##id is used for localization #example_law = { # #tooltip description for the law # tooltip = "loc_key" # # #gfx entry & frame for law entry icon # #gfx entry can be omitted, in that case it will default to GFX_occupation_policy_icon_strip # icon = "GFX_icon:5" # # #plays when the law is selected # sound_effect = "sound_effect" # # #if a law is not visible, it won't show up in gui at all # #scope is occupier country, occupied country is not set (this is only check at country level, not target level) # visible = { # always = yes # } # # #if a law is not available, it will show up in disable state ingui and won't be selectable # #scope is occupier country and from scope is occupied country # available = { # always = yes # } # # #if a current modifier is no longer active (visible/available is false) it will fallback to this law # fallback_law = law_id # # #main fallback modifier will be used when previous modifier is no longer active and there is no fallback_law, there must be exactly one fallback modifier # #if you are lacking manpower/equipments for your current laws, fallback modifier bonuses will apply instead (will lerp to fallback and at 0 manpower you will be forced to switch) # main_fallback_law = yes # # #applies to states if the law is selected # state_modifier = { # # } # # #states with resistance suppressed (at 0) will get this modifier instead (if defined) # suppressed_state_modifier = { # # } # # #by default laws are sorted by load order, gui_order can be used to reorder them in gui. by default it is 0 # gui_order = 1 # # # score used for selecting a law for state # # scope is state # # from is occupier # # from from is occupied # # ai_desire_resource temp variables will be available for the triggers, # # which is a value in between 0-1 to show desire for a certain resource # # uncapped_resistance_target temp variable can be used for getting resistance that that is not capped to 0-100 # # resistance_target_without_law temp variable can be used for accessing resistance target value that is not modifier by law # # garrison_min_support_ratio garrison_equipment_support_ratio garrison_manpower_support_ratio gives what ratio of the garrison factor we can support for current template and buffers # ai_will_do = { # base = 100 # # modifier = { # steel > 10 # add = 100 # } # } #} missing_garrison_scaled_effect = { icon = 1 missing_garrison_law = yes # missing garrison will now be scaling to law set as missing_garrison_law if it is set, otherwise it will use default_law as it used to sound_effect = "Martial_Law_Interface_No_Garrison" visible = { always = no } state_modifier = { resistance_target = 0.1 compliance_gain = -0.045 } ai_will_do = { base = 0 } } no_garrison = { icon = 1 default_law = yes sound_effect = "Martial_Law_Interface_No_Garrison" state_modifier = { resistance_target = 0.4 no_compliance_gain = 1 required_garrison_factor = -1 } suppressed_state_modifier = { #no_compliance_gain = 1 required_garrison_factor = -1 resistance_target = 0.4 } ai_will_do = { base = 0 modifier = { FROM = { has_government = democratic } has_active_resistance = no add = 200 } # if losing, get manpower & equipment back modifier = { FROM = { surrender_progress > 0.15 } add = 100 } modifier = { FROM = { surrender_progress > 0.4 } add = 500 } modifier = { check_variable = { uncapped_resistance_target > -0.4 } add = -60 } } } autonomous_occupation = { icon = 2 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" visible = { has_government = democratic #? on design } state_modifier = { resistance_target = 0.10 compliance_gain = 0.02 required_garrison_factor = -0.3 resistance_damage_to_garrison = -0.25 } ai_will_do = { base = 200 modifier = { add = 500 set_temp_variable = { resistance_limit = 30 } if = { limit = { occupation_law = martial_law_occupation } set_temp_variable = { resistance_limit = 35 } } resistance < autonomous_occupation # if we are under base resistance try to build compliance instead } } } foreign_civilian_oversight = { icon = 3 sound_effect = "Martial_Law_Interface_Foreign_Cvilian_Oversight" state_modifier = { required_garrison_factor = -0.20 resistance_damage_to_garrison = -0.25 } starting_law = yes ai_will_do = { base = 120 modifier = { check_variable = { resistance_target_without_law > 0.24 } add = 100 } } } local_police_force_garrison = { icon = 11 sound_effect = "Martial_Law_Interface_Local_Police_Force_Garrison" state_modifier = { resistance_target = -0.10 compliance_gain = -0.025 required_garrison_factor = -0.30 resistance_damage_to_garrison = -0.5 } ai_will_do = { base = 100 modifier = { check_variable = { resistance_target_without_law > 0.44 } add = 200 } modifier = { check_variable = { resistance_target_without_law > 0.34 } set_temp_variable = { requirement_limit = 0.35 } if = { limit = { occupation_law = local_police_force_garrison } set_temp_variable = { requirement_limit = 0.55 } } check_variable = { garrison_min_support_ratio < requirement_limit } add = 350 } } } secret_police_oversight = { icon = 4 sound_effect = "Martial_Law_Interface_Secret_Police_Oversight" state_modifier = { resistance_target = -0.30 compliance_gain = -0.04 required_garrison_factor = -0.1 resistance_damage_to_garrison = -0.15 local_factories = 0.05 local_resources = 0.05 enemy_operative_detection_chance_over_occupied_tag = 1 # offset detection chance by +1% enemy_intel_network_gain_factor_over_occupied_tag = -0.25 # -25% scaled by the number of occupied states and the ratio of the network covering those occupied states # todo + spy defense } } liberate_workers_occupation = { icon = 5 sound_effect = "Martial_Law_Interface_Liberate_Workers_Occupation_Unique_COM" visible = { has_government = communism } state_modifier = { resistance_target = -0.15 compliance_gain = -0.025 required_garrison_factor = -0.05 resistance_damage_to_garrison = 0.25 local_factories = 0.2 local_resources = 0.3 } ai_will_do = { base = 200 } } military_governor_occupation = { icon = 6 sound_effect = "Martial_Law_Interface_Military_Governor_Occupation" state_modifier = { resistance_target = -0.3 compliance_gain = -0.045 required_garrison_factor = 0.0 #local_factories = 0.00 local_resources = 0.10 local_manpower = 0.08 } ai_will_do = { base = 0 modifier = { check_variable = { resistance_target_without_law > 0.45 } add = 400 } } } martial_law_occupation = { icon = 7 sound_effect = "Martial_Law_Interface_Martial_Law_Occupation_Default" state_modifier = { resistance_target = -0.60 compliance_gain = -0.055 local_resources = 0.1 } ai_will_do = { base = 0 modifier = { check_variable = { resistance_target_without_law > 0.69 } set_temp_variable = { resistance_limit = 40 } set_temp_variable = { requirement_limit = 0.8 } if = { limit = { occupation_law = martial_law_occupation } set_temp_variable = { resistance_limit = 35 } set_temp_variable = { requirement_limit = 0.6 } } check_variable = { garrison_min_support_ratio > requirement_limit } resistance > resistance_limit add = 500 } } } forced_labor_occupation = { icon = 8 sound_effect = "Martial_Law_Interface_Forced_Labor_Occupation" state_modifier = { resistance_target = -0.40 compliance_gain = -0.08 resistance_damage_to_garrison = 0.3 required_garrison_factor = 0.15 local_resources = 0.40 local_factories = 0.05 repair_speed_infrastructure_factor = 0.25 custom_modifier_tooltip = "resource_sabotage_decrease_tooltip" } ai_will_do = { base = 0 modifier = { set_temp_variable = { requirement_limit = 1.5 } if = { limit = { occupation_law = forced_labor_occupation } set_temp_variable = { requirement_limit = 1.3 } } check_variable = { garrison_min_support_ratio < requirement_limit } factor = 0 } modifier = { set_temp_variable = { num_damaged = damaged_building_level@infrastructure } check_variable = { num_damaged > 0 } clamp_temp_variable = { var = num_damaged max = 8 } multiply_temp_variable = { num_damaged = 80 } add_to_temp_variable = { num_damaged = 200 } FROM = { has_war = yes add_to_temp_variable = { num_damaged = 100 } } add = num_damaged } modifier = { # if compliance is high enough, we are getting good enough resoruces already compliance < 40 # if we are desiring a resource produced here set_temp_variable = { releveant_resources = 0 } set_temp_variable = { t = resource@oil } multiply_temp_variable = { t = ai_desire_oil } add_to_temp_variable = { releveant_resources = t } set_temp_variable = { t = resource@aluminium } multiply_temp_variable = { t = ai_desire_aluminium } add_to_temp_variable = { releveant_resources = t } set_temp_variable = { t = resource@rubber } multiply_temp_variable = { t = ai_desire_rubber } add_to_temp_variable = { releveant_resources = t } set_temp_variable = { t = resource@tungsten } multiply_temp_variable = { t = ai_desire_tungsten } add_to_temp_variable = { releveant_resources = t } set_temp_variable = { t = resource@steel } multiply_temp_variable = { t = ai_desire_steel } add_to_temp_variable = { releveant_resources = t } set_temp_variable = { t = resource@chromium } multiply_temp_variable = { t = ai_desire_chromium } add_to_temp_variable = { releveant_resources = t } check_variable = { releveant_resources > 0 } clamp_temp_variable = { var = releveant_resources max = 40 } multiply_temp_variable = { releveant_resources = 0.025 } multiply_temp_variable = { releveant_resources = 200 } add_to_temp_variable = { releveant_resources = 100 } add = releveant_resources } } } harsh_quotas_occupation = { icon = 9 sound_effect = "Martial_Law_Interface_Harsh_Quotas_Occupation" state_modifier = { resistance_target = -0.40 compliance_gain = -0.08 required_garrison_factor = 0.15 resistance_damage_to_garrison = 0.50 local_factories = 0.25 local_resources = 0.05 repair_speed_arms_factory_factor = 0.25 repair_speed_industrial_complex_factor = 0.25 custom_modifier_tooltip = "factory_sabotage_decrease_tooltip" } ai_will_do = { base = 0 modifier = { set_temp_variable = { num_damaged = damaged_building_level@arms_factory } add_to_temp_variable = { num_damaged = damaged_building_level@industrial_complex } check_variable = { num_damaged > 0 } clamp_temp_variable = { var = num_damaged max = 4 } multiply_temp_variable = { num_damaged = 50 } add_to_temp_variable = { num_damaged = 150 } add = num_damaged } } } brutally_oppressive_occupation = { icon = 10 sound_effect = "Martial_Law_Interface_Brutally_Oppressive_Occupation_Unique_FAS" visible = { has_government = fascism } state_modifier = { resistance_target = -0.75 compliance_gain = -0.11 required_garrison_factor = 0.25 resistance_damage_to_garrison = 1.0 local_resources = 0.10 resistance_decay = 1.0 } ai_will_do = { base = 0 modifier = { check_variable = { resistance_target_without_law > 0.94 } set_temp_variable = { resistance_limit = 40 } set_temp_variable = { requirement_limit = 2.0 } if = { limit = { occupation_law = brutally_oppressive_occupation } set_temp_variable = { resistance_limit = 35 } set_temp_variable = { requirement_limit = 1.8 } } check_variable = { garrison_min_support_ratio > requirement_limit } resistance > resistance_limit add = 1000 } } } HOL_WIC_law = { icon = 13 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" fallback_law = foreign_civilian_oversight visible = { original_tag = HOL has_completed_focus = HOL_wic_colonial_management OR = { FROM = { capital_scope = { is_on_continent = north_america } } FROM = { capital_scope = { is_on_continent = south_america } } FROM = { has_country_flag = west_african_nation_flag } } } state_modifier = { resistance_target = -0.30 required_garrison_factor = 0.15 resistance_damage_to_garrison = 0.20 local_factories = 0.35 local_resources = 0.40 local_manpower = -0.90 } ai_will_do = { base = 250 modifier = { check_variable = { resistance_target_without_law > 0.3 } add = 200 } modifier = { check_variable = { resistance_target_without_law > 0.44 } set_temp_variable = { requirement_limit = 0.35 } if = { limit = { occupation_law = local_police_force_garrison } set_temp_variable = { requirement_limit = 0.55 } } check_variable = { garrison_min_support_ratio < requirement_limit } add = 350 } } } HOL_VOC_law = { icon = 13 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" fallback_law = foreign_civilian_oversight visible = { original_tag = HOL has_completed_focus = HOL_voc OR = { FROM = { capital_scope = { is_on_continent = asia } } AND = { FROM = { is_west_african_nation = no } FROM = { is_in_array = { global.is_african_nation = THIS.id } } } } } state_modifier = { resistance_target = -0.30 required_garrison_factor = 0.10 resistance_damage_to_garrison = 0.15 local_factories = 0.55 local_resources = 0.55 local_manpower = -0.90 } ai_will_do = { base = 250 modifier = { check_variable = { resistance_target_without_law > 0.3 } add = 200 } modifier = { check_variable = { resistance_target_without_law > 0.44 } set_temp_variable = { requirement_limit = 0.35 } if = { limit = { occupation_law = local_police_force_garrison } set_temp_variable = { requirement_limit = 0.55 } } check_variable = { garrison_min_support_ratio < requirement_limit } add = 350 } } } senbu_occupation_law = { icon = 16 sound_effect = "Martial_Law_Interface_Autonomous_Occupation_Unique_DEM" fallback_law = foreign_civilian_oversight visible = { original_tag = JAP has_completed_focus = JAP_office_for_colonialism } available = { OR = { is_in_asia = yes is_in_oceania = yes } } state_modifier = { #CHANGES HERE NEED TO BE APPLIED ALSO IN senbu_occupation_law_fake_idea idea resistance_target = 0.05 compliance_gain = 0.01 required_garrison_factor = 0.15 local_factories = 0.20 local_resources = 0.10 } ai_will_do = { base = 250 modifier = { check_variable = { resistance_target_without_law > 0.3 } add = 200 } modifier = { check_variable = { resistance_target_without_law > 0.44 } set_temp_variable = { requirement_limit = 0.35 } if = { limit = { occupation_law = local_police_force_garrison } set_temp_variable = { requirement_limit = 0.55 } } check_variable = { garrison_min_support_ratio < requirement_limit } add = 350 } } }