[HoI3-Event] Linksammlung / Daten

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Country tag´s

day-trigger

Chroniken

[attachment=1:3t20h8vc]<!-- ia1 -->hoi3-variables.zip<!-- ia1 -->[/attachment:3t20h8vc]

[attachment=0:3t20h8vc]<!-- ia0 -->WW1-Maro.zip<!-- ia0 -->[/attachment:3t20h8vc]

officer_pool = 99000

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Anhang:

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##########################################################
# S C O P E S ############################################
##########################################################


and
All parts of the group are valid.
Syntax: and = { ... }

or
At least one part of the group is valid.
Syntax: or = { ... }

not
No parts of the group are valid.
Syntax: not = { ... }

country tag
The specified country.
Syntax: tag = { effects… }

FROM
The country that triggered the current event.
Syntax: FROM = { effects… }

THIS
The current country.
Syntax: THIS = { effects… }

limit
Limits the given scope to more narrow conditions.
Syntax: limit = { ... }
# for example - an event 500 will fire for any/every country in Axis:
any_country = {
limit = {
faction = axis
}
country_event = 500
}



# Triggers ################################


any_neighbor_country
Any country neighboring the current country.
Syntax: any_neighbor_country = { triggers… }

any_neighbor_province
Any province neighboring the current province.
Syntax: any_neighbor_province = { triggers… }

any_owned_province
Any owned province.
Syntax: any_owned_province = { triggers… }

any_core
Any province that is a core of the current country.
Syntax: any_core = { triggers… }



# Effects ################################


any_country
Any available country.
Syntax: any_country = { effects… }

random_country
Picks a random country.
Syntax: random_country = { effects… }

any_neighbor_country
Any country neighboring the current country.
Syntax: any_neighbor_country = { effects… }

any_neighbor_province
Any province neighboring the current province.
Syntax: any_neighbor_province = { effects… }

any_owned
Any owned province.
Syntax: any_owned = { effects… }

random_owned
Picks a random province.
Syntax: random_owned = { effects… }

owner
The current owner of the province.
Syntax: owner = { effects… }

controller
The country currently controlling the province.
Syntax: controller = { effects… }

capital_scope
Capital of the current country.
Syntax: capital_scope = { effects… }

province id
The specified province.
Syntax: <province id> = { effects… }

region name
The specified region.
Syntax: <region name> = { effects… }

random_neighbor_province
Picks a random province neighboring the current province.
Syntax: random_neighbor_province = { effects… }

random_empty_neighbor_province
Picks a random empty province neighboring the current province.
Syntax: random_empty_neighbor_province = { effects… }

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##########################################################
# T R I G G E R S ########################################
##########################################################


id
Event ID number.
Syntax: id = Event_ID

major
?
Syntax: major = yes

is_triggered_only
Such event will not fire unless triggered by another event or decision.
Additional trigger conditions may still be added.
Syntax: is_triggered_only = yes

year
Returns true if x is the current year or a later year.
Syntax: year = x

month
Returns true if x is the current month or a later month.
Syntax: month = x

date
Returns true if x is the current date or a later date.
Syntax: date = x # (yyyy.m.d)

mean_time_to_happen
An average timespan around which an event randomly fires.
Syntax: mean_time_to_happen = { months = x / days = x }

modifier
Multiplies the current mean_time_to_happen probability by x when certain conditions are met.
More modifiers for one mean_time_to_happen may be added.
Syntax: modifier = { factor = x ... }
# e.g. mean_time_to_happen will be 5 days (half of the original) during and after June:
mean_time_to_happen = {
days = 10
modifier = {
factor = 0.5
month = 6
}
}

ai
Returns true if the country is handled by the AI.
Syntax: ai = yes / no

tag
Returns true if the current country has a country tag that matches the specified tag.
Syntax: tag = <country tag>



# Provinces ################################


capital
Returns true if the specified capital is the current country’s capital.
Syntax: capital = <province id>

is_capital
Returns true if the current province is a capital.
Syntax: is_capital = yes / no

owns
Returns true if the country owns the specified province.
Syntax: owns = <province id>

owned_by
Returns true if the specified country owns the current province.
Syntax: owned_by = tag

controls
Returns true if the current country controls the specified province.
Syntax: controls = <province id>

controlled_by
Returns true if the province is controlled by the specified country.
Syntax: controlled_by = tag

is_core
Returns true if the specified province is a core of the current country.
Syntax: is_core = <province id>

units_in_province
Returns true if there are x or more units in the current province.
Syntax: units_in_province = x

country_units_in_province
Returns true if the current country has x or more units in the specified province.
Syntax: country_units_in_province = x

continent
Returns true if the current province belongs to the specified continent.
Syntax: continent = <name of continent>

empty
Returns true if the current province is empty.
Syntax: empty = yes / no

has_building
Returns true if the current province has the specified building.
Syntax: has_building = <building type>

port
Syntax: port = yes / no
Returns true if the current province has a port.

is_blockaded
Returns true if the province is blockaded.
Syntax: is_blockaded = yes / no

nationalism
Returns true if the nationalism value is equal to x or more.
Syntax: nationalism = x

province_id
Returns true if current province has the specified ID.
Syntax: province_id = <province id>

region
Returns true if the province belongs to the specified region.
Syntax: region = <name of region>

leadership
Returns true if the province has a leadership value equal to x or higher.
Syntax: leadership = x



# Modifiers ################################


has_country_flag
Returns true if the current country has the specified country.
Syntax: has_country_flag = <name of flag>

has_global_flag
Returns true if any country has set a global flag.
Syntax: has_global_flag = <name of flag>

has_country_modifier
Returns true if the current country has the specified modifier.
Syntax: has_country_modifier = <name of modifer>

has_province_modifier
Returns true if the current province has the specified modifier.
Syntax: has_province_modifier = <name of modifer>

check_variable
Returns true if the <variable name> has been set at an earlier stage and its value is
equal to x.
Syntax: check_variable = {
which = <variable name>
value = x
}



# National ################################


exists
Returns true if the specified country exists.
Syntax: exists = tag

blockade
Returns true if the blockade percentage is equal to x or above.
Syntax: blockade = x

base_neutrality
Returns true if a country’s base neutrality value is equal to x or more.
Syntax: base_neutrality = x

neutrality
Returns true if a country’s effective neutrality value is equal to x or more.
Syntax: neutrality = x

national_unity
Returns true if the country’s national unity is equal to x or more.
Syntax: national_unity = x

dissent
Returns true if a country’s dissent value is equal to x or more.
Syntax: dissent = x

manpower
Returns true if the country / province has a manpower value equal to x or higher.
Syntax: manpower = x

manpower_percentage
Returns true if the country has a manpower percentage of x or above.
Syntax: manpower_percentage = x

max_manpower
Returns true if the country’s maximum manpower is equal to x or higher.
Syntax: max_manpower = x

max_manpower_greater_than
Returns true if the country’s maximum number of manpower is equal to x or more.
Syntax: max_manpower_greater_than = x

government
Returns true if the country has the specified government type.
Syntax: government = <government type>

government positions
Verifies that a certain minister has been appointed to a certain position.
Syntax:
head_of_state = <minister id>
head_of_government = <minister id>
foreign_minister = <minister id>
armament_minister = <minister id>
minister_of_security = <minister id>
minister_of_intelligence = <minister id>
chief_of_staff = <minister id>
chief_of_army = <minister id>
chief_of_navy = <minister id>
chief_of_air = <minister id>

minister_alive
Returns true if the specified minister is active.
Syntax: minister_alive = <minister id>

has_removable_minister
If the minister can be replaced in his position.
Syntax: has_removable_minister = yes / no

organisation
Returns true if a country’s ruling party has an organisation value equal to x or more.
Syntax: organisation = x

popularity
Returns true if the country’s ruling party has a popularity value equal to x or more.
Syntax: popularity = x

has_leader
Returns true if the country has the specified leader.
Syntax: has_leader = <name of leader>

unit_has_leader
Returns true if any unit in the current country has a leader.
Syntax: unit_has_leader = yes / no

government_in_exile
Returns true if the specified country has a government in exile.
Syntax: government_in_exile = yes / no

ideology
Returns true if the country’s ruling party belongs to the specified ideology.
Syntax: ideology = <ideology type>

ideology_group
Returns true if the country’s ruling party belongs to the specified ideology group.
Syntax: ideology_group = <ideology group name>

lost_national
Returns true if the number of core provinces that a country has lost is equal to x or more.
Syntax: lost_national = x

surrender_progress
Unlike the lost_national, this checks directly for surrender progress.
Since FTM 3.05, the surrender formula is counted as CoreStillControlledVPs / OwnedVPs;
i.e. the x per cent loss of victory points located in provinces,
which the current country has both cores and ownership of
Syntax: surrender_progress = x

lost_IC
Returns true if the number of IC that a country has lost is equal to x or more.
Syntax: lost_IC = x

num_of_cities
Returns true if the country has x or more cities.
Syntax: num_of_cities = x

num_of_convoys
Returns true if the number of convoys belonging to a country is equal to x or more.
Syntax: num_of_convoys = x

num_of_ports
Returns true if the country has x or more ports.
Syntax: num_of_ports = x

total_num_of_ports
Returns true if the total number of ports a country has is equal to x or more.
Syntax: total_num_of_ports = x

num_of_revolts
Returns true if there are x or more revolts in the country.
Syntax: num_of_revolts = x

revolt_percentage
Returns true if the percentage of revolts in the country is equal to x or higher.
Syntax: revolt_percentage = x

strat_allies_impact
Returns true if the strategic impact from allies is equal to x or more.
Syntax: strat_allies_impact = x

strat_bomb_impact
Returns true if the strategic impact from bombing is equal to x or more.
Syntax: strat_bomb_impact = x

strat_convoy_impact
Returns true if the strategic impact from a convoy is equal to x or more.
Syntax: strat_convoy_impact = x

total_amount_of_brigades
Returns true if the number of brigades belonging to a country is equal to x or more.
Syntax: total_amount_of_brigades = x

total_amount_of_divisions
Returns true if the number of divisions belonging to a country is equal to x or more.
Syntax: total_amount_of_divisions = x

total_defensives
Returns true if the number of defensive battles a country is currently involved in is
equal to x or more.
Syntax: total_defensives = x

total_offensives
Returns true if the number of offensive battles a country is currently involved in is
equal to x or more.
Syntax: total_defensives = x

total_amount_of_planes
Returns true if the number of planes belonging to a country is equal to x or more.
Syntax: total_amount_of_planes = x

total_we_bomb
Returns true if the number of provinces we are currently bombing is equal to x or
more.
Syntax: total_we_bomb = x

total_amount_of_ships
Returns true if the number of ships belonging to a country is equal to x or more.
Syntax: total_amount_of_ships = x

total_sea_battles
Returns true if the number of sea battles currently undertaken is equal to x or more.
Syntax: total_sea_battles = x

total_of_ours_sunk
Returns true if the number of sunken ships belonging to the current country is equal
to x or more.
Syntax: total_of_ours_sunk = x

total_sunk_by_us
Returns true if the total number of ships sunk by the current country is equal to x or
more.
Syntax: total_sunk_by_us = x

brigade_exists
Returns true if a brigade with the given name exists.
Syntax: brigade_exists = <name>

brigade_in_combat
Returns true if said brigade is currently in combat.
Syntax: brigade_in_combat = <name>

unit_in_battle
Returns true if the country has any unit that is fighting a battle.
Syntax: unit_in_battle = yes / no

total_ic
Returns true if the total amount of ic a country has is equal to x or more.
Syntax: total_ic = x

war_exhaustion
Returns true if the country’s war exhaustion is equal to x or above.
Syntax: war_exhaustion = x



# International ################################


alliance_with
Returns true if the country is allied with the specified country.
Syntax: alliance_with = tag / this / from

faction
Returns true if a country belongs to the specified faction.
Syntax: faction = axis /allies / comintern

is_in_any_faction
Returns true if a country is a member of a faction.
Syntax: is_in_any_faction = yes / no

faction_progress
Returns true if the victory progress of the current faction is equal to x percent or
more.
Syntax: faction_progress = x # (x = 1..)

num_in_faction
Returns true if the number of members belonging to the same faction as the current
country is equal to x or more.
Syntax: num_in_faction = x

num_of_allies
Returns true if the number of allies equals x or more.
Syntax: num_of_allies = x

guarantee
Returns true if the specified country is guaranteeing the independence of the current
country.
Syntax: guarantee = tag

non_aggression_pact
Returns true if the specified country has a non-aggression pact with the current
country.
Syntax: non_aggression_pact = tag

is_subject
Returns true if the current country is a puppet.
Syntax: is_subject = yes / no

vassal_of
Returns true if the current country is a puppet state to the specified country.
Syntax: vassal_of = tag / this / from

is_possible_vassal
Returns true if the specified country can be released as a puppet state.
Syntax: is_possible_vassal = yes / no

can_create_vassals
Returns true if the current country can create a puppet state.
Syntax: can_create_vassals = yes / no

num_of_vassals
Returns true if the number of puppets a country has is equal to x or more.
Syntax: num_of_vassals = x

is_threatened
Returns true if the country feels threatened.
Syntax: is_threatened = yes / no

threat
Returns true if the threat value is equal to x or more.
Syntax: threat = x

military_access
Returns true if the specified country has military access to the current country.
Syntax: military_access = tag

neighbor
Returns true if the current country is a neighbour to the specified country.
Syntax: neighbor = tag

relation
Returns true if the specified country has a relation value equal to y or higher with the
specified country.
Syntax: relation = { who = tag value = y }

war
Returns true if the current country is at war.
Syntax: war = yes / no

war_with
Returns true if the current country is at war with the specified country.
Syntax: war_with = tag

truce_with
Returns true if the current country has a truce with the specified country.
Syntax: truce_with = tag / this / from

has_wargoal
Checks if current country has any wargoals set against tag country.
Syntax: has_wargoal = tag



# Resources ################################



crude_oil
Returns true if the amount of crude oil a country has is equal to x or more.
Syntax: crude_oil = x

energy
Returns true if the amount of energy a country has is equal to x or more.
Syntax: energy = x

metal
Returns true if the amount of metal a country has is equal to x or more.
Syntax: metal = x

money
Returns true if the amount of money a country has is equal to x or more.
Syntax: money = x

rare_materials
Returns true if the amount of rare materials a country has is equal to x or more.
Syntax: rare_materials = x

supplies
Returns true if the amount of supplies a country has is equal to x or more.
Syntax: supplies = x

fuel
Returns true if the amount of fuel a country has is equal to x or more.
Syntax: fuel = x

strategic_resource
A trigger to check if a country/province has a specific resource.
Syntax: strategic_resource = <resource_name>

has_strategic_resource
A trigger to check if a province has any strategic resource.
Syntax: has_strategic_resource = yes / no

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  • Banfield
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  • Banfield
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##########################################################
# E F F E C T S ##########################################
##########################################################


country_event
Triggers the specified country event for the current country.
Syntax: country_event = <event id>

random
Effects within the block has an x percents chance of taking effect.
Syntax: random = {
chance = x
effects…
}

random_list
Effects within the block has an x percents chance of taking effect.
Syntax: random_list = {
x = { effects... }
x = { effects... }
x = { effects... }
}
# for example:
random_list = {
50 = { dissent = 4 }
20 = { dissent = 3 }
20 = { dissent = 2 }
10 = { dissent = 1 }
}

ai_chance
A chance in x per cent that AI will choose the current option.
Syntax: ai_chance = { factor = x }

modifier
Multiplies the current ai_chance probability by x when certain conditions are met.
More modifiers for one ai_chance may be added.
Syntax: modifier = { factor = x ... }
# e.g. if Vichy France exists, the ai_chance will be doubled, i.e. 100% in this case:
ai_chance = {
factor = 50
modifier = {
factor = 2.0
exists = VIC
}
}



# Provinces ################################


add_core
Make a certain province a core of the current country.
Syntax: add_core = <province id>

remove_core
The specified province will no longer be core province.
Syntax: remove_core = <province id>

capital
Move the capital to a new province.
Syntax: capital = <province id>

secede_province
Cede a certain province to the specified country.
Syntax: <province id> = { secede_province = tag }

change_controller
Change the controller of a province.
Syntax: change_controller = tag

change_manpower
Increase/decrease the manpower available in a certain province.
Syntax: change_manpower = x # (x = +-1..)

leadership
Increase/decrease the leadership produced in a certain province.
Syntax: leadership = x # (x = +-1..)

crude_oil
Increase/decrease a province’s max production of crude oil.
Syntax: crude_oil = x

energy
Increase/decrease a province’s max production of energy.
Syntax: energy = x

metal
Increase/decrease a province’s max production of metal.
Syntax: metal = x

rare_materials
Increase/decrease a province’s max production of rare materials.
Syntax: rare_materials = x

supplies
Increase/decrease a province’s max production of supplies.
Syntax: supplies = x

industry
Increase/decrease the IC available in a certain province.
Syntax: industry = x # (x = 1 - 10)

change_province_name
Changes the name of the current province.
Syntax: change_province_name = <new name>

create_revolt
Creates a revolt of the specified size.
Syntax: create_revolt = x # (x = 1 / 2 / 3)



# Modifiers ################################


add_country_modifier
Add a country modifier with certain effects to the country.
Syntax: add_country_modifier = <name of modifier>

remove_country_modifier
Removes a certain country modifier from the current country.
Syntax: remove_country_modifier = <name of modifier>

add_province_modifier
Creates a province modifier for the specified province.
Syntax: add_province_modifier = <name of modifier>

remove_province_modifier
Removes a certain province modifier from the current province.
Syntax: remove_province_modifier = <name of modifier>

set_variable
Creates a new variable and assigns it the specified value.
Syntax: set_variable = {
which = <name of variable>
value = x #(x = +-1..)
}

change_variable
Increases or decreases the value of an existing variable.
Syntax: change_variable = {
which = <name of variable>
value = x #(x = +-1..)
}

set_country_flag
Sets a flag for the current country.
Syntax: set_country_flag = <name of flag>

clr_country_flag
Removes the specified country flag.
Syntax: clr_country_flag = <name of flag>

set_global_flag
Sets a global flag regardless of country.
Syntax: set_global_flag = <name of flag>

clr_global_flag
Removes the specified global flag.
Syntax: clr_global_flag = <name of flag>



# National ################################


form_government_in_exile
Create a government in exile for the current country.
Syntax: form_government_in_exile = yes / no

government
Change the current type of government for the country.
Syntax: government = <government type> / THIS / FROM

government positions
Assign new ministers to a government positions.
Syntax:
head_of_state = <minister id>
head_of_government = <minister id>
foreign_minister = <minister id>
armament_minister = <minister id>
minister_of_security = <minister id>
minister_of_intelligence = <minister id>
chief_of_staff = <minister id>
chief_of_army = <minister id>
chief_of_navy = <minister id>
chief_of_air = <minister id>

do_election
Immediately triggers an election in the tag country, regardless of government type.
Syntax: do_election = tag

remove_minister
Removes the minister (id removes a certain minister, yes removes one at random,
position removes the minister in a certain position;
can't remove the head_of_state or head_of_government randomly).
Syntax: remove_minister = <minister id> / yes / <position>

kill_leader
Kill the specified leader.
Syntax: kill_leader = <leader id>

organisation
Increase/decrease the ruling party’s organisation.
Syntax: organisation = x #(x = +-1..)

popularity
Increase/decrease the ruling party’s popularity.
Syntax: popularity = x # (x = +-1..)

national_unity
Increase/decrease a country’s amount of national unity.
Syntax: national_unity = x #(x = +-1..100)

neutrality
Increase/decrease a country’s base neutrality value.
Syntax: neutrality = x # (x = +-1..100)

manpower
Increase/decrease the amount of manpower a country has.
Syntax: manpower = x #(x = +-0..1)

dissent
Increase/decrease a country’s dissent value.
Syntax: dissent = x # (x = +-1..)

add brigade
Give the current country a new brigade (militia_brigade, infantry_brigade etc).
Syntax: <province id> = { <brigade type> = current }

remove_brigade
Removes specified brigade from the map.
Syntax: remove_brigade = <name>

load_oob
Adds units (including their hierarchy) defined in txt file to the current country's OOB.
Syntax: load_oob = "destroyers_for_bases.txt"
Syntax: load_oob = "scenarios\desert_fox\Extra_OOBs\ita1.txt"



# International ################################


relation
Increase/decrease the relations value between two countries by x.
Syntax: relation = { who = TAG/THIS value = x }

threat
Increase/decrease the specified country’s threat value towards the current country by x.
Syntax: threat { who = tag / all value = x }

inherit
Allow the current country to inherit the specified country.
Syntax: inherit = tag

create_alliance
Creates an alliance with the specified country.
Syntax: create_alliance = this / from / tag

leave_alliance
Remove the current country from an alliance with the specified country.
Syntax: leave_alliance = this / from / tag

join_faction
Makes the current country a member of the specified faction.
Syntax: join_faction = axis / allies / comintern

leave_faction
Remove the current country from the specified faction.
Syntax: leave_faction = axis / allies / comintern

guarantee
The current country will guarantee the specified country.
Syntax: guarantee = tag

end_guarantee
The current country will no longer guarantee the specified country.
Syntax: end_guarantee = tag

military_access
Gives the specified country, tag1 military access to the current country, tag2.
Syntax: tag1 = { military_access = tag2 }

end_military_access
Ends the military access between the specified country, tag1 and the current country,
tag2.
Syntax: tag1 = { end_military_access = tag2 }

non_aggression_pact
Creates a non-aggression pact between the current country and the specified
country.
Syntax: non_aggression_pact = tag

end_non_aggression_pact
Ends a non-aggression pact between the current country and the specified country.
Syntax: end_non_aggression_pact = tag

end_war
Ends any war between the specified country, tag1 and the current country, tag2.
Syntax: tag1 = { end_war = tag2 }

release
Allows the current country to release the specified country and thereby create a new
independent nation.
Syntax: release = tag

release_vassal
Allows the current country to release the specified country as a vassal.
Syntax: release_vassal = this / from / random / tag

split_troops
Gives the specified country, x percent of the current country’s troops.
Syntax: tag = { split_troops = x }
# ex. Give Germany 10% of your troops.
GER = { split_troops = 0.10 }

war
Start a war between the current country and the specified country with a defined wargoal.
The "Aquire Territory" wargoal requires also region = <region_name> to be specified.
Wargoals can be found in common/cb_types.txt file.
Syntax:
war = {
target = TAG
attacker_goal = { casus_belli = <wargoal type> }
defender_goal = { casus_belli = <wargoal type> }
}
# example of Winter War:
SOV = {
war = {
target = FIN
attacker_goal = { casus_belli=aquire_territory region=Soviet_claims_FIN }
}
}

add_wargoal
Adds a War Goal to the current country towards the target country.
It won't start a new war, only works if there's already one in progress.
Syntax:
add_wargoal = {
target = TAG
war_goal = { casus_belli = <wargoal type> }
}

undeclared_war
Allows units of the current country and tag country to fight each other in a delimited area.
Works properly just for sea zones so far, as the attacker cannot capture provinces this way.
Syntax:
undeclared_war = {
target = TAG
region = <region_name>
}

war_exhaustion
Increase/decrease the amount of war exhaustion a country has.
Syntax: war_exhuastion = x # (x = +-1..)



# Resources ################################


crude_oil
Increase/decrease a country’s amount of crude oil.
Syntax: crude_oil = x

energy
Increase/decrease a country’s amount of energy.
Syntax: energy = x

metal
Increase/decrease a country’s amount of metal.
Syntax: metal = x

money
Increase/decrease the amount of money a country has.
Syntax: money = x #( x = +-1..)

rare_materials
Increase/decrease a country’s amount of rare materials by x.
Syntax: rare_materials = x

supplies
Increase/decrease a country’s / province amount of supplies.
Syntax: supplies = x

fuel
Increase/decrease a country’s / province amount of fuel.
Syntax: fuel = x

strategic_resource
An effect to add or remove a strategic resource from a province.
Syntax: strategic_resource = <resource_name> / none

Sommeroffensive beendet, Sieg UdSSR am 15. Spieltag
Ein Hearts of Iron 3, TFH - Black ICE MP

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  • Banfield
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##########################################################
# M O D I F I E R S ######################################
##########################################################
# for events, ministers, leaders, laws etc.
# many modifiers range from -1.0 to 1.0 (e.g. 0.2 means 20%)
##########################################################


ruling_party_support
peace_consumer_goods_demand
global_manpower_modifier
global_leadership_modifier
dissent
drift_speed
global_ic
global_money
unit_recruitment_time
war_consumer_goods_demand
peace_consumer_goods_demand
espionage_bonus
counter_intelligence
national_unity # overall NU impact
national_unity_effect # modifies NU gain/loss from events
global_resources
industrial_efficiency
unit_start_experience
global_revolt_risk
global_leadership
max_war_exhaustion
war_exhaustion
threat_resistance # lowers the threat generated against your country
sw_national_unity_effect # modifies gain/loss from strategic warfare

air_intercept # plus any other mission type
ground_attack
interdiction
logistical_strike
installation_strike
runway_cratering
carrier_protection
strategic_bomb
paradrop_mission
sw_ _effect
combat_movement_speed
org_regain
soft_attack
hard_attack
convoy_raid
supply_throughput
leader_defence
land_build_speed
tank_build_speed
territorial_pride
port_strike
naval_strike
neutrality_change
supply_consumption



# Laws ################################


partisan_efficiency
reserves_penalty_size
peacetime_manpower_rotation
officer_recruitment
reinforcement_bonus
unit_repair
research_efficiency



# Ministers ################################


suseptibility_comintern
threat_impact
suseptibility_axis
peace_offmap_intel
suseptibility_allies
decay # decay = { chemical_engineering = -0.25 }
global_supplies
offmap_land_intel
offmap_political_intel
offmap_naval_intel
offmap_industry_intel
attack_reinforce_chance
defend_reinforce_chance
naval_base_efficiency
land_organisation
naval_organisation
air_organisation
suseptibility



# Provinces ################################


local_partisan_support
local_manpower_modifier
local_leadership_modifier
local_ic
local_resources
local_revolt_risk
attrition
minimum_revolt_risk



# Strategic Resources ################################


air_build_speed
amm_movement_speed
nuke_research
winter_effects # reduces attrition/combat penalty from low temperature
jungle_effects # reduces attrition/combat penalty from high temperature in humid terrain (not necessarely jungle, but very likely)
rocket_build_speed
casualty_trickleback
naval_build_speed
fuel_conversion
tank_build_speed
land_build_speed



# Unit leaders ################################


xp_gain
surprise_chance
supply_consumption
defence_modifier
offence_modifier
winter_attrition
river_attack
fort_attack
combined_arms_bonus
out_of_supply_modifier

submarine_attack
disengage_timer
spread_out
spotting_chance

defender_softness
strategic_attack
night_attack
naval_attack
tactical_attack



# Technology ################################


casualty_trickleback
maximum_attrition
manpower_gain
ic_modifier
ic_efficiency
energy_to_oil_conversion
ic_to_supplies
provincial_aa_efficiency
combat_efficiency
encryption
radar_efficiency
research_efficiency
decryption
encryption
refinery_efficiency
metal_production
rares_production
energy_production
leadership_gain
supply_transfer_cost # supply tax
supply_throughput # supply throughput
repair_rate # for buildings

Sommeroffensive beendet, Sieg UdSSR am 15. Spieltag
Ein Hearts of Iron 3, TFH - Black ICE MP

Bitte Anmelden oder Registrieren um der Konversation beizutreten.

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