mp_decision_category = { mp_delete_units = { visible = { NOT = { has_global_flag = hide_mp_optimizations_flag } } fire_only_once = yes complete_effect = { log = "mp_delete_units fired" every_country = { log = "[Root.GetName]: deleting units" every_state = { PREV = { delete_unit = { state = PREV disband = yes } } } } } } mp_set_tech_to_usa = { visible = { NOT = { has_global_flag = hide_mp_optimizations_flag } } fire_only_once = yes complete_effect = { log = "mp_set_tech_to_usa fired" inherit_technology = USA } } mp_annex_south_america = { visible = { NOT = { has_global_flag = hide_mp_optimizations_flag } } fire_only_once = yes complete_effect = { log = "mp_annex_south_america fired" every_country = { limit = { is_ai = yes all_controlled_state = { is_on_continent = south_america } } SUR = { annex_country = { target = PREV transfer_troops = no } } } # Chile is not affected for some reason if = { limit = { CHL = { is_ai = yes } } SUR = { annex_country = { target = CHL transfer_troops = no } } } SUR = { add_ideas = mp_optimization_idea every_controlled_state = { add_core_of = SUR } } } } mp_annex_africa = { visible = { NOT = { has_global_flag = hide_mp_optimizations_flag } } fire_only_once = yes complete_effect = { log = "mp_annex_africa fired" every_country = { limit = { all_controlled_state = { is_on_continent = africa } is_ai = yes } CHA = { annex_country = { target = PREV transfer_troops = no } } } CHA = { add_ideas = mp_optimization_idea every_controlled_state = { add_core_of = CHA } } } } mp_annex_asia = { visible = { NOT = { has_global_flag = hide_mp_optimizations_flag } } fire_only_once = yes complete_effect = { log = "mp_annex_asia fired" every_country = { limit = { all_controlled_state = { is_on_continent = asia } is_ai = yes } NEP = { annex_country = { target = PREV transfer_troops = no } } } if = { limit = { TAL = { is_ai = yes } } NEP = { annex_country = { target = TAL transfer_troops = no } } } NEP = { add_ideas = mp_optimization_idea every_controlled_state = { add_core_of = NEP } } } } mp_annex_north_america = { visible = { NOT = { has_global_flag = hide_mp_optimizations_flag } } fire_only_once = yes complete_effect = { log = "mp_annex_north_america" every_country = { limit = { all_controlled_state = { is_on_continent = north_america } is_ai = yes } MEX = { annex_country = { target = PREV transfer_troops = no } } } if = { limit = { USA = { is_ai = yes } } MEX = { annex_country = { target = USA transfer_troops = no } } } MEX = { add_ideas = mp_optimization_idea every_controlled_state = { add_core_of = MEX } } } } mp_annex_middle_east = { visible = { NOT = { has_global_flag = hide_mp_optimizations_flag } } fire_only_once = yes complete_effect = { log = "mp_annex_middle_east fired" every_country = { limit = { all_controlled_state = { is_on_continent = middle_east } is_ai = yes } OMA = { annex_country = { target = PREV transfer_troops = no } } } if = { limit = { YEM = { is_ai = yes } } OMA = { annex_country = { target = YEM transfer_troops = no } } } if = { limit = { LBA = { is_ai = yes } } OMA = { annex_country = { target = LBA transfer_troops = no } } } OMA = { add_ideas = mp_optimization_idea every_controlled_state = { add_core_of = OMA } } } } mp_annex_russia_and_caucasus = { visible = { NOT = { has_global_flag = hide_mp_optimizations_flag } } fire_only_once = yes complete_effect = { log = "mp_annex_russia_and_caucasus fired" NEP = { add_ideas = mp_optimization_idea every_controlled_state = { add_core_of = NEP } if = { limit = { SOV = { is_ai = yes } } annex_country = { target = SOV transfer_troops = no } } if = { limit = { CHE = { is_ai = yes } } annex_country = { target = CHE transfer_troops = no } } if = { limit = { ARM = { is_ai = yes } } annex_country = { target = ARM transfer_troops = no } } if = { limit = { GEO = { is_ai = yes } } annex_country = { target = GEO transfer_troops = no } } if = { limit = { AZE = { is_ai = yes } } annex_country = { target = AZE transfer_troops = no } } if = { limit = { NKR = { is_ai = yes } } annex_country = { target = NKR transfer_troops = no } } if = { limit = { SOO = { is_ai = yes } } annex_country = { target = SOO transfer_troops = no } } if = { limit = { ABK = { is_ai = yes } } annex_country = { target = ABK transfer_troops = no } } } } } mp_nzl_annex_oceania = { visible = { NOT = { has_global_flag = hide_mp_optimizations_flag } } fire_only_once = yes complete_effect = { log = "mp_nzl_annex_oceania fired" PAP = { if = { limit = { AST = { is_ai = yes } } annex_country = { target = AST transfer_troops = no } } if = { limit = { IND = { is_ai = yes } } annex_country = { target = IND transfer_troops = no } } if = { limit = { TAI = { is_ai = yes } } annex_country = { target = TAI transfer_troops = no } } if = { limit = { JAP = { is_ai = yes } } annex_country = { target = JAP transfer_troops = no } } if = { limit = { SOL = { is_ai = yes } } annex_country = { target = SOL transfer_troops = no } } if = { limit = { NZL = { is_ai = yes } } annex_country = { target = NZL transfer_troops = no } } if = { limit = { MIC = { is_ai = yes } } annex_country = { target = MIC transfer_troops = no } } if = { limit = { SAM = { is_ai = yes } } annex_country = { target = SAM transfer_troops = no } } if = { limit = { PAU = { is_ai = yes } } annex_country = { target = PAU transfer_troops = no } } if = { limit = { MAR = { is_ai = yes } } annex_country = { target = MAR transfer_troops = no } } if = { limit = { KIR = { is_ai = yes } } annex_country = { target = KIR transfer_troops = no } } if = { limit = { TUL = { is_ai = yes } } annex_country = { target = TUL transfer_troops = no } } if = { limit = { VAN = { is_ai = yes } } annex_country = { target = VAN transfer_troops = no } } if = { limit = { TON = { is_ai = yes } } annex_country = { target = TON transfer_troops = no } } if = { limit = { NAU = { is_ai = yes } } annex_country = { target = NAU transfer_troops = no } } add_ideas = mp_optimization_idea every_controlled_state = { add_core_of = PAP } } } } mp_annex_europe = { visible = { NOT = { has_global_flag = hide_mp_optimizations_flag } } fire_only_once = yes complete_effect = { log = "mp_annex_europe fired" every_country = { limit = { all_controlled_state = { is_on_continent = europe } is_ai = yes } SWI = { annex_country = { target = PREV transfer_troops = no } } } SWI = { if = { limit = { ENG = { is_ai = yes } } annex_country = { target = ENG transfer_troops = no } } if = { limit = { DEN = { is_ai = yes } } annex_country = { target = DEN transfer_troops = no } } if = { limit = { FRA = { is_ai = yes } } annex_country = { target = FRA transfer_troops = no } } if = { limit = { HOL = { is_ai = yes } } annex_country = { target = HOL transfer_troops = no } } if = { limit = { SPR = { is_ai = yes } } annex_country = { target = SPR transfer_troops = no } } if = { limit = { POR = { is_ai = yes } } annex_country = { target = POR transfer_troops = no } } if = { limit = { TUR = { is_ai = yes } } annex_country = { target = TUR transfer_troops = no } } add_ideas = mp_optimization_idea every_controlled_state = { add_core_of = SWI } } } } mp_generate_tension = { fire_only_once = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision mp_generate_tension" add_threat = 100 } } mp_create_faction_a = { visible = { NOT = { has_global_flag = team_a_created_flag } } fire_only_once = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision mp_create_faction_a" set_global_flag = team_a_created_flag set_country_flag = team_a_member_flag if = { limit = { has_idea = NATO_member } NATO_leave = yes } else_if = { limit = { has_idea = CSTO_member } CSTO_leave = yes } create_faction_from_template = faction_template_teama } } mp_join_faction_a = { visible = { is_in_faction = no } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision mp_join_faction_a" set_country_flag = team_a_member_flag if = { limit = { has_idea = NATO_member } NATO_leave = yes } else_if = { limit = { has_idea = CSTO_member } CSTO_leave = yes } random_country = { limit = { has_country_flag = team_a_member_flag is_faction_leader = yes } add_to_faction = ROOT } } } mp_create_faction_b = { visible = { NOT = { has_global_flag = team_b_created_flag } } fire_only_once = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision mp_create_faction_b" if = { limit = { has_idea = NATO_member } NATO_leave = yes } else_if = { limit = { has_idea = CSTO_member } CSTO_leave = yes } set_global_flag = team_b_created_flag set_country_flag = team_b_member_flag create_faction_from_template = faction_template_teamb } } mp_join_faction_b = { visible = { is_in_faction = no } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision mp_join_faction_b" set_country_flag = team_b_member_flag if = { limit = { has_idea = NATO_member } NATO_leave = yes } else_if = { limit = { has_idea = CSTO_member } CSTO_leave = yes } random_country = { limit = { has_country_flag = team_b_member_flag is_faction_leader = yes } add_to_faction = ROOT } } } mp_create_faction_c = { visible = { NOT = { has_global_flag = team_c_created_flag } } fire_only_once = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision mp_create_faction_c" if = { limit = { has_idea = NATO_member } NATO_leave = yes } else_if = { limit = { has_idea = CSTO_member } CSTO_leave = yes } set_global_flag = team_c_created_flag set_country_flag = team_c_member_flag create_faction_from_template = faction_template_teamc } } mp_join_faction_c = { visible = { is_in_faction = no } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision mp_join_faction_c" set_country_flag = team_c_member_flag if = { limit = { has_idea = NATO_member } NATO_leave = yes } else_if = { limit = { has_idea = CSTO_member } CSTO_leave = yes } random_country = { limit = { has_country_flag = team_c_member_flag is_faction_leader = yes } add_to_faction = ROOT } } } mp_create_faction_d = { visible = { NOT = { has_global_flag = team_d_created_flag } } fire_only_once = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision mp_create_faction_d" if = { limit = { has_idea = NATO_member } NATO_leave = yes } else_if = { limit = { has_idea = CSTO_member } CSTO_leave = yes } set_global_flag = team_d_created_flag set_country_flag = team_d_member_flag create_faction_from_template = faction_template_teamD } } mp_join_faction_d = { visible = { is_in_faction = no } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision mp_join_faction_d" if = { limit = { has_idea = NATO_member } NATO_leave = yes } else_if = { limit = { has_idea = CSTO_member } CSTO_leave = yes } set_country_flag = team_d_member_flag random_country = { limit = { has_country_flag = team_d_member_flag is_faction_leader = yes } add_to_faction = ROOT } } } mp_allow_to_join_factions = { fire_only_once = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision mp_allow_to_join_factions" set_rule = { can_join_factions = yes } } } mp_hide_decisions = { fire_only_once = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: mp_hide_decisions fired" set_global_flag = hide_mp_optimizations_flag } } } mp_resource_decision_category = { add_oil_resource = { icon = oil cost = 10 days_remove = 180 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_oil_resource" country_event = resource.1 } } add_steel_resource = { icon = steel cost = 10 days_remove = 120 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_steel_resource" country_event = resource.2 } } add_aluminum_resource = { icon = aluminium cost = 10 days_remove = 180 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_aluminum_resource" country_event = resource.3 } } add_chromium_resource = { icon = chromium cost = 10 days_remove = 180 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_chromium_resource" country_event = resource.4 } } add_tungsten_resource = { icon = tungsten cost = 10 days_remove = 180 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_tungsten_resource" country_event = resource.5 } } add_rubber_resource = { icon = rubber cost = 10 days_remove = 180 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_rubber_resource" country_event = resource.6 } } add_factory_building1 = { icon = GFX_decision_generic_construction cost = 10 days_remove = 120 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_factory_building1" one_random_industrial_complex = yes } } add_factory_building2 = { icon = GFX_decision_generic_construction cost = 10 days_remove = 240 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_factory_building2" two_random_industrial_complex = yes } } add_factory_building3 = { icon = GFX_decision_generic_construction cost = 10 days_remove = 360 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_factory_building3" three_random_industrial_complex = yes } } add_factory_building4 = { icon = GFX_decision_generic_construction cost = 10 days_remove = 120 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_factory_building4" one_random_arms_factory = yes } } add_factory_building5 = { icon = GFX_decision_generic_construction cost = 10 days_remove = 240 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_factory_building5" two_random_arms_factory = yes } } add_factory_building6 = { icon = GFX_decision_generic_construction cost = 10 days_remove = 360 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_factory_building6" three_random_arms_factory = yes } } add_factory_building7 = { icon = GFX_decision_generic_construction cost = 10 days_remove = 120 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_factory_building7" one_office_construction = yes } } add_factory_building8 = { icon = GFX_decision_generic_construction cost = 10 days_remove = 90 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_factory_building8" one_random_renewable_energy_infra = yes } } add_factory_building9 = { icon = GFX_decision_generic_construction cost = 10 days_remove = 90 days_re_enable = 1 available = { has_game_rule = { rule = rule_allow_MP_enhancements option = yes } } complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_factory_building9" two_random_network_infrastructure = yes } } add_construction_idea = { icon = GFX_decision_generic_construction visible = { NOT = { has_country_flag = construction_idea } } fire_only_once = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_construction_idea" add_ideas = MP_construction_idea set_country_flag = construction_idea set_temp_variable = { treasury_change = -30 } modify_treasury_effect = yes } } add_population_idea = { visible = { NOT = { has_country_flag = population_idea } } fire_only_once = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_population_idea" add_ideas = MP_population_idea set_country_flag = population_idea set_temp_variable = { treasury_change = -30 } modify_treasury_effect = yes } } add_workforce_idea = { visible = { NOT = { has_country_flag = workforce_idea } } fire_only_once = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_workforce_idea" add_ideas = MP_workforce_idea set_country_flag = workforce_idea set_temp_variable = { treasury_change = -30 } modify_treasury_effect = yes } } add_research_idea = { visible = { NOT = { has_country_flag = research_idea } } fire_only_once = yes complete_effect = { log = "[GetDateText]: [Root.GetName]: Decision add_research_idea" add_ideas = MP_research_idea set_country_flag = research_idea set_temp_variable = { treasury_change = -30 } modify_treasury_effect = yes } } }