_create" CHI = { set_country_flag = front_create } custom_effect_tooltip = pmc_create_pmc_tt } } pmc_iron_create = { allowed = { original_tag = EST } icon = GFX_decision_iron_button visible = { date > 2007.1.1 country_exists = EST } fire_only_once = yes days_remove = 365 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_iron_create" set_temp_variable = { treasury_change = -10 } modify_treasury_effect = yes } ai_will_do = { base = 1 } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision pmc_iron_create" EST = { set_country_flag = iron_create } custom_effect_tooltip = pmc_create_pmc_tt } } } pmc_global_management = { expand_operations = { visible = { check_variable = { global.merc_upgrade^ROOT.pmc_index > -1 } check_variable = { global.merc_capacity^ROOT.pmc_index < 10 } } fire_only_once = no days_remove = 100 days_re_enable = 200 remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision expand_operations" set_temp_variable = { treasury_change = -20 } modify_treasury_effect = yes add_to_variable = { global.merc_capacity^ROOT.pmc_index = 2 } } ai_will_do = { base = 1 } } expand_quality = { visible = { check_variable = { global.merc_upgrade^ROOT.pmc_index > -1 } check_variable = { global.merc_upgrade^ROOT.pmc_index < 5 } } fire_only_once = no days_remove = 100 days_re_enable = 100 remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision expand_quality" set_temp_variable = { treasury_change = -10 } modify_treasury_effect = yes add_to_variable = { global.merc_upgrade^ROOT.pmc_index = 1 } } ai_will_do = { base = 1 } } ban_from_operating = { visible = { check_variable = { global.merc_upgrade^ROOT.pmc_index > -1 } NOT = { has_country_flag = banned_pmc_operations } } fire_only_once = no days_remove = 10 days_re_enable = 10 remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision ban_from_operating" set_country_flag = banned_pmc_operations } ai_will_do = { base = 1 } } lift_ban_from_operating = { visible = { check_variable = { global.merc_upgrade^ROOT.pmc_index > -1 } has_country_flag = banned_pmc_operations } fire_only_once = no days_remove = 10 days_re_enable = 10 remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision lift_ban_from_operating" clr_country_flag = banned_pmc_operations } ai_will_do = { base = 1 } } call_pmc_back_sov = { fire_only_once = no days_remove = 100 days_re_enable = 200 visible = { tag = SOV check_variable = { global.merc_upgrade^ROOT.pmc_index > -1 } check_variable = { global.merc_deployed^1 > 0 } } # notify countries that we are pulling them out complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision call_pmc_back_sov" every_other_country = { if = { limit = { OR = { has_country_flag = pmc_recruited_wagner_light has_country_flag = pmc_wagner_mot has_country_flag = pmc_wagner_mech has_country_flag = pmc_wagner_heavy_mech has_country_flag = pmc_wagner_special_unit has_country_flag = pmc_wagner_tank has_country_flag = pmc_wagner_specops } } country_event = pmc_events.1 } } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision call_pmc_back_sov" set_temp_variable = { compensation = 0 } every_other_country = { if = { # copy paste from remove decision limit = { has_country_flag = pmc_recruited_wagner_light } delete_light_infantry_wagner = yes add_to_temp_variable = { compensation = global.mercs_cost^0 } set_temp_variable = { treasury_change = global.mercs_cost^0 } modify_treasury_effect = yes } if = { limit = { has_country_flag = pmc_wagner_mot } delete_mot_infantry_wagner = yes add_to_temp_variable = { compensation = global.mercs_cost^1 } set_temp_variable = { treasury_change = global.mercs_cost^1 } modify_treasury_effect = yes } if = { limit = { has_country_flag = pmc_wagner_mech } delete_mech_infantry_wagner = yes add_to_temp_variable = { compensation = global.mercs_cost^2 } set_temp_variable = { treasury_change = global.mercs_cost^2 } modify_treasury_effect = yes } if = { limit = { has_country_flag = pmc_wagner_heavy_mech } delete_heavy_mech_infantry_wagner = yes add_to_temp_variable = { compensation = global.mercs_cost^3 } set_temp_variable = { treasury_change = global.mercs_cost^3 } modify_treasury_effect = yes } if = { limit = { has_country_flag = pmc_wagner_special_unit } delete_special_unit_wagner = yes add_to_temp_variable = { compensation = global.mercs_cost^4 } set_temp_variable = { treasury_change = global.mercs_cost^4 } modify_treasury_effect = yes } if = { limit = { has_country_flag = pmc_wagner_tank } delete_tank_unit_wagner = yes add_to_temp_variable = { compensation = global.mercs_cost^5 } set_temp_variable = { treasury_change = global.mercs_cost^5 } modify_treasury_effect = yes } if = { limit = { has_country_flag = pmc_wagner_specops } delete_specops_unit_wagner = yes add_to_temp_variable = { compensation = global.mercs_cost^6 } set_temp_variable = { treasury_change = global.mercs_cost^6 } modify_treasury_effect = yes } } # pay the cost multiply_temp_variable = { compensation = -1 } set_temp_variable = { treasury_change = compensation } modify_treasury_effect = yes } ai_will_do = { base = 1 } } } pmc_local_management = { form_local_pmc = { visible = { NOT = { has_country_flag = founded_pmc } } fire_only_once = yes days_remove = 100 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision form_local_pmc" set_temp_variable = { treasury_change = -10 } modify_treasury_effect = yes set_variable = { ROOT.merc_capacity = 3 } set_variable = { ROOT.merc_upgrade = 0 } set_variable = { ROOT.merc_deployed = 0 } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision form_local_pmc" custom_effect_tooltip = pmc_founded_TT set_country_flag = founded_pmc } ai_will_do = { base = 1 } } expand_operations_local = { visible = { has_country_flag = founded_pmc check_variable = { ROOT.merc_capacity < 7 } } fire_only_once = no days_remove = 100 days_re_enable = 200 remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision expand_operations_local" set_temp_variable = { treasury_change = -20 } modify_treasury_effect = yes add_to_variable = { ROOT.merc_capacity = 2 } } ai_will_do = { base = 1 } } expand_quality_local = { visible = { has_country_flag = founded_pmc check_variable = { ROOT.merc_upgrade < 5 } } fire_only_once = no days_remove = 100 days_re_enable = 100 remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision expand_quality_local" set_temp_variable = { treasury_change = -10 } modify_treasury_effect = yes add_to_variable = { ROOT.merc_upgrade = 1 } } ai_will_do = { base = 1 } } recruit_light_unit = { visible = { has_country_flag = founded_pmc } available = { set_temp_variable = { sum = global.merc_deploy_cost^0 } add_to_temp_variable = { sum = merc_deployed } pmc_can_recruit = yes custom_trigger_tooltip = { tooltip = pmc_surpassing_TT NOT = { check_variable = { sum > merc_capacity } } } } fire_only_once = no days_remove = 20 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_light_unit" custom_effect_tooltip = pmc_unit_0_TT set_temp_variable = { treasury_change = global.mercs_cost^0 } # with discount for overlord multiply_temp_variable = { treasury_change = -0.8 } modify_treasury_effect = yes add_to_variable = { ROOT.merc_deployed = global.merc_deploy_cost^0 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^0 } # discount multiply_temp_variable = { temp_expense = 0.8 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_local_light } add_to_variable = { ROOT.pmc_local_light_recruited = 1 } } else = { set_country_flag = pmc_local_light set_variable = { ROOT.pmc_local_light_recruited = 1 } hidden_effect = { division_template = { name = "Mercenary Light Unit" is_locked = yes priority = 2 regiments = { L_Inf_Bat = { x = 0 y = 0 } L_Inf_Bat = { x = 0 y = 1 } L_Inf_Bat = { x = 0 y = 2 } L_Inf_Bat = { x = 0 y = 3 } Arty_Bat = { x = 0 y = 4 } L_Inf_Bat = { x = 1 y = 0 } L_Inf_Bat = { x = 1 y = 1 } L_Inf_Bat = { x = 1 y = 2 } L_Inf_Bat = { x = 1 y = 3 } Arty_Bat = { x = 1 y = 4 } } support = { L_Recce_Comp = { x = 0 y = 0 } L_Engi_Comp = { x = 0 y = 1 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_light_unit" custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_light_infantry_local = yes } } ai_will_do = { base = 1 } } disband_light_infantry = { available = { NOT = { has_decision = recruit_light_unit } } visible = { has_country_flag = pmc_local_light } fire_only_once = no complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision disband_light_infantry" delete_light_infantry_local = yes } ai_will_do = { base = 1 } } recruit_motorised_unit = { visible = { has_country_flag = founded_pmc check_variable = { merc_upgrade > 0 } } available = { set_temp_variable = { sum = global.merc_deploy_cost^1 } add_to_temp_variable = { sum = merc_deployed } pmc_can_recruit = yes custom_trigger_tooltip = { tooltip = pmc_surpassing_TT NOT = { check_variable = { sum > merc_capacity } } } } fire_only_once = no days_remove = 20 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_motorised_unit" custom_effect_tooltip = pmc_unit_1_TT set_temp_variable = { treasury_change = global.mercs_cost^1 } # with discount for overlord multiply_temp_variable = { treasury_change = -0.8 } modify_treasury_effect = yes add_to_variable = { ROOT.merc_deployed = global.merc_deploy_cost^1 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^1 } # discount multiply_temp_variable = { temp_expense = 0.8 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_local_mot } add_to_variable = { ROOT.pmc_local_mot_recruited = 1 } } else = { set_country_flag = pmc_local_mot set_variable = { ROOT.pmc_local_mot_recruited = 1 } hidden_effect = { division_template = { name = "Mercenary Motorized Unit" is_locked = yes priority = 2 regiments = { Mot_Inf_Bat = { x = 0 y = 0 } Mot_Inf_Bat = { x = 0 y = 1 } Mot_Inf_Bat = { x = 0 y = 2 } Mot_Inf_Bat = { x = 1 y = 0 } Mot_Inf_Bat = { x = 1 y = 1 } Mot_Inf_Bat = { x = 1 y = 2 } Mot_Inf_Bat = { x = 1 y = 3 } Arty_Bat = { x = 2 y = 0 } Arty_Bat = { x = 2 y = 1 } } support = { Mot_Recce_Comp = { x = 0 y = 0 } L_Engi_Comp = { x = 0 y = 1 } armor_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_motorised_unit" custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_mot_infantry_local = yes } } ai_will_do = { base = 1 } } disband_motorised_unit = { available = { NOT = { has_decision = recruit_motorised_unit } } visible = { has_country_flag = pmc_local_mot } fire_only_once = no complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision disband_motorised_unit" delete_mot_infantry_local = yes } ai_will_do = { base = 1 } } recruit_mechanized_unit = { visible = { has_country_flag = founded_pmc check_variable = { merc_upgrade > 0 } } available = { set_temp_variable = { sum = global.merc_deploy_cost^2 } add_to_temp_variable = { sum = merc_deployed } pmc_can_recruit = yes custom_trigger_tooltip = { tooltip = pmc_surpassing_TT NOT = { check_variable = { sum > merc_capacity } } } } fire_only_once = no days_remove = 20 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_mechanized_unit" custom_effect_tooltip = pmc_unit_2_TT set_temp_variable = { treasury_change = global.mercs_cost^2 } # with discount for overlord multiply_temp_variable = { treasury_change = -0.8 } modify_treasury_effect = yes add_to_variable = { ROOT.merc_deployed = global.merc_deploy_cost^2 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^2 } # discount multiply_temp_variable = { temp_expense = 0.8 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_local_mech } add_to_variable = { ROOT.pmc_local_mech_recruited = 1 } } else = { set_country_flag = pmc_local_mech set_variable = { ROOT.pmc_local_mech_recruited = 1 } hidden_effect = { division_template = { name = "Mercenary Mechanized Unit" is_locked = yes priority = 2 regiments = { Mech_Inf_Bat = { x = 0 y = 0 } Mech_Inf_Bat = { x = 0 y = 1 } Mech_Inf_Bat = { x = 0 y = 2 } Mech_Inf_Bat = { x = 1 y = 0 } Mech_Inf_Bat = { x = 1 y = 1 } Mech_Inf_Bat = { x = 1 y = 2 } } support = { armor_Comp = { x = 0 y = 0 } Mech_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_mechanized_unit" custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_mech_infantry_local = yes } } ai_will_do = { base = 1 } } disband_mechanized_unit = { available = { NOT = { has_decision = recruit_mechanized_unit } } visible = { has_country_flag = pmc_local_mech } fire_only_once = no complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision disband_mechanized_unit" delete_mech_infantry_local = yes } ai_will_do = { base = 1 } } recruit_heavy_mechanized_unit = { visible = { has_country_flag = founded_pmc check_variable = { merc_upgrade > 1 } } available = { set_temp_variable = { sum = global.merc_deploy_cost^3 } add_to_temp_variable = { sum = merc_deployed } pmc_can_recruit = yes custom_trigger_tooltip = { tooltip = pmc_surpassing_TT NOT = { check_variable = { sum > merc_capacity } } } } fire_only_once = no days_remove = 20 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_heavy_mechanized_unit" custom_effect_tooltip = pmc_unit_3_TT set_temp_variable = { treasury_change = global.mercs_cost^3 } # with discount for overlord multiply_temp_variable = { treasury_change = -0.8 } modify_treasury_effect = yes add_to_variable = { ROOT.merc_deployed = global.merc_deploy_cost^3 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^3 } # discount multiply_temp_variable = { temp_expense = 0.8 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_local_heavy_mech } add_to_variable = { ROOT.pmc_local_heavy_mech_recruited = 1 } } else = { set_country_flag = pmc_local_heavy_mech set_variable = { ROOT.pmc_local_heavy_mech_recruited = 1 } hidden_effect = { division_template = { name = "Mercenary Heavy Mechanized Unit" is_locked = yes priority = 2 regiments = { Arm_Inf_Bat = { x = 0 y = 0 } Arm_Inf_Bat = { x = 0 y = 1 } Arm_Inf_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } } support = { armor_Comp = { x = 0 y = 0 } Arm_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_heavy_mechanized_unit" custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_heavy_mech_infantry_local = yes } } ai_will_do = { base = 1 } } disband_heavy_mechanized_unit = { available = { NOT = { has_decision = recruit_heavy_mechanized_unit } } visible = { has_country_flag = pmc_local_heavy_mech } fire_only_once = no complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision disband_heavy_mechanized_unit" delete_heavy_mech_infantry_local = yes } ai_will_do = { base = 1 } } recruit_special_unit = { visible = { has_country_flag = founded_pmc check_variable = { merc_upgrade > 1 } } available = { set_temp_variable = { sum = global.merc_deploy_cost^4 } add_to_temp_variable = { sum = merc_deployed } pmc_can_recruit = yes custom_trigger_tooltip = { tooltip = pmc_surpassing_TT NOT = { check_variable = { sum > merc_capacity } } } } fire_only_once = no days_remove = 20 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_special_unit" custom_effect_tooltip = pmc_unit_4_TT set_temp_variable = { treasury_change = global.mercs_cost^4 } # with discount for overlord multiply_temp_variable = { treasury_change = -0.8 } modify_treasury_effect = yes add_to_variable = { ROOT.merc_deployed = global.merc_deploy_cost^4 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^4 } # discount multiply_temp_variable = { temp_expense = 0.8 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_local_special_unit } add_to_variable = { ROOT.pmc_local_special_unit_recruited = 1 } } else = { set_country_flag = pmc_local_special_unit set_variable = { ROOT.pmc_local_special_unit_recruited = 1 } hidden_effect = { division_template = { name = "Mercenary Special Assault Unit" is_locked = yes priority = 2 regiments = { Arm_Inf_Bat = { x = 0 y = 0 } Arm_Inf_Bat = { x = 0 y = 1 } Arm_Inf_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 0 y = 3 } Arm_Inf_Bat = { x = 0 y = 4 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } Arm_Inf_Bat = { x = 1 y = 3 } Arm_Inf_Bat = { x = 1 y = 4 } SP_Arty_Bat = { x = 2 y = 0 } SP_AA_Bat = { x = 2 y = 1 } SP_Arty_Bat = { x = 2 y = 2 } SP_Arty_Bat = { x = 2 y = 3 } } support = { armor_Comp = { x = 0 y = 0 } Arm_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } combat_service_support_company = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_special_unit" custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_special_unit_local = yes } } ai_will_do = { base = 1 } } disband_special_unit = { available = { NOT = { has_decision = recruit_special_unit } } visible = { has_country_flag = pmc_local_special_unit } fire_only_once = no complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision disband_special_unit" delete_special_unit_local = yes } ai_will_do = { base = 1 } } recruit_tank_unit = { visible = { has_country_flag = founded_pmc check_variable = { merc_upgrade > 2 } } available = { set_temp_variable = { sum = global.merc_deploy_cost^5 } add_to_temp_variable = { sum = merc_deployed } pmc_can_recruit = yes custom_trigger_tooltip = { tooltip = pmc_surpassing_TT NOT = { check_variable = { sum > merc_capacity } } } } fire_only_once = no days_remove = 20 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_tank_unit" custom_effect_tooltip = pmc_unit_5_TT set_temp_variable = { treasury_change = global.mercs_cost^5 } # with discount for overlord multiply_temp_variable = { treasury_change = -0.8 } modify_treasury_effect = yes add_to_variable = { ROOT.merc_deployed = global.merc_deploy_cost^5 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^5 } # discount multiply_temp_variable = { temp_expense = 0.8 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_local_tank_unit } add_to_variable = { ROOT.pmc_local_tank_unit_recruited = 1 } } else = { set_country_flag = pmc_local_tank_unit set_variable = { ROOT.pmc_local_tank_unit_recruited = 1 } hidden_effect = { division_template = { name = "Mercenary Tank Unit" is_locked = yes priority = 2 regiments = { armor_Bat = { x = 0 y = 0 } armor_Bat = { x = 0 y = 1 } armor_Bat = { x = 0 y = 2 } Arm_Inf_Bat = { x = 1 y = 0 } Arm_Inf_Bat = { x = 1 y = 1 } Arm_Inf_Bat = { x = 1 y = 2 } Arm_Inf_Bat = { x = 2 y = 0 } SP_Arty_Bat = { x = 2 y = 1 } SP_Arty_Bat = { x = 2 y = 2 } } support = { SP_AA_Battery = { x = 0 y = 0 } armor_Recce_Comp = { x = 0 y = 1 } H_Engi_Comp = { x = 0 y = 2 } combat_service_support_company = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_tank_unit" custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_tank_local = yes } } ai_will_do = { base = 1 } } disband_tank_unit = { available = { NOT = { has_decision = recruit_tank_unit } } visible = { has_country_flag = pmc_local_tank_unit } fire_only_once = no complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision disband_tank_unit" delete_tank_unit_local = yes } ai_will_do = { base = 1 } } recruit_specops_unit = { visible = { has_country_flag = founded_pmc check_variable = { merc_upgrade > 2 } } available = { set_temp_variable = { sum = global.merc_deploy_cost^6 } add_to_temp_variable = { sum = merc_deployed } pmc_can_recruit = yes custom_trigger_tooltip = { tooltip = pmc_surpassing_TT NOT = { check_variable = { sum > merc_capacity } } } } fire_only_once = no days_remove = 20 days_re_enable = 10 complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_specops_unit" custom_effect_tooltip = pmc_unit_6_TT set_temp_variable = { treasury_change = global.mercs_cost^6 } # with discount for overlord multiply_temp_variable = { treasury_change = -0.8 } modify_treasury_effect = yes add_to_variable = { ROOT.merc_deployed = global.merc_deploy_cost^6 } set_temp_variable = { temp_expense = global.mercs_weekly_cost^6 } # discount multiply_temp_variable = { temp_expense = 0.8 } add_to_variable = { ROOT.pmc_expenses = temp_expense } # if we have - increase count (to count money on disband correctly), if not - set flag, set amount, load header if = { limit = { has_country_flag = pmc_local_specops_unit } add_to_variable = { ROOT.pmc_local_specops_unit_recruited = 1 } } else = { set_country_flag = pmc_local_specops_unit set_variable = { ROOT.pmc_local_specops_unit_recruited = 1 } hidden_effect = { division_template = { name = "Mercenary SpecOps Unit" is_locked = yes priority = 2 regiments = { Special_Forces = { x = 0 y = 0 } Special_Forces = { x = 0 y = 1 } Special_Forces = { x = 0 y = 2 } Special_Forces = { x = 0 y = 3 } Special_Forces = { x = 1 y = 0 } Special_Forces = { x = 1 y = 1 } Special_Forces = { x = 1 y = 2 } Special_Forces = { x = 1 y = 3 } Arty_Bat = { x = 2 y = 0 } Arty_Bat = { x = 2 y = 1 } Arty_Bat = { x = 2 y = 2 } Arty_Bat = { x = 2 y = 3 } } support = { H_Engi_Comp = { x = 0 y = 0 } L_Recce_Comp = { x = 0 y = 1 } armor_Comp = { x = 0 y = 2 } SP_AA_Battery = { x = 0 y = 3 } } } } } if = { limit = { check_variable = { ROOT.pmc_bought > 0 } } add_to_variable = { ROOT.pmc_bought = 1 } } else = { set_variable = { ROOT.pmc_bought = 1 } } } remove_effect = { log = "[GetDateText]: [Root.GetName]: Decision recruit_specops_unit" custom_effect_tooltip = pmc_spawn_TT hidden_effect = { spawn_specops_local = yes } } ai_will_do = { base = 1 } } disband_specops_unit = { available = { NOT = { has_decision = recruit_specops_unit } } visible = { has_country_flag = pmc_local_specops_unit } fire_only_once = no complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision disband_specops_unit" delete_specops_unit_local = yes } ai_will_do = { base = 1 } } }