# Author(s): AngriestBird, TheGeneral # Nuclear Missile Configurations # Nuclear Missiles require you to have Gotterdammerung due to their requirements on the new missiles sp_nuclear_energy = { allowed = { always = yes } icon = GFX_sp_commercial_nuclear_reactor specialization = specialization_nuclear project_tags = { sp_tag_energy sp_tag_civilian } prototype_time = sp_time.prototype.long complexity = sp_complexity.large breakthrough_cost = { specialization_nuclear = 2 } project_output = { country_effects = { set_technology = { nuclear_technology = 1 popup = no } add_to_array = { global.enrichment_countries = THIS.id } set_variable = { var_reactor_material_stockpile = 300 } set_country_flag = enabled_nuclear_reactor_fuel_production } facility_state_effects = { set_building_level = { type = enrichment_facility level = 1 } } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 10 } } sp_thorium_nuclear_fuel = { allowed = { always = yes } icon = GFX_sp_thorium_fuel specialization = specialization_nuclear project_tags = sp_tag_energy prototype_time = sp_time.prototype.very_long complexity = sp_complexity.insane breakthrough_cost = { specialization_nuclear = 3 } available = { FROM = { has_tech = reactor3 has_nuclear_reactors = yes } } special_project_parent = { sp_nuclear_energy } resource_cost = { resources = { tungsten = 3 chromium = 2 } } project_output = { country_effects = { add_ideas = sp_thorium_nuclear_fuel_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { add = 10 FROM = { has_nuclear_reactors = yes } } } } sp_fusion_reactors = { allowed = { always = yes } specialization = specialization_nuclear project_tags = sp_tag_energy available = { FROM = { has_tech = reactor9 has_nuclear_reactors = yes } } special_project_parent = { sp_nuclear_energy } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.large project_output = { country_effects = { add_ideas = sp_fusion_reactors_special_project_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } unique_prototype_rewards = { sp_improved_nuclear_reactor_centrifuge_technology = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_improved_nuclear_reactor_centrifuge_technology_option iteration_output = { country_effects = { add_ideas = sp_improved_nuclear_reactor_centrifuge_technology_idea FROM = { add_project_progress_ratio = constant:sp_progress.gain.low } } } } } } ai_will_do = { base = 1 modifier = { add = 10 has_nuclear_reactors = yes } modifier = { factor = 0 has_nuclear_reactors = no } } } sp_nuclear_bomb = { allowed = { always = yes } icon = GFX_sp_nuclear_bomb specialization = specialization_air project_tags = sp_tag_nuclear_weapons prototype_time = sp_time.prototype.long complexity = sp_complexity.large special_project_parent = { sp_nuclear_energy } breakthrough_cost = { specialization_air = 2 } project_output = { #Do we have bombs in MD? country_effects = { custom_effect_tooltip = sp_nuclear_bomb_tt } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_1 sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_scientist_xp_3 sp_civilian_generic_reward_major_progress_1 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_major_progress_3 sp_civilian_generic_reward_test_failure_1 sp_civilian_generic_reward_test_failure_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } ai_will_do = { base = 1 modifier = { factor = 6 ROOT = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power is_major = yes } } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_nuclear_warhead_program = { allowed = { has_dlc = "Gotterdammerung" } specialization = specialization_air project_tags = sp_tag_nuclear_weapons available = { FROM = { has_tech = ballistic_missile if = { limit = { original_tag = GER } NOT = { has_country_flag = GER_no_nuclear } } } } special_project_parent = { sp_nuclear_bomb } breakthrough_cost = { specialization_air = 3 } prototype_time = sp_time.prototype.very_long complexity = sp_complexity.insane project_output = { country_effects = { custom_effect_tooltip = sp_nuclear_warhead_program_tt } enable_equipment_modules = { spec_nuclear_consent } } generic_prototype_rewards = { sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_scientist_xp_2 sp_land_generic_reward_scientist_xp_3 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_army_xp_2 sp_land_generic_reward_army_xp_3 sp_land_generic_reward_major_progress_1 sp_land_generic_reward_major_progress_2 sp_land_generic_reward_major_progress_3 sp_land_generic_reward_test_failure_1 sp_land_generic_reward_test_failure_2 sp_land_generic_reward_test_failure_3 sp_land_generic_reward_infantry_tech_1 sp_land_generic_reward_infantry_tech_2 sp_land_generic_reward_infantry_tech_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure } unique_prototype_rewards = { sp_improved_nuclear_ballistic_warhead_delivery_systems = { fire_only_once = yes threshold = { min = 0 max = 100 } weight = { base = 1 } option = { token = sp_improved_nuclear_ballistic_warhead_delivery_systems_option iteration_output = { equipment_bonus = { nuclear_ballistic_missile_equipment = { air_range = 300 } nuclear_missile_equipment = { air_range = 300 } } country_effects = { FROM = { add_project_progress_ratio = constant:sp_progress.gain.low } } } } } } ai_will_do = { base = 1 modifier = { factor = 6 ROOT = { OR = { has_idea = large_power has_idea = great_power has_idea = super_power is_major = yes } } } modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } }