#Written by hiddengearz, edited and improved by Angriest Bird add_namespace = civil_war_debuff add_namespace = god_of_war_event add_namespace = world_war add_namespace = anti_bully #Used just to trigger event 2, event 1 does not seem to work immediately via on action country_event = { id = anti_bully.1 is_triggered_only = yes hidden = yes immediate = { country_event = { id = anti_bully.2 days = 1 } } } #Triggers the Public War Weariness System country_event = { id = anti_bully.2 title = anti_bully.2.t desc = anti_bully.2.d picture = GFX_generic_soldiers is_triggered_only = yes trigger = { THIS = { has_offensive_war_with = event_target:AB_DEFF } } immediate = { hidden_effect = { if = { limit = { check_variable = { anti_bully_wars = 0 } } #Has 0 AB wars event_target:AB_ATT = { add_to_variable = { anti_bully_wars = 1 } AB_war_main = yes } else = { event_target:AB_ATT = { add_to_variable = { anti_bully_wars = 1 } } } } event_target:AB_ATT = { AB_war_second = yes } } } option = { name = anti_bully.2.a } } country_event = { id = anti_bully.3 is_triggered_only = yes hidden = yes immediate = { AB_war_main = yes } } #Attacker offers white peace country_event = { id = anti_bully.4 is_triggered_only = yes hidden = yes immediate = { AB_war_second = yes } } #Civil war debuff improvements country_event = { id = civil_war_debuff.1 title = civil_war_debuff.1.t desc = civil_war_debuff.1.d picture = GFX_treaty_rejected is_triggered_only = yes trigger = { NOT = { has_country_flag = manual_civil_war_debuff_removal } } option = { name = civil_war_debuff.1.a log = "[GetDateText]: [This.GetName]: civil_war_debuff.1.a" add_timed_idea = { idea = civil_war_disorganised_military_2_military days = 150 } } option = { name = civil_war_debuff.1.b log = "[GetDateText]: [This.GetName]: civil_war_debuff.1.b" add_timed_idea = { idea = civil_war_disorganised_military_2_production days = 150 } } option = { name = civil_war_debuff.1.c log = "[GetDateText]: [This.GetName]: civil_war_debuff.1.c" add_timed_idea = { idea = civil_war_disorganised_military_2_experience days = 150 } } } country_event = { id = civil_war_debuff.2 title = civil_war_debuff.2.t desc = civil_war_debuff.2.d picture = GFX_treaty_rejected is_triggered_only = yes trigger = { NOT = { has_country_flag = manual_civil_war_debuff_removal } } option = { name = civil_war_debuff.2.a log = "[GetDateText]: [This.GetName]: civil_war_debuff.2.a" add_timed_idea = { idea = civil_war_disorganised_military_3_military days = 150 } } option = { name = civil_war_debuff.2.b log = "[GetDateText]: [This.GetName]: civil_war_debuff.2.b" add_timed_idea = { idea = civil_war_disorganised_military_3_production days = 150 } } option = { name = civil_war_debuff.2.c log = "[GetDateText]: [This.GetName]: civil_war_debuff.2.c" add_timed_idea = { idea = civil_war_disorganised_military_3_experience days = 150 } } } country_event = { id = civil_war_debuff.3 title = civil_war_debuff.3.t desc = civil_war_debuff.3.d picture = GFX_treaty_rejected is_triggered_only = yes trigger = { NOT = { has_country_flag = manual_civil_war_debuff_removal } } option = { name = civil_war_debuff.3.a log = "[GetDateText]: [This.GetName]: civil_war_debuff.3.a" add_timed_idea = { idea = civil_war_disorganised_military_4_military days = 150 } } option = { name = civil_war_debuff.3.b log = "[GetDateText]: [This.GetName]: civil_war_debuff.3.b" add_timed_idea = { idea = civil_war_disorganised_military_4_production days = 150 } } option = { name = civil_war_debuff.3.c log = "[GetDateText]: [This.GetName]: civil_war_debuff.3.c" add_timed_idea = { idea = civil_war_disorganised_military_4_experience days = 150 } } } country_event = { id = civil_war_debuff.4 title = civil_war_debuff.4.t desc = civil_war_debuff.4.d picture = GFX_treaty_rejected is_triggered_only = yes trigger = { NOT = { has_country_flag = manual_civil_war_debuff_removal } } option = { name = civil_war_debuff.4.a log = "[GetDateText]: [This.GetName]: civil_war_debuff.4.a" add_timed_idea = { idea = civil_war_disorganised_military_5_military days = 150 } } option = { name = civil_war_debuff.4.b log = "[GetDateText]: [This.GetName]: civil_war_debuff.4.b" add_timed_idea = { idea = civil_war_disorganised_military_5_production days = 150 } } option = { name = civil_war_debuff.4.c log = "[GetDateText]: [This.GetName]: civil_war_debuff.4.c" add_timed_idea = { idea = civil_war_disorganised_military_5_experience days = 150 } } } country_event = { id = civil_war_debuff.5 title = civil_war_debuff.5.t desc = civil_war_debuff.5.d picture = GFX_Military_Reform is_triggered_only = yes trigger = { NOT = { has_country_flag = manual_civil_war_debuff_removal } } option = { name = civil_war_debuff.5.a } } country_event = { id = god_of_war_event.1 title = god_of_war_event.1.t desc = god_of_war_event.1.d picture = GFX_weapons_arms1 is_triggered_only = yes option = { name = god_of_war_event.1.a } option = { name = god_of_war_event.1.b log = "[GetDateText]: [This.GetName]: god_of_war_event.1.b" hidden_effect = { every_other_country = { limit = { is_ai = yes } add_ai_strategy = { type = contain id = ROOT value = 100 } add_ai_strategy = { type = antagonize id = ROOT value = 100 } add_ai_strategy = { type = conquer id = ROOT value = 100 } } } } } # World War Game Rule country_event = { id = world_war.1 title = world_war.1.t desc = world_war.1.d picture = GFX_generic_factory is_triggered_only = yes option = { name = world_war.1.a log = "[GetDateText]: [This.GetName]: world_war.1.a" set_global_flag = world_war_russia_start } } # Event Chain country_event = { id = world_war.2 title = world_war.2.t desc = world_war.2.d picture = GFX_treaty is_triggered_only = yes trigger = { has_game_rule = { rule = allow_enable_world_war option = yes } } option = { name = world_war.2.a log = "[GetDateText]: [This.GetName]: world_war.2.a executed" USA = { declare_war_on = { target = CHI type = liberate_wargoal } } set_global_flag = world_war_china_start give_guarantee = KOR give_guarantee = JAP give_guarantee = PHI give_guarantee = ISR hidden_effect = { news_event = world_war.3 if = { limit = { country_exists = KOR KOR = { is_subject = no } NKO = { OR = { is_subject = no is_subject_of = CHI } } } NKO = { country_event = { id = world_war.4 days = 10 } } if = { limit = { country_exists = SOV NOT = { has_global_flag = world_war_russia_start } } SOV = { country_event = { id = world_war.9 days = 35 } } } } } ai_chance = { base = 1 } } option = { name = world_war.2.b ai_chance = { base = 0 } } } country_event = { id = world_war.4 title = world_war.4.t desc = world_war.4.d picture = GFX_generic_soldiers is_triggered_only = yes trigger = { has_game_rule = { rule = allow_enable_world_war option = yes } } option = { name = world_war.4.a log = "[GetDateText]: [This.GetName]: world_war.4.a executed" declare_war_on = { target = KOR type = annex_everything } hidden_effect = { JAP = { country_event = world_war.6 } } ai_chance = { base = 1 } } option = { name = world_war.4.b ai_chance = { base = 0 } } } country_event = { id = world_war.6 title = world_war.6.t desc = world_war.6.d picture = GFX_generic_soldiers is_triggered_only = yes trigger = { has_game_rule = { rule = allow_enable_world_war option = yes } } option = { name = world_war.6.a log = "[GetDateText]: [This.GetName]: world_war.6.a executed" declare_war_on = { target = NKO type = topple_government } declare_war_on = { target = CHI type = topple_government } hidden_effect = { news_event = world_war.5 } ai_chance = { base = 1 } } option = { name = world_war.6.b ai_chance = { base = 0 } } } country_event = { id = world_war.7 title = world_war.7.t desc = world_war.7.d picture = GFX_generic_soldiers is_triggered_only = yes trigger = { has_game_rule = { rule = allow_enable_world_war option = yes } } option = { name = world_war.7.a log = "[GetDateText]: [This.GetName]: world_war.7.a executed" declare_war_on = { target = SOV type = topple_government } hidden_effect = { news_event = world_war.8 } ai_chance = { base = 1 } } option = { name = world_war.7.b ai_chance = { base = 0 } } } country_event = { id = world_war.9 title = world_war.9.t desc = world_war.9.d picture = GFX_generic_soldiers is_triggered_only = yes trigger = { has_game_rule = { rule = allow_enable_world_war option = yes } } option = { name = world_war.9.a log = "[GetDateText]: [This.GetName]: world_war.9.a executed" declare_war_on = { target = UKR type = topple_government } hidden_effect = { PER = { country_event = { id = world_war.11 days = 20 } } if = { limit = { NOT = { has_global_flag = world_war_china_start } } CHI = { country_event = { id = world_war.12 days = 10 } } } } ai_chance = { base = 1 } } option = { name = world_war.9.b ai_chance = { base = 0 } } } country_event = { id = world_war.11 title = world_war.11.t desc = world_war.11.d picture = GFX_politics_protest is_triggered_only = yes trigger = { has_game_rule = { rule = allow_enable_world_war option = yes } } option = { name = world_war.11.a log = "[GetDateText]: [This.GetName]: world_war.11.a executed" every_country = { limit = { has_idea = faction_resistance_axis_member } declare_war_on = { target = ISR type = topple_government } } hidden_effect = { news_event = world_war.10 } ai_chance = { base = 1 } } option = { name = world_war.11.b ai_chance = { base = 0 } } } country_event = { id = world_war.12 title = world_war.12.t desc = world_war.12.d picture = GFX_generic_soldiers is_triggered_only = yes trigger = { has_game_rule = { rule = allow_enable_world_war option = yes } } option = { name = world_war.12.a log = "[GetDateText]: [This.GetName]: world_war.12.a executed" declare_war_on = { target = TAI type = topple_government } ai_chance = { base = 1 } } option = { name = world_war.12.b ai_chance = { base = 0 } } } # World Events news_event = { id = world_war.3 title = world_war.3.t desc = world_war.3.d picture = GFX_united_states_army is_triggered_only = yes major = yes option = { name = world_war.3.a } } news_event = { id = world_war.5 title = world_war.5.t desc = world_war.5.d picture = GFX_CHI_chinese_soldiers_news is_triggered_only = yes major = yes option = { name = world_war.5.a } } news_event = { id = world_war.8 title = world_war.8.t desc = world_war.8.d picture = GFX_sov_nationalist_news14 is_triggered_only = yes major = yes option = { name = world_war.8.a } } news_event = { id = world_war.10 title = world_war.10.t desc = world_war.10.d picture = GFX_civil_war_world is_triggered_only = yes major = yes option = { name = world_war.10.a } }