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Blank mod update sfor hoi4 1.14.7 (ParadoxGameConverters#631)
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Idhrendur authored Jul 4, 2024
1 parent efd4e70 commit d774276
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Showing 11 changed files with 1,532 additions and 36 deletions.
2 changes: 1 addition & 1 deletion data/blank_mod/common/autonomous_states/satellite.txt
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ autonomy_state = {
license_subject_master_purchase_cost = -1
autonomy_gain_global_factor = -0.3
peace_score_ratio_transferred_to_overlord = 0.1
lend_lease_tension_with_overlord = 0.-30
lend_lease_tension_with_overlord = -0.30
}

ai_subject_wants_higher = {
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51 changes: 39 additions & 12 deletions data/blank_mod/common/country_leader/00_traits.txt
Original file line number Diff line number Diff line change
Expand Up @@ -617,6 +617,7 @@ leader_traits = {
}

conservative_nationalist = { #Antonio de Oliveira Salazar - Vanilla
sprite = 13 #Needed since Iceland uses this traits in an advisor.
random = no
stability_factor = 0.1
production_speed_infrastructure_factor = 0.2
Expand Down Expand Up @@ -1439,7 +1440,7 @@ leader_traits = {
command_power_gain_mult = 0.25
defensive_war_stability_factor = 0.4
}

### Canada ###

CAN_liberal_corporatist = {
Expand Down Expand Up @@ -1902,7 +1903,7 @@ leader_traits = {
sprite = 13
democratic_drift = 0.05
political_power_gain = 0.05
stability_weekly = 0.005
stability_factor = 0.05
}

marxist_philosopher = {
Expand Down Expand Up @@ -3865,7 +3866,7 @@ leader_traits = {

SWE_close_ties_to_the_military = {
sprite = 10
random = NO
random = no
max_command_power = 30
training_time_factor = -0.1

Expand Down Expand Up @@ -4395,7 +4396,7 @@ leader_traits = {
civilian_intel_factor = 0.15
political_power_factor = 0.15
}

minister_of_the_interior_aregai_no_lar = {
random = no
sprite = 13
Expand Down Expand Up @@ -5301,7 +5302,7 @@ leader_traits = {
equipment_bonus = {
train_equipment = {
build_cost_ic = 0.05
reliability = 0.15
armor_value = 0.1
}
}
production_speed_rail_way_factor = 0.05
Expand Down Expand Up @@ -7607,7 +7608,7 @@ leader_traits = {
factor = 1
}
}

forestry_company = {
random = no

Expand All @@ -7630,7 +7631,7 @@ leader_traits = {
random = no
equipment_bonus = {
convoy = {
reliability = 0.3 build_cost_ic = -0.5
reliability = 0.1 build_cost_ic = -0.25
}
}

Expand Down Expand Up @@ -7664,7 +7665,7 @@ leader_traits = {
}

telephone_company = {
random= No
random = no
land_reinforce_rate = 0.02
coordination_bonus = 0.04
ai_will_do = {
Expand Down Expand Up @@ -7951,6 +7952,15 @@ leader_traits = {
production_speed_industrial_complex_factor = 0.2
}

NOR_tobacco_industrialist_leader = {
random = no
sprite = 10

consumer_goods_factor = -0.1
production_speed_infrastructure_factor = 0.1
production_speed_industrial_complex_factor = 0.05
}

NOR_compliant_politician = {
random = no
sprite = 13
Expand All @@ -7959,6 +7969,23 @@ leader_traits = {
political_power_factor = 0.1
}

NOR_popular_reformer = {
random = no
sprite = 13

stability_factor = 0.05
war_support_factor = -0.03
political_power_factor = 0.05
}

NOR_temperate_miners_unionist = {
random = no
sprite = 13

stability_factor = 0.05
local_resources_factor = 0.1
}

NOR_conservative_businessman = {
random = no
sprite = 10
Expand Down Expand Up @@ -8107,7 +8134,7 @@ leader_traits = {
production_lack_of_resource_penalty_factor = -0.5
}

JUNO_emergency_powers = {
JUNO_emergency_powers = {
random = no
consumer_goods_factor = -0.1
production_speed_arms_factory_factor = 0.05
Expand Down Expand Up @@ -8234,7 +8261,7 @@ JUNO_emergency_powers = {

army_chief_old_guard = { # Rate at which field experience is gained decreases by 10%
sprite = 5 # Should not need sprite, should mostly be secondary
experience_gain_army = @chief_experience_gain_medium
experience_gain_army = @chief_experience_gain_low
max_command_power = 10

ai_will_do = {
Expand Down Expand Up @@ -10640,8 +10667,8 @@ JUNO_emergency_powers = {
factor = 1
}
}
surveyor = {

surveyor = {
sprite = 5
army_speed_factor = 0.1
initiative_factor = 0.08
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195 changes: 194 additions & 1 deletion data/blank_mod/common/decisions/_generic_decisions.txt
Original file line number Diff line number Diff line change
Expand Up @@ -65,7 +65,7 @@ political_actions = {
improved_worker_conditions = {

icon = generic_industry

priority = 10
available = {
has_stability < 1.0
}
Expand Down Expand Up @@ -2408,4 +2408,197 @@ foreign_support = {
}
}
}
}

generic_refit_civilian_ships_category = {
refit_to_destroyer = {
cost = 15
icon = GFX_decision_generic_merge_plant_ship
fire_only_once = no
visible = {
has_country_flag = refit_convoy_ships_flag
}
available = {
has_equipment = {
convoy > 9
}
if = {
limit = {
has_dlc = "Man the Guns"
}
has_tech = early_ship_hull_light
}
else = {
has_tech = early_destroyer
}
}
days_remove = 50

complete_effect = {
add_equipment_to_stockpile = {
type = convoy_1
amount = -10

}
}
remove_effect = {
if = {
limit = {
has_dlc = "Man the Guns"
}
if = {
limit = {
NOT = { has_country_flag = refit_to_destroyer_flag } #FIN gets flag along with Ship variants via the focus that unlocks these decisions
}
set_country_flag = refit_to_destroyer_flag

create_equipment_variant = {
name = "Refitted Destroyer Class"
type = ship_hull_light_1
name_group = "DEN_DD_HISTORICAL" #Note: Doesn't matter if ROOT is not DEN, the effect will grab the appropriate country-specific name list anyways
parent_version = 0
modules = {
fixed_ship_battery_slot = ship_light_battery_1
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_fire_control_system_slot = ship_fire_control_system_0
fixed_ship_radar_slot = empty
fixed_ship_engine_slot = light_ship_engine_1
fixed_ship_torpedo_slot = ship_torpedo_1
mid_1_custom_slot = empty
rear_1_custom_slot = empty
}
obsolete = yes
}
}
create_ship = {
type = ship_hull_light_1
equipment_variant = "Refitted Destroyer Class"
creator = ROOT
name = "Coastguard"
}
}
#NO MTG
else = {
if = {
limit = {
NOT = { has_country_flag = refit_to_destroyer_flag }
}
set_country_flag = refit_to_destroyer_flag

create_equipment_variant = {
name = "Refitted Destroyer Class"
type = destroyer_1
upgrades = {
ship_torpedo_upgrade = 0
destroyer_engine_upgrade = 0
ship_ASW_upgrade = 0
ship_anti_air_upgrade = 0
}
obsolete = yes
}
}
create_ship = {
type = destroyer_1
equipment_variant = "Refitted Destroyer Class"
creator = ROOT
name = "Coastguard"
}
}
}
}
refit_to_cruiser = {
cost = 30
icon = GFX_decision_generic_merge_plant_ship
fire_only_once = no
visible = {
has_country_flag = refit_convoy_ships_flag
}
available = {
has_equipment = {
convoy > 19
}
if = {
limit = {
has_dlc = "Man the Guns"
}
has_tech = early_ship_hull_cruiser
}
else = {
has_tech = early_light_cruiser
}
}
days_remove = 100

complete_effect = {
add_equipment_to_stockpile = {
type = convoy_1
amount = -25
}
}
remove_effect = {
if = {
limit = {
has_dlc = "Man the Guns"
}
if = {
limit = {
NOT = { has_country_flag = refit_to_cruiser_flag } #FIN gets flag along with Ship variants via the focus that unlocks these decisions
}
set_country_flag = refit_to_cruiser_flag

create_equipment_variant = {
name = "Refitted Cruiser Class"
type = ship_hull_cruiser_1
name_group = DEN_CL_HISTORICAL #Note: Doesn't matter if ROOT is not DEN, the effect will grab the appropriate country-specific name list anyways
parent_version = 0
modules = {
fixed_ship_battery_slot = ship_light_medium_battery_1
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_fire_control_system_slot = ship_fire_control_system_0
fixed_ship_radar_slot = empty
fixed_ship_engine_slot = cruiser_ship_engine_1
fixed_ship_armor_slot = ship_armor_cruiser_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1
mid_1_custom_slot = empty
mid_2_custom_slot = empty
rear_1_custom_slot = empty
}
obsolete = yes
}
}
create_ship = {
type = ship_hull_cruiser_1
equipment_variant = "Refitted Cruiser Class"
creator = ROOT
name = "Protector"
}
}
else = {
if = {
limit = {
NOT = { has_country_flag = refit_to_cruiser_flag }
}
set_country_flag = refit_to_cruiser_flag

create_equipment_variant = {
name = "Refitted Cruiser Class"
type = light_cruiser_1
upgrades = {
ship_reliability_upgrade = 0
ship_engine_upgrade = 0
ship_gun_upgrade = 0
ship_anti_air_upgrade = 0
}
obsolete = yes
}
}
create_ship = {
type = light_cruiser_1
equipment_variant = "Refitted Cruiser Class"
creator = ROOT
name = "Protector"
}
}
}
}
}
1 change: 0 additions & 1 deletion data/blank_mod/common/decisions/political_decisions.txt
Original file line number Diff line number Diff line change
Expand Up @@ -1701,7 +1701,6 @@ communism_on_the_rise = {
}

political_actions = {

anti_fascist_raids = {

icon = generic_civil_support
Expand Down
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