upgrades = { # TODO: Finish LandUpgrades -- work on improving the UI platform for variants to include multiple ##Tanks/APC/IFVS tank_gun_upgrade = { max_level = 5 cost = land # This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval hard_attack = 0.03 ap_attack = 0.03 maximum_speed = -0.01 reliability = -0.05 build_cost_ic = 0.05 supply_consumption = 0.01 } tank_support_weapons_upgrade = { max_level = 5 cost = land soft_attack = 0.03 maximum_speed = -0.01 build_cost_ic = 0.02 supply_consumption = 0.01 } tank_armor_upgrade = { max_level = 5 cost = land armor_value = 0.05 maximum_speed = -0.02 reliability = -0.05 ##Engine is more likely to fail build_cost_ic = 0.1 ##heavy increase to cost } tank_engine_upgrade = { max_level = 5 cost = land maximum_speed = 0.05 fuel_consumption = 0.05 build_cost_ic = 0.05 supply_consumption = 0.01 } tank_reliability_upgrade = { max_level = 5 cost = land reliability = 0.1 build_cost_ic = 0.06 ##Increases costs due to applying more time to improve the quality } tank_cutting_corners_upgrade = { max_level = 2 cost = land build_cost_ic = -0.05 reliability = -0.05 } ##Utility Vehicles Util_Weapons = { max_level = 3 cost = land # This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval hard_attack = 0.1 ap_attack = 0.07 maximum_speed = -0.01 reliability = -0.05 build_cost_ic = 0.05 supply_consumption = 0.01 } Util_Mobility = { max_level = 3 cost = land maximum_speed = 0.05 build_cost_ic = 0.03 #Fuel } Util_infantry_help_upgrade = { max_level = 3 cost = land defense = 0.08 breakthrough = 0.08 build_cost_ic = 0.06 ##Increases costs due to applying more time to improve the quality supply_consumption = 0.01 } Util_cutting_corners_upgrade = { max_level = 3 cost = land build_cost_ic = -0.03 reliability = -0.05 } ##Non-Vehicle - Manpads/AA/SP_AA/AT/SP_AT AA_Fire_Control = { max_level = 5 cost = land # This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval air_attack = 0.1 reliability = -0.05 build_cost_ic = 0.03 } AA_Reliability = { max_level = 5 cost = land reliability = 0.05 build_cost_ic = 0.03 } SP_AA_Fire_Control = { max_level = 5 cost = land # This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval air_attack = 0.03 maximum_speed = -0.01 reliability = -0.025 build_cost_ic = 0.03 } #following two entries added to stop errors - Rabbit SP_AA_Weight = { max_level = 5 cost = land maximum_speed = 0.03 #Fuel } SP_AA_Warhead = { max_level = 5 cost = land ap_attack = 0.03 reliability = -0.025 build_cost_ic = 0.03 supply_consumption = 0.01 } SP_AA_Reliability = { max_level = 5 cost = land reliability = 0.05 build_cost_ic = 0.03 } L_Arty_Fire_Control = { max_level = 5 cost = land # This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval soft_attack = 0.05 hard_attack = 0.05 reliability = -0.05 build_cost_ic = 0.03 } L_Arty_Warhead = { max_level = 5 cost = land ap_attack = 0.03 maximum_speed = -0.01 reliability = -0.05 build_cost_ic = 0.03 supply_consumption = 0.01 } L_Arty_Reliability = { max_level = 5 cost = land reliability = 0.1 build_cost_ic = 0.03 } SP_Arty_Fire_Control = { max_level = 5 cost = land # This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval soft_attack = 0.05 hard_attack = 0.05 maximum_speed = -0.01 reliability = -0.05 build_cost_ic = 0.03 } SP_Arty_Warhead = { max_level = 5 cost = land ap_attack = 0.03 maximum_speed = -0.01 reliability = -0.05 build_cost_ic = 0.03 supply_consumption = 0.01 } SP_Arty_engine_upgrade = { max_level = 5 cost = land maximum_speed = 0.05 fuel_consumption = 0.05 build_cost_ic = 0.03 } SP_Arty_Reliability = { max_level = 5 cost = land reliability = 0.1 } L_AT_Fire_Control = { max_level = 5 cost = land # This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval soft_attack = 0.05 hard_attack = 0.05 reliability = -0.03 build_cost_ic = 0.03 } L_AT_Warhead = { max_level = 5 cost = land ap_attack = 0.03 reliability = -0.03 build_cost_ic = 0.03 supply_consumption = 0.01 } L_AT_Reliability = { max_level = 5 cost = land reliability = 0.05 build_cost_ic = 0.03 } H_AT_Fire_Control = { max_level = 5 cost = land # This determies how much XP it will cost, controlled by defines, there are 3 cost types: air, land and naval soft_attack = 0.05 hard_attack = 0.05 reliability = -0.03 build_cost_ic = 0.03 } H_AT_Warhead = { max_level = 5 cost = land ap_attack = 0.03 reliability = -0.03 build_cost_ic = 0.03 supply_consumption = 0.01 } H_AT_Reliability = { max_level = 5 cost = land reliability = 0.07 build_cost_ic = 0.03 } Inf_eq_gadjets = { max_level = 3 cost = land soft_attack = 0.05 hard_attack = 0.05 reliability = -0.02 build_cost_ic = 0.07 } Inf_eq_mortars = { max_level = 3 cost = land defense = 0.07 breakthrough = 0.07 build_cost_ic = 0.07 supply_consumption = 0.01 } Inf_eq_heavy_weapons = { max_level = 3 cost = land soft_attack = 0.03 hard_attack = 0.03 defense = 0.03 breakthrough = 0.03 reliability = -0.03 build_cost_ic = 0.07 supply_consumption = 0.01 } Inf_eq_cutting_corners = { max_level = 3 cost = land reliability = -0.05 build_cost_ic = -0.1 } Cnc_eq_cutting_corners = { max_level = 3 cost = land reliability = -0.05 build_cost_ic = -0.07 } Cnc_eq_better_radios = { max_level = 3 cost = land build_cost_ic = 0.1 max_organisation = 0.1 reliability = -0.03 supply_consumption = 0.01 } Cnc_eq_better_ergonomics = { max_level = 3 cost = land build_cost_ic = 0.1 default_morale = 0.2 reliability = -0.03 } transport_helo_engine_upgrade = { max_level = 5 cost = land maximum_speed = 0.05 build_cost_ic = 0.05 } transport_helo_gun_upgrade = { max_level = 5 cost = land soft_attack = 0.15 build_cost_ic = 0.25 supply_consumption = 0.01 } transport_helo_countermeasure_upgrade = { max_level = 5 cost = land build_cost_ic = 0.05 defense = 0.05 supply_consumption = 0.01 } transport_helo_reliability_upgrade = { max_level = 5 cost = land build_cost_ic = 0.05 reliability = 0.05 } ### NSB ### tank_nsb_armor_upgrade = { abbreviation = "arm" max_level = 10 #each level represents ~10mm of armor cost = land linear_cost = { cost_by_level = 1 cost_by_level_for_licensed_equipment = 2 } resource_cost_thresholds = { # resource values defined here are TOTAL added cost, not cumulative 4 = { #more armor requires more resources steel = 1 } 8 = { steel = 1 chromium = 1 } } maximum_speed = -0.025 reliability = -0.02 armor_value = 0.075 add_stats = { breakthrough = 0.25 defense = 0.1 build_cost_ic = 0.2 } } tank_nsb_fire_upgrade = { abbreviation = "larm" max_level = 10 cost = land linear_cost = { cost_by_level = 2 cost_by_level_for_licensed_equipment = 3 } maximum_speed = -0.025 reliability = -0.05 supply_consumption = 0.01 add_stats = { build_cost_ic = 0.25 } multiply_stats = { soft_attack = 0.045 hard_attack = 0.045 air_attack = 0.045 defense = 0.03 breakthrough = 0.03 build_cost_ic = 0.03 } } tank_nsb_engine_upgrade = { abbreviation = "larm" max_level = 10 cost = land linear_cost = { cost_by_level = 2 cost_by_level_for_licensed_equipment = 3 } maximum_speed = 0.035 reliability = -0.015 add_stats = { build_cost_ic = 0.3 fuel_consumption = 0.25 } } helicopter_nsb_upgrade = { abbreviation = "hnsbu" max_level = 5 cost = land linear_cost = { cost_by_level = 2 cost_by_level_for_licensed_equipment = 3 } maximum_speed = -0.01 reliability = -0.025 supply_consumption = 0.01 multiply_stats = { soft_attack = 0.05 hard_attack = 0.05 build_cost_ic = 0.025 } } }