From 59ba2eaa4a1aba4ca729ca306e38be2017aecf17 Mon Sep 17 00:00:00 2001 From: Idhrendur Date: Sun, 11 Dec 2016 13:00:46 -0800 Subject: [PATCH 01/12] Incorporate the resources from increased resources. --- Vic2ToHoI4/Data_Files/Resources.txt | 6071 +++++++++++++++++++++++++-- 1 file changed, 5806 insertions(+), 265 deletions(-) diff --git a/Vic2ToHoI4/Data_Files/Resources.txt b/Vic2ToHoI4/Data_Files/Resources.txt index ad9786c3d..bc4f79f7e 100644 --- a/Vic2ToHoI4/Data_Files/Resources.txt +++ b/Vic2ToHoI4/Data_Files/Resources.txt @@ -1,266 +1,5807 @@ -resources = { -link = { province = 606 resources = { aluminium = 10 } } -link = { province = 833 resources = { chromium = 36 aluminium = 112 } } -link = { province = 907 resources = { chromium = 116 aluminium = 32 } } -link = { province = 630 resources = { steel = 4 } } -link = { province = 10 resources = { aluminium = 8 } } -link = { province = 799 resources = { tungsten = 76 } } -link = { province = 285 resources = { aluminium = 2 steel = 3 } } -link = { province = 819 resources = { aluminium = 16 steel = 24 } } -link = { province = 222 resources = { steel = 2 } } -link = { province = 131 resources = { chromium = 2 tungsten = 22 aluminium = 12 } } -link = { province = 253 resources = { steel = 16 aluminium = 4 } } -link = { province = 3241 resources = { steel = 48 } } -link = { province = 364 resources = { steel = 20 } } -link = { province = 83 resources = { steel = 3 } } -link = { province = 6268 resources = { steel = 120 } } -link = { province = 219 resources = { steel = 60 aluminium = 8 } } -link = { province = 3205 resources = { steel = 56 aluminium = 4 } } -link = { province = 3273 resources = { steel = 36 } } -link = { province = 200 resources = { tungsten = 6 aluminium = 4 } } -link = { province = 211 resources = { steel = 10 } } -link = { province = 69 resources = { steel = 10 } } -link = { province = 35 resources = { steel = 40 aluminium = 4 } } -link = { province = 53 resources = { chromium = 2 aluminium = 22 } } -link = { province = 22 resources = { steel = 12 tungsten = 20 } } -link = { province = 30 resources = { steel = 8 chromium = 2 } } -link = { province = 485 resources = { steel = 36 } } -link = { province = 7 resources = { steel = 4 } } -link = { province = 658 resources = { aluminium = 24 } } -link = { province = 688 resources = { steel = 8 aluminium = 1 } } -link = { province = 682 resources = { oil = 1 } } -link = { province = 611 resources = { steel = 40 aluminium = 28 chromium = 4 tungsten = 2 } } -link = { province = 603 resources = { steel = 32.000 aluminium = 18.000 } } -link = { province = 782 resources = { aluminium = 16 } } -link = { province = 790 resources = { steel = 24 } } -link = { province = 521 resources = { steel = 48 } } -link = { province = 794 resources = { tungsten = 6 } } -link = { province = 738 resources = { steel = 12 } } -link = { province = 747 resources = { steel = 12 } } -link = { province = 845 resources = { tungsten = 300 } } -link = { province = 7193 resources = { chromium = 4 } } -link = { province = 6990 resources = { chromium = 16 } } -link = { province = 841 resources = { chromium = 20 steel = 20 } } -link = { province = 3401 resources = { chromium = 10 } } -link = { province = 530 resources = { steel = 3 } } -link = { province = 743 resources = { steel = 40 aluminium = 18 } } -link = { province = 568 resources = { chromium = 22 } } -link = { province = 641 resources = { steel = 128 aluminium = 72 } } -link = { province = 489 resources = { oil = 14 aluminium = 12 } } -link = { province = 21911 resources = { aluminium = 120 } } -link = { province = 15 resources = { steel = 28 chromium = 24 } } -link = { province = 36 resources = { steel = 52.000 } } -link = { province = 301 resources = { steel = 28 } } -link = { province = 752 resources = { steel = 136 aluminium = 96 } } -link = { province = 418 resources = { steel = 56 } } -link = { province = 302 resources = { steel = 76 chromium = 12 } } -link = { province = 453 resources = { oil = 6 } } -link = { province = 1467 resources = { oil = 126 } } -link = { province = 595 resources = { steel = 48 } } -link = { province = 683 resources = { oil = 26 } } -link = { province = 654 resources = { chromium = 46 } } -link = { province = 717 resources = { tungsten = 26 oil = 18 } } -link = { province = 714 resources = { chromium = 20 } } -link = { province = 187 resources = { steel = 24 } } -link = { province = 228 resources = { steel = 40 } } -link = { province = 286 resources = { steel = 20 } } -link = { province = 232 resources = { chromium = 10 } } -link = { province = 659 resources = { steel = 48.000 aluminium = 16.000 } } -link = { province = 105 resources = { oil = 8 } } -link = { province = 5082 resources = { tungsten = 3 } } -link = { province = 648 resources = { aluminium = 18 } } -link = { province = 1984 resources = { rubber = 2 } } -link = { province = 2100 resources = { steel = 4 } } -link = { province = 1688 resources = { steel = 8 chromium = 80 } } -link = { province = 650 resources = { steel = 24 } } -link = { province = 549 resources = { steel = 236 } } -link = { province = 993 resources = { aluminium = 2 } } -link = { province = 531 resources = { tungsten = 1 } } -link = { province = 1285 resources = { rubber = 94 } } -link = { province = 1014 resources = { rubber = 4 } } -link = { province = 1244 resources = { rubber = 10 tungsten = 2 } } -link = { province = 454 resources = { steel = 112 aluminium = 22 } } -link = { province = 4199 resources = { steel = 20 } } -link = { province = 78 resources = { oil = 22 } } -link = { province = 1955 resources = { oil = 3 } } -link = { province = 1920 resources = { oil = 1 } } -link = { province = 1947 resources = { oil = 2 } } -link = { province = 191 resources = { tungsten = 2 } } -link = { province = 7959 resources = { rubber = 4 } } -link = { province = 636 resources = { aluminium = 28 } } -link = { province = 1613 resources = { oil = 2 steel = 2 } } -link = { province = 2174 resources = { tungsten = 102.000 steel = 2.000 } } -link = { province = 2156 resources = { oil = 18 } } -link = { province = 1633 resources = { oil = 1 } } -link = { province = 5051 resources = { oil = 2 } } -link = { province = 4942 resources = { oil = 58 } } -link = { province = 1928 resources = { aluminium = 12 } } -link = { province = 4934 resources = { aluminium = 104 } } -link = { province = 2031 resources = { chromium = 1 } } -link = { province = 4991 resources = { chromium = 6 } } -link = { province = 12823 resources = { chromium = 1 } } -link = { province = 1550 resources = { steel = 4 chromium = 160 } } -link = { province = 12878 resources = { chromium = 1 } } -link = { province = 1988 resources = { chromium = 1 } } -link = { province = 1594 resources = { chromium = 3 } } -link = { province = 4598 resources = { chromium = 1 } } -link = { province = 762 resources = { steel = 56 aluminium = 58 } } -link = { province = 1961 resources = { tungsten = 2 } } -link = { province = 4386 resources = { chromium = 2 } } -link = { province = 8010 resources = { tungsten = 2 } } -link = { province = 1114 resources = { tungsten = 3 } } -link = { province = 1676 resources = { chromium = 2 } } -link = { province = 1689 resources = { steel = 2 chromium = 3 } } -link = { province = 1208 resources = { rubber = 72 oil = 18 } } -link = { province = 1225 resources = { rubber = 138 oil = 10 } } -link = { province = 1209 resources = { rubber = 242 oil = 16 } } -link = { province = 1291 resources = { rubber = 848 steel = 32 tungsten = 308 } } -link = { province = 3369 resources = { steel = 16 } } -link = { province = 928 resources = { chromium = 86 } } -link = { province = 785 resources = { chromium = 54 } } -link = { province = 849 resources = { chromium = 84 steel = 20 } } -link = { province = 1005 resources = { chromium = 46 } } -link = { province = 784 resources = { chromium = 32 } } -link = { province = 890 resources = { chromium = 26 } } -link = { province = 715 resources = { steel = 20.000 } } -link = { province = 598 resources = { steel = 24.000 } } -link = { province = 702 resources = { steel = 80 } } -link = { province = 913 resources = { steel = 112 } } -link = { province = 1453 resources = { oil = 66 } } -link = { province = 1503 resources = { aluminium = 20 } } -link = { province = 1441 resources = { aluminium = 18 } } -link = { province = 1618 resources = { oil = 100 aluminium = 32 } } -link = { province = 805 resources = { oil = 580 aluminium = 96 } } -link = { province = 1972 resources = { oil = 20 aluminium = 52 } } -link = { province = 850 resources = { steel = 40 oil = 10 aluminium = 16 } } -link = { province = 610 resources = { oil = 350 aluminium = 14 } } -link = { province = 1862 resources = { steel = 136 tungsten = 62 aluminium = 44 } } -link = { province = 46 resources = { steel = 62 } } -link = { province = 1663 resources = { tungsten = 106 } } -link = { province = 868 resources = { oil = 20 } } -link = { province = 1352 resources = { oil = 42 } } -link = { province = 1789 resources = { steel = 32 chromium = 2 tungsten = 34 } } -link = { province = 1736 resources = { tungsten = 16 } } -link = { province = 1752 resources = { steel = 24 oil = 10 } } -link = { province = 656 resources = { aluminium = 22 } } -link = { province = 1719 resources = { steel = 208 } } -link = { province = 691 resources = { steel = 112.000 oil = 10.000 } } -link = { province = 703 resources = { steel = 84 } } -link = { province = 123 resources = { aluminium = 10 } } -link = { province = 305 resources = { chromium = 24 } } -link = { province = 653 resources = { oil = 2 } } -link = { province = 31 resources = { aluminium = 20 } } -link = { province = 410 resources = { steel = 40 tungsten = 34 } } -link = { province = 1220 resources = { chromium = 20 } } -link = { province = 664 resources = { chromium = 28 } } -link = { province = 725 resources = { chromium = 12 } } -link = { province = 858 resources = { aluminium = 2 } } -link = { province = 1963 resources = { oil = 14 } } -link = { province = 4959 resources = { oil = 12 } } -link = { province = 1922 resources = { oil = 42 } } -link = { province = 563 resources = { steel = 100 aluminium = 24 } } -link = { province = 1213 resources = { rubber = 116 } } -link = { province = 1238 resources = { rubber = 28 } } -link = { province = 1412 resources = { chromium = 20 tungsten = 128 } } -link = { province = 1059 resources = { steel = 44 chromium = 36 aluminium = 2 } } -link = { province = 1275 resources = { chromium = 8 } } -link = { province = 1061 resources = { oil = 4 } } -link = { province = 1349 resources = { tungsten = 26 } } -link = { province = 684 resources = { steel = 4 aluminium = 194 } } -link = { province = 1159 resources = { steel = 20 tungsten = 16 } } -link = { province = 1497 resources = { oil = 6 } } -link = { province = 1199 resources = { tungsten = 42 } } -link = { province = 1116 resources = { tungsten = 54 } } -link = { province = 1510 resources = { chromium = 6 } } -link = { province = 914 resources = { aluminium = 3 chromium = 3 } } -link = { province = 1071 resources = { oil = 2 } } -link = { province = 1037 resources = { steel = 8 } } -link = { province = 1013 resources = { steel = 36 } } -link = { province = 657 resources = { oil = 70 } } -link = { province = 490 resources = { aluminium = 4.000 } } -link = { province = 1284 resources = { aluminium = 4 } } -link = { province = 863 resources = { steel = 4 chromium = 22 aluminium = 58 tungsten = 20 } } -link = { province = 1323 resources = { oil = 2 } } -link = { province = 2051 resources = { tungsten = 10 } } -link = { province = 793 resources = { aluminium = 2 } } -link = { province = 2060 resources = { oil = 48 } } -link = { province = 1945 resources = { steel = 4 } } -link = { province = 1944 resources = { oil = 126 } } -link = { province = 804 resources = { chromium = 16 } } -link = { province = 2182 resources = { tungsten = 2.000 } } -link = { province = 1937 resources = { oil = 20 } } -link = { province = 1979 resources = { aluminium = 4 } } -link = { province = 2153 resources = { steel = 4 } } -link = { province = 2150 resources = { rubber = 30 } } -link = { province = 519 resources = { aluminium = 10.000 } } -link = { province = 2106 resources = { tungsten = 46 steel = 8 } } -link = { province = 529 resources = { steel = 54 } } -link = { province = 1449 resources = { oil = 12 } } -link = { province = 2149 resources = { oil = 6 } } -link = { province = 1759 resources = { steel = 12 chromium = 6 } } -link = { province = 692 resources = { aluminium = 30 } } -link = { province = 1217 resources = { steel = 28 } } -link = { province = 1472 resources = { tungsten = 36 } } -link = { province = 848 resources = { steel = 20 tungsten = 52 } } -link = { province = 1020 resources = { chromium = 88 } } -link = { province = 1051 resources = { aluminium = 6 } } -link = { province = 1024 resources = { steel = 24 } } -link = { province = 998 resources = { steel = 24 tungsten = 10 } } -link = { province = 1322 resources = { oil = 4 } } -link = { province = 1580 resources = { chromium = 168 } } -link = { province = 697 resources = { chromium = 64.000 tungsten = 16.000 } } -link = { province = 3854 resources = { rubber = 6.000 } } -link = { province = 1724 resources = { steel = 24 } } -link = { province = 1672 resources = { steel = 12 chromium = 10 } } -link = { province = 1696 resources = { steel = 20 chromium = 34 tungsten = 28 aluminium = 8 } } -link = { province = 1666 resources = { steel = 32 chromium = 12 } } -link = { province = 1707 resources = { steel = 28.000 aluminium = 10.000 } } -link = { province = 1735 resources = { aluminium = 34 } } -link = { province = 237 resources = { chromium = 32 } } -link = { province = 1726 resources = { oil = 14 } } -link = { province = 4874 resources = { chromium = 44 aluminium = 30 } } -link = { province = 1334 resources = { steel = 72 oil = 12 } } -link = { province = 1591 resources = { steel = 48 chromium = 44 tungsten = 14 aluminium = 32 } } -link = { province = 1287 resources = { chromium = 22.000 } } -link = { province = 374 resources = { oil = 4 } } -link = { province = 1047 resources = { tungsten = 10 steel = 20 chromium = 4 } } -link = { province = 1078 resources = { tungsten = 20 steel = 20 chromium = 4 } } -link = { province = 1018 resources = { tungsten = 14 steel = 10 chromium = 4 } } -link = { province = 1023 resources = { tungsten = 20 steel = 20 chromium = 4 } } -link = { province = 516 resources = { steel = 48 } } -link = { province = 425 resources = { steel = 20 chromium = 4 tungsten = 4 } } -link = { province = 1918 resources = { oil = 2 } } -link = { province = 1448 resources = { tungsten = 8 } } -link = { province = 1367 resources = { steel = 20 } } -link = { province = 1083 resources = { steel = 16 } } -link = { province = 1766 resources = { aluminium = 2 chromium = 3 } } -link = { province = 517 resources = { steel = 4 tungsten = 3 } } -link = { province = 1388 resources = { rubber = 2 } } -link = { province = 9252 resources = { steel = 36 aluminium = 12 } } -link = { province = 1237 resources = { chromium = 178.000 } } -link = { province = 514 resources = { steel = 90 } } -link = { province = 227 resources = { steel = 28 } } -link = { province = 675 resources = { steel = 24 } } -link = { province = 2048 resources = { oil = 6 } } -link = { province = 552 resources = { steel = 110 aluminium = 38 } } -link = { province = 3565 resources = { steel = 20 } } -link = { province = 11 resources = { tungsten = 70 steel = 80 chromium = 40 } } -link = { province = 1298 resources = { rubber = 16 } } -link = { province = 479 resources = { steel = 60 aluminium = 20 } } -link = { province = 1073 resources = { chromium = 8 tungsten = 38 } } -link = { province = 1246 resources = { rubber = 268 oil = 24 aluminium = 6 } } -link = { province = 1098 resources = { rubber = 52 } } -link = { province = 1600 resources = { oil = 10 } } -link = { province = 444 resources = { aluminium = 24 } } -link = { province = 602 resources = { steel = 12.000 aluminium = 14.000 } } -link = { province = 761 resources = { aluminium = 8.000 } } -link = { province = 4982 resources = { aluminium = 112 } } -link = { province = 2195 resources = { tungsten = 4 steel = 2 } } -link = { province = 3284 resources = { oil = 16 } } -link = { province = 68 resources = { steel = 8 } } -link = { province = 541 resources = { tungsten = 2 } } -link = { province = 836 resources = { steel = 36 } } -link = { province = 1468 resources = { chromium = 116 } } -link = { province = 2197 resources = { tungsten = 6 } } -link = { province = 1279 resources = { rubber = 70 } } +resources = { +link = { 402 resources = { steel = 1 } } +link = { 467 resources = { steel = 1 } } +link = { 524 resources = { steel = 1 } } +link = { 3482 resources = { steel = 1 } } +link = { 3544 resources = { steel = 1 } } +link = { 6511 resources = { steel = 1 } } +link = { 9400 resources = { steel = 1 } } +link = { 11492 resources = { steel = 1 } } +link = { 12562 resources = { steel = 0 } } +link = { 4861 resources = { aluminium = 6 } } +link = { 12674 resources = { aluminium = 6 } } +link = { 12689 resources = { aluminium = 6 } } +link = { 10245 resources = { aluminium = 2 oil = 2 steel = 1 } } +link = { 10636 resources = { aluminium = 1 oil = 1 steel = 1 } } +link = { 12512 resources = { aluminium = 1 oil = 1 steel = 0 } } +link = { 13058 resources = { aluminium = 1 oil = 1 steel = 0 } } +link = { 13066 resources = { aluminium = 1 oil = 1 steel = 0 } } +link = { 596 resources = { aluminium = 1 } } +link = { 665 resources = { aluminium = 1 } } +link = { 3631 resources = { aluminium = 1 } } +link = { 3654 resources = { aluminium = 1 } } +link = { 6650 resources = { aluminium = 1 } } +link = { 6672 resources = { aluminium = 1 } } +link = { 9596 resources = { aluminium = 1 } } +link = { 9627 resources = { aluminium = 1 } } +link = { 11612 resources = { aluminium = 0 } } +link = { 606 resources = { aluminium = 1 steel = 1 } } +link = { 953 resources = { aluminium = 1 steel = 1 } } +link = { 982 resources = { aluminium = 1 steel = 1 } } +link = { 3985 resources = { aluminium = 1 steel = 1 } } +link = { 6614 resources = { aluminium = 1 steel = 1 } } +link = { 6619 resources = { aluminium = 1 steel = 1 } } +link = { 6799 resources = { aluminium = 1 steel = 1 } } +link = { 6942 resources = { aluminium = 1 steel = 1 } } +link = { 6957 resources = { aluminium = 1 steel = 1 } } +link = { 6983 resources = { aluminium = 1 steel = 1 } } +link = { 9586 resources = { aluminium = 0 steel = 1 } } +link = { 9588 resources = { aluminium = 0 steel = 1 } } +link = { 9591 resources = { aluminium = 0 steel = 1 } } +link = { 9894 resources = { aluminium = 0 steel = 1 } } +link = { 9922 resources = { aluminium = 0 steel = 0 } } +link = { 11572 resources = { aluminium = 0 steel = 0 } } +link = { 11574 resources = { aluminium = 0 steel = 0 } } +link = { 11741 resources = { aluminium = 0 steel = 0 } } +link = { 11845 resources = { aluminium = 0 steel = 0 } } +link = { 11872 resources = { aluminium = 0 steel = 0 } } +link = { 11899 resources = { aluminium = 0 steel = 0 } } +link = { 833 resources = { aluminium = 11 chromium = 4 } } +link = { 867 resources = { aluminium = 11 chromium = 4 } } +link = { 937 resources = { aluminium = 10 chromium = 4 } } +link = { 3922 resources = { aluminium = 10 chromium = 3 } } +link = { 6913 resources = { aluminium = 10 chromium = 3 } } +link = { 6940 resources = { aluminium = 10 chromium = 3 } } +link = { 9809 resources = { aluminium = 10 chromium = 3 } } +link = { 9821 resources = { aluminium = 10 chromium = 3 } } +link = { 9849 resources = { aluminium = 10 chromium = 3 } } +link = { 9874 resources = { aluminium = 10 chromium = 3 } } +link = { 11858 resources = { aluminium = 10 chromium = 3 } } +link = { 907 resources = { aluminium = 4 chromium = 12 } } +link = { 974 resources = { aluminium = 4 chromium = 12 } } +link = { 3833 resources = { aluminium = 3 chromium = 12 } } +link = { 3865 resources = { aluminium = 3 chromium = 12 } } +link = { 3882 resources = { aluminium = 3 chromium = 12 } } +link = { 6886 resources = { aluminium = 3 chromium = 12 } } +link = { 11832 resources = { aluminium = 3 chromium = 11 } } +link = { 11856 resources = { aluminium = 3 chromium = 11 } } +link = { 11857 resources = { aluminium = 3 chromium = 11 } } +link = { 11868 resources = { aluminium = 3 chromium = 11 } } +link = { 630 resources = { steel = 1 } } +link = { 3939 resources = { steel = 1 } } +link = { 6953 resources = { steel = 1 } } +link = { 6970 resources = { steel = 1 } } +link = { 6998 resources = { steel = 0 } } +link = { 9602 resources = { steel = 0 } } +link = { 9756 resources = { steel = 0 } } +link = { 9890 resources = { steel = 0 } } +link = { 9906 resources = { steel = 0 } } +link = { 11887 resources = { steel = 0 } } +link = { 799 resources = { tungsten = 9 } } +link = { 844 resources = { tungsten = 9 } } +link = { 924 resources = { tungsten = 9 } } +link = { 970 resources = { tungsten = 9 } } +link = { 3798 resources = { tungsten = 8 } } +link = { 3861 resources = { tungsten = 8 } } +link = { 6924 resources = { tungsten = 8 } } +link = { 11768 resources = { tungsten = 8 } } +link = { 11805 resources = { tungsten = 8 } } +link = { 285 resources = { aluminium = 1 steel = 1 } } +link = { 303 resources = { aluminium = 1 steel = 1 } } +link = { 369 resources = { aluminium = 1 steel = 1 } } +link = { 3342 resources = { aluminium = 1 steel = 0 } } +link = { 3359 resources = { aluminium = 1 steel = 0 } } +link = { 7377 resources = { aluminium = 1 steel = 0 } } +link = { 11293 resources = { aluminium = 0 steel = 0 } } +link = { 11303 resources = { aluminium = 0 steel = 0 } } +link = { 819 resources = { aluminium = 2 steel = 2 } } +link = { 851 resources = { aluminium = 2 steel = 2 } } +link = { 883 resources = { aluminium = 2 steel = 2 } } +link = { 955 resources = { aluminium = 2 steel = 2 } } +link = { 3958 resources = { aluminium = 1 steel = 2 } } +link = { 3968 resources = { aluminium = 1 steel = 2 } } +link = { 6843 resources = { aluminium = 1 steel = 2 } } +link = { 6939 resources = { aluminium = 1 steel = 2 } } +link = { 6972 resources = { aluminium = 1 steel = 2 } } +link = { 6980 resources = { aluminium = 1 steel = 2 } } +link = { 9826 resources = { aluminium = 1 steel = 2 } } +link = { 11803 resources = { aluminium = 1 steel = 2 } } +link = { 222 resources = { steel = 1 } } +link = { 310 resources = { steel = 1 } } +link = { 319 resources = { steel = 0 } } +link = { 341 resources = { steel = 0 } } +link = { 3255 resources = { steel = 0 } } +link = { 3298 resources = { steel = 0 } } +link = { 3388 resources = { steel = 0 } } +link = { 6459 resources = { steel = 0 } } +link = { 7482 resources = { steel = 0 } } +link = { 9240 resources = { steel = 0 } } +link = { 9275 resources = { steel = 0 } } +link = { 9317 resources = { steel = 0 } } +link = { 9340 resources = { steel = 0 } } +link = { 9501 resources = { steel = 0 } } +link = { 10323 resources = { steel = 0 } } +link = { 10493 resources = { steel = 0 } } +link = { 11222 resources = { steel = 0 } } +link = { 11302 resources = { steel = 0 } } +link = { 11358 resources = { steel = 0 } } +link = { 131 resources = { aluminium = 1 chromium = 1 tungsten = 2 } } +link = { 284 resources = { aluminium = 1 chromium = 1 tungsten = 2 } } +link = { 3159 resources = { aluminium = 1 chromium = 0 tungsten = 2 } } +link = { 3178 resources = { aluminium = 1 chromium = 0 tungsten = 2 } } +link = { 3373 resources = { aluminium = 1 chromium = 0 tungsten = 2 } } +link = { 6046 resources = { aluminium = 1 chromium = 0 tungsten = 2 } } +link = { 6062 resources = { aluminium = 1 chromium = 0 tungsten = 2 } } +link = { 6104 resources = { aluminium = 1 chromium = 0 tungsten = 1 } } +link = { 6196 resources = { aluminium = 1 chromium = 0 tungsten = 1 } } +link = { 6205 resources = { aluminium = 1 chromium = 0 tungsten = 1 } } +link = { 9075 resources = { aluminium = 1 chromium = 0 tungsten = 1 } } +link = { 9090 resources = { aluminium = 1 chromium = 0 tungsten = 1 } } +link = { 11064 resources = { aluminium = 0 chromium = 0 tungsten = 1 } } +link = { 11161 resources = { aluminium = 0 chromium = 0 tungsten = 1 } } +link = { 11266 resources = { aluminium = 0 chromium = 0 tungsten = 1 } } +link = { 253 resources = { aluminium = 1 steel = 2 } } +link = { 311 resources = { aluminium = 1 steel = 2 } } +link = { 377 resources = { aluminium = 1 steel = 2 } } +link = { 407 resources = { aluminium = 1 steel = 2 } } +link = { 3274 resources = { aluminium = 0 steel = 2 } } +link = { 6363 resources = { aluminium = 0 steel = 2 } } +link = { 9364 resources = { aluminium = 0 steel = 2 } } +link = { 11361 resources = { aluminium = 0 steel = 2 } } +link = { 3241 resources = { steel = 7 } } +link = { 3301 resources = { steel = 7 } } +link = { 6270 resources = { steel = 7 } } +link = { 6301 resources = { steel = 7 } } +link = { 7239 resources = { steel = 7 } } +link = { 9297 resources = { steel = 7 } } +link = { 11345 resources = { steel = 6 } } +link = { 364 resources = { steel = 3 } } +link = { 3353 resources = { steel = 3 } } +link = { 6237 resources = { steel = 3 } } +link = { 9250 resources = { steel = 3 } } +link = { 9268 resources = { steel = 3 } } +link = { 9322 resources = { steel = 3 } } +link = { 11279 resources = { steel = 2 } } +link = { 83 resources = { steel = 1 } } +link = { 185 resources = { steel = 1 } } +link = { 308 resources = { steel = 1 } } +link = { 496 resources = { steel = 0 } } +link = { 567 resources = { steel = 0 } } +link = { 3074 resources = { steel = 0 } } +link = { 3152 resources = { steel = 0 } } +link = { 3174 resources = { steel = 0 } } +link = { 6201 resources = { steel = 0 } } +link = { 6381 resources = { steel = 0 } } +link = { 9079 resources = { steel = 0 } } +link = { 11127 resources = { steel = 0 } } +link = { 11291 resources = { steel = 0 } } +link = { 11426 resources = { steel = 0 } } +link = { 6268 resources = { steel = 14 } } +link = { 9269 resources = { steel = 14 } } +link = { 9315 resources = { steel = 14 } } +link = { 9332 resources = { steel = 13 } } +link = { 9379 resources = { steel = 13 } } +link = { 9397 resources = { steel = 13 } } +link = { 11297 resources = { steel = 13 } } +link = { 11317 resources = { steel = 13 } } +link = { 11382 resources = { steel = 13 } } +link = { 219 resources = { aluminium = 1 steel = 8 } } +link = { 351 resources = { aluminium = 1 steel = 8 } } +link = { 3311 resources = { aluminium = 1 steel = 8 } } +link = { 6399 resources = { aluminium = 1 steel = 8 } } +link = { 9285 resources = { aluminium = 1 steel = 7 } } +link = { 11270 resources = { aluminium = 1 steel = 7 } } +link = { 11299 resources = { aluminium = 1 steel = 7 } } +link = { 11332 resources = { aluminium = 1 steel = 7 } } +link = { 3205 resources = { aluminium = 1 steel = 14 } } +link = { 6318 resources = { aluminium = 1 steel = 14 } } +link = { 6335 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aluminium = 1 steel = 1 } } +link = { 114 resources = { aluminium = 1 steel = 1 } } +link = { 125 resources = { aluminium = 1 steel = 1 } } +link = { 130 resources = { aluminium = 1 steel = 1 } } +link = { 156 resources = { aluminium = 1 steel = 1 } } +link = { 168 resources = { aluminium = 1 steel = 1 } } +link = { 184 resources = { aluminium = 1 steel = 1 } } +link = { 202 resources = { aluminium = 0 steel = 1 } } +link = { 205 resources = { aluminium = 0 steel = 1 } } +link = { 3005 resources = { aluminium = 0 steel = 1 } } +link = { 3039 resources = { aluminium = 0 steel = 1 } } +link = { 3045 resources = { aluminium = 0 steel = 1 } } +link = { 3070 resources = { aluminium = 0 steel = 1 } } +link = { 3108 resources = { aluminium = 0 steel = 1 } } +link = { 3111 resources = { aluminium = 0 steel = 1 } } +link = { 3148 resources = { aluminium = 0 steel = 1 } } +link = { 3162 resources = { aluminium = 0 steel = 1 } } +link = { 3191 resources = { aluminium = 0 steel = 1 } } +link = { 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aluminium = 0 } } +link = { 11192 resources = { aluminium = 0 } } +link = { 11193 resources = { aluminium = 0 } } +link = { 11354 resources = { aluminium = 0 } } +link = { 410 resources = { steel = 2 tungsten = 2 } } +link = { 452 resources = { steel = 2 tungsten = 2 } } +link = { 499 resources = { steel = 2 tungsten = 2 } } +link = { 3490 resources = { steel = 2 tungsten = 2 } } +link = { 3551 resources = { steel = 2 tungsten = 2 } } +link = { 6339 resources = { steel = 2 tungsten = 2 } } +link = { 6430 resources = { steel = 2 tungsten = 2 } } +link = { 6473 resources = { steel = 2 tungsten = 2 } } +link = { 6502 resources = { steel = 2 tungsten = 2 } } +link = { 6574 resources = { steel = 2 tungsten = 2 } } +link = { 6601 resources = { steel = 2 tungsten = 2 } } +link = { 9337 resources = { steel = 2 tungsten = 2 } } +link = { 9432 resources = { steel = 2 tungsten = 2 } } +link = { 9447 resources = { steel = 2 tungsten = 1 } } +link = { 9473 resources = { steel = 2 tungsten = 1 } } 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tungsten = 0 } } +link = { 12987 resources = { tungsten = 0 } } +link = { 2161 resources = { aluminium = 1 } } +link = { 5118 resources = { aluminium = 1 } } +link = { 5159 resources = { aluminium = 1 } } +link = { 5201 resources = { aluminium = 1 } } +link = { 5209 resources = { aluminium = 1 } } +link = { 5215 resources = { aluminium = 1 } } +link = { 8198 resources = { aluminium = 1 } } +link = { 8218 resources = { aluminium = 1 } } +link = { 8913 resources = { aluminium = 0 } } +link = { 10961 resources = { aluminium = 0 } } +link = { 2106 resources = { aluminium = 1 steel = 1 tungsten = 5 } } +link = { 2208 resources = { aluminium = 1 steel = 1 tungsten = 5 } } +link = { 5143 resources = { aluminium = 1 steel = 1 tungsten = 4 } } +link = { 5213 resources = { aluminium = 1 steel = 1 tungsten = 4 } } +link = { 8169 resources = { aluminium = 1 steel = 1 tungsten = 4 } } +link = { 8255 resources = { aluminium = 1 steel = 1 tungsten = 4 } } +link = { 10944 resources = { aluminium = 1 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1 oil = 2 } } +link = { 9468 resources = { aluminium = 1 oil = 2 } } +link = { 9558 resources = { aluminium = 1 oil = 2 } } +link = { 11427 resources = { aluminium = 0 oil = 2 } } +link = { 11479 resources = { aluminium = 0 oil = 2 } } +link = { 3521 resources = { oil = 1 steel = 1 } } +link = { 3559 resources = { oil = 1 steel = 1 } } +link = { 6484 resources = { oil = 0 steel = 1 } } +link = { 6580 resources = { oil = 0 steel = 1 } } +link = { 9452 resources = { oil = 0 steel = 1 } } +link = { 9494 resources = { oil = 0 steel = 1 } } +link = { 9521 resources = { oil = 0 steel = 1 } } +link = { 9544 resources = { oil = 0 steel = 1 } } +link = { 11399 resources = { oil = 0 steel = 1 } } +link = { 11466 resources = { oil = 0 steel = 1 } } +link = { 316 resources = { aluminium = 1 } } +link = { 332 resources = { aluminium = 1 } } +link = { 394 resources = { aluminium = 1 } } +link = { 399 resources = { aluminium = 1 } } +link = { 3206 resources = { aluminium = 1 } } +link = { 3277 resources = { aluminium = 1 } } +link = { 3341 resources = { aluminium = 1 } } +link = { 6235 resources = { aluminium = 1 } } +link = { 6364 resources = { aluminium = 1 } } +link = { 11251 resources = { aluminium = 1 } } } \ No newline at end of file From 2dbcc48c9ee27fcc411275bfc06cc1a2bdf90a13 Mon Sep 17 00:00:00 2001 From: Idhrendur Date: Sun, 11 Dec 2016 13:35:14 -0800 Subject: [PATCH 02/12] Fix errors with last commit --- Vic2ToHoI4/Data_Files/Resources.txt | 11610 +++++++++++++------------- 1 file changed, 5805 insertions(+), 5805 deletions(-) diff --git a/Vic2ToHoI4/Data_Files/Resources.txt b/Vic2ToHoI4/Data_Files/Resources.txt index bc4f79f7e..0be364892 100644 --- a/Vic2ToHoI4/Data_Files/Resources.txt +++ b/Vic2ToHoI4/Data_Files/Resources.txt @@ -1,5807 +1,5807 @@ resources = { -link = { 402 resources = { steel = 1 } } -link = { 467 resources = { steel = 1 } } -link = { 524 resources = { steel = 1 } } -link = { 3482 resources = { steel = 1 } } -link = { 3544 resources = { steel = 1 } } -link = { 6511 resources = { steel = 1 } } -link = { 9400 resources = { steel = 1 } } -link = { 11492 resources = { steel = 1 } } -link = { 12562 resources = { steel = 0 } } -link = { 4861 resources = { aluminium = 6 } } -link = { 12674 resources = { aluminium = 6 } } -link = { 12689 resources = { aluminium = 6 } } -link = { 10245 resources = { aluminium = 2 oil = 2 steel = 1 } } -link = { 10636 resources = { aluminium = 1 oil = 1 steel = 1 } } -link = { 12512 resources = { aluminium = 1 oil = 1 steel = 0 } } -link = { 13058 resources = { aluminium = 1 oil = 1 steel = 0 } } -link = { 13066 resources = { aluminium = 1 oil = 1 steel = 0 } } -link = { 596 resources = { aluminium = 1 } } -link = { 665 resources = { aluminium = 1 } } -link = { 3631 resources = { aluminium = 1 } } -link = { 3654 resources = { aluminium = 1 } } -link = { 6650 resources = { aluminium = 1 } } -link = { 6672 resources = { aluminium = 1 } } -link = { 9596 resources = { aluminium = 1 } } -link = { 9627 resources = { aluminium = 1 } } -link = { 11612 resources = { aluminium = 0 } } -link = { 606 resources = { aluminium = 1 steel = 1 } } -link = { 953 resources = { aluminium = 1 steel = 1 } } -link = { 982 resources = { aluminium = 1 steel = 1 } } -link = { 3985 resources = { aluminium = 1 steel = 1 } } -link = { 6614 resources = { aluminium = 1 steel = 1 } } -link = { 6619 resources = { aluminium = 1 steel = 1 } } -link = { 6799 resources = { aluminium = 1 steel = 1 } } -link = { 6942 resources = { aluminium = 1 steel = 1 } } -link = { 6957 resources = { aluminium = 1 steel = 1 } } -link = { 6983 resources = { aluminium = 1 steel = 1 } } -link = { 9586 resources = { aluminium = 0 steel = 1 } } -link = { 9588 resources = { aluminium = 0 steel = 1 } } -link = { 9591 resources = { aluminium = 0 steel = 1 } } -link = { 9894 resources = { aluminium = 0 steel = 1 } } -link = { 9922 resources = { aluminium = 0 steel = 0 } } -link = { 11572 resources = { aluminium = 0 steel = 0 } } -link = { 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= 12 } } -link = { 974 resources = { aluminium = 4 chromium = 12 } } -link = { 3833 resources = { aluminium = 3 chromium = 12 } } -link = { 3865 resources = { aluminium = 3 chromium = 12 } } -link = { 3882 resources = { aluminium = 3 chromium = 12 } } -link = { 6886 resources = { aluminium = 3 chromium = 12 } } -link = { 11832 resources = { aluminium = 3 chromium = 11 } } -link = { 11856 resources = { aluminium = 3 chromium = 11 } } -link = { 11857 resources = { aluminium = 3 chromium = 11 } } -link = { 11868 resources = { aluminium = 3 chromium = 11 } } -link = { 630 resources = { steel = 1 } } -link = { 3939 resources = { steel = 1 } } -link = { 6953 resources = { steel = 1 } } -link = { 6970 resources = { steel = 1 } } -link = { 6998 resources = { steel = 0 } } -link = { 9602 resources = { steel = 0 } } -link = { 9756 resources = { steel = 0 } } -link = { 9890 resources = { steel = 0 } } -link = { 9906 resources = { steel = 0 } } -link = { 11887 resources = { steel = 0 } } -link = { 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aluminium = 1 steel = 14 } } -link = { 6318 resources = { aluminium = 1 steel = 14 } } -link = { 6335 resources = { aluminium = 1 steel = 14 } } -link = { 6384 resources = { aluminium = 1 steel = 14 } } -link = { 3273 resources = { steel = 5 } } -link = { 6320 resources = { steel = 5 } } -link = { 6350 resources = { steel = 5 } } -link = { 6385 resources = { steel = 5 } } -link = { 6395 resources = { steel = 4 } } -link = { 9237 resources = { steel = 4 } } -link = { 9350 resources = { steel = 4 } } -link = { 11218 resources = { steel = 4 } } -link = { 200 resources = { aluminium = 1 tungsten = 1 } } -link = { 3150 resources = { aluminium = 1 tungsten = 1 } } -link = { 9161 resources = { aluminium = 1 tungsten = 1 } } -link = { 11055 resources = { aluminium = 1 tungsten = 1 } } -link = { 11136 resources = { aluminium = 0 tungsten = 1 } } -link = { 11207 resources = { aluminium = 0 tungsten = 1 } } -link = { 11306 resources = { aluminium = 0 tungsten = 0 } } -link = { 211 resources = { 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} -link = { 171 resources = { steel = 1 } } -link = { 295 resources = { steel = 1 } } -link = { 383 resources = { steel = 1 } } -link = { 3063 resources = { steel = 1 } } -link = { 3128 resources = { steel = 1 } } -link = { 3141 resources = { steel = 1 } } -link = { 3286 resources = { steel = 1 } } -link = { 3375 resources = { steel = 1 } } -link = { 3386 resources = { steel = 0 } } -link = { 6028 resources = { steel = 0 } } -link = { 6195 resources = { steel = 0 } } -link = { 6310 resources = { steel = 0 } } -link = { 6331 resources = { steel = 0 } } -link = { 6406 resources = { steel = 0 } } -link = { 9054 resources = { steel = 0 } } -link = { 9138 resources = { steel = 0 } } -link = { 9218 resources = { steel = 0 } } -link = { 11070 resources = { steel = 0 } } -link = { 11114 resources = { steel = 0 } } -link = { 13096 resources = { steel = 0 } } -link = { 35 resources = { aluminium = 1 steel = 2 } } -link = { 161 resources = { aluminium = 1 steel = 2 } } -link = { 3106 resources = 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rubber = 34 steel = 1 tungsten = 12 } } -link = { 12271 resources = { rubber = 33 steel = 1 tungsten = 12 } } -link = { 12299 resources = { rubber = 33 steel = 1 tungsten = 12 } } -link = { 3369 resources = { steel = 3 } } -link = { 6221 resources = { steel = 3 } } -link = { 6351 resources = { steel = 3 } } -link = { 6378 resources = { steel = 3 } } -link = { 9484 resources = { steel = 2 } } -link = { 11471 resources = { steel = 2 } } -link = { 928 resources = { chromium = 9 } } -link = { 3927 resources = { chromium = 9 } } -link = { 4112 resources = { chromium = 9 } } -link = { 6992 resources = { chromium = 9 } } -link = { 7130 resources = { chromium = 9 } } -link = { 9921 resources = { chromium = 9 } } -link = { 9929 resources = { chromium = 8 } } -link = { 10038 resources = { chromium = 8 } } -link = { 11848 resources = { chromium = 8 } } -link = { 11898 resources = { chromium = 8 } } -link = { 785 resources = { chromium = 6 } } -link = { 947 resources = { chromium = 6 } } -link = { 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aluminium = 0 steel = 0 } } +link = { province = 10247 resources = { aluminium = 0 steel = 0 } } +link = { province = 10318 resources = { aluminium = 0 steel = 0 } } +link = { province = 10481 resources = { aluminium = 0 steel = 0 } } +link = { province = 11830 resources = { aluminium = 0 steel = 0 } } +link = { province = 12202 resources = { aluminium = 0 steel = 0 } } +link = { province = 12221 resources = { aluminium = 0 steel = 0 } } +link = { province = 12459 resources = { aluminium = 0 steel = 0 } } +link = { province = 13158 resources = { aluminium = 0 steel = 0 } } +link = { province = 598 resources = { aluminium = 1 steel = 1 } } +link = { province = 706 resources = { aluminium = 1 steel = 1 } } +link = { province = 734 resources = { aluminium = 1 steel = 1 } } +link = { province = 859 resources = { aluminium = 1 steel = 1 } } +link = { province = 1436 resources = { aluminium = 0 steel = 1 } } +link = { province = 3602 resources = { aluminium = 0 steel = 1 } } +link = { 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{ aluminium = 1 } } +link = { province = 847 resources = { aluminium = 1 } } +link = { province = 862 resources = { aluminium = 1 } } +link = { province = 880 resources = { aluminium = 1 } } +link = { province = 891 resources = { aluminium = 1 } } +link = { province = 894 resources = { aluminium = 1 } } +link = { province = 3687 resources = { aluminium = 1 } } +link = { province = 3697 resources = { aluminium = 0 } } +link = { province = 3802 resources = { aluminium = 0 } } +link = { province = 3824 resources = { aluminium = 0 } } +link = { province = 3847 resources = { aluminium = 0 } } +link = { province = 3850 resources = { aluminium = 0 } } +link = { province = 3880 resources = { aluminium = 0 } } +link = { province = 3897 resources = { aluminium = 0 } } +link = { province = 6705 resources = { aluminium = 0 } } +link = { province = 6845 resources = { aluminium = 0 } } +link = { province = 6869 resources = { aluminium = 0 } } +link = { province = 6872 resources = { aluminium = 0 } } 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province = 1758 resources = { steel = 8 } } +link = { province = 1987 resources = { steel = 8 } } +link = { province = 7615 resources = { steel = 8 } } +link = { province = 7791 resources = { steel = 8 } } +link = { province = 7797 resources = { steel = 8 } } +link = { province = 8014 resources = { steel = 8 } } +link = { province = 8083 resources = { steel = 7 } } +link = { province = 10281 resources = { steel = 7 } } +link = { province = 10615 resources = { steel = 7 } } +link = { province = 10657 resources = { steel = 7 } } +link = { province = 10824 resources = { steel = 7 } } +link = { province = 10909 resources = { steel = 7 } } +link = { province = 12501 resources = { steel = 7 } } +link = { province = 12670 resources = { steel = 7 } } +link = { province = 1453 resources = { oil = 5 } } +link = { province = 1528 resources = { oil = 5 } } +link = { province = 1559 resources = { oil = 5 } } +link = { province = 1643 resources = { oil = 5 } } +link = { province = 4507 resources = { oil = 5 } } +link = { province = 4522 resources = { oil = 5 } } +link = { province = 4535 resources = { oil = 5 } } +link = { province = 7524 resources = { oil = 5 } } +link = { province = 7552 resources = { oil = 5 } } +link = { province = 7555 resources = { oil = 5 } } +link = { province = 7599 resources = { oil = 4 } } +link = { province = 12313 resources = { oil = 4 } } +link = { province = 12398 resources = { oil = 4 } } +link = { province = 12401 resources = { oil = 4 } } +link = { province = 1503 resources = { aluminium = 2 } } +link = { province = 1646 resources = { aluminium = 2 } } +link = { province = 4444 resources = { aluminium = 2 } } +link = { province = 4567 resources = { aluminium = 2 } } +link = { province = 4597 resources = { aluminium = 2 } } +link = { province = 4625 resources = { aluminium = 2 } } +link = { province = 7485 resources = { aluminium = 1 } } +link = { province = 7543 resources = { aluminium = 1 } } +link = { province = 7586 resources = { aluminium = 1 } } +link = { province = 10355 resources = { aluminium = 1 } } +link = { province = 10477 resources = { aluminium = 1 } } +link = { province = 12458 resources = { aluminium = 1 } } +link = { province = 12489 resources = { aluminium = 1 } } +link = { province = 12778 resources = { aluminium = 1 } } +link = { province = 1441 resources = { aluminium = 1 } } +link = { province = 1523 resources = { aluminium = 1 } } +link = { province = 1534 resources = { aluminium = 1 } } +link = { province = 1564 resources = { aluminium = 1 } } +link = { province = 1621 resources = { aluminium = 1 } } +link = { province = 4449 resources = { aluminium = 1 } } +link = { province = 4540 resources = { aluminium = 1 } } +link = { province = 4569 resources = { aluminium = 1 } } +link = { province = 7449 resources = { aluminium = 1 } } +link = { province = 7607 resources = { aluminium = 1 } } +link = { province = 10333 resources = { aluminium = 1 } } +link = { province = 10370 resources = { aluminium = 1 } } 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2 oil = 6 } } +link = { province = 9822 resources = { aluminium = 2 oil = 6 } } +link = { province = 10702 resources = { aluminium = 2 oil = 6 } } +link = { province = 10798 resources = { aluminium = 2 oil = 6 } } +link = { province = 11743 resources = { aluminium = 2 oil = 6 } } +link = { province = 11802 resources = { aluminium = 2 oil = 6 } } +link = { province = 12624 resources = { aluminium = 2 oil = 6 } } +link = { province = 805 resources = { aluminium = 2 oil = 12 } } +link = { province = 1500 resources = { aluminium = 2 oil = 12 } } +link = { province = 1915 resources = { aluminium = 2 oil = 12 } } +link = { province = 1927 resources = { aluminium = 2 oil = 12 } } +link = { province = 1954 resources = { aluminium = 2 oil = 12 } } +link = { province = 1998 resources = { aluminium = 2 oil = 12 } } +link = { province = 2019 resources = { aluminium = 2 oil = 12 } } +link = { province = 2042 resources = { aluminium = 2 oil = 12 } } +link = { province = 2055 resources = { aluminium = 2 oil = 12 } } +link = { province = 2082 resources = { aluminium = 2 oil = 12 } } +link = { province = 3875 resources = { aluminium = 2 oil = 12 } } +link = { province = 3960 resources = { aluminium = 2 oil = 12 } } +link = { province = 3972 resources = { aluminium = 2 oil = 12 } } +link = { province = 4577 resources = { aluminium = 2 oil = 12 } } +link = { province = 4884 resources = { aluminium = 2 oil = 12 } } +link = { province = 4955 resources = { aluminium = 2 oil = 12 } } +link = { province = 5001 resources = { aluminium = 2 oil = 12 } } +link = { province = 5022 resources = { aluminium = 2 oil = 12 } } +link = { province = 5038 resources = { aluminium = 2 oil = 12 } } +link = { province = 5061 resources = { aluminium = 2 oil = 12 } } +link = { province = 5085 resources = { aluminium = 2 oil = 12 } } +link = { province = 6785 resources = { aluminium = 2 oil = 12 } } +link = { province = 6798 resources = { aluminium = 2 oil = 12 } } +link = { province = 6968 resources = { aluminium = 2 oil = 12 } } +link = { province = 6987 resources = { aluminium = 2 oil = 12 } } +link = { province = 7628 resources = { aluminium = 2 oil = 12 } } +link = { province = 7836 resources = { aluminium = 2 oil = 12 } } +link = { province = 7981 resources = { aluminium = 2 oil = 12 } } +link = { province = 8064 resources = { aluminium = 2 oil = 12 } } +link = { province = 9773 resources = { aluminium = 2 oil = 12 } } +link = { province = 9829 resources = { aluminium = 2 oil = 12 } } +link = { province = 9908 resources = { aluminium = 2 oil = 12 } } +link = { province = 9920 resources = { aluminium = 2 oil = 12 } } +link = { province = 10337 resources = { aluminium = 2 oil = 12 } } +link = { province = 10504 resources = { aluminium = 2 oil = 12 } } +link = { province = 10740 resources = { aluminium = 2 oil = 12 } } +link = { province = 10778 resources = { aluminium = 2 oil = 12 } } +link = { province = 10861 resources = { aluminium = 2 oil = 12 } } +link = { province = 10894 resources = { aluminium = 2 oil = 12 } } +link = { province = 12301 resources = { aluminium = 2 oil = 12 } } +link = { province = 12341 resources = { aluminium = 2 oil = 12 } } +link = { province = 12369 resources = { aluminium = 2 oil = 11 } } +link = { province = 12410 resources = { aluminium = 2 oil = 11 } } +link = { province = 12486 resources = { aluminium = 2 oil = 11 } } +link = { province = 12728 resources = { aluminium = 2 oil = 11 } } +link = { province = 12782 resources = { aluminium = 2 oil = 11 } } +link = { province = 12848 resources = { aluminium = 2 oil = 11 } } +link = { province = 12875 resources = { aluminium = 1 oil = 11 } } +link = { province = 12893 resources = { aluminium = 1 oil = 11 } } +link = { province = 1972 resources = { aluminium = 4 oil = 2 } } +link = { province = 2102 resources = { aluminium = 4 oil = 2 } } +link = { province = 3867 resources = { aluminium = 4 oil = 2 } } +link = { province = 3883 resources = { aluminium = 4 oil = 2 } } +link = { province = 4975 resources = { aluminium = 4 oil = 2 } } +link = { province = 5044 resources = { aluminium = 4 oil = 1 } } +link = { province = 8070 resources = { aluminium = 4 oil = 1 } } +link = { province = 10642 resources = { aluminium = 3 oil = 1 } } +link = { province = 10645 resources = { aluminium = 3 oil = 1 } } +link = { province = 10867 resources = { aluminium = 3 oil = 1 } } +link = { province = 10914 resources = { aluminium = 3 oil = 1 } } +link = { province = 12552 resources = { aluminium = 3 oil = 1 } } +link = { province = 12684 resources = { aluminium = 3 oil = 1 } } +link = { province = 12720 resources = { aluminium = 3 oil = 1 } } +link = { province = 12791 resources = { aluminium = 3 oil = 1 } } +link = { province = 850 resources = { aluminium = 2 oil = 1 steel = 3 } } +link = { province = 853 resources = { aluminium = 2 oil = 1 steel = 3 } } +link = { province = 1793 resources = { aluminium = 1 oil = 1 steel = 3 } } +link = { province = 3834 resources = { aluminium = 1 oil = 1 steel = 3 } } +link = { province = 4796 resources = { aluminium = 1 oil = 1 steel = 3 } } +link = { province = 6897 resources = { aluminium = 1 oil = 1 steel = 3 } } +link = { province = 7747 resources = { aluminium = 1 oil = 1 steel = 3 } } +link = { province = 7821 resources = { aluminium = 1 oil = 1 steel = 3 } } +link = { province = 7920 resources = { aluminium = 1 oil = 1 steel = 3 } } +link = { province = 8115 resources = { aluminium = 1 oil = 1 steel = 3 } } +link = { province = 10573 resources = { aluminium = 1 oil = 0 steel = 3 } } +link = { province = 10783 resources = { aluminium = 1 oil = 0 steel = 3 } } +link = { province = 11814 resources = { aluminium = 1 oil = 0 steel = 2 } } +link = { province = 12765 resources = { aluminium = 1 oil = 0 steel = 2 } } +link = { province = 610 resources = { aluminium = 1 oil = 7 } } +link = { province = 677 resources = { aluminium = 1 oil = 7 } } +link = { province = 710 resources = { aluminium = 1 oil = 7 } } +link = { province = 766 resources = { aluminium = 1 oil = 7 } } +link = { province = 768 resources = { aluminium = 1 oil = 7 } } +link = { province = 781 resources = { aluminium = 1 oil = 7 } } +link = { province = 823 resources = { aluminium = 1 oil = 7 } } +link = { province = 941 resources = { aluminium = 1 oil = 7 } } +link = { province = 986 resources = { aluminium = 1 oil = 6 } } +link = { province = 1432 resources = { aluminium = 1 oil = 6 } } +link = { province = 1562 resources = { aluminium = 1 oil = 6 } } +link = { province = 1601 resources = { aluminium = 1 oil = 6 } } +link = { province = 1651 resources = { aluminium = 1 oil = 6 } } +link = { province = 3588 resources = { aluminium = 1 oil = 6 } } +link = { province = 3644 resources = { aluminium = 0 oil = 6 } } +link = { province = 3677 resources = { aluminium = 0 oil = 6 } } +link = { province = 3678 resources = { aluminium = 0 oil = 6 } } +link = { province = 3784 resources = { aluminium = 0 oil = 6 } } +link = { province = 3840 resources = { aluminium = 0 oil = 6 } } +link = { province = 4331 resources = { aluminium = 0 oil = 6 } } +link = { province = 4518 resources = { aluminium = 0 oil = 6 } } +link = { province = 4657 resources = { aluminium = 0 oil = 6 } } +link = { province = 4727 resources = { aluminium = 0 oil = 6 } } +link = { province = 6482 resources = { aluminium = 0 oil = 6 } } +link = { province = 6665 resources = { aluminium = 0 oil = 6 } } +link = { province = 6681 resources = { aluminium = 0 oil = 6 } } +link = { province = 6694 resources = { aluminium = 0 oil = 6 } } +link = { province = 6699 resources = { aluminium = 0 oil = 6 } } +link = { province = 6745 resources = { aluminium = 0 oil = 6 } } +link = { province = 6757 resources = { aluminium = 0 oil = 6 } } +link = { province = 6772 resources = { aluminium = 0 oil = 6 } } +link = { province = 6861 resources = { aluminium = 0 oil = 6 } } +link = { province = 6876 resources = { aluminium = 0 oil = 6 } } +link = { province = 6881 resources 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aluminium = 0 oil = 6 } } +link = { province = 11698 resources = { aluminium = 0 oil = 6 } } +link = { province = 11757 resources = { aluminium = 0 oil = 6 } } +link = { province = 11763 resources = { aluminium = 0 oil = 6 } } +link = { province = 11795 resources = { aluminium = 0 oil = 6 } } +link = { province = 11859 resources = { aluminium = 0 oil = 6 } } +link = { province = 11876 resources = { aluminium = 0 oil = 6 } } +link = { province = 12303 resources = { aluminium = 0 oil = 6 } } +link = { province = 12374 resources = { aluminium = 0 oil = 6 } } +link = { province = 1862 resources = { aluminium = 4 steel = 10 tungsten = 5 } } +link = { province = 4521 resources = { aluminium = 4 steel = 10 tungsten = 5 } } +link = { province = 4607 resources = { aluminium = 3 steel = 10 tungsten = 5 } } +link = { province = 4736 resources = { aluminium = 3 steel = 10 tungsten = 5 } } +link = { province = 4799 resources = { aluminium = 3 steel = 10 tungsten = 5 } } +link = { province = 4816 resources = { aluminium = 3 steel = 10 tungsten = 5 } } +link = { province = 7756 resources = { aluminium = 3 steel = 10 tungsten = 4 } } +link = { province = 7827 resources = { aluminium = 3 steel = 10 tungsten = 4 } } +link = { province = 7879 resources = { aluminium = 3 steel = 10 tungsten = 4 } } +link = { province = 10422 resources = { aluminium = 3 steel = 10 tungsten = 4 } } +link = { province = 10591 resources = { aluminium = 3 steel = 9 tungsten = 4 } } +link = { province = 12134 resources = { aluminium = 3 steel = 9 tungsten = 4 } } +link = { province = 12399 resources = { aluminium = 3 steel = 9 tungsten = 4 } } +link = { province = 12425 resources = { aluminium = 3 steel = 9 tungsten = 4 } } +link = { province = 46 resources = { aluminium = 1 steel = 1 } } +link = { province = 49 resources = { aluminium = 1 steel = 1 } } +link = { province = 77 resources = { aluminium = 1 steel = 1 } } +link = { province = 113 resources = { aluminium = 1 steel = 1 } } +link = { province = 114 resources = { aluminium = 1 steel = 1 } } +link = { province = 125 resources = { aluminium = 1 steel = 1 } } +link = { province = 130 resources = { aluminium = 1 steel = 1 } } +link = { province = 156 resources = { aluminium = 1 steel = 1 } } +link = { province = 168 resources = { aluminium = 1 steel = 1 } } +link = { province = 184 resources = { aluminium = 1 steel = 1 } } +link = { province = 202 resources = { aluminium = 0 steel = 1 } } +link = { province = 205 resources = { aluminium = 0 steel = 1 } } +link = { province = 3005 resources = { aluminium = 0 steel = 1 } } +link = { province = 3039 resources = { aluminium = 0 steel = 1 } } +link = { province = 3045 resources = { aluminium = 0 steel = 1 } } +link = { province = 3070 resources = { aluminium = 0 steel = 1 } } +link = { province = 3108 resources = { aluminium = 0 steel = 1 } } +link = { province = 3111 resources = { aluminium = 0 steel = 1 } } +link = { province = 3148 resources = { aluminium = 0 steel = 1 } } +link = { 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steel = 1 } } +link = { province = 9066 resources = { aluminium = 0 steel = 1 } } +link = { province = 9068 resources = { aluminium = 0 steel = 1 } } +link = { province = 9088 resources = { aluminium = 0 steel = 1 } } +link = { province = 9117 resources = { aluminium = 0 steel = 1 } } +link = { province = 9141 resources = { aluminium = 0 steel = 1 } } +link = { province = 9148 resources = { aluminium = 0 steel = 1 } } +link = { province = 9151 resources = { aluminium = 0 steel = 1 } } +link = { province = 9154 resources = { aluminium = 0 steel = 1 } } +link = { province = 9171 resources = { aluminium = 0 steel = 1 } } +link = { province = 9173 resources = { aluminium = 0 steel = 1 } } +link = { province = 9182 resources = { aluminium = 0 steel = 1 } } +link = { province = 9193 resources = { aluminium = 0 steel = 1 } } +link = { province = 9229 resources = { aluminium = 0 steel = 1 } } +link = { province = 11040 resources = { aluminium = 0 steel = 1 } } +link = { province = 11049 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province = 1738 resources = { oil = 2 } } +link = { province = 1809 resources = { oil = 1 } } +link = { province = 1827 resources = { oil = 1 } } +link = { province = 3869 resources = { oil = 1 } } +link = { province = 6887 resources = { oil = 1 } } +link = { province = 7684 resources = { oil = 1 } } +link = { province = 7780 resources = { oil = 1 } } +link = { province = 7999 resources = { oil = 1 } } +link = { province = 9792 resources = { oil = 1 } } +link = { province = 10535 resources = { oil = 1 } } +link = { province = 10588 resources = { oil = 1 } } +link = { province = 11772 resources = { oil = 1 } } +link = { province = 12570 resources = { oil = 1 } } +link = { province = 12627 resources = { oil = 1 } } +link = { province = 12642 resources = { oil = 1 } } +link = { province = 1352 resources = { oil = 3 } } +link = { province = 1753 resources = { oil = 3 } } +link = { province = 4586 resources = { oil = 3 } } +link = { province = 4740 resources = { oil = 3 } } +link = { 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resources = { chromium = 0 steel = 3 tungsten = 3 } } +link = { province = 9695 resources = { chromium = 0 steel = 2 tungsten = 3 } } +link = { province = 10556 resources = { chromium = 0 steel = 2 tungsten = 3 } } +link = { province = 10602 resources = { chromium = 0 steel = 2 tungsten = 2 } } +link = { province = 10672 resources = { chromium = 0 steel = 2 tungsten = 2 } } +link = { province = 12124 resources = { chromium = 0 steel = 2 tungsten = 2 } } +link = { province = 12535 resources = { chromium = 0 steel = 2 tungsten = 2 } } +link = { province = 12607 resources = { chromium = 0 steel = 2 tungsten = 2 } } +link = { province = 1736 resources = { tungsten = 1 } } +link = { province = 1767 resources = { tungsten = 1 } } +link = { province = 1851 resources = { tungsten = 1 } } +link = { province = 1854 resources = { tungsten = 1 } } +link = { province = 1857 resources = { tungsten = 1 } } +link = { province = 4741 resources = { tungsten = 1 } } +link = { province = 4838 resources = { tungsten = 1 } } +link = { province = 4857 resources = { tungsten = 1 } } +link = { province = 4860 resources = { tungsten = 1 } } +link = { province = 4863 resources = { tungsten = 1 } } +link = { province = 6742 resources = { tungsten = 1 } } +link = { province = 7760 resources = { tungsten = 1 } } +link = { province = 7779 resources = { tungsten = 1 } } +link = { province = 7880 resources = { tungsten = 1 } } +link = { province = 7883 resources = { tungsten = 1 } } +link = { province = 10587 resources = { tungsten = 1 } } +link = { province = 10593 resources = { tungsten = 0 } } +link = { province = 10624 resources = { tungsten = 0 } } +link = { province = 10706 resources = { tungsten = 0 } } +link = { province = 11712 resources = { tungsten = 0 } } +link = { province = 12572 resources = { tungsten = 0 } } +link = { province = 12585 resources = { tungsten = 0 } } +link = { province = 12676 resources = { tungsten = 0 } } +link = { province = 1752 resources = { oil = 1 steel = 2 } } 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11598 resources = { aluminium = 3 } } +link = { province = 11615 resources = { aluminium = 3 } } +link = { province = 1719 resources = { steel = 11 } } +link = { province = 1734 resources = { steel = 11 } } +link = { province = 1866 resources = { steel = 11 } } +link = { province = 1867 resources = { steel = 11 } } +link = { province = 4664 resources = { steel = 11 } } +link = { province = 4807 resources = { steel = 11 } } +link = { province = 6752 resources = { steel = 11 } } +link = { province = 6767 resources = { steel = 11 } } +link = { province = 6827 resources = { steel = 10 } } +link = { province = 7536 resources = { steel = 10 } } +link = { province = 7896 resources = { steel = 10 } } +link = { province = 9880 resources = { steel = 10 } } +link = { province = 10618 resources = { steel = 10 } } +link = { province = 10719 resources = { steel = 10 } } +link = { province = 11667 resources = { steel = 10 } } +link = { province = 12550 resources = { steel = 10 } } +link = { province 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4 } } +link = { province = 9746 resources = { oil = 0 steel = 4 } } +link = { province = 9747 resources = { oil = 0 steel = 4 } } +link = { province = 10233 resources = { oil = 0 steel = 4 } } +link = { province = 10303 resources = { oil = 0 steel = 4 } } +link = { province = 10599 resources = { oil = 0 steel = 4 } } +link = { province = 11641 resources = { oil = 0 steel = 4 } } +link = { province = 11656 resources = { oil = 0 steel = 4 } } +link = { province = 11669 resources = { oil = 0 steel = 4 } } +link = { province = 11685 resources = { oil = 0 steel = 4 } } +link = { province = 11714 resources = { oil = 0 steel = 4 } } +link = { province = 11731 resources = { oil = 0 steel = 4 } } +link = { province = 13155 resources = { oil = 0 steel = 4 } } +link = { province = 13199 resources = { oil = 0 steel = 4 } } +link = { province = 13200 resources = { oil = 0 steel = 4 } } +link = { province = 13201 resources = { oil = 0 steel = 4 } } +link = { province = 703 resources = { steel = 5 } } +link = { province = 926 resources = { steel = 5 } } +link = { province = 1560 resources = { steel = 5 } } +link = { province = 1760 resources = { steel = 5 } } +link = { province = 1849 resources = { steel = 5 } } +link = { province = 3699 resources = { steel = 5 } } +link = { province = 4029 resources = { steel = 5 } } +link = { province = 4166 resources = { steel = 5 } } +link = { province = 4738 resources = { steel = 5 } } +link = { province = 4834 resources = { steel = 5 } } +link = { province = 7776 resources = { steel = 5 } } +link = { province = 7829 resources = { steel = 5 } } +link = { province = 9657 resources = { steel = 4 } } +link = { province = 9678 resources = { steel = 4 } } +link = { province = 10341 resources = { steel = 4 } } +link = { province = 10526 resources = { steel = 4 } } +link = { province = 12357 resources = { steel = 4 } } +link = { province = 12456 resources = { steel = 4 } } +link = { province = 123 resources = { aluminium = 1 } } +link = { province = 189 resources = { aluminium = 1 } } +link = { province = 206 resources = { aluminium = 1 } } +link = { province = 390 resources = { aluminium = 1 } } +link = { province = 1336 resources = { aluminium = 1 } } +link = { province = 1365 resources = { aluminium = 1 } } +link = { province = 1380 resources = { aluminium = 1 } } +link = { province = 1754 resources = { aluminium = 1 } } +link = { province = 3127 resources = { aluminium = 1 } } +link = { province = 4314 resources = { aluminium = 1 } } +link = { province = 4326 resources = { aluminium = 0 } } +link = { province = 4372 resources = { aluminium = 0 } } +link = { province = 4802 resources = { aluminium = 0 } } +link = { province = 6025 resources = { aluminium = 0 } } +link = { province = 7346 resources = { aluminium = 0 } } +link = { province = 7375 resources = { aluminium = 0 } } +link = { province = 9283 resources = { aluminium = 0 } } +link = { province = 10286 resources = { aluminium = 0 } } +link = { province = 10314 resources = { aluminium = 0 } } +link = { province = 11111 resources = { aluminium = 0 } } +link = { province = 11195 resources = { aluminium = 0 } } +link = { province = 11228 resources = { aluminium = 0 } } +link = { province = 11352 resources = { aluminium = 0 } } +link = { province = 12175 resources = { aluminium = 0 } } +link = { province = 12187 resources = { aluminium = 0 } } +link = { province = 12216 resources = { aluminium = 0 } } +link = { province = 12527 resources = { aluminium = 0 } } +link = { province = 12587 resources = { aluminium = 0 } } +link = { province = 12626 resources = { aluminium = 0 } } +link = { province = 305 resources = { chromium = 2 } } +link = { province = 370 resources = { chromium = 2 } } +link = { province = 381 resources = { chromium = 1 } } +link = { province = 3027 resources = { chromium = 1 } } +link = { province = 3270 resources = { chromium = 1 } } +link = { province = 3294 resources = { chromium = 1 } } +link = { province = 3300 resources = { chromium 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resources = { oil = 0 } } +link = { province = 3718 resources = { oil = 0 } } +link = { province = 6690 resources = { oil = 0 } } +link = { province = 6739 resources = { oil = 0 } } +link = { province = 9527 resources = { oil = 0 } } +link = { province = 9646 resources = { oil = 0 } } +link = { province = 9648 resources = { oil = 0 } } +link = { province = 9661 resources = { oil = 0 } } +link = { province = 9679 resources = { oil = 0 } } +link = { province = 11630 resources = { oil = 0 } } +link = { province = 11666 resources = { oil = 0 } } +link = { province = 31 resources = { aluminium = 1 } } +link = { province = 45 resources = { aluminium = 1 } } +link = { province = 73 resources = { aluminium = 1 } } +link = { province = 88 resources = { aluminium = 1 } } +link = { province = 112 resources = { aluminium = 1 } } +link = { province = 119 resources = { aluminium = 1 } } +link = { province = 146 resources = { aluminium = 1 } } +link = { province = 175 resources = { aluminium = 1 } } 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province = 6110 resources = { aluminium = 0 } } +link = { province = 6124 resources = { aluminium = 0 } } +link = { province = 6133 resources = { aluminium = 0 } } +link = { province = 6162 resources = { aluminium = 0 } } +link = { province = 6171 resources = { aluminium = 0 } } +link = { province = 6191 resources = { aluminium = 0 } } +link = { province = 6213 resources = { aluminium = 0 } } +link = { province = 6274 resources = { aluminium = 0 } } +link = { province = 6288 resources = { aluminium = 0 } } +link = { province = 6383 resources = { aluminium = 0 } } +link = { province = 9050 resources = { aluminium = 0 } } +link = { province = 9065 resources = { aluminium = 0 } } +link = { province = 9114 resources = { aluminium = 0 } } +link = { province = 9146 resources = { aluminium = 0 } } +link = { province = 9155 resources = { aluminium = 0 } } +link = { province = 9172 resources = { aluminium = 0 } } +link = { province = 9180 resources = { aluminium = 0 } } +link = { province = 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{ province = 10174 resources = { aluminium = 0 } } +link = { province = 10230 resources = { aluminium = 0 } } +link = { province = 10320 resources = { aluminium = 0 } } +link = { province = 12149 resources = { aluminium = 0 } } +link = { province = 12291 resources = { aluminium = 0 } } +link = { province = 863 resources = { aluminium = 7 chromium = 3 steel = 2 tungsten = 3 } } +link = { province = 976 resources = { aluminium = 7 chromium = 3 steel = 2 tungsten = 3 } } +link = { province = 1109 resources = { aluminium = 7 chromium = 3 steel = 2 tungsten = 2 } } +link = { province = 3864 resources = { aluminium = 7 chromium = 3 steel = 1 tungsten = 2 } } +link = { province = 3973 resources = { aluminium = 6 chromium = 2 steel = 1 tungsten = 2 } } +link = { province = 3988 resources = { aluminium = 6 chromium = 2 steel = 1 tungsten = 2 } } +link = { province = 4109 resources = { aluminium = 6 chromium = 2 steel = 1 tungsten = 2 } } +link = { province = 6930 resources = { aluminium = 6 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} } +link = { province = 1737 resources = { oil = 1 tungsten = 1 } } +link = { province = 1858 resources = { oil = 1 tungsten = 1 } } +link = { province = 4343 resources = { oil = 1 tungsten = 1 } } +link = { province = 4385 resources = { oil = 1 tungsten = 1 } } +link = { province = 4413 resources = { oil = 1 tungsten = 1 } } +link = { province = 4428 resources = { oil = 0 tungsten = 1 } } +link = { province = 4870 resources = { oil = 0 tungsten = 1 } } +link = { province = 4877 resources = { oil = 0 tungsten = 1 } } +link = { province = 7677 resources = { oil = 0 tungsten = 1 } } +link = { province = 7753 resources = { oil = 0 tungsten = 1 } } +link = { province = 7761 resources = { oil = 0 tungsten = 1 } } +link = { province = 7820 resources = { oil = 0 tungsten = 1 } } +link = { province = 7853 resources = { oil = 0 tungsten = 1 } } +link = { province = 10228 resources = { oil = 0 tungsten = 1 } } +link = { province = 10258 resources = { oil = 0 tungsten = 1 } } +link = { province 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province = 3971 resources = { aluminium = 1 steel = 1 } } +link = { province = 6857 resources = { aluminium = 0 steel = 1 } } +link = { province = 9771 resources = { aluminium = 0 steel = 1 } } +link = { province = 9818 resources = { aluminium = 0 steel = 0 } } +link = { province = 11754 resources = { aluminium = 0 steel = 0 } } +link = { province = 2060 resources = { oil = 6 steel = 1 } } +link = { province = 2104 resources = { oil = 6 steel = 1 } } +link = { province = 7973 resources = { oil = 6 steel = 0 } } +link = { province = 10738 resources = { oil = 5 steel = 0 } } +link = { province = 10746 resources = { oil = 5 steel = 0 } } +link = { province = 10769 resources = { oil = 5 steel = 0 } } +link = { province = 10800 resources = { oil = 5 steel = 0 } } +link = { province = 12811 resources = { oil = 5 steel = 0 } } +link = { province = 12835 resources = { oil = 5 steel = 0 } } +link = { province = 1945 resources = { rubber = 1 steel = 1 } } +link = { province = 4946 resources = { rubber = 1 steel = 1 } } +link = { province = 7921 resources = { rubber = 0 steel = 1 } } +link = { province = 8003 resources = { rubber = 0 steel = 1 } } +link = { province = 8057 resources = { rubber = 0 steel = 0 } } +link = { province = 10853 resources = { rubber = 0 steel = 0 } } +link = { province = 10871 resources = { rubber = 0 steel = 0 } } +link = { province = 10895 resources = { rubber = 0 steel = 0 } } +link = { province = 12804 resources = { rubber = 0 steel = 0 } } +link = { province = 2037 resources = { steel = 1 } } +link = { province = 4898 resources = { steel = 1 } } +link = { province = 7935 resources = { steel = 1 } } +link = { province = 8097 resources = { steel = 1 } } +link = { province = 10809 resources = { steel = 1 } } +link = { province = 10830 resources = { steel = 1 } } +link = { province = 10916 resources = { steel = 1 } } +link = { province = 12745 resources = { steel = 1 } } +link = { province = 12827 resources = { steel = 0 } } +link = { province = 12850 resources = { steel = 0 } } +link = { province = 12897 resources = { steel = 0 } } +link = { province = 2069 resources = { rubber = 1 } } +link = { province = 4908 resources = { rubber = 1 } } +link = { province = 4977 resources = { rubber = 0 } } +link = { province = 5071 resources = { rubber = 0 } } +link = { province = 8012 resources = { rubber = 0 } } +link = { province = 8033 resources = { rubber = 0 } } +link = { province = 10765 resources = { rubber = 0 } } +link = { province = 10848 resources = { rubber = 0 } } +link = { province = 12833 resources = { rubber = 0 } } +link = { province = 1944 resources = { aluminium = 4 oil = 18 steel = 4 } } +link = { province = 1997 resources = { aluminium = 3 oil = 18 steel = 4 } } +link = { province = 2052 resources = { aluminium = 3 oil = 18 steel = 4 } } +link = { province = 4526 resources = { aluminium = 3 oil = 18 steel = 4 } } +link = { province = 5088 resources = { aluminium = 3 oil = 18 steel = 4 } } +link = { province = 10855 resources = { aluminium = 3 oil = 18 steel = 4 } } +link = { province = 12772 resources = { aluminium = 3 oil = 18 steel = 4 } } +link = { province = 804 resources = { chromium = 2 } } +link = { province = 909 resources = { chromium = 2 } } +link = { province = 3907 resources = { chromium = 2 } } +link = { province = 3951 resources = { chromium = 2 } } +link = { province = 6808 resources = { chromium = 2 } } +link = { province = 6908 resources = { chromium = 1 } } +link = { province = 6925 resources = { chromium = 1 } } +link = { province = 9806 resources = { chromium = 1 } } +link = { province = 9901 resources = { chromium = 1 } } +link = { province = 11747 resources = { chromium = 1 } } +link = { province = 11784 resources = { chromium = 1 } } +link = { province = 2182 resources = { steel = 3 tungsten = 1 } } +link = { province = 2210 resources = { steel = 3 tungsten = 1 } } +link = { province = 2225 resources = { steel = 3 tungsten = 0 } } +link = { province = 5202 resources = { steel = 3 tungsten = 0 } } +link = { province = 12953 resources = { steel = 2 tungsten = 0 } } +link = { province = 13086 resources = { steel = 2 tungsten = 0 } } +link = { province = 13175 resources = { steel = 2 tungsten = 0 } } +link = { province = 1937 resources = { oil = 2 steel = 1 } } +link = { province = 2023 resources = { oil = 2 steel = 1 } } +link = { province = 2085 resources = { oil = 2 steel = 0 } } +link = { province = 4969 resources = { oil = 2 steel = 0 } } +link = { province = 8056 resources = { oil = 2 steel = 0 } } +link = { province = 10494 resources = { oil = 2 steel = 0 } } +link = { province = 10864 resources = { oil = 2 steel = 0 } } +link = { province = 12703 resources = { oil = 2 steel = 0 } } +link = { province = 12790 resources = { oil = 2 steel = 0 } } +link = { province = 12845 resources = { oil = 1 steel = 0 } } +link = { province = 12872 resources = { oil = 1 steel = 0 } } +link = { province = 1979 resources = { aluminium = 1 } } +link = { province = 2035 resources = { aluminium = 1 } } +link = { province = 2198 resources = { aluminium = 1 } } +link = { province = 4980 resources = { aluminium = 1 } } +link = { province = 5008 resources = { aluminium = 1 } } +link = { province = 5083 resources = { aluminium = 1 } } +link = { province = 5214 resources = { aluminium = 1 } } +link = { province = 5216 resources = { aluminium = 1 } } +link = { province = 5232 resources = { aluminium = 0 } } +link = { province = 8172 resources = { aluminium = 0 } } +link = { province = 8185 resources = { aluminium = 0 } } +link = { province = 8254 resources = { aluminium = 0 } } +link = { province = 10934 resources = { aluminium = 0 } } +link = { province = 10956 resources = { aluminium = 0 } } +link = { province = 10960 resources = { aluminium = 0 } } +link = { province = 12919 resources = { aluminium = 0 } } +link = { province = 12965 resources = { aluminium = 0 } } +link = { province = 13083 resources = { aluminium = 0 } } +link = { province = 2153 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steel = 9 } } +link = { province = 1883 resources = { steel = 1 } } +link = { province = 1974 resources = { steel = 1 } } +link = { province = 1993 resources = { steel = 1 } } +link = { province = 2081 resources = { steel = 1 } } +link = { province = 3165 resources = { steel = 0 } } +link = { province = 3181 resources = { steel = 0 } } +link = { province = 5084 resources = { steel = 0 } } +link = { province = 7919 resources = { steel = 0 } } +link = { province = 7963 resources = { steel = 0 } } +link = { province = 8078 resources = { steel = 0 } } +link = { province = 9152 resources = { steel = 0 } } +link = { province = 11108 resources = { steel = 0 } } +link = { province = 11194 resources = { steel = 0 } } +link = { province = 12719 resources = { steel = 0 } } +link = { province = 12830 resources = { steel = 0 } } +link = { province = 3565 resources = { steel = 4 } } +link = { province = 3716 resources = { steel = 4 } } +link = { province = 6561 resources = { steel = 3 } } +link = { 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2 tungsten = 1 } } +link = { province = 201 resources = { chromium = 1 steel = 2 tungsten = 1 } } +link = { province = 3003 resources = { chromium = 1 steel = 2 tungsten = 1 } } +link = { province = 3044 resources = { chromium = 1 steel = 2 tungsten = 1 } } +link = { province = 3054 resources = { chromium = 1 steel = 2 tungsten = 1 } } +link = { province = 3062 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 3095 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 3100 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 3104 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 3113 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 3138 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 3173 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 3179 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6024 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6055 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6074 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6083 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6125 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6132 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6152 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6155 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6161 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6165 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6168 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6170 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6200 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6206 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 6208 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 9083 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 9093 resources = { chromium = 1 steel = 1 tungsten = 1 } } +link = { province = 9095 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 9108 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 9134 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 9143 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 9147 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 9175 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 9178 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 9186 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 9211 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 9220 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 9226 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 11026 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 11058 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 11060 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 11067 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 11069 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 11073 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 11102 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 11112 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 11152 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 11155 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 11190 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 11201 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 11208 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 13119 resources = { chromium = 0 steel = 1 tungsten = 1 } } +link = { province = 1298 resources = { rubber = 2 } } +link = { province = 1339 resources = { rubber = 1 } } +link = { province = 1355 resources = { rubber = 1 } } +link = { province = 4273 resources = { rubber = 1 } } +link = { province = 4301 resources = { rubber = 1 } } +link = { province = 4358 resources = { rubber = 1 } } +link = { province = 7293 resources = { rubber = 1 } } +link = { province = 7321 resources = { rubber = 1 } } +link = { province = 10175 resources = { rubber = 1 } } +link = { province = 10191 resources = { rubber = 1 } } +link = { province = 10219 resources = { rubber = 1 } } +link = { province = 12151 resources = 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1428 resources = { aluminium = 0 oil = 1 rubber = 5 steel = 0 } } +link = { province = 1460 resources = { aluminium = 0 oil = 1 rubber = 5 steel = 0 } } +link = { province = 1533 resources = { aluminium = 0 oil = 1 rubber = 5 steel = 0 } } +link = { province = 1648 resources = { aluminium = 0 oil = 1 rubber = 5 steel = 0 } } +link = { province = 4211 resources = { aluminium = 0 oil = 1 rubber = 5 steel = 0 } } +link = { province = 4276 resources = { aluminium = 0 oil = 1 rubber = 5 steel = 0 } } +link = { province = 4320 resources = { aluminium = 0 oil = 1 rubber = 5 steel = 0 } } +link = { province = 4361 resources = { aluminium = 0 oil = 1 rubber = 5 steel = 0 } } +link = { province = 4364 resources = { aluminium = 0 oil = 1 rubber = 5 steel = 0 } } +link = { province = 4381 resources = { aluminium = 0 oil = 1 rubber = 5 steel = 0 } } +link = { province = 4446 resources = { aluminium = 0 oil = 1 rubber = 5 steel = 0 } } +link = { province = 4652 resources = { aluminium = 0 oil = 1 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aluminium = 0 oil = 0 rubber = 5 steel = 0 } } +link = { province = 12168 resources = { aluminium = 0 oil = 0 rubber = 5 steel = 0 } } +link = { province = 12181 resources = { aluminium = 0 oil = 0 rubber = 5 steel = 0 } } +link = { province = 12184 resources = { aluminium = 0 oil = 0 rubber = 5 steel = 0 } } +link = { province = 12209 resources = { aluminium = 0 oil = 0 rubber = 5 steel = 0 } } +link = { province = 12212 resources = { aluminium = 0 oil = 0 rubber = 4 steel = 0 } } +link = { province = 12268 resources = { aluminium = 0 oil = 0 rubber = 4 steel = 0 } } +link = { province = 12296 resources = { aluminium = 0 oil = 0 rubber = 4 steel = 0 } } +link = { province = 12302 resources = { aluminium = 0 oil = 0 rubber = 4 steel = 0 } } +link = { province = 12343 resources = { aluminium = 0 oil = 0 rubber = 4 steel = 0 } } +link = { province = 12415 resources = { aluminium = 0 oil = 0 rubber = 4 steel = 0 } } +link = { province = 12488 resources = { aluminium = 0 oil = 0 rubber = 4 steel = 0 } } +link = { province = 1098 resources = { rubber = 2 } } +link = { province = 1289 resources = { rubber = 2 } } +link = { province = 1484 resources = { rubber = 2 } } +link = { province = 1505 resources = { rubber = 2 } } +link = { province = 1518 resources = { rubber = 2 } } +link = { province = 1561 resources = { rubber = 2 } } +link = { province = 1589 resources = { rubber = 2 } } +link = { province = 4262 resources = { rubber = 2 } } +link = { province = 4307 resources = { rubber = 2 } } +link = { province = 4308 resources = { rubber = 2 } } +link = { province = 4349 resources = { rubber = 2 } } +link = { province = 4493 resources = { rubber = 2 } } +link = { province = 4537 resources = { rubber = 2 } } +link = { province = 4564 resources = { rubber = 2 } } +link = { province = 7311 resources = { rubber = 2 } } +link = { province = 7336 resources = { rubber = 2 } } +link = { province = 7598 resources = { rubber = 2 } } +link = { province = 10153 resources = { rubber = 2 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2223 resources = { oil = 0 } } +link = { province = 4645 resources = { oil = 0 } } +link = { province = 5125 resources = { oil = 0 } } +link = { province = 5138 resources = { oil = 0 } } +link = { province = 5170 resources = { oil = 0 } } +link = { province = 5206 resources = { oil = 0 } } +link = { province = 7579 resources = { oil = 0 } } +link = { province = 7608 resources = { oil = 0 } } +link = { province = 7623 resources = { oil = 0 } } +link = { province = 8134 resources = { oil = 0 } } +link = { province = 8152 resources = { oil = 0 } } +link = { province = 8155 resources = { oil = 0 } } +link = { province = 8206 resources = { oil = 0 } } +link = { province = 8237 resources = { oil = 0 } } +link = { province = 10336 resources = { oil = 0 } } +link = { province = 10473 resources = { oil = 0 } } +link = { province = 10936 resources = { oil = 0 } } +link = { province = 10950 resources = { oil = 0 } } +link = { province = 10955 resources = { oil = 0 } } +link = { province = 10971 resources = { oil = 0 } } +link = { province = 10979 resources = { oil = 0 } } +link = { province = 10991 resources = { oil = 0 } } +link = { province = 11013 resources = { oil = 0 } } +link = { province = 12323 resources = { oil = 0 } } +link = { province = 12904 resources = { oil = 0 } } +link = { province = 12906 resources = { oil = 0 } } +link = { province = 12912 resources = { oil = 0 } } +link = { province = 12915 resources = { oil = 0 } } +link = { province = 12926 resources = { oil = 0 } } +link = { province = 12936 resources = { oil = 0 } } +link = { province = 12992 resources = { oil = 0 } } +link = { province = 12993 resources = { oil = 0 } } +link = { province = 13132 resources = { oil = 0 } } +link = { province = 4932 resources = { oil = 1 } } +link = { province = 5081 resources = { oil = 0 } } +link = { province = 8030 resources = { oil = 0 } } +link = { province = 8118 resources = { oil = 0 } } +link = { province = 10870 resources = { oil = 0 } } +link = { province = 12740 resources = { oil = 0 } } +link = { province = 12768 resources = { oil = 0 } } +link = { province = 444 resources = { aluminium = 3 } } +link = { province = 478 resources = { aluminium = 3 } } +link = { province = 537 resources = { aluminium = 3 } } +link = { province = 3473 resources = { aluminium = 3 } } +link = { province = 3572 resources = { aluminium = 2 } } +link = { province = 6236 resources = { aluminium = 2 } } +link = { province = 9387 resources = { aluminium = 2 } } +link = { province = 9496 resources = { aluminium = 2 } } +link = { province = 11415 resources = { aluminium = 2 } } +link = { province = 11478 resources = { aluminium = 2 } } +link = { province = 1509 resources = { steel = 5 } } +link = { province = 4528 resources = { steel = 5 } } +link = { province = 4822 resources = { steel = 4 } } +link = { province = 5203 resources = { steel = 4 } } +link = { province = 10415 resources = { steel = 4 } } +link = { province = 10442 resources = { steel = 4 } } +link = { province = 10697 resources = { steel = 4 } } +link = { province = 12419 resources = { steel = 4 } } +link = { province = 12547 resources = { steel = 4 } } +link = { province = 12589 resources = { steel = 4 } } +link = { province = 12692 resources = { steel = 4 } } +link = { province = 602 resources = { aluminium = 1 steel = 1 } } +link = { province = 777 resources = { aluminium = 1 steel = 1 } } +link = { province = 1299 resources = { aluminium = 1 steel = 1 } } +link = { province = 1769 resources = { aluminium = 1 steel = 1 } } +link = { province = 1782 resources = { aluminium = 1 steel = 1 } } +link = { province = 4775 resources = { aluminium = 1 steel = 1 } } +link = { province = 4784 resources = { aluminium = 1 steel = 1 } } +link = { province = 4869 resources = { aluminium = 1 steel = 1 } } +link = { province = 4875 resources = { aluminium = 1 steel = 1 } } +link = { province = 6510 resources = { aluminium = 1 steel = 1 } } +link = { province = 7366 resources = { aluminium = 1 steel = 1 } } +link = { province = 7794 resources = { aluminium = 1 steel = 1 } } +link = { province = 7899 resources = { aluminium = 1 steel = 1 } } +link = { province = 9467 resources = { aluminium = 1 steel = 1 } } +link = { province = 9480 resources = { aluminium = 0 steel = 1 } } +link = { province = 9740 resources = { aluminium = 0 steel = 1 } } +link = { province = 10621 resources = { aluminium = 0 steel = 1 } } +link = { province = 10718 resources = { aluminium = 0 steel = 1 } } +link = { province = 11571 resources = { aluminium = 0 steel = 1 } } +link = { province = 12278 resources = { aluminium = 0 steel = 1 } } +link = { province = 12582 resources = { aluminium = 0 steel = 1 } } +link = { province = 12701 resources = { aluminium = 0 steel = 1 } } +link = { province = 13094 resources = { aluminium = 0 steel = 1 } } +link = { province = 13159 resources = { aluminium = 0 steel = 1 } } +link = { province = 13161 resources = { aluminium = 0 steel = 0 } } +link = { province = 761 resources = { aluminium = 1 steel = 1 } } +link = { province = 763 resources = { aluminium = 1 steel = 1 } } +link = { province = 2947 resources = { aluminium = 1 steel = 1 } } +link = { province = 3736 resources = { aluminium = 1 steel = 1 } } +link = { province = 4753 resources = { aluminium = 1 steel = 1 } } +link = { province = 5239 resources = { aluminium = 1 steel = 1 } } +link = { province = 6728 resources = { aluminium = 1 steel = 1 } } +link = { province = 7185 resources = { aluminium = 1 steel = 1 } } +link = { province = 7782 resources = { aluminium = 1 steel = 1 } } +link = { province = 8962 resources = { aluminium = 1 steel = 1 } } +link = { province = 9615 resources = { aluminium = 0 steel = 1 } } +link = { province = 10585 resources = { aluminium = 0 steel = 1 } } +link = { province = 10605 resources = { aluminium = 0 steel = 0 } } +link = { province = 10721 resources = { aluminium = 0 steel = 0 } } +link = { province = 13182 resources = { aluminium = 0 steel = 0 } } 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} } +link = { province = 9897 resources = { tungsten = 0 } } +link = { province = 10215 resources = { tungsten = 0 } } +link = { province = 10376 resources = { tungsten = 0 } } +link = { province = 10463 resources = { tungsten = 0 } } +link = { province = 10503 resources = { tungsten = 0 } } +link = { province = 10519 resources = { tungsten = 0 } } +link = { province = 10521 resources = { tungsten = 0 } } +link = { province = 11893 resources = { tungsten = 0 } } +link = { province = 11906 resources = { tungsten = 0 } } +link = { province = 12342 resources = { tungsten = 0 } } +link = { province = 12355 resources = { tungsten = 0 } } +link = { province = 12443 resources = { tungsten = 0 } } +link = { province = 12482 resources = { tungsten = 0 } } +link = { province = 12500 resources = { tungsten = 0 } } +link = { province = 1468 resources = { aluminium = 2 chromium = 13 steel = 1 } } +link = { province = 1494 resources = { aluminium = 2 chromium = 13 steel = 1 } } +link = { province = 1833 resources = { aluminium = 2 chromium = 13 steel = 0 } } +link = { province = 4556 resources = { aluminium = 2 chromium = 13 steel = 0 } } +link = { province = 4584 resources = { aluminium = 2 chromium = 13 steel = 0 } } +link = { province = 4696 resources = { aluminium = 2 chromium = 13 steel = 0 } } +link = { province = 7576 resources = { aluminium = 2 chromium = 13 steel = 0 } } +link = { province = 7900 resources = { aluminium = 2 chromium = 13 steel = 0 } } +link = { province = 8178 resources = { aluminium = 2 chromium = 12 steel = 0 } } +link = { province = 2197 resources = { steel = 1 tungsten = 1 } } +link = { province = 2203 resources = { steel = 1 tungsten = 1 } } +link = { province = 2211 resources = { steel = 0 tungsten = 1 } } +link = { province = 4819 resources = { steel = 0 tungsten = 1 } } +link = { province = 5195 resources = { steel = 0 tungsten = 1 } } +link = { province = 7839 resources = { steel = 0 tungsten = 1 } } +link = { province = 8204 resources = { steel = 0 tungsten = 0 } } +link = { province = 8212 resources = { steel = 0 tungsten = 0 } } +link = { province = 8232 resources = { steel = 0 tungsten = 0 } } +link = { province = 8241 resources = { steel = 0 tungsten = 0 } } +link = { province = 10650 resources = { steel = 0 tungsten = 0 } } +link = { province = 12632 resources = { steel = 0 tungsten = 0 } } +link = { province = 12966 resources = { steel = 0 tungsten = 0 } } +link = { province = 12974 resources = { steel = 0 tungsten = 0 } } +link = { province = 12980 resources = { steel = 0 tungsten = 0 } } +link = { province = 12988 resources = { steel = 0 tungsten = 0 } } +link = { province = 1279 resources = { rubber = 12 } } +link = { province = 1281 resources = { rubber = 12 } } +link = { province = 1308 resources = { rubber = 12 } } +link = { province = 1337 resources = { rubber = 12 } } +link = { province = 1366 resources = { rubber = 11 } } +link = { province = 1394 resources = { rubber = 11 } } +link = { province = 4297 resources = { rubber = 11 } } +link = { province = 4312 resources = { rubber = 11 } } +link = { province = 4371 resources = { rubber = 11 } } +link = { province = 4388 resources = { rubber = 11 } } +link = { province = 4392 resources = { rubber = 11 } } +link = { province = 7236 resources = { rubber = 11 } } +link = { province = 10156 resources = { rubber = 11 } } +link = { province = 10158 resources = { rubber = 11 } } +link = { province = 12122 resources = { rubber = 11 } } +link = { province = 12131 resources = { rubber = 11 } } +link = { province = 12201 resources = { rubber = 11 } } +link = { province = 12220 resources = { rubber = 11 } } +link = { province = 12230 resources = { rubber = 11 } } +link = { province = 12286 resources = { rubber = 11 } } +link = { province = 7259 resources = { tungsten = 1 } } +link = { province = 1214 resources = { tungsten = 1 } } +link = { province = 12259 resources = { tungsten = 0 } } +link = { province = 12272 resources = { tungsten = 0 } } +link = { province = 1420 resources = { tungsten = 0 } } +link = { province = 569 resources = { oil = 1 steel = 2 } } +link = { province = 3553 resources = { oil = 0 steel = 2 } } +link = { province = 3569 resources = { oil = 0 steel = 2 } } +link = { province = 6562 resources = { oil = 0 steel = 2 } } +link = { province = 6576 resources = { oil = 0 steel = 2 } } +link = { province = 6590 resources = { oil = 0 steel = 1 } } +link = { province = 11511 resources = { oil = 0 steel = 1 } } +link = { province = 711 resources = { steel = 1 } } +link = { province = 713 resources = { steel = 1 } } +link = { province = 727 resources = { steel = 0 } } +link = { province = 746 resources = { steel = 0 } } +link = { province = 3689 resources = { steel = 0 } } +link = { province = 3696 resources = { steel = 0 } } +link = { province = 3709 resources = { steel = 0 } } +link = { province = 6711 resources = { steel = 0 } } +link = { province = 6714 resources = { steel = 0 } } +link = { province = 6731 resources = { steel = 0 } } +link = { province = 9668 resources = { steel = 0 } } +link = { province = 9670 resources = { steel = 0 } } +link = { province = 9672 resources = { steel = 0 } } +link = { province = 9685 resources = { steel = 0 } } +link = { province = 9687 resources = { steel = 0 } } +link = { province = 9704 resources = { steel = 0 } } +link = { province = 11676 resources = { steel = 0 } } +link = { province = 9614 resources = { oil = 6 } } +link = { province = 11597 resources = { oil = 6 } } +link = { province = 6583 resources = { steel = 8 } } +link = { province = 637 resources = { chromium = 1 } } +link = { province = 3630 resources = { chromium = 0 } } +link = { province = 3645 resources = { chromium = 0 } } +link = { province = 6652 resources = { chromium = 0 } } +link = { province = 6667 resources = { chromium = 0 } } +link = { province = 11588 resources = { chromium = 0 } } +link = { province = 11605 resources = { chromium = 0 } } +link = { province = 11657 resources = { chromium = 0 } } +link = { province = 646 resources = { aluminium = 1 chromium = 1 } } +link = { province = 662 resources = { aluminium = 1 chromium = 1 } } +link = { province = 3649 resources = { aluminium = 1 chromium = 1 } } +link = { province = 9606 resources = { aluminium = 1 chromium = 1 } } +link = { province = 11592 resources = { aluminium = 1 chromium = 1 } } +link = { province = 11608 resources = { aluminium = 1 chromium = 1 } } +link = { province = 696 resources = { aluminium = 2 } } +link = { province = 6682 resources = { aluminium = 1 } } +link = { province = 6697 resources = { aluminium = 1 } } +link = { province = 9640 resources = { aluminium = 1 } } +link = { province = 676 resources = { steel = 1 } } +link = { province = 690 resources = { steel = 1 } } +link = { province = 693 resources = { steel = 1 } } +link = { province = 3665 resources = { steel = 1 } } +link = { province = 3676 resources = { steel = 1 } } +link = { province = 3694 resources = { steel = 1 } } +link = { province = 6679 resources = { steel = 1 } } +link = { province = 6709 resources = { steel = 1 } } +link = { province = 9619 resources = { steel = 0 } } +link = { province = 11622 resources = { steel = 0 } } +link = { province = 11639 resources = { steel = 0 } } +link = { province = 417 resources = { oil = 1 steel = 2 } } +link = { province = 442 resources = { oil = 1 steel = 2 } } +link = { province = 466 resources = { oil = 1 steel = 2 } } +link = { province = 3410 resources = { oil = 1 steel = 2 } } +link = { province = 6464 resources = { oil = 1 steel = 2 } } +link = { province = 6499 resources = { oil = 1 steel = 2 } } +link = { province = 6522 resources = { oil = 1 steel = 1 } } +link = { province = 9412 resources = { oil = 1 steel = 1 } } +link = { province = 9427 resources = { oil = 0 steel = 1 } } +link = { province = 11398 resources = { oil = 0 steel = 1 } } +link = { province = 11413 resources = { oil = 0 steel = 1 } } +link = { province = 11507 resources = { oil = 0 steel = 1 } } +link = { province = 3434 resources = { aluminium = 1 oil = 2 } } +link = { province = 3743 resources = { aluminium = 1 oil = 2 } } +link = { province = 6431 resources = { aluminium = 1 oil = 2 } } +link = { province = 6460 resources = { aluminium = 1 oil = 2 } } +link = { province = 6483 resources = { aluminium = 1 oil = 1 } } +link = { province = 9425 resources = { aluminium = 1 oil = 1 } } +link = { province = 11411 resources = { aluminium = 1 oil = 1 } } +link = { province = 11550 resources = { aluminium = 1 oil = 1 } } +link = { province = 506 resources = { steel = 3 } } +link = { province = 562 resources = { steel = 3 } } +link = { province = 3458 resources = { steel = 3 } } +link = { province = 3497 resources = { steel = 3 } } +link = { province = 3586 resources = { steel = 3 } } +link = { province = 6416 resources = { steel = 3 } } +link = { province = 11430 resources = { steel = 2 } } +link = { province = 11532 resources = { steel = 2 } } +link = { province = 438 resources = { aluminium = 1 oil = 3 } } +link = { province = 491 resources = { aluminium = 1 oil = 3 } } +link = { province = 536 resources = { aluminium = 1 oil = 2 } } +link = { province = 3483 resources = { aluminium = 1 oil = 2 } } +link = { province = 3562 resources = { aluminium = 1 oil = 2 } } +link = { province = 9454 resources = { aluminium = 1 oil = 2 } } +link = { province = 9468 resources = { aluminium = 1 oil = 2 } } +link = { province = 9558 resources = { aluminium = 1 oil = 2 } } +link = { province = 11427 resources = { aluminium = 0 oil = 2 } } +link = { province = 11479 resources = { aluminium = 0 oil = 2 } } +link = { province = 3521 resources = { oil = 1 steel = 1 } } +link = { province = 3559 resources = { oil = 1 steel = 1 } } +link = { province = 6484 resources = { oil = 0 steel = 1 } } +link = { province = 6580 resources = { oil = 0 steel = 1 } } +link = { province = 9452 resources = { oil = 0 steel = 1 } } +link = { province = 9494 resources = { oil = 0 steel = 1 } } +link = { province = 9521 resources = { oil = 0 steel = 1 } } +link = { province = 9544 resources = { oil = 0 steel = 1 } } +link = { province = 11399 resources = { oil = 0 steel = 1 } } +link = { province = 11466 resources = { oil = 0 steel = 1 } } +link = { province = 316 resources = { aluminium = 1 } } +link = { province = 332 resources = { aluminium = 1 } } +link = { province = 394 resources = { aluminium = 1 } } +link = { province = 399 resources = { aluminium = 1 } } +link = { province = 3206 resources = { aluminium = 1 } } +link = { province = 3277 resources = { aluminium = 1 } } +link = { province = 3341 resources = { aluminium = 1 } } +link = { province = 6235 resources = { aluminium = 1 } } +link = { province = 6364 resources = { aluminium = 1 } } +link = { province = 11251 resources = { aluminium = 1 } } } \ No newline at end of file From 1dafd84335a4df8c18ec7ae95acbd86be34c8a31 Mon Sep 17 00:00:00 2001 From: Idhrendur Date: Mon, 12 Dec 2016 10:51:11 -0800 Subject: [PATCH 03/12] Fix yet another crash bug --- Vic2ToHoI4/Source/HOI4World/HoI4World.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp b/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp index 290269be4..8c8578050 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp +++ b/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp @@ -2911,7 +2911,7 @@ vector HoI4World::FascistWarMaker(HoI4Country* Leader, const V2Wor { y2 = 2; - for (int i = 0; i < 2; i++) + for (int i = 0; (i < 2) && (i < newAllies.size()); i++) { prereq += " focus = Alliance_" + newAllies[i]->getTag() + Leader->getTag(); } From 8dede3c66b65e322e1f64c1a8f34dbb2413702af Mon Sep 17 00:00:00 2001 From: Idhrendur Date: Mon, 12 Dec 2016 12:48:35 -0800 Subject: [PATCH 04/12] Refactor monarchy war creator --- Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.cpp | 84 ++-- Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.h | 2 +- Vic2ToHoI4/Source/HOI4World/HoI4World.cpp | 372 ++++++++++-------- Vic2ToHoI4/Source/HOI4World/HoI4World.h | 11 +- 4 files changed, 266 insertions(+), 203 deletions(-) diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.cpp b/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.cpp index 97e119c41..fe2c6829c 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.cpp +++ b/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.cpp @@ -1862,7 +1862,7 @@ void HoI4FocusTree::addDemocracyNationalFocuses(HoI4Country* Home, vector& targetColonies, const vector& annexationTargets) { //Glory to Empire! HoI4Focus* newFocus = new HoI4Focus; @@ -2153,61 +2153,65 @@ void HoI4FocusTree::addMonarchyEmpireNationalFocuses(HoI4Country* Home, HoI4Coun focuses.push_back(newFocus); //establish protectorate - if (ProtectorateNumber >= 1) + if (targetColonies.size() >= 1) { + auto target = targetColonies.front(); + newFocus = new HoI4Focus; - newFocus->id = "Protectorate" + Home->getTag() + Annexed1->getTag(); + newFocus->id = "Protectorate" + Home->getTag() + target->getTag(); newFocus->icon = "GFX_goal_generic_major_war"; - newFocus->text += "Establish Protectorate over " + Annexed1->getSourceCountry()->getName("english"); - newFocus->available += " " + Annexed1->getTag() + " = { is_in_faction = no }"; + newFocus->text += "Establish Protectorate over " + target->getSourceCountry()->getName("english"); + newFocus->available += " " + target->getTag() + " = { is_in_faction = no }"; newFocus->prerequisites.push_back("focus = ColonialArmy" + Home->getTag()); newFocus->xPos = 28; newFocus->yPos = 3; newFocus->cost = 10; newFocus->bypass += " OR = {\n"; newFocus->bypass += " " + Home->getTag() + " = {\n"; - newFocus->bypass += " is_in_faction_with = " + Annexed1->getTag() +"\n"; - newFocus->bypass += " has_war_with = " + Annexed1->getTag() + "\n"; + newFocus->bypass += " is_in_faction_with = " + target->getTag() +"\n"; + newFocus->bypass += " has_war_with = " + target->getTag() + "\n"; newFocus->bypass += " }\n"; - newFocus->bypass += " NOT = { country_exists = " + Annexed1->getTag() + " }\n"; + newFocus->bypass += " NOT = { country_exists = " + target->getTag() + " }\n"; newFocus->bypass += " }"; newFocus->aiWillDo += " factor = 10\n"; newFocus->aiWillDo += " modifier = {\n"; newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " strength_ratio = { tag = " + Annexed1->getTag() + " ratio < 1 }\n"; + newFocus->aiWillDo += " strength_ratio = { tag = " + target->getTag() + " ratio < 1 }\n"; newFocus->aiWillDo += " }"; newFocus->completionReward += " create_wargoal = {\n"; newFocus->completionReward += " type = annex_everything\n"; - newFocus->completionReward += " target = " + Annexed1->getTag() + "\n"; + newFocus->completionReward += " target = " + target->getTag() + "\n"; newFocus->completionReward += " }"; focuses.push_back(newFocus); } - if (ProtectorateNumber >= 2) + if (targetColonies.size() >= 2) { + auto target = targetColonies.back(); + newFocus = new HoI4Focus; - newFocus->id = "Protectorate" + Home->getTag() + Annexed2->getTag(); + newFocus->id = "Protectorate" + Home->getTag() + target->getTag(); newFocus->icon = "GFX_goal_generic_major_war"; - newFocus->text += "Establish Protectorate over " + Annexed2->getSourceCountry()->getName("english"); - newFocus->available += " " + Annexed2->getTag() + " = { is_in_faction = no }"; - newFocus->prerequisites.push_back("focus = Protectorate" + Home->getTag() + Annexed1->getTag()); + newFocus->text += "Establish Protectorate over " + target->getSourceCountry()->getName("english"); + newFocus->available += " " + target->getTag() + " = { is_in_faction = no }"; + newFocus->prerequisites.push_back("focus = Protectorate" + Home->getTag() + targetColonies.front()->getTag()); newFocus->xPos = 28; newFocus->yPos = 4; newFocus->cost = 10; newFocus->bypass += " OR = {\n"; newFocus->bypass += " " + Home->getTag() + " = {\n"; - newFocus->bypass += " is_in_faction_with = " + Annexed2->getTag() +"\n"; - newFocus->bypass += " has_war_with = " + Annexed2->getTag() + "\n"; + newFocus->bypass += " is_in_faction_with = " + target->getTag() +"\n"; + newFocus->bypass += " has_war_with = " + target->getTag() + "\n"; newFocus->bypass += " }\n"; - newFocus->bypass += " NOT = { country_exists = " + Annexed2->getTag() + " }\n"; + newFocus->bypass += " NOT = { country_exists = " + target->getTag() + " }\n"; newFocus->bypass += " }"; newFocus->aiWillDo += " factor = 5\n"; newFocus->aiWillDo += " modifier = {\n"; newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " strength_ratio = { tag = " + Annexed2->getTag() + " ratio < 1 }\n"; + newFocus->aiWillDo += " strength_ratio = { tag = " + target->getTag() + " ratio < 1 }\n"; newFocus->aiWillDo += " }"; newFocus->completionReward += " create_wargoal = {\n"; newFocus->completionReward += " type = annex_everything\n"; - newFocus->completionReward += " target = " + Annexed2->getTag() + "\n"; + newFocus->completionReward += " target = " + target->getTag() + "\n"; newFocus->completionReward += " }"; focuses.push_back(newFocus); } @@ -2524,61 +2528,65 @@ void HoI4FocusTree::addMonarchyEmpireNationalFocuses(HoI4Country* Home, HoI4Coun focuses.push_back(newFocus); //ANNEX - if (AnnexNumber >= 1) + if (annexationTargets.size() >= 1) { + auto target = annexationTargets.front(); + newFocus = new HoI4Focus; - newFocus->id = "Annex" + Home->getTag() + Annexed3->getTag(); + newFocus->id = "Annex" + Home->getTag() + target->getTag(); newFocus->icon = "GFX_goal_generic_major_war"; - newFocus->text += "Conquer " + Annexed3->getSourceCountry()->getName("english"); - newFocus->available += " " + Annexed3->getTag() + " = { is_in_faction = no }"; + newFocus->text += "Conquer " + target->getSourceCountry()->getName("english"); + newFocus->available += " " + target->getTag() + " = { is_in_faction = no }"; newFocus->prerequisites.push_back("focus = PrepTheBorder" + Home->getTag()); newFocus->xPos = 36; newFocus->yPos = 3; newFocus->cost = 10; newFocus->bypass += " OR = {\n"; newFocus->bypass += " " + Home->getTag() + " = {\n"; - newFocus->bypass += " is_in_faction_with = " + Annexed1->getTag() + "\n"; - newFocus->bypass += " has_war_with = " + Annexed1->getTag() + "\n"; + newFocus->bypass += " is_in_faction_with = " + target->getTag() + "\n"; + newFocus->bypass += " has_war_with = " + target->getTag() + "\n"; newFocus->bypass += " }\n"; - newFocus->bypass += " NOT = { country_exists = " + Annexed1->getTag() + " }\n"; + newFocus->bypass += " NOT = { country_exists = " + target->getTag() + " }\n"; newFocus->bypass += " }"; newFocus->aiWillDo += " factor = 5\n"; newFocus->aiWillDo += " modifier = {\n"; newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " strength_ratio = { tag = " + Annexed3->getTag() + " ratio < 1 }\n"; + newFocus->aiWillDo += " strength_ratio = { tag = " + target->getTag() + " ratio < 1 }\n"; newFocus->aiWillDo += " }"; newFocus->completionReward += " create_wargoal = {\n"; newFocus->completionReward += " type = annex_everything\n"; - newFocus->completionReward += " target = " + Annexed3->getTag() + "\n"; + newFocus->completionReward += " target = " + target->getTag() + "\n"; newFocus->completionReward += " }"; focuses.push_back(newFocus); } - if (AnnexNumber >= 2) + if (annexationTargets.size() >= 2) { + auto target = annexationTargets.back(); + newFocus = new HoI4Focus; - newFocus->id = "Annex" + Home->getTag() + Annexed4->getTag(); + newFocus->id = "Annex" + Home->getTag() + target->getTag(); newFocus->icon = "GFX_goal_generic_major_war"; - newFocus->text += "Conquer " + Annexed4->getSourceCountry()->getName("english"); - newFocus->available += " " + Annexed4->getTag() + " = { is_in_faction = no }"; + newFocus->text += "Conquer " + target->getSourceCountry()->getName("english"); + newFocus->available += " " + target->getTag() + " = { is_in_faction = no }"; newFocus->prerequisites.push_back("focus = NatSpirit" + Home->getTag()); newFocus->xPos = 34; newFocus->yPos = 4; newFocus->cost = 10; newFocus->bypass += " OR = {\n"; newFocus->bypass += " " + Home->getTag() + " = {\n"; - newFocus->bypass += " is_in_faction_with = " + Annexed1->getTag() + "\n"; - newFocus->bypass += " has_war_with = " + Annexed1->getTag() + "\n"; + newFocus->bypass += " is_in_faction_with = " + target->getTag() + "\n"; + newFocus->bypass += " has_war_with = " + target->getTag() + "\n"; newFocus->bypass += " }\n"; - newFocus->bypass += " NOT = { country_exists = " + Annexed1->getTag() + " }\n"; + newFocus->bypass += " NOT = { country_exists = " + target->getTag() + " }\n"; newFocus->bypass += " }"; newFocus->aiWillDo += " factor = 5\n"; newFocus->aiWillDo += " modifier = {\n"; newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " strength_ratio = { tag = " + Annexed4->getTag() + " ratio < 1 }\n"; + newFocus->aiWillDo += " strength_ratio = { tag = " + target->getTag() + " ratio < 1 }\n"; newFocus->aiWillDo += " }"; newFocus->completionReward += " create_wargoal = {\n"; newFocus->completionReward += " type = annex_everything\n"; - newFocus->completionReward += " target = " + Annexed4->getTag() + "\n"; + newFocus->completionReward += " target = " + target->getTag() + "\n"; newFocus->completionReward += " }"; focuses.push_back(newFocus); } diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.h b/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.h index f4f6869d8..0d4667a11 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.h +++ b/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.h @@ -47,7 +47,7 @@ class HoI4FocusTree void addGenericFocusTree(); void addDemocracyNationalFocuses(HoI4Country* Home, vector CountriesToContain, int XStart); - void addMonarchyEmpireNationalFocuses(HoI4Country* Home, HoI4Country* Annexed1, HoI4Country* Annexed2, HoI4Country* Annexed3, HoI4Country* Annexed4, int ProtectorateNumber, int AnnexNumber, int x); + void addMonarchyEmpireNationalFocuses(HoI4Country* country, const vector& targetColonies, const vector& annexationTargets); void output(); diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp b/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp index 8c8578050..a4f5504aa 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp +++ b/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp @@ -1743,7 +1743,7 @@ void HoI4World::thatsgermanWarCreator() if (leader->getGovernment() == "absolute_monarchy" || (leader->getGovernment() == "prussian_constitutionalism" && leader->getRulingParty().war_pol == "jingoism")) { vector newCountriesatWar; - newCountriesatWar = MonarchyWarCreator(leader, sourceWorld); + newCountriesatWar = MonarchyWarCreator(leader); for (auto addedFactions : newCountriesatWar) { if (std::find(CountriesAtWar.begin(), CountriesAtWar.end(), addedFactions) == CountriesAtWar.end()) { @@ -1833,7 +1833,7 @@ void HoI4World::thatsgermanWarCreator() { AILog << "added country to make more wars " + GCEvilnessSorted[i]->getSourceCountry()->getName("english") << "\n"; vector newCountriesatWar; - newCountriesatWar = MonarchyWarCreator(GCEvilnessSorted[i], sourceWorld); + newCountriesatWar = MonarchyWarCreator(GCEvilnessSorted[i]); //add that faction to new countries at war for (auto addedFactions : newCountriesatWar) { @@ -2911,7 +2911,7 @@ vector HoI4World::FascistWarMaker(HoI4Country* Leader, const V2Wor { y2 = 2; - for (int i = 0; (i < 2) && (i < newAllies.size()); i++) + for (unsigned int i = 0; (i < 2) && (i < newAllies.size()); i++) { prereq += " focus = Alliance_" + newAllies[i]->getTag() + Leader->getTag(); } @@ -3531,214 +3531,260 @@ vector HoI4World::DemocracyWarCreator(HoI4Country* Leader, const V } -vector HoI4World::MonarchyWarCreator(HoI4Country* Leader, const V2World* sourceWorld) +vector HoI4World::MonarchyWarCreator(HoI4Country* country) { - vector CountriesAtWar; - //this is for monarchy events, dont need for random - //too many lists, need to clean up - vector Targets; - vector WeakNeighbors; - vector WeakColonies; - vector EqualTargets; - vector DifficultTargets; - //getting country provinces and its neighbors - map AllNeighbors = getNeighbors(Leader); - map CloseNeighbors; - map FarNeighbors; - //gets neighbors that are actually close to you - for each (auto neigh in AllNeighbors) + HoI4FocusTree* focusTree = genericFocusTree->makeCustomizedCopy(country); + + LOG(LogLevel::Info) << "Doing neighbor calcs for " + country->getSourceCountry()->getName("english"); + + vector weakNeighbors = findWeakNeighbors(country); + vector weakColonies = findWeakColonies(country); + focusTree->addMonarchyEmpireNationalFocuses(country, weakColonies, weakNeighbors); + + vector greatPowerTargets = getGreatPowerTargets(country); + vector CountriesAtWar = addGreatPowerWars(country, focusTree, greatPowerTargets); + addTradeEvents(country, greatPowerTargets); + + country->addNationalFocus(focusTree); + + return CountriesAtWar; +} + + +vector HoI4World::findWeakNeighbors(const HoI4Country* country) +{ + vector weakNeighbors; + + auto allies = country->getAllies(); + for (auto neighbor: findCloseNeighbors(country)) { - if (neigh.second->getCapitalProv() != 0) + if (allies.find(neighbor.second->getTag()) != allies.end()) { - //IMPROVE - //need to get further neighbors, as well as countries without capital in an area - double distance = getDistanceBetweenCountries(Leader, neigh.second); - if (distance <= 500) - CloseNeighbors.insert(neigh); - else - FarNeighbors.insert(neigh); + continue; + } + if (neighbor.second->isGreatPower()) + { + continue; + } + + double enemystrength = neighbor.second->getStrengthOverTime(1.5); + double mystrength = country->getStrengthOverTime(1.5); + if ( + (enemystrength < (mystrength * 0.2)) && + (findFaction(neighbor.second)->getMembers().size() == 1) + ) + { + weakNeighbors.push_back(neighbor.second); } } - //if farneighbors is 0, try to find colonial conquest - if (FarNeighbors.size() == 0) + + return weakNeighbors; +} + + +map HoI4World::findCloseNeighbors(const HoI4Country* country) +{ + map closeNeighbors; + + for (auto neighbor: getNeighbors(country)) { - for (auto Colcountry : countries) + if (neighbor.second->getCapitalProv() != 0) { - - HoI4Country* country2 = Colcountry.second; - if (country2->getCapitalProv() != 0) + double distance = getDistanceBetweenCountries(country, neighbor.second); + if (distance <= 500) { - //IMPROVE - //but this should never happen since the AI shouldnt even take this unless they already have colonies - double distance = getDistanceBetweenCountries(Leader, country2); - if (distance <= 1000 && Colcountry.second->getProvinceCount() > 0) - FarNeighbors.insert(Colcountry); + closeNeighbors.insert(neighbor); } } } - set Allies = Leader->getAllies(); - //should add method to look for cores you dont own - //should add method to look for more allies - //lets look for weak neighbors - LOG(LogLevel::Info) << "Doing Neighbor calcs for " + Leader->getSourceCountry()->getName("english"); - for (auto neigh : CloseNeighbors) + return closeNeighbors; +} + + +vector HoI4World::findWeakColonies(const HoI4Country* country) +{ + vector weakColonies; + + auto allies = country->getAllies(); + for (auto neighbor: findFarNeighbors(country)) { - //lets check to see if they are not our ally and not a great country - if (std::find(Allies.begin(), Allies.end(), neigh.second->getTag()) == Allies.end() && !neigh.second->isGreatPower()) + if (allies.find(neighbor.second->getTag()) != allies.end()) { - volatile double enemystrength = neigh.second->getStrengthOverTime(1.5); - volatile double mystrength = Leader->getStrengthOverTime(1.5); - //lets see their strength is at least < 20% - if (neigh.second->getStrengthOverTime(1.5) < Leader->getStrengthOverTime(1.5)*0.2 && findFaction(neigh.second)->getMembers().size() == 1) - { - //they are very weak - WeakNeighbors.push_back(neigh.second); - } + continue; + } + if (neighbor.second->isGreatPower()) + { + continue; + } + + double enemystrength = neighbor.second->getStrengthOverTime(1.5); + double mystrength = country->getStrengthOverTime(1.5); + if ( + (enemystrength < mystrength * 0.2) && + (findFaction(neighbor.second)->getMembers().size() == 1) + ) + { + weakColonies.push_back(neighbor.second); } } - for (auto neigh : FarNeighbors) + + return weakColonies; +} + + +map HoI4World::findFarNeighbors(const HoI4Country* country) +{ + map farNeighbors; + + for (auto neighbor: getNeighbors(country)) { - //lets check to see if they are not our ally and not a great country - if (std::find(Allies.begin(), Allies.end(), neigh.second->getTag()) == Allies.end() && !neigh.second->isGreatPower()) + if (neighbor.second->getCapitalProv() != 0) { - volatile double enemystrength = neigh.second->getStrengthOverTime(1.5); - volatile double mystrength = Leader->getStrengthOverTime(1.5); - //lets see their strength is at least < 20% - if (neigh.second->getStrengthOverTime(1.5) < Leader->getStrengthOverTime(1.5)*0.2 && findFaction(neigh.second)->getMembers().size() == 1) + double distance = getDistanceBetweenCountries(country, neighbor.second); + if (distance > 500) { - //they are very weak - WeakColonies.push_back(neigh.second); + farNeighbors.insert(neighbor); } } } - HoI4FocusTree* FocusTree = genericFocusTree->makeCustomizedCopy(Leader); - int WN = 0; - int WC = 0; - if (WeakNeighbors.size() == 0) - WeakNeighbors.push_back(Leader); - else - WN = WeakNeighbors.size(); - if (WeakColonies.size() == 0) - WeakColonies.push_back(Leader); - else - WC = WeakColonies.size(); - FocusTree->addMonarchyEmpireNationalFocuses(Leader, WeakColonies.front(), WeakColonies.back(), WeakNeighbors.front(), WeakNeighbors.back(), WC, WN, 0); - string protectorateNFs = ""; - protectorateNFs += " Protectorate" + Leader->getTag() + WeakColonies.front()->getTag(); - protectorateNFs += " Protectorate" + Leader->getTag() + WeakColonies.back()->getTag(); - //Declaring war with Great Country - map GCDistance; - vector GCDistanceSorted; - //get great countries with a distance - for (auto GC: greatPowers) + if (farNeighbors.size() == 0) // find all nearby countries { - double distance = getDistanceBetweenCountries(Leader, GC); - if (distance < 1200) - GCDistance.insert(make_pair(distance, GC)); - } - //put them into a vector so we know their order - for (auto iterator = GCDistance.begin(); iterator != GCDistance.end(); ++iterator) - { - GCDistanceSorted.push_back(iterator->second); + for (auto otherCountry: countries) + { + if (otherCountry.second->getCapitalProv() != 0) + { + double distance = getDistanceBetweenCountries(country, otherCountry.second); + if ((distance <= 1000) && (otherCountry.second->getProvinceCount() > 0)) + { + farNeighbors.insert(otherCountry); + } + } + } } - sort(GCDistanceSorted.begin(), GCDistanceSorted.end()); - vector GCTargets; - for each (auto GC in GCDistanceSorted) + + return farNeighbors; +} + + +vector HoI4World::getGreatPowerTargets(HoI4Country* country) +{ + vector greatPowerTargets; + + for (auto greatPower: getGPsByDistance(country)) { - string thetag = GC->getTag(); - string HowToTakeGC = HowToTakeLand(GC, Leader, 3); - if (HowToTakeGC == "noactionneeded" || HowToTakeGC == "factionneeded") + string prereqsNeeded = HowToTakeLand(greatPower.second, country, 3); + if (prereqsNeeded == "noactionneeded" || prereqsNeeded == "factionneeded") { - if (GC != Leader) - GCTargets.push_back(GC); + if (greatPower.second != country) + { + greatPowerTargets.push_back(greatPower.second); + } } - if (HowToTakeGC == "morealliesneeded") + if (prereqsNeeded == "morealliesneeded") { - } - } - int maxGCWars = 0; - int start = 0; - if (GCTargets.size() == 2) + + return greatPowerTargets; +} + + +map HoI4World::getGPsByDistance(const HoI4Country* country) +{ + map distanceToGPMap; + for (auto greatPower: greatPowers) { - start = -1; + double distance = getDistanceBetweenCountries(country, greatPower); + if (distance < 1200) + { + distanceToGPMap.insert(make_pair(distance, greatPower)); + } } - for each (auto GC in GCTargets) + + return distanceToGPMap; +} + + +vector HoI4World::addGreatPowerWars(HoI4Country* country, HoI4FocusTree* FocusTree, const vector& greatPowerTargets) +{ + vector countriesAtWar; + + int numWarsWithGreatPowers = 0; + for (auto target: greatPowerTargets) { - int relations = Leader->getRelations(GC->getTag())->getRelations(); - if (relations < 0) + if (numWarsWithGreatPowers >= 1) { - string prereq = ""; - set Allies = Leader->getAllies(); - if (maxGCWars < 1 && std::find(Allies.begin(), Allies.end(), GC->getTag()) == Allies.end()) - { - CountriesAtWar.push_back(findFaction(Leader)); - CountriesAtWar.push_back(findFaction(GCTargets[0])); - AggressorFactions.push_back((Leader)); - int y2 = 0; + break; + } - int v1 = rand() % 12 + 1; - int v2 = rand() % 12 + 1; - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "War" + GC->getTag() + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_major_war"; - newFocus->text = "War with " + GC->getSourceCountry()->getName("english");//change to faction name later - newFocus->prerequisites.push_back("focus = MilitaryBuildup" + Leader->getTag()); - newFocus->available = " has_war = 20\n"; - newFocus->available += " date > 1939." + to_string(v1) + "." + to_string(v2); - newFocus->xPos = 31 + maxGCWars * 2; - newFocus->yPos = 5; - //newFocus->yPos = takenSpotsy.back() + 1; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = " + to_string(10 - maxGCWars * 5) + "\n"; + int relations = country->getRelations(target->getTag())->getRelations(); + if (relations >= 0) + { + continue; + } + + set Allies = country->getAllies(); + if (Allies.find(target->getTag()) == Allies.end()) + { + countriesAtWar.push_back(findFaction(country)); + + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "War" + target->getTag() + country->getTag(); + newFocus->icon = "GFX_goal_generic_major_war"; + newFocus->text = "War with " + target->getSourceCountry()->getName("english");//change to faction name later + newFocus->prerequisites.push_back("focus = MilitaryBuildup" + country->getTag()); + newFocus->available = " has_war = 20\n"; + newFocus->available += " date > 1939.1.1"; + newFocus->xPos = 31 + numWarsWithGreatPowers * 2; + newFocus->yPos = 5; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = " + to_string(10 - numWarsWithGreatPowers * 5) + "\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " strength_ratio = { tag = " + target->getTag() + " ratio < 0.8 }\n"; + newFocus->aiWillDo += " }"; + if (greatPowerTargets.size() > 1) //make ai have this as a 0 modifier if they are at war + { + newFocus->aiWillDo += "\n"; newFocus->aiWillDo += " modifier = {\n"; newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " strength_ratio = { tag = " + GC->getTag() + " ratio < 0.8 }\n"; - newFocus->aiWillDo += " }"; - if (GCTargets.size() > 1) + newFocus->aiWillDo += " OR = {\n"; + for (auto target2: greatPowerTargets) { - newFocus->aiWillDo += "\n"; - - //make ai have this as a 0 modifier if they are at war - newFocus->aiWillDo += " modifier = {\n"; - newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " OR = {\n"; - for (unsigned int i2 = 0; i2 < GCTargets.size(); i2++) + if (target != target2) { - if (GC != GCTargets[i2]) - { - newFocus->aiWillDo += " has_war_with = " + GCTargets[i2]->getTag() + "\n"; - } - + newFocus->aiWillDo += " has_war_with = " + target2->getTag() + "\n"; } - newFocus->aiWillDo += " }\n"; - newFocus->aiWillDo += " }"; } - newFocus->completionReward += " create_wargoal = {\n"; - newFocus->completionReward += " type = annex_everything\n"; - newFocus->completionReward += " target = " + GC->getTag() + "\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - - maxGCWars++; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; } + newFocus->completionReward += " create_wargoal = {\n"; + newFocus->completionReward += " type = annex_everything\n"; + newFocus->completionReward += " target = " + target->getTag() + "\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + + numWarsWithGreatPowers++; } } - int eventNumber = 0; - for each (auto GC in GCTargets) + return countriesAtWar; +} + + +void HoI4World::addTradeEvents(const HoI4Country* country, const vector& greatPowerTargets) +{ + for (auto greatPowerTarget: greatPowerTargets) { - int relations = Leader->getRelations(GC->getTag())->getRelations(); - if (relations < 0) + int relations = country->getRelations(greatPowerTarget->getTag())->getRelations(); + if (relations >= 0) { - events.createTradeEvent(Leader, GC); + continue; } - } - - Leader->addNationalFocus(FocusTree); - return CountriesAtWar; + events.createTradeEvent(country, greatPowerTarget); + } }//7467 \ No newline at end of file diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4World.h b/Vic2ToHoI4/Source/HOI4World/HoI4World.h index f65658c79..0b1c68e31 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4World.h +++ b/Vic2ToHoI4/Source/HOI4World/HoI4World.h @@ -77,7 +77,6 @@ class HoI4World vector FascistWarMaker(HoI4Country * Leader, const V2World* sourceWorld); vector CommunistWarCreator(HoI4Country * Leader, const V2World* sourceWorld); vector DemocracyWarCreator(HoI4Country * Leader, const V2World* sourceWorld); - vector MonarchyWarCreator(HoI4Country * Leader, const V2World* sourceWorld); string HowToTakeLand(HoI4Country * TargetCountry, HoI4Country * AttackingCountry, double time); vector GetMorePossibleAllies(HoI4Country * CountryThatWantsAllies); double getDistanceBetweenCountries(const HoI4Country* Country1, const HoI4Country* Country2); @@ -117,6 +116,16 @@ class HoI4World map getImmediateNeighbors(const HoI4Country* checkingCountry); map getNearbyCountries(const HoI4Country* checkingCountry); + vector MonarchyWarCreator(HoI4Country* country); + vector findWeakNeighbors(const HoI4Country* country); + map findCloseNeighbors(const HoI4Country* country); + vector findWeakColonies(const HoI4Country* country); + map findFarNeighbors(const HoI4Country* country); + vector getGreatPowerTargets(HoI4Country* country); + map getGPsByDistance(const HoI4Country* country); + vector addGreatPowerWars(HoI4Country* country, HoI4FocusTree* FocusTree, const vector& greatPowerTargets); + void addTradeEvents(const HoI4Country* country, const vector& greatPowerTargets); + void addStatesToCountries(); map calculateFactoryWorkerRatios(); map getIndustrialWorkersPerCountry(); From 59bf937c3e3aa10901a9167f02d5509d84b37765 Mon Sep 17 00:00:00 2001 From: Idhrendur Date: Tue, 13 Dec 2016 21:08:46 -0800 Subject: [PATCH 05/12] Update air base conversion --- Vic2ToHoI4/Source/HOI4World/HoI4Country.cpp | 1 - Vic2ToHoI4/Source/HOI4World/HoI4State.h | 1 + Vic2ToHoI4/Source/HOI4World/HoI4World.cpp | 33 +++++++++++++++++++++ Vic2ToHoI4/Source/HOI4World/HoI4World.h | 1 + 4 files changed, 35 insertions(+), 1 deletion(-) diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4Country.cpp b/Vic2ToHoI4/Source/HOI4World/HoI4Country.cpp index 1cd5c3e2d..6506eed64 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4Country.cpp +++ b/Vic2ToHoI4/Source/HOI4World/HoI4Country.cpp @@ -828,7 +828,6 @@ void HoI4Country::initFromV2Country(const V2World& _srcWorld, const V2Country* _ if (isThisStateOwnedByUs(state)) { state->setAsCapitalState(); - state->addAirBase(10); } // major nation diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4State.h b/Vic2ToHoI4/Source/HOI4World/HoI4State.h index 61bf36106..a9920d935 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4State.h +++ b/Vic2ToHoI4/Source/HOI4World/HoI4State.h @@ -61,6 +61,7 @@ class HoI4State int getDockyards() const { return dockyards; } int getCivFactories() const { return civFactories; } int getMilFactories() const { return milFactories; } + int getInfrastructure() const { return infrastructure; } int getManpower() const { return manpower; } int getVPLocation() const { return victoryPointPosition; } diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp b/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp index a4f5504aa..8b14eff85 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp +++ b/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp @@ -77,6 +77,7 @@ HoI4World::HoI4World(const V2World* _sourceWorld) convertAirforces(); getGreatPowers(); convertCapitalVPs(); + convertAirBases(); thatsgermanWarCreator(); buildings = new HoI4Buildings(states->getProvinceToStateIDMap()); } @@ -1285,6 +1286,38 @@ void HoI4World::convertCapitalVPs() } +void HoI4World::convertAirBases() +{ + for (auto state: states->getStates()) + { + int numFactories = (state.second->getCivFactories() + state.second->getMilFactories()) / 4; + state.second->addAirBase(numFactories); + + if (state.second->getInfrastructure() > 5) + { + state.second->addAirBase(1); + } + } + + for (auto country: countries) + { + auto capitalState = country.second->getCapital(); + if (capitalState != nullptr) + { + capitalState->addAirBase(5); + } + } + for (auto greatPower: greatPowers) + { + auto capitalState = greatPower->getCapital(); + if (capitalState != nullptr) + { + capitalState->addAirBase(5); + } + } +} + + void HoI4World::addBasicCapitalVPs() { for (auto countryItr: countries) diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4World.h b/Vic2ToHoI4/Source/HOI4World/HoI4World.h index 0b1c68e31..b5645dbc4 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4World.h +++ b/Vic2ToHoI4/Source/HOI4World/HoI4World.h @@ -68,6 +68,7 @@ class HoI4World void convertNavies(); void convertAirforces(); void convertCapitalVPs(); + void convertAirBases(); void fillCountryProvinces(); void setSphereLeaders(const V2World* sourceWorld); void thatsgermanWarCreator(); From 21b1a82e82451e75ca0cd22b2b854ced0aa1639f Mon Sep 17 00:00:00 2001 From: Idhrendur Date: Sun, 18 Dec 2016 18:12:18 -0800 Subject: [PATCH 06/12] Add to credits --- Vic2ToHoI4/Data_Files/ReadMe.txt | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Vic2ToHoI4/Data_Files/ReadMe.txt b/Vic2ToHoI4/Data_Files/ReadMe.txt index 02786594e..ef3a81e73 100644 --- a/Vic2ToHoI4/Data_Files/ReadMe.txt +++ b/Vic2ToHoI4/Data_Files/ReadMe.txt @@ -59,5 +59,7 @@ Mattymooz - Data Files Yellowone1 - Art KaeI - Art +Special thanks to LukyLucaz, who allowed us to incoroporate Increased Resources into the converter. + - AND ALL THE OTHERS WHO GAVE THEIR INPUT ON THE FORUM - \ No newline at end of file From 6e3a8d3c3f2a8d937353f2502bf3aa5e872c9123 Mon Sep 17 00:00:00 2001 From: Idhrendur Date: Sun, 18 Dec 2016 18:15:14 -0800 Subject: [PATCH 07/12] Refactor the war creator --- Vic2ToHoI4/Source/HOI4World/HoI4World.cpp | 435 +++++++++++----------- Vic2ToHoI4/Source/HOI4World/HoI4World.h | 37 +- 2 files changed, 244 insertions(+), 228 deletions(-) diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp b/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp index 8b14eff85..cf03e7905 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp +++ b/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp @@ -1523,6 +1523,8 @@ void HoI4World::checkAllProvincesMapped() void HoI4World::fillCountryProvinces() { + LOG(LogLevel::Info) << "Filling Map Information"; + for (auto country : countries) { country.second->setProvinceCount(0); @@ -1560,6 +1562,8 @@ void HoI4World::setSphereLeaders(const V2World* sourceWorld) void HoI4World::fillProvinceNeighbors() { + LOG(LogLevel::Info) << "Filling province neighbors"; + std::ifstream file("adj.txt"); std::string str; while (std::getline(file, str)) @@ -1628,271 +1632,270 @@ void HoI4World::outputRelations() const void HoI4World::thatsgermanWarCreator() { + ofstream AILog("AI-log.txt"); + genericFocusTree = new HoI4FocusTree; genericFocusTree->addGenericFocusTree(); - //FIX ALL FIXMES AND ADD CONQUEST GOAL - //MAKE SURE THIS WORKS - //IMPROVE - //MAKE ARMY STRENGTH CALCS MORE ACCURATE!! - LOG(LogLevel::Info) << "Filling Map Information"; determineProvinceOwners(); fillCountryProvinces(); - LOG(LogLevel::Info) << "Filling province neighbors"; fillProvinceNeighbors(); - LOG(LogLevel::Info) << "Creating Factions"; createFactions(); - //outputting the country and factions + addAllTargetsToWorldTargetMap(); + double worldStrength = calculateWorldStrength(AILog); - for (auto AllGC: greatPowers) + vector leaderCountries; + set factionsAtWar; + generateTotalitarianWars(AILog, leaderCountries, factionsAtWar); + + double percentOfWorldAtWar = calculatePercentOfWorldAtWar(AILog, factionsAtWar, worldStrength); + if (percentOfWorldAtWar < 0.8) + { + generateDemocracyWars(AILog, factionsAtWar); + } + + percentOfWorldAtWar = calculatePercentOfWorldAtWar(AILog, factionsAtWar, worldStrength); + if (percentOfWorldAtWar < 0.8) { - int maxGCWars = 0; - if ((AllGC->getGovernment() != "hms_government" || (AllGC->getGovernment() == "hms_government" && (AllGC->getRulingParty().war_pol == "jingoism" || AllGC->getRulingParty().war_pol == "pro_military"))) && AllGC->getGovernment() != "democratic") + generateAdditionalWars(AILog, leaderCountries, factionsAtWar, worldStrength); + } + + AILog.close(); +} + + +void HoI4World::addAllTargetsToWorldTargetMap() +{ + for (auto greatPower: greatPowers) + { + addTargetsToWorldTargetMap(greatPower); + } +} + + +void HoI4World::addTargetsToWorldTargetMap(HoI4Country* country) +{ + int maxGCWars = 0; + if ((country->getGovernment() != "hms_government" || (country->getGovernment() == "hms_government" && (country->getRulingParty().war_pol == "jingoism" || country->getRulingParty().war_pol == "pro_military"))) && country->getGovernment() != "democratic") + { + vector GCTargets; + for (auto GC: getDistancesToGreatPowers(country)) { - map GCDistance; - vector GCDistanceSorted; - //get great countries with a distance - for (auto GC: greatPowers) - { - set Allies = AllGC->getAllies(); - if (std::find(Allies.begin(), Allies.end(), GC->getTag()) == Allies.end()) - { - double distance = getDistanceBetweenCountries(AllGC, GC); - if (distance < 2200) - GCDistance.insert(make_pair(distance, GC)); - } - } - //put them into a vector so we know their order - for (auto iterator = GCDistance.begin(); iterator != GCDistance.end(); ++iterator) + if (maxGCWars < 1) { - GCDistanceSorted.push_back(iterator->second); - } - sort(GCDistanceSorted.begin(), GCDistanceSorted.end()); - vector GCTargets; - for each (auto GC in GCDistanceSorted) - { - if (maxGCWars < 1) + string thetag = GC.second->getTag(); + string HowToTakeGC = HowToTakeLand(GC.second, country, 3); + if (HowToTakeGC == "noactionneeded" || HowToTakeGC == "factionneeded" || HowToTakeGC == "morealliesneeded") { - string thetag = GC->getTag(); - string HowToTakeGC = HowToTakeLand(GC, AllGC, 3); - if (HowToTakeGC == "noactionneeded" || HowToTakeGC == "factionneeded" || HowToTakeGC == "morealliesneeded") + if (GC.second != country) { - if (GC != AllGC) + int relations = country->getRelations(GC.second->getTag())->getRelations(); + if (relations < 0) { - int relations = AllGC->getRelations(GC->getTag())->getRelations(); - if (relations < 0) + string prereq = ""; + vector tempvector; + if (WorldTargetMap.find(GC.second) == WorldTargetMap.end()) { - string prereq = ""; - vector tempvector; - if (WorldTargetMap.find(GC) == WorldTargetMap.end()) - { - tempvector.push_back(AllGC); - WorldTargetMap.insert(make_pair(GC, tempvector)); - } - if (WorldTargetMap.find(GC) != WorldTargetMap.end()) - { - tempvector = WorldTargetMap.find(GC)->second; - if (find(tempvector.begin(), tempvector.end(), AllGC) == tempvector.end()) - tempvector.push_back(AllGC); - - WorldTargetMap[GC] = tempvector; - } - maxGCWars++; + tempvector.push_back(country); + WorldTargetMap.insert(make_pair(GC.second, tempvector)); + } + if (WorldTargetMap.find(GC.second) != WorldTargetMap.end()) + { + tempvector = WorldTargetMap.find(GC.second)->second; + if (find(tempvector.begin(), tempvector.end(), country) == tempvector.end()) + tempvector.push_back(country); + + WorldTargetMap[GC.second] = tempvector; } + maxGCWars++; } } } } } } +} - //Files To show results - ofstream AILog("AI-log.txt"); - vector LeaderCountries; - //getting total strength of all factions - - double WorldStrength = 0; - vector CountriesAtWar; - - - //Initial Checks - for (auto Faction : factions) - { - WorldStrength += GetFactionStrength(Faction, 3); - } - AILog << WorldStrength << endl; - //check relevancies - bool fascismIsRelevant = false; - bool communismIsRelevant = false; - for (auto Faction : factions) +map HoI4World::getDistancesToGreatPowers(HoI4Country* country) +{ + map GCDistance; + for (auto GC: greatPowers) { - //this might need to change to add factions together - HoI4Country* Leader = Faction->getLeader(); - if (Leader->getGovernment() == "absolute_monarchy" || Leader->getGovernment() == "fascism") - { - if (GetFactionStrength(Faction, 3) > WorldStrength*0.1) - { - fascismIsRelevant = true; - } - } - - if (Leader->getGovernment() == "communism" || Leader->getGovernment() == "syndicalism") + set Allies = country->getAllies(); + if (std::find(Allies.begin(), Allies.end(), GC->getTag()) == Allies.end()) { - if (GetFactionStrength(Faction, 3) > WorldStrength*0.1) - { - communismIsRelevant = true; - } + double distance = getDistanceBetweenCountries(country, GC); + if (distance < 2200) + GCDistance.insert(make_pair(distance, GC)); } } - if (fascismIsRelevant) - { - AILog << "Fascism is Relevant\n"; - } - if (communismIsRelevant) + return GCDistance; +} + + +double HoI4World::calculateWorldStrength(ofstream& AILog) +{ + double worldStrength = 0.0; + for (auto Faction: factions) { - AILog << "Communist is Relevant\n"; + worldStrength += GetFactionStrength(Faction, 3); } - AILog << "\n"; - //time to do events for coms and fascs if they are relevant - LOG(LogLevel::Info) << "Calculating Fasc/Com AI"; - for (auto leader: greatPowers) + AILog << "Total world strength: " << worldStrength << "\n\n"; + return worldStrength; +} + + +void HoI4World::generateTotalitarianWars(ofstream& AILog, vector& LeaderCountries, set& factionsAtWar) +{ + AILog << "Creating Fascist/Communist/Monarchist wars\n"; + for (auto greatPower: greatPowers) { - LeaderCountries.push_back(leader); - if ((leader->getGovernment() == "fascism") || leader->getRulingIdeology() == "fascism") + vector newFactionsAtWar; + + LeaderCountries.push_back(greatPower); + if ((greatPower->getGovernment() == "fascism") || greatPower->getRulingIdeology() == "fascism") { - vector newCountriesatWar; - newCountriesatWar = FascistWarMaker(leader, sourceWorld); - for (auto addedFactions : newCountriesatWar) - { - if (std::find(CountriesAtWar.begin(), CountriesAtWar.end(), addedFactions) == CountriesAtWar.end()) - { - CountriesAtWar.push_back(addedFactions); - } - } + newFactionsAtWar = fascistWarMaker(greatPower, AILog); } - if (leader->getGovernment() == "absolute_monarchy" || (leader->getGovernment() == "prussian_constitutionalism" && leader->getRulingParty().war_pol == "jingoism")) + else if (greatPower->getGovernment() == "communism") { - vector newCountriesatWar; - newCountriesatWar = MonarchyWarCreator(leader); - for (auto addedFactions : newCountriesatWar) - { - if (std::find(CountriesAtWar.begin(), CountriesAtWar.end(), addedFactions) == CountriesAtWar.end()) { - CountriesAtWar.push_back(addedFactions); - } - } + newFactionsAtWar = communistWarCreator(greatPower, AILog); } - if ((leader->getGovernment() == "communism")) + else if ( + (greatPower->getGovernment() == "absolute_monarchy") || + (greatPower->getGovernment() == "prussian_constitutionalism" && greatPower->getRulingParty().war_pol == "jingoism") + ) { - vector newCountriesatWar; - newCountriesatWar = CommunistWarCreator(leader, sourceWorld); - for (auto addedFactions : newCountriesatWar) - { - if (std::find(CountriesAtWar.begin(), CountriesAtWar.end(), addedFactions) == CountriesAtWar.end()) { - CountriesAtWar.push_back(addedFactions); - } - } + newFactionsAtWar = MonarchyWarCreator(greatPower); } + + factionsAtWar.insert(newFactionsAtWar.begin(), newFactionsAtWar.end()); } - double CountriesAtWarStrength = 0.0; - AILog << "initial conversion complete, checking who is at war:\n"; - for (auto faction : CountriesAtWar) +} + + +double HoI4World::calculatePercentOfWorldAtWar(ofstream& AILog, const set& factionsAtWar, double worldStrength) +{ + double countriesAtWarStrength = 0.0; + for (auto faction : factionsAtWar) { - AILog << faction->getLeader()->getSourceCountry()->getName("english") + " with strength of " + to_string(GetFactionStrength(faction, 3)) << "\n"; - CountriesAtWarStrength += GetFactionStrength(faction, 3); + countriesAtWarStrength += GetFactionStrength(faction, 3); } - AILog << "percentage of world at war" + to_string(CountriesAtWarStrength / WorldStrength) + "\n"; - if (CountriesAtWarStrength / WorldStrength < 0.8) + + double percentOfWorldAtWar = countriesAtWarStrength / worldStrength; + AILog << "Fraction of world at war " << percentOfWorldAtWar << "\n"; + + return percentOfWorldAtWar; +} + + +void HoI4World::generateDemocracyWars(ofstream& AILog, set& factionsAtWar) +{ + AILog << "\nCreating democracy wars\n"; + + for (auto greatPower: greatPowers) { - AILog << "looking for democracies\n"; - //Lets find out countries Evilness - for (auto GC: greatPowers) + if ( + (greatPower->getGovernment() == "democratic") || + ( + (greatPower->getGovernment() == "hms_government") && + (greatPower->getRulingParty().war_pol == "pacifism" || greatPower->getRulingParty().war_pol == "anti_military") + ) + ) { - if ((GC->getGovernment() == "hms_government" && (GC->getRulingParty().war_pol == "pacifism" || GC->getRulingParty().war_pol == "anti_military")) || GC->getGovernment() == "democratic") - { - AILog << "added a Democracy to make more wars " + GC->getSourceCountry()->getName("english") << "\n"; - vector newCountriesatWar; - newCountriesatWar = DemocracyWarCreator(GC, sourceWorld); - //add that faction to new countries at war - for (auto addedFactions : newCountriesatWar) - { - if (std::find(CountriesAtWar.begin(), CountriesAtWar.end(), addedFactions) == CountriesAtWar.end()) { - CountriesAtWar.push_back(addedFactions); - } - } - } + vector newFactionsAtWar; + newFactionsAtWar = democracyWarCreator(greatPower); + factionsAtWar.insert(newFactionsAtWar.begin(), newFactionsAtWar.end()); } } - if (CountriesAtWarStrength / WorldStrength < 0.8) +} + + +void HoI4World::generateAdditionalWars(ofstream& AILog, vector& leaderCountries, set& factionsAtWar, double worldStrength) +{ + vector GCEvilnessSorted = calculateEvilness(leaderCountries); + + for (int i = GCEvilnessSorted.size() - 1; i > 0; i--) { - //Lets find out countries Evilness - map GCEvilness; - vector GCEvilnessSorted; - for (auto GC: greatPowers) + AILog << "added country to make more wars " + GCEvilnessSorted[i]->getSourceCountry()->getName("english") << "\n"; + vector newCountriesatWar; + newCountriesatWar = MonarchyWarCreator(GCEvilnessSorted[i]); + + for (auto addedFactions : newCountriesatWar) { - if (GC->getGovernment() == "prussian_constitutionalism" || GC->getGovernment() == "hms_government" || GC->getGovernment() == "absolute_monarchy" && std::find(LeaderCountries.begin(), LeaderCountries.end(), GC) == LeaderCountries.end() && (GC->getGovernment() != "hms_government" || (GC->getGovernment() == "hms_government" && (GC->getRulingParty().war_pol == "jingoism" || GC->getRulingParty().war_pol == "pro_military"))) && GC->getGovernment() != "democratic") + if (std::find(factionsAtWar.begin(), factionsAtWar.end(), addedFactions) == factionsAtWar.end()) { - double v1 = rand() % 95 + 1; - v1 = v1 / 100; - double evilness = v1; - string government = ""; - if (GC->getGovernment() == "absolute_monarchy") - evilness += 3; - else if (GC->getGovernment() == "prussian_constitutionalism") - evilness += 2; - else if (GC->getGovernment() == "hms_government") - evilness += 1; - HoI4Party countryrulingparty = GC->getRulingParty(); - - if (countryrulingparty.war_pol == "jingoism") - evilness += 3; - else if (countryrulingparty.war_pol == "pro_military") - evilness += 2; - else if (countryrulingparty.war_pol == "anti_military") - evilness += 1; - - //need to add ruling party to factor - GCEvilness.insert(make_pair(evilness, GC)); + factionsAtWar.insert(addedFactions); } } - //put them into a vector so we know their order - for (auto iterator = GCEvilness.begin(); iterator != GCEvilness.end(); ++iterator) + + double percentOfWorldAtWar = calculatePercentOfWorldAtWar(AILog, factionsAtWar, worldStrength); + if (percentOfWorldAtWar >= 0.8) { - GCEvilnessSorted.push_back(iterator->second); + break; } - for (int i = GCEvilnessSorted.size() - 1; i > 0; i--) - { - AILog << "added country to make more wars " + GCEvilnessSorted[i]->getSourceCountry()->getName("english") << "\n"; - vector newCountriesatWar; - newCountriesatWar = MonarchyWarCreator(GCEvilnessSorted[i]); - //add that faction to new countries at war - for (auto addedFactions : newCountriesatWar) - { - if (std::find(CountriesAtWar.begin(), CountriesAtWar.end(), addedFactions) == CountriesAtWar.end()) { - CountriesAtWar.push_back(addedFactions); - } - } - //then check how many factions are now at war - AILog << "countries at war:\n"; - CountriesAtWarStrength = 0; - for (auto faction : CountriesAtWar) - { - CountriesAtWarStrength += GetFactionStrength(faction, 3); - AILog << faction->getLeader()->getSourceCountry()->getName("english") + " with strength of " + to_string(GetFactionStrength(faction, 3)) << "\n"; - } - AILog << "percentage of world at war" + to_string(CountriesAtWarStrength / WorldStrength) << "\n"; - if (CountriesAtWarStrength / WorldStrength >= 0.8) - { - break; - } + } +} + + +vector HoI4World::calculateEvilness(vector LeaderCountries) +{ + map GCEvilness; + vector GCEvilnessSorted; + for (auto GC: greatPowers) + { + if ( GC->getGovernment() == "prussian_constitutionalism" || + GC->getGovernment() == "hms_government" || + GC->getGovernment() == "absolute_monarchy" && + std::find(LeaderCountries.begin(), LeaderCountries.end(), GC) == LeaderCountries.end() && + ( + GC->getGovernment() != "hms_government" || + ( + GC->getGovernment() == "hms_government" && + ( + GC->getRulingParty().war_pol == "jingoism" || + GC->getRulingParty().war_pol == "pro_military" + ) + ) + ) && + GC->getGovernment() != "democratic") + { + double v1 = rand() % 95 + 1; + v1 = v1 / 100; + double evilness = v1; + string government = ""; + if (GC->getGovernment() == "absolute_monarchy") + evilness += 3; + else if (GC->getGovernment() == "prussian_constitutionalism") + evilness += 2; + else if (GC->getGovernment() == "hms_government") + evilness += 1; + HoI4Party countryrulingparty = GC->getRulingParty(); + + if (countryrulingparty.war_pol == "jingoism") + evilness += 3; + else if (countryrulingparty.war_pol == "pro_military") + evilness += 2; + else if (countryrulingparty.war_pol == "anti_military") + evilness += 1; + + //need to add ruling party to factor + GCEvilness.insert(make_pair(evilness, GC)); } } - AILog << aiOutputLog; - AILog.close(); + //put them into a vector so we know their order + for (auto iterator = GCEvilness.begin(); iterator != GCEvilness.end(); ++iterator) + { + GCEvilnessSorted.push_back(iterator->second); + } + + return GCEvilnessSorted; } + string HoI4World::HowToTakeLand(HoI4Country* TargetCountry, HoI4Country* AttackingCountry, double time) { string s; @@ -2267,6 +2270,8 @@ void HoI4World::determineProvinceOwners() void HoI4World::createFactions() { + LOG(LogLevel::Info) << "Creating Factions"; + ofstream factionsLog("factions-logs.csv"); factionsLog << "name,government,initial strength,factory strength per year,factory strength by 1939\n"; @@ -2401,7 +2406,7 @@ string HoI4World::returnSphereLeader(HoI4Country* possibleSphereling) } -vector HoI4World::FascistWarMaker(HoI4Country* Leader, const V2World* sourceWorld) +vector HoI4World::fascistWarMaker(HoI4Country* Leader, ofstream& AILog) { vector CountriesAtWar; LOG(LogLevel::Info) << "Calculating AI for " + Leader->getSourceCountry()->getName("english"); @@ -2846,7 +2851,7 @@ vector HoI4World::FascistWarMaker(HoI4Country* Leader, const V2Wor { FactionsAttackingMeStrength += GetFactionStrengthWithDistance(Leader, attackingFaction->getMembers(), 3); } - aiOutputLog += Leader->getSourceCountry()->getName("english") + " is under threat, there are " + to_string(FactionsAttackingMe.size()) + " faction(s) attacking them, I have a strength of " + to_string(GetFactionStrength(findFaction(Leader), 3)) + " and they have a strength of " + to_string(FactionsAttackingMeStrength) + "\n"; + AILog << "\t" << Leader->getSourceCountry()->getName("english") << " is under threat, there are " << FactionsAttackingMe.size() << " faction(s) attacking them, I have a strength of " << GetFactionStrength(findFaction(Leader), 3) << " and they have a strength of " << FactionsAttackingMeStrength << "\n"; if (FactionsAttackingMeStrength > GetFactionStrength(findFaction(Leader), 3)) { vector GCAllies; @@ -2856,7 +2861,7 @@ vector HoI4World::FascistWarMaker(HoI4Country* Leader, const V2Wor int relations = Leader->getRelations(GC->getTag())->getRelations(); if (relations > 0 && maxGCAlliance < 1) { - aiOutputLog += Leader->getSourceCountry()->getName("english") + " can attempt to ally " + GC->getSourceCountry()->getName("english") + "\n"; + AILog << "\t" << Leader->getSourceCountry()->getName("english") << " can attempt to ally " << GC->getSourceCountry()->getName("english") << "\n"; HoI4Focus* newFocus = new HoI4Focus; newFocus->id = "Alliance_" + GC->getTag() + Leader->getTag(); newFocus->icon = "GFX_goal_generic_allies_build_infantry"; @@ -3011,7 +3016,7 @@ vector HoI4World::FascistWarMaker(HoI4Country* Leader, const V2Wor } -vector HoI4World::CommunistWarCreator(HoI4Country* Leader, const V2World* sourceWorld) +vector HoI4World::communistWarCreator(HoI4Country* Leader, ofstream& AILog) { vector CountriesAtWar; //communism still needs great country war events @@ -3367,7 +3372,7 @@ vector HoI4World::CommunistWarCreator(HoI4Country* Leader, const V { FactionsAttackingMeStrength += GetFactionStrengthWithDistance(Leader, attackingFaction->getMembers(), 3); } - aiOutputLog += Leader->getSourceCountry()->getName("english") + " is under threat, there are " + to_string(FactionsAttackingMe.size()) + " faction(s) attacking them, I have a strength of " + to_string(GetFactionStrength(findFaction(Leader), 3)) + " and they have a strength of " + to_string(FactionsAttackingMeStrength) + "\n"; + AILog << "\t" << Leader->getSourceCountry()->getName("english") << " is under threat, there are " << FactionsAttackingMe.size() << " faction(s) attacking them, I have a strength of " << GetFactionStrength(findFaction(Leader), 3) << " and they have a strength of " << FactionsAttackingMeStrength << "\n"; if (FactionsAttackingMeStrength > GetFactionStrength(findFaction(Leader), 3)) { vector GCAllies; @@ -3377,7 +3382,7 @@ vector HoI4World::CommunistWarCreator(HoI4Country* Leader, const V int relations = Leader->getRelations(GC->getTag())->getRelations(); if (relations > 0 && maxGCAlliance < 1) { - aiOutputLog += Leader->getSourceCountry()->getName("english") + " can attempt to ally " + GC->getSourceCountry()->getName("english") + "\n"; + AILog << "\t" << Leader->getSourceCountry()->getName("english") << " can attempt to ally " << GC->getSourceCountry()->getName("english") << "\n"; HoI4Focus* newFocus = new HoI4Focus; newFocus->id = "Alliance_" + GC->getTag() + Leader->getTag(); newFocus->icon = "GFX_goal_generic_allies_build_infantry"; @@ -3527,7 +3532,7 @@ vector HoI4World::CommunistWarCreator(HoI4Country* Leader, const V } -vector HoI4World::DemocracyWarCreator(HoI4Country* Leader, const V2World* sourceWorld) +vector HoI4World::democracyWarCreator(HoI4Country* Leader) { vector CountriesAtWar; map CountriesToContain; diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4World.h b/Vic2ToHoI4/Source/HOI4World/HoI4World.h index b5645dbc4..39cf55319 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4World.h +++ b/Vic2ToHoI4/Source/HOI4World/HoI4World.h @@ -69,15 +69,11 @@ class HoI4World void convertAirforces(); void convertCapitalVPs(); void convertAirBases(); - void fillCountryProvinces(); + void setSphereLeaders(const V2World* sourceWorld); - void thatsgermanWarCreator(); HoI4Country* FindProvOwner(int prov); double GetFactionStrength(HoI4Faction* Faction, int years); string returnSphereLeader(HoI4Country* possibleSphereling); - vector FascistWarMaker(HoI4Country * Leader, const V2World* sourceWorld); - vector CommunistWarCreator(HoI4Country * Leader, const V2World* sourceWorld); - vector DemocracyWarCreator(HoI4Country * Leader, const V2World* sourceWorld); string HowToTakeLand(HoI4Country * TargetCountry, HoI4Country * AttackingCountry, double time); vector GetMorePossibleAllies(HoI4Country * CountryThatWantsAllies); double getDistanceBetweenCountries(const HoI4Country* Country1, const HoI4Country* Country2); @@ -91,8 +87,7 @@ class HoI4World double getDistanceBetweenPoints(pair point1, pair point2); double GetFactionStrengthWithDistance(HoI4Country* HomeCountry, vector Faction, double time); HoI4Faction* findFaction(HoI4Country * checkingCountry); - void determineProvinceOwners(); - void fillProvinceNeighbors(); + void outputRelations() const; void checkAllProvincesMapped(); @@ -109,15 +104,28 @@ class HoI4World double getStrongestCountryStrength(); int calculateStrengthVPs(HoI4Country* country, double greatestStrength); + void thatsgermanWarCreator(); + void determineProvinceOwners(); + void fillCountryProvinces(); + void fillProvinceNeighbors(); void createFactions(); void logFactionMember(ofstream& factionsLog, const HoI4Country* member); bool governmentsAllowFaction(string leaderGovernment, string allyGovernment); - - map getNeighbors(const HoI4Country* checkingCountry); - map getImmediateNeighbors(const HoI4Country* checkingCountry); - map getNearbyCountries(const HoI4Country* checkingCountry); - + void addAllTargetsToWorldTargetMap(); + void addTargetsToWorldTargetMap(HoI4Country* country); + map getDistancesToGreatPowers(HoI4Country* country); + double calculateWorldStrength(ofstream& AILog); + void generateTotalitarianWars(ofstream& AILog, vector& leaderCountries, set& factionsAtWar); + double calculatePercentOfWorldAtWar(ofstream& AILog, const set& factionsAtWar, double worldStrength); + void generateDemocracyWars(ofstream& AILog, set& factionsAtWar); + void generateAdditionalWars(ofstream& AILog, vector& leaderCountries, set& factionsAtWar, double worldStrength); + + vector fascistWarMaker(HoI4Country* country, ofstream& AILog); + vector communistWarCreator(HoI4Country* country, ofstream& AILog); + vector democracyWarCreator(HoI4Country* country); vector MonarchyWarCreator(HoI4Country* country); + vector calculateEvilness(vector LeaderCountries); + vector findWeakNeighbors(const HoI4Country* country); map findCloseNeighbors(const HoI4Country* country); vector findWeakColonies(const HoI4Country* country); @@ -127,6 +135,10 @@ class HoI4World vector addGreatPowerWars(HoI4Country* country, HoI4FocusTree* FocusTree, const vector& greatPowerTargets); void addTradeEvents(const HoI4Country* country, const vector& greatPowerTargets); + map getNeighbors(const HoI4Country* checkingCountry); + map getImmediateNeighbors(const HoI4Country* checkingCountry); + map getNearbyCountries(const HoI4Country* checkingCountry); + void addStatesToCountries(); map calculateFactoryWorkerRatios(); map getIndustrialWorkersPerCountry(); @@ -169,7 +181,6 @@ class HoI4World map stateMap; vector AggressorFactions; map> WorldTargetMap; - string aiOutputLog; // map items map continents; // < province, continent > From 1124fb7e5bd8d6b98b6994ab9c4ae9e0acf5375e Mon Sep 17 00:00:00 2001 From: Idhrendur Date: Sun, 18 Dec 2016 18:16:13 -0800 Subject: [PATCH 08/12] If automatic version detection fails, force the user to choose a different option. --- Vic2ToHoI4/Data_Files/configuration.txt | 4 ++-- Vic2ToHoI4/Source/Configuration.cpp | 3 +++ 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/Vic2ToHoI4/Data_Files/configuration.txt b/Vic2ToHoI4/Data_Files/configuration.txt index 7afe1487a..ca865e4d2 100644 --- a/Vic2ToHoI4/Data_Files/configuration.txt +++ b/Vic2ToHoI4/Data_Files/configuration.txt @@ -17,10 +17,10 @@ configuration = # hardcoded: Use the one hardcoded into the latest converter version # automatic: Attempt to automatically detect the installed HoI4 version # manualEntry: Manually enter the HoI4 version - HoI4VersionMethod = "automatic" + HoI4VersionMethod = "manualEntry" # HoI4Version: If manually entering the HoI4 version, set this to the desired version - HoI4Version = "1.2.1" + HoI4Version = "1.3.1" # Manpower factor: a multiplier applied to manpower conversion manpower_factor = "1.0" diff --git a/Vic2ToHoI4/Source/Configuration.cpp b/Vic2ToHoI4/Source/Configuration.cpp index 1406cf791..fbd2eb5ee 100644 --- a/Vic2ToHoI4/Source/Configuration.cpp +++ b/Vic2ToHoI4/Source/Configuration.cpp @@ -148,5 +148,8 @@ HOI4Version Configuration::getAutomaticHoI4Version() } } + LOG(LogLevel::Error) << "Could not automatically set HoI4 version. Run HoI4 and convert again, or use a different version setting."; + exit(-1); + return HOI4Version(); } From 24bbeceacb86fcd6d224c0a08004c25779e7ac68 Mon Sep 17 00:00:00 2001 From: Idhrendur Date: Mon, 19 Dec 2016 21:14:03 -0800 Subject: [PATCH 09/12] First pass of moving war creator to its own class --- .../Source/HOI4World/HoI4WarCreator.cpp | 2178 ++++++++++++++++ Vic2ToHoI4/Source/HOI4World/HoI4WarCreator.h | 102 + Vic2ToHoI4/Source/HOI4World/HoI4World.cpp | 2290 +---------------- Vic2ToHoI4/Source/HOI4World/HoI4World.h | 112 +- Vic2ToHoI4/Vic2ToHoI4.vcxproj | 2 + Vic2ToHoI4/Vic2ToHoI4.vcxproj.filters | 6 + 6 files changed, 2395 insertions(+), 2295 deletions(-) create mode 100644 Vic2ToHoI4/Source/HOI4World/HoI4WarCreator.cpp create mode 100644 Vic2ToHoI4/Source/HOI4World/HoI4WarCreator.h diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4WarCreator.cpp b/Vic2ToHoI4/Source/HOI4World/HoI4WarCreator.cpp new file mode 100644 index 000000000..01a84550e --- /dev/null +++ b/Vic2ToHoI4/Source/HOI4World/HoI4WarCreator.cpp @@ -0,0 +1,2178 @@ +/*Copyright (c) 2016 The Paradox Game Converters Project + +Permission is hereby granted, free of charge, to any person obtaining +a copy of this software and associated documentation files (the +"Software"), to deal in the Software without restriction, including +without limitation the rights to use, copy, modify, merge, publish, +distribute, sublicense, and/or sell copies of the Software, and to +permit persons to whom the Software is furnished to do so, subject to +the following conditions: + +The above copyright notice and this permission notice shall be included +in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/ + + + +#include "HoI4WarCreator.h" +#include "Log.h" +#include "HoI4Events.h" +#include "HoI4Faction.h" +#include "HoI4Focus.h" +#include "HoI4World.h" +#include "../Mappers/StateMapper.h" + + + +void HoI4WarCreator::generateWars(HoI4World* world) +{ + theWorld = world; + + ofstream AILog("AI-log.txt"); + + genericFocusTree = new HoI4FocusTree; + genericFocusTree->addGenericFocusTree(); + + determineProvinceOwners(); + fillCountryProvinces(); + fillProvinceNeighbors(); + addAllTargetsToWorldTargetMap(); + double worldStrength = calculateWorldStrength(AILog); + + vector leaderCountries; + set factionsAtWar; + generateTotalitarianWars(AILog, leaderCountries, factionsAtWar); + + double percentOfWorldAtWar = calculatePercentOfWorldAtWar(AILog, factionsAtWar, worldStrength); + if (percentOfWorldAtWar < 0.8) + { + generateDemocracyWars(AILog, factionsAtWar); + } + + percentOfWorldAtWar = calculatePercentOfWorldAtWar(AILog, factionsAtWar, worldStrength); + if (percentOfWorldAtWar < 0.8) + { + generateAdditionalWars(AILog, leaderCountries, factionsAtWar, worldStrength); + } + + AILog.close(); +} + + +void HoI4WarCreator::addAllTargetsToWorldTargetMap() +{ + for (auto greatPower: theWorld->getGreatPowers()) + { + addTargetsToWorldTargetMap(greatPower); + } +} + + +void HoI4WarCreator::addTargetsToWorldTargetMap(HoI4Country* country) +{ + int maxGCWars = 0; + if ((country->getGovernment() != "hms_government" || (country->getGovernment() == "hms_government" && (country->getRulingParty().war_pol == "jingoism" || country->getRulingParty().war_pol == "pro_military"))) && country->getGovernment() != "democratic") + { + vector GCTargets; + for (auto GC: getDistancesToGreatPowers(country)) + { + if (maxGCWars < 1) + { + string thetag = GC.second->getTag(); + string HowToTakeGC = HowToTakeLand(GC.second, country, 3); + if (HowToTakeGC == "noactionneeded" || HowToTakeGC == "factionneeded" || HowToTakeGC == "morealliesneeded") + { + if (GC.second != country) + { + int relations = country->getRelations(GC.second->getTag())->getRelations(); + if (relations < 0) + { + string prereq = ""; + vector tempvector; + if (WorldTargetMap.find(GC.second) == WorldTargetMap.end()) + { + tempvector.push_back(country); + WorldTargetMap.insert(make_pair(GC.second, tempvector)); + } + if (WorldTargetMap.find(GC.second) != WorldTargetMap.end()) + { + tempvector = WorldTargetMap.find(GC.second)->second; + if (find(tempvector.begin(), tempvector.end(), country) == tempvector.end()) + tempvector.push_back(country); + + WorldTargetMap[GC.second] = tempvector; + } + maxGCWars++; + } + } + } + } + } + } +} + + +map HoI4WarCreator::getDistancesToGreatPowers(HoI4Country* country) +{ + map GCDistance; + for (auto GC: theWorld->getGreatPowers()) + { + set Allies = country->getAllies(); + if (std::find(Allies.begin(), Allies.end(), GC->getTag()) == Allies.end()) + { + double distance = getDistanceBetweenCountries(country, GC); + if (distance < 2200) + GCDistance.insert(make_pair(distance, GC)); + } + } + + return GCDistance; +} + + +double HoI4WarCreator::calculateWorldStrength(ofstream& AILog) +{ + double worldStrength = 0.0; + for (auto Faction: theWorld->getFactions()) + { + worldStrength += GetFactionStrength(Faction, 3); + } + + AILog << "Total world strength: " << worldStrength << "\n\n"; + return worldStrength; +} + + +void HoI4WarCreator::generateTotalitarianWars(ofstream& AILog, vector& LeaderCountries, set& factionsAtWar) +{ + AILog << "Creating Fascist/Communist/Monarchist wars\n"; + for (auto greatPower: theWorld->getGreatPowers()) + { + vector newFactionsAtWar; + + LeaderCountries.push_back(greatPower); + if ((greatPower->getGovernment() == "fascism") || greatPower->getRulingIdeology() == "fascism") + { + newFactionsAtWar = fascistWarMaker(greatPower, AILog); + } + else if (greatPower->getGovernment() == "communism") + { + newFactionsAtWar = communistWarCreator(greatPower, AILog); + } + else if ( + (greatPower->getGovernment() == "absolute_monarchy") || + (greatPower->getGovernment() == "prussian_constitutionalism" && greatPower->getRulingParty().war_pol == "jingoism") + ) + { + newFactionsAtWar = MonarchyWarCreator(greatPower); + } + + factionsAtWar.insert(newFactionsAtWar.begin(), newFactionsAtWar.end()); + } +} + + +double HoI4WarCreator::calculatePercentOfWorldAtWar(ofstream& AILog, const set& factionsAtWar, double worldStrength) +{ + double countriesAtWarStrength = 0.0; + for (auto faction : factionsAtWar) + { + countriesAtWarStrength += GetFactionStrength(faction, 3); + } + + double percentOfWorldAtWar = countriesAtWarStrength / worldStrength; + AILog << "Fraction of world at war " << percentOfWorldAtWar << "\n"; + + return percentOfWorldAtWar; +} + + +void HoI4WarCreator::generateDemocracyWars(ofstream& AILog, set& factionsAtWar) +{ + AILog << "\nCreating democracy wars\n"; + + for (auto greatPower: theWorld->getGreatPowers()) + { + if ( + (greatPower->getGovernment() == "democratic") || + ( + (greatPower->getGovernment() == "hms_government") && + (greatPower->getRulingParty().war_pol == "pacifism" || greatPower->getRulingParty().war_pol == "anti_military") + ) + ) + { + vector newFactionsAtWar; + newFactionsAtWar = democracyWarCreator(greatPower); + factionsAtWar.insert(newFactionsAtWar.begin(), newFactionsAtWar.end()); + } + } +} + + +void HoI4WarCreator::generateAdditionalWars(ofstream& AILog, vector& leaderCountries, set& factionsAtWar, double worldStrength) +{ + vector GCEvilnessSorted = calculateEvilness(leaderCountries); + + for (int i = GCEvilnessSorted.size() - 1; i > 0; i--) + { + AILog << "added country to make more wars " + GCEvilnessSorted[i]->getSourceCountry()->getName("english") << "\n"; + vector newCountriesatWar; + newCountriesatWar = MonarchyWarCreator(GCEvilnessSorted[i]); + + for (auto addedFactions : newCountriesatWar) + { + if (std::find(factionsAtWar.begin(), factionsAtWar.end(), addedFactions) == factionsAtWar.end()) + { + factionsAtWar.insert(addedFactions); + } + } + + double percentOfWorldAtWar = calculatePercentOfWorldAtWar(AILog, factionsAtWar, worldStrength); + if (percentOfWorldAtWar >= 0.8) + { + break; + } + } +} + + +vector HoI4WarCreator::calculateEvilness(vector LeaderCountries) +{ + map GCEvilness; + vector GCEvilnessSorted; + for (auto GC: theWorld->getGreatPowers()) + { + if ( GC->getGovernment() == "prussian_constitutionalism" || + GC->getGovernment() == "hms_government" || + GC->getGovernment() == "absolute_monarchy" && + std::find(LeaderCountries.begin(), LeaderCountries.end(), GC) == LeaderCountries.end() && + ( + GC->getGovernment() != "hms_government" || + ( + GC->getGovernment() == "hms_government" && + ( + GC->getRulingParty().war_pol == "jingoism" || + GC->getRulingParty().war_pol == "pro_military" + ) + ) + ) && + GC->getGovernment() != "democratic") + { + double v1 = rand() % 95 + 1; + v1 = v1 / 100; + double evilness = v1; + string government = ""; + if (GC->getGovernment() == "absolute_monarchy") + evilness += 3; + else if (GC->getGovernment() == "prussian_constitutionalism") + evilness += 2; + else if (GC->getGovernment() == "hms_government") + evilness += 1; + HoI4Party countryrulingparty = GC->getRulingParty(); + + if (countryrulingparty.war_pol == "jingoism") + evilness += 3; + else if (countryrulingparty.war_pol == "pro_military") + evilness += 2; + else if (countryrulingparty.war_pol == "anti_military") + evilness += 1; + + //need to add ruling party to factor + GCEvilness.insert(make_pair(evilness, GC)); + } + } + //put them into a vector so we know their order + for (auto iterator = GCEvilness.begin(); iterator != GCEvilness.end(); ++iterator) + { + GCEvilnessSorted.push_back(iterator->second); + } + + return GCEvilnessSorted; +} + + +void HoI4WarCreator::fillCountryProvinces() +{ + LOG(LogLevel::Info) << "Filling Map Information"; + + for (auto country : theWorld->getCountries()) + { + country.second->setProvinceCount(0); + } + for (auto state : theWorld->getStates()) + { + auto ownercountry = theWorld->getCountries().find(state.second->getOwner()); + for (auto prov : state.second->getProvinces()) + { + //fix later + ownercountry->second->setProvinceCount(ownercountry->second->getProvinceCount() + 1); + } + } +} +void HoI4WarCreator::setSphereLeaders(const V2World* sourceWorld) +{ + for (auto greatPower: theWorld->getGreatPowers()) + { + auto relations = greatPower->getRelations(); + for (auto relation : relations) + { + if (relation.second->getSphereLeader()) + { + string tag = relation.second->getTag(); + auto spheredcountry = theWorld->getCountries().find(tag); + if (spheredcountry != theWorld->getCountries().end()) + { + spheredcountry->second->setSphereLeader(greatPower->getTag()); + } + } + } + } +} + + +void HoI4WarCreator::fillProvinceNeighbors() +{ + LOG(LogLevel::Info) << "Filling province neighbors"; + + std::ifstream file("adj.txt"); + std::string str; + while (std::getline(file, str)) + { + // char output[100]; + //myReadFile >> output; + vector parts; + stringstream ss(str); // Turn the string into a stream. + string tok; + char delimiter = ';'; + //crashes + while (getline(ss, tok, delimiter)) + parts.push_back(tok); + vector provneighbors; + for (unsigned int i = 5; i < parts.size(); i++) + { + //crashes + int neighborprov = stoi(parts[i]); + provneighbors.push_back(neighborprov); + } + provinceNeighbors.insert(make_pair(stoi(parts[0]), provneighbors)); + } + file.close(); +} + + +string HoI4WarCreator::HowToTakeLand(HoI4Country* TargetCountry, HoI4Country* AttackingCountry, double time) +{ + string s; + string type; + if (TargetCountry != AttackingCountry) + { + HoI4Faction* targetFaction = findFaction(TargetCountry); + vector moreAllies = GetMorePossibleAllies(AttackingCountry); + HoI4Faction* myFaction = findFaction(AttackingCountry); + //right now assumes you are stronger then them + + double myFactionDisStrength = GetFactionStrengthWithDistance(AttackingCountry, myFaction->getMembers(), time); + double enemyFactionDisStrength = GetFactionStrengthWithDistance(TargetCountry, targetFaction->getMembers(), time); + //lets check if I am stronger then their faction + if (AttackingCountry->getStrengthOverTime(time) >= GetFactionStrength(targetFaction, static_cast(time))) + { + //we are stronger, and dont even need ally help + //ADD CONQUEST GOAL + type = "noactionneeded"; + s += "Can kill " + TargetCountry->getSourceCountry()->getName("english") + " by ourselves\n\t I have a strength of " + to_string(AttackingCountry->getStrengthOverTime(time)); + s += " and my faction has a strength of " + to_string(myFactionDisStrength) + ", while " + TargetCountry->getSourceCountry()->getName("english") + " has a strength of " + to_string(TargetCountry->getStrengthOverTime(time)); + s += " and has a faction strength of " + to_string(enemyFactionDisStrength) + "\n"; + } + else + { + //lets check if my faction is stronger + + if (myFactionDisStrength >= enemyFactionDisStrength) + { + //ADD CONQUEST GOAL + type = "factionneeded"; + s += "Can kill " + TargetCountry->getSourceCountry()->getName("english") + " with our faction\n\t I have a strength of " + to_string(AttackingCountry->getStrengthOverTime(time)); + s += " and my faction has a strength of " + to_string(myFactionDisStrength) + ", while " + TargetCountry->getSourceCountry()->getName("english") + " has a strength of " + to_string(TargetCountry->getStrengthOverTime(time)); + s += " and has a faction strength of " + to_string(enemyFactionDisStrength) + "\n"; + } + else + { + //FIXME + //hmm I am still weaker, maybe need to look for allies? + type = "morealliesneeded"; + //targettype.insert(make_pair("newallies", moreAllies)); + myFactionDisStrength = GetFactionStrengthWithDistance(AttackingCountry, myFaction->getMembers(), time) + GetFactionStrengthWithDistance(AttackingCountry, moreAllies, time); + enemyFactionDisStrength = GetFactionStrengthWithDistance(TargetCountry, targetFaction->getMembers(), time); + if (GetFactionStrengthWithDistance(AttackingCountry, myFaction->getMembers(), time) >= GetFactionStrengthWithDistance(TargetCountry, targetFaction->getMembers(), time)) + { + //ADD CONQUEST GOAL + s += "Can kill " + TargetCountry->getSourceCountry()->getName("english") + " with our faction Once I have more allies\n\t I have a strength of " + to_string(AttackingCountry->getStrengthOverTime(1.0)); + s += " and my faction has a strength of " + to_string(myFactionDisStrength) + ", while " + TargetCountry->getSourceCountry()->getName("english") + " has a strength of " + to_string(TargetCountry->getStrengthOverTime(1.0)); + s += " and has a faction strength of " + to_string(enemyFactionDisStrength) + "\n"; + } + else + { + //Time to Try Coup + type = "coup"; + s += "Cannot kill " + TargetCountry->getSourceCountry()->getName("english") + ", time to try coup\n"; + } + } + + } + } + return type; +} +vector HoI4WarCreator::GetMorePossibleAllies(HoI4Country* CountryThatWantsAllies) +{ + int maxcountries = 0; + vector newPossibleAllies; + set currentAllies = CountryThatWantsAllies->getAllies(); + //set currentAllies = CountryThatWantsAllies->getAllies(); + vector CountriesWithin500Miles; //Rename to actual distance + for (auto country : theWorld->getCountries()) + { + if (country.second->getProvinceCount() != 0) + { + HoI4Country* country2 = country.second; + if (getDistanceBetweenCountries(CountryThatWantsAllies, country2) <= 500) + if (std::find(currentAllies.begin(), currentAllies.end(), country2->getTag()) == currentAllies.end()) + { + CountriesWithin500Miles.push_back(country2); + } + } + } + string yourgovernment = CountryThatWantsAllies->getGovernment(); + volatile vector vCountriesWithin500Miles = CountriesWithin500Miles; + //look for all capitals within a distance of Berlin to Tehran + for (unsigned int i = 0; i < CountriesWithin500Miles.size(); i++) + { + string allygovernment = CountriesWithin500Miles[i]->getGovernment(); + //possible government matches + if (allygovernment == yourgovernment + || (yourgovernment == "absolute_monarchy" && (allygovernment == "fascism" || allygovernment == "democratic" || allygovernment == "prussian_constitutionalism" || allygovernment == "hms_government")) + || (yourgovernment == "democratic" && (allygovernment == "hms_government" || allygovernment == "absolute_monarchy" || allygovernment == "prussian_constitutionalism")) + || (yourgovernment == "prussian_constitutionalism" && (allygovernment == "hms_government" || allygovernment == "absolute_monarchy" || allygovernment == "democratic" || allygovernment == "fascism")) + || (yourgovernment == "hms_government" && (allygovernment == "democratic" || allygovernment == "absolute_monarchy" || allygovernment == "prussian_constitutionalism")) + || (yourgovernment == "communism" && (allygovernment == "syndicalism")) + || (yourgovernment == "syndicalism" && (allygovernment == "communism" || allygovernment == "fascism")) + || (yourgovernment == "fascism" && (allygovernment == "syndicalism" || allygovernment == "absolute_monarchy" || allygovernment == "prussian_constitutionalism" || allygovernment == "hms_government"))) + { + + if (maxcountries < 2) + { + //FIXME + //check if we are friendly at all? + HoI4Relations* relationswithposally = CountryThatWantsAllies->getRelations(CountriesWithin500Miles[i]->getTag()); + int rel = relationswithposally->getRelations(); + int size = findFaction(CountriesWithin500Miles[i])->getMembers().size(); + double armysize = CountriesWithin500Miles[i]->getStrengthOverTime(1.0); + //for now can only ally with people not in a faction, and must be worth adding + if (relationswithposally->getRelations() >= -50 && findFaction(CountriesWithin500Miles[i])->getMembers().size() <= 1) + { + //ok we dont hate each other, lets check how badly we need each other, well I do, the only reason I am here is im trying to conquer a neighbor and am not strong enough! + //if (GetFactionStrength(findFaction(country)) < 20000) //maybe also check if he has any fascist/comm neighbors he doesnt like later? + + //well that ally is weak, he probably wants some friends + if (relationswithposally->getRelations() >= -50 && relationswithposally->getRelations() < 0) + { + //will take some NF to ally + newPossibleAllies.push_back(CountriesWithin500Miles[i]); + maxcountries++; + } + if (relationswithposally->getRelations() >= 0) + { + //well we are positive, 1 NF to add to ally should be fine + newPossibleAllies.push_back(CountriesWithin500Miles[i]); + maxcountries++; + } + + /*else if (relationswithposally->getRelations() > 0) + { + //we are friendly, add 2 NF for ally? Good way to decide how many alliances there will be + newPossibleAllies.push_back(country); + i++; + }*/ + + } + } + + } + } + return newPossibleAllies; +} + + +double HoI4WarCreator::getDistanceBetweenCountries(const HoI4Country* country1, const HoI4Country* country2) +{ + if (!bothCountriesHaveCapitals(country1, country2)) + { + return 100000; + } + + pair country1Position = getCapitalPosition(country1); + pair country2Position = getCapitalPosition(country2); + + return getDistanceBetweenPoints(country1Position, country2Position); +} + + +bool HoI4WarCreator::bothCountriesHaveCapitals(const HoI4Country* Country1, const HoI4Country* Country2) +{ + return (Country1->getCapitalProv() != 0) && (Country2->getCapitalProv() != 0); +} + + +pair HoI4WarCreator::getCapitalPosition(const HoI4Country* country) +{ + auto capitalState = theWorld->getStates().find(country->getCapitalProv()); + int capitalProvince = *(capitalState->second->getProvinces().begin()); + return getProvincePosition(capitalProvince); +} + + +pair HoI4WarCreator::getProvincePosition(int provinceNum) +{ + if (provincePositions.size() == 0) + { + establishProvincePositions(); + } + + auto itr = provincePositions.find(provinceNum); + return itr->second; +} + + +void HoI4WarCreator::establishProvincePositions() +{ + ifstream positionsFile("positions.txt"); + if (!positionsFile.is_open()) + { + LOG(LogLevel::Error) << "Could not open positions.txt"; + exit(-1); + } + + string line; + while (getline(positionsFile, line)) + { + processPositionLine(line); + } + + positionsFile.close(); +} + + +void HoI4WarCreator::processPositionLine(const string& line) +{ + vector tokenizedLine = tokenizeLine(line); + addProvincePosition(tokenizedLine); +} + + +void HoI4WarCreator::addProvincePosition(const vector& tokenizedLine) +{ + int province = stoi(tokenizedLine[0]); + int x = stoi(tokenizedLine[2]); + int y = stoi(tokenizedLine[4]); + + provincePositions.insert(make_pair(province, make_pair(x, y))); +} + + +vector HoI4WarCreator::tokenizeLine(const string& line) +{ + vector parts; + stringstream ss(line); + string tok; + while (getline(ss, tok, ';')) + { + parts.push_back(tok); + } + + return parts; +} + + +double HoI4WarCreator::getDistanceBetweenPoints(pair point1, pair point2) +{ + int xDistance = abs(point2.first - point1.first); + if (xDistance > 2625) + { + xDistance = 5250 - xDistance; + } + + int yDistance = point2.second - point1.second; + + return sqrt(pow(xDistance, 2) + pow(yDistance, 2)); +} + + +double HoI4WarCreator::GetFactionStrengthWithDistance(HoI4Country* HomeCountry, vector Faction, double time) +{ + double strength = 0.0; + for (auto country: Faction) + { + double distanceMulti = 1; + if (country == HomeCountry) + { + distanceMulti = 1; + } + else + distanceMulti = getDistanceBetweenCountries(HomeCountry, country); + + if (distanceMulti < 300) + distanceMulti = 1; + else if (distanceMulti < 500) + distanceMulti = 0.9; + else if (distanceMulti < 750) + distanceMulti = 0.8; + else if (distanceMulti < 1000) + distanceMulti = 0.7; + else if (distanceMulti < 1500) + distanceMulti = 0.5; + else if (distanceMulti < 2000) + distanceMulti = 0.3; + else + distanceMulti = 0.2; + + strength += country->getStrengthOverTime(time) * distanceMulti; + } + return strength; +} +HoI4Faction* HoI4WarCreator::findFaction(HoI4Country* CheckingCountry) +{ + for (auto faction : theWorld->getFactions()) + { + vector FactionMembers = faction->getMembers(); + if (std::find(FactionMembers.begin(), FactionMembers.end(), CheckingCountry) != FactionMembers.end()) + { + //if country is in faction list, it is part of that faction + return faction; + } + } + vector myself; + myself.push_back(CheckingCountry); + HoI4Faction* newFaction = new HoI4Faction(CheckingCountry, myself); + CheckingCountry->setFaction(newFaction); + return newFaction; +} + + +map HoI4WarCreator::getNeighbors(const HoI4Country* checkingCountry) +{ + map neighbors = getImmediateNeighbors(checkingCountry); + if (neighbors.size() == 0) + { + neighbors = getNearbyCountries(checkingCountry); + } + + return neighbors; +} + + +map HoI4WarCreator::getImmediateNeighbors(const HoI4Country* checkingCountry) +{ + map neighbors; + + for (auto province: checkingCountry->getProvinces()) + { + auto provinceNeighbor = provinceNeighbors.find(province); + if (provinceNeighbor == provinceNeighbors.end()) + { + Log(LogLevel::Warning) << "Province " << province << "'s neighbors could not be found"; + continue; + } + for (int provinceNumber: provinceNeighbor->second) + { + auto provinceToOwnerItr = provinceToOwnerMap.find(provinceNumber); + if (provinceToOwnerItr == provinceToOwnerMap.end()) + { + continue; + } + + string ownerTag = provinceToOwnerItr->second; + HoI4Country* ownerCountry = theWorld->getCountries().find(ownerTag)->second; + if (ownerCountry != checkingCountry) + { + neighbors.insert(make_pair(ownerTag, ownerCountry)); + } + } + } + + return neighbors; +} + + +map HoI4WarCreator::getNearbyCountries(const HoI4Country* checkingCountry) +{ + map neighbors; + + for (auto countryItr: theWorld->getCountries()) + { + HoI4Country* country = countryItr.second; + if (country->getCapitalProv() != 0) + { + //IMPROVE + //need to get further neighbors, as well as countries without capital in an area + double distance = getDistanceBetweenCountries(checkingCountry, country); + if (distance <= 500) + { + neighbors.insert(countryItr); + } + } + } + + return neighbors; +} + + +void HoI4WarCreator::determineProvinceOwners() +{ + for (auto state: theWorld->getStates()) + { + for (auto province: state.second->getProvinces()) + { + string owner = state.second->getOwner(); + provinceToOwnerMap.insert(make_pair(province, owner)); + } + } +} + + +double HoI4WarCreator::GetFactionStrength(HoI4Faction* Faction, int years) +{ + double strength = 0; + for (auto country : Faction->getMembers()) + { + strength += country->getStrengthOverTime(years); + } + return strength; +} + + +vector HoI4WarCreator::fascistWarMaker(HoI4Country* Leader, ofstream& AILog) +{ + vector CountriesAtWar; + LOG(LogLevel::Info) << "Calculating AI for " + Leader->getSourceCountry()->getName("english"); + //too many lists, need to clean up + vector Targets; + vector Anchluss; + vector Sudaten; + vector EqualTargets; + vector DifficultTargets; + //getting country provinces and its neighbors + map AllNeighbors = getNeighbors(Leader); + map CloseNeighbors; + //gets neighbors that are actually close to you + for each (auto neigh in AllNeighbors) + { + if (neigh.second->getCapitalProv() != 0) + { + //IMPROVE + //need to get further neighbors, as well as countries without capital in an area + double distance = getDistanceBetweenCountries(Leader, neigh.second); + if (distance <= 500) + CloseNeighbors.insert(neigh); + } + } + + set Allies = Leader->getAllies(); + //should add method to look for cores you dont own + //should add method to look for more allies + + //lets look for weak neighbors + LOG(LogLevel::Info) << "Doing Neighbor calcs for " + Leader->getSourceCountry()->getName("english"); + for (auto neigh : CloseNeighbors) + { + //lets check to see if they are not our ally and not a great country + if (std::find(Allies.begin(), Allies.end(), neigh.second->getTag()) == Allies.end() && !neigh.second->isGreatPower()) + { + volatile double enemystrength = neigh.second->getStrengthOverTime(1.5); + volatile double mystrength = Leader->getStrengthOverTime(1.5); + //lets see their strength is at least < 20% + if (neigh.second->getStrengthOverTime(1.5) < Leader->getStrengthOverTime(1.5)*0.2 && findFaction(neigh.second)->getMembers().size() == 1) + { + //they are very weak + Anchluss.push_back(neigh.second); + } + //if not, lets see their strength is at least < 60% + else if (neigh.second->getStrengthOverTime(1.5) < Leader->getStrengthOverTime(1.0)*0.6 && neigh.second->getStrengthOverTime(1.0) > Leader->getStrengthOverTime(1.0)*0.2 && findFaction(neigh.second)->getMembers().size() == 1) + { + //they are weak and we can get 1 of these countries in sudaten deal + Sudaten.push_back(neigh.second); + } + //if not, lets see their strength is at least = to ours% + else if (neigh.second->getStrengthOverTime(1.0) < Leader->getStrengthOverTime(1.0)) + { + //EqualTargets.push_back(neigh); + EqualTargets.push_back(neigh.second); + } + //if not, lets see their strength is at least < 120% + else if (neigh.second->getStrengthOverTime(1.0) < Leader->getStrengthOverTime(1.0)*1.2) + { + //StrongerTargets.push_back(neigh); + DifficultTargets.push_back(neigh.second); + + } + + } + } + //string that contains all events + string Events; + string s; + map> TargetMap; + vector anchlussnan; + vector sudatennan; + vector nan; + vector fn; + vector man; + vector coup; + int EventNumber = 0; + //x is used for the x position of our last NF, so we can place them correctly + vector takenSpots; + vector takenSpotsy; + int x = 22; + takenSpots.push_back(x); + //look through every anchluss and see its difficulty + for (auto target : Anchluss) + { + string type; + //outputs are for HowToTakeLand() + //noactionneeded - Can take target without any help + //factionneeded - can take target and faction with attackers faction helping + //morealliesneeded - can take target with more allies, comes with "newallies" in map + //coup - cant take over, need to coup + type = HowToTakeLand(target, Leader, 1.5); + if (type == "noactionneeded") + { + //too many vectors, need to clean up + nan.push_back(target); + anchlussnan.push_back(target); + } + } + //gives us generic focus tree start + HoI4FocusTree* FocusTree = genericFocusTree->makeCustomizedCopy(Leader); + if (nan.size() >= 1) + { + //if it can easily take these targets as they are not in an alliance, you can get annexation event + if (nan.size() == 1) + { + x = 24; + takenSpots.push_back(x); + } + if (nan.size() >= 2) + { + x = 25; + takenSpots.push_back(x); + } + takenSpotsy.push_back(2); + + //Focus to increase fascist support and prereq for anschluss + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "The_third_way" + Leader->getTag(); + newFocus->icon = "GFX_goal_support_fascism"; + newFocus->text = "The Third Way!"; + newFocus->xPos = x; + newFocus->yPos = 0; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 5"; + //FIXME + //Need to get Drift Defense to work + //newFocus->completionReward += " drift_defence_factor = 0.5\n"; + newFocus->completionReward += " add_ideas = fascist_influence"; + FocusTree->addFocus(newFocus); + + //Focus to increase army support + newFocus = new HoI4Focus; + newFocus->id = "mil_march" + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_allies_build_infantry"; + newFocus->text = "Establish Military March Day"; + newFocus->prerequisites.push_back("focus = The_third_way" + Leader->getTag()); + newFocus->xPos = x; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 5"; + newFocus->completionReward += " army_experience = 20\n"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 2\n"; + newFocus->completionReward += " category = land_doctrine\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + + for (unsigned int i = 0; i < 2; i++) + { + int start = 0; + if (nan.size() >= 2) + start = -1; + if (i < nan.size()) + { + //int x = i * 3; + string annexername = Leader->getSourceCountry()->getName("english"); + string annexedname = nan[i]->getSourceCountry()->getName("english"); + findFaction(Leader)->addMember(nan[i]); + //for random date + int v1 = rand() % 5 + 1; + int v2 = rand() % 5 + 1; + //focus for anschluss + newFocus = new HoI4Focus; + newFocus->id = Leader->getTag() + "_anschluss_" + nan[i]->getTag(); + newFocus->icon = "GFX_goal_anschluss"; + newFocus->text = "Union with " + annexedname; + newFocus->available = " " + nan[i]->getTag() + " = {\n"; + newFocus->available += " is_in_faction = no\n"; + newFocus->available += " }\n"; + newFocus->available += " is_puppet = no\n"; + newFocus->available += " date > 1937." + to_string(v1 + 5) + "." + to_string(v2 + 5); + newFocus->prerequisites.push_back("focus = mil_march" + Leader->getTag()); + newFocus->xPos = x + i * 2 + start; + newFocus->yPos = 2; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 10\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " date < 1937.6.6\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " army_experience = 10\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " country_exists = " + nan[i]->getTag() + "\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " " + nan[i]->getTag() + " = {\n"; + newFocus->completionReward += " country_event = NFEvents." + to_string(EventNumber) + "\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + + theWorld->getEvents()->createAnnexEvent(Leader, nan[i]); + } + } + nan.clear(); + + } + for (auto target : Sudaten) + { + string type; + //outputs are + //noactionneeded - Can take target without any help + //factionneeded - can take target and faction with attackers faction helping + //morealliesneeded - can take target with more allies, comes with "newallies" in map + //coup - cant take over, need to coup + type = HowToTakeLand(target, Leader, 2.5); + if (type == "noactionneeded") + { + nan.push_back(target); + } + } + if (nan.size() >= 1) + { + //if it can easily take these targets as they are not in an alliance, you can get annexation event + + //Focus to increase empire size more + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "Expand_the_Reich" + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_political_pressure";//something about claiming land + newFocus->text = "Expand the Reich"; + if (anchlussnan.size() == 1 || anchlussnan.size() >= 2) + { + //if there are anschlusses, make this event require at least 1 anschluss, else, its the start of a tree + for (unsigned int i = 0; i < 2; i++) + { + if (i < anchlussnan.size()) + { + newFocus->prerequisites.push_back("focus = " + Leader->getTag() + "_anschluss_" + anchlussnan[i]->getTag()); + } + } + newFocus->xPos = takenSpots.back(); + newFocus->yPos = 3; + takenSpotsy.push_back(5); + } + else + { + //figuring out position + int x = takenSpots.back(); + takenSpots.push_back(x); + if (nan.size() == 1) + { + x += 2; + takenSpots.push_back(x); + } + if (nan.size() >= 2) + { + x += 3; + takenSpots.push_back(x); + } + newFocus->xPos = takenSpots.back(); + newFocus->yPos = 0; + takenSpotsy.push_back(2); + } + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 5"; + newFocus->completionReward += " add_named_threat = { threat = 2 name = \"Fascist Expansion\" }";//give some claims or cores + FocusTree->addFocus(newFocus); + + for (unsigned int i = 0; i < 1; i++) + { + if (i < nan.size()) + { + int x = i * 3; + string annexername = Leader->getSourceCountry()->getName("english"); + string annexedname = nan[i]->getSourceCountry()->getName("english"); + int v1 = rand() % 8 + 1; + int v2 = rand() % 8 + 1; + //focus for sudaten + newFocus = new HoI4Focus; + newFocus->id = Leader->getTag() + "_sudaten_" + nan[i]->getTag(); + newFocus->icon = "GFX_goal_anschluss"; + newFocus->text = "Demand Territory from " + annexedname; + newFocus->available = " available = { " + nan[i]->getTag() + " = { is_in_faction = no }"; + newFocus->prerequisites.push_back("focus = Expand_the_Reich" + Leader->getTag()); + newFocus->available = " is_puppet = no\n"; + newFocus->available += " date > 1938." + to_string(v1) + "." + to_string(v2); + if (anchlussnan.size() == 1 || anchlussnan.size() >= 2) + { + //figuring out position again + newFocus->xPos = takenSpots.back(); + newFocus->yPos = 4; + } + else + { + newFocus->xPos = takenSpots.back(); + newFocus->yPos = 1; + } + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 10\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " date < 1937.6.6\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " army_experience = 10\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " country_exists = " + nan[i]->getTag() + "\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " " + nan[i]->getTag() + " = {\n"; + newFocus->completionReward += " country_event = NFEvents." + to_string(theWorld->getEvents()->getCurrentNationFocusEventNum()) + "\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + + //FINISH HIM + newFocus = new HoI4Focus; + newFocus->id = Leader->getTag() + "_finish_" + nan[i]->getTag(); + newFocus->icon = "GFX_goal_generic_territory_or_war"; + newFocus->text = "Fate of " + annexedname; + newFocus->available = nan[i]->getTag() + " = { is_in_faction = no }"; + newFocus->prerequisites.push_back("focus = " + Leader->getTag() + "_sudaten_" + nan[i]->getTag()); + newFocus->available = " is_puppet = no"; + if (anchlussnan.size() == 1 || anchlussnan.size() >= 2) + { + newFocus->xPos = takenSpots.back(); + newFocus->yPos = 5; + } + else + { + newFocus->xPos = takenSpots.back(); + newFocus->yPos = 2; + } + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 10\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " date < 1937.6.6\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " create_wargoal = {\n"; + newFocus->completionReward += " type = annex_everything\n"; + newFocus->completionReward += " target = " + nan[i]->getTag() + "\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + + //events + //find neighboring states to take in sudaten deal + set demandedstates; + for (auto leaderprov : Leader->getProvinces()) + { + vector thisprovNeighbors = provinceNeighbors.find(leaderprov)->second; + for (int prov : thisprovNeighbors) + { + if (provinceToOwnerMap.find(prov) != provinceToOwnerMap.end()) + { + string owner = provinceToOwnerMap.find(prov)->second; + if (owner == nan[i]->getTag()) + { + auto provinceToStateIdMapping = stateMapper::getStateIdMapping().find(prov); + /* v does not contain x */ + demandedstates.insert(provinceToStateIdMapping->second); + + } + } + } + } + + theWorld->getEvents()->createSudatenEvent(Leader, nan[0], demandedstates); + } + } + nan.clear(); + + } + //events for allies + vector newAllies = GetMorePossibleAllies(Leader); + for each (auto newally in newAllies) + { + findFaction(Leader)->addMember(newally); + } + if (newAllies.size() > 0) + { + //Focus to call summit, maybe have events from summit + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "Fas_Summit" + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_allies_build_infantry"; + newFocus->text = "Call for the Fascist Summit"; + newFocus->xPos = takenSpots.back() + 4; + newFocus->yPos = 0; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 2\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 10\n"; + newFocus->aiWillDo += " date > 1938.1.1\n"; + newFocus->aiWillDo += " }"; + //FIXME + //newFocus->completionReward += " opinion_gain_monthly_factor = 1.0"; + FocusTree->addFocus(newFocus); + } + + for (unsigned int i = 0; i < newAllies.size(); i++) + { + int displacement = 0; + if (newAllies.size() == 2) + displacement = -1; + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "Alliance_" + newAllies[i]->getTag() + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_allies_build_infantry"; + newFocus->text = "Alliance with " + newAllies[i]->getSourceCountry()->getName("english"); + newFocus->prerequisites.push_back("focus = Fas_Summit" + Leader->getTag()); + newFocus->xPos = takenSpots.back() + 4 + i * 2 + displacement; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 10"; + newFocus->bypass = " OR = {\n"; + newFocus->bypass += " " + Leader->getTag() + " = { is_in_faction_with = " + newAllies[i]->getTag() + " }\n"; + newFocus->bypass += " has_war_with = " + newAllies[i]->getTag() + "\n"; + newFocus->bypass += " NOT = { country_exists = " + newAllies[i]->getTag() + " }\n"; + newFocus->bypass += " }"; + newFocus->completionReward += " " + newAllies[i]->getTag() + " = {\n"; + newFocus->completionReward += " country_event = { hours = 6 id = NFEvents." + to_string(theWorld->getEvents()->getCurrentNationFocusEventNum()) + " }\n"; + newFocus->completionReward += " add_opinion_modifier = { target = " + Leader->getTag() + " modifier = ger_ita_alliance_focus }\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + + if (newAllies[i]->getFaction() == nullptr) + { + vector self; + self.push_back(newAllies[i]); + HoI4Faction* newFaction = new HoI4Faction(newAllies[i], self); + newAllies[i]->setFaction(newFaction); + } + theWorld->getEvents()->createFactionEvents(Leader, newAllies[i]); + + i++; + } + + vector FactionsAttackingMe; + int maxGCAlliance = 0; + if (WorldTargetMap.find(Leader) != WorldTargetMap.end()) + { + for each (HoI4Country* country in WorldTargetMap.find(Leader)->second) + { + HoI4Faction* attackingFaction = findFaction(country); + if (find(FactionsAttackingMe.begin(), FactionsAttackingMe.end(), attackingFaction) == FactionsAttackingMe.end()) + { + FactionsAttackingMe.push_back(attackingFaction); + } + } + double FactionsAttackingMeStrength = 0; + for each (HoI4Faction* attackingFaction in FactionsAttackingMe) + { + FactionsAttackingMeStrength += GetFactionStrengthWithDistance(Leader, attackingFaction->getMembers(), 3); + } + AILog << "\t" << Leader->getSourceCountry()->getName("english") << " is under threat, there are " << FactionsAttackingMe.size() << " faction(s) attacking them, I have a strength of " << GetFactionStrength(findFaction(Leader), 3) << " and they have a strength of " << FactionsAttackingMeStrength << "\n"; + if (FactionsAttackingMeStrength > GetFactionStrength(findFaction(Leader), 3)) + { + vector GCAllies; + + for (HoI4Country* GC: theWorld->getGreatPowers()) + { + int relations = Leader->getRelations(GC->getTag())->getRelations(); + if (relations > 0 && maxGCAlliance < 1) + { + AILog << "\t" << Leader->getSourceCountry()->getName("english") << " can attempt to ally " << GC->getSourceCountry()->getName("english") << "\n"; + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "Alliance_" + GC->getTag() + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_allies_build_infantry"; + newFocus->text = "Alliance with " + GC->getSourceCountry()->getName("english"); + newFocus->prerequisites.push_back("focus = Fas_Summit" + Leader->getTag()); + newFocus->xPos = takenSpots.back() + 6; + newFocus->yPos = 2; + newFocus->cost = 15; + newFocus->aiWillDo = " factor = 10"; + newFocus->bypass = " OR = {\n"; + newFocus->bypass = " " + Leader->getTag() + " = { is_in_faction_with = " + GC->getTag() + "}\n"; + newFocus->bypass = " has_war_with = " + GC->getTag() + "\n"; + newFocus->bypass = " NOT = { country_exists = " + GC->getTag() + " }\n"; + newFocus->bypass = " }\n"; + newFocus->completionReward += " " + GC->getTag() + " = {\n"; + newFocus->completionReward += " country_event = { hours = 6 id = NFEvents." + to_string(theWorld->getEvents()->getCurrentNationFocusEventNum()) + " }\n"; + newFocus->completionReward += " add_opinion_modifier = { target = " + Leader->getTag() + " modifier = ger_ita_alliance_focus }\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + + if (GC->getFaction() == nullptr) + { + vector self; + self.push_back(GC); + HoI4Faction* newFaction = new HoI4Faction(GC, self); + GC->setFaction(newFaction); + } + theWorld->getEvents()->createFactionEvents(Leader, GC); + maxGCAlliance++; + } + } + } + } + + //Declaring war with Great Country + map GCDistance; + vector GCDistanceSorted; + //get great countries with a distance + for (auto GC: theWorld->getGreatPowers()) + { + double distance = getDistanceBetweenCountries(Leader, GC); + if (distance < 2200) + GCDistance.insert(make_pair(distance, GC)); + } + //put them into a vector so we know their order + for (auto iterator = GCDistance.begin(); iterator != GCDistance.end(); ++iterator) + { + GCDistanceSorted.push_back(iterator->second); + } + sort(GCDistanceSorted.begin(), GCDistanceSorted.end()); + vector GCTargets; + for each (auto GC in GCDistanceSorted) + { + string thetag = GC->getTag(); + string HowToTakeGC = HowToTakeLand(GC, Leader, 3); + if (HowToTakeGC == "noactionneeded" || HowToTakeGC == "factionneeded" || HowToTakeGC == "morealliesneeded") + { + if (GC != Leader) + GCTargets.push_back(GC); + } + + } + int maxGCWars = 0; + int start = 0; + if (GCTargets.size() == 2) + { + start = -1; + } + for each (auto GC in GCTargets) + { + int relations = Leader->getRelations(GC->getTag())->getRelations(); + if (relations < 0) + { + string prereq = ""; + set Allies = Leader->getAllies(); + if (maxGCWars < 1 && std::find(Allies.begin(), Allies.end(), GC->getTag()) == Allies.end()) + { + CountriesAtWar.push_back(findFaction(Leader)); + CountriesAtWar.push_back(findFaction(GCTargets[0])); + CountriesAtWar.push_back(findFaction(GC)); + AggressorFactions.push_back((Leader)); + int y2 = 0; + //figuring out location of WG + if (newAllies.size() > 0) + { + y2 = 2; + + for (unsigned int i = 0; (i < 2) && (i < newAllies.size()); i++) + { + prereq += " focus = Alliance_" + newAllies[i]->getTag() + Leader->getTag(); + } + } + int v1 = rand() % 12 + 1; + int v2 = rand() % 12 + 1; + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "War" + GC->getTag() + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_major_war"; + newFocus->text = "War with " + GC->getSourceCountry()->getName("english");//change to faction name later + if (prereq != "") + { + newFocus->prerequisites.push_back(prereq); + } + newFocus->available = " has_war = no\n"; + newFocus->available += " date > 1939." + to_string(v1) + "." + to_string(v2); + newFocus->xPos = takenSpots.back() + start + 3 + maxGCWars * 2; + newFocus->yPos = y2; + //newFocus->yPos = takenSpotsy.back() + 1; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = " + to_string(10 - maxGCWars * 5) + "\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " strength_ratio = { tag = " + GC->getTag() + " ratio < 1 }\n"; + newFocus->aiWillDo += " }"; + if (GCTargets.size() > 1) + { + newFocus->aiWillDo += "\n"; + + //make ai have this as a 0 modifier if they are at war + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " OR = {\n"; + for (unsigned int i2 = 0; i2 < GCTargets.size(); i2++) + { + if (GC != GCTargets[i2]) + { + newFocus->aiWillDo += " has_war_with = " + GC->getTag() + "\n"; + } + + } + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; + } + newFocus->completionReward += " create_wargoal = {\n"; + newFocus->completionReward += " type = annex_everything\n"; + newFocus->completionReward += " target = " + GC->getTag() + "\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + maxGCWars++; + } + } + } + //insert these values in targetmap for use later possibly? + //needs cleanup, too many vectors! + TargetMap.insert(make_pair("noactionneeded", nan)); + TargetMap.insert(make_pair("factionneeded", fn)); + TargetMap.insert(make_pair("morealliesneeded", man)); + TargetMap.insert(make_pair("coup", coup)); + + Leader->addNationalFocus(FocusTree); + + return CountriesAtWar; +} + + +vector HoI4WarCreator::communistWarCreator(HoI4Country* Leader, ofstream& AILog) +{ + vector CountriesAtWar; + //communism still needs great country war events + LOG(LogLevel::Info) << "Calculating AI for " + Leader->getSourceCountry()->getName("english"); + LOG(LogLevel::Info) << "Calculating Neighbors for " + Leader->getSourceCountry()->getName("english"); + map AllNeighbors = getNeighbors(Leader); + map Neighbors; + for each (auto neigh in AllNeighbors) + { + if (neigh.second->getCapitalProv() != 0) + { + //IMPROVE + //need to get further neighbors, as well as countries without capital in an area + double distance = getDistanceBetweenCountries(Leader, neigh.second); + if (distance <= 400) + Neighbors.insert(neigh); + } + } + set Allies = Leader->getAllies(); + vector Targets; + map> NationalFocusesMap; + vector coups; + vector forcedtakeover; + + //if (Permanant Revolution) + //Decide between Anti - Democratic Focus, Anti - Monarch Focus, or Anti - Fascist Focus(Look at all great powers and get average relation between each ideology, the one with the lowest average relation leads to that focus). + //Attempt to ally with other Communist Countries(with Permanant Revolution) + LOG(LogLevel::Info) << "Doing Neighbor calcs for " + Leader->getSourceCountry()->getName("english"); + for (auto neigh : Neighbors) + { + //lets check to see if they are our ally and not a great country + if (std::find(Allies.begin(), Allies.end(), neigh.second->getTag()) == Allies.end() && !neigh.second->isGreatPower()) + { + double com = 0; + HoI4Faction* neighFaction = findFaction(neigh.second); + for (auto party : neigh.second->getParties()) + { + if (party.name.find("socialist") != string::npos || party.name.find("communist") != string::npos || party.name.find("anarcho_liberal") != string::npos) + com += party.popularity; + } + if (com > 25 && neigh.second->getRulingParty().ideology != "communist" && HowToTakeLand(neigh.second, Leader, 2.5) == "coup") + { + //look for neighboring countries to spread communism too(Need 25 % or more Communism support), Prioritizing those with "Communism Allowed" Flags, prioritizing those who are weakest + // Method() Influence Ideology and Attempt Coup + coups.push_back(neigh.second); + } + else if (neighFaction->getMembers().size() == 1 && neigh.second->getRulingParty().ideology != "communist") + { + // Then look for neighboring countries to spread communism by force, prioritizing weakest first + forcedtakeover.push_back(neigh.second); + // Depending on Anti - Ideology Focus, look for allies in alternate ideologies to get to ally with to declare war against Anti - Ideology Country. + } + } + } + //if (Socialism in One State) + // Events / Focuses to increase Industrialization and defense of the country, becomes Isolationist + // Eventually gets events to drop Socialism in One state and switch to permanant revolution(Maybe ? ) + + string s; + map> TargetMap; + vector nan; + vector fn; + vector man; + vector coup; + for (auto target : forcedtakeover) + { + string type; + //outputs are + //noactionneeded - Can take target without any help + //factionneeded - can take target and faction with attackers faction helping + //morealliesneeded - can take target with more allies, comes with "newallies" in map + //coup - cant take over, need to coup + type = HowToTakeLand(target, Leader, 2.5); + if (type == "noactionneeded") + nan.push_back(target); + else if (type == "factionneeded") + fn.push_back(target); + else if (type == "morealliesneeded") + man.push_back(target); + else if (type == "coup") + coup.push_back(target); + } + //insert these values in targetmap for use later possibly? + TargetMap.insert(make_pair("noactionneeded", nan)); + TargetMap.insert(make_pair("factionneeded", fn)); + TargetMap.insert(make_pair("morealliesneeded", man)); + TargetMap.insert(make_pair("coup", coup)); + //actual eventoutput + vector takenSpots; + takenSpots.push_back(22); + HoI4FocusTree* FocusTree = genericFocusTree->makeCustomizedCopy(Leader); + if (coups.size() > 0) + { + if (coups.size() == 1) + { + takenSpots.push_back(24); + } + if (coups.size() >= 2) + { + takenSpots.push_back(25); + } + //Focus to increase Comm support and prereq for coups + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "Home_of_Revolution" + Leader->getTag(); + newFocus->icon = "GFX_goal_support_communism"; + newFocus->text = "Home of the Revolution"; + newFocus->xPos = takenSpots.back(); + newFocus->yPos = 0; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 5"; + //FIXME + //Need to get Drift Defense to work + //newFocus->completionReward += " drift_defence_factor = 0.5\n"; + newFocus->completionReward += " add_ideas = communist_influence"; + FocusTree->addFocus(newFocus); + + for (unsigned int i = 0; i < 2; i++) + { + if (i < coups.size()) + { + newFocus = new HoI4Focus; + newFocus->id = "Influence_" + coups[i]->getTag() + "_" + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_propaganda"; + newFocus->text = "Influence " + coups[i]->getSourceCountry()->getName("english"); + newFocus->prerequisites.push_back("focus = Home_of_Revolution" + Leader->getTag()); + newFocus->xPos = 24 + i * 2; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 5"; + newFocus->completionReward += " " + coups[i]->getTag() + " = {\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " " + Leader->getTag() + " = {\n"; + newFocus->completionReward += " has_government = fascism\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_ideas = fascist_influence\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " " + Leader->getTag() + " = {\n"; + newFocus->completionReward += " has_government = communism\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_ideas = communist_influence\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " " + Leader->getTag() + " = {\n"; + newFocus->completionReward += " has_government = democratic\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_ideas = democratic_influence\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " country_event = { id = generic.1 }\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + + //Civil War + newFocus = new HoI4Focus; + newFocus->id = "Coup_" + coups[i]->getTag() + "_" + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_demand_territory"; + newFocus->text = "Civil War in " + coups[i]->getSourceCountry()->getName("english"); + newFocus->prerequisites.push_back("focus = Influence_" + coups[i]->getTag() + "_" + Leader->getTag()); + newFocus->available = " " + coups[i]->getTag() + " = { communism > 0.5 }"; + newFocus->xPos = 24 + i * 2; + newFocus->yPos = 2; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 5"; + newFocus->completionReward += " " + coups[i]->getTag() + " = {\n"; + newFocus->completionReward += " start_civil_war = {\n"; + newFocus->completionReward += " ideology = communism\n"; + newFocus->completionReward += " size = 0.5\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + } + } + } + if (forcedtakeover.size() > 0) + { + + //Strengthen Commitern + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "StrengthCom" + Leader->getTag(); + newFocus->icon = "GFX_goal_support_communism"; + newFocus->text = "Strengthen The Comintern";//change to faction name later + newFocus->xPos = takenSpots.back() + 5;//fixme + newFocus->yPos = 0; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 5"; + newFocus->completionReward += " army_experience = 20\n"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 2\n"; + newFocus->completionReward += " category = land_doctrine\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "Inter_Com_Pres" + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_dangerous_deal"; + newFocus->text = "International Communist Pressure";//change to faction name later + newFocus->prerequisites.push_back("focus = StrengthCom" + Leader->getTag()); + newFocus->available = " date > 1937.1.1"; + newFocus->xPos = takenSpots.back() + 5; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 5"; + newFocus->completionReward += " add_named_threat = { threat = 2 name = \"Socialist World Republic\" }"; + //FIXME + //maybe add some claims? + FocusTree->addFocus(newFocus); + + vector TargetsbyIC; //its actually by tech lol + bool first = true; + //FIXME + //Right now just uses everyone in forcedtakover, doesnt use nan, fn, ect... + for (auto country : forcedtakeover) + { + if (first) + { + TargetsbyIC.push_back(country); + first = false; + } + else + { + //makes sure not a coup target + if (find(coups.begin(), coups.end(), country) == coups.end()) + { + if (TargetsbyIC.front()->getTechnologyCount() < country->getTechnologyCount()) + { + TargetsbyIC.insert(TargetsbyIC.begin(), country); + } + else + TargetsbyIC.push_back(country); + } + } + } + for (unsigned int i = 0; i < 3; i++) + { + if (i < TargetsbyIC.size()) + { + int v1 = rand() % 12 + 1; + int v2 = rand() % 12 + 1; + newFocus = new HoI4Focus; + newFocus->id = "War" + TargetsbyIC[i]->getTag() + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_major_war"; + newFocus->text = "War with " + TargetsbyIC[i]->getSourceCountry()->getName("english");//change to faction name later + newFocus->prerequisites.push_back("focus = Inter_Com_Pres" + Leader->getTag()); + newFocus->available = " date > 1938." + to_string(v1) + "." + to_string(v2); + newFocus->xPos = takenSpots.back() + 3 + i * 2; + newFocus->yPos = 2; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 5\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " strength_ratio = { tag = " + TargetsbyIC[i]->getTag() + " ratio < 1 }\n"; + newFocus->aiWillDo += " }"; + if (TargetsbyIC.size() > 1) + { + newFocus->aiWillDo += "\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " OR = {\n"; + for (int i2 = 0; i2 < 3; i2++) + { + if (i != i2) + newFocus->aiWillDo += " has_war_with = " + TargetsbyIC[i]->getTag() + "\n"; + } + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; + } + + newFocus->completionReward += " create_wargoal = {\n"; + newFocus->completionReward += " type = puppet_wargoal_focus\n"; + newFocus->completionReward += " target = " + TargetsbyIC[i]->getTag() + "\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + } + } + takenSpots.push_back(takenSpots.back() + 6); + } + //events for allies + vector newAllies = GetMorePossibleAllies(Leader); + if (newAllies.size() > 0) + { + //Focus to call summit, maybe have events from summit + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "Com_Summit" + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_allies_build_infantry"; + newFocus->text = "Call for the Communist Summit"; + newFocus->xPos = takenSpots.back() + 3; + newFocus->yPos = 0; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 2\n"; + newFocus->aiWillDo = " modifier = {\n"; + newFocus->aiWillDo = " factor = 10\n"; + newFocus->aiWillDo = " date > 1938.1.1\n"; + newFocus->aiWillDo = " }"; + FocusTree->addFocus(newFocus); + } + + int i = 0; + for (auto newAlly: newAllies) + { + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "Alliance_" + newAlly->getTag() + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_allies_build_infantry"; + newFocus->text = "Alliance with " + newAlly->getSourceCountry()->getName("english"); + newFocus->prerequisites.push_back("focus = Com_Summit" + Leader->getTag()); + newFocus->xPos = takenSpots.back() + 3 + i; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = 10"; + newFocus->bypass = " OR = {\n"; + newFocus->bypass = " " + Leader->getTag() + " = { is_in_faction_with = " + newAlly->getTag() + "}\n"; + newFocus->bypass = " has_war_with = " + newAlly->getTag() + "\n"; + newFocus->bypass = " NOT = { country_exists = " + newAlly->getTag() + " }\n"; + newFocus->bypass = " }\n"; + newFocus->completionReward += " " + newAlly->getTag() + " = {\n"; + newFocus->completionReward += " country_event = { hours = 6 id = NFEvents." + to_string(theWorld->getEvents()->getCurrentNationFocusEventNum()) + " }\n"; + newFocus->completionReward += " add_opinion_modifier = { target = " + Leader->getTag() + " modifier = ger_ita_alliance_focus }\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + + if (newAlly->getFaction() == nullptr) + { + vector self; + self.push_back(newAlly); + HoI4Faction* newFaction = new HoI4Faction(newAlly, self); + newAlly->setFaction(newFaction); + } + theWorld->getEvents()->createFactionEvents(Leader, newAlly); + + i++; + } + + vector FactionsAttackingMe; + int maxGCAlliance = 0; + if (WorldTargetMap.find(Leader) != WorldTargetMap.end()) + { + for each (HoI4Country* country in WorldTargetMap.find(Leader)->second) + { + HoI4Faction* attackingFaction = findFaction(country); + if (find(FactionsAttackingMe.begin(), FactionsAttackingMe.end(), attackingFaction) == FactionsAttackingMe.end()) + { + FactionsAttackingMe.push_back(attackingFaction); + } + } + double FactionsAttackingMeStrength = 0; + for each (HoI4Faction* attackingFaction in FactionsAttackingMe) + { + FactionsAttackingMeStrength += GetFactionStrengthWithDistance(Leader, attackingFaction->getMembers(), 3); + } + AILog << "\t" << Leader->getSourceCountry()->getName("english") << " is under threat, there are " << FactionsAttackingMe.size() << " faction(s) attacking them, I have a strength of " << GetFactionStrength(findFaction(Leader), 3) << " and they have a strength of " << FactionsAttackingMeStrength << "\n"; + if (FactionsAttackingMeStrength > GetFactionStrength(findFaction(Leader), 3)) + { + vector GCAllies; + + for (HoI4Country* GC: theWorld->getGreatPowers()) + { + int relations = Leader->getRelations(GC->getTag())->getRelations(); + if (relations > 0 && maxGCAlliance < 1) + { + AILog << "\t" << Leader->getSourceCountry()->getName("english") << " can attempt to ally " << GC->getSourceCountry()->getName("english") << "\n"; + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "Alliance_" + GC->getTag() + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_allies_build_infantry"; + newFocus->text = "Alliance with " + GC->getSourceCountry()->getName("english"); + newFocus->prerequisites.push_back("focus = Com_Summit" + Leader->getTag()); + newFocus->xPos = takenSpots.back() + 4; + newFocus->yPos = 2; + newFocus->cost = 15; + newFocus->aiWillDo = " factor = 10"; + newFocus->bypass = " OR = {\n"; + newFocus->bypass = " " + Leader->getTag() + " = { is_in_faction_with = " + GC->getTag() + "}\n"; + newFocus->bypass = " has_war_with = " + GC->getTag() + "\n"; + newFocus->bypass = " NOT = { country_exists = " + GC->getTag() + " }\n"; + newFocus->bypass = " }\n"; + newFocus->completionReward += " " + GC->getTag() + " = {\n"; + newFocus->completionReward += " country_event = { hours = 6 id = NFEvents." + to_string(theWorld->getEvents()->getCurrentNationFocusEventNum()) + " }\n"; + newFocus->completionReward += " add_opinion_modifier = { target = " + Leader->getTag() + " modifier = ger_ita_alliance_focus }\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + + if (GC->getFaction() == nullptr) + { + vector self; + self.push_back(GC); + HoI4Faction* newFaction = new HoI4Faction(GC, self); + GC->setFaction(newFaction); + } + theWorld->getEvents()->createFactionEvents(Leader, GC); + maxGCAlliance++; + } + } + } + } + + + //Declaring war with Great Country + + map GCDistance; + vector GCDistanceSorted; + for (auto GC: theWorld->getGreatPowers()) + { + double distance = getDistanceBetweenCountries(Leader, GC); + if (distance < 1200) + GCDistance.insert(make_pair(distance, GC)); + } + //put them into a vector so we know their order + for (auto iterator = GCDistance.begin(); iterator != GCDistance.end(); ++iterator) + { + GCDistanceSorted.push_back(iterator->second); + } + sort(GCDistanceSorted.begin(), GCDistanceSorted.end()); + vector GCTargets; + for each (auto GC in GCDistanceSorted) + { + string thetag = GC->getTag(); + string HowToTakeGC = HowToTakeLand(GC, Leader, 3); + if (HowToTakeGC == "noactionneeded" || HowToTakeGC == "factionneeded") + { + if (GC != Leader) + GCTargets.push_back(GC); + } + if (HowToTakeGC == "morealliesneeded") + { + + } + + } + int maxGCWars = 0; + int start = 0; + if (GCTargets.size() == 2) + { + start = -1; + } + for each (auto GC in GCTargets) + { + int relations = Leader->getRelations(GC->getTag())->getRelations(); + if (relations < 0) + { + string prereq = ""; + if (maxGCWars < 1 && std::find(Allies.begin(), Allies.end(), GC->getTag()) == Allies.end()) + { + CountriesAtWar.push_back(findFaction(Leader)); + CountriesAtWar.push_back(findFaction(GCTargets[0])); + CountriesAtWar.push_back(findFaction(GC)); + AggressorFactions.push_back((Leader)); + int y2 = 0; + //figuring out location of WG + if (newAllies.size() > 0) + { + y2 = 2; + + for (unsigned int i = 0; (i < 2) && (i < newAllies.size()); i++) + prereq += " focus = Alliance_" + newAllies[i]->getTag() + Leader->getTag(); + } + int v1 = rand() % 12 + 1; + int v2 = rand() % 12 + 1; + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "War" + GC->getTag() + Leader->getTag(); + newFocus->icon = "GFX_goal_generic_major_war"; + newFocus->text = "War with " + GC->getSourceCountry()->getName("english");//change to faction name later + newFocus->prerequisites.push_back(prereq); + newFocus->available = " has_war = no\n"; + newFocus->available += " date > 1939." + to_string(v1) + "." + to_string(v2); + newFocus->xPos = takenSpots.back() + 3 + maxGCWars * 2; + newFocus->yPos = y2 + maxGCAlliance; + //newFocus->yPos = takenSpotsy.back() + 1; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = " + to_string(10 - maxGCWars * 5) + "\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " strength_ratio = { tag = " + GC->getTag() + " ratio < 1 }\n"; + newFocus->aiWillDo += " }"; + if (GCTargets.size() > 1) + { + newFocus->aiWillDo = "\n"; + + //make ai have this as a 0 modifier if they are at war + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " OR = {\n"; + for (int i2 = 0; i2 < 3; i2++) + { + if (GC != GCTargets[i2]) + { + newFocus->aiWillDo += " has_war_with = " + GC->getTag() + "\n"; + } + + } + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }\n"; + } + + newFocus->completionReward += " create_wargoal = {\n"; + newFocus->completionReward += " type = puppet_wargoal_focus\n"; + newFocus->completionReward += " target = " + GC->getTag() + "\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + + maxGCWars++; + } + } + } + + Leader->addNationalFocus(FocusTree); + + return CountriesAtWar; +} + + +vector HoI4WarCreator::democracyWarCreator(HoI4Country* Leader) +{ + vector CountriesAtWar; + map CountriesToContain; + vector vCountriesToContain; + set Allies = Leader->getAllies(); + int v1 = rand() % 100; + v1 = v1 / 100; + HoI4FocusTree* FocusTree = genericFocusTree->makeCustomizedCopy(Leader); + for (auto GC: theWorld->getGreatPowers()) + { + double relation = Leader->getRelations(GC->getTag())->getRelations(); + if (relation < 100 && (GC->getGovernment() != "hms_government" || (GC->getGovernment() == "hms_government" && (GC->getRulingParty().war_pol == "jingoism" || GC->getRulingParty().war_pol == "pro_military"))) && GC->getGovernment() != "democratic" && std::find(Allies.begin(), Allies.end(), GC->getTag()) == Allies.end()) + { + string HowToTakeGC = HowToTakeLand(GC, Leader, 3); + //if (HowToTakeGC == "noactionneeded" || HowToTakeGC == "factionneeded") + { + CountriesAtWar.push_back(findFaction(Leader)); + CountriesToContain.insert(make_pair(static_cast(relation + v1), GC)); + } + } + } + for (auto country : CountriesToContain) + { + vCountriesToContain.push_back(country.second); + } + if (vCountriesToContain.size() > 0) + { + FocusTree->addDemocracyNationalFocuses(Leader, vCountriesToContain, 27); + } + + Leader->addNationalFocus(FocusTree); + + return CountriesAtWar; +} + + +vector HoI4WarCreator::MonarchyWarCreator(HoI4Country* country) +{ + HoI4FocusTree* focusTree = genericFocusTree->makeCustomizedCopy(country); + + LOG(LogLevel::Info) << "Doing neighbor calcs for " + country->getSourceCountry()->getName("english"); + + vector weakNeighbors = findWeakNeighbors(country); + vector weakColonies = findWeakColonies(country); + focusTree->addMonarchyEmpireNationalFocuses(country, weakColonies, weakNeighbors); + + vector greatPowerTargets = getGreatPowerTargets(country); + vector CountriesAtWar = addGreatPowerWars(country, focusTree, greatPowerTargets); + addTradeEvents(country, greatPowerTargets); + + country->addNationalFocus(focusTree); + + return CountriesAtWar; +} + + +vector HoI4WarCreator::findWeakNeighbors(const HoI4Country* country) +{ + vector weakNeighbors; + + auto allies = country->getAllies(); + for (auto neighbor: findCloseNeighbors(country)) + { + if (allies.find(neighbor.second->getTag()) != allies.end()) + { + continue; + } + if (neighbor.second->isGreatPower()) + { + continue; + } + + double enemystrength = neighbor.second->getStrengthOverTime(1.5); + double mystrength = country->getStrengthOverTime(1.5); + if ( + (enemystrength < (mystrength * 0.2)) && + (findFaction(neighbor.second)->getMembers().size() == 1) + ) + { + weakNeighbors.push_back(neighbor.second); + } + } + + return weakNeighbors; +} + + +map HoI4WarCreator::findCloseNeighbors(const HoI4Country* country) +{ + map closeNeighbors; + + for (auto neighbor: getNeighbors(country)) + { + if (neighbor.second->getCapitalProv() != 0) + { + double distance = getDistanceBetweenCountries(country, neighbor.second); + if (distance <= 500) + { + closeNeighbors.insert(neighbor); + } + } + } + + return closeNeighbors; +} + + +vector HoI4WarCreator::findWeakColonies(const HoI4Country* country) +{ + vector weakColonies; + + auto allies = country->getAllies(); + for (auto neighbor: findFarNeighbors(country)) + { + if (allies.find(neighbor.second->getTag()) != allies.end()) + { + continue; + } + if (neighbor.second->isGreatPower()) + { + continue; + } + + double enemystrength = neighbor.second->getStrengthOverTime(1.5); + double mystrength = country->getStrengthOverTime(1.5); + if ( + (enemystrength < mystrength * 0.2) && + (findFaction(neighbor.second)->getMembers().size() == 1) + ) + { + weakColonies.push_back(neighbor.second); + } + } + + return weakColonies; +} + + +map HoI4WarCreator::findFarNeighbors(const HoI4Country* country) +{ + map farNeighbors; + + for (auto neighbor: getNeighbors(country)) + { + if (neighbor.second->getCapitalProv() != 0) + { + double distance = getDistanceBetweenCountries(country, neighbor.second); + if (distance > 500) + { + farNeighbors.insert(neighbor); + } + } + } + + if (farNeighbors.size() == 0) // find all nearby countries + { + for (auto otherCountry: theWorld->getCountries()) + { + if (otherCountry.second->getCapitalProv() != 0) + { + double distance = getDistanceBetweenCountries(country, otherCountry.second); + if ((distance <= 1000) && (otherCountry.second->getProvinceCount() > 0)) + { + farNeighbors.insert(otherCountry); + } + } + } + } + + return farNeighbors; +} + + +vector HoI4WarCreator::getGreatPowerTargets(HoI4Country* country) +{ + vector greatPowerTargets; + + for (auto greatPower: getGPsByDistance(country)) + { + string prereqsNeeded = HowToTakeLand(greatPower.second, country, 3); + if (prereqsNeeded == "noactionneeded" || prereqsNeeded == "factionneeded") + { + if (greatPower.second != country) + { + greatPowerTargets.push_back(greatPower.second); + } + } + if (prereqsNeeded == "morealliesneeded") + { + } + } + + return greatPowerTargets; +} + + +map HoI4WarCreator::getGPsByDistance(const HoI4Country* country) +{ + map distanceToGPMap; + for (auto greatPower: theWorld->getGreatPowers()) + { + double distance = getDistanceBetweenCountries(country, greatPower); + if (distance < 1200) + { + distanceToGPMap.insert(make_pair(distance, greatPower)); + } + } + + return distanceToGPMap; +} + + +vector HoI4WarCreator::addGreatPowerWars(HoI4Country* country, HoI4FocusTree* FocusTree, const vector& greatPowerTargets) +{ + vector countriesAtWar; + + int numWarsWithGreatPowers = 0; + for (auto target: greatPowerTargets) + { + if (numWarsWithGreatPowers >= 1) + { + break; + } + + int relations = country->getRelations(target->getTag())->getRelations(); + if (relations >= 0) + { + continue; + } + + set Allies = country->getAllies(); + if (Allies.find(target->getTag()) == Allies.end()) + { + countriesAtWar.push_back(findFaction(country)); + + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "War" + target->getTag() + country->getTag(); + newFocus->icon = "GFX_goal_generic_major_war"; + newFocus->text = "War with " + target->getSourceCountry()->getName("english");//change to faction name later + newFocus->prerequisites.push_back("focus = MilitaryBuildup" + country->getTag()); + newFocus->available = " has_war = 20\n"; + newFocus->available += " date > 1939.1.1"; + newFocus->xPos = 31 + numWarsWithGreatPowers * 2; + newFocus->yPos = 5; + newFocus->cost = 10; + newFocus->aiWillDo = " factor = " + to_string(10 - numWarsWithGreatPowers * 5) + "\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " strength_ratio = { tag = " + target->getTag() + " ratio < 0.8 }\n"; + newFocus->aiWillDo += " }"; + if (greatPowerTargets.size() > 1) //make ai have this as a 0 modifier if they are at war + { + newFocus->aiWillDo += "\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " OR = {\n"; + for (auto target2: greatPowerTargets) + { + if (target != target2) + { + newFocus->aiWillDo += " has_war_with = " + target2->getTag() + "\n"; + } + } + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; + } + newFocus->completionReward += " create_wargoal = {\n"; + newFocus->completionReward += " type = annex_everything\n"; + newFocus->completionReward += " target = " + target->getTag() + "\n"; + newFocus->completionReward += " }"; + FocusTree->addFocus(newFocus); + + numWarsWithGreatPowers++; + } + } + + return countriesAtWar; +} + + +void HoI4WarCreator::addTradeEvents(const HoI4Country* country, const vector& greatPowerTargets) +{ + for (auto greatPowerTarget: greatPowerTargets) + { + int relations = country->getRelations(greatPowerTarget->getTag())->getRelations(); + if (relations >= 0) + { + continue; + } + + theWorld->getEvents()->createTradeEvent(country, greatPowerTarget); + } +} \ No newline at end of file diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4WarCreator.h b/Vic2ToHoI4/Source/HOI4World/HoI4WarCreator.h new file mode 100644 index 000000000..9a79bba57 --- /dev/null +++ b/Vic2ToHoI4/Source/HOI4World/HoI4WarCreator.h @@ -0,0 +1,102 @@ +/*Copyright (c) 2016 The Paradox Game Converters Project + +Permission is hereby granted, free of charge, to any person obtaining +a copy of this software and associated documentation files (the +"Software"), to deal in the Software without restriction, including +without limitation the rights to use, copy, modify, merge, publish, +distribute, sublicense, and/or sell copies of the Software, and to +permit persons to whom the Software is furnished to do so, subject to +the following conditions: + +The above copyright notice and this permission notice shall be included +in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/ + + + +#include +#include +#include +#include "HoI4Country.h" +using namespace std; + + +class HoI4World; + + + +class HoI4WarCreator +{ + public: + void generateWars(HoI4World* world); + + private: + void determineProvinceOwners(); + void fillCountryProvinces(); + void fillProvinceNeighbors(); + void addAllTargetsToWorldTargetMap(); + void addTargetsToWorldTargetMap(HoI4Country* country); + map getDistancesToGreatPowers(HoI4Country* country); + double calculateWorldStrength(ofstream& AILog); + void generateTotalitarianWars(ofstream& AILog, vector& leaderCountries, set& factionsAtWar); + double calculatePercentOfWorldAtWar(ofstream& AILog, const set& factionsAtWar, double worldStrength); + void generateDemocracyWars(ofstream& AILog, set& factionsAtWar); + void generateAdditionalWars(ofstream& AILog, vector& leaderCountries, set& factionsAtWar, double worldStrength); + + vector fascistWarMaker(HoI4Country* country, ofstream& AILog); + vector communistWarCreator(HoI4Country* country, ofstream& AILog); + vector democracyWarCreator(HoI4Country* country); + vector MonarchyWarCreator(HoI4Country* country); + vector calculateEvilness(vector LeaderCountries); + + vector findWeakNeighbors(const HoI4Country* country); + map findCloseNeighbors(const HoI4Country* country); + vector findWeakColonies(const HoI4Country* country); + map findFarNeighbors(const HoI4Country* country); + vector getGreatPowerTargets(HoI4Country* country); + map getGPsByDistance(const HoI4Country* country); + vector addGreatPowerWars(HoI4Country* country, HoI4FocusTree* FocusTree, const vector& greatPowerTargets); + void addTradeEvents(const HoI4Country* country, const vector& greatPowerTargets); + + void setSphereLeaders(const V2World* sourceWorld); + HoI4Country* FindProvOwner(int prov); + double GetFactionStrength(HoI4Faction* Faction, int years); + string HowToTakeLand(HoI4Country * TargetCountry, HoI4Country * AttackingCountry, double time); + vector GetMorePossibleAllies(HoI4Country * CountryThatWantsAllies); + double getDistanceBetweenCountries(const HoI4Country* Country1, const HoI4Country* Country2); + bool bothCountriesHaveCapitals(const HoI4Country* Country1, const HoI4Country* Country2); + pair getCapitalPosition(const HoI4Country* country); + pair getProvincePosition(int provinceNum); + void establishProvincePositions(); + void processPositionLine(const string& line); + vector tokenizeLine(const string& line); + void addProvincePosition(const vector& tokenizedLine); + double getDistanceBetweenPoints(pair point1, pair point2); + double GetFactionStrengthWithDistance(HoI4Country* HomeCountry, vector Faction, double time); + HoI4Faction* findFaction(HoI4Country * checkingCountry); + + map getNeighbors(const HoI4Country* checkingCountry); + map getImmediateNeighbors(const HoI4Country* checkingCountry); + map getNearbyCountries(const HoI4Country* checkingCountry); + + + HoI4FocusTree* genericFocusTree; + HoI4World* theWorld; + + vector AggressorFactions; + map> WorldTargetMap; + map> provinceNeighbors; + map> provincePositions; + + string axisLeader; + string alliesLeader; + string cominternLeader; + map provinceToOwnerMap; +}; \ No newline at end of file diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp b/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp index cf03e7905..75570f342 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp +++ b/Vic2ToHoI4/Source/HOI4World/HoI4World.cpp @@ -43,6 +43,7 @@ SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/ #include "HoI4Relations.h" #include "HoI4State.h" #include "HoI4SupplyZone.h" +#include "HoI4WarCreator.h" #include "../Mappers/CountryMapping.h" #include "../Mappers/ProvinceMapper.h" #include "../Mappers/StateMapper.h" @@ -58,6 +59,8 @@ HoI4World::HoI4World(const V2World* _sourceWorld) states = new HoI4States(sourceWorld); states->importStates(HoI4DefaultStateToProvinceMap); + events = new HoI4Events; + importSuppplyZones(HoI4DefaultStateToProvinceMap); importStrategicRegions(); checkAllProvincesMapped(); @@ -75,10 +78,13 @@ HoI4World::HoI4World(const V2World* _sourceWorld) convertArmies(); convertNavies(); convertAirforces(); - getGreatPowers(); + determineGreatPowers(); convertCapitalVPs(); convertAirBases(); - thatsgermanWarCreator(); + createFactions(); + + HoI4WarCreator warCreator; + warCreator.generateWars(this); buildings = new HoI4Buildings(states->getProvinceToStateIDMap()); } @@ -167,7 +173,7 @@ void HoI4World::output() const outputRelations(); outputCountries(); buildings->output(); - events.output(); + events->output(); } @@ -1261,7 +1267,7 @@ void HoI4World::convertAirforces() } -void HoI4World::getGreatPowers() +void HoI4World::determineGreatPowers() { for (auto greatPowerVic2Tag: sourceWorld->getGreatPowers()) { @@ -1521,75 +1527,6 @@ void HoI4World::checkAllProvincesMapped() } -void HoI4World::fillCountryProvinces() -{ - LOG(LogLevel::Info) << "Filling Map Information"; - - for (auto country : countries) - { - country.second->setProvinceCount(0); - } - for (auto state : states->getStates()) - { - auto ownercountry = countries.find(state.second->getOwner()); - for (auto prov : state.second->getProvinces()) - { - //fix later - ownercountry->second->setProvinceCount(ownercountry->second->getProvinceCount() + 1); - } - } -} -void HoI4World::setSphereLeaders(const V2World* sourceWorld) -{ - for (auto greatPower: greatPowers) - { - auto relations = greatPower->getRelations(); - for (auto relation : relations) - { - if (relation.second->getSphereLeader()) - { - string tag = relation.second->getTag(); - auto spheredcountry = countries.find(tag); - if (spheredcountry != countries.end()) - { - spheredcountry->second->setSphereLeader(greatPower->getTag()); - } - } - } - } -} - - -void HoI4World::fillProvinceNeighbors() -{ - LOG(LogLevel::Info) << "Filling province neighbors"; - - std::ifstream file("adj.txt"); - std::string str; - while (std::getline(file, str)) - { - // char output[100]; - //myReadFile >> output; - vector parts; - stringstream ss(str); // Turn the string into a stream. - string tok; - char delimiter = ';'; - //crashes - while (getline(ss, tok, delimiter)) - parts.push_back(tok); - vector provneighbors; - for (unsigned int i = 5; i < parts.size(); i++) - { - //crashes - int neighborprov = stoi(parts[i]); - provneighbors.push_back(neighborprov); - } - provinceNeighbors.insert(make_pair(stoi(parts[0]), provneighbors)); - } - file.close(); -} - - void HoI4World::outputRelations() const { string opinion_modifiers; @@ -1630,2199 +1567,128 @@ void HoI4World::outputRelations() const } -void HoI4World::thatsgermanWarCreator() +void HoI4World::createFactions() { - ofstream AILog("AI-log.txt"); - - genericFocusTree = new HoI4FocusTree; - genericFocusTree->addGenericFocusTree(); - - determineProvinceOwners(); - fillCountryProvinces(); - fillProvinceNeighbors(); - createFactions(); - addAllTargetsToWorldTargetMap(); - double worldStrength = calculateWorldStrength(AILog); - - vector leaderCountries; - set factionsAtWar; - generateTotalitarianWars(AILog, leaderCountries, factionsAtWar); + LOG(LogLevel::Info) << "Creating Factions"; - double percentOfWorldAtWar = calculatePercentOfWorldAtWar(AILog, factionsAtWar, worldStrength); - if (percentOfWorldAtWar < 0.8) - { - generateDemocracyWars(AILog, factionsAtWar); - } + ofstream factionsLog("factions-logs.csv"); + factionsLog << "name,government,initial strength,factory strength per year,factory strength by 1939\n"; - percentOfWorldAtWar = calculatePercentOfWorldAtWar(AILog, factionsAtWar, worldStrength); - if (percentOfWorldAtWar < 0.8) + for (auto leader: greatPowers) { - generateAdditionalWars(AILog, leaderCountries, factionsAtWar, worldStrength); - } - - AILog.close(); -} - + if (leader->isInFaction()) + { + continue; + } + factionsLog << "\n"; -void HoI4World::addAllTargetsToWorldTargetMap() -{ - for (auto greatPower: greatPowers) - { - addTargetsToWorldTargetMap(greatPower); - } -} + vector factionMembers; + factionMembers.push_back(leader); + string leaderGovernment = leader->getGovernment(); + logFactionMember(factionsLog, leader); + double factionMilStrength = leader->getStrengthOverTime(3.0); -void HoI4World::addTargetsToWorldTargetMap(HoI4Country* country) -{ - int maxGCWars = 0; - if ((country->getGovernment() != "hms_government" || (country->getGovernment() == "hms_government" && (country->getRulingParty().war_pol == "jingoism" || country->getRulingParty().war_pol == "pro_military"))) && country->getGovernment() != "democratic") - { - vector GCTargets; - for (auto GC: getDistancesToGreatPowers(country)) + for (auto allyTag: leader->getAllies()) { - if (maxGCWars < 1) + auto ally = countries.find(allyTag); + if (ally == countries.end()) { - string thetag = GC.second->getTag(); - string HowToTakeGC = HowToTakeLand(GC.second, country, 3); - if (HowToTakeGC == "noactionneeded" || HowToTakeGC == "factionneeded" || HowToTakeGC == "morealliesneeded") - { - if (GC.second != country) - { - int relations = country->getRelations(GC.second->getTag())->getRelations(); - if (relations < 0) - { - string prereq = ""; - vector tempvector; - if (WorldTargetMap.find(GC.second) == WorldTargetMap.end()) - { - tempvector.push_back(country); - WorldTargetMap.insert(make_pair(GC.second, tempvector)); - } - if (WorldTargetMap.find(GC.second) != WorldTargetMap.end()) - { - tempvector = WorldTargetMap.find(GC.second)->second; - if (find(tempvector.begin(), tempvector.end(), country) == tempvector.end()) - tempvector.push_back(country); - - WorldTargetMap[GC.second] = tempvector; - } - maxGCWars++; - } - } - } + continue; } - } - } -} - - -map HoI4World::getDistancesToGreatPowers(HoI4Country* country) -{ - map GCDistance; - for (auto GC: greatPowers) - { - set Allies = country->getAllies(); - if (std::find(Allies.begin(), Allies.end(), GC->getTag()) == Allies.end()) - { - double distance = getDistanceBetweenCountries(country, GC); - if (distance < 2200) - GCDistance.insert(make_pair(distance, GC)); - } - } - - return GCDistance; -} - - -double HoI4World::calculateWorldStrength(ofstream& AILog) -{ - double worldStrength = 0.0; - for (auto Faction: factions) - { - worldStrength += GetFactionStrength(Faction, 3); - } - - AILog << "Total world strength: " << worldStrength << "\n\n"; - return worldStrength; -} + HoI4Country* allycountry = ally->second; + string allygovernment = allycountry->getGovernment(); + string sphereLeader = returnSphereLeader(allycountry); -void HoI4World::generateTotalitarianWars(ofstream& AILog, vector& LeaderCountries, set& factionsAtWar) -{ - AILog << "Creating Fascist/Communist/Monarchist wars\n"; - for (auto greatPower: greatPowers) - { - vector newFactionsAtWar; + if ((sphereLeader == leader->getTag()) || ((sphereLeader == "") && governmentsAllowFaction(leaderGovernment, allygovernment))) + { + logFactionMember(factionsLog, allycountry); + factionMembers.push_back(allycountry); - LeaderCountries.push_back(greatPower); - if ((greatPower->getGovernment() == "fascism") || greatPower->getRulingIdeology() == "fascism") - { - newFactionsAtWar = fascistWarMaker(greatPower, AILog); - } - else if (greatPower->getGovernment() == "communism") - { - newFactionsAtWar = communistWarCreator(greatPower, AILog); + factionMilStrength += allycountry->getStrengthOverTime(1.0); + } } - else if ( - (greatPower->getGovernment() == "absolute_monarchy") || - (greatPower->getGovernment() == "prussian_constitutionalism" && greatPower->getRulingParty().war_pol == "jingoism") - ) + + HoI4Faction* newFaction = new HoI4Faction(leader, factionMembers); + for (auto member: factionMembers) { - newFactionsAtWar = MonarchyWarCreator(greatPower); + member->setFaction(newFaction); } + factions.push_back(newFaction); - factionsAtWar.insert(newFactionsAtWar.begin(), newFactionsAtWar.end()); - } -} - - -double HoI4World::calculatePercentOfWorldAtWar(ofstream& AILog, const set& factionsAtWar, double worldStrength) -{ - double countriesAtWarStrength = 0.0; - for (auto faction : factionsAtWar) - { - countriesAtWarStrength += GetFactionStrength(faction, 3); + factionsLog << "Faction Strength in 1939," << factionMilStrength << "\n"; } - double percentOfWorldAtWar = countriesAtWarStrength / worldStrength; - AILog << "Fraction of world at war " << percentOfWorldAtWar << "\n"; - - return percentOfWorldAtWar; + factionsLog.close(); } -void HoI4World::generateDemocracyWars(ofstream& AILog, set& factionsAtWar) +void HoI4World::logFactionMember(ofstream& factionsLog, const HoI4Country* member) { - AILog << "\nCreating democracy wars\n"; - - for (auto greatPower: greatPowers) - { - if ( - (greatPower->getGovernment() == "democratic") || - ( - (greatPower->getGovernment() == "hms_government") && - (greatPower->getRulingParty().war_pol == "pacifism" || greatPower->getRulingParty().war_pol == "anti_military") - ) - ) - { - vector newFactionsAtWar; - newFactionsAtWar = democracyWarCreator(greatPower); - factionsAtWar.insert(newFactionsAtWar.begin(), newFactionsAtWar.end()); - } - } + factionsLog << member->getSourceCountry()->getName("english") << ","; + factionsLog << member->getGovernment() << ","; + factionsLog << member->getMilitaryStrength() << ","; + factionsLog << member->getEconomicStrength(1.0) << ","; + factionsLog << member->getEconomicStrength(3.0) << "\n"; } -void HoI4World::generateAdditionalWars(ofstream& AILog, vector& leaderCountries, set& factionsAtWar, double worldStrength) +string HoI4World::returnSphereLeader(HoI4Country* possibleSphereling) { - vector GCEvilnessSorted = calculateEvilness(leaderCountries); - - for (int i = GCEvilnessSorted.size() - 1; i > 0; i--) + for (auto greatPower: greatPowers) { - AILog << "added country to make more wars " + GCEvilnessSorted[i]->getSourceCountry()->getName("english") << "\n"; - vector newCountriesatWar; - newCountriesatWar = MonarchyWarCreator(GCEvilnessSorted[i]); - - for (auto addedFactions : newCountriesatWar) + auto relations = greatPower->getRelations(); + auto relation = relations.find(possibleSphereling->getTag()); + if (relation != relations.end()) { - if (std::find(factionsAtWar.begin(), factionsAtWar.end(), addedFactions) == factionsAtWar.end()) + if (relation->second->getSphereLeader()) { - factionsAtWar.insert(addedFactions); + return greatPower->getTag(); } } - - double percentOfWorldAtWar = calculatePercentOfWorldAtWar(AILog, factionsAtWar, worldStrength); - if (percentOfWorldAtWar >= 0.8) - { - break; - } - } -} - - -vector HoI4World::calculateEvilness(vector LeaderCountries) -{ - map GCEvilness; - vector GCEvilnessSorted; - for (auto GC: greatPowers) - { - if ( GC->getGovernment() == "prussian_constitutionalism" || - GC->getGovernment() == "hms_government" || - GC->getGovernment() == "absolute_monarchy" && - std::find(LeaderCountries.begin(), LeaderCountries.end(), GC) == LeaderCountries.end() && - ( - GC->getGovernment() != "hms_government" || - ( - GC->getGovernment() == "hms_government" && - ( - GC->getRulingParty().war_pol == "jingoism" || - GC->getRulingParty().war_pol == "pro_military" - ) - ) - ) && - GC->getGovernment() != "democratic") - { - double v1 = rand() % 95 + 1; - v1 = v1 / 100; - double evilness = v1; - string government = ""; - if (GC->getGovernment() == "absolute_monarchy") - evilness += 3; - else if (GC->getGovernment() == "prussian_constitutionalism") - evilness += 2; - else if (GC->getGovernment() == "hms_government") - evilness += 1; - HoI4Party countryrulingparty = GC->getRulingParty(); - - if (countryrulingparty.war_pol == "jingoism") - evilness += 3; - else if (countryrulingparty.war_pol == "pro_military") - evilness += 2; - else if (countryrulingparty.war_pol == "anti_military") - evilness += 1; - - //need to add ruling party to factor - GCEvilness.insert(make_pair(evilness, GC)); - } - } - //put them into a vector so we know their order - for (auto iterator = GCEvilness.begin(); iterator != GCEvilness.end(); ++iterator) - { - GCEvilnessSorted.push_back(iterator->second); } - return GCEvilnessSorted; + return ""; } -string HoI4World::HowToTakeLand(HoI4Country* TargetCountry, HoI4Country* AttackingCountry, double time) +bool HoI4World::governmentsAllowFaction(string leaderGovernment, string allyGovernment) { - string s; - string type; - if (TargetCountry != AttackingCountry) - { - HoI4Faction* targetFaction = findFaction(TargetCountry); - vector moreAllies = GetMorePossibleAllies(AttackingCountry); - HoI4Faction* myFaction = findFaction(AttackingCountry); - //right now assumes you are stronger then them - - double myFactionDisStrength = GetFactionStrengthWithDistance(AttackingCountry, myFaction->getMembers(), time); - double enemyFactionDisStrength = GetFactionStrengthWithDistance(TargetCountry, targetFaction->getMembers(), time); - //lets check if I am stronger then their faction - if (AttackingCountry->getStrengthOverTime(time) >= GetFactionStrength(targetFaction, static_cast(time))) - { - //we are stronger, and dont even need ally help - //ADD CONQUEST GOAL - type = "noactionneeded"; - s += "Can kill " + TargetCountry->getSourceCountry()->getName("english") + " by ourselves\n\t I have a strength of " + to_string(AttackingCountry->getStrengthOverTime(time)); - s += " and my faction has a strength of " + to_string(myFactionDisStrength) + ", while " + TargetCountry->getSourceCountry()->getName("english") + " has a strength of " + to_string(TargetCountry->getStrengthOverTime(time)); - s += " and has a faction strength of " + to_string(enemyFactionDisStrength) + "\n"; - } - else - { - //lets check if my faction is stronger - - if (myFactionDisStrength >= enemyFactionDisStrength) - { - //ADD CONQUEST GOAL - type = "factionneeded"; - s += "Can kill " + TargetCountry->getSourceCountry()->getName("english") + " with our faction\n\t I have a strength of " + to_string(AttackingCountry->getStrengthOverTime(time)); - s += " and my faction has a strength of " + to_string(myFactionDisStrength) + ", while " + TargetCountry->getSourceCountry()->getName("english") + " has a strength of " + to_string(TargetCountry->getStrengthOverTime(time)); - s += " and has a faction strength of " + to_string(enemyFactionDisStrength) + "\n"; - } - else - { - //FIXME - //hmm I am still weaker, maybe need to look for allies? - type = "morealliesneeded"; - //targettype.insert(make_pair("newallies", moreAllies)); - myFactionDisStrength = GetFactionStrengthWithDistance(AttackingCountry, myFaction->getMembers(), time) + GetFactionStrengthWithDistance(AttackingCountry, moreAllies, time); - enemyFactionDisStrength = GetFactionStrengthWithDistance(TargetCountry, targetFaction->getMembers(), time); - if (GetFactionStrengthWithDistance(AttackingCountry, myFaction->getMembers(), time) >= GetFactionStrengthWithDistance(TargetCountry, targetFaction->getMembers(), time)) - { - //ADD CONQUEST GOAL - s += "Can kill " + TargetCountry->getSourceCountry()->getName("english") + " with our faction Once I have more allies\n\t I have a strength of " + to_string(AttackingCountry->getStrengthOverTime(1.0)); - s += " and my faction has a strength of " + to_string(myFactionDisStrength) + ", while " + TargetCountry->getSourceCountry()->getName("english") + " has a strength of " + to_string(TargetCountry->getStrengthOverTime(1.0)); - s += " and has a faction strength of " + to_string(enemyFactionDisStrength) + "\n"; - } - else - { - //Time to Try Coup - type = "coup"; - s += "Cannot kill " + TargetCountry->getSourceCountry()->getName("english") + ", time to try coup\n"; - } - } - - } + if (leaderGovernment == allyGovernment) + { + return true; } - return type; -} -vector HoI4World::GetMorePossibleAllies(HoI4Country* CountryThatWantsAllies) -{ - int maxcountries = 0; - vector newPossibleAllies; - set currentAllies = CountryThatWantsAllies->getAllies(); - //set currentAllies = CountryThatWantsAllies->getAllies(); - vector CountriesWithin500Miles; //Rename to actual distance - for (auto country : countries) + else if (leaderGovernment == "absolute_monarchy" && (allyGovernment == "fascism" || allyGovernment == "democratic" || allyGovernment == "prussian_constitutionalism" || allyGovernment == "hms_government")) { - if (country.second->getProvinceCount() != 0) - { - HoI4Country* country2 = country.second; - if (getDistanceBetweenCountries(CountryThatWantsAllies, country2) <= 500) - if (std::find(currentAllies.begin(), currentAllies.end(), country2->getTag()) == currentAllies.end()) - { - CountriesWithin500Miles.push_back(country2); - } - } + return true; } - string yourgovernment = CountryThatWantsAllies->getGovernment(); - volatile vector vCountriesWithin500Miles = CountriesWithin500Miles; - //look for all capitals within a distance of Berlin to Tehran - for (unsigned int i = 0; i < CountriesWithin500Miles.size(); i++) - { - string allygovernment = CountriesWithin500Miles[i]->getGovernment(); - //possible government matches - if (allygovernment == yourgovernment - || (yourgovernment == "absolute_monarchy" && (allygovernment == "fascism" || allygovernment == "democratic" || allygovernment == "prussian_constitutionalism" || allygovernment == "hms_government")) - || (yourgovernment == "democratic" && (allygovernment == "hms_government" || allygovernment == "absolute_monarchy" || allygovernment == "prussian_constitutionalism")) - || (yourgovernment == "prussian_constitutionalism" && (allygovernment == "hms_government" || allygovernment == "absolute_monarchy" || allygovernment == "democratic" || allygovernment == "fascism")) - || (yourgovernment == "hms_government" && (allygovernment == "democratic" || allygovernment == "absolute_monarchy" || allygovernment == "prussian_constitutionalism")) - || (yourgovernment == "communism" && (allygovernment == "syndicalism")) - || (yourgovernment == "syndicalism" && (allygovernment == "communism" || allygovernment == "fascism")) - || (yourgovernment == "fascism" && (allygovernment == "syndicalism" || allygovernment == "absolute_monarchy" || allygovernment == "prussian_constitutionalism" || allygovernment == "hms_government"))) - { - - if (maxcountries < 2) - { - //FIXME - //check if we are friendly at all? - HoI4Relations* relationswithposally = CountryThatWantsAllies->getRelations(CountriesWithin500Miles[i]->getTag()); - int rel = relationswithposally->getRelations(); - int size = findFaction(CountriesWithin500Miles[i])->getMembers().size(); - double armysize = CountriesWithin500Miles[i]->getStrengthOverTime(1.0); - //for now can only ally with people not in a faction, and must be worth adding - if (relationswithposally->getRelations() >= -50 && findFaction(CountriesWithin500Miles[i])->getMembers().size() <= 1) - { - //ok we dont hate each other, lets check how badly we need each other, well I do, the only reason I am here is im trying to conquer a neighbor and am not strong enough! - //if (GetFactionStrength(findFaction(country)) < 20000) //maybe also check if he has any fascist/comm neighbors he doesnt like later? - - //well that ally is weak, he probably wants some friends - if (relationswithposally->getRelations() >= -50 && relationswithposally->getRelations() < 0) - { - //will take some NF to ally - newPossibleAllies.push_back(CountriesWithin500Miles[i]); - maxcountries++; - } - if (relationswithposally->getRelations() >= 0) - { - //well we are positive, 1 NF to add to ally should be fine - newPossibleAllies.push_back(CountriesWithin500Miles[i]); - maxcountries++; - } - - /*else if (relationswithposally->getRelations() > 0) - { - //we are friendly, add 2 NF for ally? Good way to decide how many alliances there will be - newPossibleAllies.push_back(country); - i++; - }*/ - - } - } - - } + else if (leaderGovernment == "democratic" && (allyGovernment == "hms_government" || allyGovernment == "absolute_monarchy" || allyGovernment == "prussian_constitutionalism")) + { + return true; } - return newPossibleAllies; -} - - -double HoI4World::getDistanceBetweenCountries(const HoI4Country* country1, const HoI4Country* country2) -{ - if (!bothCountriesHaveCapitals(country1, country2)) + else if (leaderGovernment == "prussian_constitutionalism" && (allyGovernment == "hms_government" || allyGovernment == "absolute_monarchy" || allyGovernment == "democratic" || allyGovernment == "fascism")) { - return 100000; + return true; } - - pair country1Position = getCapitalPosition(country1); - pair country2Position = getCapitalPosition(country2); - - return getDistanceBetweenPoints(country1Position, country2Position); -} - - -bool HoI4World::bothCountriesHaveCapitals(const HoI4Country* Country1, const HoI4Country* Country2) -{ - return (Country1->getCapitalProv() != 0) && (Country2->getCapitalProv() != 0); -} - - -pair HoI4World::getCapitalPosition(const HoI4Country* country) -{ - auto capitalState = states->getStates().find(country->getCapitalProv()); - int capitalProvince = *(capitalState->second->getProvinces().begin()); - return getProvincePosition(capitalProvince); -} - - -pair HoI4World::getProvincePosition(int provinceNum) -{ - if (provincePositions.size() == 0) + else if (leaderGovernment == "hms_government" && (allyGovernment == "democratic" || allyGovernment == "absolute_monarchy" || allyGovernment == "prussian_constitutionalism")) { - establishProvincePositions(); + return true; } - - auto itr = provincePositions.find(provinceNum); - return itr->second; -} - - -void HoI4World::establishProvincePositions() -{ - ifstream positionsFile("positions.txt"); - if (!positionsFile.is_open()) + else if (leaderGovernment == "communism" && (allyGovernment == "syndicalism")) { - LOG(LogLevel::Error) << "Could not open positions.txt"; - exit(-1); + return true; } - - string line; - while (getline(positionsFile, line)) + else if (leaderGovernment == "syndicalism" && (allyGovernment == "communism" || allyGovernment == "fascism")) { - processPositionLine(line); + return true; } - - positionsFile.close(); -} - - -void HoI4World::processPositionLine(const string& line) -{ - vector tokenizedLine = tokenizeLine(line); - addProvincePosition(tokenizedLine); -} - - -void HoI4World::addProvincePosition(const vector& tokenizedLine) -{ - int province = stoi(tokenizedLine[0]); - int x = stoi(tokenizedLine[2]); - int y = stoi(tokenizedLine[4]); - - provincePositions.insert(make_pair(province, make_pair(x, y))); -} - - -vector HoI4World::tokenizeLine(const string& line) -{ - vector parts; - stringstream ss(line); - string tok; - while (getline(ss, tok, ';')) + else if (leaderGovernment == "fascism" && (allyGovernment == "syndicalism" || allyGovernment == "absolute_monarchy" || allyGovernment == "prussian_constitutionalism")) { - parts.push_back(tok); - } - - return parts; -} - - -double HoI4World::getDistanceBetweenPoints(pair point1, pair point2) -{ - int xDistance = abs(point2.first - point1.first); - if (xDistance > 2625) - { - xDistance = 5250 - xDistance; - } - - int yDistance = point2.second - point1.second; - - return sqrt(pow(xDistance, 2) + pow(yDistance, 2)); -} - - -double HoI4World::GetFactionStrengthWithDistance(HoI4Country* HomeCountry, vector Faction, double time) -{ - double strength = 0.0; - for (auto country: Faction) - { - double distanceMulti = 1; - if (country == HomeCountry) - { - distanceMulti = 1; - } - else - distanceMulti = getDistanceBetweenCountries(HomeCountry, country); - - if (distanceMulti < 300) - distanceMulti = 1; - else if (distanceMulti < 500) - distanceMulti = 0.9; - else if (distanceMulti < 750) - distanceMulti = 0.8; - else if (distanceMulti < 1000) - distanceMulti = 0.7; - else if (distanceMulti < 1500) - distanceMulti = 0.5; - else if (distanceMulti < 2000) - distanceMulti = 0.3; - else - distanceMulti = 0.2; - - strength += country->getStrengthOverTime(time) * distanceMulti; - } - return strength; -} -HoI4Faction* HoI4World::findFaction(HoI4Country* CheckingCountry) -{ - for (auto faction : factions) - { - vector FactionMembers = faction->getMembers(); - if (std::find(FactionMembers.begin(), FactionMembers.end(), CheckingCountry) != FactionMembers.end()) - { - //if country is in faction list, it is part of that faction - return faction; - } - } - vector myself; - myself.push_back(CheckingCountry); - HoI4Faction* newFaction = new HoI4Faction(CheckingCountry, myself); - CheckingCountry->setFaction(newFaction); - return newFaction; -} - - -map HoI4World::getNeighbors(const HoI4Country* checkingCountry) -{ - map neighbors = getImmediateNeighbors(checkingCountry); - if (neighbors.size() == 0) - { - neighbors = getNearbyCountries(checkingCountry); - } - - return neighbors; -} - - -map HoI4World::getImmediateNeighbors(const HoI4Country* checkingCountry) -{ - map neighbors; - - for (auto province: checkingCountry->getProvinces()) - { - for (int provinceNumber: provinceNeighbors.find(province)->second) - { - auto provinceToOwnerItr = provinceToOwnerMap.find(provinceNumber); - if (provinceToOwnerItr == provinceToOwnerMap.end()) - { - continue; - } - - string ownerTag = provinceToOwnerItr->second; - HoI4Country* ownerCountry = countries.find(ownerTag)->second; - if (ownerCountry != checkingCountry) - { - neighbors.insert(make_pair(ownerTag, ownerCountry)); - } - } - } - - return neighbors; -} - - -map HoI4World::getNearbyCountries(const HoI4Country* checkingCountry) -{ - map neighbors; - - for (auto countryItr: countries) - { - HoI4Country* country = countryItr.second; - if (country->getCapitalProv() != 0) - { - //IMPROVE - //need to get further neighbors, as well as countries without capital in an area - double distance = getDistanceBetweenCountries(checkingCountry, country); - if (distance <= 500) - { - neighbors.insert(countryItr); - } - } - } - - return neighbors; -} - - -void HoI4World::determineProvinceOwners() -{ - for (auto state: states->getStates()) - { - for (auto province: state.second->getProvinces()) - { - string owner = state.second->getOwner(); - provinceToOwnerMap.insert(make_pair(province, owner)); - } - } -} - - -void HoI4World::createFactions() -{ - LOG(LogLevel::Info) << "Creating Factions"; - - ofstream factionsLog("factions-logs.csv"); - factionsLog << "name,government,initial strength,factory strength per year,factory strength by 1939\n"; - - for (auto leader: greatPowers) - { - if (leader->isInFaction()) - { - continue; - } - factionsLog << "\n"; - - vector factionMembers; - factionMembers.push_back(leader); - - string leaderGovernment = leader->getGovernment(); - logFactionMember(factionsLog, leader); - double factionMilStrength = leader->getStrengthOverTime(3.0); - - for (auto allyTag: leader->getAllies()) - { - auto ally = countries.find(allyTag); - if (ally == countries.end()) - { - continue; - } - - HoI4Country* allycountry = ally->second; - string allygovernment = allycountry->getGovernment(); - string sphereLeader = returnSphereLeader(allycountry); - - if ((sphereLeader == leader->getTag()) || ((sphereLeader == "") && governmentsAllowFaction(leaderGovernment, allygovernment))) - { - logFactionMember(factionsLog, allycountry); - factionMembers.push_back(allycountry); - - factionMilStrength += allycountry->getStrengthOverTime(1.0); - } - } - - HoI4Faction* newFaction = new HoI4Faction(leader, factionMembers); - for (auto member: factionMembers) - { - member->setFaction(newFaction); - } - factions.push_back(newFaction); - - factionsLog << "Faction Strength in 1939," << factionMilStrength << "\n"; - } - - factionsLog.close(); -} - - -void HoI4World::logFactionMember(ofstream& factionsLog, const HoI4Country* member) -{ - factionsLog << member->getSourceCountry()->getName("english") << ","; - factionsLog << member->getGovernment() << ","; - factionsLog << member->getMilitaryStrength() << ","; - factionsLog << member->getEconomicStrength(1.0) << ","; - factionsLog << member->getEconomicStrength(3.0) << "\n"; -} - - -bool HoI4World::governmentsAllowFaction(string leaderGovernment, string allyGovernment) -{ - if (leaderGovernment == allyGovernment) - { - return true; - } - else if (leaderGovernment == "absolute_monarchy" && (allyGovernment == "fascism" || allyGovernment == "democratic" || allyGovernment == "prussian_constitutionalism" || allyGovernment == "hms_government")) - { - return true; - } - else if (leaderGovernment == "democratic" && (allyGovernment == "hms_government" || allyGovernment == "absolute_monarchy" || allyGovernment == "prussian_constitutionalism")) - { - return true; - } - else if (leaderGovernment == "prussian_constitutionalism" && (allyGovernment == "hms_government" || allyGovernment == "absolute_monarchy" || allyGovernment == "democratic" || allyGovernment == "fascism")) - { - return true; - } - else if (leaderGovernment == "hms_government" && (allyGovernment == "democratic" || allyGovernment == "absolute_monarchy" || allyGovernment == "prussian_constitutionalism")) - { - return true; - } - else if (leaderGovernment == "communism" && (allyGovernment == "syndicalism")) - { - return true; - } - else if (leaderGovernment == "syndicalism" && (allyGovernment == "communism" || allyGovernment == "fascism")) - { - return true; - } - else if (leaderGovernment == "fascism" && (allyGovernment == "syndicalism" || allyGovernment == "absolute_monarchy" || allyGovernment == "prussian_constitutionalism")) - { - return true; + return true; } else { return false; } -} - - -double HoI4World::GetFactionStrength(HoI4Faction* Faction, int years) -{ - double strength = 0; - for (auto country : Faction->getMembers()) - { - strength += country->getStrengthOverTime(years); - } - return strength; -} - - -string HoI4World::returnSphereLeader(HoI4Country* possibleSphereling) -{ - for (auto greatPower: greatPowers) - { - auto relations = greatPower->getRelations(); - auto relation = relations.find(possibleSphereling->getTag()); - if (relation != relations.end()) - { - if (relation->second->getSphereLeader()) - { - return greatPower->getTag(); - } - } - } - - return ""; -} - - -vector HoI4World::fascistWarMaker(HoI4Country* Leader, ofstream& AILog) -{ - vector CountriesAtWar; - LOG(LogLevel::Info) << "Calculating AI for " + Leader->getSourceCountry()->getName("english"); - //too many lists, need to clean up - vector Targets; - vector Anchluss; - vector Sudaten; - vector EqualTargets; - vector DifficultTargets; - //getting country provinces and its neighbors - map AllNeighbors = getNeighbors(Leader); - map CloseNeighbors; - //gets neighbors that are actually close to you - for each (auto neigh in AllNeighbors) - { - if (neigh.second->getCapitalProv() != 0) - { - //IMPROVE - //need to get further neighbors, as well as countries without capital in an area - double distance = getDistanceBetweenCountries(Leader, neigh.second); - if (distance <= 500) - CloseNeighbors.insert(neigh); - } - } - - set Allies = Leader->getAllies(); - //should add method to look for cores you dont own - //should add method to look for more allies - - //lets look for weak neighbors - LOG(LogLevel::Info) << "Doing Neighbor calcs for " + Leader->getSourceCountry()->getName("english"); - for (auto neigh : CloseNeighbors) - { - //lets check to see if they are not our ally and not a great country - if (std::find(Allies.begin(), Allies.end(), neigh.second->getTag()) == Allies.end() && !neigh.second->isGreatPower()) - { - volatile double enemystrength = neigh.second->getStrengthOverTime(1.5); - volatile double mystrength = Leader->getStrengthOverTime(1.5); - //lets see their strength is at least < 20% - if (neigh.second->getStrengthOverTime(1.5) < Leader->getStrengthOverTime(1.5)*0.2 && findFaction(neigh.second)->getMembers().size() == 1) - { - //they are very weak - Anchluss.push_back(neigh.second); - } - //if not, lets see their strength is at least < 60% - else if (neigh.second->getStrengthOverTime(1.5) < Leader->getStrengthOverTime(1.0)*0.6 && neigh.second->getStrengthOverTime(1.0) > Leader->getStrengthOverTime(1.0)*0.2 && findFaction(neigh.second)->getMembers().size() == 1) - { - //they are weak and we can get 1 of these countries in sudaten deal - Sudaten.push_back(neigh.second); - } - //if not, lets see their strength is at least = to ours% - else if (neigh.second->getStrengthOverTime(1.0) < Leader->getStrengthOverTime(1.0)) - { - //EqualTargets.push_back(neigh); - EqualTargets.push_back(neigh.second); - } - //if not, lets see their strength is at least < 120% - else if (neigh.second->getStrengthOverTime(1.0) < Leader->getStrengthOverTime(1.0)*1.2) - { - //StrongerTargets.push_back(neigh); - DifficultTargets.push_back(neigh.second); - - } - - } - } - //string that contains all events - string Events; - string s; - map> TargetMap; - vector anchlussnan; - vector sudatennan; - vector nan; - vector fn; - vector man; - vector coup; - int EventNumber = 0; - //x is used for the x position of our last NF, so we can place them correctly - vector takenSpots; - vector takenSpotsy; - int x = 22; - takenSpots.push_back(x); - //look through every anchluss and see its difficulty - for (auto target : Anchluss) - { - string type; - //outputs are for HowToTakeLand() - //noactionneeded - Can take target without any help - //factionneeded - can take target and faction with attackers faction helping - //morealliesneeded - can take target with more allies, comes with "newallies" in map - //coup - cant take over, need to coup - type = HowToTakeLand(target, Leader, 1.5); - if (type == "noactionneeded") - { - //too many vectors, need to clean up - nan.push_back(target); - anchlussnan.push_back(target); - } - } - //gives us generic focus tree start - HoI4FocusTree* FocusTree = genericFocusTree->makeCustomizedCopy(Leader); - if (nan.size() >= 1) - { - //if it can easily take these targets as they are not in an alliance, you can get annexation event - if (nan.size() == 1) - { - x = 24; - takenSpots.push_back(x); - } - if (nan.size() >= 2) - { - x = 25; - takenSpots.push_back(x); - } - takenSpotsy.push_back(2); - - //Focus to increase fascist support and prereq for anschluss - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "The_third_way" + Leader->getTag(); - newFocus->icon = "GFX_goal_support_fascism"; - newFocus->text = "The Third Way!"; - newFocus->xPos = x; - newFocus->yPos = 0; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 5"; - //FIXME - //Need to get Drift Defense to work - //newFocus->completionReward += " drift_defence_factor = 0.5\n"; - newFocus->completionReward += " add_ideas = fascist_influence"; - FocusTree->addFocus(newFocus); - - //Focus to increase army support - newFocus = new HoI4Focus; - newFocus->id = "mil_march" + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_allies_build_infantry"; - newFocus->text = "Establish Military March Day"; - newFocus->prerequisites.push_back("focus = The_third_way" + Leader->getTag()); - newFocus->xPos = x; - newFocus->yPos = 1; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 5"; - newFocus->completionReward += " army_experience = 20\n"; - newFocus->completionReward += " add_tech_bonus = {\n"; - newFocus->completionReward += " bonus = 0.5\n"; - newFocus->completionReward += " uses = 2\n"; - newFocus->completionReward += " category = land_doctrine\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - - for (unsigned int i = 0; i < 2; i++) - { - int start = 0; - if (nan.size() >= 2) - start = -1; - if (i < nan.size()) - { - //int x = i * 3; - string annexername = Leader->getSourceCountry()->getName("english"); - string annexedname = nan[i]->getSourceCountry()->getName("english"); - findFaction(Leader)->addMember(nan[i]); - //for random date - int v1 = rand() % 5 + 1; - int v2 = rand() % 5 + 1; - //focus for anschluss - newFocus = new HoI4Focus; - newFocus->id = Leader->getTag() + "_anschluss_" + nan[i]->getTag(); - newFocus->icon = "GFX_goal_anschluss"; - newFocus->text = "Union with " + annexedname; - newFocus->available = " " + nan[i]->getTag() + " = {\n"; - newFocus->available += " is_in_faction = no\n"; - newFocus->available += " }\n"; - newFocus->available += " is_puppet = no\n"; - newFocus->available += " date > 1937." + to_string(v1 + 5) + "." + to_string(v2 + 5); - newFocus->prerequisites.push_back("focus = mil_march" + Leader->getTag()); - newFocus->xPos = x + i * 2 + start; - newFocus->yPos = 2; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 10\n"; - newFocus->aiWillDo += " modifier = {\n"; - newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " date < 1937.6.6\n"; - newFocus->aiWillDo += " }"; - newFocus->completionReward += " army_experience = 10\n"; - newFocus->completionReward += " if = {\n"; - newFocus->completionReward += " limit = {\n"; - newFocus->completionReward += " country_exists = " + nan[i]->getTag() + "\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " " + nan[i]->getTag() + " = {\n"; - newFocus->completionReward += " country_event = NFEvents." + to_string(EventNumber) + "\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - - events.createAnnexEvent(Leader, nan[i]); - } - } - nan.clear(); - - } - for (auto target : Sudaten) - { - string type; - //outputs are - //noactionneeded - Can take target without any help - //factionneeded - can take target and faction with attackers faction helping - //morealliesneeded - can take target with more allies, comes with "newallies" in map - //coup - cant take over, need to coup - type = HowToTakeLand(target, Leader, 2.5); - if (type == "noactionneeded") - { - nan.push_back(target); - } - } - if (nan.size() >= 1) - { - //if it can easily take these targets as they are not in an alliance, you can get annexation event - - //Focus to increase empire size more - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "Expand_the_Reich" + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_political_pressure";//something about claiming land - newFocus->text = "Expand the Reich"; - if (anchlussnan.size() == 1 || anchlussnan.size() >= 2) - { - //if there are anschlusses, make this event require at least 1 anschluss, else, its the start of a tree - for (unsigned int i = 0; i < 2; i++) - { - if (i < anchlussnan.size()) - { - newFocus->prerequisites.push_back("focus = " + Leader->getTag() + "_anschluss_" + anchlussnan[i]->getTag()); - } - } - newFocus->xPos = takenSpots.back(); - newFocus->yPos = 3; - takenSpotsy.push_back(5); - } - else - { - //figuring out position - int x = takenSpots.back(); - takenSpots.push_back(x); - if (nan.size() == 1) - { - x += 2; - takenSpots.push_back(x); - } - if (nan.size() >= 2) - { - x += 3; - takenSpots.push_back(x); - } - newFocus->xPos = takenSpots.back(); - newFocus->yPos = 0; - takenSpotsy.push_back(2); - } - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 5"; - newFocus->completionReward += " add_named_threat = { threat = 2 name = \"Fascist Expansion\" }";//give some claims or cores - FocusTree->addFocus(newFocus); - - for (unsigned int i = 0; i < 1; i++) - { - if (i < nan.size()) - { - int x = i * 3; - string annexername = Leader->getSourceCountry()->getName("english"); - string annexedname = nan[i]->getSourceCountry()->getName("english"); - int v1 = rand() % 8 + 1; - int v2 = rand() % 8 + 1; - //focus for sudaten - newFocus = new HoI4Focus; - newFocus->id = Leader->getTag() + "_sudaten_" + nan[i]->getTag(); - newFocus->icon = "GFX_goal_anschluss"; - newFocus->text = "Demand Territory from " + annexedname; - newFocus->available = " available = { " + nan[i]->getTag() + " = { is_in_faction = no }"; - newFocus->prerequisites.push_back("focus = Expand_the_Reich" + Leader->getTag()); - newFocus->available = " is_puppet = no\n"; - newFocus->available += " date > 1938." + to_string(v1) + "." + to_string(v2); - if (anchlussnan.size() == 1 || anchlussnan.size() >= 2) - { - //figuring out position again - newFocus->xPos = takenSpots.back(); - newFocus->yPos = 4; - } - else - { - newFocus->xPos = takenSpots.back(); - newFocus->yPos = 1; - } - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 10\n"; - newFocus->aiWillDo += " modifier = {\n"; - newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " date < 1937.6.6\n"; - newFocus->aiWillDo += " }"; - newFocus->completionReward += " army_experience = 10\n"; - newFocus->completionReward += " if = {\n"; - newFocus->completionReward += " limit = {\n"; - newFocus->completionReward += " country_exists = " + nan[i]->getTag() + "\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " " + nan[i]->getTag() + " = {\n"; - newFocus->completionReward += " country_event = NFEvents." + to_string(events.getCurrentNationFocusEventNum()) + "\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - - //FINISH HIM - newFocus = new HoI4Focus; - newFocus->id = Leader->getTag() + "_finish_" + nan[i]->getTag(); - newFocus->icon = "GFX_goal_generic_territory_or_war"; - newFocus->text = "Fate of " + annexedname; - newFocus->available = nan[i]->getTag() + " = { is_in_faction = no }"; - newFocus->prerequisites.push_back("focus = " + Leader->getTag() + "_sudaten_" + nan[i]->getTag()); - newFocus->available = " is_puppet = no"; - if (anchlussnan.size() == 1 || anchlussnan.size() >= 2) - { - newFocus->xPos = takenSpots.back(); - newFocus->yPos = 5; - } - else - { - newFocus->xPos = takenSpots.back(); - newFocus->yPos = 2; - } - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 10\n"; - newFocus->aiWillDo += " modifier = {\n"; - newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " date < 1937.6.6\n"; - newFocus->aiWillDo += " }"; - newFocus->completionReward += " create_wargoal = {\n"; - newFocus->completionReward += " type = annex_everything\n"; - newFocus->completionReward += " target = " + nan[i]->getTag() + "\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - - //events - //find neighboring states to take in sudaten deal - set demandedstates; - for (auto leaderprov : Leader->getProvinces()) - { - vector thisprovNeighbors = provinceNeighbors.find(leaderprov)->second; - for (int prov : thisprovNeighbors) - { - if (provinceToOwnerMap.find(prov) != provinceToOwnerMap.end()) - { - string owner = provinceToOwnerMap.find(prov)->second; - if (owner == nan[i]->getTag()) - { - auto provinceToStateIdMapping = stateMapper::getStateIdMapping().find(prov); - /* v does not contain x */ - demandedstates.insert(provinceToStateIdMapping->second); - - } - } - } - } - - events.createSudatenEvent(Leader, nan[0], demandedstates); - } - } - nan.clear(); - - } - //events for allies - vector newAllies = GetMorePossibleAllies(Leader); - for each (auto newally in newAllies) - { - findFaction(Leader)->addMember(newally); - } - if (newAllies.size() > 0) - { - //Focus to call summit, maybe have events from summit - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "Fas_Summit" + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_allies_build_infantry"; - newFocus->text = "Call for the Fascist Summit"; - newFocus->xPos = takenSpots.back() + 4; - newFocus->yPos = 0; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 2\n"; - newFocus->aiWillDo += " modifier = {\n"; - newFocus->aiWillDo += " factor = 10\n"; - newFocus->aiWillDo += " date > 1938.1.1\n"; - newFocus->aiWillDo += " }"; - //FIXME - //newFocus->completionReward += " opinion_gain_monthly_factor = 1.0"; - FocusTree->addFocus(newFocus); - } - - for (unsigned int i = 0; i < newAllies.size(); i++) - { - int displacement = 0; - if (newAllies.size() == 2) - displacement = -1; - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "Alliance_" + newAllies[i]->getTag() + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_allies_build_infantry"; - newFocus->text = "Alliance with " + newAllies[i]->getSourceCountry()->getName("english"); - newFocus->prerequisites.push_back("focus = Fas_Summit" + Leader->getTag()); - newFocus->xPos = takenSpots.back() + 4 + i * 2 + displacement; - newFocus->yPos = 1; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 10"; - newFocus->bypass = " OR = {\n"; - newFocus->bypass += " " + Leader->getTag() + " = { is_in_faction_with = " + newAllies[i]->getTag() + " }\n"; - newFocus->bypass += " has_war_with = " + newAllies[i]->getTag() + "\n"; - newFocus->bypass += " NOT = { country_exists = " + newAllies[i]->getTag() + " }\n"; - newFocus->bypass += " }"; - newFocus->completionReward += " " + newAllies[i]->getTag() + " = {\n"; - newFocus->completionReward += " country_event = { hours = 6 id = NFEvents." + to_string(events.getCurrentNationFocusEventNum()) + " }\n"; - newFocus->completionReward += " add_opinion_modifier = { target = " + Leader->getTag() + " modifier = ger_ita_alliance_focus }\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - - if (newAllies[i]->getFaction() == nullptr) - { - vector self; - self.push_back(newAllies[i]); - HoI4Faction* newFaction = new HoI4Faction(newAllies[i], self); - newAllies[i]->setFaction(newFaction); - } - events.createFactionEvents(Leader, newAllies[i]); - - i++; - } - - vector FactionsAttackingMe; - int maxGCAlliance = 0; - if (WorldTargetMap.find(Leader) != WorldTargetMap.end()) - { - for each (HoI4Country* country in WorldTargetMap.find(Leader)->second) - { - HoI4Faction* attackingFaction = findFaction(country); - if (find(FactionsAttackingMe.begin(), FactionsAttackingMe.end(), attackingFaction) == FactionsAttackingMe.end()) - { - FactionsAttackingMe.push_back(attackingFaction); - } - } - double FactionsAttackingMeStrength = 0; - for each (HoI4Faction* attackingFaction in FactionsAttackingMe) - { - FactionsAttackingMeStrength += GetFactionStrengthWithDistance(Leader, attackingFaction->getMembers(), 3); - } - AILog << "\t" << Leader->getSourceCountry()->getName("english") << " is under threat, there are " << FactionsAttackingMe.size() << " faction(s) attacking them, I have a strength of " << GetFactionStrength(findFaction(Leader), 3) << " and they have a strength of " << FactionsAttackingMeStrength << "\n"; - if (FactionsAttackingMeStrength > GetFactionStrength(findFaction(Leader), 3)) - { - vector GCAllies; - - for (HoI4Country* GC: greatPowers) - { - int relations = Leader->getRelations(GC->getTag())->getRelations(); - if (relations > 0 && maxGCAlliance < 1) - { - AILog << "\t" << Leader->getSourceCountry()->getName("english") << " can attempt to ally " << GC->getSourceCountry()->getName("english") << "\n"; - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "Alliance_" + GC->getTag() + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_allies_build_infantry"; - newFocus->text = "Alliance with " + GC->getSourceCountry()->getName("english"); - newFocus->prerequisites.push_back("focus = Fas_Summit" + Leader->getTag()); - newFocus->xPos = takenSpots.back() + 6; - newFocus->yPos = 2; - newFocus->cost = 15; - newFocus->aiWillDo = " factor = 10"; - newFocus->bypass = " OR = {\n"; - newFocus->bypass = " " + Leader->getTag() + " = { is_in_faction_with = " + GC->getTag() + "}\n"; - newFocus->bypass = " has_war_with = " + GC->getTag() + "\n"; - newFocus->bypass = " NOT = { country_exists = " + GC->getTag() + " }\n"; - newFocus->bypass = " }\n"; - newFocus->completionReward += " " + GC->getTag() + " = {\n"; - newFocus->completionReward += " country_event = { hours = 6 id = NFEvents." + to_string(events.getCurrentNationFocusEventNum()) + " }\n"; - newFocus->completionReward += " add_opinion_modifier = { target = " + Leader->getTag() + " modifier = ger_ita_alliance_focus }\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - - if (GC->getFaction() == nullptr) - { - vector self; - self.push_back(GC); - HoI4Faction* newFaction = new HoI4Faction(GC, self); - GC->setFaction(newFaction); - } - events.createFactionEvents(Leader, GC); - maxGCAlliance++; - } - } - } - } - - //Declaring war with Great Country - map GCDistance; - vector GCDistanceSorted; - //get great countries with a distance - for (auto GC: greatPowers) - { - double distance = getDistanceBetweenCountries(Leader, GC); - if (distance < 2200) - GCDistance.insert(make_pair(distance, GC)); - } - //put them into a vector so we know their order - for (auto iterator = GCDistance.begin(); iterator != GCDistance.end(); ++iterator) - { - GCDistanceSorted.push_back(iterator->second); - } - sort(GCDistanceSorted.begin(), GCDistanceSorted.end()); - vector GCTargets; - for each (auto GC in GCDistanceSorted) - { - string thetag = GC->getTag(); - string HowToTakeGC = HowToTakeLand(GC, Leader, 3); - if (HowToTakeGC == "noactionneeded" || HowToTakeGC == "factionneeded" || HowToTakeGC == "morealliesneeded") - { - if (GC != Leader) - GCTargets.push_back(GC); - } - - } - int maxGCWars = 0; - int start = 0; - if (GCTargets.size() == 2) - { - start = -1; - } - for each (auto GC in GCTargets) - { - int relations = Leader->getRelations(GC->getTag())->getRelations(); - if (relations < 0) - { - string prereq = ""; - set Allies = Leader->getAllies(); - if (maxGCWars < 1 && std::find(Allies.begin(), Allies.end(), GC->getTag()) == Allies.end()) - { - CountriesAtWar.push_back(findFaction(Leader)); - CountriesAtWar.push_back(findFaction(GCTargets[0])); - CountriesAtWar.push_back(findFaction(GC)); - AggressorFactions.push_back((Leader)); - int y2 = 0; - //figuring out location of WG - if (newAllies.size() > 0) - { - y2 = 2; - - for (unsigned int i = 0; (i < 2) && (i < newAllies.size()); i++) - { - prereq += " focus = Alliance_" + newAllies[i]->getTag() + Leader->getTag(); - } - } - int v1 = rand() % 12 + 1; - int v2 = rand() % 12 + 1; - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "War" + GC->getTag() + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_major_war"; - newFocus->text = "War with " + GC->getSourceCountry()->getName("english");//change to faction name later - if (prereq != "") - { - newFocus->prerequisites.push_back(prereq); - } - newFocus->available = " has_war = no\n"; - newFocus->available += " date > 1939." + to_string(v1) + "." + to_string(v2); - newFocus->xPos = takenSpots.back() + start + 3 + maxGCWars * 2; - newFocus->yPos = y2; - //newFocus->yPos = takenSpotsy.back() + 1; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = " + to_string(10 - maxGCWars * 5) + "\n"; - newFocus->aiWillDo += " modifier = {\n"; - newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " strength_ratio = { tag = " + GC->getTag() + " ratio < 1 }\n"; - newFocus->aiWillDo += " }"; - if (GCTargets.size() > 1) - { - newFocus->aiWillDo += "\n"; - - //make ai have this as a 0 modifier if they are at war - newFocus->aiWillDo += " modifier = {\n"; - newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " OR = {\n"; - for (unsigned int i2 = 0; i2 < GCTargets.size(); i2++) - { - if (GC != GCTargets[i2]) - { - newFocus->aiWillDo += " has_war_with = " + GC->getTag() + "\n"; - } - - } - newFocus->aiWillDo += " }\n"; - newFocus->aiWillDo += " }"; - } - newFocus->completionReward += " create_wargoal = {\n"; - newFocus->completionReward += " type = annex_everything\n"; - newFocus->completionReward += " target = " + GC->getTag() + "\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - maxGCWars++; - } - } - } - //insert these values in targetmap for use later possibly? - //needs cleanup, too many vectors! - TargetMap.insert(make_pair("noactionneeded", nan)); - TargetMap.insert(make_pair("factionneeded", fn)); - TargetMap.insert(make_pair("morealliesneeded", man)); - TargetMap.insert(make_pair("coup", coup)); - - Leader->addNationalFocus(FocusTree); - - return CountriesAtWar; -} - - -vector HoI4World::communistWarCreator(HoI4Country* Leader, ofstream& AILog) -{ - vector CountriesAtWar; - //communism still needs great country war events - LOG(LogLevel::Info) << "Calculating AI for " + Leader->getSourceCountry()->getName("english"); - LOG(LogLevel::Info) << "Calculating Neighbors for " + Leader->getSourceCountry()->getName("english"); - map AllNeighbors = getNeighbors(Leader); - map Neighbors; - for each (auto neigh in AllNeighbors) - { - if (neigh.second->getCapitalProv() != 0) - { - //IMPROVE - //need to get further neighbors, as well as countries without capital in an area - double distance = getDistanceBetweenCountries(Leader, neigh.second); - if (distance <= 400) - Neighbors.insert(neigh); - } - } - set Allies = Leader->getAllies(); - vector Targets; - map> NationalFocusesMap; - vector coups; - vector forcedtakeover; - - //if (Permanant Revolution) - //Decide between Anti - Democratic Focus, Anti - Monarch Focus, or Anti - Fascist Focus(Look at all great powers and get average relation between each ideology, the one with the lowest average relation leads to that focus). - //Attempt to ally with other Communist Countries(with Permanant Revolution) - LOG(LogLevel::Info) << "Doing Neighbor calcs for " + Leader->getSourceCountry()->getName("english"); - for (auto neigh : Neighbors) - { - //lets check to see if they are our ally and not a great country - if (std::find(Allies.begin(), Allies.end(), neigh.second->getTag()) == Allies.end() && !neigh.second->isGreatPower()) - { - double com = 0; - HoI4Faction* neighFaction = findFaction(neigh.second); - for (auto party : neigh.second->getParties()) - { - if (party.name.find("socialist") != string::npos || party.name.find("communist") != string::npos || party.name.find("anarcho_liberal") != string::npos) - com += party.popularity; - } - if (com > 25 && neigh.second->getRulingParty().ideology != "communist" && HowToTakeLand(neigh.second, Leader, 2.5) == "coup") - { - //look for neighboring countries to spread communism too(Need 25 % or more Communism support), Prioritizing those with "Communism Allowed" Flags, prioritizing those who are weakest - // Method() Influence Ideology and Attempt Coup - coups.push_back(neigh.second); - } - else if (neighFaction->getMembers().size() == 1 && neigh.second->getRulingParty().ideology != "communist") - { - // Then look for neighboring countries to spread communism by force, prioritizing weakest first - forcedtakeover.push_back(neigh.second); - // Depending on Anti - Ideology Focus, look for allies in alternate ideologies to get to ally with to declare war against Anti - Ideology Country. - } - } - } - //if (Socialism in One State) - // Events / Focuses to increase Industrialization and defense of the country, becomes Isolationist - // Eventually gets events to drop Socialism in One state and switch to permanant revolution(Maybe ? ) - - string s; - map> TargetMap; - vector nan; - vector fn; - vector man; - vector coup; - for (auto target : forcedtakeover) - { - string type; - //outputs are - //noactionneeded - Can take target without any help - //factionneeded - can take target and faction with attackers faction helping - //morealliesneeded - can take target with more allies, comes with "newallies" in map - //coup - cant take over, need to coup - type = HowToTakeLand(target, Leader, 2.5); - if (type == "noactionneeded") - nan.push_back(target); - else if (type == "factionneeded") - fn.push_back(target); - else if (type == "morealliesneeded") - man.push_back(target); - else if (type == "coup") - coup.push_back(target); - } - //insert these values in targetmap for use later possibly? - TargetMap.insert(make_pair("noactionneeded", nan)); - TargetMap.insert(make_pair("factionneeded", fn)); - TargetMap.insert(make_pair("morealliesneeded", man)); - TargetMap.insert(make_pair("coup", coup)); - //actual eventoutput - vector takenSpots; - takenSpots.push_back(22); - HoI4FocusTree* FocusTree = genericFocusTree->makeCustomizedCopy(Leader); - if (coups.size() > 0) - { - if (coups.size() == 1) - { - takenSpots.push_back(24); - } - if (coups.size() >= 2) - { - takenSpots.push_back(25); - } - //Focus to increase Comm support and prereq for coups - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "Home_of_Revolution" + Leader->getTag(); - newFocus->icon = "GFX_goal_support_communism"; - newFocus->text = "Home of the Revolution"; - newFocus->xPos = takenSpots.back(); - newFocus->yPos = 0; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 5"; - //FIXME - //Need to get Drift Defense to work - //newFocus->completionReward += " drift_defence_factor = 0.5\n"; - newFocus->completionReward += " add_ideas = communist_influence"; - FocusTree->addFocus(newFocus); - - for (unsigned int i = 0; i < 2; i++) - { - if (i < coups.size()) - { - newFocus = new HoI4Focus; - newFocus->id = "Influence_" + coups[i]->getTag() + "_" + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_propaganda"; - newFocus->text = "Influence " + coups[i]->getSourceCountry()->getName("english"); - newFocus->prerequisites.push_back("focus = Home_of_Revolution" + Leader->getTag()); - newFocus->xPos = 24 + i * 2; - newFocus->yPos = 1; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 5"; - newFocus->completionReward += " " + coups[i]->getTag() + " = {\n"; - newFocus->completionReward += " if = {\n"; - newFocus->completionReward += " limit = {\n"; - newFocus->completionReward += " " + Leader->getTag() + " = {\n"; - newFocus->completionReward += " has_government = fascism\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " add_ideas = fascist_influence\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " if = {\n"; - newFocus->completionReward += " limit = {\n"; - newFocus->completionReward += " " + Leader->getTag() + " = {\n"; - newFocus->completionReward += " has_government = communism\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " add_ideas = communist_influence\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " if = {\n"; - newFocus->completionReward += " limit = {\n"; - newFocus->completionReward += " " + Leader->getTag() + " = {\n"; - newFocus->completionReward += " has_government = democratic\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " add_ideas = democratic_influence\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " country_event = { id = generic.1 }\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - - //Civil War - newFocus = new HoI4Focus; - newFocus->id = "Coup_" + coups[i]->getTag() + "_" + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_demand_territory"; - newFocus->text = "Civil War in " + coups[i]->getSourceCountry()->getName("english"); - newFocus->prerequisites.push_back("focus = Influence_" + coups[i]->getTag() + "_" + Leader->getTag()); - newFocus->available = " " + coups[i]->getTag() + " = { communism > 0.5 }"; - newFocus->xPos = 24 + i * 2; - newFocus->yPos = 2; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 5"; - newFocus->completionReward += " " + coups[i]->getTag() + " = {\n"; - newFocus->completionReward += " start_civil_war = {\n"; - newFocus->completionReward += " ideology = communism\n"; - newFocus->completionReward += " size = 0.5\n"; - newFocus->completionReward += " }\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - } - } - } - if (forcedtakeover.size() > 0) - { - - //Strengthen Commitern - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "StrengthCom" + Leader->getTag(); - newFocus->icon = "GFX_goal_support_communism"; - newFocus->text = "Strengthen The Comintern";//change to faction name later - newFocus->xPos = takenSpots.back() + 5;//fixme - newFocus->yPos = 0; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 5"; - newFocus->completionReward += " army_experience = 20\n"; - newFocus->completionReward += " add_tech_bonus = {\n"; - newFocus->completionReward += " bonus = 0.5\n"; - newFocus->completionReward += " uses = 2\n"; - newFocus->completionReward += " category = land_doctrine\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - - newFocus = new HoI4Focus; - newFocus->id = "Inter_Com_Pres" + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_dangerous_deal"; - newFocus->text = "International Communist Pressure";//change to faction name later - newFocus->prerequisites.push_back("focus = StrengthCom" + Leader->getTag()); - newFocus->available = " date > 1937.1.1"; - newFocus->xPos = takenSpots.back() + 5; - newFocus->yPos = 1; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 5"; - newFocus->completionReward += " add_named_threat = { threat = 2 name = \"Socialist World Republic\" }"; - //FIXME - //maybe add some claims? - FocusTree->addFocus(newFocus); - - vector TargetsbyIC; //its actually by tech lol - bool first = true; - //FIXME - //Right now just uses everyone in forcedtakover, doesnt use nan, fn, ect... - for (auto country : forcedtakeover) - { - if (first) - { - TargetsbyIC.push_back(country); - first = false; - } - else - { - //makes sure not a coup target - if (find(coups.begin(), coups.end(), country) == coups.end()) - { - if (TargetsbyIC.front()->getTechnologyCount() < country->getTechnologyCount()) - { - TargetsbyIC.insert(TargetsbyIC.begin(), country); - } - else - TargetsbyIC.push_back(country); - } - } - } - for (unsigned int i = 0; i < 3; i++) - { - if (i < TargetsbyIC.size()) - { - int v1 = rand() % 12 + 1; - int v2 = rand() % 12 + 1; - newFocus = new HoI4Focus; - newFocus->id = "War" + TargetsbyIC[i]->getTag() + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_major_war"; - newFocus->text = "War with " + TargetsbyIC[i]->getSourceCountry()->getName("english");//change to faction name later - newFocus->prerequisites.push_back("focus = Inter_Com_Pres" + Leader->getTag()); - newFocus->available = " date > 1938." + to_string(v1) + "." + to_string(v2); - newFocus->xPos = takenSpots.back() + 3 + i * 2; - newFocus->yPos = 2; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 5\n"; - newFocus->aiWillDo += " modifier = {\n"; - newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " strength_ratio = { tag = " + TargetsbyIC[i]->getTag() + " ratio < 1 }\n"; - newFocus->aiWillDo += " }"; - if (TargetsbyIC.size() > 1) - { - newFocus->aiWillDo += "\n"; - newFocus->aiWillDo += " modifier = {\n"; - newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " OR = {\n"; - for (int i2 = 0; i2 < 3; i2++) - { - if (i != i2) - newFocus->aiWillDo += " has_war_with = " + TargetsbyIC[i]->getTag() + "\n"; - } - newFocus->aiWillDo += " }\n"; - newFocus->aiWillDo += " }"; - } - - newFocus->completionReward += " create_wargoal = {\n"; - newFocus->completionReward += " type = puppet_wargoal_focus\n"; - newFocus->completionReward += " target = " + TargetsbyIC[i]->getTag() + "\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - } - } - takenSpots.push_back(takenSpots.back() + 6); - } - //events for allies - vector newAllies = GetMorePossibleAllies(Leader); - if (newAllies.size() > 0) - { - //Focus to call summit, maybe have events from summit - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "Com_Summit" + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_allies_build_infantry"; - newFocus->text = "Call for the Communist Summit"; - newFocus->xPos = takenSpots.back() + 3; - newFocus->yPos = 0; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 2\n"; - newFocus->aiWillDo = " modifier = {\n"; - newFocus->aiWillDo = " factor = 10\n"; - newFocus->aiWillDo = " date > 1938.1.1\n"; - newFocus->aiWillDo = " }"; - FocusTree->addFocus(newFocus); - } - - int i = 0; - for (auto newAlly: newAllies) - { - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "Alliance_" + newAlly->getTag() + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_allies_build_infantry"; - newFocus->text = "Alliance with " + newAlly->getSourceCountry()->getName("english"); - newFocus->prerequisites.push_back("focus = Com_Summit" + Leader->getTag()); - newFocus->xPos = takenSpots.back() + 3 + i; - newFocus->yPos = 1; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = 10"; - newFocus->bypass = " OR = {\n"; - newFocus->bypass = " " + Leader->getTag() + " = { is_in_faction_with = " + newAlly->getTag() + "}\n"; - newFocus->bypass = " has_war_with = " + newAlly->getTag() + "\n"; - newFocus->bypass = " NOT = { country_exists = " + newAlly->getTag() + " }\n"; - newFocus->bypass = " }\n"; - newFocus->completionReward += " " + newAlly->getTag() + " = {\n"; - newFocus->completionReward += " country_event = { hours = 6 id = NFEvents." + to_string(events.getCurrentNationFocusEventNum()) + " }\n"; - newFocus->completionReward += " add_opinion_modifier = { target = " + Leader->getTag() + " modifier = ger_ita_alliance_focus }\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - - if (newAlly->getFaction() == nullptr) - { - vector self; - self.push_back(newAlly); - HoI4Faction* newFaction = new HoI4Faction(newAlly, self); - newAlly->setFaction(newFaction); - } - events.createFactionEvents(Leader, newAlly); - - i++; - } - - vector FactionsAttackingMe; - int maxGCAlliance = 0; - if (WorldTargetMap.find(Leader) != WorldTargetMap.end()) - { - for each (HoI4Country* country in WorldTargetMap.find(Leader)->second) - { - HoI4Faction* attackingFaction = findFaction(country); - if (find(FactionsAttackingMe.begin(), FactionsAttackingMe.end(), attackingFaction) == FactionsAttackingMe.end()) - { - FactionsAttackingMe.push_back(attackingFaction); - } - } - double FactionsAttackingMeStrength = 0; - for each (HoI4Faction* attackingFaction in FactionsAttackingMe) - { - FactionsAttackingMeStrength += GetFactionStrengthWithDistance(Leader, attackingFaction->getMembers(), 3); - } - AILog << "\t" << Leader->getSourceCountry()->getName("english") << " is under threat, there are " << FactionsAttackingMe.size() << " faction(s) attacking them, I have a strength of " << GetFactionStrength(findFaction(Leader), 3) << " and they have a strength of " << FactionsAttackingMeStrength << "\n"; - if (FactionsAttackingMeStrength > GetFactionStrength(findFaction(Leader), 3)) - { - vector GCAllies; - - for (HoI4Country* GC: greatPowers) - { - int relations = Leader->getRelations(GC->getTag())->getRelations(); - if (relations > 0 && maxGCAlliance < 1) - { - AILog << "\t" << Leader->getSourceCountry()->getName("english") << " can attempt to ally " << GC->getSourceCountry()->getName("english") << "\n"; - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "Alliance_" + GC->getTag() + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_allies_build_infantry"; - newFocus->text = "Alliance with " + GC->getSourceCountry()->getName("english"); - newFocus->prerequisites.push_back("focus = Com_Summit" + Leader->getTag()); - newFocus->xPos = takenSpots.back() + 4; - newFocus->yPos = 2; - newFocus->cost = 15; - newFocus->aiWillDo = " factor = 10"; - newFocus->bypass = " OR = {\n"; - newFocus->bypass = " " + Leader->getTag() + " = { is_in_faction_with = " + GC->getTag() + "}\n"; - newFocus->bypass = " has_war_with = " + GC->getTag() + "\n"; - newFocus->bypass = " NOT = { country_exists = " + GC->getTag() + " }\n"; - newFocus->bypass = " }\n"; - newFocus->completionReward += " " + GC->getTag() + " = {\n"; - newFocus->completionReward += " country_event = { hours = 6 id = NFEvents." + to_string(events.getCurrentNationFocusEventNum()) + " }\n"; - newFocus->completionReward += " add_opinion_modifier = { target = " + Leader->getTag() + " modifier = ger_ita_alliance_focus }\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - - if (GC->getFaction() == nullptr) - { - vector self; - self.push_back(GC); - HoI4Faction* newFaction = new HoI4Faction(GC, self); - GC->setFaction(newFaction); - } - events.createFactionEvents(Leader, GC); - maxGCAlliance++; - } - } - } - } - - - //Declaring war with Great Country - - map GCDistance; - vector GCDistanceSorted; - for (auto GC: greatPowers) - { - double distance = getDistanceBetweenCountries(Leader, GC); - if (distance < 1200) - GCDistance.insert(make_pair(distance, GC)); - } - //put them into a vector so we know their order - for (auto iterator = GCDistance.begin(); iterator != GCDistance.end(); ++iterator) - { - GCDistanceSorted.push_back(iterator->second); - } - sort(GCDistanceSorted.begin(), GCDistanceSorted.end()); - vector GCTargets; - for each (auto GC in GCDistanceSorted) - { - string thetag = GC->getTag(); - string HowToTakeGC = HowToTakeLand(GC, Leader, 3); - if (HowToTakeGC == "noactionneeded" || HowToTakeGC == "factionneeded") - { - if (GC != Leader) - GCTargets.push_back(GC); - } - if (HowToTakeGC == "morealliesneeded") - { - - } - - } - int maxGCWars = 0; - int start = 0; - if (GCTargets.size() == 2) - { - start = -1; - } - for each (auto GC in GCTargets) - { - int relations = Leader->getRelations(GC->getTag())->getRelations(); - if (relations < 0) - { - string prereq = ""; - if (maxGCWars < 1 && std::find(Allies.begin(), Allies.end(), GC->getTag()) == Allies.end()) - { - CountriesAtWar.push_back(findFaction(Leader)); - CountriesAtWar.push_back(findFaction(GCTargets[0])); - CountriesAtWar.push_back(findFaction(GC)); - AggressorFactions.push_back((Leader)); - int y2 = 0; - //figuring out location of WG - if (newAllies.size() > 0) - { - y2 = 2; - - for (unsigned int i = 0; (i < 2) && (i < newAllies.size()); i++) - prereq += " focus = Alliance_" + newAllies[i]->getTag() + Leader->getTag(); - } - int v1 = rand() % 12 + 1; - int v2 = rand() % 12 + 1; - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "War" + GC->getTag() + Leader->getTag(); - newFocus->icon = "GFX_goal_generic_major_war"; - newFocus->text = "War with " + GC->getSourceCountry()->getName("english");//change to faction name later - newFocus->prerequisites.push_back(prereq); - newFocus->available = " has_war = no\n"; - newFocus->available += " date > 1939." + to_string(v1) + "." + to_string(v2); - newFocus->xPos = takenSpots.back() + 3 + maxGCWars * 2; - newFocus->yPos = y2 + maxGCAlliance; - //newFocus->yPos = takenSpotsy.back() + 1; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = " + to_string(10 - maxGCWars * 5) + "\n"; - newFocus->aiWillDo += " modifier = {\n"; - newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " strength_ratio = { tag = " + GC->getTag() + " ratio < 1 }\n"; - newFocus->aiWillDo += " }"; - if (GCTargets.size() > 1) - { - newFocus->aiWillDo = "\n"; - - //make ai have this as a 0 modifier if they are at war - newFocus->aiWillDo += " modifier = {\n"; - newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " OR = {\n"; - for (int i2 = 0; i2 < 3; i2++) - { - if (GC != GCTargets[i2]) - { - newFocus->aiWillDo += " has_war_with = " + GC->getTag() + "\n"; - } - - } - newFocus->aiWillDo += " }\n"; - newFocus->aiWillDo += " }\n"; - } - - newFocus->completionReward += " create_wargoal = {\n"; - newFocus->completionReward += " type = puppet_wargoal_focus\n"; - newFocus->completionReward += " target = " + GC->getTag() + "\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - - maxGCWars++; - } - } - } - - Leader->addNationalFocus(FocusTree); - - return CountriesAtWar; -} - - -vector HoI4World::democracyWarCreator(HoI4Country* Leader) -{ - vector CountriesAtWar; - map CountriesToContain; - vector vCountriesToContain; - set Allies = Leader->getAllies(); - int v1 = rand() % 100; - v1 = v1 / 100; - HoI4FocusTree* FocusTree = genericFocusTree->makeCustomizedCopy(Leader); - for (auto GC: greatPowers) - { - double relation = Leader->getRelations(GC->getTag())->getRelations(); - if (relation < 100 && (GC->getGovernment() != "hms_government" || (GC->getGovernment() == "hms_government" && (GC->getRulingParty().war_pol == "jingoism" || GC->getRulingParty().war_pol == "pro_military"))) && GC->getGovernment() != "democratic" && std::find(Allies.begin(), Allies.end(), GC->getTag()) == Allies.end()) - { - string HowToTakeGC = HowToTakeLand(GC, Leader, 3); - //if (HowToTakeGC == "noactionneeded" || HowToTakeGC == "factionneeded") - { - CountriesAtWar.push_back(findFaction(Leader)); - CountriesToContain.insert(make_pair(static_cast(relation + v1), GC)); - } - } - } - for (auto country : CountriesToContain) - { - vCountriesToContain.push_back(country.second); - } - if (vCountriesToContain.size() > 0) - { - FocusTree->addDemocracyNationalFocuses(Leader, vCountriesToContain, 27); - } - - Leader->addNationalFocus(FocusTree); - - return CountriesAtWar; -} - - -vector HoI4World::MonarchyWarCreator(HoI4Country* country) -{ - HoI4FocusTree* focusTree = genericFocusTree->makeCustomizedCopy(country); - - LOG(LogLevel::Info) << "Doing neighbor calcs for " + country->getSourceCountry()->getName("english"); - - vector weakNeighbors = findWeakNeighbors(country); - vector weakColonies = findWeakColonies(country); - focusTree->addMonarchyEmpireNationalFocuses(country, weakColonies, weakNeighbors); - - vector greatPowerTargets = getGreatPowerTargets(country); - vector CountriesAtWar = addGreatPowerWars(country, focusTree, greatPowerTargets); - addTradeEvents(country, greatPowerTargets); - - country->addNationalFocus(focusTree); - - return CountriesAtWar; -} - - -vector HoI4World::findWeakNeighbors(const HoI4Country* country) -{ - vector weakNeighbors; - - auto allies = country->getAllies(); - for (auto neighbor: findCloseNeighbors(country)) - { - if (allies.find(neighbor.second->getTag()) != allies.end()) - { - continue; - } - if (neighbor.second->isGreatPower()) - { - continue; - } - - double enemystrength = neighbor.second->getStrengthOverTime(1.5); - double mystrength = country->getStrengthOverTime(1.5); - if ( - (enemystrength < (mystrength * 0.2)) && - (findFaction(neighbor.second)->getMembers().size() == 1) - ) - { - weakNeighbors.push_back(neighbor.second); - } - } - - return weakNeighbors; -} - - -map HoI4World::findCloseNeighbors(const HoI4Country* country) -{ - map closeNeighbors; - - for (auto neighbor: getNeighbors(country)) - { - if (neighbor.second->getCapitalProv() != 0) - { - double distance = getDistanceBetweenCountries(country, neighbor.second); - if (distance <= 500) - { - closeNeighbors.insert(neighbor); - } - } - } - - return closeNeighbors; -} - - -vector HoI4World::findWeakColonies(const HoI4Country* country) -{ - vector weakColonies; - - auto allies = country->getAllies(); - for (auto neighbor: findFarNeighbors(country)) - { - if (allies.find(neighbor.second->getTag()) != allies.end()) - { - continue; - } - if (neighbor.second->isGreatPower()) - { - continue; - } - - double enemystrength = neighbor.second->getStrengthOverTime(1.5); - double mystrength = country->getStrengthOverTime(1.5); - if ( - (enemystrength < mystrength * 0.2) && - (findFaction(neighbor.second)->getMembers().size() == 1) - ) - { - weakColonies.push_back(neighbor.second); - } - } - - return weakColonies; -} - - -map HoI4World::findFarNeighbors(const HoI4Country* country) -{ - map farNeighbors; - - for (auto neighbor: getNeighbors(country)) - { - if (neighbor.second->getCapitalProv() != 0) - { - double distance = getDistanceBetweenCountries(country, neighbor.second); - if (distance > 500) - { - farNeighbors.insert(neighbor); - } - } - } - - if (farNeighbors.size() == 0) // find all nearby countries - { - for (auto otherCountry: countries) - { - if (otherCountry.second->getCapitalProv() != 0) - { - double distance = getDistanceBetweenCountries(country, otherCountry.second); - if ((distance <= 1000) && (otherCountry.second->getProvinceCount() > 0)) - { - farNeighbors.insert(otherCountry); - } - } - } - } - - return farNeighbors; -} - - -vector HoI4World::getGreatPowerTargets(HoI4Country* country) -{ - vector greatPowerTargets; - - for (auto greatPower: getGPsByDistance(country)) - { - string prereqsNeeded = HowToTakeLand(greatPower.second, country, 3); - if (prereqsNeeded == "noactionneeded" || prereqsNeeded == "factionneeded") - { - if (greatPower.second != country) - { - greatPowerTargets.push_back(greatPower.second); - } - } - if (prereqsNeeded == "morealliesneeded") - { - } - } - - return greatPowerTargets; -} - - -map HoI4World::getGPsByDistance(const HoI4Country* country) -{ - map distanceToGPMap; - for (auto greatPower: greatPowers) - { - double distance = getDistanceBetweenCountries(country, greatPower); - if (distance < 1200) - { - distanceToGPMap.insert(make_pair(distance, greatPower)); - } - } - - return distanceToGPMap; -} - - -vector HoI4World::addGreatPowerWars(HoI4Country* country, HoI4FocusTree* FocusTree, const vector& greatPowerTargets) -{ - vector countriesAtWar; - - int numWarsWithGreatPowers = 0; - for (auto target: greatPowerTargets) - { - if (numWarsWithGreatPowers >= 1) - { - break; - } - - int relations = country->getRelations(target->getTag())->getRelations(); - if (relations >= 0) - { - continue; - } - - set Allies = country->getAllies(); - if (Allies.find(target->getTag()) == Allies.end()) - { - countriesAtWar.push_back(findFaction(country)); - - HoI4Focus* newFocus = new HoI4Focus; - newFocus->id = "War" + target->getTag() + country->getTag(); - newFocus->icon = "GFX_goal_generic_major_war"; - newFocus->text = "War with " + target->getSourceCountry()->getName("english");//change to faction name later - newFocus->prerequisites.push_back("focus = MilitaryBuildup" + country->getTag()); - newFocus->available = " has_war = 20\n"; - newFocus->available += " date > 1939.1.1"; - newFocus->xPos = 31 + numWarsWithGreatPowers * 2; - newFocus->yPos = 5; - newFocus->cost = 10; - newFocus->aiWillDo = " factor = " + to_string(10 - numWarsWithGreatPowers * 5) + "\n"; - newFocus->aiWillDo += " modifier = {\n"; - newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " strength_ratio = { tag = " + target->getTag() + " ratio < 0.8 }\n"; - newFocus->aiWillDo += " }"; - if (greatPowerTargets.size() > 1) //make ai have this as a 0 modifier if they are at war - { - newFocus->aiWillDo += "\n"; - newFocus->aiWillDo += " modifier = {\n"; - newFocus->aiWillDo += " factor = 0\n"; - newFocus->aiWillDo += " OR = {\n"; - for (auto target2: greatPowerTargets) - { - if (target != target2) - { - newFocus->aiWillDo += " has_war_with = " + target2->getTag() + "\n"; - } - } - newFocus->aiWillDo += " }\n"; - newFocus->aiWillDo += " }"; - } - newFocus->completionReward += " create_wargoal = {\n"; - newFocus->completionReward += " type = annex_everything\n"; - newFocus->completionReward += " target = " + target->getTag() + "\n"; - newFocus->completionReward += " }"; - FocusTree->addFocus(newFocus); - - numWarsWithGreatPowers++; - } - } - - return countriesAtWar; -} - - -void HoI4World::addTradeEvents(const HoI4Country* country, const vector& greatPowerTargets) -{ - for (auto greatPowerTarget: greatPowerTargets) - { - int relations = country->getRelations(greatPowerTarget->getTag())->getRelations(); - if (relations >= 0) - { - continue; - } - - events.createTradeEvent(country, greatPowerTarget); - } }//7467 \ No newline at end of file diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4World.h b/Vic2ToHoI4/Source/HOI4World/HoI4World.h index 39cf55319..06849b1c2 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4World.h +++ b/Vic2ToHoI4/Source/HOI4World/HoI4World.h @@ -52,51 +52,37 @@ class HoI4World void output() const; - void importSuppplyZones(const map>& defaultStateToProvinceMap); - void importStrategicRegions(); - void convertCountries(); - void convertNavalBases(); - void convertIndustry(); - void convertResources(); - void convertSupplyZones(); - void convertStrategicRegions(); - void convertTechs(); - void convertDiplomacy(); - void convertArmies(const HoI4AdjacencyMapping& HoI4AdjacencyMap); - void generateLeaders(); - void convertArmies(); - void convertNavies(); - void convertAirforces(); + void importSuppplyZones(const map>& defaultStateToProvinceMap); + void importStrategicRegions(); + void convertCountries(); + void convertNavalBases(); + void convertIndustry(); + void convertResources(); + void convertSupplyZones(); + void convertStrategicRegions(); + void convertTechs(); + void convertDiplomacy(); + void convertArmies(const HoI4AdjacencyMapping& HoI4AdjacencyMap); + void generateLeaders(); + void convertArmies(); + void convertNavies(); + void convertAirforces(); void convertCapitalVPs(); void convertAirBases(); - void setSphereLeaders(const V2World* sourceWorld); - HoI4Country* FindProvOwner(int prov); - double GetFactionStrength(HoI4Faction* Faction, int years); - string returnSphereLeader(HoI4Country* possibleSphereling); - string HowToTakeLand(HoI4Country * TargetCountry, HoI4Country * AttackingCountry, double time); - vector GetMorePossibleAllies(HoI4Country * CountryThatWantsAllies); - double getDistanceBetweenCountries(const HoI4Country* Country1, const HoI4Country* Country2); - bool bothCountriesHaveCapitals(const HoI4Country* Country1, const HoI4Country* Country2); - pair getCapitalPosition(const HoI4Country* country); - pair getProvincePosition(int provinceNum); - void establishProvincePositions(); - void processPositionLine(const string& line); - vector tokenizeLine(const string& line); - void addProvincePosition(const vector& tokenizedLine); - double getDistanceBetweenPoints(pair point1, pair point2); - double GetFactionStrengthWithDistance(HoI4Country* HomeCountry, vector Faction, double time); - HoI4Faction* findFaction(HoI4Country * checkingCountry); - void outputRelations() const; - void checkAllProvincesMapped(); + void checkAllProvincesMapped(); - map getCountries() const { return countries; } + map getCountries() const { return countries; } + vector getGreatPowers() const { return greatPowers; } + map getStates() const { return states->getStates(); } + vector getFactions() const { return factions; } + HoI4Events* getEvents() const { return events; } private: void getProvinceLocalizations(const string& file); - void getGreatPowers(); + void determineGreatPowers(); void addBasicCapitalVPs(); void addGreatPowerVPs(); @@ -104,41 +90,6 @@ class HoI4World double getStrongestCountryStrength(); int calculateStrengthVPs(HoI4Country* country, double greatestStrength); - void thatsgermanWarCreator(); - void determineProvinceOwners(); - void fillCountryProvinces(); - void fillProvinceNeighbors(); - void createFactions(); - void logFactionMember(ofstream& factionsLog, const HoI4Country* member); - bool governmentsAllowFaction(string leaderGovernment, string allyGovernment); - void addAllTargetsToWorldTargetMap(); - void addTargetsToWorldTargetMap(HoI4Country* country); - map getDistancesToGreatPowers(HoI4Country* country); - double calculateWorldStrength(ofstream& AILog); - void generateTotalitarianWars(ofstream& AILog, vector& leaderCountries, set& factionsAtWar); - double calculatePercentOfWorldAtWar(ofstream& AILog, const set& factionsAtWar, double worldStrength); - void generateDemocracyWars(ofstream& AILog, set& factionsAtWar); - void generateAdditionalWars(ofstream& AILog, vector& leaderCountries, set& factionsAtWar, double worldStrength); - - vector fascistWarMaker(HoI4Country* country, ofstream& AILog); - vector communistWarCreator(HoI4Country* country, ofstream& AILog); - vector democracyWarCreator(HoI4Country* country); - vector MonarchyWarCreator(HoI4Country* country); - vector calculateEvilness(vector LeaderCountries); - - vector findWeakNeighbors(const HoI4Country* country); - map findCloseNeighbors(const HoI4Country* country); - vector findWeakColonies(const HoI4Country* country); - map findFarNeighbors(const HoI4Country* country); - vector getGreatPowerTargets(HoI4Country* country); - map getGPsByDistance(const HoI4Country* country); - vector addGreatPowerWars(HoI4Country* country, HoI4FocusTree* FocusTree, const vector& greatPowerTargets); - void addTradeEvents(const HoI4Country* country, const vector& greatPowerTargets); - - map getNeighbors(const HoI4Country* checkingCountry); - map getImmediateNeighbors(const HoI4Country* checkingCountry); - map getNearbyCountries(const HoI4Country* checkingCountry); - void addStatesToCountries(); map calculateFactoryWorkerRatios(); map getIndustrialWorkersPerCountry(); @@ -157,6 +108,11 @@ class HoI4World vector getPortLocationCandidates(const vector& locationCandidates, const HoI4AdjacencyMapping& HoI4AdjacencyMap); int getAirLocation(HoI4Province* locationProvince, const HoI4AdjacencyMapping& HoI4AdjacencyMap, string owner); + void createFactions(); + void logFactionMember(ofstream& factionsLog, const HoI4Country* member); + string returnSphereLeader(HoI4Country* possibleSphereling); + bool governmentsAllowFaction(string leaderGovernment, string allyGovernment); + void outputCommonCountries() const; void outputColorsfile() const; void outputAutoexecLua() const; @@ -167,7 +123,6 @@ class HoI4World void outputCountries() const; - map> provinceNeighbors; const V2World* sourceWorld; vector greatPowers; @@ -179,8 +134,6 @@ class HoI4World map landedCountries; HoI4Diplomacy diplomacy; map stateMap; - vector AggressorFactions; - map> WorldTargetMap; // map items map continents; // < province, continent > @@ -188,26 +141,19 @@ class HoI4World map supplyZonesFilenames; map strategicRegions; map provinceToStratRegionMap; - map> provincePositions; HoI4Localisation localisation; - vector factions; - string axisLeader; - string alliesLeader; - string cominternLeader; - map provinceToOwnerMap; - HoI4Events events; + HoI4Events* events; leaderTraitsMap leaderTraits; namesMapping namesMap; portraitMapping portraitMap; map provinceToSupplyZoneMap; + vector factions; HoI4Buildings* buildings; - - HoI4FocusTree* genericFocusTree; }; diff --git a/Vic2ToHoI4/Vic2ToHoI4.vcxproj b/Vic2ToHoI4/Vic2ToHoI4.vcxproj index c05487616..e69a95cf0 100644 --- a/Vic2ToHoI4/Vic2ToHoI4.vcxproj +++ b/Vic2ToHoI4/Vic2ToHoI4.vcxproj @@ -92,6 +92,7 @@ + @@ -148,6 +149,7 @@ + diff --git a/Vic2ToHoI4/Vic2ToHoI4.vcxproj.filters b/Vic2ToHoI4/Vic2ToHoI4.vcxproj.filters index 271190622..a68846157 100644 --- a/Vic2ToHoI4/Vic2ToHoI4.vcxproj.filters +++ b/Vic2ToHoI4/Vic2ToHoI4.vcxproj.filters @@ -167,6 +167,9 @@ Mappers + + HoI4World + @@ -321,5 +324,8 @@ Mappers + + HoI4World + \ No newline at end of file From 32a0cd780051b2a747476ff08ce1bdd6b21d5380 Mon Sep 17 00:00:00 2001 From: Idhrendur Date: Thu, 22 Dec 2016 16:02:23 -0800 Subject: [PATCH 10/12] Remove unnecessary defines files --- Vic2ToHoI4/Copy_Files.bat | 3 +- .../output/common/defines/00_defines.lua | 1055 ----------------- .../output/common/defines/00_graphics.lua | 862 -------------- 3 files changed, 2 insertions(+), 1918 deletions(-) delete mode 100644 Vic2ToHoI4/Data_Files/blankMod/output/common/defines/00_defines.lua delete mode 100644 Vic2ToHoI4/Data_Files/blankMod/output/common/defines/00_graphics.lua diff --git a/Vic2ToHoI4/Copy_Files.bat b/Vic2ToHoI4/Copy_Files.bat index a2419ac56..56a2eedbd 100644 --- a/Vic2ToHoI4/Copy_Files.bat +++ b/Vic2ToHoI4/Copy_Files.bat @@ -1,5 +1,6 @@ rem **Create blankMod** -del "Release\blankMod" /Q +del "Release\blankMod" /Q /S /F +rmdir "Release\blankMod" /Q /S xcopy "Data_Files\blankMod" "release\blankmod" /Y /E /I rem **Copy data files** diff --git a/Vic2ToHoI4/Data_Files/blankMod/output/common/defines/00_defines.lua b/Vic2ToHoI4/Data_Files/blankMod/output/common/defines/00_defines.lua deleted file mode 100644 index b4867ebfe..000000000 --- a/Vic2ToHoI4/Data_Files/blankMod/output/common/defines/00_defines.lua +++ /dev/null @@ -1,1055 +0,0 @@ -NDefines = { - -NGame = { - START_DATE = "1936.1.1.12", - END_DATE = "1949.1.1.1", - MAP_SCALE_PIXEL_TO_KM = 7.114, -- Yes, we did the math - SAVE_VERSION = 3, - LAG_DAYS_FOR_LOWER_SPEED = 10, -- Days of client lag for decrease of gamespeed - LAG_DAYS_FOR_PAUSE = 25, -- Days of client lag for pause of gamespeed. - MAJOR_PARTICIPANTS_FOR_MAJOR_WAR = 3, -- Minimum number of major countries involved in a war to consider it major enough to not end the game even though the enddate has been reached. -}, - -NDiplomacy = { - DIPLOMACY_REQUEST_EXPIRY_DAYS = 30, - BASE_SURRENDER_LEVEL = 1.0, -- Surrender when level reached. valid 0-1 - MAX_FEAR_VALUE = 400, -- Max fear value cap. - MIN_FEAR_VALUE = -400, -- Min fear value cap. - BASE_FEAR_FACTOR = 0, -- Base fear factor in % for opinion - MAX_TRUST_VALUE = 400, -- Max trust value cap. - MIN_TRUST_VALUE = -400, -- Min trust value cap. - BASE_TRUST_FACTOR = 100, -- Base trust factor in % for opinion. - MAX_OPINION_VALUE = 400, -- Max opinion value cap. - MIN_OPINION_VALUE = -400, -- Min opinion value cap. - BASE_TRUCE_PERIOD = 30, -- Base truce period in days. - TRUCE_BREAK_COST_PP = 200, -- Base cost in PP of breaking a truce by joining a war or accepting a call to war ( you cannot declare war yourself until the truce if up ), this is then multiplied by the time left on the truce ( so once half the truce is up it only cost 50% of this ) - BASE_PEACE_ANNEX_FACTOR = 100, -- Base factor for annexation in %. - BASE_PEACE_PUPPET_FACTOR = 100, -- Base factor for puppet in %. - BASE_PEACE_LIBERATE_FACTOR = 100, -- Base factor for liberate in %. - BASE_PEACE_TAKE_UNCONTROLLED_STATE_FACTOR = 125,-- Base factor for taking state you do not control in % - BASE_PEACE_FORCE_GOVERNMENT_COST = 100, -- Base cost for forcing a country to change government. - BASE_IMPROVE_RELATION_COST = 10, -- Political power cost to initiate relation improvement - BASE_IMPROVE_RELATION_SAME_IDEOLOGY_GROUP_MAINTAIN_COST = 0.2, -- Political power cost each update when boosting relations with nation of same ideology - BASE_IMPROVE_RELATION_DIFFERENT_IDEOLOGY_GROUP_MAINTAIN_COST = 0.4, -- Political power cost each update when boosting relations with nation of different ideology - BASE_GENERATE_WARGOAL_DAILY_PP = 0.2, -- Daily pp cost for generation of wargoals - WARGOAL_VERSUS_MAJOR_AT_WAR_REDUCTION = -0.75, -- reduction of pp cost for wargoal vs major at war. - WARGOAL_WORLD_TENSION_REDUCTION = -0.5, -- Reduction of pp cost for wargoal at 100% world tension, scales linearly - MIN_WARGOAL_JUSTIFY_COST = 2.0, -- It always takes atleast 10 days to justify a wargoal - BASE_BOOST_PARTY_POPULARITY_DAILY_PP = 0.25, -- Daily pp cost for boost party popularity - BASE_BOOST_PARTY_POPULARITY_DAILY_DRIFT = 0.1, -- Daily amount of popularity that will be added by the activity. - BASE_STAGE_COUP_DAILY_PP = 0.5, -- Daily pp cost for staging a coup - BASE_STAGE_COUP_TOTAL_COST = 200, -- Equipment consume factor for stage coup. - NAP_EXPIRY_MONTHS = 48, -- NAPs expire after this many months - NAP_UNBREAKABLE_MONTHS = 12, -- NAPS cannot be broken for this many months - NAP_FORCE_BALANCE_RULE_MONTHS = 6, -- The NAP border force balance rule changes with this interval - NAP_BREAK_FORCE_BALANCE_1 = 2.0, -- 2-1 brigades along the border required to break NAP - NAP_BREAK_FORCE_BALANCE_2 = 1.0, -- 1-1 brigades along the border required to break NAP - NAP_BREAK_FORCE_BALANCE_3 = 0.5, -- 1-2 brigades along the border required to break NAP - VERY_GOOD_OPINION = 50, -- Threshold for a country that has a very good opinion of you. - VERY_BAD_OPINION = -50, -- Threshold for a country that has a very bad opinion of you. - TRADE_NEUTRAL_OPINION_FACTOR = 0.75, -- If Both fear and trust are 0, this is the neutral factor for trade - TRADE_OPINION_FACTOR_FACTOR = 1.0, -- How much the factor should effect the possible trade amount. Setting TRADE_NEUTRAL_OPINION_FACTOR to 1.0 and TRADE_OPINION_FACTOR_FACTOR to 0 means opinion does nothing in regards to trade. - DIPLOMACY_HOURS_BETWEEN_REQUESTS = 24, -- How long a country must wait before sending a new diplomatic request. - TROOP_FEAR = 1, -- Impact on troops on borders when deciding how willing a nation is to trade - FLEET_FEAR = 1, -- Impact on troops on borders when deciding how willing a nation is to trade - IC_TO_EQUIPMENT_COUP_RATIO = 0.1, -- Ratio for calculating cost of staging coup - VOLUNTEERS_PER_TARGET_PROVINCE = 0.05, -- Each province owned by the target country contributes this amount of volunteers to the limit. - VOLUNTEERS_PER_COUNTRY_ARMY = 0.05, -- Each army unit owned by the source country contributes this amount of volunteers to the limit. - VOLUNTEERS_RETURN_EQUIPMENT = 0.95, -- Returning volunteers keep this much equipment - VOLUNTEERS_TRANSFER_SPEED = 14, -- days to transfer a unit to another nation - VOLUNTEERS_DIVISIONS_REQUIRED = 30, -- This many divisons are required for the country to be able to send volunteers. - TENSION_STATE_VALUE = 5, -- Tension value gained by annexing one state - TENSION_CIVIL_WAR_IMPACT = 0.2, -- civil war multiplier on tension. - TENSION_NO_CB_WAR = 25, -- Amount of tension generated by a no-CB war - TENSION_CB_WAR = 10, -- Amount of tension generated by a war with a CB - TENSION_ANNEX_NO_CLAIM = 3, -- Amount of tension generated by annexing a state you don't have claims on - TENSION_ANNEX_CLAIM = 2, -- Amount of tension generated by annexing a state you DO have claims on - TENSION_ANNEX_CORE = 1, -- Amount of tension generated by annexing a state that is your core - TENSION_PUPPET = 2, -- Amount of tension generated by puppeting (per state) - TENSION_GENERATE_WARGOAL = 1, -- Amount of tension generated by generating a wargoal against a country - TENSION_VOLUNTEER_FORCE_DIVISION = 0.5, -- Amount of tension generated for each sent division - TENSION_DECAY = 0.1, -- Each months tension decays this much - TENSION_SIZE_FACTOR = 1.0, -- All action tension values are multiplied by this value - TENSION_TIME_SCALE_START_DATE = "1936.1.1.12", -- Starting at this date, the tension values will be scaled down (will be equal to 1 before that) - TENSION_TIME_SCALE_MONTHLY_FACTOR = -0.005, -- Timed tension scale will be modified by this amount starting with TENSION_TIME_SCALE_START_DATE - TENSION_TIME_SCALE_MIN = 0.25, -- Timed tension scale won't decrease under this value - TENSION_GUARANTEE = -10, - TENSION_FACTION_JOIN = 5, - TENSION_JOIN_ATTACKER = 2, -- scale of the amount of tension added when country joins attacker side - TENSION_PEACE_FACTOR = 0.25, -- scale of the amount of tension (from war declaration) reduced when peace is completed. - TENSION_LIBERATE = -1, -- Amount of tension generated by liberating a country. - TENSION_CAPITULATE = 0.75, -- Scale of the amount of tension created by a countries capitulation. - GUARANTEE_COST = 25, -- Scale with the number of already guaranteed countries. - REVOKE_GUARANTEE_COST = 25, - MP_NUM_WINNERS_FOR_PEACE_PAUSE = 1, -- Number of human players as winners needed for peace conference to pause and open for everyone in multiplayer, needs to fullfill MP_NUM_LOSERS_FOR_PEACE_PAUSE as well. - MP_NUM_LOSERS_FOR_PEACE_PAUSE = 1, -- Number of human players as losers needed for peace conference to pause and open for everyone in multiplayer, needs to fullfill MP_NUM_WINNERS_FOR_PEACE_PAUSE as well. - BASE_CONDITIONAL_PEACE_WARESCORE_RATIO = 0.5, -- Warscore ratio needed for the losing side to able to surrender. - BASE_CONDITIONAL_PEACE_MONTHS = 6, -- War length must be before a surrender i possible. - JOINING_NAP_WAR_PENALTY = 0.2, -- National Unity penalty for breaking non-breakable NAP - BREAKING_GUARANTEE_PENALTY = 0.2, -- National Unity penalty for breaking guarantee - PEACE_SCORE_PER_PASS = 0.2, -- When you pass in a peace deal you gain this percent of your original score - MAX_REMEMBERED_LEASED_IC = 1000, -- Maximum of leased equipment value that is remembered for opinion bonus - MAX_OPINION_FOR_LEASED_IC = 30, -- Positive opinion when remembering the MAX_REMEMBERED_LEASED_IC equipment - MONTHLY_LEASED_IC_DECAY = 35, -- How much of leased equipment is being "forgot" each month - OPINION_PER_VOLUNTEER = 3, -- Opinion bonus per one sent volunteer division - MAX_OPINION_FROM_VOLUNTEERS = 30, -- Opinion bonus per one sent volunteer division - MAX_PARTICIPANTS_FOR_MAJOR_COUNTRIES = 5, -- If we have more then x aggressors/defenders we only list major countries in tooltip for warscore progressbar or entry in world tension view - OPINION_FOR_DEMO_FROM_WT_GENERATION = -2.0, -- How much less do democracies like us if we generate world tension - NOT_READY_FOR_WAR_BASE = -50, -- AI should be unwilling to enter accept a call to war if not ready for war against the relevant enemies. - NOT_READY_FOR_WAR_VAL_PER_DAY_SINCE_CALL = 1, -- Value modifying the not ready base over time. - PEACE_MIN_SCORE = 0.3, -- Value how much of your score you are always allowed to take - TAKE_STATES_PUPPET_COST_MULT = 0.5, -- Cost multiplier for feeding states to a puppet that you have created, assuming the puppet currently owns the states - TAKE_STATES_LIBERATE_COST_MULT = 0.5, -- Cost multiplier for feeding states to a country that has been liberated, assuming the country has cores on the states - TAKE_STATES_CHANGE_GOV_COST_MULT = 0.5, -- Cost multiplier for feeding states to a country you are changing government on, assuming they currently own the states -}, - -NCountry = { - EVENT_PROCESS_OFFSET = 20, -- Events are checked every X day per character or province (1 is ideal, but CPU heavy) - BASE_RESEARCH_SLOTS = 2, -- Base number of research slots per country. - VP_TO_SUPPLY_BASE = 1, -- Bonus to supply from a VP, no matter the level - VP_TO_SUPPLY_BONUS_CONVERSION = 0.1, -- Bonus to supply local supplies from Victory Points, multiplied by this aspect and rounded to closest integer - SUPPLY_FROM_DAMAGED_INFRA = 0.3, -- damaged infrastructure counts as this in supply calcs - SUPPLY_BASE_MULT = 1, -- multiplier on supply base values - SUPPLY_BONUS_FROM_INPUT = 0.25, -- % of supply bonus from input area. - SUPPLY_PATH_MAX_DISTANCE = 15, -- When supply route reach more than X nodes, the manpower+equipment delivery speed reach 100% penalty. - POPULATION_YEARLY_GROWTH_BASE = 0.015, -- basic population growth per year, used for monthly manpower gain - RESISTANCE_STRENGTH_FROM_VP = 0.001, -- How much strength ticking speed gives each VP score. - RESISTANCE_STRENGTH_FROM_UNIT = 0.001, -- How much strength ticking speed is reduced from each unit in state (multiplies subunit value resistance_suppress) - RESISTANCE_STRENGTH_FROM_NEIGHBORS = 0.5, -- Multiplies how much resistance can spread from one state to its neighbors, a state will spread whatever is highest of its victorypoints resistance increase or half of any of its neighbors spread, multiplied by this - RESISTANCE_DECAY_WHEN_NO_GROWTH = 0.005, -- Resistance will fall by this much each day if there is nothing increasing it ( no VPs and no spread from neighbors ) - REINFORCEMENT_DIVISION_PRIORITY_COUNT = 3, -- How many priority stages we have in division template? 0)Reserves, 1)Normal, 2)Elite. - REINFORCEMENT_DIVISION_PRIORITY_DEFAULT = 1, -- Each template by default is 1)Normal - REINFORCEMENT_THEATER_GROUP_PRIORITY_DEFAULT = 1,-- Each theater group by default is 1)Normal - REINFORCEMENT_THEATRE_PRIORITY_COUNT = 3, -- Same as with divisions... - REINFORCEMENT_THEATRE_PRIORITY_DEFAULT = 1, - REINFORCEMENT_AIRBASE_PRIORITY_COUNT = 3, - REINFORCEMENT_AIRBASE_PRIORITY_DEFAULT = 1, - REINFORCEMENT_DELIVERY_SPEED_MIN = 0.6, -- The distance from the supply region to capital should affect the speed only a little bit. Main factor for penalty is overcrowded areas, and not the route length. - REINFORCEMENT_EQUIPMENT_DELIVERY_SPEED = 0.3, -- Modifier for army equipment reinforcement speed - REINFORCEMENT_MANPOWER_DELIVERY_SPEED = 10.0, -- Modifier for army manpower reinforcement delivery speed (travel time) - REINFORCEMENT_MANPOWER_CHUNK = 0.1, -- Chunk size of manpower reinforcement delivery, in % of total manpower needed by the template. - EQUIPMENT_UPGRADE_CHUNK_MAX_SIZE = 10, -- Maximum chunk size of equipment upgrade distribution per update. - COUNTRY_SCORE_MULTIPLIER = 1.0, -- Weight of the country score. - ARMY_SCORE_MULTIPLIER = 0.15, -- Based on number of armies. - NAVY_SCORE_MULTIPLIER = 1.0, -- Based on number of navies. - AIR_SCORE_MULTIPLIER = 0.1, -- Based on number of planes (which is typically a lot). - INDUSTRY_SCORE_MULTIPLIER = 1.0, -- Based on number of factories. - PROVINCE_SCORE_MULTIPLIER = 0.1, -- Based on number of controlled provinces. - NUCLEAR_PRODUCTION_SCALE = 365, -- +1 nuclear_production gives 1 nuke per year - NUCLEAR_BOMB_DROP_UNITY_EFFECT_MAX_INFRA = 0.2, -- Reduce enemy national unity on nuking a province, the value scales with infrastructure up to this number - NUCLEAR_BOMB_DROP_UNITY_EFFECT_MAX_VP = 3, -- National unity will be scaled down if there's less VP than this in the province - WEEKLY_UNITY_GAIN = 0.0, - RESOURCE_ORIGIN_PRIORITY = 1, -- Default convoy priority for resources shipped internally - RESOURCE_EXPORT_PRIORITY = 1, -- Default convoy priority for export trade - RESOURCE_LENDLEASE_PRIORITY = 1, -- Default convoy priority for export lend lease - SUPPLY_CONVOY_FACTOR = 0.25, -- How many convoys each supply needs - CONVOY_RANGE_FACTOR = 1, -- how much range affects convoy need - LOCAL_MANPOWER_ACCESSIBLE_FACTOR = 0.5, -- accessible recruitable factor base - LOCAL_MANPOWER_ACCESSIBLE_NON_CORE_FACTOR = 0.02, -- accessible recruitable factor base - STATE_CONTROLLER_VP_RATIO_FLIP = 0.5, -- If current state controller has less share than this of state total and no armies in it the state changes controller - DEFAULT_NATIONAL_UNITY = 0.7, -- Default national unity if not scripted otherwise. - MAX_NATIONAL_UNITY = 0.90, - FRONT_PROVINCE_SCORE = 20, -- Max province score of a front. Used for the hostile troop alert - FRONT_PROVINCE_SCORE_HOSTILE_TROOPS = -1, -- If province score in a front is below this value we are losing territory, and hostile troop alert will show. - MAJOR_IC_RATIO = 3, -- difference in total factories needed to be considered major with respect to other nation - MAX_INTELLIGENCE_DIFFERENCE = 3.0, -- Max difference in intelligence levels between countries - MAX_INTELLIGENCE_DATA_DEVIATION = 1.0, -- Max deviation in estimating default espionage values ( 0.0 - 1.0 ) - MAX_INTELLIGENCE_MILITARY_DATA_DEVIATION = 1.0, -- Max deviation in estimating enemy military units amount ( 0.0 - 1.0 ) - MAX_INTELLIGENCE_NAVY_DATA_DEVIATION = 0.3, -- Max deviation in estimating enemy ships amount ( 0.0 - 1.0 ) - MAX_INTELLIGENCE_AIR_DATA_DEVIATION = 1.0, -- Max deviation in estimating enemy air planes amount ( 0.0 - 1.0 ) - MAX_INTELLIGENCE_INDUSTRY_DATA_DEVIATION = 0.4, -- Max deviation in estimating enemy industry amount ( 0.0 - 1.0 ) - MAX_INTELLIGENCE_CONVOY_DATA_DEVIATION = 0.3, -- Max deviation in estimating enemy convoys amount ( 0.0 - 1.0 ) - MIN_MANPOWER_RATIO = 0.15, -- Min manpower ratio to show manpower alert - ARMY_IMPORTANCE_FACTOR = 5.0, -- Army factor for AI and calculations - VICTORY_POINTS_IMPORTANCE_FACTOR = 5.0, -- State victory points importance factor for AI and calculations - BUILDING_IMPORTANCE_FACTOR = 3.0, -- State building importance factor for AI and calculations - RESOURCE_IMPORTANCE_FACTOR = 0.1, -- State resource importance factor for AI and calculations - INTERPOLATED_FRONT_STEPS_SHORT = 2, -- Performance optimization - The amount of steps for interpolated fronts. Non-AI countries got full interpolated fronts, the rest has optimized version of it. - MIN_AIR_RESERVE_RATIO = 0.33, -- Min manpower ratio to show air reserves alert - THEATRES_BIND_BORDER_DISTANCE = 25000, -- Map distance (before sqrt) between the center of the borders that determines if theatres should be bound or not. - POLITICAL_POWER_CAP = 2000.0, -- Max amount of political power country should have - RESISTANCE_IMPORTANT_LEVEL = 0.05, -- Level when resistance becomes dangerous - MIN_MAJOR_COUNTRIES = 7, -- MIN_MAJOR_COUNTRIES countries with most factories will be considered as major countries - ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO = 0.7, -- Countries will also be considered major when having more factories that the average of top MIN_MAJOR_COUNTRIES countries' factories times ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO - BASE_TENSION_MAJOR_COUNTRY_INDEX = 1, -- Which major country should be considered the base country when scaling generated world tension. 0 is the country with the most factories, 1 is the second most-factories country etc. This number has to be lower than MIN_MAJOR_COUNTRIES - MIN_NAVAL_SUPPLY_EFFICIENCY = 0.1, -- Min ratio when supplies will be considered delivered from the capital by naval path - PARADROP_AIR_SUPERIORITY_RATIO = 0.7, -- Min ratio of air superiority for paradropping - STATE_VALUE_BUILDING_SLOTS_MULT = 4.0, -- The Value of each building slot in a state ( Value is used to determine costs in peace conference and PP cost to occupy ) - STATE_VALUE_RESEOURCE_MULT = 0.2, -- The Value of each resource in a state ( Value is used to determine costs in peace conference and PP cost to occupy) - STATE_OCCUPATION_COST_MULTIPLIER = 0.01, -- Multiplier for state value to PP cost for occupation - STATE_VALUE_NON_CORE_STATE_FRACTION = 0.5, -- If a state is not a core we assume we will get 50% of the factory slots -}, - -NProduction = { - MAX_EQUIPMENT_RESOURCES_NEED = 3, -- Max number of different strategic resources an equipment can be dependent on. - MAX_FACTORIES_PER_LINE = 15, -- Max number of factories that can be assigned a single production line. - EFFICIENCY_LOSS_PER_UNUSED_DAY = 1, -- Daily loss of efficiency for unused factory slots ( efficiency is tracked per factory slot in the production line ) - MAX_LINE_RESOURCE_PENALTY = 90, -- Max penalty factor for production lines lacking strategic resources in %. - RESOURCE_PENALTY_WARNING_CRITICAL_RATIO = 0.8, -- Switch to red progress bar if penalty is over threshold - BASE_FACTORY_SPEED = 5, -- Base factory speed multiplier (how much hoi3 style IC each factory gives). - BASE_FACTORY_SPEED_MIL = 5, -- Base factory speed multiplier (how much hoi3 style IC each factory gives). - BASE_FACTORY_SPEED_NAV = 2.5, -- Base factory speed multiplier (how much hoi3 style IC each factory gives). - BASE_FACTORY_START_EFFICIENCY_FACTOR = 10, -- Base start efficiency for factories expressed in %. - BASE_FACTORY_MAX_EFFICIENCY_FACTOR = 50, -- Base max efficiency for factories expressed in %. - BASE_FACTORY_EFFICIENCY_GAIN = 0.25, -- Base efficiency gain for factories per unit produced in %. - BASE_FACTORY_EFFICIENCY_VARIANT_CHANGE_FACTOR = 90, -- Base factor for changing production variants in %. - BASE_FACTORY_EFFICIENCY_PARENT_CHANGE_FACTOR = 50, -- Base factor for changing production parent<->children in %. - BASE_FACTORY_EFFICIENCY_FAMILY_CHANGE_FACTOR = 30, -- Base factor for changing production with same family in %. - BASE_FACTORY_EFFICIENCY_ARCHETYPE_CHANGE_FACTOR = 20, -- Base factor for changing production with same archetype in %. - BASE_CONSUMER_GOODS_NEED_FACTOR = 50, -- Base factor for the consumer goods need of civilian factories in %. - EQUIPMENT_BASE_LEND_LEASE_WEIGHT = 1.0, -- Base equipment lend lease weight - EQUIPMENT_LEND_LEASE_WEIGHT_FACTOR = 0.01, -- Base equipment lend lease factor - ANNEX_STOCKPILES_RATIO = 1.0, -- How much stockpiled equipment will be transferred on annexation - ANNEX_FIELD_EQUIPMENT_RATIO = 0.25, -- How much equipment from deployed divisions will be transferred on annexation - ANNEX_CONVOYS_RATIO = 0.15, -- How many convoys will be transferred on annexation - MIN_POSSIBLE_TRAINING_MANPOWER = 100000, -- How many deployment lines minimum can be training - MIN_FIELD_TO_TRAINING_MANPOWER_RATIO = 0.75, -- Ratio which % of army in field can be trained -}, - -NTechnology = { - MAX_SUBTECHS = 3, -- Max number of sub technologies a technology can have. - BASE_RESEARCH_POINTS_SAVED = 30.0, -- Base amount of research points a country can save per slot. - BASE_YEAR_AHEAD_PENALTY_FACTOR = 2, -- Base year ahead penalty - BASE_TECH_COST = 100, -- base cost for a tech. multiplied with tech cost and ahead of time penalties -}, - -NPolitics = { - BASE_LEADER_TRAITS = 3, -- Base amount of leader traits. - MAX_RANDOM_LEADERS = 1, -- Maximum amount random leader to have per party. - BASE_POLITICAL_POWER_INCREASE = 2, -- Weekly increase of PP. - ARMY_LEADER_COST = 5, -- cost for recruiting new leaders, 'this value' * number_of_existing_leaders_of_type - NAVY_LEADER_COST = 5, -- cost for recruiting new leaders, 'this value' * number_of_existing_leaders_of_type - GOAL_COST_FACTOR = 1.0, -- Multiplayer for cost of political goals - LEADER_TRAITS_XP_SHOW = 0.05, -- Amount of XP a trait needs to be shown in tooltips of a leader. - REVOLTER_PARTY_POPULARITY = 0.4, -- Revolter party loses 80% popularity when the civil war breaks out - MIN_OVERTHROWN_GOVERNMENT_SUPPORT_RATIO = 0.4, -- Min possible support for new government after puppeting the government - DEFAULT_OCCUPATION_POLICY = 1, -- Defaullt value for occupation policy - INSTANT_WIN_REVOLTER_POPULARITY_RATIO = 0.4, -- Min party popularity for instant win in one province state - INSTANT_WIN_POPULARITY_WIN = 50, -- New party popularity -}, - -NBuildings = { - MAX_BUILDING_LEVELS = 15, -- Max levels a building can have. - AIRBASE_CAPACITY_MULT = 200, -- Each level of airbase building multiplied by this, gives capacity (max operational value). Value is int. 1 for each airplane. - ROCKETSITE_CAPACITY_MULT = 100, -- Each level of rocketsite building multiplied by this, gives capacity (max operational value). Value is int. 1 for each rocket. - NAVALBASE_CAPACITY_MULT = 10.0, -- Each level of navalbase building multiplied by this, gives max capacity. Value is float. Each ship takes port_capacity_usage space. - NAVALBASE_REPAIR_MULT = 0.075, -- Each level of navalbase building repairs X strength. The value is spread on all ships needed reparation. Fe Navalbase lvl 5 x 0.5 str repair = 2.5 str repaired over 10 ships, so each ship repair hourly 0.25 str. - RADAR_RANGE_MIN = 20, -- Radar range (from state center to province center) in measure of map pixels. Exluding techs. - RADAR_RANGE_MAX = 220, -- Range is interpolated between building levels 1-15. - RADAR_INTEL_EFFECT = 40, -- Province covered by radar increases intel by 10 (where 255 is max). Province may be covered by multiple radars, then the value sums up. - ENCRYPTION_INTEL_EFFECT = 50, -- Intel level effect by encryption (reduces intel gained from country with encryption higher than other countries decryption) - DECRYPTION_INTEL_EFFECT = 50, -- Intel level effect by decryption (increases intel gained from country with decryption lower than other countries decryption) - SABOTAGE_FACTORY_DAMAGE = 100.0, -- How much damage takes a factory building in sabotage when state is occupied. Damage is mult by (1 + resistance strength), i.e. up to 2 x base value. - BASE_FACTORY_REPAIR = 0.5, -- Default repair rate before factories are taken into account - BASE_FACTORY_REPAIR_FACTOR = 2.0, -- Factory speed modifier when repairing. - SUPPLY_PORT_LEVEL_THROUGHPUT = 3, -- supply throughput per level of naval base - INFRA_TO_SUPPLY = 2, - INFRA_TO_SUPPLY_COEFF = 1, - MAX_SHARED_SLOTS = 25, -- Max slots shared by factories - OWNER_CHANGE_EXTRA_SHARED_SLOTS_FACTOR = 0.5, --Scale factor of extra shared slots when state owner change. - DESTRUCTION_COOLDOWN_IN_WAR = 30, -- Number of days cooldown between removal of buildings in war times -}, - -NDeployment = { - BASE_DEPLOYMENT_TRAINING = 1, -- Base training done each day during deployment. -}, - -NMilitary = { - COMBAT_VALUE_ORG_IMPORTANCE = 1, -- Multiplier on TotalOrganisation when determining the combat value of a division - COMBAT_VALUE_STR_IMPORTANCE = 1, -- Multiplier on TotalStrength when determining the combat value of a division - - HOURLY_ORG_MOVEMENT_IMPACT = -0.2, -- how much org is lost every hour while moving an army. - ZERO_ORG_MOVEMENT_MODIFIER = -0.8, -- speed impact at 0 org. - INFRA_ORG_IMPACT = 0.5, -- scale factor of infra on org regain. - - INFRASTRUCTURE_MOVEMENT_SPEED_IMPACT = -0.05, -- speed penalty per infrastucture below maximum. - - WAR_SCORE_LOSSES_RATIO = 0.4, -- Scale how much losses will affect warscore ( per 1000 losses ). - WAR_SCORE_LOSSES_MULT_IF_CAPITULATED = 0.5, -- How much your losses count towards warscore if you have capitulated. - WAR_SCORE_AIR_WORTH = 0.2, -- how much strategic bombing will affect warscore - WAR_SCORE_AIR_WORTH_CAP = 1000, -- the warscore limit we get from strategic bombing - WAR_SCORE_AIR_MONTHLY_FALLOFF = 10, -- how much the warscore we got from the strategic bombing falls off every month. - - CORPS_COMMANDER_CAP = 24, -- how many a corps commander is limited to. - UNIT_LEADER_GENERATION_CAPITAL_CONTINENT_FACTOR = 100, --Integer factor to multiply manpower. - - RECON_SKILL_IMPACT = 5, -- how many skillpoints is a recon advantage worth when picking a tactic. - - MAX_DIVISION_BRIGADE_WIDTH = 5, -- Max width of regiments in division designer. - MAX_DIVISION_BRIGADE_HEIGHT = 5, -- Max height of regiments in division designer. - MAX_DIVISION_SUPPORT_WIDTH = 1, -- Max width of support in division designer. - MAX_DIVISION_SUPPORT_HEIGHT = 5, -- Max height of support in division designer. - - BASE_DIVISION_BRIGADE_GROUP_COST = 20, --Base cost to unlock a regiment slot, - BASE_DIVISION_BRIGADE_CHANGE_COST = 5, --Base cost to change a regiment column. - BASE_DIVISION_SUPPORT_SLOT_COST = 10, --Base cost to unlock a support slot - - MAX_ARMY_EXPERIENCE = 500, --Max army experience a country can store - MAX_NAVY_EXPERIENCE = 500, --Max navy experience a country can store - MAX_AIR_EXPERIENCE = 500, --Max air experience a country can store - - COMBAT_MINIMUM_TIME = 4, -- Shortest time possible for a combat in hours - SPOTTING_QUALITY_DROP_HOURS = 4, -- Each X hours the intel quality drops after unit was spotted. - LEADER_GROUP_MAX_SIZE = 1000, --5, -- Max slots for leader groups. - - LAND_COMBAT_ORG_DICE_SIZE = 4, -- nr of damage dice - LAND_COMBAT_STR_DICE_SIZE = 2, -- nr of damage dice - LAND_COMBAT_STR_DAMAGE_MODIFIER = 0.05, -- global damage modifier... but some equipment is returned at end of battles see : EQUIPMENT_COMBAT_LOSS_FACTOR - LAND_COMBAT_ORG_DAMAGE_MODIFIER = 0.05, -- global damage modifier - LAND_AIR_COMBAT_STR_DAMAGE_MODIFIER = 0.04, -- air global damage modifier - LAND_AIR_COMBAT_ORG_DAMAGE_MODIFIER = 0.04, -- global damage modifier - LAND_AIR_COMBAT_MAX_PLANES_PER_ENEMY_WIDTH = 3, -- how many CAS/TAC can enter a combat depending on enemy width there - LAND_COMBAT_STR_ARMOR_ON_SOFT_DICE_SIZE = 2, -- extra damage dice if our armor outclasses enemy - LAND_COMBAT_ORG_ARMOR_ON_SOFT_DICE_SIZE = 6, -- extra damage dice if our armor outclasses enemy - LAND_COMBAT_STR_ARMOR_DEFLECTION_FACTOR = 0.5, -- damage reduction if armor outclassing enemy - LAND_COMBAT_ORG_ARMOR_DEFLECTION_FACTOR = 0.5, -- damage reduction if armor outclassing enemy - LAND_COMBAT_COLLATERAL_FACTOR = 0.005, -- Factor to scale collateral damage to infra and forts with. - LAND_COMBAT_FORT_DAMAGE_CHANCE = 5, -- chance to get a hit to damage on forts. (out of 100) - ATTRITION_DAMAGE_ORG = 0.1, -- damage from attrition to Organisation - ATTRITION_EQUIPMENT_LOSS_CHANCE = 0.1, -- Chance for loosing equipment when suffer attrition. Scaled up the stronger attrition is. Then scaled down by equipment reliability. - ATTRITION_EQUIPMENT_PER_TYPE_LOSS_CHANCE = 0.1, -- Chance for loosing equipment when suffer attrition. Scaled up the stronger attrition is. Then scaled down by equipment reliability. - ATTRITION_WHILE_MOVING_FACTOR = 1, - BASE_CHANCE_TO_AVOID_HIT = 90, -- Base chance to avoid hit if defences left. - CHANCE_TO_AVOID_HIT_AT_NO_DEF = 60, -- chance to avoid hit if no defences left. - COMBAT_MOVEMENT_SPEED = 0.33, -- speed reduction base modifier in combat - TACTIC_SWAP_FREQUENCEY = 24, -- hours between tactic swaps - INITIATIVE_PICK_COUNTER_ADVANTAGE_FACTOR = 0.35, -- advantage per leader level for picking a counter - BASE_COMBAT_WIDTH = 80, -- base combat width - ADDITIONAL_COMBAT_WIDTH = 40, -- more opened up by support attack - AMPHIBIOUS_INVADE_MOVEMENT_COST = 24.0, -- total progress cost of movement while amphibious invading - LAND_SPEED_MODIFIER = 0.05, -- basic speed control - RIVER_CROSSING_PENALTY = -0.3, -- small river crossing - RIVER_CROSSING_PENALTY_LARGE = -0.6, -- large river crossing - RIVER_CROSSING_SPEED_PENALTY = -0.25, -- small river crossing - RIVER_CROSSING_SPEED_PENALTY_LARGE = -0.5, -- large river crossing - RIVER_SMALL_START_INDEX = 0, -- color indices for rivers - RIVER_SMALL_STOP_INDEX = 6, - RIVER_LARGE_STOP_INDEX = 11, - BASE_FORT_PENALTY = -0.15, -- fort penalty - BASE_STACKING_PENALTY = -0.1, -- multiple direction attack penalty - MULTIPLE_COMBATS_PENALTY = -0.5, -- defender penalty if attacked from multiple directions - DIG_IN_FACTOR = 0.02, -- bonus factor for each dug-in level - LEADER_SKILL_FACTOR = 0.05, -- bonus per skill level of leader - BASE_LEADER_TRAIT_GAIN_XP = 1, -- Base xp gain for traits per hour. - MAX_NUM_TRAITS = 6, -- cant have more - ENEMY_AIR_SUPERIORITY_IMPACT = -0.5, -- effect on defense due to enemy air superiorty - ENEMY_AIR_SUPERIORITY_SPEED_IMPACT = -0.5, -- effect on speed due to enemy air superiority - ENCIRCLED_PENALTY = -0.3, -- penalty when completely encircled - UNIT_EXPERIENCE_PER_COMBAT_HOUR = 0.0001, - UNIT_EXPERIENCE_SCALE = 1.0, - UNIT_EXPERIENCE_PER_TRAINING_DAY = 0.0015, - TRAINING_MAX_LEVEL = 2, - DEPLOY_TRAINING_MAX_LEVEL = 1, - TRAINING_EXPERIENCE_SCALE = 62.0, - TRAINING_ORG = 0.2, - ARMY_EXP_BASE_LEVEL = 1, - UNIT_EXP_LEVELS = { 0.1, 0.3, 0.75, 0.9 }, -- Experience needed to progress to the next level - FIELD_EXPERIENCE_SCALE = 0.002, - FIELD_EXPERIENCE_MAX_PER_DAY = 3, -- Most xp you can gain per day - EXPEDITIONARY_FIELD_EXPERIENCE_SCALE = 0.5, -- reduction factor in Xp from expeditionary forces - LEND_LEASE_FIELD_EXPERIENCE_SCALE = 0.005, -- Experience scale for lend leased equipment used in combat. - LEADER_EXPERIENCE_SCALE = 1.0, - SLOWEST_SPEED = 4, - REINFORCEMENT_REQUEST_MAX_WAITING_DAYS = 14, -- Every X days the equipment will be sent, regardless if still didn't produced all that has been requested. - REINFORCEMENT_REQUEST_DAYS_FREQUENCY = 7, -- How many days must pass until we may give another reinforcement request - EXPERIENCE_COMBAT_FACTOR = 0.25, - ALERT_VERY_LOW_SUPPLY_LEVEL = 0.3, -- At which point we show up the low and very low supply level alert. Value is in % of supplies supported vs required. - ALERT_LOW_SUPPLY_LEVEL = 0.9, - UNIT_DIGIN_CAP = 5, -- how "deep" you can dig you can dig in until hitting max bonus - UNIT_DIGIN_SPEED = 1, -- how "deep" you can dig a day. - PARACHUTE_FAILED_EQUIPMENT_DIV = 50.0, -- When the transport plane was shot down, we drop unit with almost NONE equipment - PARACHUTE_FAILED_MANPOWER_DIV = 100.0, -- When the transport plane was shot down, we drop unit with almost NONE manpower - PARACHUTE_FAILED_STR_DIV = 10.0, -- When the transport plane was shot down, we drop unit with almost NONE strenght - PARACHUTE_DISRUPTED_EQUIPMENT_DIV = 1.5, -- When the transport plane was hit, we drop unit with reduced equipment. Penalty is higher as more hits was received (and AA guns was in the state). - PARACHUTE_DISRUPTED_MANPOWER_DIV = 1.9, -- When the transport plane was hit, we drop unit with reduced manpower. Penalty is higher as more hits was received (and AA guns was in the state). - PARACHUTE_DISRUPTED_STR_DIV = 2.2, -- When the transport plane was hit, we drop unit with reduced strength. Penalty is higher as more hits was received (and AA guns was in the state). - PARACHUTE_PENALTY_RANDOMNESS = 0.1, -- Random factor for str,manpower,eq penalties. - PARACHUTE_DISRUPTED_AA_PENALTY = 1, -- How much the Air defence in the state (from AA buildings level * air_defence) is scaled to affect overall disruption (equipment,manpower,str). - PARACHUTE_COMPLETE_ORG = 0.1, -- Organisation value (in %) after unit being dropped, regardless if failed, disrupted, or successful. - PARACHUTE_ORG_REGAIN_PENALTY_DURATION = 120, -- penalty in org regain after being parachuted. Value is in hours. - PARACHUTE_ORG_REGAIN_PENALTY_MULT = -0.8, -- penalty to org regain after being parachuted. - SHIP_MORALE_TO_ORG_REGAIN_BASE = 0.2, -- Base org regain per hour - BASE_NIGHT_ATTACK_PENALTY = -0.5, - IS_AMPHIBIOUS_LIMNIT = 0.0, -- If the amphibious movement is _above_ this limit it is considered amphibious - EXILE_EQUIPMENT = 1.0, -- Amount of equipment to keep - EXILE_ORG = 0.0, -- Amount of org to keep - EXPERIENCE_LOSS_FACTOR = 1.00, -- percentage of experienced solders who die when manpower is removed - EQUIPMENT_COMBAT_LOSS_FACTOR = 0.7, -- % of equipment lost to strength ratio in combat, so some % is returned if below 1 - SUPPLY_USE_FACTOR_MOVING = 1.5, -- supply use when moving/fighting vs inactive - SUPPLY_USE_FACTOR_INACTIVE = 0.95, - SUPPLY_GRACE = 72, -- troops always carry 3 days of food and supply - MAX_OUT_OF_SUPPLY_DAYS = 30, -- how many days of shitty supply until max penalty achieved - OUT_OF_SUPPLY_ATTRITION = 0.3, -- max attrition when out of supply - OUT_OF_SUPPLY_SPEED = -0.8, -- max speed reduction from supply - NON_CORE_SUPPLY_SPEED = -0.5, -- we are not running on our own VP supply so need to steal stuff along the way - OUT_OF_SUPPLY_MORALE = -0.3, -- max org regain reduction from supply - TRAINING_ATTRITION = 0.06, -- amount of extra attrition from being in training - TRAINING_MIN_STRENGTH = 0.1, -- if strength is less than this, the unit will pause training until it's been reinforced - AIR_SUPPORT_BASE = 0.3, -- base ground bonus to troops when active planes helping them - LOW_SUPPLY = 0.99, -- When the supply status of an unit becomes low. - UNIT_LEADER_MAX_SKILL_XP_BOOST_FACTOR = 2.0, -- When a commander is at maximum level, he gains ranks faster. - BORDER_WAR_ATTRITION_FACTOR = 0.1, -- How much of borderwar balance of power makes it into attrition - BORDER_WAR_VICTORY = 0.8, -- At wich border war balance of power is victory declared - REINFORCE_CHANCE = 0.02, -- base chance to join combat from back line when empty - SPEED_REINFORCEMENT_BONUS = 0.01, -- chance to join combat bonus by each 100% larger than infantry base (up to 200%) - OVERSEAS_LOSE_EQUIPMENT_FACTOR = 0.75, -- percentage of equipment lost disbanded overseas - ENCIRCLED_DISBAND_MANPOWER_FACTOR = 0.2, -- percentage of manpower returned when an encircled unit is disbanded - ORG_LOSS_FACTOR_ON_CONQUER = 0.2, -- percentage of (max) org loss on takign enemy province - LOW_ORG_FOR_ATTACK = 0.5, -- at what org % we start affecting speed when doign hostile moves. scales down ZERO_ORG_MOVEMENT_MODIFIER - - PLANNING_DECAY = 0.01, - PLANNING_GAIN = 0.02, - PLANNING_MAX = 0.5, -- can get more from techs - CIVILWAR_ORGANIZATION_FACTOR = 0.3, -- Multiplier of org for both sides when civilwar. - LAND_COMBAT_ATTACKER_WINNING = 0.65, -- Above this means attacker is winning - LAND_COMBAT_DEFENDER_WINNING = 0.35, -- Below this means defender is winning - PLAN_CONSIDERED_GOOD = 0.25, -- Plan evaluations above this value are considered more or less safe - PLAN_CONSIDERED_BAD = -0.25, -- Plan evaluations below this value are considered unsafe - PLAN_MIN_AUTOMATED_EMPTY_POCKET_SIZE = 2, -- The battle plan system will only automatically attack provinces in pockets that has no resistance and are no bigger than these many provinces - PLAN_SPREAD_ATTACK_WEIGHT = 13.0, -- The higher the value, the less it should crowd provinces with multiple attacks. - PLAN_SUPPLY_FACTOR = 0.1, -- Factor applied to available supply on a front location when determining priority - PLAN_NEIGHBORING_ENEMY_PROVINCE_FACTOR = 0.7, -- When calculating the importance of provinces, it takes number of enemy provinces into account, factored by this - PLAN_PROVINCE_BASE_IMPORTANCE = 1.0, -- Used when calculating the calue of front and defense area provinces for the battle plan system - - PLAN_PROVINCE_LOW_VP_IMPORTANCE_AREA = 2.0, -- Used when calculating the calue of defense area in the battle plan system - PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_AREA = 5.0, -- Used when calculating the calue of defense area in the battle plan system - PLAN_PROVINCE_HIGH_VP_IMPORTANCE_AREA = 50.0, -- Used when calculating the calue of defense area in the battle plan system - - PLAN_PROVINCE_LOW_VP_IMPORTANCE_FRONT = 2.0, -- Used when calculating the calue of fronts in the battle plan system - PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_FRONT = 3.0, -- Used when calculating the calue of fronts in the battle plan system - PLAN_PROVINCE_HIGH_VP_IMPORTANCE_FRONT = 4.0, -- Used when calculating the calue of fronts in the battle plan system - - PLAN_SHARED_FRONT_PROV_IMPORTANCE_FACTOR = 0.8, -- If fornt orders share end provinces, they should each have a somewhat reduced prio due to it being shared. - - PLAN_PORVINCE_PORT_BASE_IMPORTANCE = 9.0, -- Added importance for area defense province with a port - PLAN_PORVINCE_PORT_LEVEL_FACTOR = 0.5, -- Bonus factor for port level - PLAN_PORVINCE_AIRFIELD_BASE_IMPORTANCE = 3.0, -- Added importance for area defense province with air field - PLAN_PORVINCE_AIRFIELD_POPULATED_FACTOR = 1.5, -- Bonus factor when an airfield has planes on it - PLAN_PORVINCE_AIRFIELD_LEVEL_FACTOR = 0.25, -- Bonus factor for airfield level - PLAN_PORVINCE_RESISTANCE_BASE_IMPORTANCE = 10.0, -- Used when calculating the calue of defense area provinces for the battle plan system (factored by resistance level) - PLAN_AREA_DEFENSE_ENEMY_CONTROLLER_SCORE = 15.0,-- Score applied to provinces in the defense area order controlled by enemies - PLAN_AREA_DEFENSE_ENEMY_UNIT_FACTOR = -2.0, -- Factor applied to province score in area defense order per enemy unit in that province - PLAN_AREA_DEFENSE_FORT_IMPORTANCE = 0.25, -- Used when calculating the calue of defense area provinces for the battle plan system, works as multipliers on the rest - PLAN_AREA_DEFENSE_COASTAL_FORT_IMPORTANCE = 5.0,-- Used when calculating the calue of defense area provinces for the battle plan system - PLAN_AREA_DEFENSE_COAST_NO_FORT_IMPORTANCE = 1.0,-- Used when calculating the calue of defense area provinces for the battle plan system - PLAN_STICKINESS_FACTOR = 100.0, -- Factor used in unitcontroller when prioritizing units for locations - PLAN_STICKINESS_IGNORE_STACK_LIMIT = 1, -- 1 == yes, 0 == no. Alloes player to override prio to stack units where they want to. - - PLAN_EXECUTE_CAREFUL_LIMIT = 25, -- When looking for an attach target, this score limit is required in the battle plan to consider province for attack - PLAN_EXECUTE_BALANCED_LIMIT = 0, -- When looking for an attach target, this score limit is required in the battle plan to consider province for attack - PLAN_EXECUTE_RUSH = -200, -- When looking for an attach target, this score limit is required in the battle plan to consider province for attack - PLAN_EXECUTE_CAREFUL_MAX_FORT = 5, -- If execution mode is set to careful, units will not attack provinces with fort levels greater than or equal to this - - PLAN_MAX_PROGRESS_TO_JOIN = 0.50, -- If Lower progress than this, probably needs support - - FLANKED_PROVINCES_COUNT = 3, -- Attacker has to attack from that many provinces for the attack to be considered as flanking - NUKE_MIN_DAMAGE_PERCENT = 0.1, -- Minimum damage from nukes as a percentage of current strength/organisation - NUKE_MAX_DAMAGE_PERCENT = 0.9, -- Minimum damage from nukes as a percentage of current strength/organisation - EQUIPMENT_REPLACEMENT_RATIO = 0.1, -- Equipment min ratio after blocking the equipment type - NUKE_DELAY_HOURS = 12, -- How many hours does it take for the nuclear drop to happen - PARADROP_PENALTY = -0.3, -- Combat penalty when recently paradropped - PARADROP_HOURS = 48, -- time paratroopers suffer penalties in combat - COMBAT_SUPPLY_LACK_IMPACT = -0.33, -- combat penalty if out of supply - COMBAT_STACKING_START = 8, -- at what nr of divisions stacking penalty starts - COMBAT_STACKING_EXTRA = 4, -- extra stacking from directions - COMBAT_STACKING_PENALTY = -0.02, -- how much stackign penalty per division - COMBAT_OVER_WIDTH_PENALTY = -2, -- over combat width penalty per %. - COMBAT_OVER_WIDTH_PENALTY_MAX = -0.33, -- over combat width max (when you cant join no more). - RETREAT_SPEED_FACTOR = 0.25, -- speed bonus when retreating - STRATEGIC_SPEED_BASE = 10.0, -- Speed of strategic redeployment - STRATEGIC_INFRA_SPEED = 10.0, -- Max of additional speed gained trouh=gh level for strategic redeployment per infra - STRATEGIC_REDEPLOY_ORG_RATIO = 0.1, -- Ratio of max org while strategic redeployment - BATALION_NOT_CHANGED_EXPERIENCE_DROP = 0.0, -- Division experience drop if unit has same batalion - BATALION_CHANGED_EXPERIENCE_DROP = 0.5, -- Division experience drop if unit has different batalion - ARMOR_VS_AVERAGE = 0.3, -- how to weight in highest armor & pen vs the division average - PEN_VS_AVERAGE = 0.4, - - DECRYPTION_ADVANTAGE_BONUS = 0.05, -- How much unit base damage and base defense is increased per decryption level compared to enemies average encryption level (ex: dec. level is 5 and enemy average enc. level is 3 then 5-3 = 2 which gives 10 % increase) - - LAND_EQUIPMENT_BASE_COST = 5, -- Cost in XP to upgrade a piece of equipment one level is base + ( total levels * ramp ) - LAND_EQUIPMENT_RAMP_COST = 5, - NAVAL_EQUIPMENT_BASE_COST = 25, - NAVAL_EQUIPMENT_RAMP_COST = 5, - AIR_EQUIPMENT_BASE_COST = 25, - AIR_EQUIPMENT_RAMP_COST = 5, - - FASTER_ORG_REGAIN_LEVEL = 0.25, - FASTER_ORG_REGAIN_MULT = 1.0, - SLOWER_ORG_REGAIN_LEVEL = 0.75, - SLOWER_ORG_REGAIN_MULT = -0.5, - - DISBAND_MANPOWER_LOSS = 0.7, - MIN_DIVISION_DEPLOYMENT_TRAINING = 0.2, -- Min level of division training - - FRONT_MIN_PATH_TO_REDEPLOY = 8, -- If a units path is at least this long to reach its front location, it will strategically redeploy. -}, - - -NAir = { - AIR_WING_FLIGHT_SPEED_MULT = 0.02, -- Global speed multiplier for airplanes (affects fe.transferring to another base) - AIR_WING_MAX_STATS_ATTACK = 100, -- Max stats - AIR_WING_MAX_STATS_DEFENCE = 100, - AIR_WING_MAX_STATS_AGILITY = 100, - AIR_WING_MAX_STATS_SPEED = 1500, - AIR_WING_MAX_STATS_BOMBING = 100, - AIR_WING_MAX_SIZE = 1000, -- Max amount of airplanes in wing - AIR_WING_BOMB_DAMAGE_FACTOR = 2, -- Used to balance the damage done while bombing. - BOMBERS_ENGAGE_PASSES = 1, -- Combat simulations passes in single fight against the bombers and their escorts (more passes = more bloody) - SUPERIORITY_ENGAGE_PASSES = 1, -- Combat simulations passes in single fight against superiority missions. - COMBAT_ESCORT_PASS_CHANCE_BASE = 0.25, -- Base % for chance for passing escorts, and attack directly bombers. - COMBAT_ESCORT_PASS_CHANCE_MULT = 0.25, -- How much the difference in airplanes stats (agility+speed) affects the escort passing chance. - COMBAT_ESCORT_PASS_CHANCE_LIMIT = 0.95, -- So a big difference in airplanes stats never gives 100% chance for passing escorts. - COMBAT_STACK_LIMIT = 2, -- The biggest allowed dogfight combination (1vs1 or 2vs1). Bigger value cause that amount of airplanes matters more then their stats. - COMBAT_STAT_IMPORTANCE_SPEED = 0.25, -- How important is speed when comparing stats. - COMBAT_STAT_IMPORTANCE_AGILITY = 1, -- How important is agility when comparing stats. - BIGGEST_AGILITY_FACTOR_DIFF = 3, -- biggest factor difference in agility for doing damage (caps to this) - COMBAT_BETTER_AGILITY_DAMAGE_REDUCTION = 0.2, -- How much the better agility (then opponent's) can reduce their damage to us. - COMBAT_AMOUNT_DIFF_AFFECT_GANG_CHANCE = 0.4, -- More aircrafts increases chance of situation 2vs1. - COMBAT_ONE_ON_ONE_CHANCE = 0.6, -- Base chance for 1vs1 situation. - COMBAT_SITUATION_WIN_CHANCE_FROM_STATS = 0.2, -- How much good stats difference (speed+agility) affects the winning chance (situation win = give a hit, not necessary kill). - COMBAT_SITUATION_WIN_CHANCE_FROM_GANG = 0.18, -- How much bonus gives the airplanes amount advantage (2vs1), to winning the situation. - COMBAT_SITUATION_PASS_CHANCE = 0.6, -- Chance for pass. Nobody hits nobody in current situation. - COMBAT_MAX_WINGS_AT_ONCE = 2, -- Max amount of air wings in one combat simulation. The higher value, the quicker countries may loose their wings. It's a gameplay balance value. - COMBAT_MAX_WINGS_AT_GROUND_ATTACK = 30, -- we can really pounce a land strike and escalate - COMBAT_MAX_WINGS_AT_ONCE_PORT_STRIKE = 1000, -- we can really pounce a naval strike and escalate - COMBAT_ATTACK_PASSES_AT_ONCE = 0.1, -- Wing attack stat determines of many re-approaches in single combat they do. This is a scale of this amount to balance the gameplay. Less retries = less bloody combats, and less calculations for the CPU. - AIR_REGION_SUPERIORITY_PIXEL_SCALE = 0.04, -- air superiority scale = superiority/(pixels*this) - COMBAT_SUP_VS_SUP_ATTACK_CHANCE_SPEED_DIFF = 0.25, -- How much diff in speed between aircrafts affects the chance of who attacks first in superiority vs superiority. - DETECT_CHANCE_FROM_OCCUPATION = 0.10, -- How much the controlled provinces in area affects the air detection base value. - DETECT_CHANCE_FROM_RADARS = 0.25, -- How much the radars in area affects detection chance. - DETECT_CHANCE_FROM_AIRCRAFTS_EFFECTIVE_COUNT = 2000, -- Max amount of aircrafts in region to give full detection bonus. - DETECT_CHANCE_FROM_AIRCRAFTS = 0.05, -- How much aircrafts in region improves air detection (up to effective count). - DETECT_CHANCE_FROM_NIGHT = -0.2, -- How much the night can reduce the air detection. (see static modifiers to check how weather affects it too.) - DETECT_EFFICIENCY_BASE = 0.1, -- Base value for detection efficiency (once something detected, efficiency says how many airplanes was detected). - DETECT_EFFICIENCY_FROM_RADAR = 0.7, -- How much radars affect the efficiency. - DETECT_EFFICIENCY_RANDOM_FACTOR = 0.1, -- How much randomness is in amount of detected aircrafts. - DAY_NIGHT_COVERAGE_FACTOR = 0.5, -- How much of the land in the region must be covered by night to consider doing night missions. The same with the day. - HOURS_DELAY_AFTER_EACH_COMBAT = 8, -- How many hours needs the wing to be ready for the next combat. Use for tweaking if combats happens too often. (generally used as double because of roundtrip) - CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT = 9, -- how often carrier planes do battle inside naval combat - NAVAL_STRIKE_TARGETTING_TO_AMOUNT = 0.3, -- Balancing value to convert the naval_strike_targetting equipment stats to chances of how many airplanes managed to do successfull strike. - NAVAL_STRIKE_DAMAGE_TO_STR = 3.0, -- Balancing value to convert damage ( naval_strike_attack * hits ) to Strength reduction. - NAVAL_STRIKE_DAMAGE_TO_ORG = 3.0, -- Balancing value to convert damage ( naval_strike_attack * hits ) to Organisation reduction. - NAVAL_STRIKE_AIR_VS_AIR_PASS_CHANCE = 0.5, -- Balancing value to control - FIELD_EXPERIENCE_SCALE = 0.003, - FIELD_EXPERIENCE_MAX_PER_DAY = 2, -- Most xp you can gain per day - CLOSE_AIR_SUPPORT_EXPERIENCE_SCALE = 0.0005, -- How much the experinence gained by CAS is scaled - PARADROP_EXPERIENCE_SCALE = 0.03, -- How much the experinence gained by paradropping is scaled - BOMBING_DAMAGE_EXPERIENCE_SCALE = 0.0002, -- How much the experinence gained by bombing is scaled - AIR_EXPERIANCE_FROM_LEND_LEASE = 0.5, -- How much of the experience gained in the air combat, we get from our equipment sent by lend lease. - ACCIDENT_CHANCE_BASE = 0.1, -- Base chance % (0 - 100) for accident to happen. Reduced with higher reliability stat. - ACCIDENT_CHANCE_CARRIER_MULT = 2.0, -- The total accident chance is scaled up when it happens on the carrier ship. - ACE_DEATH_CHANCE_BASE = 0.003, -- Base chance % for ace pilot die when an airplane is shot down in the Ace wing. - ACE_DEATH_CHANCE_PLANES_MULT = 0.001, -- The more airplanes was lost in a single airplanes (more bloody it was) the higher chance of Ace to die. - ACE_EARN_CHANCE_BASE = 0.003, -- Base chance % for ace pilot to be created. Happens only when successfully kill airplane/ship or damage the buildings. - ACE_EARN_CHANCE_PLANES_MULT = 0.001, -- The more airplanes the wing shots the higher chance of earning Ace. - AIR_AGILITY_TO_NAVAL_STRIKE_AGILITY = 0.01, -- conversion factor to bring agility in line with ship AA - AIR_DAMAGE_TO_DIVISION_LOSSES = 1.0, -- factor for conversion air damage to division losses for details statistics of air wings - AIR_NAVAL_KAMIKAZE_DAMAGE_MULT = 20.0, -- Balancing value to increase usual damage to Strength for Kamikaze - AIR_NAVAL_KAMIKAZE_LOSSES_MULT = 4.0, -- Balancing value to increase usual losses if Kamikaze participating in the battle - BASE_KAMIKAZE_DAMAGE = 2.0, -- Base Kamikaze death rate - BASE_KAMIKAZE_TARGETING = 2.0, -- Kamikaze can't be a bad target - BASE_STRATEGIC_BOMBING_HIT_SHIP_CHANCE = 0.01, -- Chance to hit a ship in port when it is bombed. - BASE_STRATEGIC_BOMBING_HIT_SHIP_DAMAGE_FACTOR = 50, - BASE_STRATEGIC_BOMBING_HIT_PLANE_CHANCE = 0.5, -- Chance to hit a plane in airbase when it is bombed. - BASE_STRATEGIC_BOMBING_HIT_PLANE_DAMAGE_FACTOR = 50, - STRATEGIC_BOMBER_NUKE_AIR_SUPERIORITY = 0.75, -- How much air superiority is needed for a tactical bomber to be able to nuke a province - AGGRESSION_THRESHOLD = { 0.0, 0.25, 0.5 }, -- Threshold levels for mission aggressivity for air - ACE_WING_SIZE = 100, -- size of wing ace bonuses are set up for. if lower more bonus, if higher less bonus - ACE_WING_SIZE_MAX_BONUS = 10, -- biggest bonus we can get from having a small wing with an ace on - NO_SEARCH_MISSION_DETECT_FACTOR = -0.5, -- value of planes not on active search missions for detection - SUPPLY_NEED_FACTOR = 0.0, -- multiplies supply usage - CAPACITY_PENALTY = 2, -- scales penalty of having overcrowded bases. - AIR_COMBAT_FINAL_DAMAGE_SCALE = 0.5, -- % how many max disrupted only planes are alloed to die in a single combat - LAST_PLANE_DIE_FACTOR = 0.5, -- chance to kill last plane if our damage was too low to kill even one plane (1 = 50% chance if it had 50% dmg) - AA_INDUSTRY_AIR_DAMAGE_FACTOR = -0.12, -- 5x levels = 60% defense from bombing - NAVAL_STRIKE_DETECTION_BALANCE_FACTOR = 0.7, -- Value used to scale the surface_visibility stats to balance the gameplay, so 100% detection chance still won't spam the strikes. - LEND_LEASED_EQUIPMENT_EXPERIENCE_GAIN = 0.5, -- Value used for equipment - ANTI_AIR_PLANE_DAMAGE_FACTOR = 0.8, -- Anti Air Gun Damage factor - ANTI_AIR_PLANE_DAMAGE_CHANCE = 0.1, -- Anti Air Gun hit chance - AIR_DEPLOYMENT_DAYS = 5, -- Days to deploy one air wing -}, - -NNavy = { - DETECTION_CHANCE_MULT_BASE = 0.04, -- base multiplier value for detection chance. Later the chance is an average between our detection and enemy visibility, mult by surface/sub detection chance in the following defines. - DETECTION_CHANCE_MULT_FORMATION_SPREAD_PATROL = 1.6, -- formation spread (max recommended value 1.0). The higher value the higher detection chance, but less ships will be on the place when combat starts. - DETECTION_CHANCE_MULT_FORMATION_SPREAD_SEARCH_AND_DESTROY = 0.5, -- same as for patrol but for search and destroy missions, should be less then patrol - DETECTION_CHANCE_MULT_FORMATION_SPREAD_CONVOY_RAIDING = 1.2, - DETECTION_CHANCE_MULT_FORMATION_SPREAD_CONVOY_ESCORT = 0.9, - DETECTION_CHANCE_MULT_RADAR_BONUS = 0.02, -- detection chance bonus from radars. - DETECTION_CHANCE_MULT_AIR_SUPERIORITY_BONUS = 0.25, -- bonus from air superiority. - - DETECTION_CHANCE_BALANCE = 2.5, -- Value to balance gameplay. The higher value = smaller detection chance. Notice: it doesn't affect the displayed detection chance numbers, as well balanced numbers could be a very small fractions like 0.012 - INTERCEPT_CONVOYS_BALANCE = 2.0, -- Balance number to distinguish the chance of intercepting convoys in comparison to the interception of naval transfers. (Intercepting convoys happens 2x less often than naval transfers and invasions) - BEST_CAPITALS_TO_SCREENS_RATIO = 0.25, -- capitals / screens ratio used for creating FEX groups in naval combat - COMBAT_MIN_WIN_CHANCE_TO_ADVANCE_WITHOUT_WAIT = 0.8, -- compare our forces with enemy forces. 1.0 is equal win chances. Less then 1.0 is we have low chances. If we have at least X chances, then ships will attept to attack without waiting for the other ships that are on the way. - COMBAT_MIN_WIN_CHANCE_TO_KEEP_FIGHTING = 0.2, -- compare our forces with enemy forces. 1.0 is equal win chances. Less then 1.0 is we have low chances. If we have at least X chances, then ships will attept to attack without waiting for the other ships that are on the way. - COMBAT_MIN_WIN_CHANCE_TO_KEEP_FIGHTING_DESPITE_NO_ENGAGE = 10.0, -- compare our forces with enemy forces. 1.0 is equal win chances. Less then 1.0 is we have low chances. If we have at least X chances, then ships will attept to attack without waiting for the other ships that are on the way. - COMBAT_BASE_HIT_CHANCE = 0.2, -- base chance for hit - COMBAT_MIN_HIT_CHANCE = 0.01, -- never less hit chance then 1%? - COMBAT_TORPEDO_ATTACK_MAX_RANGE = 4.0, -- max range for torpedo attack - COMBAT_TORPEDO_ATTACK_USE_CHANCE = 0.25, -- chance of using torpedo attack (to avoid torpedo spam when at close distance) - COMBAT_CLOSE_DISTANCE_MAX_HIT_CHANCE_BONUS = 0.1, -- max bonus to hit chance when target is near. So if base is 0.5, dist.bonus is 0.1, and we are facing enemy at distance 0, the total hit chance is 0.6 (60%). When enemy is barely at our max shooting range, the bonus is 0. - COMBAT_EVASION_TO_HIT_CHANCE = 0.005, -- we take ship evasion stats, and mult by this value, so it gives hit chance reduction. So if reduction is 0.025 and ship evasion = 10, then there will be 0.25 (25%) lower hit chance. (Fe. 50% base -25% from evasion +10% bcoz it's very close). - COMBAT_EVASION_TO_HIT_CHANCE_TORPEDO_MULT = 2.0, -- the above evasion hit chance is multiplied by 150% if shooting with torpedos. Torpedoes are slow, so evasion matters more. - COMBAT_LOW_ORG_HIT_CHANCE_PENALTY = -0.8, -- % of penalty applied to hit chance when ORG is very low. - COMBAT_DAMAGE_RANDOMNESS = 0.3, -- random factor in damage. So if max damage is fe. 10, and randomness is 30%, then damage will be between 7-10. - COMBAT_TORPEDO_CRITICAL_CHANCE = 0.2, -- chance for critical hit from torpedo. - COMBAT_TORPEDO_CRITICAL_DAMAGE_MULT = 2.0, -- multiplier to damage when got critical hit from torpedo. (Critical hits are devastating as usualy torpedo_attack are pretty high base values). - COMBAT_DAMAGE_TO_STR_FACTOR = 1.6, -- casting damage value to ship strength multiplier. Use it to balance the game difficulty. - COMBAT_DAMAGE_TO_ORG_FACTOR = 1.9, -- casting damage value to ship organisation multiplier. Use it to balance the game difficulty. - COMBAT_DAMAGE_REDUCTION_ON_RETREAT = 0.8, -- Retreating ships are using their rear cannons, so the damage should be reduced. - NAVY_MAX_XP = 100, - COMBAT_ESCAPING_SPEED_BALANCE = 0.8, -- Same as above, but used to balance when escaping. - COMBAT_ON_THE_WAY_INIT_DISTANCE_BALANCE = 0.5, -- Value to balance initial distance to arrive for ships that are "on the way" - COMBAT_CHASE_RUNNERS_SPEED_COMPARE_BALANCE = 0.6, -- When we chanse runners and they are faster then us, then we resign. But if we are faster then them by a very small speed difference, the chase may takes weeks. So this tweak value allows to resign chasing if speed difference is not so big. - COMABT_CHASE_RUNNERS_TIMEOUT_HOURS = 10, -- Stop chasing after timeout - COMBAT_CHASE_RESIGNATION_HOURS = 8, -- Before we resign chasing enemy, give them some minimum time so the combat doesn't end instantly. - COMBAT_SHIP_SPEED_TO_FIELD_FACTOR = 0.3, -- Modifier to the ships speed in the combat. For better balance, make it lower to slow down the speed of approaching. - COMBAT_MAX_DISTANCE_TO_CENTER_LINE = 50, -- Max distance to center line. Use fire_range in subunits or equipment to compare how big is the battlefield. - COMBAT_MAX_DISTANCE_TO_ARRIVE = 80, -- Max distance to arrive. When ships are on their way, their distance will never exceed this value. - COMBAT_MAX_GROUPS = 3, -- Max amount of "Fire Exchange" groups (FEX). - COMBAT_MIN_DURATION = 8, -- Min combat duration before we can retreat. It's a balancing variable so it's not possible to always run with our weak ships agains big flotillas. - COMBAT_RETREAT_DECISION_CHANCE = 0.22, -- There is also random factor in deciding if we should retreat or not. That causes a delay in taking decision, that sooner or later will be picked. It's needed so damaged fast ships won't troll the combat. - COMBAT_DETECTED_CONVOYS_FROM_SURFACE_DETECTION_STAT = 0.1, -- Each 1.0 of surface_detection that ship has (equipment stat), gives x% of convoys discovered from total travelling along the route. - COMBAT_LEAD_TOO_MANY_SHIPS_PENALTY_SPEED = 0.1, -- Speed penalty in % for ships coming into the battle (Those in the "incoming" field). Fe. 0.1 makes the ordinary speed drop down to 10% of the original speed when penalty is at max. Value should be between 0.0 and 1.0 - COMBAT_LEAD_TOO_MANY_SHIPS_PENALTY_CHAOS_CHANCE = 0.5, -- Chaos penalty - chance % of not taking a shot at the target. - COMBAT_BASE_CRITICAL_CHANCE = 0.1, -- Base chance for receiving a critical chance. It get's scaled down with ship reliability. - COMBAT_CRITICAL_DAMAGE_MULT = 5.0, -- Multiplier for the critical damage. Scaled down with the ship reliability. - COMBAT_ARMOR_PIERCING_CRITICAL_BONUS = 3.0, -- Bonus to critical chance when shooter armor piercing is higher then target armor. - COMBAT_ARMOR_PIERCING_DAMAGE_REDUCTION = -0.9, -- All damage reduction % when target armor is >= then shooter armor piercing. - REPAIR_AND_RETURN_PRIO_LOW = 0.2, -- % of total Strength. When below, navy will go to home base to repair. - REPAIR_AND_RETURN_PRIO_MEDIUM = 0.5, -- % of total Strength. When below, navy will go to home base to repair. - REPAIR_AND_RETURN_PRIO_HIGH = 0.9, -- % of total Strength. When below, navy will go to home base to repair. - REPAIR_AND_RETURN_PRIO_LOW_COMBAT = 0.1, -- % of total Strength. When below, navy will go to home base to repair (in combat). - REPAIR_AND_RETURN_PRIO_MEDIUM_COMBAT = 0.3, -- % of total Strength. When below, navy will go to home base to repair (in combat). - REPAIR_AND_RETURN_PRIO_HIGH_COMBAT = 0.5, -- % of total Strength. When below, navy will go to home base to repair (in combat). - REPAIR_AND_RETURN_AMOUNT_SHIPS_LOW = 0.2, -- % of total damaged ships, that will be sent for repair-and-return in one call. - REPAIR_AND_RETURN_AMOUNT_SHIPS_MEDIUM = 0.4, -- % of total damaged ships, that will be sent for repair-and-return in one call. - REPAIR_AND_RETURN_AMOUNT_SHIPS_HIGH = 0.8, -- % of total damaged ships, that will be sent for repair-and-return in one call. - REPAIR_AND_RETURN_MAX_STR_DAMAGE = 0.9, -- Ships that STR is below this value will be sent for repair and return. - REPAIR_AND_RETURN_UNIT_DYING_STR = 0.2, -- Str below this point is considering a single ship "dying", and a high priority to send to repair. - EXPERIENCE_LOSS_FACTOR = 1.00, -- percentage of experienced solders who die when manpower is removed - NAVY_EXPENSIVE_IC = 5500, -- How much IC is considering the fleet to be expensive. Those expensive will triger the alert, when are on low STR. - MISSION_MAX_REGIONS = 3, -- Limit of the regions that can be assigned to naval mission. Set to 0 for unlimited. - CONVOY_EFFICIENCY_LOSS_MODIFIER = 1.5, -- How much efficiency drops when losing convoys. If modifier is 0.5, then losing 100% of convoys in short period, the efficiency will drop by 50%. - CONVOY_EFFICIENCY_REGAIN_AFTER_DAYS = 3, -- Convoy starts regaining it's efficiency after X days without any convoys being sink. - CONVOY_EFFICIENCY_REGAIN_BASE_SPEED = 0.05, -- How much efficiency regains every day. - CONVOY_EFFICIENCY_INTERPOLATION_SPEED = 0.35, -- To avoid values going up/down really quick we slowly interpolate efficiency, this is how smooth it happens. - CONVOY_EFFICIENCY_MIN_VALUE = 0.05, -- To avoid complete 0% efficiency, set the lower limit. - ANTI_AIR_TARGETTING_TO_CHANCE = 0.07, -- Balancing value to convert averaged equipment stats (anti_air_targetting and naval_strike_agility) to probability chances of airplane being hit by navies AA. - ANTI_AIR_ATTACK_TO_AMOUNT = 0.005, -- Balancing value to convert equipment stat anti_air_attack to the random % value of airplanes being hit. - NO_LEADER_MAX_SHIPS = 5, -- Max amount of ships that can be used in the unit - UNIT_EXPERIENCE_PER_COMBAT_HOUR = 10, - UNIT_EXPERIENCE_SCALE = 1, - EXPERIENCE_FACTOR_CONVOY_ATTACK = 0.05, - EXPERIENCE_FACTOR_NON_CARRIER_GAIN = 0.05, -- Xp gain by non-carrier ships in the combat - EXPERIENCE_FACTOR_CARRIER_GAIN = 0.1, -- Xp gain by carrier ships in the combat - FIELD_EXPERIENCE_SCALE = 0.15, - FIELD_EXPERIENCE_MAX_PER_DAY = 50, -- Most xp you can gain per day - LEADER_EXPERIENCE_SCALE = 1.0, - BATTLE_NAME_VP_FACTOR = 100, -- Name is given by ((VP value) * BATTLE_NAME_VP_FACTOR) / (Distance VP -> battle) - BATTLE_NAME_VP_CUTOFF = 1.0, -- If best score of above calculation is below this, name will be that of region. - AMPHIBIOUS_LANDING_PENALTY = -0.7, -- amphibious landing penalty - AMPHIBIOUS_INVADE_SPEED_BASE = 0.5, -- every hour movement progress on amphibious invasion - AMPHIBIOUS_INVADE_MOVEMENT_COST = 24.0, -- total progress cost of movement while amphibious invading - AMPHIBIOUS_INVADE_ATTACK_LOW = 0.2, -- low and high cap of attack modifier scale. Scale interpolated by invasion progress. - AMPHIBIOUS_INVADE_ATTACK_HIGH = 1.0, - AMPHIBIOUS_INVADE_DEFEND_LOW = 1.5, -- low and high cap of defend modifier scale. Scale interpolated by invasion progress. - AMPHIBIOUS_INVADE_DEFEND_HIGH = 1.0, - AMPHIBIOUS_INVADE_LANDING_PENALTY_DECREASE = 3.5, -- scale of bonus that decreases "amphibious penalty" during combat, relative to invading transporter tech. - BASE_CARRIER_SORTIE_EFFICIENCY = 0.5, -- factor of planes that can sortie by default from a carrier - SPREAD_BASE_SPEED = 0.04, -- base speed when spreading/shrinkign a fleet - SPREAD_BASE_SPEED_FACTOR = 0.3, -- base factor between regular speed and spread speed - SPREAD_MAX_PROVINCES = 30, -- When regions exceeds this amount of provs, we get full penalty - SPREAD_BIG_REGION_PENALTY = 0.9, - CONVOY_ATTACK_BASE_FACTOR = 0.15, -- base % of convoys that get intercepted - NAVAL_SPEED_MODIFIER = 0.1, -- basic speed control - NAVAL_RANGE_TO_INGAME_DISTANCE = 15.92, -- Scale the ship stats "naval_range" to the ingame distance between the provinces. (Example: LosAngeles to Tokyo = 8805km, ingame distance betwen provinces = 553 units. So 1 unit is 8805/553=~15,92km.) - NAVAL_MISSION_COVERAGE_DEFAULT_PROVINCES = 13.0, -- Amount of provinces for spotting efficiency for naval missions (Ex. If a ship has a 1.3 spotting efficiency then there is a 100 % effective spotting efficiency in a region with 13 provinces ( 10 * 1.3) ) - NAVAL_INVASION_PREPARE_HOURS = 168, -- base hours needed to prepare an invasion - NAVAL_COMBAT_RESULT_TIMEOUT_YEARS = 2, -- after that many years, we clear the naval combat results, so they don't get stuck forever in the memory. - NAVAL_TRANSFER_BASE_SPEED = 6, -- base speed of units on water being transported - NAVY_VISIBILITY_BONUS_ON_RETURN_FOR_REPAIR = 0.9, -- Multiplier for the surface/sub visiblity when the heavily damaged fleet is returning to the home base for reparation. 1.0 = no bonus. 0.0 = invisible. - NAVAL_SUPREMACY_INTEL_LOW = 0.3, -- we need more intel than this to get any supremacy - NAVAL_SUPREMACY_CAN_INVADE = 0.5, -- required naval supremacy to perform invasions on an area - BATTLE_ARRIVAL_SPEED_BONUS_ON_ENEMY_WITH_NO_MISSION = 4.0, -- Idle fleet with no pending mission has a bit of advantage over spreaded ones. To balance it, increase the speed for ships that are on it's way to arrive on the battle. Value is a speed MULTIPLIER. - CARRIER_STACK_PENALTY = 4, -- The most efficient is 4 carriers in combat. 5+ brings the penalty to the amount of wings in battle. - CARRIER_STACK_PENALTY_EFFECT = 0.2, -- Each carrier above the optimal amount decreases the amount of airplanes being able to takeoff by such %. - SUBMARINE_HIDE_TIMEOUT = 4, -- Amount of in-game-hours that takes the submarine (with position unrevealed), to hide. - SHORE_BOMBARDMENT_CAP = 0.25, - ANTI_AIR_TARGETING = 0.9, -- how good ships are at hitting aircraft - MISSION_CONVOY_RAIDING_SPREAD_BASE = 0.32, - MISSION_CONVOY_ESCORT_SPREAD_BASE = 0.1, - MISSION_DEFAULT_SPREAD_BASE = 0.8, - MIN_TRACTED_ASSIST_DAMAGE_RATIO = 0.05, -- How much damage counts as assist damage - SUPPLY_NEED_FACTOR = 4, -- multiplies supply usage - SEA_AIR_COMBAT_MAX_WINGS_ON_STACK = 200, -- how many attacker planes can enter naval comabt per wave - ENEMY_AIR_SUPERIORITY_IMPACT = -1, -- effect on ship efficiency due to enemy air superiorty - DECRYPTION_SPOTTING_BONUS = 0.2, - DISBAND_MANPOWER_LOSS = 0.0, -}, - -NTrade = { - DISTANCE_TRADE_FACTOR = -0.02, -- Trade factor is modified by distance times this - RELATION_TRADE_FACTOR = 1, -- Trade factor is modified by Opinion value times this - FEAR_TRADE_FACTOR = 1, - ALLOW_TRADE_CUT_OFF = 0, -- If trade factor is less than this, no trade will be allowed - MONTH_TRADE_FACTOR = 2, -- Each month a trade gets this much boost to it's trade factor - MAX_MONTH_TRADE_FACTOR = 50, -- This is the maximum bonus that can be gained from time - BASE_TRADE_FACTOR = 150, -- This is the base trade factor - PUPPET_MASTER_TRADE_FACTOR = 400, -- This is priority for puppet master - PUPPET_TRADE_FACTOR = 0, -- This is unpriority for puppets - LACK_OF_CONVOYS_TRADE_FACTOR = -0.1, -- Every hour without convoys will lower trade factor this much (regain is the same) - BASE_LAND_TRADE_RANGE = 1000, - PARTY_SUPPORT_TRADE_FACTOR = 50, -- Trade factor bonus at the other side having 100 % party popularity for my party - ANTI_MONOPOLY_TRADE_FACTOR_THRESHOLD = 0.5, -- What percentage of resources has to be sold to the buyer for the anti-monopoly factor to take effect - ANTI_MONOPOLY_TRADE_FACTOR = -100, -- This is added to the factor value when anti-monopoly threshold is exceeded -}, - -NAI = { - GARRISON_FRACTION = 0.0, -- How large part of a front should always be holding the line rather than advancing at the enemy - - DIPLOMATIC_ACTION_GOOD_BAD_RATIO_THRESHOLD = 1, - BASE_RELUCTANCE = 20, -- Base reluctance applied to all diplomatic offers - DIPLOMATIC_ACTION_RANDOM_FACTOR = 0.5, -- How much of the AI diplomatic action scoring is randomly determined (1.0 = half random, 2.0 = 2/3rd random, etc) - DIPLOMATIC_ACTION_PROPOSE_SCORE = 50, -- AI must score a diplomatic action at least this highly to propose it themselves - DILPOMATIC_ACTION_DECLARE_WAR_WARGOAL_BASE = 50, -- Base diplomatic action score bonus to go to war per wargoal - DIPLOMATIC_ACTION_BREAK_SCORE = -10, -- AI must score a diplomatic action less than this to break it off - DIPLOMACY_CREATE_FACTION_FACTOR = 0.75, -- Factor for AI desire to create a new faction. Val < 1.0 makes it less likely to create than to join. - DIPLOMACY_FACTION_WRONG_IDEOLOGY_PENALTY = 0, -- AI penalty for diplomatic faction acitons between nations of different ideologies - DIPLOMACY_FACTION_SAME_IDEOLOGY_MAJOR = 10, -- AI bonus acceptance when being asked about faction is a major of the same ideology - DIPLOMACY_FACTION_NEUTRALITY_PENALTY = 0, -- Neutral nations have a separate penalty, not wanting to get involved at all, rather than caring much about the difference in ideology - DIPLOMACY_FACTION_GLOBAL_TENSION_FACTOR = 0.2,-- How much the AI takes global tension into account when considering faction actions - DIPLOMACY_LEAVE_FACTION_OPINION_FACTOR = 0.75,-- How much the opinion of countries being targeted by faction leader matters when deciding to leave a faction (democratic only) - DIPLOMACY_FACTION_WAR_RELUCTANCE = -50, -- Penalty to desire to enter a faction with a country that we are not fighting wars together with. - DIPLOMACY_SCARED_MINOR_EXTRA_RELUCTANCE = -50, -- extra reluctance to join stuff as scared minor - DIPLOMACY_FACTION_PLAYER_JOIN = 20, -- Bonus for human players asking to join a faction. - DIPLOMACY_BOOST_PARTY_COST_FACTOR = 100.0, -- Desire to boost party popularity subtracts the daily cost multiplied by this - DIPLOMACY_STAGE_COUP_COST_FACTOR = 100.0, -- Desire to stage a coup subtracts the cost multiplied by this - DIPLOMACY_IMPROVE_RELATION_COST_FACTOR = 5.0,-- Desire to boost relations subtracts the cost multiplied by this - DIPLOMACY_IMPROVE_RELATION_PP_FACTOR = 0.1, -- Desire to boost relations adds total PP multiplied by this - DIPLOMACY_REJECTED_WAIT_MONTHS_BASE = 4, -- AI will not repeat offers until at least this time has passed, and at most the double - DIPLOMACY_SEND_EXPEDITIONARY_INDUSTRY_FACTOR = 2.0, -- Weight when counting industry (will be added to military strength) - DIPLOMACY_SEND_EXPEDITIONARY_BASE = 25, -- Multiplied with relative strength factor to get result (if other is twice as "strong" the result with 25 would be 50) - DIPLOMACY_ACCEPT_VOLUNTEERS_BASE = 50, -- Base value of volunteer acceptance (help is welcome) - DIPLOMACY_FACTION_MAJOR_AT_WAR = 1000.0, -- Factor that will be multiplied with the surrender level in the desire to offer to the other ai to join a faction - DIPLOMACY_FACTION_SURRENDER_LEVEL = 20, -- How much the recipient nation losing matters for joining a faction - DIPLO_PREFER_OTHER_FACTION = -200, -- The country has yet to ask some other faction it would prefer to be a part of. - RESEARCH_DAYS_BETWEEN_WEIGHT_UPDATE = 7, -- Refreshes need scores based on country situation. - RESEARCH_LAND_DOCTRINE_NEED_GAIN_FACTOR = 0.1, -- Multiplies value based on relative military industry size / country size. - RESEARCH_NAVAL_DOCTRINE_NEED_GAIN_FACTOR = 0.075, -- Multiplies value based on relative naval industry size / country size. - RESEARCH_AIR_DOCTRINE_NEED_GAIN_FACTOR = 0.08, -- Multiplies value based on relative number of air base / country size. - RESEARCH_NEW_WEIGHT_FACTOR = 0.3, -- Impact of previously unexplored tech weights. Higher means more random exploration. - RESEARCH_BONUS_FACTOR = 1.5, -- To which extent AI should care about bonuses to research - RESEARCH_AHEAD_OF_TIME_FACTOR = 10.0, -- To which extent AI should care about ahead of time penalties to research - RESEARCH_BASE_DAYS = 60, -- AI adds a base number of days when weighting completion time for techs to ensure it doesn't only research quick techs - DECLARE_WAR_RELATIVE_FORCE_FACTOR = 0.5, -- Weight of relative force between nations that consider going to war - TRADEABLE_FACTORIES_FRACTION = 0.3, -- Will at most trade away this fraction of factories. - MIN_DELIVERED_TRADE_FRACTION = 0.9, -- AI will cancel trade deals that are not able to deliver more than this fraction of the agreed amount - NAVAL_TRANSPORTS_FACTOR = 2, -- Factor applied to the relative size of army compared to naval capacity. - NAVAL_DOCKYARDS_SHIP_FACTOR = 1.0, -- The extent to which number of dockyards play into amount of sips a nation wants - NAVAL_BASES_SHIP_FACTOR = 0.5, -- The extent to which number of naval bases play into amount of sips a nation wants - NAVAL_STATES_SHIP_FACTOR = 1.0, -- The extent to which number of states play into amount of sips a nation wants - NAVAL_MAX_PRIO_THEATRES = 5, -- A nation may have a large number of theatres, but all of them having stationed/assigned navy is redundant - NAVAL_THEATRE_PRIO_CAPITAL_SCORE = 100, -- Weight of capital when calculating naval theatre assignment - NAVAL_THEATRE_PRIO_NAVAL_BASE_SCORE = 1, -- Weight of naval bases when calculating naval theatre assignment - NAVAL_THEATRE_PRIO_MIN_DISTANCE = 2000, -- Minimum distance (in km) between priority theatres for naval assignment, to spread navy out - PRODUCTION_UNAVAILABLE_RESORCE_FACTORY_FACTOR = 0.75, -- Assign/queue this proportion of desired factories when resources are short - PRODUCTION_EQUIPMENT_SURPLUS_FACTOR = 0.25, -- Base value for how much of currently used equipment the AI will at least strive to have in stock - AIR_CONTROLLED_TERRITORY_INTERCEPT_SCORE = 6, -- Interception score per controlled state in mission region - AIR_ALLY_TERRITORY_INTERCEPT_SCORE = 3, -- Interception score per ally controlled state in mission region - INTERCEPT_NAVAL_BOMBING_FACTOR = 3.0, -- Factors the weight of intercepting naval bombers in sea regions where friendly ships are - AIR_CAS_SCORE_FACTOR = 0.05, -- Factor applied to (friendly units) x (enemy units)) to get CAS score for region - AIR_ENEMY_SUPERIORITY_FACTOR = 2.0, -- How much enemy air superiority counts relative to own - AIR_SUPERIORITY_FACTOR = 4.0, -- Factor for air superiority score - AIR_MIN_ASSIGN_SCORE = 5, -- Minimum total score for region to be considered for air missions - AIR_MIN_REASSIGN_SCORE = 150, -- Minimum total score for region to be considered for reassigning air missions - AIR_WING_SIZE_FACTOR = 0.5, -- Impact on air score of assigning wings to mission - AIR_MISSION_MIN_COVEREAGE = 0.50, -- Between 0 and 1, limit for % coverage for air mission to be considered - AIR_BASE_PRIORITY_DISTANCE_FACTOR = 1.5, -- Weight of distance between region and airbase for airbase priority score - MAX_VOLUNTEER_ARMY_FRACTION = 0.50, -- Countries will not send more than their forces time this number to aid another country - WANTED_UNITS_INDUSTRY_FACTORY = 10.0, -- How many units a country wants is partially based on how much military industry that is available - DEPLOY_MIN_TRAINING_PEACE_FACTOR = 0.95, -- Required percentage of training (1.0 = 100%) for AI to deploy unit in peacetime - DEPLOY_MIN_TRAINING_WAR_FACTOR = 0.25, -- Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime - DEPLOY_MIN_EQUIPMENT_PEACE_FACTOR = 0.95, -- Required percentage of equipment (1.0 = 100%) for AI to deploy unit in peacetime - DEPLOY_MIN_EQUIPMENT_WAR_FACTOR = 0.95, -- Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime - DYNAMIC_STRATEGIES_THREAT_FACTOR = 4.0, -- How much threat generated by other countries effects generated strategies - WARGOAL_GENERATION_STRENGTH_FACTOR = 1.75, -- Desire to generate wargoal effected negatevely if actor strength is less than this factor of target strength - LOCATION_BALANCE_TO_ADVANCE = 0.0, -- Limit on location strength balance between country and enemy for unit to dare to move forward. - DIVISION_UPGRADE_MIN_XP = 5, -- Minimum XP before attempting to upgrade a division template. - DIVISION_CREATE_MIN_XP = 100, -- Minimum XP before attempting to create a fresh new division template. - VARIANT_UPGRADE_MIN_XP = 50, -- Minimum XP before attempting to create a new variant. - UPGRADE_XP_RUSH_UPDATE = 100, -- If XP is above this on the daily tick the AI will attempt to spend it - FOCUS_TREE_CONTINUE_FACTOR = 1.5, -- Factor for score of how likely the AI is to keep going down a focus tree rather than starting a new path. - VP_GARRISON_VALUE_FACTOR = 0.2, -- Extent to which VP garrisons are prioritized, based on VP value and compared to other priority values. - PLAN_VALUE_TO_EXECUTE = -0.5, -- AI will typically avoid carrying out a plan it below this value (0.0 is considered balanced). - DECLARE_WAR_NOT_NEIGHBOR_FACTOR = 0.25, -- Multiplier applied before force factor if country is not neighbor with the one it is considering going to war - CALL_ALLY_BASE_DESIRE = 20, -- exactly what it says - CALL_ALLY_DEMOCRATIC_DESIRE = 50, -- Desire to call ally added for democratic AI - CALL_ALLY_NEUTRAL_DESIRE = 25, -- Desire to call ally added for neutral AI - CALL_ALLY_FASCIST_DESIRE = -10, -- Desire to call ally added for fascist AI - CALL_ALLY_COMMUNIST_DESIRE = 75, -- Desire to call ally added for communist AI - JOIN_ALLY_BASE_DESIRE = 20, -- exactly what it says - JOIN_ALLY_DEMOCRATIC_DESIRE = 50, -- Desire to join ally added for democratic AI - JOIN_ALLY_NEUTRAL_DESIRE = 25, -- Desire to join ally added for neutral AI - JOIN_ALLY_FASCIST_DESIRE = -10, -- Desire to join ally added for fascist AI - JOIN_ALLY_COMMUNIST_DESIRE = 75, -- Desire to join ally added for communist AI - JOIN_FACTION_BOTH_LOSING = -300, -- Desire to be in a faction when both we and htey are in losing wars - LENDLEASE_FRACTION_OF_PRODUCTION = 0.5, -- Base fraction AI would send as lendlease - POLITICAL_IDEA_MIN_SCORE = 0.1, -- Only replace or add an idea if score is above this score. - AT_WAR_THREAT_FACTOR = 2.0, -- How much increase in threat does AI feel for being in war against osmeone - NEIGHBOUR_WAR_THREAT_FACTOR = 1.10, -- How much increase in threat does AI feel against neighbours who are at war - POTENTIAL_ALLY_JOIN_WAR_FACTOR = 100, -- How much increase in threat does AI feel against neighbours who are allied against one of our enemies - POTENTIAL_FUTURE_ENEMY_FACTOR = 100, -- How much increase in threat does AI feel against neighbours who at war with our allies - NEUTRAL_THREAT_PARANOIA = 10, -- How scared neutrals are of everyone - DIFFERENT_FACTION_THREAT = 30, -- Threat caused by not being in the same faction - PLAN_MOVE_MIN_ORG_TO_ENEMY_PROVINCE = 20.0, -- Minimum organization a unit must have to consider moving into an enemy province (not attack move) - PLAN_ATTACK_MIN_ORG_FACTOR = 0.75, -- Minimum org % for a unit to actively attack an enemy unit when executing a plan - PLAN_ATTACK_MIN_STRENGTH_FACTOR = 0.3, -- Minimum strength for a unit to actively attack an enemy unit when executing a plan - PLAN_FRONTUNIT_DISTANCE_FACTOR = 4, -- Factor for candidate units distance to front positions. - PLAN_FRONTUNIT_DISTANCE_FACTOR_PEACE = 1.2, -- Factor for candidate units distance to front positions. - PLAN_ATTACK_DEPTH_FACTOR = 0.5, -- Factor applied to size or enemy being attacked. - PLAN_STEP_COST_LIMIT = 13, -- When stepping to draw a plan this cost makes it break if it hits hard terrain (multiplied by number of desired steps) - PLAN_STEP_COST_LIMIT_REDUCTION = 3, -- Cost limit is reduced per iteration, making hard terrain less likely to be crossed the further into enemy territory it is - PLAN_FRONT_SECTION_MAX_LENGTH = 18, -- When a front is longer than this it will be split in two sections for the AI - PLAN_FRONT_SECTION_MIN_LENGTH = 10, -- When two front sections together are this short they will be merged for the AI - PLAN_MIN_SIZE_FOR_FALLBACK = 50, -- A country with less provinces than this will not draw fallback plans, but rather station their troops along the front - SEND_VOLUNTEER_EVAL_BASE_DISTANCE = 300.0, -- How far away it will evaluate sending volunteers if not a major power - SEND_VOLUNTEER_EVAL_MAJOER_POWER = 1.0, -- How willing major powers are to send volunteers. - SEND_VOLUNTEER_EVAL_CONTAINMENT_FACTOR = 0.1, -- How much AI containment factors into its evaluation of sending volunteers. - GIVE_STATE_CONTROL_MIN_CONTROLLED = 1, -- AI needs to control more than this number of states before considering giving any away - GIVE_STATE_CONTROL_MIN_CONTROL_DIFF = 2, -- The difference in number of controlled states compared to war participation needs to be bigger than this for the AI to consider giving a state to a country - RELATIVE_STRENGTH_TO_INVADE = 0.06, -- Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend. - RELATIVE_STRENGTH_TO_INVADE_DEFENSIVE = 0.4,-- Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend, but while being a defensive country. - GIVE_STATE_CONTROL_BASE_SCORE = 50, -- Base diplo score for giving away control of states - GIVE_STATE_CONTROL_DIFF_FACTOR = 2.0, -- Diplo score multiplier for state control compared to war participation difference - GIVE_STATE_CONTROL_NEIGHBOR_SCORE = 20, -- Diplo score for each neighboring state controlled by the target - GIVE_STATE_CONTROL_NEIGHBOR_ACTOR_SCORE = -5, -- Diplo score for each neighboring state that is controlled by the sender - GIVE_STATE_CONTROL_NEIGHBOR_OTHER_SCORE = 5, -- Diplo score for each neighboring state controlled by someone else - GIVE_STATE_CONTROL_MAX_SCORE_DIST = 600, -- A State that is closer to the recipient capital than this gets a score bonus based on the below value - GIVE_STATE_CONTROL_DIST_SCORE_MULT = 0.2, -- Multiplier for the score gained from distance ( GIVE_STATE_CONTROL_MAX_SCORE_DIST - distance ) * this - IRRATIONALITY_LAMBDA = 200, -- Lambda given to Poisson Random function determining if a leader should act a bit irrational - -- Value of 200 should give 0.3% chance of Stalin going for instance crazy and conquering all of America - GENERATE_WARGOAL_THREAT_BASELINE = 1.0, -- The baseline for what the AI considers the world is getting dangerous and we want to generate wargoals - RESERVE_TO_COMMITTED_BALANCE = 0.1, -- How many reserves compared to number of committed divisions in a combat (1.0 = as many as reserves as committed) - DIPLOMACY_COMMUNIST_NOT_NEIGHBOUR = -10, -- Communists want to stay consolidated with their influence - MAIN_ENEMY_FRONT_IMPORTANCE = 10.0, -- How much extra focus the AI should put on who it considers to be its current main enemy. - AI_FRONT_MOVEMENT_FACTOR_FOR_READY = 0.25, -- If less than this fraction of units on a front is moving, AI sees it as ready for action - MICRO_POCKET_SIZE = 4, -- Pockets with a size equal to or lower than this will be mocroed by the AI, for efficiency. - POCKET_DISTANCE_MAX = 40000, -- shortest square distance we bother about chasing pockets - VP_LEVEL_IMPORTANCE_HIGH = 25, -- Victory points with values higher than or equal to this are considered to be of high importance. - VP_LEVEL_IMPORTANCE_MEDIUM = 5, -- Victory points with values higher than or equal to this are considered to be of medium importance. - VP_LEVEL_IMPORTANCE_LOW = 1, -- Victory points with values higher than or equal to this are considered to be of low importance. - ESTIMATED_CONVOYS_PER_DIVISION = 6, -- Not always correct, but mainly used to make sure AI does not go crazy - FRONT_REASSIGN_DISTANCE = 200.0, -- If a unit is this far away from a front it is not considered to be assigned to it unless the new front is much more important - OLD_FRONT_IMPORTANCE_FACTOR = 1.50, -- If a unit is considered for reassignment, the importance of both new and old front is considered with a weight applied to the old ones score - ENTRENCHMENT_WEIGHT = 100.0, -- AI should favour units with less entrenchment when assigning units around. - FRONT_TERRAIN_DEFENSE_FACTOR = 1.0, -- Multiplier applied to unit defense modifier for terrain on front province multiplied by terrain importance - FRONT_TERRAIN_ATTACK_FACTOR = 1.0, -- Multiplier applied to unit attack modifier for terrain on enemy front province multiplied by terrain importance - - BASE_DISTANCE_TO_CARE = 600.0, -- Countries that are too far away are less interesting in diplomacy - MIN_FORCE_RATIO_TO_PROTECT = 0.5, -- Tiny countries should not feel protective or really large ones - - ORG_UNIT_STRONG = 0.9, -- Organization % for unit to be considered strong - ORG_UNIT_WEAK = 0.15, -- Organization % for unit to be considered weak - STR_UNIT_STRONG = 0.75, -- Strength (equipment) % for unit to be considered strong - STR_UNIT_WEAK = 0.1, -- Strength (equipment) % for unit to be considered weak - PLAN_FACTION_STRONG_TO_EXECUTE = 0.60, -- % or more of units in an order to consider ececuting the plan - PLAN_FACTION_WEAK_TO_ABORT = 0.80, -- % or more of units in an order to consider ececuting the plan - PLAN_AVG_PREPARATION_TO_EXECUTE = 0.75, -- % or more average plan preparation before executing - STATE_GARRISON_MAX_UNITS = 4, -- Max units to guard a garrison under normal circumstances (isolated core areas like England has is excempt) - - REDEPLOY_DISTANCE_VS_ORDER_SIZE = 1.0, -- Factor applied to the path length of a unit compared to length of an order to determine if it should use strategic redeployment - UNIT_ASSIGNMENT_TERRAIN_IMPORTANCE = 10.0, -- Terrain score for units are multiplied by this when the AI is deciding which front they should be assigned to - - MIN_STATE_VALUE_TO_PROTECT = 7.5, -- When AI is considering which states to protect it looks at state values to consider if it is worth it. - - SUPPLY_CRISIS_LIMIT = 0.9, -- If a unit is standing in an area with - - FASCISTS_BEFRIEND_FASCISTS = 10, - FASCISTS_BEFRIEND_DEMOCRACIES = -25, - FASCISTS_BEFRIEND_COMMUNISTS = -25, - FASCISTS_ALLY_FASCISTS = 0, - FASCISTS_ALLY_DEMOCRACIES = -100, - FASCISTS_ALLY_COMMUNISTS = -100, - FASCISTS_ANTAGONIZE_FASCISTS = -10, - FASCISTS_ANTAGONIZE_DEMOCRACIES = 100, - FASCISTS_ANTAGONIZE_COMMUNISTS = 100, - DEMOCRACIES_BEFRIEND_FASCISTS = -25, - DEMOCRACIES_BEFRIEND_DEMOCRACIES = 0, - DEMOCRACIES_BEFRIEND_COMMUNISTS = -25, - DEMOCRACIES_ALLY_FASCISTS = -50, - DEMOCRACIES_ALLY_DEMOCRACIES = 0, - DEMOCRACIES_ALLY_COMMUNISTS = -50, - DEMOCRACIES_ANTAGONIZE_FASCISTS = 0, - DEMOCRACIES_ANTAGONIZE_DEMOCRACIES = -25, - DEMOCRACIES_ANTAGONIZE_COMMUNISTS = 0, - COMMUNISTS_BEFRIEND_FASCISTS = -25, - COMMUNISTS_BEFRIEND_DEMOCRACIES = -25, - COMMUNISTS_BEFRIEND_COMMUNISTS = 25, - COMMUNISTS_ALLY_FASCISTS = -100, - COMMUNISTS_ALLY_DEMOCRACIES = -50, - COMMUNISTS_ALLY_COMMUNISTS = 0, - COMMUNISTS_ANTAGONIZE_FASCISTS = 100, - COMMUNISTS_ANTAGONIZE_DEMOCRACIES = 10, - COMMUNISTS_ANTAGONIZE_COMMUNISTS = -10, - - NUM_AI_MESSAGES = 10, -- Set to whatever category has the highest number of messages - - DIPLOMACY_FACTION_WAR_WANTS_HELP = 50, -- Desire to send to nations to join a faction if you are at war - DIPLOMACY_FACTION_CIVILWAR_WANTS_HELP = -50, - FACTION_UNSTABLE_ACCEPTANCE = -100, - DIPLOMACY_AT_WAR_WITH_ALLY_RELUCTANCE = -1000, - - CALL_ALLY_WT_LIMIT = 0.8, -- fascists are hesitant to call allies if tension is lower than this - CALL_ALLY_FASCIST_DESIRE_WT = -60, -- less desire if we are below the tension limit - - SHIPS_PRODUCTION_BASE_COST = 10000, -- Used by the AI to normalize IC values when picking what ship to build. - NEEDED_NAVAL_FACTORIES_EXPENSIVE_SHIP_BONUS = 10, -- Amount of naval yards you need to get a bonus to building really expensive ships - - AIR_WING_REINFORCEMENT_LIMIT = 300, - AIR_BASE_DANGER_ZONE_WEIGHT = 100, -- Score used per province taken by enemy in a state to determine how dangerous it is to use an air base - - MANPOWER_FREE_USAGE_THRESHOLD = 500000, -- If AI has this much manpower he doesn't care about the percentage - MANPOWER_RESERVED_THRESHOLD = 0.25, -- The AI will not deploy more units if he goes below this percentage - START_TRAINING_EQUIPMENT_LEVEL = 0.95, -- ai will not start to train if equipment drops below this level - STOP_TRAINING_EQUIPMENT_LEVEL = 0.9, -- ai will not train if equipment drops below this level - BUILD_REFINERY_LACK_OF_RESOURCE_MODIFIER = 0.009, -- How much lack of resources are worth when evaluating what to build. - DIVISION_DESIGN_WEIGHTS = { -- Base values used by AI to evaluate value of a stat - -- Army Values - 0.5, -- default_morale - 1.0, -- defense - 1.0, -- breakthrough - 1.0, -- hardness - 1.2, -- soft_attack - 0.0, -- hard_attack - 0.0, -- recon - 0.0, -- entrenchment - 0.0, -- initiative - 0.0, -- casualty_trickleback - -1.0, -- supply_consumption_factor - -0.25, -- supply_consumption - 0.0, -- suppression - 0.0, -- suppression_factor - 0.0, -- experience_loss_factor - -- Navy Values - 0.0, -- surface_detection - 0.0, -- sub_detection - 0.0, -- surface_visibility - 0.0, -- sub_visibility - 0.0, -- shore_bombardment - 0.0, -- fire_range - 0.0, -- evasion - 0.0, -- torpedo_attack - 0.0, -- sub_attack - 0.0, -- attack - 0.0, -- port_capacity_usage - 0.0, -- anti_air_attack - 0.0, -- amphibious_defense - 0.0, -- naval_speed - 0.0, -- naval_range - 0.0, -- convoy_raiding_coordination - 0.0, -- patrol_coordination - 0.0, -- search_and_destroy_coordination - -- Air Values - 0.0, -- air_range - 0.0, -- air_defence - 0.0, -- air_attack - 0.0, -- air_agility - 0.0, -- air_bombing - 0.0, -- air_superiority - 0.0, -- naval_strike_attack - 0.0, -- naval_strike_targetting - 0.0, -- air_ground_attack - 0.0, -- air_visibility_factor - -- Common Values - 1.0, -- max_organisation - 1.0, -- max_strength - -0.5, -- build_cost_ic - 1.0, -- maximum_speed - 1.0, -- armor_value - 0.5, -- ap_attack - 0.0, -- reliability - 0.0, -- reliability_factor - -0.25, -- weight - -- Special Values - 0.0, -- strategic_attack - 0.0, -- carrier_size - }, - DIVISION_DESIGN_MANPOWER_WEIGHT = 0.005, - DIVISION_DESIGN_STOCKPILE_WEIGHT = 0.01, - DIVISION_DESIGN_COMBAT_WIDTH_WEIGHT = -3.0, - DIVISION_DESIGN_BASE_WEIGHT_SCORE = 100.0, -- This score is reduced the farther the width is from the target width (if set) - - BUILD_ARMOR_BASE_COST_WEIGHT = 200.0, - BUILD_ARMOR_STRENGTH_MULTIPLIER_WEIGHT = 100.0, - BUILD_ARMOR_ORGANIZATION_MULTIPLIER_WEIGHT = 500.0, - - UPGRADE_DIVISION_RELUCTANCE = 14, - - STRATEGIC_BOMBING_DEFENCE_IMPORTANCE = 400.0, - - NAVAL_MISSION_MIN_FLEET_SIZE = 5, -- AI will not send too small fleets on missions. Ignored if total number of ships country has is below this. - NAVY_PREFERED_MAX_SIZE = 20, -- AI will generally attempt to merge fleets into this size, but as a soft limit. - INVASION_COASTAL_PROVS_PER_ORDER = 12, -- AI will consider one extra invasion per number of provinces stated here (num orders = total coast / this) - - CONVOY_NEED_SAFETY_BUFFER = 1.30, -- AI will try and keep 15% more convoys than what it needs. - REGION_THREAT_PER_SUNK_CONVOY = 25, -- Threat value per convoy sunk in a region. Decays over time. - REGION_CONVOY_DANGER_DAILY_DECAY = 1, -- When convoys are sunk it generates threat in the region which the AI uses to prio nalval missions - - ESCORT_BOMBERS_IMPORTANCE_MODIFIER = 1.0, - PRODUCTION_LINE_SWITCH_SURPLUS_NEEDED_MODIFIER = 0.2, -- Is modified by efficency modifiers. - PLAN_ACTIVATION_MAJOR_WEIGHT_FACTOR = 5.0, -- AI countries will hold on activating plans if stronger countries have plans in the same location. Majors count extra (value of 1 will negate this) - PLAN_ACTIVATION_PLAYER_WEIGHT_FACTOR = 50.0, -- AI countries will hold on activating plans if player controlled countries have plans in the same location. Majors count extra (value of 1 will negate this) - AREA_DEFENSE_BASE_IMPORTANCE = 1, -- Area defense order base importance value (used for determining order of troop selections) - AREA_DEFENSE_CIVIL_WAR_IMPORTANCE = 10000, -- Area defense order importance value when a country is in a civil war as target or revolter. - - COMBINED_ARMS_LEVEL = 0, -- 0 = Never, 1 = Infantry/Artillery, 2 = Go wild - MAX_DISTANCE_NALAV_INVASION = 250.0, -- AI is extremely unwilling to plan naval invasions above this naval distance limit. - ENEMY_NAVY_STRENGTH_DONT_BOTHER = 2.0, -- If the enemy has a navy at least these many times stronger that the own, don't bother invading - MIN_SUPPLY_USE_SANITY_CAP = 100, -- Ignore supply cap if below this value when deciding on how many divisions to produce. - MAX_SUPPLY_DIVISOR = 2.0, -- To make sure the AI does not overdeploy divisions. Higher number means more supply per unit. - MISSING_CONVOYS_BOOST_FACTOR = 6.0, -- The more convoys a country is missing, the more resources it diverts to cover this. - TRANSPORTS_PER_PARATROOPER = 20, -- Air transports only duty is to drop paratroopers. - MAX_MICRO_ATTACKS_PER_ORDER = 3, -- AI goes through its orders and checks if there are situations to take advantage of - FALLBACK_LOSING_FACTOR = 1.0, -- The lower this number, the longer the AI will hold the line before sending them to the fallback line - PRODUCTION_MAX_PROGRESS_TTO_SWITCH_NAVAL = 0.3, -- AI will not replace ships being built by newer types if progress is above this - STATE_COTROL_FOR_AREA_DEFENSE = 0.2, -- To avoid AI sending area defense to area with very little foothold - FORCE_FACTOR_AGAINST_EXTRA_MINOR = 0.15, -- AI considers generating wargoals against minors below this % of force compared to themselves to get at a bigger enemy. - MAX_EXTRA_WARGOAL_GENERATION = 2, -- AI may want to generate wargoals against weak minors to get at larger enemy, but never more that this at any given time. - NAVAL_MISSION_DISTANCE_BASE = 3000, -- Base value when AI is evaluating distance score to places - NAVAL_MISSION_INVASION_BASE = 1500, -- Base score for region with naval invasion (modified dynamically by prioritizing orders) - NAVAL_MISSION_AGGRESSIVE_PATROL_DIVISOR = 1, -- Divides patrol score when not defending - NAVAL_MISSION_AGGRESSIVE_ESCORT_DIVISOR = 2, -- Divides escort score when not defending - NAVAL_MISSION_PATROL_NEAR_OWNED = 30000, -- Extra patrol mission score near owned provinces - NAVAL_MISSION_ESCORT_NEAR_OWNED = 20000, -- Extra escort mission score near owned provinces - NAVAL_MISSION_PATROL_NEAR_CONTROLLED = 15000, -- Extra patrol mission score near controlled provinces - NAVAL_MISSION_ESCORT_NEAR_CONTROLLED = 7500, -- Extra escort mission score near controlled provinces - NEW_LEADER_EXTRA_PP_FACTOR = 5.0, -- Country must have at least this many times extra PP to get new admirals or army leaders - SCARY_LEVEL_AVERAGE_DEFENSE = -0.7, -- average front defense modifier to make it consider it as a PITA to go for - ATTACK_HEAVILY_DEFENDED_LIMIT = 1.0, -- AI will not launch attacks against heavily defended fronts unless they consider to have this level of advantage (1.0 = 100%) - HOUR_BAD_COMBAT_REEVALUATE = 168, -- if we are in combat for this amount and it goes shitty then try skipping it - MIN_PLAN_VALUE_TO_MICRO_INACTIVE = 0.3, -- The AI will not consider members of groups which plan is not activated AND evaluates lower than this. - - MAX_UNITS_FACTOR_AREA_ORDER = 1.0, -- Factor for max number of units to assign to area defense orders - DESIRED_UNITS_FACTOR_AREA_ORDER = 1.0, -- Factor for desired number of units to assign to area defense orders - MIN_UNITS_FACTOR_AREA_ORDER = 0.5, -- Factor for min number of units to assign to area defense orders - - MAX_UNITS_FACTOR_FRONT_ORDER = 1.0, -- Factor for max number of units to assign to area front orders - DESIRED_UNITS_FACTOR_FRONT_ORDER = 1.0, -- Factor for desired number of units to assign to area front orders - MIN_UNITS_FACTOR_FRONT_ORDER = 1.0, -- Factor for min number of units to assign to area front orders - - MAX_UNITS_FACTOR_INVASION_ORDER = 1.0, -- Factor for max number of units to assign to naval invasion orders - DESIRED_UNITS_FACTOR_INVASION_ORDER = 1.0, -- Factor for desired number of units to assign to naval invasion orders - MIN_UNITS_FACTOR_INVASION_ORDER = 1.0, -- Factor for min number of units to assign to naval invasion orders -}, - -NFocus = { - FOCUS_POINT_DAYS = 7, -- Each point takes a week - FOCUS_PROGRESS_PEACE = 1, -- Progress during peace - FOCUS_PROGRESS_WAR = 1, -- Progress during war - MAX_SAVED_FOCUS_PROGRESS = 10, -- This much progress can be saved while not having a focus selected - }, -} - - diff --git a/Vic2ToHoI4/Data_Files/blankMod/output/common/defines/00_graphics.lua b/Vic2ToHoI4/Data_Files/blankMod/output/common/defines/00_graphics.lua deleted file mode 100644 index 4279bfc7e..000000000 --- a/Vic2ToHoI4/Data_Files/blankMod/output/common/defines/00_graphics.lua +++ /dev/null @@ -1,862 +0,0 @@ -NDefines_Graphics = { - -NWiki = { - BASE_URL = "http://www.hoi4wiki.com/", - FORUM_URL = "http://forum.paradoxplaza.com/forum/index.php?link-forums/hearts-of-iron-iv.847/" -}, - -NMapMode = { - FABRICATE_CLAIM_SELECTED_SECONDARY_COLOR = { 0, 1, 0, 1 }, - FABRICATE_CLAIM_TARGET_COUNTRY_SECONDARY_COLOR = { 0, 0, 0, 0 }, - FABRICATE_CLAIM_NON_TARGET_COUNTRY_SECONDARY_COLOR = { 0, 0, 0, 0 }, - FABRICATE_CLAIM_ALREADY_CLAIM_SECONDARY_COLOR = { 0.5, 0, 0, 1 }, - FABRICATE_CLAIM_ALREADY_CORE_SECONDARY_COLOR = { 0.5, 0, 0, 1 }, - FABRICATE_CLAIM_ALREADY_FABRICATING_SECONDARY_COLOR = { 0.5, 0, 0, 1 }, - CONSTRUCTION_MAP_MODE_BUILDING_DEFAULT_COLOR = { 0.43, 0.43, 0.43 }, -- Color of states/provinces that can't be built on - CONSTRUCTION_MAP_MODE_BUILDING_MAX_LEVEL_COLOR = { 0.0, 0.0, 1.0 }, -- Color of states/provinces where current building level is maxed out (max is current max level, not final max level) of a building type - CONSTRUCTION_MAP_MODE_BUILDING_MAX_AMOUNT_QUEUED_COLOR = { 0.0, 0.0, 1.0 }, -- Color of states/provinces when building queue is maxed of a building type - CONSTRUCTION_MAP_MODE_BUILDING_QUEUED_COLOR = { 1.0, 0.85, 0.0 }, -- Color of states/provinces when building queue contains one or more of a building type. - DIPLOMACY_MAP_MODE_CONTROLLER_COLOR_FACTOR = 1.8, -- If the nation is a controller but not an owner of a state. Larger value = brighter - CONSTRUCTION_MAP_MODE_TRANSPARENCY_OVERRIDE = 248, -- When you use gradient borders to defeat the purpose of gradient borders. Larger than 248 seems to make the transparency stronger? - PEACE_CONFERENCE_CURRENT_SELECTED_SECONDARY_COLOR = { 0, 0, 1, 1 }, - PEACE_CONFERENCE_SELECTABLE_SECONDARY_COLOR = { 0, 1, 0, 1 }, - FACTIONS_COLOR_NOT_MEMBER = { 0.6, 0.6, 0.6, 1.0 }, -}, - -NMapIcons = { - INTERPOLATION_SNAP_DISTANCE = 0.3, - DEFAULT_PRIORITY_UNITS_STACK = 10, - DEFAULT_PRIORITY_UNITS_STACK_GROUP = 11, - DEFAULT_PRIORITY_VICTORY_POINTS = 5, - DEFAULT_PRIORITY_RESOURCE = 10, - DEFAULT_PRIORITY_CONSTRUCTION_INFO = 3, - DEFAULT_PRIORITY_AIR_BASE = 3, - DEFAULT_PRIORITY_ROCKET_SITE = 3, - DEFAULT_PRIORITY_NAVAL_BASE = 3, - DEFAULT_PRIORITY_NAVAL_COMBAT = 20, - DEFAULT_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - DEFAULT_PRIORITY_LAND_COMBAT = 20, - DEFAULT_PRIORITY_NAVAL_MISSION = 13, - DEFAULT_PRIORITY_AIR_MISSION = 13, - DEFAULT_PRIORITY_SUPPLY = 14, - DEFAULT_PRIORITY_CAPITAL = 5, - DEFAULT_PRIORITY_PEACE_COST = 3, - DEFAULT_PRIORITY_ADJACENCY_RULE = 3, - - STATES_PRIORITY_UNITS_STACK = 10, - STATES_PRIORITY_UNITS_STACK_GROUP = 11, - STATES_PRIORITY_VICTORY_POINTS = 5, - STATES_PRIORITY_RESOURCE = 10, - STATES_PRIORITY_CONSTRUCTION_INFO = 3, - STATES_PRIORITY_AIR_BASE = 3, - STATES_PRIORITY_ROCKET_SITE = 3, - STATES_PRIORITY_NAVAL_BASE = 3, - STATES_PRIORITY_NAVAL_COMBAT = 20, - STATES_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - STATES_PRIORITY_LAND_COMBAT = 20, - STATES_PRIORITY_NAVAL_MISSION = 13, - STATES_PRIORITY_AIR_MISSION = 13, - STATES_PRIORITY_SUPPLY = 14, - STATES_PRIORITY_CAPITAL = 5, - STATES_PRIORITY_PEACE_COST = 3, - STATES_PRIORITY_ADJACENCY_RULE = 3, - - SUPPLY_AREAS_PRIORITY_UNITS_STACK = 10, - SUPPLY_AREAS_PRIORITY_UNITS_STACK_GROUP = 11, - SUPPLY_AREAS_PRIORITY_VICTORY_POINTS = 5, - SUPPLY_AREAS_PRIORITY_RESOURCE = 10, - SUPPLY_AREAS_PRIORITY_CONSTRUCTION_INFO = 3, - SUPPLY_AREAS_PRIORITY_AIR_BASE = 3, - SUPPLY_AREAS_PRIORITY_ROCKET_SITE = 3, - SUPPLY_AREAS_PRIORITY_NAVAL_BASE = 3, - SUPPLY_AREAS_PRIORITY_NAVAL_COMBAT = 20, - SUPPLY_AREAS_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - SUPPLY_AREAS_PRIORITY_LAND_COMBAT = 20, - SUPPLY_AREAS_PRIORITY_NAVAL_MISSION = 13, - SUPPLY_AREAS_PRIORITY_AIR_MISSION = 13, - SUPPLY_AREAS_PRIORITY_SUPPLY = 14, - SUPPLY_AREAS_PRIORITY_CAPITAL = 5, - SUPPLY_AREAS_PRIORITY_PEACE_COST = 3, - SUPPLY_AREAS_PRIORITY_ADJACENCY_RULE = 3, - - STRATEGIC_AIR_PRIORITY_UNITS_STACK = 10, - STRATEGIC_AIR_PRIORITY_UNITS_STACK_GROUP = 11, - STRATEGIC_AIR_PRIORITY_VICTORY_POINTS = 5, - STRATEGIC_AIR_PRIORITY_RESOURCE = 10, - STRATEGIC_AIR_PRIORITY_CONSTRUCTION_INFO = 3, - STRATEGIC_AIR_PRIORITY_AIR_BASE = 30, - STRATEGIC_AIR_PRIORITY_ROCKET_SITE = 3, - STRATEGIC_AIR_PRIORITY_NAVAL_BASE = 3, - STRATEGIC_AIR_PRIORITY_NAVAL_COMBAT = 20, - STRATEGIC_AIR_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - STRATEGIC_AIR_PRIORITY_LAND_COMBAT = 20, - STRATEGIC_AIR_PRIORITY_NAVAL_MISSION = 13, - STRATEGIC_AIR_PRIORITY_AIR_MISSION = 29, - STRATEGIC_AIR_PRIORITY_SUPPLY = 14, - STRATEGIC_AIR_PRIORITY_CAPITAL = 5, - STRATEGIC_AIR_PRIORITY_PEACE_COST = 3, - STRATEGIC_AIR_PRIORITY_ADJACENCY_RULE = 3, - - STRATEGIC_NAVY_PRIORITY_UNITS_STACK = 10, - STRATEGIC_NAVY_PRIORITY_UNITS_STACK_GROUP = 11, - STRATEGIC_NAVY_PRIORITY_VICTORY_POINTS = 5, - STRATEGIC_NAVY_PRIORITY_RESOURCE = 10, - STRATEGIC_NAVY_PRIORITY_CONSTRUCTION_INFO = 3, - STRATEGIC_NAVY_PRIORITY_AIR_BASE = 3, - STRATEGIC_NAVY_PRIORITY_ROCKET_SITE = 3, - STRATEGIC_NAVY_PRIORITY_NAVAL_BASE = 30, - STRATEGIC_NAVY_PRIORITY_NAVAL_COMBAT = 20, - STRATEGIC_NAVY_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - STRATEGIC_NAVY_PRIORITY_LAND_COMBAT = 20, - STRATEGIC_NAVY_PRIORITY_NAVAL_MISSION = 29, - STRATEGIC_NAVY_PRIORITY_AIR_MISSION = 13, - STRATEGIC_NAVY_PRIORITY_SUPPLY = 14, - STRATEGIC_NAVY_PRIORITY_CAPITAL = 5, - STRATEGIC_NAVY_PRIORITY_PEACE_COST = 3, - STRATEGIC_NAVY_PRIORITY_ADJACENCY_RULE = 3, - - RESISTANCE_PRIORITY_UNITS_STACK = 10, - RESISTANCE_PRIORITY_UNITS_STACK_GROUP = 11, - RESISTANCE_PRIORITY_VICTORY_POINTS = 5, - RESISTANCE_PRIORITY_RESOURCE = 10, - RESISTANCE_PRIORITY_CONSTRUCTION_INFO = 3, - RESISTANCE_PRIORITY_AIR_BASE = 3, - RESISTANCE_PRIORITY_ROCKET_SITE = 3, - RESISTANCE_PRIORITY_NAVAL_BASE = 3, - RESISTANCE_PRIORITY_NAVAL_COMBAT = 20, - RESISTANCE_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - RESISTANCE_PRIORITY_LAND_COMBAT = 20, - RESISTANCE_PRIORITY_NAVAL_MISSION = 13, - RESISTANCE_PRIORITY_AIR_MISSION = 13, - RESISTANCE_PRIORITY_SUPPLY = 14, - RESISTANCE_PRIORITY_CAPITAL = 5, - RESISTANCE_PRIORITY_PEACE_COST = 3, - RESISTANCE_PRIORITY_ADJACENCY_RULE = 3, - - RESOURCES_PRIORITY_UNITS_STACK = 10, - RESOURCES_PRIORITY_UNITS_STACK_GROUP = 11, - RESOURCES_PRIORITY_VICTORY_POINTS = 5, - RESOURCES_PRIORITY_RESOURCE = 10, - RESOURCES_PRIORITY_CONSTRUCTION_INFO = 3, - RESOURCES_PRIORITY_AIR_BASE = 3, - RESOURCES_PRIORITY_ROCKET_SITE = 3, - RESOURCES_PRIORITY_NAVAL_BASE = 3, - RESOURCES_PRIORITY_NAVAL_COMBAT = 20, - RESOURCES_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - RESOURCES_PRIORITY_LAND_COMBAT = 20, - RESOURCES_PRIORITY_NAVAL_MISSION = 13, - RESOURCES_PRIORITY_AIR_MISSION = 13, - RESOURCES_PRIORITY_SUPPLY = 14, - RESOURCES_PRIORITY_CAPITAL = 5, - RESOURCES_PRIORITY_PEACE_COST = 3, - RESOURCES_PRIORITY_ADJACENCY_RULE = 3, - - DIPLOMACY_PRIORITY_UNITS_STACK = 10, - DIPLOMACY_PRIORITY_UNITS_STACK_GROUP = 11, - DIPLOMACY_PRIORITY_VICTORY_POINTS = 5, - DIPLOMACY_PRIORITY_RESOURCE = 10, - DIPLOMACY_PRIORITY_CONSTRUCTION_INFO = 3, - DIPLOMACY_PRIORITY_AIR_BASE = 3, - DIPLOMACY_PRIORITY_ROCKET_SITE = 3, - DIPLOMACY_PRIORITY_NAVAL_BASE = 3, - DIPLOMACY_PRIORITY_NAVAL_COMBAT = 20, - DIPLOMACY_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - DIPLOMACY_PRIORITY_LAND_COMBAT = 20, - DIPLOMACY_PRIORITY_NAVAL_MISSION = 13, - DIPLOMACY_PRIORITY_AIR_MISSION = 13, - DIPLOMACY_PRIORITY_SUPPLY = 14, - DIPLOMACY_PRIORITY_CAPITAL = 5, - DIPLOMACY_PRIORITY_PEACE_COST = 3, - DIPLOMACY_PRIORITY_ADJACENCY_RULE = 3, - - FACTIONS_PRIORITY_UNITS_STACK = 10, - FACTIONS_PRIORITY_UNITS_STACK_GROUP = 11, - FACTIONS_PRIORITY_VICTORY_POINTS = 5, - FACTIONS_PRIORITY_RESOURCE = 10, - FACTIONS_PRIORITY_CONSTRUCTION_INFO = 3, - FACTIONS_PRIORITY_AIR_BASE = 3, - FACTIONS_PRIORITY_ROCKET_SITE = 3, - FACTIONS_PRIORITY_NAVAL_BASE = 3, - FACTIONS_PRIORITY_NAVAL_COMBAT = 20, - FACTIONS_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - FACTIONS_PRIORITY_LAND_COMBAT = 20, - FACTIONS_PRIORITY_NAVAL_MISSION = 13, - FACTIONS_PRIORITY_AIR_MISSION = 13, - FACTIONS_PRIORITY_SUPPLY = 14, - FACTIONS_PRIORITY_CAPITAL = 5, - FACTIONS_PRIORITY_PEACE_COST = 3, - FACTIONS_PRIORITY_ADJACENCY_RULE = 3, - - STRATEGIC_REGIONS_PRIORITY_UNITS_STACK = 10, - STRATEGIC_REGIONS_PRIORITY_UNITS_STACK_GROUP = 11, - STRATEGIC_REGIONS_PRIORITY_VICTORY_POINTS = 5, - STRATEGIC_REGIONS_PRIORITY_RESOURCE = 10, - STRATEGIC_REGIONS_PRIORITY_CONSTRUCTION_INFO = 3, - STRATEGIC_REGIONS_PRIORITY_AIR_BASE = 3, - STRATEGIC_REGIONS_PRIORITY_ROCKET_SITE = 3, - STRATEGIC_REGIONS_PRIORITY_NAVAL_BASE = 3, - STRATEGIC_REGIONS_PRIORITY_NAVAL_COMBAT = 20, - STRATEGIC_REGIONS_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - STRATEGIC_REGIONS_PRIORITY_LAND_COMBAT = 20, - STRATEGIC_REGIONS_PRIORITY_NAVAL_MISSION = 13, - STRATEGIC_REGIONS_PRIORITY_AIR_MISSION = 13, - STRATEGIC_REGIONS_PRIORITY_SUPPLY = 14, - STRATEGIC_REGIONS_PRIORITY_CAPITAL = 5, - STRATEGIC_REGIONS_PRIORITY_PEACE_COST = 3, - STRATEGIC_REGIONS_PRIORITY_ADJACENCY_RULE = 3, - - DEPLOYMENT_AIR_PRIORITY_UNITS_STACK = 10, - DEPLOYMENT_AIR_PRIORITY_UNITS_STACK_GROUP = 11, - DEPLOYMENT_AIR_PRIORITY_VICTORY_POINTS = 5, - DEPLOYMENT_AIR_PRIORITY_RESOURCE = 10, - DEPLOYMENT_AIR_PRIORITY_CONSTRUCTION_INFO = 3, - DEPLOYMENT_AIR_PRIORITY_AIR_BASE = 3, - DEPLOYMENT_AIR_PRIORITY_ROCKET_SITE = 3, - DEPLOYMENT_AIR_PRIORITY_NAVAL_BASE = 3, - DEPLOYMENT_AIR_PRIORITY_NAVAL_COMBAT = 20, - DEPLOYMENT_AIR_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - DEPLOYMENT_AIR_PRIORITY_LAND_COMBAT = 20, - DEPLOYMENT_AIR_PRIORITY_NAVAL_MISSION = 13, - DEPLOYMENT_AIR_PRIORITY_AIR_MISSION = 13, - DEPLOYMENT_AIR_PRIORITY_SUPPLY = 14, - DEPLOYMENT_AIR_PRIORITY_CAPITAL = 5, - DEPLOYMENT_AIR_PRIORITY_PEACE_COST = 3, - DEPLOYMENT_AIR_PRIORITY_ADJACENCY_RULE = 3, - - DEPLOYMENT_NAVY_PRIORITY_UNITS_STACK = 10, - DEPLOYMENT_NAVY_PRIORITY_UNITS_STACK_GROUP = 11, - DEPLOYMENT_NAVY_PRIORITY_VICTORY_POINTS = 5, - DEPLOYMENT_NAVY_PRIORITY_RESOURCE = 10, - DEPLOYMENT_NAVY_PRIORITY_CONSTRUCTION_INFO = 3, - DEPLOYMENT_NAVY_PRIORITY_AIR_BASE = 3, - DEPLOYMENT_NAVY_PRIORITY_ROCKET_SITE = 3, - DEPLOYMENT_NAVY_PRIORITY_NAVAL_BASE = 3, - DEPLOYMENT_NAVY_PRIORITY_NAVAL_COMBAT = 20, - DEPLOYMENT_NAVY_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - DEPLOYMENT_NAVY_PRIORITY_LAND_COMBAT = 20, - DEPLOYMENT_NAVY_PRIORITY_NAVAL_MISSION = 13, - DEPLOYMENT_NAVY_PRIORITY_AIR_MISSION = 13, - DEPLOYMENT_NAVY_PRIORITY_SUPPLY = 14, - DEPLOYMENT_NAVY_PRIORITY_CAPITAL = 5, - DEPLOYMENT_NAVY_PRIORITY_PEACE_COST = 3, - DEPLOYMENT_NAVY_PRIORITY_ADJACENCY_RULE = 3, - - DEPLOYMENT_MILITARY_PRIORITY_UNITS_STACK = 10, - DEPLOYMENT_MILITARY_PRIORITY_UNITS_STACK_GROUP = 11, - DEPLOYMENT_MILITARY_PRIORITY_VICTORY_POINTS = 5, - DEPLOYMENT_MILITARY_PRIORITY_RESOURCE = 10, - DEPLOYMENT_MILITARY_PRIORITY_CONSTRUCTION_INFO = 3, - DEPLOYMENT_MILITARY_PRIORITY_AIR_BASE = 3, - DEPLOYMENT_MILITARY_PRIORITY_ROCKET_SITE = 3, - DEPLOYMENT_MILITARY_PRIORITY_NAVAL_BASE = 3, - DEPLOYMENT_MILITARY_PRIORITY_NAVAL_COMBAT = 20, - DEPLOYMENT_MILITARY_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - DEPLOYMENT_MILITARY_PRIORITY_LAND_COMBAT = 20, - DEPLOYMENT_MILITARY_PRIORITY_NAVAL_MISSION = 13, - DEPLOYMENT_MILITARY_PRIORITY_AIR_MISSION = 13, - DEPLOYMENT_MILITARY_PRIORITY_SUPPLY = 14, - DEPLOYMENT_MILITARY_PRIORITY_CAPITAL = 5, - DEPLOYMENT_MILITARY_PRIORITY_PEACE_COST = 3, - DEPLOYMENT_MILITARY_PRIORITY_ADJACENCY_RULE = 3, - - PEACE_CONFERENCE_PRIORITY_UNITS_STACK = 10, - PEACE_CONFERENCE_PRIORITY_UNITS_STACK_GROUP = 11, - PEACE_CONFERENCE_PRIORITY_VICTORY_POINTS = 5, - PEACE_CONFERENCE_PRIORITY_RESOURCE = 10, - PEACE_CONFERENCE_PRIORITY_CONSTRUCTION_INFO = 3, - PEACE_CONFERENCE_PRIORITY_AIR_BASE = 3, - PEACE_CONFERENCE_PRIORITY_ROCKET_SITE = 3, - PEACE_CONFERENCE_PRIORITY_NAVAL_BASE = 3, - PEACE_CONFERENCE_PRIORITY_NAVAL_COMBAT = 20, - PEACE_CONFERENCE_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - PEACE_CONFERENCE_PRIORITY_LAND_COMBAT = 20, - PEACE_CONFERENCE_PRIORITY_NAVAL_MISSION = 13, - PEACE_CONFERENCE_PRIORITY_AIR_MISSION = 13, - PEACE_CONFERENCE_PRIORITY_SUPPLY = 14, - PEACE_CONFERENCE_PRIORITY_CAPITAL = 5, - PEACE_CONFERENCE_PRIORITY_PEACE_COST = 3, - PEACE_CONFERENCE_PRIORITY_ADJACENCY_RULE = 3, - - INFRASTRUCTURE_PRIORITY_UNITS_STACK = 10, - INFRASTRUCTURE_PRIORITY_UNITS_STACK_GROUP = 11, - INFRASTRUCTURE_PRIORITY_VICTORY_POINTS = 5, - INFRASTRUCTURE_PRIORITY_RESOURCE = 10, - INFRASTRUCTURE_PRIORITY_CONSTRUCTION_INFO = 3, - INFRASTRUCTURE_PRIORITY_AIR_BASE = 3, - INFRASTRUCTURE_PRIORITY_ROCKET_SITE = 3, - INFRASTRUCTURE_PRIORITY_NAVAL_BASE = 3, - INFRASTRUCTURE_PRIORITY_NAVAL_COMBAT = 20, - INFRASTRUCTURE_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - INFRASTRUCTURE_PRIORITY_LAND_COMBAT = 20, - INFRASTRUCTURE_PRIORITY_NAVAL_MISSION = 13, - INFRASTRUCTURE_PRIORITY_AIR_MISSION = 13, - INFRASTRUCTURE_PRIORITY_SUPPLY = 14, - INFRASTRUCTURE_PRIORITY_CAPITAL = 5, - INFRASTRUCTURE_PRIORITY_PEACE_COST = 3, - INFRASTRUCTURE_PRIORITY_ADJACENCY_RULE = 3, - - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_UNITS_STACK = 10, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_UNITS_STACK_GROUP = 11, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_VICTORY_POINTS = 5, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_RESOURCE = 10, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_CONSTRUCTION_INFO = 3, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_AIR_BASE = 3, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_ROCKET_SITE = 3, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_BASE = 3, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_COMBAT = 20, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_LAND_COMBAT = 20, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_MISSION = 13, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_AIR_MISSION = 13, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_SUPPLY = 14, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_CAPITAL = 5, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_PEACE_COST = 3, - DIPLOMACY_FABRICATE_CLAIM_PRIORITY_ADJACENCY_RULE = 3, - - MANPOWER_PRIORITY_UNITS_STACK = 10, - MANPOWER_PRIORITY_UNITS_STACK_GROUP = 11, - MANPOWER_PRIORITY_VICTORY_POINTS = 5, - MANPOWER_PRIORITY_RESOURCE = 10, - MANPOWER_PRIORITY_CONSTRUCTION_INFO = 3, - MANPOWER_PRIORITY_AIR_BASE = 3, - MANPOWER_PRIORITY_ROCKET_SITE = 3, - MANPOWER_PRIORITY_NAVAL_BASE = 3, - MANPOWER_PRIORITY_NAVAL_COMBAT = 20, - MANPOWER_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - MANPOWER_PRIORITY_LAND_COMBAT = 20, - MANPOWER_PRIORITY_NAVAL_MISSION = 13, - MANPOWER_PRIORITY_AIR_MISSION = 13, - MANPOWER_PRIORITY_SUPPLY = 14, - MANPOWER_PRIORITY_CAPITAL = 5, - MANPOWER_PRIORITY_PEACE_COST = 3, - MANPOWER_PRIORITY_ADJACENCY_RULE = 3, - - IDEOLOGY_PRIORITY_UNITS_STACK = 10, - IDEOLOGY_PRIORITY_UNITS_STACK_GROUP = 11, - IDEOLOGY_PRIORITY_VICTORY_POINTS = 5, - IDEOLOGY_PRIORITY_RESOURCE = 10, - IDEOLOGY_PRIORITY_CONSTRUCTION_INFO = 3, - IDEOLOGY_PRIORITY_AIR_BASE = 3, - IDEOLOGY_PRIORITY_ROCKET_SITE = 3, - IDEOLOGY_PRIORITY_NAVAL_BASE = 3, - IDEOLOGY_PRIORITY_NAVAL_COMBAT = 20, - IDEOLOGY_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - IDEOLOGY_PRIORITY_LAND_COMBAT = 20, - IDEOLOGY_PRIORITY_NAVAL_MISSION = 13, - IDEOLOGY_PRIORITY_AIR_MISSION = 13, - IDEOLOGY_PRIORITY_SUPPLY = 14, - IDEOLOGY_PRIORITY_CAPITAL = 5, - IDEOLOGY_PRIORITY_PEACE_COST = 3, - IDEOLOGY_PRIORITY_ADJACENCY_RULE = 3, - - START_CONSTRUCTION_PRIORITY_UNITS_STACK = 10, - START_CONSTRUCTION_PRIORITY_UNITS_STACK_GROUP = 11, - START_CONSTRUCTION_PRIORITY_VICTORY_POINTS = 5, - START_CONSTRUCTION_PRIORITY_RESOURCE = 10, - START_CONSTRUCTION_PRIORITY_CONSTRUCTION_INFO = 3, - START_CONSTRUCTION_PRIORITY_AIR_BASE = 3, - START_CONSTRUCTION_PRIORITY_ROCKET_SITE = 3, - START_CONSTRUCTION_PRIORITY_NAVAL_BASE = 3, - START_CONSTRUCTION_PRIORITY_NAVAL_COMBAT = 20, - START_CONSTRUCTION_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - START_CONSTRUCTION_PRIORITY_LAND_COMBAT = 20, - START_CONSTRUCTION_PRIORITY_NAVAL_MISSION = 13, - START_CONSTRUCTION_PRIORITY_AIR_MISSION = 13, - START_CONSTRUCTION_PRIORITY_SUPPLY = 14, - START_CONSTRUCTION_PRIORITY_CAPITAL = 5, - START_CONSTRUCTION_PRIORITY_PEACE_COST = 3, - START_CONSTRUCTION_PRIORITY_ADJACENCY_RULE = 3, - - PLAYERS_PRIORITY_UNITS_STACK = 10, - PLAYERS_PRIORITY_UNITS_STACK_GROUP = 11, - PLAYERS_PRIORITY_VICTORY_POINTS = 5, - PLAYERS_PRIORITY_RESOURCE = 10, - PLAYERS_PRIORITY_CONSTRUCTION_INFO = 3, - PLAYERS_PRIORITY_AIR_BASE = 3, - PLAYERS_PRIORITY_ROCKET_SITE = 3, - PLAYERS_PRIORITY_NAVAL_BASE = 3, - PLAYERS_PRIORITY_NAVAL_COMBAT = 20, - PLAYERS_PRIORITY_NAVAL_COMBAT_RESULTS = 19, - PLAYERS_PRIORITY_LAND_COMBAT = 20, - PLAYERS_PRIORITY_NAVAL_MISSION = 13, - PLAYERS_PRIORITY_AIR_MISSION = 13, - PLAYERS_PRIORITY_SUPPLY = 14, - PLAYERS_PRIORITY_CAPITAL = 5, - PLAYERS_PRIORITY_PEACE_COST = 3, - PLAYERS_PRIORITY_ADJACENCY_RULE = 3, -}, - -NAirGfx = { - AIRPLANES_ANIMATION_GLOBAL_SPEED_PER_GAMESPEED = { 0.3, 0.35, 0.40, 0.45, 0.50, 0.55 }, -- Speed factor for each game speed (begin with paused). Larger value = faster animation. - AIRPLANES_CURVE_POINT_DENSITY = 5.0, -- Higher value = more midpoints in the flight path. - AIRPLANES_CURVE_MAX_EXTRAPOLATION = 30.0, -- It's the limit value that avoid making gigantic curves that may happen when flight path is very long. - AIRPLANES_CURVE_MIN_ELEVATION = 4.0, -- Minimum height above the ground that the curve will generate it's points. Excludes first and last point (takeoff/landing). - AIRPLANES_SCALE_TAKEOFF_DIST = 0.1, -- Until first x% of the flight path, the airplane will scale up. - AIRPLANES_SCALE_MIN = 0.1, -- Minimum airplane scale down when takeoff/landing. - AIRPLANES_SCALE_LANDING_DIST = 0.9, -- After last x% of the flight path, the airplane will scale down. - AIRPLANES_SMOOTH_INTERPOLATION_MOVE = 0.13, -- How smooth is the movement interpolation. - AIRPLANES_SMOOTH_INTERPOLATION_TURN = 0.095, -- How smooth is the turning interpolation. - AIRPLANES_BANK_STRENGTH = 210.0, -- Multiplier of how much the curve affects the wings banking. (angle limited by the following value) - AIRPLANES_BANK_ANGLE_LIMIT = 55.0, -- Bank angle limit. - AIRPLANES_SCENE_DIR_RAND_MIN_ANGLE = 10.0, -- World scene Y direction random angle bonus (min value) - AIRPLANES_SCENE_DIR_RAND_MAX_ANGLE = 40.0, -- World scene Y direction random angle bonus (max value) - AIRPLANES_GROUND_COLLISION_OFFSET_Y = -5.0, -- Lets the 3d airplanes disappear after going a bit under the ground. - AIRPLANES_1_FIGHTER_PATROL_ANIM = 1, -- Number of fighters needed for a single instance of this animation - AIRPLANES_3_FIGHTER_PATROL_ANIM = 3, -- Number of fighters needed for a single instance of this animation - AIRPLANES_1_BOMBER_BOMBING_ANIM = 1, -- Number of bombers needed for a single instance of this animation - AIRPLANES_3_BOMBER_BOMBING_ANIM = 3, -- Number of bombers needed for a single instance of this animation - AIRPLANES_1_FIGHTER_VS_1_FIGHTER_ANIM = 1, -- Number of fighters needed per side for a single instance of this animation - AIRPLANES_3_FIGHTER_VS_3_FIGHTER_ANIM = 3, -- Number of bombers needed per side for a single instance of this animation - - ROCKET_SPEED = 15.0, -- Speed of rockets launched from rocket sites - - BOMBERS_DIVISION_FACTOR = 60, -- Number of effective bombers in a strategic region will be divided by this factor. - MISSILES_DIVISION_FACTOR = 60, -- Number of missiles shown in a strategic region will be divided by this factor. - FIGHTERS_DIVISION_FACTOR = 60, -- Number of missiles shown in a strategic region will be divided by this factor. - MAX_MISSILE_BOMBING_SCENARIOS = 2, -- Max number of missile bombing scenarios in a strategic region. - MAX_PATROL_SCENARIOS = 2, -- Max number of patrol scenarios in a strategic region. - MAX_BOMBING_SCENARIOS = 2, -- Max number of bombings scenarios in a strategic region. - MAX_DOGFIGHTS_SCENARIOS = 2, -- Max number of dogfight scenarios in a strategic region. -}, - -NGraphics = { - COUNTER_MODE_ALLEGIANCE_OURS = { 0.32, 0.71, 0.39, 1.0 }, - COUNTER_MODE_ALLEGIANCE_ALLIED = { 0.31, 0.65, 0.94, 1.0 }, - COUNTER_MODE_ALLEGIANCE_ENEMY = { 0.91, 0.30, 0.30, 1.0 }, - COUNTER_MODE_ALLEGIANCE_OTHER = { 0.8, 0.8, 0.8, 1.0 }, - MAX_MESHES_LOADED_PER_FRAME = 10, - MESH_POPUP_SCALE_UP_SPEED = 5.0, - MESH_POPUP_SCALE_DOWN_SPEED = 2.1, - SHIP_POPUP_SCALE_DOWN_SPEED = 4.1, - PORT_SHIP_OFFSET = 2.0, - SHIP_IN_PORT_SCALE = 0.25, - MAP_BUILDINGS_SHRINK_DISTANCE = 180, - CITY_SPRAWL_SHRINK_DISTANCE = 220.0, -- Start shrinking at this distance - CITY_SPRAWL_DRAW_DISTANCE = 250.0, -- Remove at this distance - CITY_SPRAWL_AMOUNT = 3.0, -- Size of cities, higher gives larger cities - DRAW_MAP_OBJECTS_CUTOFF = 550.0, -- Remove map objects at this distance - CITY_SPRAWL_NUDGE_TAX_VALUE = 50, -- Debug flag - PROVINCE_NAME_DRAW_DISTANCE = 500.0, -- Remove province names beyond this distance - DIRECTION_POINTER_DRAW_DISTANCE = 1200.0, -- Direction pointer arrow will not be drawn beyond this distance - DIRECTION_POINTER_INTERPOLATION_SPEED = 0.275, -- How fast the arrow is interpolating - DIRECTION_POINTER_SCREEN_AREA_MAX = 0.935, -- The moment when the arrow snaps to the province (value is in DOT PRODUCT) 0.9-0.99 - DIRECTION_POINTER_SCREEN_AREA_MIN = 0.910, -- The moment when the arrow starts getting closer to the target before it snaps. - DIRECTION_POINTER_SIZE_MIN = 0.9, -- Size of the arrow interpolated dependly on camera distance - DIRECTION_POINTER_SIZE_MAX = 10.0, - DIRECTION_POINTER_GROUND_OFFSET = 5.0, -- Offset Y above the ground for arrow to point at - LIGHT_DIRECTION_X = -1.0, - LIGHT_DIRECTION_Y = -1.0, - LIGHT_DIRECTION_Z = 0.5, - LIGHT_SHADOW_DIRECTION_X = -5.0, - LIGHT_SHADOW_DIRECTION_Y = -8.0, - LIGHT_SHADOW_DIRECTION_Z = 5.0, - LIGHT_HDR_RANGE = 1.0, - BORDER_WIDTH = 1.5, - PROVINCE_BORDER_FADE_NEAR = 200, - PROVINCE_BORDER_FADE_FAR = 300, - STATE_BORDER_FADE_NEAR = 400, - STATE_BORDER_FADE_FAR = 500, - TRADE_GOODS_ROTATE_SPEED = 0.2, -- Higher values gives a faster speed - TRADE_GOODS_SPEED = 0.02, -- Higher values gives a faster speed - LAND_UNIT_MOVEMENT_SPEED = 12 , - NAVAL_UNIT_MOVEMENT_SPEED = 12, - ARROW_MOVEMENT_SPEED = 2, - DRAW_DETAILED_CUTOFF = 400, - DRAW_TRADEROUTES_CUTOFF = 400, - DRAW_TRADEROUTES_CUTOFF_TRADE_MAPMODE = 3000, - TRADEROUTE_SMOOTHNESS = 0.65, - TRADEROUTE_SMOOTHEN_PASSES = 2, - SUPPLYFLOW_SMOOTHNESS = 0.25, - SUPPLYFLOW_SMOOTHEN_PASSES = 2, - SNAPPED_OFF_FRONT_SMOOTHNESS = 0.5, - SNAPPED_OFF_FRONT_SMOOTHEN_PASSES = 2, - ROOT_FRONT_SMOOTHNESS = 0.5, - ROOT_FRONT_SMOOTHEN_PASSES = 1, - ROOT_FRONT_OFFSET = 1.5, -- How far the defensive line is offset from the front. - ROOT_FRONT_MAX_INTERSECTION_TESTS_FRONT = 30, -- How many points before the current one to check for intersections against (optimization) - ROOT_FRONT_MAX_INTERSECTION_TESTS_ORDER = 25, -- How many points before the current one to check for intersections against (optimization) - ORDER_FRONT_MAX_OFFSETS = 4, -- Max amount, the overlapping defensive lines can offset from the border. - ORDER_FRONT_SMOOTHNESS = 0.5, - ORDER_FRONT_SMOOTHEN_PASSES = 2, - ORDER_MOVE_SMOOTHNESS = 0.99, - ORDER_MOVE_SMOOTHEN_PASSES = 2, - UNIT_TURN_SPEED = 3, - WATER_MAP_MODE_COLOR_R = 0.27, - WATER_MAP_MODE_COLOR_G = 0.42, - WATER_MAP_MODE_COLOR_B = 0.64, - CAPITAL_INDICATOR_HEIGHT = 5.8, - CAPITAL_INDICATOR_HEIGHT_SCALE = 200.0, - BORDER_COLOR_SELECTION_STATE_R = 1.0, - BORDER_COLOR_SELECTION_STATE_G = 0.62, - BORDER_COLOR_SELECTION_STATE_B = 0.33, - BORDER_COLOR_SELECTION_STATE_A = 1.0, - BORDER_COLOR_SELECTION_SUPPLY_AREA_R = 0.6, - BORDER_COLOR_SELECTION_SUPPLY_AREA_G = 0.2, - BORDER_COLOR_SELECTION_SUPPLY_AREA_B = 0.6, - BORDER_COLOR_SELECTION_SUPPLY_AREA_A = 1.0, - BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_R = 0.0, - BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_G = 1.0, - BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_B = 1.0, - BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_A = 1.0, - BORDER_COLOR_SELECTION_BUILDING_AREA_R = 1.0, - BORDER_COLOR_SELECTION_BUILDING_AREA_G = 1.0, - BORDER_COLOR_SELECTION_BUILDING_AREA_B = 1.0, - BORDER_COLOR_SELECTION_BUILDING_AREA_A = 1.0, - BORDER_COLOR_SELECTION_PROVINCE_R = 1.0, - BORDER_COLOR_SELECTION_PROVINCE_G = 0.8, - BORDER_COLOR_SELECTION_PROVINCE_B = 0.0, - BORDER_COLOR_SELECTION_PROVINCE_A = 1.0, - BORDER_COLOR_CUSTOM_HIGHLIGHT_R = 0.0, - BORDER_COLOR_CUSTOM_HIGHLIGHT_G = 0.61, - BORDER_COLOR_CUSTOM_HIGHLIGHT_B = 0.75, - BORDER_COLOR_CUSTOM_HIGHLIGHT_A = 1.0, - BORDER_COLOR_TUTORIAL_HIGHLIGHT_R = 0.0, - BORDER_COLOR_TUTORIAL_HIGHLIGHT_G = 0.61, - BORDER_COLOR_TUTORIAL_HIGHLIGHT_B = 0.75, - BORDER_COLOR_TUTORIAL_HIGHLIGHT_A = 1.0, - BORDER_COLOR_DEMILITARIZED_R = 1.0, - BORDER_COLOR_DEMILITARIZED_G = 0.06, - BORDER_COLOR_DEMILITARIZED_B = 0.0, - BORDER_COLOR_DEMILITARIZED_A = 0.9, - DRAW_REFRACTIONS_CUTOFF = 250, - DRAW_SHADOWS_CUTOFF = 400, - DRAW_SHADOWS_FADE_LENGTH = 50, - DRAW_FOW_CUTOFF = 400, - DRAW_FOW_FADE_LENGTH = 350, - GRADIENT_BORDERS_FIELD_COUNTRY_REFRESH = 10, -- When country changes it's size by X provinces, then it refresh it's thickness and rebuilds all provinces - GRADIENT_BORDERS_FIELD_COUNTRY_LOW = 300.0, -- country area in sum of pixels ... - GRADIENT_BORDERS_FIELD_COUNTRY_HIGH = 9000.0, -- ... the value is squared, so fe. country of size 100x100pix = 10000 - GRADIENT_BORDERS_THICKNESS_COUNTRY_LOW = 5.0, -- thickness in pixels - GRADIENT_BORDERS_COUNTRY_CENTER_THICKNESS = 2.0, -- The center gradient is linear 1/255 per pixel for this many pixels - GRADIENT_BORDERS_THICKNESS_COUNTRY_HIGH = 25.0, - GRADIENT_BORDERS_THICKNESS_STATE = 11.0, - GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_A = 2.0, - GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_B = 20.0, - GRADIENT_BORDERS_THICKNESS_STRATEGIC_REGIONS = 20.0, - GRADIENT_BORDERS_THICKNESS_RESISTANCE = 10.0, - GRADIENT_BORDERS_THICKNESS_RADARS = 20.0, - GRADIENT_BORDERS_THICKNESS_DIPLOMACY = 12.0, - GRADIENT_BORDERS_OUTLINE_CUTOFF_COUNTRY = 0.973, -- Magic number to balance cutoff on edges without neighbor - GRADIENT_BORDERS_OUTLINE_CUTOFF_STATE = 0.973, - GRADIENT_BORDERS_OUTLINE_CUTOFF_SUPPLY_AREA = 0.973, - GRADIENT_BORDERS_OUTLINE_CUTOFF_STRATEGIC_REGIONS = 0.973, - GRADIENT_BORDERS_OUTLINE_CUTOFF_RESISTANCE = 0.973, - GRADIENT_BORDERS_OUTLINE_CUTOFF_RADARS = 0.973, - GRADIENT_BORDERS_OUTLINE_CUTOFF_FACTIONS = 0.973, - GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_COUNTRY = 0.0, -- 0 to 1 value for override filling when camera zooms in/out. 0 = override disabled - GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STATE = 0.4, - GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_SUPPLY_AREA = 1.0, - GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STRATEGIC_REGIONS = 1.0, - GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_RESISTANCE = 0.0, - GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_RADARS = 0.0, - GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_FACTIONS = 0.0, - GRADIENT_BORDERS_OPTIMIZATION_RANGE = 30.0, -- smaller value = faster gradient borders but may have artifacts on large provinces (value to balance) - GRADIENT_BORDERS_REFRESH_FREQ = 0.12, -- how frequent is gradient borders repainting (optimization for high-speed gameplay) - STRATEGIC_AIR_COLOR_BAD = {0.8, 0, 0, 1}, -- rgb - STRATEGIC_AIR_COLOR_GOOD = {0, 0.8, 0, 1}, - STRATEGIC_AIR_COLOR_AVERAGE = {0.8, 0.8, 0, 1}, - STRATEGIC_AIR_COLOR_NEUTRAL = {160.0/255, 138.0/255, 104.0/255, 1}, - RESISTANCE_COLOR_GOOD = {0.8, 0.8, 0, 1}, -- rgb - RESISTANCE_COLOR_AVERAGE = {0.8, 0.4, 0, 1}, - RESISTANCE_COLOR_BAD = {0.8, 0, 0, 1}, - CONSTRUCTION_CONVERSION_COLOR = { 0.9, 0.9, 0.3, 1}, - STRATEGIC_NAVY_COLOR_MISSION = {1.0, 0.7, 0.0, 1}, - STRATEGIC_NAVY_COLOR_NEUTRAL = {0.1, 0.2, 0.4, 1}, - VIRTUAL_BATTLEPLANS_COLOR = { 0.2, 1.0, 0.2, 1 }, - ALLIED_BATTLEPLANS_COLOR = { 0.3, 0.4, 1.0, 1 }, - ORDERS_ARROW_SNAP_MIN_DIST = 20, -- distance in "map pixels" when snapping arrows works - GMT_OFFSET = 2793, -- X position on map, of Greenwitch GMT+0 (see also in shader daynight.fxh) - DAY_NIGHT_FEATHER = 0.024, -- Feather value between complete darkness and the day (see also in shader daynight.fxh) - SOUTH_POLE_OFFSET = 0.17, -- Our map is missing big parts of globe on north and south (see also in shader daynight.fxh) - NORTH_POLE_OFFSET = 0.93, - COUNTRY_FLAG_TEX_WIDTH = 82, -- Expected texture size - COUNTRY_FLAG_TEX_HEIGHT = 52, - COUNTRY_FLAG_MEDIUM_TEX_WIDTH = 41, - COUNTRY_FLAG_MEDIUM_TEX_HEIGHT = 26, - COUNTRY_FLAG_SMALL_TEX_WIDTH = 10, - COUNTRY_FLAG_SMALL_TEX_HEIGHT = 7, - COUNTRY_FLAG_TEX_MAX_SIZE = 256, -- Tweak dependly on amount of countries. Must be power of 2. No more then 2048. - COUNTRY_FLAG_SMALL_TEX_MAX_SIZE = 64, -- Tweak dependly on amount of countries. Must be power of 2. No more then 2048. - COUNTRY_FLAG_STRIPE_TEX_MAX_WIDTH = 10, - COUNTRY_FLAG_STRIPE_TEX_MAX_HEIGHT = 1024, - COUNTRY_FLAG_LARGE_STRIPE_MAX_WIDTH = 41, - COUNTRY_FLAG_LARGE_STRIPE_MAX_HEIGHT = 3000, - VICTORY_POINT_LEVELS = 2, - VICTORY_POINT_MAP_ICON_AFTER = {0, 20}, -- After this amount of VP the map icon becomes bigger dot. - VICTORY_POINT_MAP_ICON_TEXT_CUTOFF = {100, 250, 500}, -- At what camera distance the VP name text disappears. - VICTORY_POINTS_DISTANCE_CUTOFF = {300, 500, 1500}, -- At what distance VPs are hidden - AIRBASE_ICON_DISTANCE_CUTOFF = 1100, -- At what distance air bases are hidden - NAVALBASE_ICON_DISTANCE_CUTOFF = 1300, -- At what distance naval bases are hi - RESOURCE_MAP_ICON_TEXT_CUTOFF = 800, -- At what camera distance the resource name/amount text disappears. - PROVINCE_ANIM_TEXT_DISTANCE_CUTOFF = 500, - UNITS_DISTANCE_CUTOFF = 120, - SHIPS_DISTANCE_CUTOFF = 240, - UNIT_ARROW_DISTANCE_CUTOFF = 1000, - UNITS_ICONS_DISTANCE_CUTOFF = 900, - NAVAL_COMBAT_DISTANCE_CUTOFF = 1500, - ADJACENCY_RULE_DISTANCE_CUTOFF = 1700, - LAND_COMBAT_DISTANCE_CUTOFF = 1500, - SUPPLY_ICON_DISTANCE_CUTOFF = 2500, - PROV_CONSTRUCTION_ICON_DISTANCE_CUTOFF = 400, - STATE_CONSTRUCTION_ICON_DISTANCE_CUTOFF = 800, - MAP_ICONS_GROUP_MAX_SIZE = 15, -- max size in screen pixels of the group of merged icons - MAP_ICONS_GROUP_CAM_DISTANCE = 90.0, -- camera distance at which the icons begin to group up - MAP_ICONS_STATE_GROUP_CAM_DISTANCE = 180.0, -- Camera distance at which the icons begin to group up on state level - MAP_ICONS_STRATEGIC_GROUP_CAM_DISTANCE = 350, -- second camera distance at which the icons begin to group up - MAP_ICONS_STRATEGIC_AREA_HUGE = 220, - MAP_ICONS_STATE_HUGE = 100, - MAPICON_GROUP_PASSES = 20, -- how many mapicons get processed per frame for grouping. more = quicker response, fewer = better performance - MAPICON_GROUP_STRATEGIC_SIZE = 1000, -- for strategic areas of this size or bigger we dont do strategic area grouping - MAP_ICONS_GROUP_SPLIT_SELECTED_LIMIT = 8, -- Maximum number of units selected that will cause icon stacks to split - MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE = 350, -- Distance at which icon grouping becomes very coarse and merges different types of units - MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE_STRATEGIC = 350, -- Distance at which icon grouping becomes very coarse and merges different types of units for strategic mapmodes - RIVER_FADE_FROM = 20.0, -- the last river endings got faded out, X distance from the ending... - RIVER_FADE_TO = 3.0, - TOOLTIP_DELAYED_DELAY = 1, --How long before showing delayed tooltip. - TOOLTIP_SHOW_DELAY = 0.05, --How long before showing delayed tooltip. - TOOLTIP_HIDE_DELAY = 0.05, --How long before showing delayed tooltip. - MAP_ORDERS_MIN_LINE_POINTS = 8, -- Minimum number of points that an arrow/line must have to be valid (it's a fix to avoid being able to draw empty invisible orders) - use debug_lines console command to debug it and tweak. - - WEATHER_DISTANCE_CUTOFF = 1500, -- At what distance weather effects are hidden - WEATHER_DISTANCE_FADE_LENGTH = 400, -- How far the fade out distance should be - WEATHER_ZOOM_IN_CUTOFF = 358, -- At what distance weather effects are faded out the most when zooming in - WEATHER_ZOOM_IN_FADE_LENGTH = 220, -- How far the zoom in fade out distance should be - WEATHER_ZOOM_IN_FADE_FACTOR = 0.0, -- How much the weather effects should fade out when maximum zoomed in - WEATHER_PLAYBACK_RATE = 0.15, -- Playback rate at maximum distance - WEATHER_PLAYBACK_RATE_CUTOFF = 500, -- Playback rate maximum distance - WEATHER_PLAYBACK_RATE_LENGTH = 200, -- For how long to fade between normal playback rate and maximum distance playback rate - - POSTEFFECT_PER_PROVINCE_MIN_SNOW = 0.1, - POSTEFFECT_PER_PROVINCE_MAX_SNOW = 0.2, - POSTEFFECT_TOTAL_MIN_SNOW = 0.0, - POSTEFFECT_TOTAL_MAX_SNOW = 0.05, - POSTEFFECT_FEATHER_MIN_DISTANCE = 300.0, - POSTEFFECT_FEATHER_MAX_DISTANCE = 2000.0, - POSTEFFECT_FEATHER_AT_MIN = 0.03, - POSTEFFECT_FEATHER_AT_MAX = 0.80, - - LAND_COMBAT_BALANCED_COLOR = { 1.0, 1.0, 0.0, 1.0 }, - LAND_COMBAT_LOSING_COLOR = { 1.0, 0.0, 0.0, 1.0 }, - LAND_COMBAT_WINNING_COLOR = { 0.0, 1.0, 0.0, 1.0 }, - LAND_COMBAT_LOSING_COLOR_VALUE = 0.40, - LAND_COMBAT_WINNING_COLOR_VALUE = 0.70, - - -- bloom configuration - BLOOM_WIDTH = 1.5, - --BLOOM_WIDTH = 1.0, -- night - BLOOM_SCALE = 0.9, - --BLOOM_SCALE = 3.0, -- night - BRIGHT_THRESHOLD = 0.4, - --BRIGHT_THRESHOLD = 0.9, -- night - EMISSIVE_BLOOM_STRENGTH = 1.0, - MIN_HDR_ADJUSTMENT = 0.5, --0.18 0.7 är hur mkt den anpassar sig till mörka områden, mindre värde -> mer mörkerseen - MAX_HDR_ADJUSTMENT = 1.0, --0.8 0.8 jätte högt värde så ser du bra trots att du står inuti solen och tittar. - HDR_ADJUSTMENT_SPEED = 15.0, -- 6 - TONE_MAP_MIDDLE_GREY = 0.5, --0.7 - TONE_MAP_LUMINANCE_WHITE = 1.0, -- - MOON_HEIGHT = 600, -- higher means softer shadows and more intense light - SUN_HEIGHT = 600, -- higher means softer shadows and more intense light - MOON_HEIGHT_WATER = 550, -- higher means softer shadows and more intense light - SUN_HEIGHT_WATER = 5000, -- higher means softer shadows and more intense light - MOON_LATITUDE = 0, -- NOT USED - SUN_LATITUDE = 848, - SECOND_MOON_LATITUDE = 100, -- Used to put a "fake" sun/moon on the other side of the globe to hide the seem that would otherwise appear there - SECOND_SUN_LATITUDE = 100, - - -- hsv color ambient light - AMBIENT_LIGHT_POS_X = { 0.2, 0.2, 0.2 }, -- right - AMBIENT_LIGHT_NEG_X = { 0.4, 0.1, 0.6 }, -- left - AMBIENT_LIGHT_POS_Y = { 0.0, 0.0, 0.0 },-- kills everything - AMBIENT_LIGHT_NEG_Y = { 0.35, 0.2, 0.0 },-- from under - AMBIENT_LIGHT_POS_Z = { 0.6, 0.2, 0.924 }, -- top - AMBIENT_LIGHT_NEG_Z = { 0.55, 0.1, 0.9 }, -- bottom - - SUN_DIFFUSE_COLOR = {0.14, 0.0, 1.0}, - SUN_INTENSITY = 1.0; -- 0.4 - MOON_DIFFUSE_COLOR = {0.58, 0.5, 1.0}, - MOON_INTENSITY = 2.5; - - CUBEMAP_INTENSITY = 1.0, - - TREE_FADE_NEAR = 250.0, - TREE_FADE_FAR = 350.0, - - TRADE_ROUTE_NUM_CONVOYS_SCALE_FACTOR = 0.3, - TRADE_ROUTE_MAX_NUM_CONVOYS = 4, - TRADE_ROUTE_CONVOY_SPEED = 0.6, - TRADE_ROUTE_CONVOY_SLEEP_TIME = 3.0, - TRADE_ROUTE_CONVOY_ROUTE_OFFSET = 0.5, - SHIP_IN_MISSION_SPEED = 2.5, - SHIP_IN_MISSION_TURN_RADIUS = 10.0, - SHIP_IN_MISSION_TARGET_SIZE = 0.5, - SHIP_IN_MISSION_SCALE = 1.0, - TRADE_ROUTE_LINE_OFFSET = 0.5, - TRADE_ROUTE_MAX_LINES = 6, - - -- unit on-map interface modulate colors - FRIEND_COLOR = {0.7, 0.9, 0.7}, - ENEMY_COLOR = {1.0, 0.7, 0.7}, - NEUTRAL_COLOR = {1.0, 1.0, 1.0}, - - COUNTRY_COLOR_HUE_MODIFIER = 0.0, - COUNTRY_COLOR_SATURATION_MODIFIER = 0.6, - COUNTRY_COLOR_BRIGHTNESS_MODIFIER = 0.8, - COUNTRY_UI_COLOR_HUE_MODIFIER = 0.0, - COUNTRY_UI_COLOR_SATURATION_MODIFIER = 1.0, - COUNTRY_UI_COLOR_BRIGHTNESS_MODIFIER = 1.0, - - COMMANDGROUP_PRESET_COLORS_HSV = { - 90.0/360.0, 0.95, 0.86, - 60.0/360.0, 0.95, 0.86, - 30.0/360.0, 0.95, 0.86, - 00.0/360.0, 0.95, 0.86, - 330.0/360.0, 0.95, 0.86, - 300.0/360.0, 0.95, 0.86, - 270.0/360.0, 0.95, 0.86, - 240.0/360.0, 0.95, 0.86, - 210.0/360.0, 0.95, 0.86, - 180.0/360.0, 0.95, 0.86 - }, - - CAMERA_OUTSIDE_MAP_DISTANCE_TOP = 200.0, - CAMERA_OUTSIDE_MAP_DISTANCE_BOTTOM = 200.0, - - CAMERA_ZOOM_SPEED = 50, - CAMERA_ZOOM_KEY_SCALE = 0.02, - CAMERA_ZOOM_SPEED_DISTANCE_MULT = 6.0, -- Zoom speed multiplier. When camera is max zoome out, the zooming in speed will get 100% of CAMERA_ZOOM_SPEED_DISTANCE_MULT zooming speed. - - ORDERS_MOUSE_INTERSECT_DISTANCE_MULT = 2.6, -- For balancing the collision distance with painted arrows and fronts. - FRONTS_MOUSE_INTERSECT_DISTANCE_MULT = 6.6, -- For balancing the collision distance with painted arrows and fronts. - MOVE_ORDERS_MOUSE_INTERSECT_DISTANCE_MULT = 0.5, -- For balancing the collision distance with painted arrows and fronts. - TRADE_ROUTE_INTERSECT_DISTANCE_MULT = 10.0, - - MINIMUM_PROVINCE_SIZE_IN_PIXELS = 8, -- Provinces that are smaller than that are just making the game unplayable. It doesn't affect the game, just informs in the error.log - - NATIONAL_FOCUS_SHINE_DISTANCE_SCALE = 0.03, - NATIONAL_FOCUS_PULSE_BASE = 10.0, - NATIONAL_FOCUS_PULSE_RANDOM = 10.0, - POLITICAL_GRID_SMALL_BOX_LIMIT = 6, -- Limit for gridbox in political view before it will be replaced with extended gridbox - SETUP_SPIRIT_GRID_BOX_LIMIT = 3, -- Limit for gridbox in game setup before it will be replaced with extended gridbox - POLITICAL_PULSE_BASE = 10.0, - POLITICAL_PULSE_RANDOM = 10.0, - - ARROW_PARADROP_HEIGHT_TO_LEN = 0.3, - ARROW_PARADROP_HEIGHT_MAX = 11.0, - ARROW_MIN_TEXT_POINTS_LIMIT = 10, -- Amount of points when arrow gets first detailed text - ARROW_EXT_TEXT_POINTS_LIMIT = 20, -- Amount of points when arrow gets extended detailed text - - SHOW_FOREIGN_SUPPLY_BELOW = 300.0, -- Below this camera height all supply icons will be shown - SHOW_ONLY_PATH_ABOVE = 500.0, -- Above this only supply icons in the currently shown path are shown -}, - -NInterface = { - MAX_NO_FACTION_FILTER_BUTTONS = 40, -- Max number of faction filter buttons that can be generated in diplomacy view. - - LOGISTICS_PAST_WEEK = 7, -- Number of days from the past (including current day) we want logistics data for (Max 30 days) - LOGISTICS_PAST_MONTH = 30, - - COMBAT_SOME_PIERCING = 0.4, -- How many % of enemy units the unit have to pierce in order for the some piercing icon to be displayed - COMBAT_GOOD_PIERCING = 0.8, -- How many % of enemy units the unit have to pierce in order for the good piercing icon to be displayed - COMBAT_SOME_ARMOR = 0.4, -- How many % of enemy units have to be unable to pierce the unit in order for the some armor icon to be displayed - COMBAT_GOOD_ARMOR = 0.8, -- How many % of enemy units have to be unable to pierce the unit in order for the good armor icon to be displayed - - SWITCH_EQUIPMENT_DIALOG_TRESHOLD = 7, -- Confirm dialog that shows up when you switch equipment for a production line if you lose more than x days of progress. - - TOOLTIP_SCREEN_LEFT_OFFSET_X = 0, -- Tooltip offset on x axis from left screen border - TOOLTIP_SCREEN_RIGHT_OFFSET_X = 0, -- Tooltip offset on x axis from right screen border - TOOLTIP_SCREEN_TOP_OFFSET_Y = 0, -- Tooltip offset on y axism from top screen border - TOOLTIP_SCREEN_BOTTOM_OFFSET_Y = 0, -- Tooltip offset on y axis from bottom screen border - -}, - - -NFrontend = { - CAMERA_LOOKAT_X = 2958.0, -- Rotation point in main menu - CAMERA_LOOKAT_Y = 0.0, - CAMERA_LOOKAT_Z = 1519.0, - CAMERA_LOOKAT_SETTINGS_X = 2958.0, -- Rotation point in settings - CAMERA_LOOKAT_SETTINGS_Y = 0.0, -- Y is height - CAMERA_LOOKAT_SETTINGS_Z = 1519.0, - CAMERA_START_X = 2958.0, -- Initial position in main menu - CAMERA_START_Y = 800, -- Y is height - CAMERA_START_Z = 1400.0, - CAMERA_END_X = 2958.0, -- Move to position in main menu - CAMERA_END_Y = 900.0, - CAMERA_END_Z = 1400.0, - CAMERA_MIN_DIST_FOR_ROTATE = 800.0, -- Controlls when rotation starts. When camera is close enought it starts - CAMERA_MIN_HEIGHT = 50.0, -- Minimum camera height - CAMERA_MAX_HEIGHT = 3000.0, -- Maximum camera height - TIME_FROZEN = 1.0, -- Time before initial animation starts (some deylay here so it should NOT be 0, then the animation starts before you can see it) - TIME_UNTIL_ROTATE = 1.5, -- Time when rotation start (from begining of time) - CAMERA_SPEED_START = 0.04, -- Initial animation speed - CAMERA_SPEED_ROTATE = 0.04, -- Rotation speed - CAMERA_SPEED_IN_MENUS = 0.1, - CAMERA_INTERPOLATION_SPEED = 0.19, - - FRONTEND_POS_X = 2958.0, - FRONTEND_POS_Y = 900.0, - FRONTEND_POS_Z = 1500.0, - FRONTEND_LOOK_X = 2958.0, - FRONTEND_LOOK_Y = 0.0, - FRONTEND_LOOK_Z = 1519.0, - - SETTINGS_POS_X = 2958.0, - SETTINGS_POS_Y = 922.0, - SETTINGS_POS_Z = 400.0, - SETTINGS_LOOK_X = 2958.0, - SETTINGS_LOOK_Y = 0.0, - SETTINGS_LOOK_Z = 1519.0, - - MP_OPTIONS_POS_X = 2958.0, - MP_OPTIONS_POS_Y = 922.0, - MP_OPTIONS_POS_Z = 848.0, - MP_OPTIONS_LOOK_X = 2958.0, - MP_OPTIONS_LOOK_Y = 0.0, - MP_OPTIONS_LOOK_Z = 1519.0, - - TUTORIAL_POS_X = 2958.0, - TUTORIAL_POS_Y = 922.0, - TUTORIAL_POS_Z = 1248.0, - TUTORIAL_LOOK_X = 2958.0, - TUTORIAL_LOOK_Y = 0.0, - TUTORIAL_LOOK_Z = 1519.0, - - CONTENT_POS_X = 2958.0, - CONTENT_POS_Y = 922.0, - CONTENT_POS_Z = 1308.0, - CONTENT_LOOK_X = 2958.0, - CONTENT_LOOK_Y = 0.0, - CONTENT_LOOK_Z = 1519.0, - - CREDITS_POS_X = 2958.0, - CREDITS_POS_Y = 922.0, - CREDITS_POS_Z = 1308.0, - CREDITS_LOOK_X = 2958.0, - CREDITS_LOOK_Y = 0.0, - CREDITS_LOOK_Z = 1519.0, -}, - -NSound = { - -- The volume of sounds in this category vary with camera altitude. - HEIGHT_SOUND_CATEGORY = "Atmosphere", -- Name of the sound category - HEIGHT_SOUND_MIN_ALTITUDE = 100.0, -- Below this altitude the minimum volume will be used - HEIGHT_SOUND_MAX_ALTITUDE = 2000.0, -- Above this altitude the maximum volume will be used - HEIGHT_SOUND_MIN_VOLUME = 0.2, - HEIGHT_SOUND_MAX_VOLUME = 1.0, - - BATTLE_SOUND_NAME = "amb_battle_distant_01", - BATTLE_SOUND_INIT_RADIUS = 9.0, - BATTLE_SOUND_FADE_TIME = 1.0, - BATTLE_SOUND_FALLOFF_MUL = 0.5, - BATTLE_SOUND_FALLOFF_EXTRA = 100.0, - BATTLE_SOUND_FALLOFF_HEIGHT = 200.0, - - BATTLE_SOUND_MIN_UNIT_COUNT = 6, - BATTLE_SOUND_MAX_UNIT_COUNT = 20, - BATTLE_SOUND_MIN_VOLUME_MUL = 0.2, - BATTLE_SOUND_MAX_VOLUME_MUL = 1.0, -}, - -} - -for k,v in pairs( NDefines_Graphics ) do NDefines[k] = v end From 069d60982591198b365101510bf2e857f6491ccd Mon Sep 17 00:00:00 2001 From: Idhrendur Date: Thu, 22 Dec 2016 17:59:53 -0800 Subject: [PATCH 11/12] Update generic focus trees for 1.3 --- Vic2ToHoI4/Source/HOI4World/HoI4Focus.cpp | 14 + Vic2ToHoI4/Source/HOI4World/HoI4Focus.h | 1 + Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.cpp | 1736 +++++++++++++++++ Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.h | 3 + 4 files changed, 1754 insertions(+) diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4Focus.cpp b/Vic2ToHoI4/Source/HOI4World/HoI4Focus.cpp index c7117f287..53001c10f 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4Focus.cpp +++ b/Vic2ToHoI4/Source/HOI4World/HoI4Focus.cpp @@ -27,6 +27,7 @@ SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.*/ HoI4Focus::HoI4Focus() { + availableIfCapitulated = false; } @@ -71,6 +72,15 @@ HoI4Focus::HoI4Focus(Object* obj) yPos = stoi(obj->getLeaf("y")); cost = stoi(obj->getLeaf("cost")); + auto availableIfcapitulatedObjs = obj->getValue("available_if_capitulated"); + if ( + (availableIfcapitulatedObjs.size() > 0) && + (availableIfcapitulatedObjs[0]->getLeaf() == "yes") + ) + { + availableIfCapitulated = true; + } + auto availableObjs = obj->getValue("available"); if (availableObjs.size() > 0) { @@ -183,6 +193,10 @@ ostream& operator << (ostream& output, HoI4Focus& focus) output << " x = " << focus.xPos << "\n"; output << " y = " << focus.yPos << "\n"; output << " cost = " << focus.cost << "\n"; + if (focus.availableIfCapitulated) + { + output << " available_if_capitulated = yes\n"; + } if (focus.available != "") { output << " available = {\n"; diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4Focus.h b/Vic2ToHoI4/Source/HOI4World/HoI4Focus.h index 588da869a..75be33f72 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4Focus.h +++ b/Vic2ToHoI4/Source/HOI4World/HoI4Focus.h @@ -52,6 +52,7 @@ class HoI4Focus int xPos; int yPos; int cost; + bool availableIfCapitulated; string available; string cancelIfInvalid; string continueIfInvalid; diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.cpp b/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.cpp index fe2c6829c..a540147e0 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.cpp +++ b/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.cpp @@ -56,6 +56,19 @@ void HoI4FocusTree::addGenericFocusTree() focuses.push_back(newFocus); }*/ + if (Configuration::getHOI4Version() >= HOI4Version("1.3.0")) + { + addVersion1_3GenericFocusTree(); + } + else + { + addVersion1_0GenericFocusTree(); + } +} + + +void HoI4FocusTree::addVersion1_0GenericFocusTree() +{ HoI4Focus* newFocus = new HoI4Focus; newFocus->id = "army_effort"; newFocus->icon = "GFX_goal_generic_allies_build_infantry"; @@ -1709,6 +1722,1729 @@ void HoI4FocusTree::addGenericFocusTree() } +void HoI4FocusTree::addVersion1_3GenericFocusTree() +{ + HoI4Focus* newFocus = new HoI4Focus; + newFocus->id = "army_effort"; + newFocus->icon = "GFX_goal_generic_allies_build_infantry"; + newFocus->xPos = 1; + newFocus->yPos = 0; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward = " army_experience = 5\n"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = land_doc_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = land_doctrine\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "equipment_effort"; + newFocus->icon = "GFX_goal_generic_small_arms"; + newFocus->prerequisites.push_back("focus = army_effort"); + newFocus->xPos = 0; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward = " add_tech_bonus = {\n"; + newFocus->completionReward += " name = infantry_weapons_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = infantry_weapons\n"; + newFocus->completionReward += " category = artillery\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "motorization_effort"; + newFocus->icon = "GFX_goal_generic_army_motorized"; + newFocus->prerequisites.push_back("focus = army_effort"); + newFocus->bypass = " has_tech = motorised_infantry"; + newFocus->xPos = 2; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward = " add_tech_bonus = {\n"; + newFocus->completionReward += " name = motorized_bonus\n"; + newFocus->completionReward += " bonus = 0.75\n"; + newFocus->completionReward += " technology = motorised_infantry\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "doctrine_effort"; + newFocus->icon = "GFX_goal_generic_army_doctrines"; + newFocus->prerequisites.push_back("focus = army_effort"); + newFocus->xPos = 1; + newFocus->yPos = 2; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward = " army_experience = 5\n"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = land_doc_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = land_doctrine\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "equipment_effort_2"; + newFocus->icon = "GFX_goal_generic_army_artillery"; + newFocus->prerequisites.push_back("focus = equipment_effort"); + newFocus->xPos = 0; + newFocus->yPos = 3; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward = " add_tech_bonus = {\n"; + newFocus->completionReward += " name = infantry_artillery_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = infantry_weapons\n"; + newFocus->completionReward += " category = artillery\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "mechanization_effort"; + newFocus->icon = "GFX_goal_generic_build_tank"; + newFocus->prerequisites.push_back("focus = motorization_effort"); + newFocus->xPos = 2; + newFocus->yPos = 3; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward = " add_tech_bonus = {\n"; + newFocus->completionReward += " name = motorized_bonus\n"; + newFocus->completionReward += " ahead_reduction = 0.5\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = motorized_equipment\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "doctrine_effort_2"; + newFocus->icon = "GFX_goal_generic_army_doctrines"; + newFocus->prerequisites.push_back("focus = doctrine_effort"); + newFocus->xPos = 1; + newFocus->yPos = 4; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward = " army_experience = 5\n"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = land_doc_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = land_doctrine\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "equipment_effort_3"; + newFocus->icon = "GFX_goal_generic_army_artillery2"; + newFocus->prerequisites.push_back("focus = equipment_effort_2"); + newFocus->xPos = 0; + newFocus->yPos = 5; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward = " add_tech_bonus = {\n"; + newFocus->completionReward += " name = infantry_artillery_bonus\n"; + newFocus->completionReward += " ahead_reduction = 1\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = infantry_weapons\n"; + newFocus->completionReward += " category = artillery\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "armor_effort"; + newFocus->icon = "GFX_goal_generic_army_tanks"; + newFocus->prerequisites.push_back("focus = mechanization_effort"); + newFocus->xPos = 2; + newFocus->yPos = 5; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward = " add_tech_bonus = {\n"; + newFocus->completionReward += " name = armor_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 2\n"; + newFocus->completionReward += " category = armor\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "special_forces"; + newFocus->icon = "GFX_goal_generic_special_forces"; + newFocus->prerequisites.push_back("focus = equipment_effort_3"); + newFocus->prerequisites.push_back("focus = doctrine_effort_2"); + newFocus->prerequisites.push_back("focus = armor_effort"); + newFocus->xPos = 1; + newFocus->yPos = 6; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward = " add_tech_bonus = {\n"; + newFocus->completionReward += " name = special_forces_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " technology = paratroopers\n"; + newFocus->completionReward += " technology = paratroopers2\n"; + newFocus->completionReward += " technology = marines\n"; + newFocus->completionReward += " technology = marines2\n"; + newFocus->completionReward += " technology = tech_mountaineers\n"; + newFocus->completionReward += " technology = tech_mountaineers2\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "aviation_effort"; + newFocus->icon = "GFX_goal_generic_build_airforce"; + newFocus->xPos = 5; + newFocus->yPos = 0; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completeTooltip = " air_experience = 25\n"; + newFocus->completeTooltip += " if = { limit = { has_country_flag = aviation_effort_AB }\n"; + newFocus->completeTooltip += " add_building_construction = {\n"; + newFocus->completeTooltip += " type = air_base\n"; + newFocus->completeTooltip += " level = 2\n"; + newFocus->completeTooltip += " instant_build = yes\n"; + newFocus->completeTooltip += " }\n"; + newFocus->completeTooltip += " } \n"; + newFocus->completeTooltip += " add_tech_bonus = {\n"; + newFocus->completeTooltip += " name = air_doc_bonus\n"; + newFocus->completeTooltip += " bonus = 0.5\n"; + newFocus->completeTooltip += " uses = 1\n"; + newFocus->completeTooltip += " category = air_doctrine\n"; + newFocus->completeTooltip += " } "; + newFocus->completionReward += " air_experience = 25\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " capital_scope = {\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = air_base\n"; + newFocus->completionReward += " size > 1\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " random_owned_controlled_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = air_base\n"; + newFocus->completionReward += " size > 1\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = air_base\n"; + newFocus->completionReward += " level = 2\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " ROOT = { set_country_flag = aviation_effort_AB }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " capital_scope = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = air_base\n"; + newFocus->completionReward += " size > 1\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " capital_scope = {\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = air_base\n"; + newFocus->completionReward += " level = 2\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " ROOT = { set_country_flag = aviation_effort_AB }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = air_doc_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = air_doctrine\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "fighter_focus"; + newFocus->icon = "GFX_goal_generic_air_fighter"; + newFocus->prerequisites.push_back("focus = aviation_effort"); + newFocus->mutuallyExclusive = "focus = bomber_focus"; + newFocus->xPos = 4; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = fighter_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 2\n"; + newFocus->completionReward += " technology = early_fighter\n"; + newFocus->completionReward += " technology = fighter1\n"; + newFocus->completionReward += " technology = fighter2\n"; + newFocus->completionReward += " technology = fighter3\n"; + newFocus->completionReward += " technology = heavy_fighter1\n"; + newFocus->completionReward += " technology = heavy_fighter2\n"; + newFocus->completionReward += " technology = heavy_fighter3\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "bomber_focus"; + newFocus->icon = "GFX_goal_generic_air_bomber"; + newFocus->prerequisites.push_back("focus = aviation_effort"); + newFocus->mutuallyExclusive = "focus = fighter_focus"; + newFocus->xPos = 6; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = bomber_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 2\n"; + newFocus->completionReward += " technology = strategic_bomber1\n"; + newFocus->completionReward += " technology = strategic_bomber2\n"; + newFocus->completionReward += " technology = strategic_bomber3\n"; + newFocus->completionReward += " category = tactical_bomber\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "aviation_effort_2"; + newFocus->icon = "GFX_goal_generic_air_doctrine"; + newFocus->prerequisites.push_back("focus = bomber_focus focus = fighter_focus"); + newFocus->xPos = 5; + newFocus->yPos = 2; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completeTooltip += " air_experience = 25\n"; + newFocus->completeTooltip += " if = { limit = { has_country_flag = aviation_effort_2_AB }\n"; + newFocus->completeTooltip += " add_building_construction = {\n"; + newFocus->completeTooltip += " type = air_base\n"; + newFocus->completeTooltip += " level = 2\n"; + newFocus->completeTooltip += " instant_build = yes\n"; + newFocus->completeTooltip += " }\n"; + newFocus->completeTooltip += " }\n"; + newFocus->completeTooltip += " add_tech_bonus = {\n"; + newFocus->completeTooltip += " name = air_doc_bonus\n"; + newFocus->completeTooltip += " bonus = 0.5\n"; + newFocus->completeTooltip += " uses = 1\n"; + newFocus->completeTooltip += " category = air_doctrine\n"; + newFocus->completeTooltip += " }"; + newFocus->completionReward += " air_experience = 25\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " capital_scope = {\n"; + newFocus->completionReward += " OR = {\n"; + newFocus->completionReward += " NOT = { is_controlled_by = ROOT }\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = air_base\n"; + newFocus->completionReward += " size > 1\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " random_owned_controlooed_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = air_base\n"; + newFocus->completionReward += " size > 1\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = air_base\n"; + newFocus->completionReward += " level = 2\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " ROOT = { set_country_flag = aviation_effort_2_AB }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " capital_scope = {\n"; + newFocus->completionReward += " is_controlled_by = ROOT\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = air_base\n"; + newFocus->completionReward += " size > 1\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " capital_scope = {\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = air_base\n"; + newFocus->completionReward += " level = 2\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " } \n"; + newFocus->completionReward += " ROOT = { set_country_flag = aviation_effort_2_AB }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = air_doc_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = air_doctrine\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "CAS_effort"; + newFocus->icon = "GFX_goal_generic_CAS"; + newFocus->prerequisites.push_back("focus = aviation_effort_2"); + newFocus->prerequisites.push_back("focus = motorization_effort"); + newFocus->xPos = 4; + newFocus->yPos = 3; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = CAS_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " ahead_reduction = 1\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = cas_bomber\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "rocket_effort"; + newFocus->icon = "GFX_focus_rocketry"; + newFocus->prerequisites.push_back("focus = aviation_effort_2"); + newFocus->prerequisites.push_back("focus = infrastructure_effort"); + newFocus->xPos = 5; + newFocus->yPos = 4; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = jet_rocket_bonus\n"; + newFocus->completionReward += " ahead_reduction = 0.5\n"; + newFocus->completionReward += " uses = 2\n"; + newFocus->completionReward += " category = rocketry\n"; + newFocus->completionReward += " category = jet_technology\n"; + newFocus->completionReward += " }"; + newFocus->aiWillDo += " factor = 1\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0.25\n"; + newFocus->aiWillDo += " always = yes\n"; + newFocus->aiWillDo += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "NAV_effort"; + newFocus->icon = "GFX_goal_generic_air_naval_bomber"; + newFocus->prerequisites.push_back("focus = aviation_effort_2"); + newFocus->prerequisites.push_back("focus = flexible_navy"); + newFocus->xPos = 6; + newFocus->yPos = 3; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = nav_bomber_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " ahead_reduction = 1\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = naval_bomber\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "naval_effort"; + newFocus->icon = "GFX_goal_generic_construct_naval_dockyard"; + newFocus->xPos = 9; + newFocus->yPos = 0; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->available += " any_state = {\n"; + newFocus->available += " is_coastal = yes\n"; + newFocus->available += " is_controlled_by = ROOT\n"; + newFocus->available += " }"; + newFocus->completeTooltip += " navy_experience = 25\n"; + newFocus->completeTooltip += " add_extra_state_shared_building_slots = 3\n"; + newFocus->completeTooltip += " add_building_construction = {\n"; + newFocus->completeTooltip += " type = dockyard\n"; + newFocus->completeTooltip += " level = 3\n"; + newFocus->completeTooltip += " instant_build = yes\n"; + newFocus->completeTooltip += " }"; + newFocus->completionReward += " navy_experience = 25\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " dockyard > 0\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = dockyard\n"; + newFocus->completionReward += " size > 2\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " is_coastal = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " random_owned_controlled_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " is_coastal = yes\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = dockyard\n"; + newFocus->completionReward += " size > 2\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_extra_state_shared_building_slots = 3\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = dockyard\n"; + newFocus->completionReward += " level = 3\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " set_country_flag = naval_effort_built\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " NOT = { has_country_flag = naval_effort_built }\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " dockyard > 0\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = dockyard\n"; + newFocus->completionReward += " size > 2\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " random_owned_controlled_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " dockyard > 0\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = dockyard\n"; + newFocus->completionReward += " size > 2\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_extra_state_shared_building_slots = 3\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = dockyard\n"; + newFocus->completionReward += " level = 3\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " set_country_flag = naval_effort_built\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " NOT = { has_country_flag = naval_effort_built }\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = dockyard\n"; + newFocus->completionReward += " size > 2\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " random_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " controller = { tag = ROOT }\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = dockyard\n"; + newFocus->completionReward += " size > 2\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_extra_state_shared_building_slots = 3\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = dockyard\n"; + newFocus->completionReward += " level = 3\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "flexible_navy"; + newFocus->icon = "GFX_goal_generic_build_navy"; + newFocus->prerequisites.push_back("focus = naval_effort"); + newFocus->mutuallyExclusive = "focus = large_navy"; + newFocus->xPos = 8; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 1\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " all_owned_state = {\n"; + newFocus->aiWillDo += " OR = {\n"; + newFocus->aiWillDo += " is_coastal = no\n"; + newFocus->aiWillDo += " dockyard < 1\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = sub_op_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 2\n"; + newFocus->completionReward += " technology = convoy_interdiction_ti\n"; + newFocus->completionReward += " technology = unrestricted_submarine_warfare\n"; + newFocus->completionReward += " technology = wolfpacks\n"; + newFocus->completionReward += " technology = advanced_submarine_warfare\n"; + newFocus->completionReward += " technology = combined_operations_raiding\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "large_navy"; + newFocus->icon = "GFX_goal_generic_navy_doctrines_tactics"; + newFocus->prerequisites.push_back("focus = naval_effort"); + newFocus->mutuallyExclusive = "focus = flexible_navy"; + newFocus->xPos = 10; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 1\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " all_owned_state = {\n"; + newFocus->aiWillDo += " OR = {\n"; + newFocus->aiWillDo += " is_coastal = no\n"; + newFocus->aiWillDo += " dockyard < 1\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = fleet_in_being_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 2\n"; + newFocus->completionReward += " category = fleet_in_being_tree\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "submarine_effort"; + newFocus->icon = "GFX_goal_generic_navy_submarine"; + newFocus->prerequisites.push_back("focus = flexible_navy focus = large_navy"); + newFocus->xPos = 8; + newFocus->yPos = 2; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 1\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " all_owned_state = {\n"; + newFocus->aiWillDo += " OR = {\n"; + newFocus->aiWillDo += " is_coastal = no\n"; + newFocus->aiWillDo += " dockyard < 1\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = ss_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " ahead_reduction = 1\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " technology = early_submarine\n"; + newFocus->completionReward += " technology = basic_submarine\n"; + newFocus->completionReward += " technology = improved_submarine\n"; + newFocus->completionReward += " technology = advanced_submarine\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "cruiser_effort"; + newFocus->icon = "GFX_goal_generic_navy_cruiser"; + newFocus->prerequisites.push_back("focus = large_navy focus = flexible_navy"); + newFocus->xPos = 10; + newFocus->yPos = 2; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 1\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " all_owned_state = {\n"; + newFocus->aiWillDo += " OR = {\n"; + newFocus->aiWillDo += " is_coastal = no\n"; + newFocus->aiWillDo += " dockyard < 1\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = cr_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " ahead_reduction = 1\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " technology = improved_light_cruiser\n"; + newFocus->completionReward += " technology = advanced_light_cruiser\n"; + newFocus->completionReward += " technology = improved_heavy_cruiser\n"; + newFocus->completionReward += " technology = advanced_heavy_cruiser\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "destroyer_effort"; + newFocus->icon = "GFX_goal_generic_wolf_pack"; + newFocus->prerequisites.push_back("focus = submarine_effort"); + newFocus->xPos = 8; + newFocus->yPos = 3; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 1\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " all_owned_state = {\n"; + newFocus->aiWillDo += " OR = {\n"; + newFocus->aiWillDo += " is_coastal = no\n"; + newFocus->aiWillDo += " dockyard < 1\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = dd_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " ahead_reduction = 1\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " technology = early_destroyer\n"; + newFocus->completionReward += " technology = basic_destroyer\n"; + newFocus->completionReward += " technology = improved_destroyer\n"; + newFocus->completionReward += " technology = advanced_destroyer\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "capital_ships_effort"; + newFocus->icon = "GFX_goal_generic_navy_battleship"; + newFocus->prerequisites.push_back("focus = cruiser_effort"); + newFocus->xPos = 10; + newFocus->yPos = 3; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 1\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " all_owned_state = {\n"; + newFocus->aiWillDo += " OR = {\n"; + newFocus->aiWillDo += " is_coastal = no\n"; + newFocus->aiWillDo += " dockyard < 1\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " navy_experience = 25\n"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = capital_ships_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " ahead_reduction = 1\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " technology = basic_battlecruiser\n"; + newFocus->completionReward += " technology = basic_battleship\n"; + newFocus->completionReward += " technology = improved_battleship\n"; + newFocus->completionReward += " technology = advanced_battleship\n"; + newFocus->completionReward += " technology = heavy_battleship\n"; + newFocus->completionReward += " technology = heavy_battleship2\n"; + newFocus->completionReward += " technology = early_carrier\n"; + newFocus->completionReward += " technology = basic_carrier\n"; + newFocus->completionReward += " technology = improved_carrier\n"; + newFocus->completionReward += " technology = advanced_carrier\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "industrial_effort"; + newFocus->icon = "GFX_goal_generic_production"; + newFocus->xPos = 13; + newFocus->yPos = 0; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = industrial_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = industry\n"; + newFocus->completionReward += " }"; + newFocus->aiWillDo += " factor = 3\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " date < 1939.1.1\n"; + newFocus->aiWillDo += " OR = {\n"; + newFocus->aiWillDo += " # we dont want chinese minors to go crazy on slots early since they get eaten\n"; + newFocus->aiWillDo += " tag = GXC\n"; + newFocus->aiWillDo += " tag = YUN\n"; + newFocus->aiWillDo += " tag = SHX\n"; + newFocus->aiWillDo += " tag = XSM\n"; + newFocus->aiWillDo += " tag = BEL\n"; + newFocus->aiWillDo += " tag = LUX\n"; + newFocus->aiWillDo += " tag = HOL\n"; + newFocus->aiWillDo += " tag = DEN\n"; + newFocus->aiWillDo += " # we also dont want tiny nations to go crazy with slots right away\n"; + newFocus->aiWillDo += " num_of_controlled_states < 2\n"; + newFocus->aiWillDo += " } \n"; + newFocus->aiWillDo += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "construction_effort"; + newFocus->icon = "GFX_goal_generic_construct_civ_factory"; + newFocus->prerequisites.push_back("focus = industrial_effort"); + newFocus->xPos = 12; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 2"; + newFocus->bypass += " custom_trigger_tooltip = {\n"; + newFocus->bypass += " tooltip = construction_effort_tt\n"; + newFocus->bypass += " all_owned_state = {\n"; + newFocus->bypass += " free_building_slots = {\n"; + newFocus->bypass += " building = industrial_complex\n"; + newFocus->bypass += " size < 1\n"; + newFocus->bypass += " include_locked = yes\n"; + newFocus->bypass += " } \n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }"; + newFocus->completeTooltip += " add_extra_state_shared_building_slots = 1\n"; + newFocus->completeTooltip += " add_building_construction = {\n"; + newFocus->completeTooltip += " type = industrial_complex\n"; + newFocus->completeTooltip += " level = 1\n"; + newFocus->completeTooltip += " instant_build = yes\n"; + newFocus->completeTooltip += " }"; + newFocus->completionReward += " random_owned_controlled_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = industrial_complex\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " OR = {\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " owner = {\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = industrial_complex\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_extra_state_shared_building_slots = 1\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = industrial_complex\n"; + newFocus->completionReward += " level = 1\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "production_effort"; + newFocus->icon = "GFX_goal_generic_construct_mil_factory"; + newFocus->prerequisites.push_back("focus = industrial_effort"); + newFocus->xPos = 14; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 2"; + newFocus->bypass += " custom_trigger_tooltip = {\n"; + newFocus->bypass += " tooltip = production_effort_tt\n"; + newFocus->bypass += " all_owned_state = {\n"; + newFocus->bypass += " free_building_slots = {\n"; + newFocus->bypass += " building = arms_factory\n"; + newFocus->bypass += " size < 1\n"; + newFocus->bypass += " include_locked = yes\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }"; + newFocus->completeTooltip += " add_extra_state_shared_building_slots = 1\n"; + newFocus->completeTooltip += " add_building_construction = {\n"; + newFocus->completeTooltip += " type = arms_factory\n"; + newFocus->completeTooltip += " level = 1\n"; + newFocus->completeTooltip += " instant_build = yes\n"; + newFocus->completeTooltip += " }"; + newFocus->completionReward += " random_owned_controlled_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = arms_factory\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " OR = {\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " owner = {\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = arms_factory\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_extra_state_shared_building_slots = 1\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = arms_factory\n"; + newFocus->completionReward += " level = 1\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "construction_effort_2"; + newFocus->icon = "GFX_goal_generic_construct_civ_factory"; + newFocus->prerequisites.push_back("focus = construction_effort"); + newFocus->xPos = 12; + newFocus->yPos = 2; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 2"; + newFocus->bypass += " custom_trigger_tooltip = {\n"; + newFocus->bypass += " tooltip = construction_effort_tt\n"; + newFocus->bypass += " all_owned_state = {\n"; + newFocus->bypass += " free_building_slots = {\n"; + newFocus->bypass += " building = industrial_complex\n"; + newFocus->bypass += " size < 1\n"; + newFocus->bypass += " include_locked = yes\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }"; + newFocus->completeTooltip += " add_extra_state_shared_building_slots = 1\n"; + newFocus->completeTooltip += " add_building_construction = {\n"; + newFocus->completeTooltip += " type = industrial_complex\n"; + newFocus->completeTooltip += " level = 1\n"; + newFocus->completeTooltip += " instant_build = yes\n"; + newFocus->completeTooltip += " }"; + newFocus->completionReward += " random_owned_controlled_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = industrial_complex\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " OR = {\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " owner = {\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = industrial_complex\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_extra_state_shared_building_slots = 1\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = industrial_complex\n"; + newFocus->completionReward += " level = 1\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "production_effort_2"; + newFocus->icon = "GFX_goal_generic_construct_mil_factory"; + newFocus->prerequisites.push_back("focus = production_effort"); + newFocus->xPos = 14; + newFocus->yPos = 2; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 2"; + newFocus->bypass += " custom_trigger_tooltip = {\n"; + newFocus->bypass += " tooltip = production_effort_tt\n"; + newFocus->bypass += " all_owned_state = {\n"; + newFocus->bypass += " free_building_slots = {\n"; + newFocus->bypass += " building = arms_factory\n"; + newFocus->bypass += " size < 1\n"; + newFocus->bypass += " include_locked = yes\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }"; + newFocus->completeTooltip += " add_extra_state_shared_building_slots = 1\n"; + newFocus->completeTooltip += " add_building_construction = {\n"; + newFocus->completeTooltip += " type = arms_factory\n"; + newFocus->completeTooltip += " level = 1\n"; + newFocus->completeTooltip += " instant_build = yes\n"; + newFocus->completeTooltip += " }"; + newFocus->completionReward += " random_owned_controlled_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = arms_factory\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " OR = {\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " owner = {\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = arms_factory\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_extra_state_shared_building_slots = 1\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = arms_factory\n"; + newFocus->completionReward += " level = 1\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "infrastructure_effort"; + newFocus->icon = "GFX_goal_generic_construct_infrastructure"; + newFocus->prerequisites.push_back("focus = construction_effort_2"); + newFocus->xPos = 12; + newFocus->yPos = 3; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->bypass += " custom_trigger_tooltip = {\n"; + newFocus->bypass += " tooltip = infrastructure_effort_tt\n"; + newFocus->bypass += " all_owned_state = { \n"; + newFocus->bypass += " free_building_slots = {\n"; + newFocus->bypass += " building = infrastructure\n"; + newFocus->bypass += " size < 1\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }"; + newFocus->completeTooltip += " add_building_construction = {\n"; + newFocus->completeTooltip += " type = infrastructure\n"; + newFocus->completeTooltip += " level = 1\n"; + newFocus->completeTooltip += " instant_build = yes\n"; + newFocus->completeTooltip += " }\n"; + newFocus->completeTooltip += " add_building_construction = {\n"; + newFocus->completeTooltip += " type = infrastructure\n"; + newFocus->completeTooltip += " level = 1\n"; + newFocus->completeTooltip += " instant_build = yes\n"; + newFocus->completeTooltip += " }"; + newFocus->completionReward += " random_owned_controlled_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = infrastructure\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " OR = {\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " owner = {\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = infrastructure\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = infrastructure\n"; + newFocus->completionReward += " level = 1\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " random_owned_controlled_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = infrastructure\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " OR = {\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " owner = {\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = infrastructure\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = infrastructure\n"; + newFocus->completionReward += " level = 1\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "production_effort_3"; + newFocus->icon = "GFX_goal_generic_construct_mil_factory"; + newFocus->prerequisites.push_back("focus = production_effort_2"); + newFocus->xPos = 14; + newFocus->yPos = 3; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 2"; + newFocus->bypass += " custom_trigger_tooltip = {\n"; + newFocus->bypass += " tooltip = production_effort_tt\n"; + newFocus->bypass += " all_owned_state = {\n"; + newFocus->bypass += " free_building_slots = {\n"; + newFocus->bypass += " building = arms_factory\n"; + newFocus->bypass += " size < 1\n"; + newFocus->bypass += " include_locked = yes\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }"; + newFocus->completeTooltip += " add_extra_state_shared_building_slots = 1\n"; + newFocus->completeTooltip += " add_building_construction = {\n"; + newFocus->completeTooltip += " type = arms_factory\n"; + newFocus->completeTooltip += " level = 1\n"; + newFocus->completeTooltip += " instant_build = yes\n"; + newFocus->completeTooltip += " }"; + newFocus->completionReward += " random_owned_controlled_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = arms_factory\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " OR = {\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " owner = {\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = arms_factory\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_extra_state_shared_building_slots = 1\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = arms_factory\n"; + newFocus->completionReward += " level = 1\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "infrastructure_effort_2"; + newFocus->icon = "GFX_goal_generic_construct_infrastructure"; + newFocus->prerequisites.push_back("focus = infrastructure_effort"); + newFocus->xPos = 12; + newFocus->yPos = 4; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->bypass += " custom_trigger_tooltip = {\n"; + newFocus->bypass += " tooltip = infrastructure_effort_tt\n"; + newFocus->bypass += " all_owned_state = { \n"; + newFocus->bypass += " free_building_slots = {\n"; + newFocus->bypass += " building = infrastructure\n"; + newFocus->bypass += " size < 1\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }"; + newFocus->completeTooltip += " add_building_construction = {\n"; + newFocus->completeTooltip += " type = infrastructure\n"; + newFocus->completeTooltip += " level = 1\n"; + newFocus->completeTooltip += " instant_build = yes\n"; + newFocus->completeTooltip += " }\n"; + newFocus->completeTooltip += " add_building_construction = {\n"; + newFocus->completeTooltip += " type = infrastructure\n"; + newFocus->completeTooltip += " level = 1\n"; + newFocus->completeTooltip += " instant_build = yes\n"; + newFocus->completeTooltip += " }"; + newFocus->completionReward += " random_owned_controlled_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = infrastructure\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " OR = {\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " owner = {\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = infrastructure\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = infrastructure\n"; + newFocus->completionReward += " level = 1\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " random_owned_controlled_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = infrastructure\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " OR = {\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " owner = {\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = infrastructure\n"; + newFocus->completionReward += " size > 0\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = infrastructure\n"; + newFocus->completionReward += " level = 1\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "construction_effort_3"; + newFocus->icon = "GFX_goal_generic_construct_civ_factory"; + newFocus->prerequisites.push_back("focus = infrastructure_effort"); + newFocus->xPos = 14; + newFocus->yPos = 4; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 2"; + newFocus->bypass += " custom_trigger_tooltip = {\n"; + newFocus->bypass += " tooltip = construction_effort_tt\n"; + newFocus->bypass += " all_owned_state = {\n"; + newFocus->bypass += " free_building_slots = {\n"; + newFocus->bypass += " building = industrial_complex\n"; + newFocus->bypass += " size < 2\n"; + newFocus->bypass += " include_locked = yes\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }\n"; + newFocus->bypass += " }"; + newFocus->completeTooltip += " add_extra_state_shared_building_slots = 2\n"; + newFocus->completeTooltip += " add_building_construction = {\n"; + newFocus->completeTooltip += " type = industrial_complex\n"; + newFocus->completeTooltip += " level = 2\n"; + newFocus->completeTooltip += " instant_build = yes\n"; + newFocus->completeTooltip += " }"; + newFocus->completionReward += " random_owned_controlled_state = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = industrial_complex\n"; + newFocus->completionReward += " size > 1\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " OR = {\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " NOT = {\n"; + newFocus->completionReward += " owner = {\n"; + newFocus->completionReward += " any_owned_state = {\n"; + newFocus->completionReward += " free_building_slots = {\n"; + newFocus->completionReward += " building = industrial_complex\n"; + newFocus->completionReward += " size > 1\n"; + newFocus->completionReward += " include_locked = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " is_in_home_area = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_extra_state_shared_building_slots = 2\n"; + newFocus->completionReward += " add_building_construction = {\n"; + newFocus->completionReward += " type = industrial_complex\n"; + newFocus->completionReward += " level = 2\n"; + newFocus->completionReward += " instant_build = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "nuclear_effort"; + newFocus->icon = "GFX_focus_wonderweapons"; + newFocus->prerequisites.push_back("focus = infrastructure_effort_2"); + newFocus->xPos = 10; + newFocus->yPos = 5; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = nuclear_bonus\n"; + newFocus->completionReward += " ahead_reduction = 0.5\n"; + newFocus->completionReward += " category = nuclear\n"; + newFocus->completionReward += " }"; + newFocus->aiWillDo += " factor = 1\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0.25\n"; + newFocus->aiWillDo += " always = yes\n"; + newFocus->aiWillDo += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "extra_tech_slot"; + newFocus->icon = "GFX_focus_research"; + newFocus->prerequisites.push_back("focus = infrastructure_effort_2"); + newFocus->xPos = 12; + newFocus->yPos = 5; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_research_slot = 1"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "extra_tech_slot_2"; + newFocus->icon = "GFX_focus_research"; + newFocus->prerequisites.push_back("focus = extra_tech_slot"); + newFocus->available += " num_of_factories > 50"; + newFocus->cancelIfInvalid += "no"; + newFocus->continueIfInvalid += "yes"; + newFocus->xPos = 12; + newFocus->yPos = 6; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_research_slot = 1"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "secret_weapons"; + newFocus->icon = "GFX_goal_generic_secret_weapon"; + newFocus->prerequisites.push_back("focus = infrastructure_effort_2"); + newFocus->xPos = 14; + newFocus->yPos = 5; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = secret_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 4\n"; + newFocus->completionReward += " category = electronics\n"; + newFocus->completionReward += " category = nuclear\n"; + newFocus->completionReward += " category = rocketry\n"; + newFocus->completionReward += " }"; + newFocus->aiWillDo += " factor = 1\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0.25\n"; + newFocus->aiWillDo += " always = yes\n"; + newFocus->aiWillDo += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "political_effort"; + newFocus->icon = "GFX_goal_generic_demand_territory"; + newFocus->xPos = 19; + newFocus->yPos = 0; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_political_power = 120"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "collectivist_ethos"; + newFocus->icon = "GFX_goal_generic_national_unity #icon = GFX_goal_tripartite_pact"; + newFocus->prerequisites.push_back("focus = political_effort"); + newFocus->mutuallyExclusive = "focus = liberty_ethos"; + newFocus->available += " OR = {\n"; + newFocus->available += " has_government = fascism\n"; + newFocus->available += " has_government = communism\n"; + newFocus->available += " has_government = neutrality\n"; + newFocus->available += " }"; + newFocus->xPos = 18; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 5\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " OR = {\n"; + newFocus->aiWillDo += " is_historical_focus_on = yes\n"; + newFocus->aiWillDo += " has_idea = neutrality_idea\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " add_ideas = collectivist_ethos_focus"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "nationalism_focus"; + newFocus->icon = "GFX_goal_support_fascism #icon = GFX_goal_tripartite_pact"; + newFocus->prerequisites.push_back("focus = collectivist_ethos"); + newFocus->mutuallyExclusive = "focus = internationalism_focus"; + newFocus->available += " OR = {\n"; + newFocus->available += " has_government = fascism\n"; + newFocus->available += " has_government = neutrality\n"; + newFocus->available += " }"; + newFocus->xPos = 16; + newFocus->yPos = 2; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 5\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 2\n"; + newFocus->aiWillDo += " any_neighbor_country = {\n"; + newFocus->aiWillDo += " is_major = yes\n"; + newFocus->aiWillDo += " has_government = fascism\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " add_ideas = nationalism"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "internationalism_focus"; + newFocus->icon = "GFX_goal_support_communism #icon = GFX_goal_tripartite_pact"; + newFocus->prerequisites.push_back("focus = collectivist_ethos"); + newFocus->mutuallyExclusive = "focus = nationalism_focus"; + newFocus->available += " OR = {\n"; + newFocus->available += " has_government = communism\n"; + newFocus->available += " has_government = neutrality\n"; + newFocus->available += " }"; + newFocus->xPos = 18; + newFocus->yPos = 2; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 5\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 2\n"; + newFocus->aiWillDo += " any_neighbor_country = {\n"; + newFocus->aiWillDo += " is_major = yes\n"; + newFocus->aiWillDo += " has_government = communism\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " add_ideas = internationalism"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "liberty_ethos"; + newFocus->icon = "GFX_goal_support_democracy"; + newFocus->prerequisites.push_back("focus = political_effort"); + newFocus->mutuallyExclusive = "focus = collectivist_ethos"; + newFocus->available += " OR = {\n"; + newFocus->available += " has_government = democratic\n"; + newFocus->available += " has_government = neutrality\n"; + newFocus->available += " }"; + newFocus->xPos = 20; + newFocus->yPos = 1; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 95\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0.1\n"; + newFocus->aiWillDo += " any_neighbor_country = {\n"; + newFocus->aiWillDo += " is_major = yes\n"; + newFocus->aiWillDo += " OR = {\n"; + newFocus->aiWillDo += " has_government = communism\n"; + newFocus->aiWillDo += " has_government = fascism\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " NOT = {\n"; + newFocus->aiWillDo += " any_neighbor_country = {\n"; + newFocus->aiWillDo += " is_major = yes\n"; + newFocus->aiWillDo += " has_government = democratic\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " add_ideas = liberty_ethos_focus"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "militarism"; + newFocus->icon = "GFX_goal_generic_political_pressure"; + newFocus->prerequisites.push_back("focus = nationalism_focus"); + newFocus->xPos = 16; + newFocus->yPos = 3; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = { has_idea = neutrality_idea }\n"; + newFocus->completionReward += " remove_ideas = neutrality_idea\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_ideas = militarism_focus\n"; + newFocus->completionReward += " army_experience = 20\n"; + newFocus->completionReward += " set_rule = { can_send_volunteers = yes }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "political_correctness"; + newFocus->icon = "GFX_goal_generic_dangerous_deal"; + newFocus->prerequisites.push_back("focus = internationalism_focus"); + newFocus->xPos = 18; + newFocus->yPos = 3; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = { has_idea = neutrality_idea }\n"; + newFocus->completionReward += " remove_ideas = neutrality_idea\n"; + newFocus->completionReward += " } \n"; + newFocus->completionReward += " add_political_power = 200\n"; + newFocus->completionReward += " add_ideas = idea_political_correctness"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "neutrality_focus"; + newFocus->icon = "GFX_goal_generic_neutrality_focus"; + newFocus->prerequisites.push_back("focus = liberty_ethos"); + newFocus->mutuallyExclusive = "focus = interventionism_focus"; + newFocus->xPos = 20; + newFocus->yPos = 2; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = { NOT = { has_idea = neutrality_idea } }\n"; + newFocus->completionReward += " add_ideas = neutrality_idea\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_political_power = 150"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "interventionism_focus"; + newFocus->icon = "GFX_goal_generic_political_pressure"; + newFocus->prerequisites.push_back("focus = liberty_ethos"); + newFocus->mutuallyExclusive = "focus = neutrality_focus"; + newFocus->xPos = 22; + newFocus->yPos = 2; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->aiWillDo += " factor = 1\n"; + newFocus->aiWillDo += " modifier = {\n"; + newFocus->aiWillDo += " factor = 0\n"; + newFocus->aiWillDo += " has_idea = neutrality_idea\n"; + newFocus->aiWillDo += " }"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = { has_idea = neutrality_idea }\n"; + newFocus->completionReward += " remove_ideas = neutrality_idea\n"; + newFocus->completionReward += " } \n"; + newFocus->completionReward += " set_rule = { can_send_volunteers = yes }\n"; + newFocus->completionReward += " add_political_power = 150"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "military_youth"; + newFocus->icon = "GFX_goal_generic_more_territorial_claims"; + newFocus->prerequisites.push_back("focus = militarism"); + newFocus->xPos = 16; + newFocus->yPos = 4; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_ideas = military_youth_focus\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = { has_government = fascism }\n"; + newFocus->completionReward += " add_popularity = {\n"; + newFocus->completionReward += " ideology = fascism\n"; + newFocus->completionReward += " popularity = 0.2\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = { has_government = communism }\n"; + newFocus->completionReward += " add_popularity = {\n"; + newFocus->completionReward += " ideology = communism\n"; + newFocus->completionReward += " popularity = 0.2\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "deterrence"; + newFocus->icon = "GFX_goal_generic_defence"; + newFocus->prerequisites.push_back("focus = neutrality_focus"); + newFocus->xPos = 20; + newFocus->yPos = 3; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_ideas = deterrence"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "volunteer_corps"; + newFocus->icon = "GFX_goal_generic_allies_build_infantry"; + newFocus->prerequisites.push_back("focus = interventionism_focus"); + newFocus->xPos = 22; + newFocus->yPos = 3; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_ideas = volunteer_corps_focus"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "paramilitarism"; + newFocus->icon = "GFX_goal_generic_military_sphere"; + newFocus->prerequisites.push_back("focus = military_youth"); + newFocus->xPos = 16; + newFocus->yPos = 5; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_ideas = paramilitarism_focus"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "indoctrination_focus"; + newFocus->icon = "GFX_goal_generic_propaganda"; + newFocus->prerequisites.push_back("focus = political_correctness"); + newFocus->xPos = 18; + newFocus->yPos = 4; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_ideas = indoctrination_focus\n"; + newFocus->completionReward += " add_political_power = 150"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "foreign_expeditions"; + newFocus->icon = "GFX_goal_generic_more_territorial_claims"; + newFocus->prerequisites.push_back("focus = volunteer_corps"); + newFocus->xPos = 22; + newFocus->yPos = 4; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_ideas = foreign_expeditions_focus"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "why_we_fight"; + newFocus->icon = "GFX_goal_generic_propaganda"; + newFocus->prerequisites.push_back("focus = foreign_expeditions focus = deterrence"); + newFocus->available += " OR = {\n"; + newFocus->available += " threat > 0.75\n"; + newFocus->available += " has_defensive_war = yes\n"; + newFocus->available += " }"; + newFocus->continueIfInvalid += "yes"; + newFocus->xPos = 20; + newFocus->yPos = 5; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = { NOT = { has_idea = neutrality_idea } }\n"; + newFocus->completionReward += " set_rule = { can_create_factions = yes }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_ideas = why_we_fight_focus"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "political_commissars"; + newFocus->icon = "GFX_goal_generic_forceful_treaty"; + newFocus->prerequisites.push_back("focus = indoctrination_focus"); + newFocus->available = " "; + newFocus->xPos = 18; + newFocus->yPos = 5; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_ideas = political_commissars_focus\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = { has_government = fascism }\n"; + newFocus->completionReward += " add_popularity = {\n"; + newFocus->completionReward += " ideology = fascism\n"; + newFocus->completionReward += " popularity = 0.2\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = { has_government = communism }\n"; + newFocus->completionReward += " add_popularity = {\n"; + newFocus->completionReward += " ideology = communism\n"; + newFocus->completionReward += " popularity = 0.2\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_political_power = 200"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "ideological_fanaticism"; + newFocus->icon = "GFX_goal_generic_demand_territory"; + newFocus->prerequisites.push_back("focus = paramilitarism"); + newFocus->prerequisites.push_back("focus = political_commissars"); + newFocus->xPos = 17; + newFocus->yPos = 6; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " add_ideas = ideological_fanaticism_focus\n"; + newFocus->completionReward += " set_rule = {\n"; + newFocus->completionReward += " can_create_factions = yes\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " hidden_effect = {\n"; + newFocus->completionReward += " set_rule = { can_use_kamikaze_pilots = yes }\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " custom_effect_tooltip = kamikaze_focus_tooltip"; + focuses.push_back(newFocus); + + newFocus = new HoI4Focus; + newFocus->id = "technology_sharing"; + newFocus->icon = "GFX_goal_generic_scientific_exchange"; + newFocus->prerequisites.push_back("focus = ideological_fanaticism"); + newFocus->prerequisites.push_back("focus = why_we_fight"); + newFocus->available += " has_war = yes\n"; + newFocus->available += " is_in_faction = yes\n"; + newFocus->available += " OR = {\n"; + newFocus->available += " num_of_factories > 50\n"; + newFocus->available += " any_other_country = {\n"; + newFocus->available += " is_in_faction_with = ROOT\n"; + newFocus->available += " num_of_factories > 50\n"; + newFocus->available += " }\n"; + newFocus->available += " }"; + newFocus->xPos = 19; + newFocus->yPos = 7; + newFocus->cost = 10; + newFocus->availableIfCapitulated = true; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " original_research_slots < 3\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_research_slot = 1\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " if = {\n"; + newFocus->completionReward += " limit = {\n"; + newFocus->completionReward += " original_research_slots > 2\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = electronics_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = electronics\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = industrial_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = industry\n"; + newFocus->completionReward += " } \n"; + newFocus->completionReward += " add_tech_bonus = {\n"; + newFocus->completionReward += " name = infantry_weapons_bonus\n"; + newFocus->completionReward += " bonus = 0.5\n"; + newFocus->completionReward += " uses = 1\n"; + newFocus->completionReward += " category = infantry_weapons\n"; + newFocus->completionReward += " category = artillery\n"; + newFocus->completionReward += " }\n"; + newFocus->completionReward += " }"; + focuses.push_back(newFocus); +} + HoI4FocusTree* HoI4FocusTree::makeCustomizedCopy(const HoI4Country* country) const { HoI4FocusTree* newFocusTree = new HoI4FocusTree(country); diff --git a/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.h b/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.h index 0d4667a11..dd145fa7b 100644 --- a/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.h +++ b/Vic2ToHoI4/Source/HOI4World/HoI4FocusTree.h @@ -54,6 +54,9 @@ class HoI4FocusTree void addFocus(HoI4Focus* newFocus) { focuses.push_back(newFocus); } private: + void addVersion1_0GenericFocusTree(); + void addVersion1_3GenericFocusTree(); + string srcCountryTag; string dstCountryTag; vector focuses; From 5aab43be9123f75bb49c4cac12549a4d523d1949 Mon Sep 17 00:00:00 2001 From: Idhrendur Date: Thu, 22 Dec 2016 18:02:25 -0800 Subject: [PATCH 12/12] Update version number --- Vic2ToHoI4/Source/V2toHOI4Converter.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Vic2ToHoI4/Source/V2toHOI4Converter.cpp b/Vic2ToHoI4/Source/V2toHOI4Converter.cpp index 91a7ab17d..76ea71426 100644 --- a/Vic2ToHoI4/Source/V2toHOI4Converter.cpp +++ b/Vic2ToHoI4/Source/V2toHOI4Converter.cpp @@ -37,7 +37,7 @@ int main(const int argc, const char* argv[]) { try { - LOG(LogLevel::Info) << "Converter version 0.1A"; + LOG(LogLevel::Info) << "Converter version 0.1B"; LOG(LogLevel::Info) << "Built on " << __DATE__ << " at " << __TIME__; LOG(LogLevel::Info) << "Current directory is " << Utils::getCurrentDirectory();