leader_traits = { dictator = { random = no political_power_factor = 0.25 ai_will_do = { factor = 1 } } warrior_code = { random = no ai_call_ally_desire_factor = -40 ai_join_ally_desire_factor = -30 ai_will_do = { factor = 1 } } ww_one_trauma = { random = no ai_call_ally_desire_factor = 10 ai_will_do = { factor = 1 } } stout_defender = { # This particular trait will make the AI heavily prioritize defensive warfare, rarely, if ever, attacking out of fortified locations random = no ai_focus_defense_factor = 0.5 ai_will_do = { factor = 1 } } warmonger = { random = no ai_focus_aggressive_factor = 0.5 ai_will_do = { factor = 1 } } inexperienced_imperialist = { random = no political_power_factor = -0.3 unity_factor = 0.05 justify_war_goal_time = -0.25 ai_will_do = { factor = 1 } } spirit_of_genghis = { random = no cavalry_attack_factor = 0.05 equipment_bonus = { nav_bomber_equipment = { air_range = 0.1 naval_strike_attack = 0.1 } } ai_will_do = { factor = 1 } } indomitable_perseverance = { # Ground units get 4 more Morale random = no sprite = 5 army_morale_factor = 0.04 ai_will_do = { factor = 1 } } #ai_focus_defense_factor #ai_focus_aggressive_factor #ai_focus_production_factor #ai_focus_military_advancements_factor #ai_focus_peaceful_factor #ai_focus_naval_factor #ai_focus_naval_air_factor #ai_focus_aviation_factor dislikes_germany = { random = no ai_strategy = { type = antagonize id = "GER" value = 200 } ai_will_do = { factor = 1 } } tenacious_defender = { random = no ai_will_do = { factor = 1 } } exiled = { random = no ai_will_do = { factor = 1 } } political_prisoner = { random = no ai_will_do = { factor = 1 } } assassination_survivor = { random = no ai_will_do = { factor = 1 } } stalins_puppet = { random = no ai_will_do = { factor = 1 } } union_man = { random = no ai_will_do = { factor = 1 } } political_dancer = { random = no political_power_factor = 0.15 ai_will_do = { factor = 1 } } staunch_constitutionalist = { random = no drift_defence_factor = 0.5 ai_will_do = { factor = 1 } } cornered_fox = { random = no army_defence_factor = 0.15 army_morale_Factor = 0.10 ai_will_do = { factor = 1 } } permanent_revolutionary = { random = no political_power_factor = -0.15 justify_war_goal_time = 0.15 subversive_activites_upkeep = -0.3 ai_will_do = { factor = 1 } } triumphant_revolutionary = { random = no justify_war_goal_time = 0.15 subversive_activites_upkeep = -0.5 drift_defence_factor = 0.15 ai_will_do = { factor = 1 } } fascist_sympathies = { random = no fascism_acceptance = 70 ai_will_do = { factor = 1 } } anti_communist = { random = no communism_acceptance = -50 communism_drift = -0.01 ai_will_do = { factor = 1 } } camarilla_leader = { random = no political_advisor_cost_factor = -0.25 trade_laws_cost_factor = -0.25 mobilization_laws_cost_factor = -0.25 economy_cost_factor = -0.25 high_command_cost_factor = -0.25 air_chief_cost_factor = -0.25 army_chief_cost_factor = -0.25 navy_chief_cost_factor = -0.25 ai_will_do = { factor = 1 } } hedonist = { random = no unity_factor = -0.05 ai_will_do = { factor = 1 } } ### IDEA TRAITS ### # drift is a percent applied weekly communist_revolutionary = { random = no # Boosts Communism sprite = 13 communism_drift = 0.1 ai_will_do = { factor = 0 } } democratic_reformer = { random = no # Boosts Democracy sprite = 13 democratic_drift = 0.1 ai_will_do = { factor = 0 } } fascist_demagogue = { random = no # Boosts Fascism sprite = 13 fascism_drift = 0.1 ai_will_do = { factor = 0 } } staunch_monarchist = { random = no # Boosts Unaligned sprite = 13 neutrality_drift = 0.1 ai_will_do = { factor = 0 } } popular_figurehead = { sprite = 13 unity_factor = 0.15 ai_will_do = { factor = 1 } } silent_workhorse = { random = yes sprite = 13 political_power_factor = 0.15 ai_will_do = { factor = 1 } } prince_of_terror = { sprite = 13 enemy_partisan_effect = -0.25 foreign_subversive_activites = -0.3 non_core_manpower = 0.02 ai_will_do = { factor = 1 } } compassionate_gentleman = { random = yes sprite = 13 opinion_gain_monthly_factor = 0.15 ai_will_do = { factor = 1 } } backroom_backstabber = { sprite = 13 political_power_factor = 0.05 drift_defence_factor = 0.15 ai_will_do = { factor = 1 } } smooth_talking_charmer = { random = yes sprite = 13 trade_opinion_factor = 0.10 ai_will_do = { factor = 1 } } ideological_crusader = { random = yes sprite = 13 opinion_gain_monthly_same_ideology_factor = 1.0 ai_will_do = { factor = 0.2 } } fortification_engineer = { sprite = 10 random = yes production_speed_bunker_factor = 0.2 production_speed_coastal_bunker_factor = 0.2 production_speed_anti_air_building_factor = 0.2 ai_will_do = { factor = 1 } } war_industrialist = { sprite = 10 random = yes production_speed_arms_factory_factor = 0.1 production_speed_dockyard_factor = 0.1 ai_will_do = { factor = 2 } } captain_of_industry = { sprite = 10 random = yes production_speed_industrial_complex_factor = 0.1 production_speed_infrastructure_factor = 0.1 production_speed_synthetic_refinery_factor = 0.1 ai_will_do = { factor = 1 } } armaments_organizer = { sprite = 10 random = yes conversion_cost_civ_to_mil_factor= -0.2 # civ_to_mil_industry_conversion_rate = -1 ai_will_do = { factor = 1 } } quartermaster_general = { sprite = 10 random = yes production_speed_air_base_factor = 0.15 production_speed_naval_base_factor = 0.15 production_speed_rocket_site_factor = 0.15 production_speed_radar_station_factor = 0.15 production_speed_nuclear_reactor_factor = 0.15 ai_will_do = { factor = 0.2 } } rocket_scientist = { random = no sprite = 14 ai_will_do = { factor = 1 } } nuclear_scientist = { random = no sprite = 14 ai_will_do = { factor = 1 } } military_theorist = { sprite = 14 experience_gain_army = 0.05 ai_will_do = { factor = 500 } } mobile_warfare_expert = { sprite = 14 experience_gain_army = 0.05 ai_will_do = { factor = 500 } } superior_firepower_expert = { sprite = 14 experience_gain_army = 0.05 ai_will_do = { factor = 500 } } grand_battle_plan_expert = { sprite = 14 experience_gain_army = 0.05 ai_will_do = { factor = 500 } } mass_assault_expert = { sprite = 14 experience_gain_army = 0.05 ai_will_do = { factor = 500 } } air_warfare_theorist = { sprite = 14 experience_gain_air = 0.05 ai_will_do = { factor = 500 } } dive_bomber = { sprite = 14 equipment_bonus = { CAS_equipment = { instant = yes air_ground_attack = 0.1 } } experience_gain_air = 0.05 ai_will_do = { factor = 100 } } victory_through_airpower = { sprite = 14 experience_gain_air = 0.05 ai_will_do = { factor = 100 } } close_air_support_proponent = { sprite = 14 experience_gain_air = 0.05 ai_will_do = { factor = 100 } } assault_avaition = { sprite = 14 experience_gain_air = 0.05 ai_will_do = { factor = 100 } } naval_theorist = { sprite = 14 experience_gain_navy = 0.05 ai_will_do = { factor = 100 } } naval_aviation_pioneer = { sprite = 14 experience_gain_navy = 0.05 ai_will_do = { factor = 100 } } grand_fleet_proponent = { sprite = 14 experience_gain_navy = 0.05 ai_will_do = { factor = 100 } } submarine_specialist = { sprite = 14 experience_gain_navy = 0.05 ai_will_do = { factor = 100 } } blitzkrieg_theorist = { sprite = 14 equipment_bonus = { armor = { instant = yes maximum_speed = 0.10 } } experience_gain_army = 0.05 ai_will_do = { factor = 500 } } light_aircraft_manufacturer = { random = no equipment_bonus = { fighter_equipment = { air_agility = 0.1 maximum_speed = 0.1 } cv_fighter_equipment = { air_agility = 0.1 maximum_speed = 0.1 } } ai_will_do = { factor = 1 } } CAS_manufacturer = { random = no equipment_bonus = { CAS_equipment = { air_ground_attack = 0.1 reliability = 0.1 } cv_CAS_equipment = { air_ground_attack = 0.1 reliability = 0.1 } } ai_will_do = { factor = 1 } } medium_aircraft_manufacturer = { random = no equipment_bonus = { heavy_fighter_equipment = { reliability = 0.2 } tac_bomber_equipment = { reliability = 0.2 } } ai_will_do = { factor = 1 } } heavy_aircraft_manufacturer = { random = no equipment_bonus = { strat_bomber_equipment = { air_bombing = 0.1 } } ai_will_do = { factor = 1 } } naval_aircraft_manufacturer = { random = no equipment_bonus = { # TODO: how about we boost all carrier plane versions here a bit? nav_bomber_equipment = { air_range = 0.1 naval_strike_attack = 0.1 } cv_nav_bomber_equipment = { air_range = 0.1 naval_strike_attack = 0.1 } } ai_will_do = { factor = 1 } } fast_tank_manufacturer = { random = no equipment_bonus = { armor = { maximum_speed = 0.05 reliability = 0.1 } } ai_will_do = { factor = 1 } } medium_tank_manufacturer = { random = no equipment_bonus = { armor = { reliability = 0.05 soft_attack = 0.05 } } ai_will_do = { factor = 1 } } heavy_tank_manufacturer = { random = no equipment_bonus = { armor = { armor_value = 0.05 hard_attack = 0.05 } } ai_will_do = { factor = 1 } } tank_manufacturer = { random = no #generic equipment_bonus = { armor = { reliability = 0.05 } } ai_will_do = { factor = 1 } } pacific_fleet_naval_manufacturer = { #longer ranged, CVs favor larger hangers over armor random = no equipment_bonus = { carrier = { carrier_size = 0.25 armor_value = -0.15 naval_range = 0.25 } capital_ship = { naval_range = 0.25 } screen_ship = { naval_range = 0.25 } submarine = { naval_range = 0.25 } } ai_will_do = { factor = 1 } } atlantic_fleet_naval_manufacturer = { #armored carriers, slightly buffed cap ships random = no equipment_bonus = { carrier = { armor_value = 0.5 } capital_ship = { armor_value = 0.1 attack = 0.1 } #screen_ship = { # #} #submarine = { # #} } ai_will_do = { factor = 1 } } raiding_fleet_naval_manufacturer = { random = no equipment_bonus = { carrier = { surface_visibility = -0.1 naval_speed = 0.1 carrier_size = -0.1 } capital_ship = { surface_visibility = -0.1 naval_speed = 0.1 attack = -0.1 } screen_ship = { surface_visibility = -0.1 naval_speed = 0.1 } submarine = { sub_visibility = -0.1 surface_visibility = -0.1 naval_speed = 0.1 } } ai_will_do = { factor = 1 } } convoy_escort_naval_manufacturer = { random = no equipment_bonus = { screen_ship = { naval_range = 0.3 sub_detection = 0.1 naval_speed = 0.1 build_cost_ic = 0.1 } } ai_will_do = { factor = 1 } } coastal_defence_naval_manufacturer = { random = no equipment_bonus = { carrier = { build_cost_ic = -0.25 carrier_size = -0.2 naval_range = -0.5 } capital_ship = { build_cost_ic = -0.25 armor_value = -0.2 attack = -0.2 naval_range = -0.5 } screen_ship = { build_cost_ic = -0.25 naval_range = -0.5 } submarine = { build_cost_ic = -0.25 naval_range = -0.5 } } ai_will_do = { factor = 1 } } naval_manufacturer = { random = no #generic ai_will_do = { factor = 1 } } artillery_manufacturer = { random = no ai_will_do = { factor = 1 } } infantry_equipment_manufacturer = { random = no ai_will_do = { factor = 1 } } support_equipment_manufacturer = { random = no ai_will_do = { factor = 1 } } motorized_equipment_manufacturer = { random = no ai_will_do = { factor = 1 } } industrial_concern = { random = no ai_will_do = { factor = 1 } } refinery_concern = { random = no ai_will_do = { factor = 1 } } electronics_concern = { random = no ai_will_do = { factor = 1 } } electronics_developer = { random = no ai_will_do = { factor = 1 } } ### Military Minister Traits # 1 is worst, 3 is best army_chief_defensive_1 = { # +5 Defensive efficiency sprite = 9 army_defence_factor = 0.05 ai_will_do = { factor = 1 } } army_chief_defensive_2 = { # +10 Defensive efficiency sprite = 9 army_defence_factor = 0.1 ai_will_do = { factor = 2 } } army_chief_defensive_3 = { # +15 Defensive efficiency sprite = 9 army_defence_factor = 0.15 ai_will_do = { factor = 3 } } army_chief_offensive_1 = { # +5 Offensive efficiency sprite = 7 army_attack_factor = 0.05 ai_will_do = { factor = 1 } } army_chief_offensive_2 = { # +10 Offensive efficiency sprite = 7 army_attack_factor = 0.1 ai_will_do = { factor = 2 } } army_chief_offensive_3 = { # +15 Offensive efficiency sprite = 7 army_attack_factor = 0.15 ai_will_do = { factor = 3 } } army_chief_old_guard = { # Rate at which field experience is gained decreases by 10% sprite = 5 # Should not need sprite, should mostly be secondary experience_gain_army_factor = -0.1 political_power_factor = 0.1 ai_will_do = { factor = 1 } } army_chief_drill_1 = { # Decreases training time for ground units sprite = 5 training_time_army_factor = -0.05 ai_will_do = { factor = 1 } } army_chief_drill_2 = { # Decreases training time for ground units sprite = 5 training_time_army_factor = -0.1 ai_will_do = { factor = 2 } } army_chief_drill_3 = { # Decreases training time for ground units sprite = 5 training_time_army_factor = -0.15 ai_will_do = { factor = 3 } } army_chief_reform_1 = { # Rate at which field experience is gained increases by 5% sprite = 5 experience_gain_army_factor = 0.05 ai_will_do = { factor = 1 } } army_chief_reform_2 = { # Rate at which field experience is gained increases by 10% sprite = 5 experience_gain_army_factor = 0.1 ai_will_do = { factor = 2 } } army_chief_reform_3 = { # Rate at which field experience is gained increases by 15% sprite = 5 experience_gain_army_factor = 0.15 ai_will_do = { factor = 3 } } army_chief_organizational_1 = { # Ground units get 4 more Organization sprite = 5 army_org_factor = 0.04 ai_will_do = { factor = 1 } } army_chief_organizational_2 = { # Ground units get 8 more Organization sprite = 5 army_org_factor = 0.08 ai_will_do = { factor = 2 } } army_chief_organizational_3 = { # Ground units get 12 more Organization sprite = 5 army_org_factor = 0.12 ai_will_do = { factor = 3 } } army_chief_morale_1 = { # Ground units get 4 more Morale sprite = 5 army_morale_factor = 0.04 ai_will_do = { factor = 1 } } army_chief_morale_2 = { # Ground units get 8 more Morale sprite = 5 army_morale_factor = 0.08 ai_will_do = { factor = 2 } } army_chief_morale_3 = { # Ground units get 12 more Morale sprite = 5 army_morale_factor = 0.12 ai_will_do = { factor = 3 } } army_chief_maneuver_1 = { # Ground units move 5% faster sprite = 5 army_speed_factor = 0.05 ai_will_do = { factor = 1 } } army_chief_maneuver_2 = { # Ground units move 10% faster sprite = 5 army_speed_factor = 0.1 ai_will_do = { factor = 2 } } army_chief_maneuver_3 = { # Ground units move 15% faster sprite = 5 army_speed_factor = 0.15 ai_will_do = { factor = 3 } } army_entrenchment_1 = { # Ground units entrench 4% faster sprite = 9 dig_in_speed_factor = 0.04 ai_will_do = { factor = 1 } } army_entrenchment_2 = { # Ground units entrench 8% faster sprite = 9 dig_in_speed_factor = 0.08 ai_will_do = { factor = 2 } } army_entrenchment_3 = { # Ground units entrench 12% faster sprite = 9 dig_in_speed_factor = 0.12 ai_will_do = { factor = 3 } } army_armored_1 = { # +4 armor efficiency sprite = 8 army_armor_attack_factor = 0.05 army_armor_defence_factor = 0.05 ai_will_do = { factor = 1 } } army_armored_2 = { # +8 armor efficiency sprite = 8 army_armor_attack_factor = 0.1 army_armor_defence_factor = 0.1 ai_will_do = { factor = 2 } } army_armored_3 = { # +12 armor efficiency sprite = 8 army_armor_attack_factor = 0.15 army_armor_defence_factor = 0.15 ai_will_do = { factor = 3 } } army_artillery_1 = { # +4 artillery efficiency sprite = 8 army_artillery_attack_factor = 0.1 army_artillery_defence_factor = 0.05 ai_will_do = { factor = 1 } } army_artillery_2 = { # +8 artillery efficiency sprite = 8 army_artillery_attack_factor = 0.15 army_artillery_defence_factor = 0.1 ai_will_do = { factor = 2 } } army_artillery_3 = { # +12 artillery efficiency sprite = 8 army_artillery_attack_factor = 0.2 army_artillery_defence_factor = 0.15 ai_will_do = { factor = 3 } } army_infantry_1 = { # +4 infantry efficiency sprite = 5 army_infantry_attack_factor = 0.05 army_infantry_defence_factor = 0.1 ai_will_do = { factor = 1 } } army_infantry_2 = { # +8 infantry efficiency sprite = 5 army_infantry_attack_factor = 0.1 army_infantry_defence_factor = 0.15 ai_will_do = { factor = 3 } } army_infantry_3 = { # +12 infantry efficiency sprite = 5 army_infantry_attack_factor = 0.15 army_infantry_defence_factor = 0.2 ai_will_do = { factor = 4 } } army_commando_1 = { # +4 paratrooper/marine/mountain efficiency sprite = 5 special_forces_attack_factor = 0.1 special_forces_defence_factor = 0.1 ai_will_do = { factor = 1 } } army_commando_2 = { # +8 paratrooper/marine/mountain efficiency sprite = 5 special_forces_attack_factor = 0.15 special_forces_defence_factor = 0.15 ai_will_do = { factor = 2 } } army_commando_3 = { # +12 paratrooper/marine/mountain efficiency sprite = 5 special_forces_attack_factor = 0.2 special_forces_defence_factor = 0.2 ai_will_do = { factor = 3 } } army_cavalry_1 = { # +4 cavalry/motorized efficiency sprite = 8 cavalry_attack_factor = 0.05 cavalry_defence_factor = 0.05 motorized_attack_factor = 0.05 motorized_defence_factor = 0.05 ai_will_do = { factor = 1 } } army_cavalry_2 = { # +8 cavalry/motorized efficiency sprite = 8 cavalry_attack_factor = 0.1 cavalry_defence_factor = 0.1 motorized_attack_factor = 0.1 motorized_defence_factor =0.1 ai_will_do = { factor = 2 } } army_cavalry_3 = { # +12 cavalry/motorized efficiency sprite = 8 cavalry_attack_factor = 0.15 cavalry_defence_factor = 0.15 motorized_attack_factor = 0.15 motorized_defence_factor = 0.15 ai_will_do = { factor = 3 } } army_regrouping_1 = { # Org regenerates 4% faster sprite = 5 army_morale_factor = 0.04 ai_will_do = { factor = 1 } } army_regrouping_2 = { # Org regenerates 8% faster sprite = 5 army_morale_factor = 0.08 ai_will_do = { factor = 2 } } army_regrouping_3 = { # Org regenerates 12% faster sprite = 5 army_morale_factor = 0.12 ai_will_do = { factor = 3 } } army_concealment_1 = { # Ground units take less damage from air attacks sprite = 9 enemy_army_bonus_air_superiority_factor = -0.05 ai_will_do = { factor = 1 } } army_concealment_2 = { # Ground units take less damage from air attacks sprite = 9 enemy_army_bonus_air_superiority_factor = -0.10 ai_will_do = { factor = 2 } } army_concealment_3 = { # Ground units take less damage from air attacks sprite = 9 enemy_army_bonus_air_superiority_factor = -0.15 ai_will_do = { factor = 3 } } army_logistics_1 = { # Ground units suffer 4% less attrition sprite = 6 attrition = -0.04 ai_will_do = { factor = 2 } } army_logistics_2 = { # Ground units suffer 8% less attrition sprite = 6 attrition = -0.08 ai_will_do = { factor = 4 } } army_logistics_3 = { # Ground units suffer 12% less attrition sprite = 6 attrition = -0.12 ai_will_do = { factor = 6 } } air_chief_reform_1 = { # Rate at which air experience is gained increases by 5% sprite = 5 experience_gain_air_factor = 0.05 ai_will_do = { factor = 1 } } air_chief_reform_2 = { # Rate at which air experience is gained increases by 10% sprite = 5 experience_gain_air_factor = 0.1 ai_will_do = { factor = 2 } } air_chief_reform_3 = { # Rate at which air experience is gained increases by 15% sprite = 5 experience_gain_air_factor = 0.15 ai_will_do = { factor = 3 } } air_chief_safety_1 = { # Rate of air accidents reduced by 5% sprite = 1 air_accidents_factor = -0.05 ai_will_do = { factor = 1 } } air_chief_safety_2 = { # Rate of air accidents reduced by 10% sprite = 1 air_accidents_factor = -0.1 ai_will_do = { factor = 2 } } air_chief_safety_3 = { # Rate of air accidents reduced by 15% sprite = 1 air_accidents_factor = -0.15 ai_will_do = { factor = 3 } } air_chief_old_guard = { sprite = 1 experience_gain_air_factor = -0.1 political_power_factor = 0.1 ai_will_do = { factor = 1 } } air_chief_night_operations_1 = { sprite = 1 air_night_penalty = -0.1 ai_will_do = { factor = 1 } } air_chief_night_operations_2 = { sprite = 1 air_night_penalty = -0.2 ai_will_do = { factor = 2 } } air_chief_night_operations_3 = { sprite = 1 air_night_penalty = -0.3 ai_will_do = { factor = 3 } } air_chief_ground_support_1 = { # Air superiority impact on land units improved by 5% sprite = 2 army_bonus_air_superiority_factor = 0.05 ai_will_do = { factor = 1 } } air_chief_ground_support_2 = { # Air superiority impact on land units improved by 10% sprite = 2 army_bonus_air_superiority_factor = 0.1 ai_will_do = { factor = 2 } } air_chief_ground_support_3 = { # Air superiority impact on land units improved by 15% sprite = 2 army_bonus_air_superiority_factor = 0.15 ai_will_do = { factor = 3 } } # using factor in stead of values because it is applied in ALL weathers (means bonus in good weather) air_chief_all_weather_1 = { # +5 bad weather air efficiency sprite = 1 air_weather_penalty = -0.1 ai_will_do = { factor = 1 } } air_chief_all_weather_2 = { # +10 bad weather air efficiency sprite = 1 air_weather_penalty = -0.2 ai_will_do = { factor = 2 } } air_chief_all_weather_3 = { # +15 bad weather air efficiency sprite = 1 air_weather_penalty = -0.3 ai_will_do = { factor = 3 } } air_air_combat_training_1 = { # Chance of ace generating is increased by 5% sprite = 1 air_ace_generation_chance_factor = 0.05 ai_will_do = { factor = 1 } } air_air_combat_training_2 = { # Chance of ace generating is increased by 10% sprite = 1 air_ace_generation_chance_factor = 0.1 ai_will_do = { factor = 2 } } air_air_combat_training_3 = { # Chance of ace generating is increased by 15% sprite = 1 air_ace_generation_chance_factor = 0.15 ai_will_do = { factor = 3 } } # Guesstimation of what % increased efficiency might look like air_naval_strike_1 = { # Naval Strike mission efficiency increased by 4% sprite = 2 naval_strike_attack_factor = 0.02 naval_strike_targetting_factor = 0.02 naval_strike_agility_factor = 0.02 ai_will_do = { factor = 1 } } air_naval_strike_2 = { # Naval Strike mission efficiency increased by 8% sprite = 2 naval_strike_attack_factor = 0.03 naval_strike_targetting_factor = 0.03 naval_strike_agility_factor = 0.03 ai_will_do = { factor = 2 } } air_naval_strike_3 = { # Naval Strike mission efficiency increased by 12% sprite = 2 naval_strike_attack_factor = 0.05 naval_strike_targetting_factor = 0.05 naval_strike_agility_factor = 0.05 ai_will_do = { factor = 3 } } air_bomber_interception_1 = { # Bomber Interception mission efficiency increased by 4% sprite = 1 air_interception_attack_factor = 0.02 air_interception_defence_factor = 0.02 air_interception_agility_factor = 0.02 ai_will_do = { factor = 1 } } air_bomber_interception_2 = { # Bomber Interception mission efficiency increased by 8% sprite = 1 air_interception_attack_factor = 0.03 air_interception_defence_factor = 0.03 air_interception_agility_factor = 0.03 ai_will_do = { factor = 2 } } air_bomber_interception_3 = { # Bomber Interception mission efficiency increased by 12% sprite = 1 air_interception_attack_factor = 0.05 air_interception_defence_factor = 0.05 air_interception_agility_factor = 0.05 ai_will_do = { factor = 3 } } air_air_superiority_1 = { # Air Superiority mission efficiency increased by 4% sprite = 1 air_air_superiority_attack_factor = 0.02 air_air_superiority_defence_factor = 0.02 air_air_superiority_agility_factor = 0.02 ai_will_do = { factor = 1 } } air_air_superiority_2 = { # Air Superiority mission efficiency increased by 8% sprite = 1 air_air_superiority_attack_factor = 0.03 air_air_superiority_defence_factor = 0.03 air_air_superiority_agility_factor = 0.03 ai_will_do = { factor = 2 } } air_air_superiority_3 = { # Air Superiority mission efficiency increased by 12% sprite = 1 air_air_superiority_attack_factor = 0.05 air_air_superiority_defence_factor = 0.05 air_air_superiority_agility_factor = 0.05 ai_will_do = { factor = 3 } } air_close_air_support_1 = { # Close Air Support mission efficiency increased by 4% sprite = 1 air_close_air_support_attack_factor = 0.02 air_close_air_support_defence_factor = 0.02 air_close_air_support_agility_factor = 0.02 ai_will_do = { factor = 1 } } air_close_air_support_2 = { # Close Air Support mission efficiency increased by 8% sprite = 1 air_close_air_support_attack_factor = 0.03 air_close_air_support_defence_factor = 0.03 air_close_air_support_agility_factor = 0.03 ai_will_do = { factor = 2 } } air_close_air_support_3 = { # Close Air Support mission efficiency increased by 12% sprite = 1 air_close_air_support_attack_factor = 0.05 air_close_air_support_defence_factor = 0.05 air_close_air_support_agility_factor = 0.05 ai_will_do = { factor = 3 } } air_strategic_bombing_1 = { # Strategic Bombing mission efficiency increased by 4% sprite = 2 air_strategic_bomber_attack_factor = 0.01 air_strategic_bomber_defence_factor = 0.01 air_strategic_bomber_agility_factor = 0.01 air_strategic_bomber_bombing_factor = 0.03 ai_will_do = { factor = 1 } } air_strategic_bombing_2 = { # Strategic Bombing mission efficiency increased by 8% sprite = 2 air_strategic_bomber_attack_factor = 0.02 air_strategic_bomber_defence_factor = 0.02 air_strategic_bomber_agility_factor = 0.02 air_strategic_bomber_bombing_factor = 0.05 ai_will_do = { factor = 2 } } air_strategic_bombing_3 = { # Strategic Bombing mission efficiency increased by 12% sprite = 2 air_strategic_bomber_attack_factor = 0.03 air_strategic_bomber_defence_factor = 0.03 air_strategic_bomber_agility_factor = 0.03 air_strategic_bomber_bombing_factor = 0.09 ai_will_do = { factor = 3 } } # Removed? air_tactical_bombing_1 = { # Tactical Bombing mission efficiency increased sprite = 2 air_cas_present_factor = 0.1 ai_will_do = { factor = 1 } } air_tactical_bombing_2 = { # Tactical Bombing mission efficiency increased sprite = 2 air_cas_present_factor = 0.15 ai_will_do = { factor = 2 } } air_tactical_bombing_3 = { # Tactical Bombing mission efficiency increased sprite = 2 air_cas_present_factor = 0.2 ai_will_do = { factor = 3 } } air_airborne_1 = { # Paratrooper drop efficiency increased by 4% sprite = 1 air_paradrop_attack_factor = 0.01 air_paradrop_defence_factor = 0.03 air_paradrop_agility_factor = 0.03 ai_will_do = { factor = 1 } } air_airborne_2 = { # Paratrooper drop efficiency increased by 8% sprite = 1 air_paradrop_attack_factor = 0.02 air_paradrop_defence_factor = 0.05 air_paradrop_agility_factor = 0.05 ai_will_do = { factor = 2 } } air_airborne_3 = { # Paratrooper drop efficiency increased by 12% sprite = 1 air_paradrop_attack_factor = 0.03 air_paradrop_defence_factor = 0.07 air_paradrop_agility_factor = 0.07 ai_will_do = { factor = 3 } } navy_chief_naval_aviation_1 = { sprite = 1 navy_carrier_air_attack_factor = 0.03 navy_carrier_air_targetting_factor 0.03 navy_carrier_air_agility_factor = 0.04 ai_will_do = { factor = 1 } } navy_chief_naval_aviation_2 = { sprite = 1 navy_carrier_air_attack_factor = 0.06 navy_carrier_air_targetting_factor 0.07 navy_carrier_air_agility_factor = 0.08 ai_will_do = { factor = 2 } } navy_chief_naval_aviation_3 = { sprite = 1 navy_carrier_air_attack_factor = 0.1 navy_carrier_air_targetting_factor 0.12 navy_carrier_air_agility_factor = 0.15 ai_will_do = { factor = 3 } } navy_chief_decisive_battle_1 = { sprite = 3 navy_capital_ship_attack_factor = 0.05 navy_capital_ship_defence_factor = 0.05 navy_screen_attack_factor = 0.05 navy_screen_defence_factor = 0.05 ai_will_do = { factor = 1 } } navy_chief_decisive_battle_2 = { sprite = 3 navy_capital_ship_attack_factor = 0.1 navy_capital_ship_defence_factor = 0.1 navy_screen_attack_factor = 0.1 navy_screen_defence_factor = 0.1 ai_will_do = { factor = 2 } } navy_chief_decisive_battle_3 = { sprite = 3 navy_capital_ship_attack_factor = 0.15 navy_capital_ship_defence_factor = 0.15 navy_screen_attack_factor = 0.15 navy_screen_defence_factor = 0.15 ai_will_do = { factor = 3 } } navy_chief_commerce_raiding_1 = { sprite = 3 convoy_raiding_efficiency_factor = 0.1 ai_will_do = { factor = 1 } } navy_chief_commerce_raiding_2 = { sprite = 3 convoy_raiding_efficiency_factor = 0.15 ai_will_do = { factor = 2 } } navy_chief_commerce_raiding_3 = { sprite = 3 convoy_raiding_efficiency_factor = 0.2 ai_will_do = { factor = 3 } } navy_chief_old_guard = { sprite = 3 experience_gain_navy_factor = -0.1 political_power_factor = 0.1 ai_will_do = { factor = 1 } } navy_chief_reform_1 = { sprite = 3 experience_gain_navy_factor = 0.05 ai_will_do = { factor = 1 } } navy_chief_reform_2 = { sprite = 3 experience_gain_navy_factor = 0.1 ai_will_do = { factor = 2 } } navy_chief_reform_3 = { sprite = 3 experience_gain_navy_factor = 0.15 ai_will_do = { factor = 3 } } navy_chief_maneuver_1 = { # Naval units move 5% faster sprite = 3 naval_speed_factor = 0.05 ai_will_do = { factor = 1 } } navy_chief_maneuver_2 = { # Naval units move 10% faster sprite = 3 naval_speed_factor = 0.1 ai_will_do = { factor = 2 } } navy_chief_maneuver_3 = { # Naval units move 15% faster sprite = 3 naval_speed_factor = 0.15 ai_will_do = { factor = 3 } } navy_anti_submarine_1 = { sprite = 4 navy_submarine_detection_factor = 0.1 ai_will_do = { factor = 1 } } navy_anti_submarine_2 = { sprite = 4 navy_submarine_detection_factor = 0.15 ai_will_do = { factor = 2 } } navy_anti_submarine_3 = { sprite = 4 navy_submarine_detection_factor = 0.2 ai_will_do = { factor = 3 } } navy_naval_air_defense_1 = { sprite = 3 navy_anti_air_attack_factor = 0.08 ai_will_do = { factor = 1 } } navy_naval_air_defense_2 = { sprite = 3 navy_anti_air_attack_factor = 0.15 ai_will_do = { factor = 2 } } navy_naval_air_defense_3 = { sprite = 3 navy_anti_air_attack_factor = 0.2 ai_will_do = { factor = 3 } } navy_fleet_logistics_1 = { sprite = 6 navy_max_range_factor = 0.05 ai_will_do = { factor = 1 } } navy_fleet_logistics_2 = { sprite = 6 navy_max_range_factor = 0.10 ai_will_do = { factor = 2 } } navy_fleet_logistics_3 = { sprite = 6 navy_max_range_factor = 0.15 ai_will_do = { factor = 3 } } navy_amphibious_assault_1 = { sprite = 3 amphibious_invasion = 0.05 ai_will_do = { factor = 1 } } navy_amphibious_assault_2 = { sprite = 3 amphibious_invasion = 0.1 ai_will_do = { factor = 2 } } navy_amphibious_assault_3 = { sprite = 3 amphibious_invasion = 0.15 ai_will_do = { factor = 3 } } navy_submarine_1 = { sprite = 4 navy_submarine_attack_factor = 0.1 navy_submarine_defence_factor = 0.05 ai_will_do = { factor = 1 } } navy_submarine_2 = { sprite = 4 navy_submarine_attack_factor = 0.15 navy_submarine_defence_factor = 0.1 ai_will_do = { factor = 2 } } navy_submarine_3 = { sprite = 4 navy_submarine_attack_factor = 0.2 navy_submarine_defence_factor = 0.15 ai_will_do = { factor = 3 } } navy_capital_ship_1 = { sprite = 3 navy_capital_ship_attack_factor = 0.05 navy_capital_ship_defence_factor = 0.05 ai_will_do = { factor = 1 } } navy_capital_ship_2 = { sprite = 3 navy_capital_ship_attack_factor = 0.1 navy_capital_ship_defence_factor = 0.1 ai_will_do = { factor = 2 } } navy_capital_ship_3 = { sprite = 3 navy_capital_ship_attack_factor = 0.15 navy_capital_ship_defence_factor = 0.15 ai_will_do = { factor = 3 } } navy_screen_1 = { sprite = 3 navy_screen_attack_factor = 0.05 navy_screen_defence_factor = 0.1 ai_will_do = { factor = 1 } } navy_screen_2 = { sprite = 3 navy_screen_attack_factor = 0.1 navy_screen_defence_factor = 0.15 ai_will_do = { factor = 2 } } navy_screen_3 = { sprite = 3 navy_screen_attack_factor = 0.15 navy_screen_defence_factor = 0.2 ai_will_do = { factor = 3 } } navy_carrier_1 = { sprite = 3 sortie_efficiency = 0.1 ai_will_do = { factor = 1 } } navy_carrier_2 = { sprite = 3 sortie_efficiency = 0.15 ai_will_do = { factor = 2 } } navy_carrier_3 = { sprite = 3 sortie_efficiency = 0.2 ai_will_do = { factor = 3 } } }