types = { #TODO: Implement the AI to better pick targets for attacks. Consult kind birdy for assistance here #Provides intel gain / short term advantages to players attacking / bombing in that state special_reconassiance = { days_to_prepare = 15 days_re_enable = 180 category = special_forces_raids command_power = 20 arrow = { type = line } # Specific Target is visible show_target = { OR = { has_war_with = FROM has_wargoal_against = FROM is_justifying_wargoal_against = FROM } FROM = { MD_special_countries = no } } # Can prepare available = { raid_target_eligible = yes raid_special_forces_tech_available = yes OR = { has_wargoal_against = FROM has_war_with = FROM hidden_trigger = { has_country_flag = promised_retaliation_against@FROM } } raid_target_eligible_from = yes } unit_requirements = { battalion_types = { Special_Forces = { min = 1 max = 5 } } } target_icon = GFX_other_target_icon launch_sound = raid_launch_marine target_type = { building = { type = supply_node } building = { type = air_base } building = { type = naval_base } building = { type = radar_station } } starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.05 # Raiding unit modifiers experience = { weight = 0.15 start_weight = -0.15 reference = 0.5 } organisation = { weight = 0.15 start_weight = -0.15 reference = 60 } strength = { weight = 0.05 start_weight = -0.05 reference = 1 } recon = { weight = 0.20 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.2 } intel = { weight = 0.3 #start_reference = 50 reference = 100 } } critical = { base = 0.05 } disaster = { base = 0.25 } } success_levels = { failure = { actor_effects = { raid_damage_units = { org_damage = 0.30 str_damage = 0.15 ratio = yes } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { actor_effects = { var:actor_country = { add_timed_idea = { idea = special_recon days = 20 } } raid_damage_units = { org_damage = 0.2 str_damage = 0.05 ratio = yes } raid_add_unit_experience = 0.25 } } success = { actor_effects = { raid_damage_units = { org_damage = 0.2 str_damage = 0.02 ratio = yes } var:actor_country = { add_timed_idea = { idea = special_recon days = 40 } } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { actor_effects = { raid_damage_units = { org_damage = 0.1 str_damage = 0 ratio = yes } var:actor_country = { add_timed_idea = { idea = special_recon days = 60 } } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 0 modifier = { NOT = { has_war_with = FROM } NOT = { is_neighbor_of = FROM } NOT = { has_country_flag = promised_retaliation_against@FROM } add = -100 } modifier = { add = 5 has_opinion = { target = FROM value < -95 } } modifier = { add = 5 has_opinion = { target = FROM value < -125 } } modifier = { add = 5 has_opinion = { target = FROM value < -50 } } modifier = { factor = 0 threat < 0.10 raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0.05 OR = { has_government = democratic has_government = neutrality has_elections = yes } FROM = { has_added_tension_amount < 5 } } modifier = { factor = 0 date < 2001.1.1 raid_skip_target_non_hostile_no_retaliation = yes } modifier = { NOT = { has_country_flag = promised_retaliation_against@FROM } factor = 0 FROM = { OR = { has_idea = NATO_member has_idea = CSTO_member has_idea = EU_member has_idea = faction_resistance_axis_member } } } # Alliance gate — back off when target is in a faction and our alliance ratio is weak (<0.7) modifier = { factor = 0 raid_alliance_unfavorable = yes } # Doctrinal reach gate — isolation/local_security/limited interventionism can't reach. # Bypassed by the rule_raid_doctrine_reach game rule. modifier = { factor = 0 raid_intervention_doctrine_reach_block = yes } # Major-power target dampener — AI minors are 4× less likely to raid super/great powers while at peace. modifier = { factor = 0.25 raid_skip_target_non_hostile_no_retaliation = yes FROM = { OR = { has_idea = super_power has_idea = great_power } } NOT = { OR = { has_idea = super_power has_idea = great_power } } } modifier = { has_country_flag = promised_retaliation_against@FROM factor = 100 } modifier = { has_country_flag = conceded_to@FROM factor = 0 } modifier = { NOT = { FROM = { is_on_same_continent_as = PREV } } strength_ratio = { tag = FROM ratio > 0.35 } factor = 0 } modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } modifier = { # Don't raid nations we have influence in factor = 0 raid_skip_target_non_hostile_no_retaliation = yes FROM = { is_influencer = yes } } modifier = { # Don't raid if heavily in debt factor = 0 raid_skip_target_non_hostile_no_retaliation = yes check_variable = { debt_ratio > 0.25 } } modifier = { # Less likely to raid if somewhat in debt factor = 0.25 NOT = { has_war_with = FROM } check_variable = { debt_ratio > 0.15 } } } } #Attacks enemy supply hubs / railways, temp reducing supply in region direct_action_raid_supply = { days_to_prepare = 15 days_re_enable = 180 category = special_forces_raids command_power = 20 # command power allocation cost arrow = { type = line } # Specific Target is visible show_target = { raid_show_target_specops_hostile = yes FROM = { MD_special_countries = no } } # Can prepare available = { raid_target_eligible = yes raid_special_forces_tech_available = yes OR = { has_wargoal_against = FROM has_war_with = FROM AND = { has_opinion = { target = FROM value < -50 } FROM = { has_war = yes } } hidden_trigger = { has_country_flag = promised_retaliation_against@FROM } } raid_target_eligible_from = yes } launchable = { OR = { has_war_with = FROM AND = { has_opinion = { target = FROM value < -50 } FROM = { has_war = yes } set_temp_variable = { cost = 100 } raid_can_launch = yes } } } unit_requirements = { battalion_types = { Special_Forces = { min = 5 } } } target_icon = GFX_other_target_icon launch_sound = raid_launch_marine additional_equipment = { # list of equipment archetypes and numbers } target_type = { building = { type = supply_node } } starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.25 # Raiding unit modifiers experience = { weight = 0.50 start_weight = -0.25 reference = 0.75 } organisation = { weight = 0.20 start_weight = -0.10 reference = 100 } strength = { weight = 0.15 start_weight = -0.05 reference = 1 } recon = { weight = 0.25 start_weight = -0.25 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.2 } intel = { weight = 0.5 start_weight = -0.1 reference = 100 start_reference = 10 } } critical = { base = 0.05 } disaster = { base = 0.25 } } success_levels = { failure = { victim_effects = { send_raid_event_to_victim = yes } actor_effects = { raid_damage_units = { org_damage = 0.30 str_damage = 0.15 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { victim_effects = { var:target_state = { set_temp_variable = { num_supply_node = THIS.building_level@supply_node } for_loop_effect = { end = num_supply_node value = temp_hold if = { limit = { supply_node > 0 } damage_building = { type = supply_node damage = 0.25 } } } set_temp_variable = { num_rail_way = THIS.building_level@rail_way } for_loop_effect = { end = num_rail_way value = temp_hold if = { limit = { rail_way > 0 } damage_building = { type = rail_way damage = 0.25 } } } } send_raid_event_to_victim = yes } actor_effects = { raid_damage_units = { org_damage = 0.2 str_damage = 0.05 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } } success = { victim_effects = { var:target_state = { var:target_state = { set_temp_variable = { num_supply_node = THIS.building_level@supply_node } for_loop_effect = { end = num_supply_node value = temp_hold if = { limit = { supply_node > 0 } damage_building = { type = supply_node damage = 0.5 # levels of damage } } } set_temp_variable = { num_rail_way = THIS.building_level@rail_way } for_loop_effect = { end = num_rail_way value = temp_hold if = { limit = { rail_way > 0 } damage_building = { type = rail_way damage = 0.5 # levels of damage } } } } send_raid_event_to_victim = yes } } actor_effects = { raid_damage_units = { org_damage = 0.2 str_damage = 0.02 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { var:target_state = { set_temp_variable = { num_supply_node = THIS.building_level@supply_node } for_loop_effect = { end = num_supply_node value = temp_hold if = { limit = { supply_node > 0 } damage_building = { type = supply_node damage = 1.00 # levels of damage } } } set_temp_variable = { num_rail_way = THIS.building_level@rail_way } for_loop_effect = { end = num_rail_way value = temp_hold if = { limit = { rail_way > 0 } damage_building = { type = rail_way damage = 1.0 # levels of damage } } } send_raid_event_to_victim = yes } } actor_effects = { raid_damage_units = { org_damage = 0.1 str_damage = 0 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 0 modifier = { NOT = { has_war_with = FROM } NOT = { is_neighbor_of = FROM } NOT = { has_country_flag = promised_retaliation_against@FROM } add = -100 } modifier = { add = 5 has_opinion = { target = FROM value < -95 } } modifier = { add = 5 has_opinion = { target = FROM value < -125 } } modifier = { add = 5 has_opinion = { target = FROM value < -50 } } modifier = { factor = 0.05 OR = { has_government = democratic has_government = neutrality has_elections = yes } FROM = { has_added_tension_amount < 5 } } modifier = { factor = 0 date < 2001.1.1 raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 threat < 0.10 raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 NOT = { has_country_flag = promised_retaliation_against@FROM } FROM = { has_idea = NATO_member } } # Alliance gate — back off when target is in a faction and our alliance ratio is weak (<0.7) modifier = { factor = 0 raid_alliance_unfavorable = yes } # Doctrinal reach gate — isolation/local_security/limited interventionism can't reach. # Bypassed by the rule_raid_doctrine_reach game rule. modifier = { factor = 0 raid_intervention_doctrine_reach_block = yes } # Major-power target dampener — AI minors are 4× less likely to raid super/great powers while at peace. modifier = { factor = 0.25 raid_skip_target_non_hostile_no_retaliation = yes FROM = { OR = { has_idea = super_power has_idea = great_power } } NOT = { OR = { has_idea = super_power has_idea = great_power } } } modifier = { has_country_flag = promised_retaliation_against@FROM factor = 100 } modifier = { factor = 0 has_country_flag = conceded_to@FROM } modifier = { factor = 0 NOT = { FROM = { is_on_same_continent_as = PREV } } strength_ratio = { tag = FROM ratio > 0.35 } } modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } modifier = { # Don't raid nations we have influence in factor = 0 raid_skip_target_non_hostile_no_retaliation = yes FROM = { is_influencer = yes } } modifier = { # Don't raid if heavily in debt factor = 0 raid_skip_target_non_hostile_no_retaliation = yes check_variable = { debt_ratio > 0.25 } } modifier = { # Less likely to raid if somewhat in debt factor = 0.25 NOT = { has_war_with = FROM } check_variable = { debt_ratio > 0.15 } } } } #Direct attacks on enemy ports or airbases direct_action_raid_air = { days_to_prepare = 15 days_re_enable = 180 category = special_forces_raids command_power = 20 # command power allocation cost arrow = { type = line } # Specific Target is visible show_target = { raid_show_target_specops_hostile = yes FROM = { MD_special_countries = no } } # Can prepare available = { raid_target_eligible = yes raid_special_forces_tech_available = yes OR = { has_wargoal_against = FROM has_war_with = FROM AND = { has_opinion = { target = FROM value < -50 } FROM = { has_war = yes } } hidden_trigger = { has_country_flag = promised_retaliation_against@FROM } } raid_target_eligible_from = yes } launchable = { OR = { has_war_with = FROM AND = { has_opinion = { target = FROM value < -50 } FROM = { has_war = yes } } } } unit_requirements = { battalion_types = { Special_Forces = { min = 1 max = 5 } } } launch_sound = raid_launch_marine target_icon = GFX_other_target_icon target_type = { building = { type = air_base } } starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.25 # Raiding unit modifiers experience = { weight = 0.50 start_weight = -0.25 reference = 0.75 } organisation = { weight = 0.20 start_weight = -0.10 reference = 100 } strength = { weight = 0.15 start_weight = -0.05 reference = 1 } recon = { weight = 0.25 start_weight = -0.25 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.2 } intel = { weight = 0.5 start_weight = -0.1 reference = 100 start_reference = 10 } } critical = { base = 0.05 } disaster = { base = 0.25 } } success_levels = { failure = { victim_effects = { send_raid_event_to_victim = yes } actor_effects = { raid_damage_units = { org_damage = 0.30 str_damage = 0.15 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { victim_effects = { var:target_state = { set_temp_variable = { num_air_base = THIS.building_level@air_base } for_loop_effect = { end = num_air_base value = temp_hold if = { limit = { air_base > 0 } damage_building = { type = air_base damage = 0.25 # levels of damage } } } } send_raid_event_to_victim = yes } actor_effects = { raid_damage_units = { org_damage = 0.2 str_damage = 0.05 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } } success = { victim_effects = { var:target_state = { set_temp_variable = { num_air_base = THIS.building_level@air_base } for_loop_effect = { end = num_air_base value = temp_hold if = { limit = { air_base > 0 } damage_building = { type = air_base damage = 0.5 # levels of damage } } } } send_raid_event_to_victim = yes } actor_effects = { raid_damage_units = { org_damage = 0.2 str_damage = 0.02 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { var:target_state = { set_temp_variable = { num_air_base = THIS.building_level@air_base } for_loop_effect = { end = num_air_base value = temp_hold if = { limit = { air_base > 0 } damage_building = { type = air_base damage = 1.00 # levels of damage } } } } send_raid_event_to_victim = yes } actor_effects = { raid_damage_units = { org_damage = 0.1 str_damage = 0.02 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 0 modifier = { NOT = { has_war_with = FROM } NOT = { is_neighbor_of = FROM } NOT = { has_country_flag = promised_retaliation_against@FROM } add = -100 } modifier = { add = 5 has_opinion = { target = FROM value < -95 } } modifier = { add = 5 has_opinion = { target = FROM value < -125 } } modifier = { add = 5 has_opinion = { target = FROM value < -50 } } modifier = { factor = 0 threat < 0.10 raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0.05 OR = { has_government = democratic has_government = neutrality has_elections = yes } FROM = { has_added_tension_amount < 5 } } modifier = { factor = 0 date < 2001.1.1 raid_skip_target_non_hostile_no_retaliation = yes } modifier = { NOT = { has_country_flag = promised_retaliation_against@FROM } factor = 0 FROM = { OR = { has_idea = NATO_member has_idea = CSTO_member has_idea = EU_member has_idea = faction_resistance_axis_member } } } # Alliance gate — back off when target is in a faction and our alliance ratio is weak (<0.7) modifier = { factor = 0 raid_alliance_unfavorable = yes } # Doctrinal reach gate — isolation/local_security/limited interventionism can't reach. # Bypassed by the rule_raid_doctrine_reach game rule. modifier = { factor = 0 raid_intervention_doctrine_reach_block = yes } # Major-power target dampener — AI minors are 4× less likely to raid super/great powers while at peace. modifier = { factor = 0.25 raid_skip_target_non_hostile_no_retaliation = yes FROM = { OR = { has_idea = super_power has_idea = great_power } } NOT = { OR = { has_idea = super_power has_idea = great_power } } } modifier = { has_country_flag = promised_retaliation_against@FROM factor = 100 } modifier = { has_country_flag = conceded_to@FROM factor = 0 } modifier = { NOT = { FROM = { is_on_same_continent_as = PREV } } strength_ratio = { tag = FROM ratio > 0.35 } factor = 0 } modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } modifier = { # Don't raid nations we have influence in factor = 0 raid_skip_target_non_hostile_no_retaliation = yes FROM = { is_influencer = yes } } modifier = { # Don't raid if heavily in debt factor = 0 raid_skip_target_non_hostile_no_retaliation = yes check_variable = { debt_ratio > 0.25 } } modifier = { # Less likely to raid if somewhat in debt factor = 0.25 NOT = { has_war_with = FROM } check_variable = { debt_ratio > 0.15 } } } } #Direct attacks on enemy ports or airbases direct_action_raid_naval = { days_to_prepare = 15 days_re_enable = 180 category = special_forces_raids command_power = 20 # command power allocation cost arrow = { type = line } # Specific Target is visible show_target = { raid_show_target_specops_hostile = yes FROM = { MD_special_countries = no } } # Can prepare available = { raid_target_eligible = yes any_owned_state = { is_coastal = yes } has_tech = tech_landing_craft_1 custom_trigger_tooltip = { tooltip = has_modern_landing_craft_TT if = { limit = { NOT = { has_tech = tech_landing_craft_4 } } FROM = { is_on_same_continent_as = PREV } } } OR = { has_wargoal_against = FROM has_war_with = FROM AND = { has_opinion = { target = FROM value < -50 } FROM = { has_war = yes } } hidden_trigger = { has_country_flag = promised_retaliation_against@FROM } } raid_target_eligible_from = yes } launchable = { OR = { has_war_with = FROM AND = { has_opinion = { target = FROM value < -50 } FROM = { has_war = yes } } } } unit_requirements = { battalion_types = { Special_Forces = { min = 1 max = 5 } } } launch_sound = raid_launch_marine target_icon = GFX_other_target_icon target_type = { building = { type = naval_base } } starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.25 # Raiding unit modifiers experience = { weight = 0.50 start_weight = -0.25 reference = 0.75 } organisation = { weight = 0.20 start_weight = -0.10 reference = 100 } strength = { weight = 0.15 start_weight = -0.05 reference = 1 } recon = { weight = 0.25 start_weight = -0.25 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.2 } intel = { weight = 0.5 start_weight = -0.1 reference = 100 start_reference = 10 } } critical = { base = 0.05 } disaster = { base = 0.25 } } success_levels = { failure = { victim_effects = { send_raid_event_to_victim = yes } actor_effects = { raid_damage_units = { org_damage = 0.30 str_damage = 0.15 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { victim_effects = { var:target_state = { set_temp_variable = { num_naval_base = THIS.building_level@naval_base } for_loop_effect = { end = num_naval_base value = temp_hold if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = 0.25 } } } } send_raid_event_to_victim = yes } actor_effects = { raid_damage_units = { org_damage = 0.2 str_damage = 0.05 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } } success = { victim_effects = { var:target_state = { set_temp_variable = { num_naval_base = THIS.building_level@naval_base } for_loop_effect = { end = num_naval_base value = temp_hold if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = 0.5 } } } } send_raid_event_to_victim = yes } actor_effects = { raid_damage_units = { org_damage = 0.2 str_damage = 0.02 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { var:target_state = { set_temp_variable = { num_naval_base = THIS.building_level@naval_base } for_loop_effect = { end = num_naval_base value = temp_hold if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = 1.00 # levels of damage } } } } send_raid_event_to_victim = yes } actor_effects = { raid_damage_units = { org_damage = 0.1 str_damage = 0.02 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 0 modifier = { NOT = { has_war_with = FROM } NOT = { is_neighbor_of = FROM } NOT = { has_country_flag = promised_retaliation_against@FROM } add = -100 } modifier = { add = 5 has_opinion = { target = FROM value < -95 } } modifier = { add = 5 has_opinion = { target = FROM value < -125 } } modifier = { add = 5 has_opinion = { target = FROM value < -50 } } modifier = { factor = 0 threat < 0.10 raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0.05 OR = { has_government = democratic has_government = neutrality has_elections = yes } FROM = { has_added_tension_amount < 5 } } modifier = { factor = 0 date < 2001.1.1 raid_skip_target_non_hostile_no_retaliation = yes } modifier = { NOT = { has_country_flag = promised_retaliation_against@FROM } factor = 0 FROM = { OR = { has_idea = NATO_member has_idea = CSTO_member has_idea = EU_member has_idea = faction_resistance_axis_member } } } # Alliance gate — back off when target is in a faction and our alliance ratio is weak (<0.7) modifier = { factor = 0 raid_alliance_unfavorable = yes } # Doctrinal reach gate — isolation/local_security/limited interventionism can't reach. # Bypassed by the rule_raid_doctrine_reach game rule. modifier = { factor = 0 raid_intervention_doctrine_reach_block = yes } # Major-power target dampener — AI minors are 4× less likely to raid super/great powers while at peace. modifier = { factor = 0.25 raid_skip_target_non_hostile_no_retaliation = yes FROM = { OR = { has_idea = super_power has_idea = great_power } } NOT = { OR = { has_idea = super_power has_idea = great_power } } } modifier = { has_country_flag = promised_retaliation_against@FROM factor = 100 } modifier = { has_country_flag = conceded_to@FROM factor = 0 } modifier = { NOT = { FROM = { is_on_same_continent_as = PREV } } strength_ratio = { tag = FROM ratio > 0.35 } factor = 0 } modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } modifier = { # Don't raid nations we have influence in factor = 0 raid_skip_target_non_hostile_no_retaliation = yes FROM = { is_influencer = yes } } modifier = { # Don't raid if heavily in debt factor = 0 raid_skip_target_non_hostile_no_retaliation = yes check_variable = { debt_ratio > 0.25 } } modifier = { # Less likely to raid if somewhat in debt factor = 0.25 NOT = { has_war_with = FROM } check_variable = { debt_ratio > 0.15 } } } } #Direct action mission to kill scientists / generals scientist_kill_mission = { days_to_prepare = 30 days_re_enable = 270 category = special_forces_raids command_power = 20 # command power allocation cost arrow = { type = line } # Raid Type is visible # Specific Target is visible show_target = { raid_show_target_specops_hostile = yes FROM = { MD_special_countries = no } } # Can prepare available = { raid_target_eligible = yes raid_special_forces_tech_available = yes OR = { has_wargoal_against = FROM has_war_with = FROM has_opinion = { target = FROM value < 50 } hidden_trigger = { has_country_flag = promised_retaliation_against@FROM } } raid_target_eligible_from = yes } launchable = { set_temp_variable = { cost = 300 } raid_can_launch = yes } target_type = { building = { tags = facility } } unit_requirements = { battalion_types = { Special_Forces = { min = 5 } } } launch_sound = raid_launch_marine target_icon = GFX_other_target_icon starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.25 # Raiding unit modifiers experience = { weight = 0.50 start_weight = -0.25 reference = 0.75 } organisation = { weight = 0.20 start_weight = -0.10 reference = 100 } strength = { weight = 0.15 start_weight = -0.05 reference = 1 } recon = { weight = 0.25 start_weight = -0.25 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.2 } intel = { weight = 0.5 start_weight = -0.1 reference = 100 start_reference = 10 } } critical = { base = 0.05 } disaster = { base = 0.05 } } success_levels = { failure = { victim_effects = { send_raid_event_to_victim = yes } actor_effects = { raid_damage_units = { org_damage = 0.40 str_damage = 0.20 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { victim_effects = { send_raid_event_to_victim = yes var:target_state = { damage_building = { tags = { facility } damage = 0.5 } } } actor_effects = { raid_damage_units = { org_damage = 0.3 str_damage = 0.1 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } } success = { victim_effects = { send_raid_event_to_victim = yes var:target_state = { damage_building = { tags = facility damage = 1 province = var:ROOT.target_province } } var:victim_country = { random_active_scientist = { injure_scientist_for_days = 90 } } } actor_effects = { raid_damage_units = { org_damage = 0.15 str_damage = 0.05 ratio = yes } var:actor_country = { } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { send_raid_event_to_victim = yes var:target_state = { damage_building = { tags = facility damage = 1 province = var:ROOT.target_province } } var:victim_country = { random_active_scientist = { injure_scientist_for_days = 180 } } } actor_effects = { raid_damage_units = { org_damage = 0.1 str_damage = 0 ratio = yes } var:actor_country = { add_breakthrough_progress = { specialization = all value = 0.3 } } raid_add_unit_experience = 0.25 var:actor_country = { if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 0 modifier = { NOT = { has_war_with = FROM } NOT = { is_neighbor_of = FROM } NOT = { has_country_flag = promised_retaliation_against@FROM } add = -100 } modifier = { add = 5 has_opinion = { target = FROM value < -95 } } modifier = { add = 5 has_opinion = { target = FROM value < -125 } } modifier = { add = 5 has_opinion = { target = FROM value < -50 } } modifier = { add = -10 NOT = { has_war_with = FROM } has_government = FROM } modifier = { NOT = { has_country_flag = promised_retaliation_against@FROM } factor = 0 FROM = { OR = { has_idea = NATO_member has_idea = CSTO_member has_idea = EU_member has_idea = faction_resistance_axis_member } } } # Alliance gate — back off when target is in a faction and our alliance ratio is weak (<0.7) modifier = { factor = 0 raid_alliance_unfavorable = yes } # Doctrinal reach gate — isolation/local_security/limited interventionism can't reach. # Bypassed by the rule_raid_doctrine_reach game rule. modifier = { factor = 0 raid_intervention_doctrine_reach_block = yes } # Major-power target dampener — AI minors are 4× less likely to raid super/great powers while at peace. modifier = { factor = 0.25 raid_skip_target_non_hostile_no_retaliation = yes FROM = { OR = { has_idea = super_power has_idea = great_power } } NOT = { OR = { has_idea = super_power has_idea = great_power } } } modifier = { factor = 100 has_country_flag = promised_retaliation_against@FROM } modifier = { factor = 2 OR = { has_idea = super_power has_idea = great_power has_idea = large_power } } modifier = { factor = 0 threat < 0.10 raid_skip_target_non_hostile_no_retaliation = yes } modifier = { # Don't target anyone who is not a potential enemy factor = 0 NOT = { has_country_flag = promised_retaliation_against@FROM } NOT = { is_in_array = { array = potential_and_current_enemies value = FROM # Target country } } } modifier = { factor = 0 has_war = yes raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 tag = USA FROM = { tag = IRQ } date < 2004.1.1 NOT = { has_country_flag = promised_retaliation_against@FROM } } modifier = { factor = 0.05 OR = { has_government = democratic has_government = neutrality has_elections = yes } FROM = { has_added_tension_amount < 5 } } modifier = { factor = 0 date < 2001.1.1 raid_skip_target_non_hostile_no_retaliation = yes } modifier = { has_country_flag = conceded_to@FROM factor = 0 } modifier = { NOT = { FROM = { is_on_same_continent_as = PREV } } strength_ratio = { tag = FROM ratio > 0.35 } factor = 0 } modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } modifier = { # Don't raid nations we have influence in factor = 0 raid_skip_target_non_hostile_no_retaliation = yes FROM = { is_influencer = yes } } modifier = { # Don't raid if heavily in debt factor = 0 raid_skip_target_non_hostile_no_retaliation = yes check_variable = { debt_ratio > 0.25 } } modifier = { # Less likely to raid if somewhat in debt factor = 0.25 NOT = { has_war_with = FROM } check_variable = { debt_ratio > 0.15 } } #do some checks for nations here, like someone going for nukes will likely be targeted by enemies } } #Direct action mission to free a captured spy / operative free_captured_operative_mission = { days_to_prepare = 30 days_re_enable = 50 category = special_forces_raids command_power = 20 # command power allocation cost arrow = { type = line } # Raid Type is visible # Specific Target is visible show_target = { raid_show_target_specops_hostile = yes FROM = { MD_special_countries = no } } # Can prepare available = { raid_target_eligible = yes raid_special_forces_tech_available = yes # Target country must be holding one of our operatives captive FROM = { has_captured_operative = ROOT } raid_target_eligible_from = yes } launchable = { FROM = { has_captured_operative = ROOT } set_temp_variable = { cost = 200 } raid_can_launch = yes } target_type = { state = { is_capital = yes } } unit_requirements = { battalion_types = { Special_Forces = { min = 5 } } } launch_sound = raid_launch_marine target_icon = GFX_other_target_icon starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.25 # Raiding unit modifiers experience = { weight = 0.50 start_weight = -0.25 reference = 0.75 } organisation = { weight = 0.20 start_weight = -0.10 reference = 100 } strength = { weight = 0.15 start_weight = -0.05 reference = 1 } recon = { weight = 0.25 start_weight = -0.25 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.2 } intel = { weight = 0.5 start_weight = -0.1 reference = 100 start_reference = 10 } } critical = { base = 0.05 } disaster = { base = 0.05 } } # Only two outcomes: failure and success success_levels = { failure = { victim_effects = { send_raid_event_to_victim = yes } actor_effects = { raid_damage_units = { org_damage = 0.40 str_damage = 0.20 ratio = yes } raid_add_unit_experience = 0.25 var:actor_country = { random_operative = { limit = { is_operative_captured = yes } kill_operative = { killed_by = var:ROOT.victim_country } } if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } success = { victim_effects = { send_raid_event_to_victim = yes } actor_effects = { raid_damage_units = { org_damage = 0.15 str_damage = 0.05 ratio = yes } raid_add_unit_experience = 0.25 # Spring our operative var:actor_country = { free_random_operative = { captured_by = var:ROOT.victim_country } if = { limit = { NOT = { has_war_with = var:ROOT.victim_country } } add_political_power = -100 } } } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } } ai_will_do = { base = 0 modifier = { factor = 0 NOT = { FROM = { has_captured_operative = ROOT } } } modifier = { NOT = { has_war_with = FROM } NOT = { is_neighbor_of = FROM } NOT = { has_country_flag = promised_retaliation_against@FROM } add = -100 } modifier = { add = 5 has_opinion = { target = FROM value < -95 } } modifier = { add = 5 has_opinion = { target = FROM value < -125 } } modifier = { add = 5 has_opinion = { target = FROM value < -50 } } modifier = { add = -10 NOT = { has_war_with = FROM } has_government = FROM } modifier = { NOT = { has_country_flag = promised_retaliation_against@FROM } factor = 0 FROM = { OR = { has_idea = NATO_member has_idea = CSTO_member has_idea = EU_member has_idea = faction_resistance_axis_member } } } modifier = { factor = 0 raid_alliance_unfavorable = yes } modifier = { factor = 0 raid_intervention_doctrine_reach_block = yes } modifier = { factor = 0.25 raid_skip_target_non_hostile_no_retaliation = yes FROM = { OR = { has_idea = super_power has_idea = great_power } } NOT = { OR = { has_idea = super_power has_idea = great_power } } } modifier = { factor = 100 has_country_flag = promised_retaliation_against@FROM } modifier = { factor = 2 OR = { has_idea = super_power has_idea = great_power has_idea = large_power } } modifier = { factor = 0 threat < 0.10 raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 NOT = { has_country_flag = promised_retaliation_against@FROM } NOT = { is_in_array = { array = potential_and_current_enemies value = FROM } } } modifier = { factor = 0 has_war = yes raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0.05 OR = { has_government = democratic has_government = neutrality has_elections = yes } FROM = { has_added_tension_amount < 5 } } modifier = { has_country_flag = conceded_to@FROM factor = 0 } modifier = { NOT = { FROM = { is_on_same_continent_as = PREV } } strength_ratio = { tag = FROM ratio > 0.35 } factor = 0 } modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } modifier = { factor = 0 raid_skip_target_non_hostile_no_retaliation = yes FROM = { is_influencer = yes } } modifier = { factor = 0 raid_skip_target_non_hostile_no_retaliation = yes check_variable = { debt_ratio > 0.25 } } modifier = { factor = 0.25 NOT = { has_war_with = FROM } check_variable = { debt_ratio > 0.15 } } } } # [USA] Capture Venezuelan Leader USA_raid_venezuela = { allowed = { original_tag = USA } days_to_prepare = 30 days_re_enable = 120 category = special_forces_raids command_power = 20 arrow = { type = line } # Specific Target is visible visible = { has_country_flag = USA_operation_absolute_resolve } # Specific Target is visible show_target = { FROM = { original_tag = VEN } } # Can prepare available = { raid_special_forces_tech_available = yes } unit_requirements = { battalion_types = { Special_Forces = { min = 1 max = 5 } } } target_icon = GFX_other_target_icon launch_sound = raid_launch_marine target_type = { state = { is_capital = yes infrastructure > 0 is_owned_by = VEN } } starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.05 # Raiding unit modifiers experience = { weight = 0.15 start_weight = -0.15 reference = 0.5 } organisation = { weight = 0.15 start_weight = -0.15 reference = 60 } strength = { weight = 0.05 start_weight = -0.05 reference = 1 } recon = { weight = 0.20 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.2 } intel = { weight = 0.3 #start_reference = 50 reference = 100 } } critical = { base = 0.05 } disaster = { base = 0.25 } } success_levels = { failure = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } USA = { country_event = department_of_state.96 } VEN = { country_event = department_of_state.97 } } } actor_effects = { raid_damage_units = { org_damage = 0.30 str_damage = 0.15 ratio = yes } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { actor_effects = { var:actor_country = { add_timed_idea = { idea = special_recon days = 20 } } raid_damage_units = { org_damage = 0.2 str_damage = 0.05 ratio = yes } raid_add_unit_experience = 0.25 } } success = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } USA = { country_event = department_of_state.96 } VEN = { country_event = department_of_state.97 } } } actor_effects = { raid_damage_units = { org_damage = 0.2 str_damage = 0.02 ratio = yes } var:actor_country = { add_timed_idea = { idea = special_recon days = 40 } } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } USA = { country_event = department_of_state.96 } VEN = { country_event = department_of_state.97 } } var:victim_country = { } } actor_effects = { raid_damage_units = { org_damage = 0.1 str_damage = 0 ratio = yes } var:actor_country = { add_timed_idea = { idea = special_recon days = 60 } } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 50 modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } } } #Counter-Terror HVT Raid counter_terror_hvt_raid = { days_to_prepare = 14 days_re_enable = 30 category = special_forces_raids command_power = 20 # command power allocation cost arrow = { type = line } # Raid Type is visible # Specific Target is visible show_target = { raid_show_target_intervention_check = yes FROM = { has_country_flag = ct_hvt_target_found_by@ROOT } } # Can prepare available = { raid_special_forces_tech_available = yes } launchable = { set_temp_variable = { cost = 150 } raid_can_launch = yes } target_type = { state = { is_capital = yes } } speed_multiplier = 20 unit_requirements = { battalion_types = { Special_Forces = { min = 2 } } } launch_sound = raid_launch_marine target_icon = GFX_other_target_icon starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.25 # Raiding unit modifiers experience = { weight = 0.50 start_weight = -0.25 reference = 0.75 } organisation = { weight = 0.20 start_weight = -0.10 reference = 100 } strength = { weight = 0.15 start_weight = -0.05 reference = 1 } recon = { weight = 0.25 start_weight = -0.25 reference = 10 } intel = { weight = 0.5 start_weight = -0.1 reference = 100 start_reference = 10 } } critical = { base = 0.05 } disaster = { base = 0.05 } } success_levels = { failure = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_hvt_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { ct_resolve_raid_org = yes } if = { limit = { check_variable = { targeted_org > -1 } } var:actor_country = { randomize_temp_variable = { var = threat_loss distribution = poisson min = 1 lambda = 10 } add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss } multiply_temp_variable = { threat_loss = -1 } add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss } } } international_systems_update = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_hvt_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { ct_resolve_raid_org = yes } if = { limit = { check_variable = { targeted_org > -1 } } var:actor_country = { randomize_temp_variable = { var = intel_gain distribution = poisson min = 1 lambda = 5 } add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain } randomize_temp_variable = { var = threat_loss distribution = poisson min = -5 lambda = -1 } add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss } multiply_temp_variable = { threat_loss = -1 } add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss } international_systems_update = yes } } } } success = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_hvt_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { ct_resolve_raid_org = yes } if = { limit = { check_variable = { targeted_org > -1 } } var:actor_country = { randomize_temp_variable = { var = intel_gain distribution = poisson min = 1 lambda = 10 } add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain } randomize_temp_variable = { var = threat_loss distribution = poisson min = -10 lambda = -1 } add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss } multiply_temp_variable = { threat_loss = -1 } add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss } international_systems_update = yes } } } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_hvt_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { ct_resolve_raid_org = yes } if = { limit = { check_variable = { targeted_org > -1 } } var:actor_country = { randomize_temp_variable = { var = intel_gain distribution = poisson min = 5 lambda = 15 } add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain } randomize_temp_variable = { var = threat_loss distribution = poisson min = -15 lambda = -1 } add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss } multiply_temp_variable = { threat_loss = -1 } add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss } international_systems_update = yes } } } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 0 # Execute when CT operation has located an HVT modifier = { add = 50 FROM = { has_country_flag = ct_hvt_target_found_by@ROOT } } # More likely for powerful nations modifier = { factor = 2 OR = { has_idea = super_power has_idea = great_power has_idea = large_power } } # More urgent when recently attacked modifier = { factor = 2 has_country_flag = ct_recently_attacked } modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } } } #Counter-Terror Cache Raid counter_terror_cache_raid = { days_to_prepare = 14 days_re_enable = 30 category = special_forces_raids command_power = 20 # command power allocation cost arrow = { type = line } # Raid Type is visible # Specific Target is visible show_target = { raid_show_target_intervention_check = yes FROM = { has_country_flag = ct_cache_target_found_by@ROOT } } # Can prepare available = { raid_special_forces_tech_available = yes } launchable = { set_temp_variable = { cost = 150 } raid_can_launch = yes } target_type = { state = { is_capital = yes } } speed_multiplier = 20 unit_requirements = { battalion_types = { Special_Forces = { min = 2 } } } launch_sound = raid_launch_marine target_icon = GFX_other_target_icon starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.25 # Raiding unit modifiers experience = { weight = 0.50 start_weight = -0.25 reference = 0.75 } organisation = { weight = 0.20 start_weight = -0.10 reference = 100 } strength = { weight = 0.15 start_weight = -0.05 reference = 1 } recon = { weight = 0.25 start_weight = -0.25 reference = 10 } intel = { weight = 0.5 start_weight = -0.1 reference = 100 start_reference = 10 } } critical = { base = 0.05 } disaster = { base = 0.05 } } success_levels = { failure = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_cache_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { ct_resolve_raid_org = yes } if = { limit = { check_variable = { targeted_org > -1 } } var:actor_country = { randomize_temp_variable = { var = threat_loss distribution = poisson min = 1 lambda = 10 } add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss } multiply_temp_variable = { threat_loss = -1 } add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss } } } international_systems_update = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_cache_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { ct_resolve_raid_org = yes } if = { limit = { check_variable = { targeted_org > -1 } } var:actor_country = { randomize_temp_variable = { var = intel_gain distribution = poisson min = 1 lambda = 5 } add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain } randomize_temp_variable = { var = threat_loss distribution = poisson min = -5 lambda = -1 } add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss } multiply_temp_variable = { threat_loss = -1 } add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss } international_systems_update = yes } } } } success = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_cache_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { ct_resolve_raid_org = yes } if = { limit = { check_variable = { targeted_org > -1 } } var:actor_country = { randomize_temp_variable = { var = intel_gain distribution = poisson min = 1 lambda = 10 } add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain } randomize_temp_variable = { var = threat_loss distribution = poisson min = -10 lambda = -1 } add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss } multiply_temp_variable = { threat_loss = -1 } add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss } international_systems_update = yes } } } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_cache_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { ct_resolve_raid_org = yes } if = { limit = { check_variable = { targeted_org > -1 } } var:actor_country = { randomize_temp_variable = { var = intel_gain distribution = poisson min = 5 lambda = 15 } add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain } randomize_temp_variable = { var = threat_loss distribution = poisson min = -15 lambda = -1 } add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss } multiply_temp_variable = { threat_loss = -1 } add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss } international_systems_update = yes } } } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 0 # Execute when CT operation has located an arms cache modifier = { add = 50 FROM = { has_country_flag = ct_cache_target_found_by@ROOT } } modifier = { factor = 2 OR = { has_idea = super_power has_idea = great_power has_idea = large_power } } modifier = { factor = 2 has_country_flag = ct_recently_attacked } modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } } } #Counter-Terror Training Camp Raid counter_terror_training_camp_raid = { days_to_prepare = 14 days_re_enable = 30 category = special_forces_raids command_power = 20 # command power allocation cost arrow = { type = line } # Specific Target is visible show_target = { raid_show_target_intervention_check = yes FROM = { has_country_flag = ct_training_target_found_by@ROOT } } # Can prepare available = { raid_special_forces_tech_available = yes } launchable = { set_temp_variable = { cost = 150 } raid_can_launch = yes } target_type = { state = { is_capital = yes } } speed_multiplier = 20 unit_requirements = { battalion_types = { Special_Forces = { min = 2 } } } launch_sound = raid_launch_marine target_icon = GFX_other_target_icon starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.25 # Raiding unit modifiers experience = { weight = 0.50 start_weight = -0.25 reference = 0.75 } organisation = { weight = 0.20 start_weight = -0.10 reference = 100 } strength = { weight = 0.15 start_weight = -0.05 reference = 1 } recon = { weight = 0.25 start_weight = -0.25 reference = 10 } intel = { weight = 0.5 start_weight = -0.1 reference = 100 start_reference = 10 } } critical = { base = 0.05 } disaster = { base = 0.05 } } success_levels = { failure = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_training_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { ct_resolve_raid_org = yes } if = { limit = { check_variable = { targeted_org > -1 } } var:actor_country = { randomize_temp_variable = { var = threat_loss distribution = poisson min = 1 lambda = 10 } add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss } multiply_temp_variable = { threat_loss = -1 } add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss } } } international_systems_update = yes } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_training_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { ct_resolve_raid_org = yes } if = { limit = { check_variable = { targeted_org > -1 } } var:actor_country = { randomize_temp_variable = { var = intel_gain distribution = poisson min = 1 lambda = 5 } add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain } randomize_temp_variable = { var = threat_loss distribution = poisson min = -5 lambda = -1 } add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss } multiply_temp_variable = { threat_loss = -1 } add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss } international_systems_update = yes } } } } success = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_training_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { ct_resolve_raid_org = yes } if = { limit = { check_variable = { targeted_org > -1 } } var:actor_country = { randomize_temp_variable = { var = intel_gain distribution = poisson min = 1 lambda = 10 } add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain } randomize_temp_variable = { var = threat_loss distribution = poisson min = -10 lambda = -1 } add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss } multiply_temp_variable = { threat_loss = -1 } add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss } international_systems_update = yes } } } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_training_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { ct_resolve_raid_org = yes } if = { limit = { check_variable = { targeted_org > -1 } } var:actor_country = { randomize_temp_variable = { var = intel_gain distribution = poisson min = 5 lambda = 15 } add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain } randomize_temp_variable = { var = threat_loss distribution = poisson min = -15 lambda = -1 } add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss } multiply_temp_variable = { threat_loss = -1 } add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss } international_systems_update = yes } } } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 0 # Execute when CT operation has located a training camp modifier = { add = 50 FROM = { has_country_flag = ct_training_target_found_by@ROOT } } modifier = { factor = 2 OR = { has_idea = super_power has_idea = great_power has_idea = large_power } } modifier = { factor = 2 has_country_flag = ct_recently_attacked } modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } } } #Counter-Terror Org elimination raid counter_terror_elimination_raid = { days_to_prepare = 14 days_re_enable = 30 category = special_forces_raids command_power = 20 # command power allocation cost arrow = { type = line } # Raid Type is visible # Specific Target is visible show_target = { raid_show_target_intervention_check = yes FROM = { has_country_flag = ct_elim_raid_prepared_by@ROOT } } # Can prepare available = { raid_special_forces_tech_available = yes } launchable = { set_temp_variable = { cost = 150 } raid_can_launch = yes } target_type = { state = { has_state_flag = is_regional_terror_base } } speed_multiplier = 20 unit_requirements = { battalion_types = { Special_Forces = { min = 2 } } } launch_sound = raid_launch_marine target_icon = GFX_other_target_icon starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.25 # Raiding unit modifiers experience = { weight = 0.50 start_weight = -0.25 reference = 0.75 } organisation = { weight = 0.20 start_weight = -0.10 reference = 100 } strength = { weight = 0.15 start_weight = -0.05 reference = 1 } recon = { weight = 0.25 start_weight = -0.25 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.2 } intel = { weight = 0.5 start_weight = -0.1 reference = 100 start_reference = 10 } } critical = { base = 0.05 } disaster = { base = 0.05 } } success_levels = { failure = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_elim_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { relocate_terror_org = yes } } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_elim_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { relocate_terror_org = yes } var:actor_country = { randomize_temp_variable = { var = intel_gain distribution = poisson min = 5 lambda = 15 } add_to_variable = { international_terror_org_temp_specific_intel^targeted_org = intel_gain } randomize_temp_variable = { var = threat_loss distribution = poisson min = 1 lambda = 5 } add_to_variable = { global.active_terror_org_threat_lvl^targeted_org = threat_loss } multiply_temp_variable = { threat_loss = -1 } add_to_variable = { global.active_terror_org_vis_lvl^targeted_org = threat_loss } } } } success = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_elim_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { set_temp_variable = { targeted_org = -1 } for_each_loop = { array = global.active_terror_hq value = v index = i if = { limit = { check_variable = { v = THIS } } set_temp_variable = { targeted_org = i } } } remove_org = yes } } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { var:victim_country = { set_country_flag = ct_hit_by_elim_raid } send_raid_event_to_victim = yes send_ct_raid_events_to_victim = yes } actor_effects = { var:target_state = { set_temp_variable = { targeted_org = -1 } for_each_loop = { array = global.active_terror_hq value = v index = i if = { limit = { check_variable = { v = THIS } } set_temp_variable = { targeted_org = i } } } remove_org = yes } } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 0 # High priority — elimination raids can remove an org entirely modifier = { add = 100 FROM = { has_country_flag = ct_elim_raid_prepared_by@ROOT } } modifier = { factor = 2 OR = { has_idea = super_power has_idea = great_power } } modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } } } ENG_raid_nigeria = { allowed = { original_tag = ENG } days_to_prepare = 30 days_re_enable = 120 category = special_forces_raids command_power = 20 arrow = { type = line } # Specific Target is visible visible = { has_completed_focus = ENG_operation_delta_guard } # Specific Target is visible show_target = { FROM = { original_tag = NIG } } # Can prepare available = { raid_special_forces_tech_available = yes } unit_requirements = { battalion_types = { Special_Forces = { min = 1 max = 5 } } } target_icon = GFX_other_target_icon launch_sound = raid_launch_marine target_type = { state = { is_capital = yes infrastructure > 0 is_owned_by = NIG } } starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.05 # Raiding unit modifiers experience = { weight = 0.15 start_weight = -0.15 reference = 0.5 } organisation = { weight = 0.15 start_weight = -0.15 reference = 60 } strength = { weight = 0.05 start_weight = -0.05 reference = 1 } recon = { weight = 0.20 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.2 } intel = { weight = 0.3 #start_reference = 50 reference = 100 } } critical = { base = 0.05 } disaster = { base = 0.25 } } success_levels = { failure = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } ENG = { country_event = britain_md.20 } NIG = { country_event = britain_md.21 } } } actor_effects = { raid_damage_units = { org_damage = 0.30 str_damage = 0.15 ratio = yes } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { actor_effects = { var:actor_country = { add_timed_idea = { idea = special_recon days = 20 } } raid_damage_units = { org_damage = 0.2 str_damage = 0.05 ratio = yes } raid_add_unit_experience = 0.25 } } success = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } ENG = { country_event = britain_md.20 } NIG = { country_event = britain_md.21 } } } actor_effects = { raid_damage_units = { org_damage = 0.2 str_damage = 0.02 ratio = yes } var:actor_country = { add_timed_idea = { idea = special_recon days = 40 } } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } ENG = { country_event = britain_md.20 } NIG = { country_event = britain_md.21 } } var:victim_country = { } } actor_effects = { raid_damage_units = { org_damage = 0.1 str_damage = 0 ratio = yes } var:actor_country = { add_timed_idea = { idea = special_recon days = 60 } } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 50 modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } } } ENG_raid_zimbabwe = { allowed = { original_tag = ENG } days_to_prepare = 30 days_re_enable = 120 category = special_forces_raids command_power = 20 arrow = { type = line } # Specific Target is visible visible = { has_completed_focus = ENG_regime_change_in_zimbabwe } # Specific Target is visible show_target = { FROM = { original_tag = ZIM } } # Can prepare available = { raid_special_forces_tech_available = yes } unit_requirements = { battalion_types = { Special_Forces = { min = 1 max = 5 } } } target_icon = GFX_other_target_icon launch_sound = raid_launch_marine target_type = { state = { is_capital = yes infrastructure > 0 is_owned_by = ZIM } } starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.05 # Raiding unit modifiers experience = { weight = 0.15 start_weight = -0.15 reference = 0.5 } organisation = { weight = 0.15 start_weight = -0.15 reference = 60 } strength = { weight = 0.05 start_weight = -0.05 reference = 1 } recon = { weight = 0.20 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.2 } intel = { weight = 0.3 #start_reference = 50 reference = 100 } } critical = { base = 0.05 } disaster = { base = 0.25 } } success_levels = { failure = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } ENG = { country_event = britain_md.28 } ZIM = { country_event = britain_md.29 } } } actor_effects = { raid_damage_units = { org_damage = 0.30 str_damage = 0.15 ratio = yes } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { actor_effects = { var:actor_country = { add_timed_idea = { idea = special_recon days = 20 } } raid_damage_units = { org_damage = 0.2 str_damage = 0.05 ratio = yes } raid_add_unit_experience = 0.25 } } success = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } ENG = { country_event = britain_md.28 } ZIM = { country_event = britain_md.29 } } } actor_effects = { raid_damage_units = { org_damage = 0.2 str_damage = 0.02 ratio = yes } var:actor_country = { add_timed_idea = { idea = special_recon days = 40 } } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } ENG = { country_event = britain_md.28 } ZIM = { country_event = britain_md.29 } } var:victim_country = { } } actor_effects = { raid_damage_units = { org_damage = 0.1 str_damage = 0 ratio = yes } var:actor_country = { add_timed_idea = { idea = special_recon days = 60 } } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 50 modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } } } ENG_Wonga_Coup = { allowed = { original_tag = ENG } days_to_prepare = 30 days_re_enable = 120 category = special_forces_raids command_power = 20 arrow = { type = line } # Specific Target is visible visible = { has_completed_focus = ENG_the_wonga_coup } # Specific Target is visible show_target = { FROM = { original_tag = EGU } } # Can prepare available = { raid_special_forces_tech_available = yes } unit_requirements = { battalion_types = { Special_Forces = { min = 1 max = 5 } } } target_icon = GFX_other_target_icon launch_sound = raid_launch_marine target_type = { state = { is_capital = yes infrastructure > 0 is_owned_by = EGU } } starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.05 # Raiding unit modifiers experience = { weight = 0.15 start_weight = -0.15 reference = 0.5 } organisation = { weight = 0.15 start_weight = -0.15 reference = 60 } strength = { weight = 0.05 start_weight = -0.05 reference = 1 } recon = { weight = 0.20 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.2 } intel = { weight = 0.3 #start_reference = 50 reference = 100 } } critical = { base = 0.05 } disaster = { base = 0.25 } } success_levels = { failure = { victim_effects = { ZIM = { country_event = britain_md.40 } } actor_effects = { raid_damage_units = { org_damage = 0.30 str_damage = 0.15 ratio = yes } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { actor_effects = { ENG = { country_event = britain_md.42 } EGU = { country_event = britain_md.44 } } } success = { actor_effects = { ENG = { country_event = britain_md.42 } EGU = { country_event = britain_md.44 } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } } } actor_effects = { ENG = { country_event = britain_md.42 } EGU = { country_event = britain_md.44 } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 50 modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } } } ENG_raid_egypt = { allowed = { original_tag = ENG } days_to_prepare = 30 days_re_enable = 120 category = special_forces_raids command_power = 20 arrow = { type = line } # Specific Target is visible visible = { has_country_flag = ENG_raid_Egypt } # Specific Target is visible show_target = { FROM = { original_tag = EGY } } # Can prepare available = { raid_special_forces_tech_available = yes } unit_requirements = { battalion_types = { Special_Forces = { min = 1 max = 5 } } } target_icon = GFX_other_target_icon launch_sound = raid_launch_marine target_type = { state = { has_state_flag = EGY_sinai is_controlled_by = EGY } } starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.05 # Raiding unit modifiers experience = { weight = 0.15 start_weight = -0.15 reference = 0.5 } organisation = { weight = 0.15 start_weight = -0.15 reference = 60 } strength = { weight = 0.05 start_weight = -0.05 reference = 1 } recon = { weight = 0.20 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.2 } intel = { weight = 0.3 #start_reference = 50 reference = 100 } } critical = { base = 0.05 } disaster = { base = 0.25 } } success_levels = { failure = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } ENG = { country_event = britain_md.34 } } } actor_effects = { raid_damage_units = { org_damage = 0.30 str_damage = 0.15 ratio = yes } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { actor_effects = { var:actor_country = { add_timed_idea = { idea = special_recon days = 20 } } raid_damage_units = { org_damage = 0.2 str_damage = 0.05 ratio = yes } raid_add_unit_experience = 0.25 } } success = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } ENG = { country_event = britain_md.34 } } } actor_effects = { raid_damage_units = { org_damage = 0.2 str_damage = 0.02 ratio = yes } var:actor_country = { add_timed_idea = { idea = special_recon days = 40 } } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } ENG = { country_event = britain_md.34 } } } actor_effects = { raid_damage_units = { org_damage = 0.1 str_damage = 0 ratio = yes } var:actor_country = { add_timed_idea = { idea = special_recon days = 60 } } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 50 modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } } } # IRAQI RAIDS raid_baath = { allowed = { original_tag = USA } days_to_prepare = 30 days_re_enable = 120 category = special_forces_raids command_power = 20 arrow = { type = line } # Specific Target is visible visible = { has_country_flag = IRQ_hunt_baathists } # Specific Target is visible show_target = { FROM = { original_tag = IRQ } } # Can prepare available = { FROM = { is_subject_of = ROOT } raid_special_forces_tech_available = yes } unit_requirements = { battalion_types = { Special_Forces = { min = 1 max = 5 } } } target_icon = GFX_other_target_icon launch_sound = raid_launch_marine target_type = { building = { type = supply_node } building = { type = air_base } building = { type = naval_base } building = { type = radar_station } building = { tags = facility } building = { type = fossil_powerplant } building = { type = renewable_energy_infra } state = { infrastructure > 0 is_owned_by = IRQ } } starting_point = { types = { air_base naval_base } } success_factors = { success = { base = 0.05 # Raiding unit modifiers experience = { weight = 0.15 start_weight = -0.15 reference = 0.5 } organisation = { weight = 0.15 start_weight = -0.15 reference = 60 } strength = { weight = 0.05 start_weight = -0.05 reference = 1 } recon = { weight = 0.20 reference = 10 } ### Target Modifiers resistance = { reference = 100 start_reference = 20 # Resistance below 20 doesn't help weight = 0.2 } intel = { weight = 0.3 #start_reference = 50 reference = 100 } } critical = { base = 0.05 } disaster = { base = 0.25 } } success_levels = { failure = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } if = { limit = { has_state_flag = IRQ_saddam_here } set_state_flag = { flag = IRQ_saddam_was_here days = 70 value = 1 } clr_state_flag = IRQ_saddam_here IRQ = { random_owned_state = { limit = { NOT = { OR = { has_state_flag = IRQ_saddam_was_here has_state_flag = IRQ_qusay_here has_state_flag = IRQ_uday_here has_state_flag = IRQ_abid_here } } } set_state_flag = IRQ_saddam_here } } USA = { country_event = iraqi_MNF.26 } } else_if = { limit = { has_state_flag = IRQ_qusay_here } set_state_flag = { flag = IRQ_qusay_was_here days = 70 value = 1 } clr_state_flag = IRQ_qusay_here IRQ = { random_owned_state = { limit = { NOT = { OR = { has_state_flag = IRQ_qusay_was_here has_state_flag = IRQ_saddam_here has_state_flag = IRQ_uday_here has_state_flag = IRQ_abid_here } } } set_state_flag = IRQ_qusay_here } } USA = { country_event = iraqi_MNF.26 } } else_if = { limit = { has_state_flag = IRQ_uday_here } set_state_flag = { flag = IRQ_uday_was_here days = 70 value = 1 } clr_state_flag = IRQ_uday_here IRQ = { random_owned_state = { limit = { NOT = { OR = { has_state_flag = IRQ_uday_was_here has_state_flag = IRQ_saddam_here has_state_flag = IRQ_qusay_here has_state_flag = IRQ_abid_here } } } set_state_flag = IRQ_uday_here } } USA = { country_event = iraqi_MNF.26 } } else_if = { limit = { has_state_flag = IRQ_abid_here } set_state_flag = { flag = IRQ_abid_was_here days = 70 value = 1 } clr_state_flag = IRQ_abid_here IRQ = { random_owned_state = { limit = { NOT = { OR = { has_state_flag = IRQ_abid_was_here has_state_flag = IRQ_saddam_here has_state_flag = IRQ_qusay_here has_state_flag = IRQ_uday_here } } } set_state_flag = IRQ_abid_here } } USA = { country_event = iraqi_MNF.26 } } } } actor_effects = { raid_damage_units = { org_damage = 0.30 str_damage = 0.15 ratio = yes } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 50 } } limited_success = { actor_effects = { var:actor_country = { add_timed_idea = { idea = special_recon days = 20 } } raid_damage_units = { org_damage = 0.2 str_damage = 0.05 ratio = yes } raid_add_unit_experience = 0.25 } } success = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } if = { limit = { has_state_flag = IRQ_saddam_here } clr_state_flag = IRQ_saddam_here USA = { country_event = iraqi_MNF.10 } } else_if = { limit = { has_state_flag = IRQ_qusay_here } clr_state_flag = IRQ_qusay_here USA = { country_event = iraqi_MNF.11 } } else_if = { limit = { has_state_flag = IRQ_uday_here } clr_state_flag = IRQ_uday_here USA = { country_event = iraqi_MNF.12 } } else_if = { limit = { has_state_flag = IRQ_abid_here } clr_state_flag = IRQ_abid_here USA = { country_event = iraqi_MNF.13 } } } } actor_effects = { raid_damage_units = { org_damage = 0.2 str_damage = 0.02 ratio = yes } var:actor_country = { add_timed_idea = { idea = special_recon days = 40 } } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 250 } } critical_success = { victim_effects = { var:target_state = { meta_effect = { text = { if = { limit = { air_base > 0 } damage_building = { type = air_base damage = [DAM] } } if = { limit = { naval_base > 0 } damage_building = { type = naval_base damage = [DAM] } } } DAM = "[?building_damage_by_missile]" } if = { limit = { has_state_flag = IRQ_saddam_here } clr_state_flag = IRQ_saddam_here USA = { country_event = iraqi_MNF.10 } } else_if = { limit = { has_state_flag = IRQ_qusay_here } clr_state_flag = IRQ_qusay_here USA = { country_event = iraqi_MNF.11 } } else_if = { limit = { has_state_flag = IRQ_uday_here } clr_state_flag = IRQ_uday_here USA = { country_event = iraqi_MNF.12 } } else_if = { limit = { has_state_flag = IRQ_abid_here } clr_state_flag = IRQ_abid_here USA = { country_event = iraqi_MNF.13 } } } var:victim_country = { } } actor_effects = { raid_damage_units = { org_damage = 0.1 str_damage = 0 ratio = yes } var:actor_country = { add_timed_idea = { idea = special_recon days = 60 } } raid_add_unit_experience = 0.25 } # Other unit effects division_effects = { add_divisional_commander_xp = 500 } } } ai_will_do = { base = 50 modifier = { factor = 0 is_ally_with = FROM raid_skip_target_non_hostile_no_retaliation = yes } modifier = { factor = 0 OR = { FROM = { is_subject_of = ROOT } is_subject_of = FROM } } } } JAP_raid_sikhalin = { days_to_prepare = 30 allowed = { original_tag = JAP } target_icon = GFX_other_target_icon category = special_forces_raids command_power = 20 fire_only_once = yes arrow = { type = naval } ai_will_do = { base = 2 } # Specific Target is visible visible = { original_tag = JAP has_country_flag = JAP_sakhalin_raid_unlocked } available = { original_tag = JAP has_country_flag = JAP_sakhalin_raid_unlocked } # Specific Target is visible show_target = { FROM = { original_tag = SOV } } target_type = { province = 12446 building = { type = naval_base } } starting_point = { types = { naval_base carrier air_base } } unit_requirements = { battalion_types = { Mech_Marine_Bat = { min = 4 } } } success_levels = { failure = { victim_effects = { var:victim_country = { country_event = JAP_diplomacy.91 } effect_tooltip = { random_list = { 50 = { SOV = { JAP = { declare_war_on = { target = var:victim_country type = take_claimed_state generator = { 691 690 1168 } } } } } 50 = { var:victim_country = { if = { limit = { has_dlc = "By Blood Alone" } send_embargo = JAP } diplomatic_relation = { country = JAP relation = naval_blockade } } } } } } } limited_success = { victim_effects = { var:victim_country = { country_event = JAP_diplomacy.92 unlock_decision_tooltip = { decision = JAP_tookover_sikhalin_mission show_effect_tooltip = yes } } } actor_effects = { raid_add_unit_experience = 0.25 JAP = { set_province_controller = 12446 set_country_flag = JAP_sikhalin_raid_done declare_war_on = { target = var:victim_country type = take_claimed_state generator = { 691 690 1168 } } } } } success = { victim_effects = { var:victim_country = { country_event = JAP_diplomacy.92 activate_mission_tooltip = JAP_tookover_sikhalin_mission } } actor_effects = { raid_add_unit_experience = 0.25 JAP = { set_province_controller = 12446 set_country_flag = JAP_sikhalin_raid_done declare_war_on = { target = var:victim_country type = take_claimed_state generator = { 691 690 1168 } } } 691 = { add_dynamic_modifier = { modifier = JAP_sabotaged_russians days = 200 } } } } critical_success = { victim_effects = { var:victim_country = { delete_unit = { state = 691 disband = no } country_event = JAP_diplomacy.92 unlock_decision_tooltip = { decision = JAP_tookover_sikhalin_mission show_effect_tooltip = yes } } } actor_effects = { raid_add_unit_experience = 0.25 JAP = { transfer_state = 691 set_country_flag = JAP_sikhalin_raid_done declare_war_on = { target = var:victim_country type = take_claimed_state generator = { 691 690 1168 } } } 687 = { add_dynamic_modifier = { modifier = JAP_sabotaged_russians days = 100 } } } } } success_factors = { success = { base = 0.05 # Raiding unit modifiers experience = { weight = 0.15 start_weight = -0.15 reference = 0.5 } organisation = { weight = 0.15 start_weight = -0.15 reference = 60 } strength = { weight = 0.05 start_weight = -0.05 reference = 1 } recon = { weight = 0.20 reference = 10 } ### Target Modifiers intel = { weight = 0.3 #start_reference = 50 reference = 100 } } critical = { base = 0.05 } disaster = { base = 0.25 } } } }