# Author(s): XCezor, HACS project icon: cyrusjackson, HACS mech design: Muv Luv Team, converted to HoI4: cyrusjackson sp_monitor_portal_energy_emissions_project = { allowed = { EH_scenario_enabled = yes } specialization = specialization_land icon = GFX_sp_wireless_power_grid_expansion project_tags = sp_tag_eh_portal_research available = { FROM = { has_completed_focus = EH_portals_must_be_the_key } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.short complexity = sp_complexity.medium resource_cost = { resources = { tungsten = 6 chromium = 6 } } project_output = { country_effects = { add_intel = { target = ALN civilian_intel = 15 army_intel = 15 navy_intel = 15 airforce_intel = 15 } remove_ideas = EH_disrupted_satellite_network_idea if = { limit = { has_country_flag = EH_portal_energy_emissions_prototype_b_flag } random = { chance = 90 country_event = EH_focus_event.8 } } } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } unique_prototype_rewards = { sp_monitor_portal_energy_emissions_project_prototype = { fire_only_once = yes threshold = { min = 0 max = 50 } weight = { base = 1000 } option = { token = sp_monitor_portal_energy_emissions_project_prototype_a iteration_output = { country_effects = { set_temp_variable = { treasury_change = -50 } modify_treasury_effect = yes FROM = { add_project_progress_ratio = 0.08 } } } } option = { token = sp_monitor_portal_energy_emissions_project_prototype_b iteration_output = { scientist_effects = { add_scientist_xp = { experience = 35 specialization = specialization_land } } country_effects = { set_country_flag = EH_portal_energy_emissions_prototype_b_flag custom_effect_tooltip = EH_portal_energy_emissions_prototype_b_tooltip FROM = { add_project_progress_ratio = -0.04 } } } } } } ai_will_do = { base = 1000 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_spies_in_hive_project = { allowed = { EH_scenario_enabled = yes } specialization = specialization_land icon = GFX_sp_naval_swarm_drones project_tags = sp_tag_eh_portal_research available = { FROM = { has_completed_focus = EH_but_how_does_this_key_work } } breakthrough_cost = { specialization_land = 2 } prototype_time = sp_time.prototype.short complexity = sp_complexity.medium resource_cost = { resources = { tungsten = 8 chromium = 6 steel = 3 } } project_output = { country_effects = { add_intel = { target = ALN civilian_intel = 25 army_intel = 25 navy_intel = 25 airforce_intel = 25 } add_ideas = EH_spies_in_hive_idea } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } unique_prototype_rewards = { sp_spies_in_hive_project_prototype = { fire_only_once = yes threshold = { min = 0 max = 50 } weight = { base = 1000 } option = { token = sp_spies_in_hive_project_prototype_a iteration_output = { country_effects = { add_equipment_to_stockpile = { type = HACS_equipment amount = -65 producer = ROOT } FROM = { add_project_progress_ratio = 0.15 } add_war_support = 0.04 } } } option = { token = sp_spies_in_hive_project_prototype_b iteration_output = { country_effects = { add_equipment_to_stockpile = { type = HACS_equipment amount = -15 producer = ROOT } add_manpower = -5000 ROOT = { random_unit_leader = { add_timed_unit_leader_trait = { trait = wounded days = 90 } } } random = { chance = 65 ROOT = { random_unit_leader = { remove_unit_leader = yes } } add_command_power = -100 add_political_power = -250 } FROM = { add_project_progress_ratio = 0.07 } add_stability = -0.03 add_war_support = -0.03 } } } option = { token = sp_spies_in_hive_project_prototype_c } } } ai_will_do = { base = 1000 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_the_tesla_weapon_project = { allowed = { EH_scenario_enabled = yes } specialization = specialization_land icon = GFX_sp_emp_warheads project_tags = sp_tag_eh_portal_research available = { FROM = { has_completed_focus = EH_project_tesla } } breakthrough_cost = { specialization_land = 4 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.insane resource_cost = { resources = { tungsten = 15 chromium = 10 steel = 18 } } project_output = { country_effects = { custom_effect_tooltip = EH_tesla_weapon_project_tooltip if = { limit = { amount_research_slots < 1 } add_research_slot = 3 } if = { limit = { amount_research_slots < 4 } add_research_slot = 2 } } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } unique_prototype_rewards = { sp_the_tesla_weapon_project_prototype = { fire_only_once = yes threshold = { min = 20 max = 40 } weight = { base = 1000 } option = { token = sp_the_tesla_weapon_project_prototype_a iteration_output = { country_effects = { set_research_slots = 0 FROM = { add_project_progress_ratio = 0.2 } } } } option = { token = sp_the_tesla_weapon_project_prototype_b iteration_output = { country_effects = { set_research_slots = 3 FROM = { add_project_progress_ratio = 0.07 } } } } option = { token = sp_the_tesla_weapon_project_prototype_c } } } ai_will_do = { base = 1000 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_hacs_gen_one_project = { allowed = { EH_scenario_enabled = yes } specialization = specialization_land icon = GFX_sp_HACS project_tags = sp_tag_eh_mech_research available = { FROM = { has_completed_focus = EH_first_hacs_prototype set_temp_variable = { check_randallite = 4 } EH_check_randallite_trigger = yes } } breakthrough_cost = { specialization_land = 3 } prototype_time = sp_time.prototype.short complexity = sp_complexity.medium resource_cost = { resources = { tungsten = 4 chromium = 7 steel = 5 microchips = 6 } } project_output = { country_effects = { set_temp_variable = { add_randallite = -5 } EH_add_randallite_effect = yes division_template = { name = "HACS Mech Battalion" priority = 100 regiments = { HACS_Mech = { x = 0 y = 0 } HACS_Mech = { x = 0 y = 1 } HACS_Mech = { x = 0 y = 2 } HACS_Mech = { x = 0 y = 3 } HACS_Mech = { x = 1 y = 0 } HACS_Mech = { x = 1 y = 1 } HACS_Mech = { x = 1 y = 2 } HACS_Mech = { x = 1 y = 3 } } } if = { limit = { NOT = { has_global_flag = EH_mechs_announced_flag } } news_event = EH_event.501 } } enable_equipments = { HACS_0 } enable_equipment_modules = { # TODO waiting for Lynx and General tech expansion } enable_subunits = { HACS_Mech } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } unique_prototype_rewards = { sp_hacs_gen_one_project_prototype_western_one = { fire_only_once = yes threshold = { min = 15 max = 30 } weight = { base = 100 modifier = { factor = 0 NOT = { is_considered_western_country = yes } } } option = { token = sp_hacs_gen_one_project_prototype_western_one_a iteration_output = { equipment_bonus = { HACS_0 = { instant = yes armor_value = 0.06 soft_attack = -0.03 hard_attack = -0.03 } } } } option = { token = sp_hacs_gen_one_project_prototype_western_one_b iteration_output = { equipment_bonus = { HACS_0 = { instant = yes armor_value = -0.04 soft_attack = 0.03 hard_attack = 0.03 } } } } option = { token = sp_hacs_gen_one_project_prototype_western_one_c } } sp_hacs_gen_one_project_prototype_western_two = { fire_only_once = yes threshold = { min = 30 max = 50 } weight = { base = 100 modifier = { factor = 0 NOT = { is_considered_western_country = yes } } } option = { token = sp_hacs_gen_one_project_prototype_western_two_a iteration_output = { equipment_bonus = { HACS_0 = { instant = yes maximum_speed = 4 } } } } option = { token = sp_hacs_gen_one_project_prototype_western_two_b iteration_output = { equipment_bonus = { HACS_0 = { instant = yes soft_attack = 0.05 hard_attack = 0.05 } } } } } sp_hacs_gen_one_project_prototype_eastern_one = { fire_only_once = yes threshold = { min = 15 max = 30 } weight = { base = 100 modifier = { factor = 0 is_considered_western_country = yes } } option = { token = sp_hacs_gen_one_project_prototype_eastern_one_a iteration_output = { country_effects = { add_ideas = EH_lighter_hacs_idea FROM = { add_project_progress_ratio = 0.05 } } equipment_bonus = { HACS_0 = { instant = yes reliability = -0.08 } } } } option = { token = sp_hacs_gen_one_project_prototype_eastern_one_b iteration_output = { country_effects = { FROM = { add_project_progress_ratio = -0.03 } } equipment_bonus = { HACS_0 = { instant = yes armor_value = 0.04 breakthrough = 0.02 } } } } option = { token = sp_hacs_gen_one_project_prototype_eastern_one_c } } sp_hacs_gen_one_project_prototype_eastern_two = { fire_only_once = yes threshold = { min = 30 max = 50 } weight = { base = 100 modifier = { factor = 0 is_considered_western_country = yes } } option = { token = sp_hacs_gen_one_project_prototype_eastern_two_a iteration_output = { country_effects = { if = { limit = { has_idea = EH_lighter_hacs_idea } swap_ideas = { remove_idea = EH_lighter_hacs_idea add_idea = EH_even_lighter_hacs_idea } } else = { add_ideas = EH_lighter_hacs_idea } FROM = { add_project_progress_ratio = 0.05 } } equipment_bonus = { HACS_0 = { instant = yes reliability = -0.08 } } } } option = { token = sp_hacs_gen_one_project_prototype_eastern_two_b iteration_output = { country_effects = { FROM = { add_project_progress_ratio = -0.03 } } equipment_bonus = { HACS_0 = { instant = yes armor_value = 0.04 soft_attack = 0.04 breakthrough = 0.04 } } } } } } ai_will_do = { base = 1000 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_hacs_gen_two_project = { allowed = { EH_scenario_enabled = yes } specialization = specialization_land icon = GFX_sp_HACS project_tags = sp_tag_eh_mech_research available = { FROM = { is_special_project_completed = sp:sp_hacs_gen_one_project has_completed_focus = EH_second_generation_hacs set_temp_variable = { check_randallite = 7 } EH_check_randallite_trigger = yes } } breakthrough_cost = { specialization_land = 3 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium resource_cost = { resources = { tungsten = 6 chromium = 11 steel = 7 microchips = 9 } } project_output = { country_effects = { set_temp_variable = { add_randallite = -7 } EH_add_randallite_effect = yes division_template = { name = "2nd. HACS Mech Battalion" priority = 100 regiments = { HACS_Mech_2 = { x = 0 y = 0 } HACS_Mech_2 = { x = 0 y = 1 } HACS_Mech_2 = { x = 0 y = 2 } HACS_Mech_2 = { x = 0 y = 3 } HACS_Mech_2 = { x = 1 y = 0 } HACS_Mech_2 = { x = 1 y = 1 } HACS_Mech_2 = { x = 1 y = 2 } HACS_Mech_2 = { x = 1 y = 3 } } } } enable_equipments = { HACS_1 } enable_equipment_modules = { # TODO waiting for Lynx and General tech expansion } enable_subunits = { HACS_Mech_2 } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } unique_prototype_rewards = { sp_hacs_gen_two_project_prototype_western_one = { fire_only_once = yes threshold = { min = 25 max = 60 } weight = { base = 100 modifier = { factor = 0 NOT = { is_considered_western_country = yes } } } option = { token = sp_hacs_gen_two_project_prototype_western_one_a iteration_output = { country_effects = { set_temp_variable = { EH_change_hacs_cost_var = 0.9 } EH_change_hacs_cost_effect = yes } equipment_bonus = { HACS_equipment = { instant = yes armor_value = -0.05 reliability = -0.05 } } } } option = { token = sp_hacs_gen_two_project_prototype_western_one_b } } sp_hacs_gen_two_project_prototype_eastern_one = { fire_only_once = yes threshold = { min = 25 max = 60 } weight = { base = 100 modifier = { factor = 0 is_considered_western_country = yes } } option = { token = sp_hacs_gen_two_project_prototype_eastern_one_a iteration_output = { country_effects = { set_temp_variable = { EH_change_hacs_cost_var = 0.8 } EH_change_hacs_cost_effect = yes } equipment_bonus = { HACS_equipment = { instant = yes reliability = -0.08 armor_value = -0.08 hard_attack = -0.04 } } } } option = { token = sp_hacs_gen_two_project_prototype_eastern_one_b } } } ai_will_do = { base = 1000 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } } sp_hacs_gen_three_project = { allowed = { EH_scenario_enabled = yes } specialization = specialization_land icon = GFX_sp_HACS project_tags = sp_tag_eh_mech_research available = { FROM = { is_special_project_completed = sp:sp_hacs_gen_two_project has_completed_focus = EH_third_generation_hacs set_temp_variable = { check_randallite = 12 } EH_check_randallite_trigger = yes } } breakthrough_cost = { specialization_land = 4 } prototype_time = sp_time.prototype.medium complexity = sp_complexity.medium resource_cost = { resources = { tungsten = 6 chromium = 11 steel = 7 microchips = 9 } } project_output = { country_effects = { set_temp_variable = { add_randallite = -12 } EH_add_randallite_effect = yes division_template = { name = "3rd. HACS Mech Battalion" priority = 100 regiments = { HACS_Mech_3 = { x = 0 y = 0 } HACS_Mech_3 = { x = 0 y = 1 } HACS_Mech_3 = { x = 0 y = 2 } HACS_Mech_3 = { x = 0 y = 3 } HACS_Mech_3 = { x = 1 y = 0 } HACS_Mech_3 = { x = 1 y = 1 } HACS_Mech_3 = { x = 1 y = 2 } HACS_Mech_3 = { x = 1 y = 3 } } } } enable_equipments = { HACS_2 } enable_equipment_modules = { # TODO waiting for Lynx and General tech expansion } enable_subunits = { HACS_Mech_3 } } generic_prototype_rewards = { sp_civilian_generic_reward_scientist_xp_2 sp_civilian_generic_reward_major_progress_2 sp_civilian_generic_reward_test_failure_3 sp_civilian_generic_reward_resource_scarcity sp_civilian_generic_reward_critical_failure } unique_prototype_rewards = { sp_hacs_gen_three_project_prototype_one = { fire_only_once = yes threshold = { min = 30 max = 60 } weight = { base = 100 } option = { token = sp_hacs_gen_three_project_prototype_one_a iteration_output = { country_effects = { FROM = { add_project_progress_ratio = -0.15 } set_temp_variable = { EH_change_hacs_cost_var = 1.3 } EH_change_hacs_cost_effect = yes } equipment_bonus = { HACS_2 = { instant = yes armor_value = 0.2 reliability = 0.08 soft_attack = 0.15 hard_attack = 0.15 } } } } option = { token = sp_hacs_gen_three_project_prototype_one_b iteration_output = { country_effects = { FROM = { add_project_progress_ratio = 0.15 } set_temp_variable = { EH_change_hacs_cost_var = 0.7 } EH_change_hacs_cost_effect = yes } equipment_bonus = { HACS_2 = { instant = yes armor_value = -0.1 reliability = -0.06 soft_attack = -0.1 hard_attack = -0.1 } } } } option = { token = sp_hacs_gen_three_project_prototype_one_c } } } ai_will_do = { base = 1000 modifier = { factor = 0 ROOT = { NOT = { ai_for_units_is_not_disabled = yes } } } } }