focus_tree = { id = german_focus country = { factor = 0 modifier = { add = 10 tag = GER } } default = no focus = { id = GER_autobahn icon = GFX_goal_generic_construct_infrastructure x = 0 y = 0 cost = 10 ai_will_do = { factor = 12 } completion_reward = { custom_effect_tooltip = GER_autobahn_tt hidden_effect = { 64 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 10 instant_build = yes } } } 59 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 10 instant_build = yes } } } 60 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 10 instant_build = yes } } } 54 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 10 instant_build = yes } } } } } } focus = { id = GER_west_wall icon = GFX_goal_generic_construct_military prerequisite = { focus = GER_autobahn } x = 0 y = 1 cost = 10 ai_will_do = { factor = 8 } completion_reward = { #add_ideas = todt custom_effect_tooltip = available_political_advisor show_ideas_tooltip = todt 50 = { if = { limit = { is_controlled_by = ROOT } custom_effect_tooltip = GER_west_wall_forts hidden_effect = { add_building_construction = { type = bunker level = 3 province = 11640 instant_build = yes } add_building_construction = { type = bunker level = 3 province = 6712 instant_build = yes } add_building_construction = { type = bunker level = 3 province = 6542 instant_build = yes } add_building_construction = { type = bunker level = 3 province = 3530 instant_build = yes } } } } if = { limit = { 42 = { is_demilitarized_zone = yes } } custom_effect_tooltip = GER_west_wall_tt 42 = { custom_effect_tooltip = GER_west_wall_forts } } hidden_effect = { 42 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = bunker level = 3 province = 3558 instant_build = yes } add_building_construction = { type = bunker level = 3 province = 563 instant_build = yes } add_building_construction = { type = bunker level = 3 province = 11531 instant_build = yes } add_building_construction = { type = bunker level = 3 province = 9575 instant_build = yes } } } } } } focus = { id = GER_industrial_effort text = industrial_effort icon = GFX_goal_generic_construct_civ_factory prerequisite = { focus = GER_west_wall } x = 0 y = 2 cost = 10 ai_will_do = { factor = 9 } available_if_capitulated = yes complete_tooltip = { every_state = { limit = { has_state_flag = GER_industrial_effort_2IC } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } } add_tech_bonus = { name = construction_tech_bonus bonus = 0.5 uses = 1 category = construction_tech } } completion_reward = { random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } set_state_flag = GER_industrial_effort_2IC } random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } set_state_flag = GER_industrial_effort_2IC } random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } set_state_flag = GER_industrial_effort_2IC } add_tech_bonus = { name = construction_tech_bonus bonus = 0.5 uses = 1 category = construction_tech } } } focus = { id = GER_industrial_effort_2 text = industrial_effort_2 icon = GFX_goal_generic_construct_civ_factory prerequisite = { focus = GER_industrial_effort } x = 0 y = 3 cost = 10 ai_will_do = { factor = 5 } available_if_capitulated = yes complete_tooltip = { every_state = { limit = { has_state_flag = GER_industrial_effort_2_2IC } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } } add_tech_bonus = { name = construction_tech_bonus bonus = 0.5 uses = 1 category = construction_tech } } completion_reward = { random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } set_state_flag = GER_industrial_effort_2_2IC } random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } set_state_flag = GER_industrial_effort_2_2IC } random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } set_state_flag = GER_industrial_effort_2_2IC } add_tech_bonus = { name = construction_tech_bonus bonus = 0.5 uses = 1 category = construction_tech } } } focus = { id = GER_air_innovation text = air_innovation icon = GFX_goal_generic_build_airforce x = 3 y = 0 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes complete_tooltip = { air_experience = 25 add_tech_bonus = { name = air_sup_bonus bonus = 0.5 uses = 2 category = battlefield_support_tree } every_state = { limit = { has_state_flag = GER_air_innovation_2air } add_building_construction = { type = air_base level = 2 instant_build = yes } } every_state = { limit = { has_state_flag = GER_air_innovation_6air } add_building_construction = { type = air_base level = 6 instant_build = yes } } custom_effect_tooltip = available_chief_of_airforce show_ideas_tooltip = ritter_von_greim } completion_reward = { air_experience = 25 add_tech_bonus = { name = air_sup_bonus bonus = 0.5 uses = 2 category = battlefield_support_tree } if = { limit = { NOT = { any_owned_state = { air_base > 3 air_base < 9 } } } random_owned_controlled_state = { limit = { free_building_slots = { building = air_base size > 5 } } add_building_construction = { type = air_base level = 6 instant_build = yes } set_state_flag = GER_air_innovation_6air } } random_owned_controlled_state = { limit = { air_base > 3 air_base < 9 } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = GER_air_innovation_2air } random_owned_controlled_state = { limit = { air_base > 3 air_base < 9 } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = GER_air_innovation_2air } random_owned_controlled_state = { limit = { air_base > 2 air_base < 9 } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = GER_air_innovation_2air } custom_effect_tooltip = available_chief_of_airforce show_ideas_tooltip = ritter_von_greim } } focus = { id = GER_tactical_air_effort icon = GFX_goal_generic_CAS prerequisite = { focus = GER_air_innovation } mutually_exclusive = { focus = GER_strategic_air_effort } x = 2 y = 1 cost = 10 ai_will_do = { factor = 0.25 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = op_dest_bonus bonus = 0.5 uses = 2 category = battlefield_support_tree } add_tech_bonus = { name = bomber_bonus bonus = 0.5 uses = 1 technology = tactical_bomber2 technology = CAS2 } } } focus = { id = GER_naval_air_effort text = naval_air_effort icon = GFX_goal_generic_air_naval_bomber prerequisite = { focus = GER_tactical_air_effort } x = 2 y = 3 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = nav_bomber_bonus bonus = 0.5 uses = 1 technology = naval_bomber2 } } } focus = { id = GER_strategic_air_effort icon = GFX_goal_generic_air_bomber prerequisite = { focus = GER_air_innovation } mutually_exclusive = { focus = GER_tactical_air_effort } x = 4 y = 1 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { # Balance research bonus for 2 techs in battlefield_support_tree add_tech_bonus = { name = strat_dest_bonus bonus = 0.5 uses = 2 category = battlefield_support_tree } add_tech_bonus = { name = bomber_bonus bonus = 0.5 uses = 1 technology = strategic_bomber2 } } } focus = { id = GER_army_innovation icon = GFX_goal_generic_axis_build_infantry x = 6 y = 0 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { # Balance research bonus for 2 techs under land_doctrine army_experience = 10 add_tech_bonus = { name = land_doc_bonus bonus = 0.5 uses = 2 category = land_doctrine } custom_effect_tooltip = available_chief_of_army show_ideas_tooltip = walther_von_brauchitsch } } focus = { id = GER_soviet_treaty icon = GFX_goal_generic_scientific_exchange prerequisite = { focus = GER_army_innovation } mutually_exclusive = { focus = GER_anti_soviet_pact } #cancel = { # OR = { # has_war_with = SOV # NOT = { country_exists = SOV } # } #} bypass = { OR = { has_war_with = SOV NOT = { country_exists = SOV } } } x = 6 y = 1 cost = 10 ai_will_do = { factor = 10 } completion_reward = { SOV = { country_event = { id = germany.75 days = 1 } custom_effect_tooltip = needs_approval } # Actual reward effects added in event if Soviets approve effect_tooltip = { # Trade influence with the USSR? Or simply let the opinion mod do the work add_tech_bonus = { name = med_armor_bonus bonus = 0.5 ahead_reduction = 1 technology = basic_medium_tank } # Balance research bonus to 2 techs in armor, also in event add_tech_bonus = { name = armor_bonus bonus = 0.5 uses = 2 category = armor } } } } focus = { id = GER_air_innovation_2 icon = GFX_goal_generic_air_fighter2 prerequisite = { focus = GER_strategic_air_effort focus = GER_tactical_air_effort focus = GER_soviet_treaty } x = 4 y = 3 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { air_experience = 50 add_ideas = GER_air_innovations_2_idea # Balance research bonus to next tech among radio, radio_detection, decimetric_radar, improved_decimetric_radar, centimetric_radar, improved_centimetric_radar, advanced_centimetric_radar add_tech_bonus = { name = radar_tech_bonus bonus = 0.5 uses = 1 category = radar_tech } if = { limit = { has_opinion_modifier = sov_ger_treaty NOT = { has_war_with = SOV } } SOV = { country_event = { id = germany.78 days = 1 } } } } } focus = { id = GER_army_innovation_2 icon = GFX_goal_generic_army_tanks prerequisite = { focus = GER_soviet_treaty } x = 6 y = 3 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { # Balance research bonus to 2 techs in land_doctrine army_experience = 20 add_tech_bonus = { name = land_doc_bonus bonus = 0.5 uses = 2 category = land_doctrine } add_tech_bonus = { bonus = 0.5 uses = 1 name = mech_army_bonus technology = basic_medium_tank technology = improved_medium_tank technology = advanced_medium_tank technology = mechanised_infantry } # REVISIT Might want to add bonuses to Soviet through event, since focus branches from treaty } } focus = { id = GER_rocketry_focus icon = GFX_focus_rocketry prerequisite = { focus = GER_industrial_effort_2 } prerequisite = { focus = GER_air_innovation_2 } x = 2 y = 5 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_ideas = GER_rocketry_idea } } focus = { id = GER_wunderwaffe icon = GFX_focus_wonderweapons prerequisite = { focus = GER_rocketry_focus } x = 1 y = 6 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = secret_bonus bonus = 0.5 uses = 1 category = nuclear category = rocketry } } } focus = { id = GER_extra_tech_slot icon = GFX_focus_research text = extra_tech_slot prerequisite = { focus = GER_rocketry_focus } x = 3 y = 6 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_research_slot = 1 } } focus = { #should already be signed in 39 id = GER_mol_rib_pact icon = GFX_goal_molotov_ribbentrop_pact prerequisite = { focus = GER_soviet_treaty } mutually_exclusive = { focus = GER_anti_soviet_pact } available = { is_puppet = no has_army_manpower = { size > 849999 } #ca 90 div SOV = { NOT = { has_war_with = GER } country_exists = SOV } } cancel = { OR = { has_war_with = SOV NOT = { country_exists = SOV } } } cancel_if_invalid = no x = 7 y = 4 cost = 10 ai_will_do = { factor = 10 modifier = { factor = 0 NOT = { has_completed_focus = GER_anti_comitern_pact } } } completion_reward = { # REVISIT Rework event series to fit new design or retain old design SOV = { country_event = { id = germany.11 days = 1 } custom_effect_tooltip = GER_mol_rib_pact_tt custom_effect_tooltip = needs_approval } } } focus = { id = GER_soviet_ally icon = GFX_goal_generic_dangerous_deal prerequisite = { focus = GER_mol_rib_pact } mutually_exclusive = { focus = GER_ussr_war_goal } available = { is_puppet = no has_war = no SOV = { has_war = no NOT = { has_war_with = GER } is_puppet = no } } bypass = { SOV = { is_in_faction_with = GER } } x = 8 y = 5 cost = 10 ai_will_do = { factor = 0.01 modifier = { factor = 0 NOT = { is_in_faction_with = POL } country_exists = POL } modifier = { factor = 0 OR = { has_war_with = POL has_war_with = FRA } } } completion_reward = { if = { limit = { is_faction_leader = yes } custom_effect_tooltip = ger_sov_buddies_tooltip_2 } custom_effect_tooltip = ger_sov_buddies_tooltip add_ideas = soviet_german_friendship SOV = { add_opinion_modifier = { target = GER modifier = ger_sov_alliance_focus } add_ideas = soviet_german_friendship country_event = germany.89 } } } focus = { id = GER_turkey_puppet icon = GFX_goal_generic_forceful_treaty prerequisite = { focus = GER_soviet_ally } available = { is_puppet = no OR = { GRE = { is_in_faction_with = GER all_owned_state = { controller = { is_in_faction_with = GER } } } } NOT = { has_war_with = SOV } country_exists = TUR } x = 8 y = 7 cost = 10 ai_will_do = { factor = 1 } completion_reward = { TUR = { country_event = { id = germany.79 days = 1 } } } } focus = { id = GER_rhineland icon = GFX_goal_generic_military_sphere x = 12 y = 0 cost = 10 available = { is_puppet = no } bypass = { 42 = { is_demilitarized_zone = no } 51 = { is_demilitarized_zone = no } } ai_will_do = { factor = 10 } completion_reward = { 42 = { set_demilitarized_zone = no } 51 = { set_demilitarized_zone = no } custom_effect_tooltip = GER_rhineland_ultimatum add_political_power = 120 army_experience = 5 add_named_threat = { threat = 5 name = GER_rhineland } if = { limit = { FRA = { is_puppet = no } } FRA = { country_event = { id = germany.60 } custom_effect_tooltip = may_provoke_hostility } } } } focus = { id = GER_japan_friend icon = GFX_goal_generic_military_deal prerequisite = { focus = GER_rhineland } mutually_exclusive = { focus = GER_china_friend } available = { AND = { country_exists = JAP JAP = { is_puppet = no } NOT = { has_war_with = JAP } JAP = { custom_trigger_tooltip = { tooltip = GER_alone_or_peace_faction_tt is_alone_or_in_faction_at_peace_with_GER = yes } } } } x = 13 y = 1 cost = 10 available_if_capitulated = yes ai_will_do = { factor = 1 modifier = { is_in_faction_with = JAP factor = 0 #GER-sempai has already noticed you! } } completion_reward = { JAP = { add_opinion_modifier = { target = GER modifier = ger_jap_diplomacy_focus } } CHI = { add_opinion_modifier = { target = GER modifier = withdrew_advisors } } } } focus = { id = GER_china_friend icon = GFX_goal_generic_military_deal prerequisite = { focus = GER_rhineland } mutually_exclusive = { focus = GER_japan_friend } available = { AND = { country_exists = CHI CHI = { is_puppet = no } NOT = { has_war_with = CHI } CHI = { custom_trigger_tooltip = { tooltip = GER_alone_or_peace_faction_tt is_alone_or_in_faction_at_peace_with_GER = yes } } } } x = 11 y = 1 cost = 10 ai_will_do = { factor = 0.5 modifier = { is_in_faction_with = JAP factor = 0 } } available_if_capitulated = yes completion_reward = { CHI = { add_opinion_modifier = { target = GER modifier = ger_chi_diplomacy_focus } } JAP = { add_opinion_modifier = { target = GER modifier = supported_the_chinese } } } } focus = { id = GER_anti_comitern_pact icon = GFX_goal_anti_comintern_pact prerequisite = { focus = GER_rhineland } x = 9 y = 1 cost = 10 available = { is_puppet = no NOT = { has_government = communism } NOT = { is_in_faction_with = SOV } } ai_will_do = { factor = 1 } completion_reward = { SOV = { add_opinion_modifier = { target = ROOT modifier = pact_against_us } } add_named_threat = { threat = 2 name = GER_anti_comitern_pact } every_other_country = { limit = { NOT = { tag = GER } NOT = { has_war_with = GER } NOT = { is_in_faction_with = SOV } OR = { capital_scope = { is_on_continent = europe } capital_scope = { is_on_continent = asia } num_of_factories > 30 } OR = { has_government = fascism AND = { is_neighbor_of = SOV NOT = { has_government = communism } } } } country_event = germany.5 } } } focus = { id = GER_anti_soviet_pact icon = GFX_goal_anti_comintern_pact prerequisite = { focus = GER_anti_comitern_pact } mutually_exclusive = { focus = GER_mol_rib_pact } available = { is_puppet = no has_army_manpower = { size > 849999 } #ca 90 div is_neighbor_of = SOV } x = 9 y = 4 cost = 10 ai_will_do = { factor = 2.5 } completion_reward = { hidden_effect = { SOV = { remove_opinion_modifier = { target = ROOT modifier = pact_against_us } } } SOV = { add_opinion_modifier = { target = ROOT modifier = worse_pact_against_us } } add_ideas = anti_soviet_pact custom_effect_tooltip = GER_anti_soviet_pact_tt custom_effect_tooltip = GER_anti_soviet_pact_tt_2 every_other_country = { limit = { has_opinion_modifier = anti_comintern_pact_opinion OR = { NOT = { is_in_faction = yes } is_in_faction_with = GER } NOT = { tag = GER } NOT = { has_war_with = GER } } country_event = germany.83 } hidden_effect = { news_event = { hours = 12 id = news.215 } } } } focus = { id = GER_ussr_war_goal icon = GFX_goal_generic_war_with_comintern prerequisite = { focus = GER_anti_comitern_pact } mutually_exclusive = { focus = GER_soviet_ally } will_lead_to_war_with = SOV cancel = { NOT = { country_exists = SOV } } x = 10 y = 5 cost = 10 historical_ai = { NOT = { any_home_area_neighbor_country = { has_war_with = ROOT } } } bypass = { has_war_with = SOV } ai_will_do = { factor = 10 modifier = { factor = 0 OR = { has_army_manpower = { size < 1199999 } any_home_area_neighbor_country = { has_war_with = ROOT } } } modifier = { factor = 0 #AI should not pick this focus if it does not share a border with the Soviets NOT = { any_home_area_neighbor_country = { tag = SOV } } } modifier = { factor = 0 is_historical_focus_on = yes date < 1939.1.1 } } completion_reward = { create_wargoal = { type = annex_everything target = SOV } } } focus = { id = GER_turkey_friend icon = GFX_goal_generic_improve_relations prerequisite = { focus = GER_ussr_war_goal } prerequisite = { focus = GER_italy_ally } available = { is_puppet = no NOT = { has_war_with = TUR } TUR = { exists = yes is_puppet = no } TUR = { custom_trigger_tooltip = { tooltip = GER_alone_or_peace_faction_tt is_alone_or_in_faction_at_peace_with_GER = yes } } } #bypass = { # OR = { # TUR = { is_in_faction_with = GER } # NOT = { country_exists = TUR } # } #} x = 10 y = 7 cost = 10 ai_will_do = { factor = 1 } #available_if_capitulated = no completion_reward = { TUR = { add_opinion_modifier = { target = GER modifier = ger_tur_diplomacy_focus } if = { limit = { TUR = { is_ai = yes NOT = { is_in_faction = yes } NOT = { is_puppet = yes } } GER = { is_faction_leader = yes } } GER = { add_to_faction = TUR } # REVISIT Might be a better way to handle this add_ai_strategy = { type = alliance id = "GER" value = 200 } } if = { limit = { GER = { has_government = fascism } } add_ideas = fascist_influence } if = { limit = { GER = { has_government = communism } } add_ideas = communist_influence } if = { limit = { GER = { has_government = democratic } } add_ideas = democratic_influence } country_event = { id = generic.1 } } } } focus = { id = GER_anschluss icon = GFX_goal_anschluss prerequisite = { focus = GER_rhineland } available = { is_puppet = no has_army_manpower = { size > 549999 } NOT = { has_idea = rhineland_challenge_met } } cancel = { OR = { is_puppet = yes has_idea = rhineland_challenge_met } } cancel_if_invalid = no x = 15 y = 1 cost = 10 ai_will_do = { factor = 10 modifier = { factor = 0 date < 1938.1.1 } } completion_reward = { army_experience = 10 if = { limit = { country_exists = AUS AUS = { has_civil_war = no OR = { owns_state = 4 owns_state = 152 owns_state = 153 } } } AUS = { country_event = germany.28 } } if = { limit = { any_other_country = { original_tag = AUS has_civil_war = yes OR = { owns_state = 4 owns_state = 152 owns_state = 153 } } } custom_effect_tooltip = germany.126.warning random_other_country = { limit = { original_tag = AUS OR = { has_government = fascism AND = { has_government = neutrality NOT = { any_other_country = { original_tag = AUS has_government = fascism } } } NOT = { any_other_country = { original_tag = AUS OR = { has_government = fascism has_government = neutrality } } } } } country_event = { id = germany.126 days = 1 } } } if = { limit = { 4 = { owner = { NOT = { tag = AUS } NOT = { is_in_faction_with = ROOT } } } } add_state_core = 4 } if = { limit = { 152 = { owner = { NOT = { tag = AUS } NOT = { is_in_faction_with = ROOT } } } } add_state_core = 152 } if = { limit = { 153 = { owner = { NOT = { tag = AUS } NOT = { is_in_faction_with = ROOT } } } } add_state_core = 153 } } } focus = { id = GER_demand_memel icon = GFX_goal_generic_forceful_treaty prerequisite = { focus = GER_anschluss } available = { is_puppet = no } x = 16 y = 2 cost = 10 bypass = { 188 = { is_owned_by = GER } 85 = { is_owned_by = GER } 86 = { is_owned_by = GER } } ai_will_do = { factor = 10 modifier = { factor = 0 date < 1939.1.1 } } completion_reward = { 188 = { add_claim_by = GER } 85 = { add_claim_by = GER } 86 = { add_claim_by = GER } add_named_threat = { threat = 3 name = GER_demand_memel_threat } if = { limit = { LIT = { owns_state = 188 controls_state = 188 } } LIT = { country_event = { id = baltic.4 } } } } } focus = { id = GER_danzig_or_war icon = GFX_goal_generic_demand_territory prerequisite = { focus = GER_demand_memel } mutually_exclusive = { focus = GER_danzig_vs_slovakia } will_lead_to_war_with = POL available = { is_puppet = no has_army_manpower = { size > 949999 } #100 div #Make custom trigger tooltip here 85 = { owner = { original_tag = POL } controller = { original_tag = POL } } OR = { POL = { has_civil_war = no } #custom_trigger_tooltip = { #tooltip = GER_danzig_trigger_polish_civil_war AND = { any_other_country = { original_tag = POL has_civil_war = yes OR = { is_in_faction_with = ROOT has_volunteers_amount_from = { tag = GER count > 0 } } } } #} } } bypass = { OR = { has_war_with = POL is_in_faction_with = POL NOT = { 85 = { controller = { original_tag = POL } owner = { original_tag = POL } } } } } cancel_if_invalid = no x = 16 y = 5 cost = 10 ai_will_do = { factor = 10 modifier = { factor = 0 OR = { date < 1939.1.1 any_neighbor_country = { has_war_with = GER NOT = { has_capitulated = yes } strength_ratio = { tag = GER ratio > 0.6 } } } } } completion_reward = { add_named_threat = { threat = 5 name = GER_danzig_or_war } if = { limit = { 85 = { controller = { tag = POL has_civil_war = no } } } effect_tooltip = { transfer_state = 85 remove_state_claim = 86 } POL = { country_event = { id = germany.86 } if = { limit = { NOT = { is_in_faction_with = ROOT } } custom_effect_tooltip = needs_approval } if = { limit = { is_in_faction_with = ROOT ROOT = { is_faction_leader = yes } } custom_effect_tooltip = GER_danzig_or_war_POL_faction_GER_leader } if = { limit = { is_in_faction_with = ROOT NOT = { ROOT = { is_faction_leader = yes } } } custom_effect_tooltip = GER_danzig_or_war_POL_faction_GER_noleader } } } if = { limit = { 85 = { owner = { OR = { original_tag = POL tag = POL } } } } random_other_country = { limit = { original_tag = POL has_civil_war = yes OR = { is_in_faction_with = GER has_volunteers_amount_from = { tag = GER count > 0 } } } country_event = { id = germany.113 days = 1 } } custom_effect_tooltip = GER_danzig_or_war_POL_civil_war } } } focus = { id = GER_weserubung icon = GFX_goal_generic_more_territorial_claims prerequisite = { focus = GER_danzig_or_war } mutually_exclusive = { focus = GER_denmark_friend } will_lead_to_war_with = DEN will_lead_to_war_with = NOR bypass = { AND = { OR = { DEN = { is_in_faction_with = GER NOT = { country_exists = DEN } } } } } available = { POL = { NOT = { controls_state = 85 } NOT = { controls_state = 10 } } OR = { has_war_with = ENG NOT = {country_exists = ENG} } } x = 17 y = 7 cost = 10 ai_will_do = { factor = 10 modifier = { factor = 0 date < 1939.1.1 } } completion_reward = { if = { limit = { NOT = { DEN = { is_in_faction_with = GER } } country_exists = DEN } create_wargoal = { type = take_state_focus target = DEN generator = { 37 } } } if = { limit = { NOT = { NOR = { is_in_faction_with = GER } } country_exists = NOR } create_wargoal = { type = take_state_focus target = NOR generator = { 110 } } } add_tech_bonus = { name = tp_bonus bonus = 0.5 ahead_reduction = 1 uses = 1 technology = transport technology = landing_craft technology = tank_landing_craft } hidden_effect = { news_event = { hours = 6 id = news.233 } } } } focus = { id = GER_around_maginot icon = GFX_goal_generic_attack_allies prerequisite = { focus = GER_danzig_or_war focus = GER_poland_friend} available = { OR = { NOT = { HOL = { is_in_faction_with = GER } } NOT = { BEL = { is_in_faction_with = GER } } NOT = { LUX = { is_in_faction_with = GER } } } } bypass = { HOL = { OR = { exists = no is_in_faction_with = GER has_war_with = ROOT } } BEL = { OR = { exists = no is_in_faction_with = GER has_war_with = ROOT } } LUX = { OR = { exists = no is_in_faction_with = GER has_war_with = ROOT } } } historical_ai = { date > 1939.1.1 NOT = { any_home_area_neighbor_country = { NOT = { tag = FRA } has_war_with = ROOT surrender_progress < 0.5 } } } will_lead_to_war_with = BEL will_lead_to_war_with = HOL will_lead_to_war_with = LUX will_lead_to_war_with = FRA x = 15 y = 7 cost = 4 ai_will_do = { factor = 10 modifier = { factor = 0.05 date < 1939.1.1 } modifier = { factor = 0.2 any_home_area_neighbor_country = { NOT = { tag = FRA } has_war_with = ROOT surrender_progress < 0.5 } } } completion_reward = { #limit wargoals to when it makes sense to give them. No faction, war or non exist if = { limit = { country_exists = BEL NOT = { BEL = { is_in_faction_with = GER } } NOT = { has_war_with = BEL } } create_wargoal = { type = take_state_focus target = BEL generator = { 6 } } } if = { limit = { country_exists = HOL NOT = { HOL = { is_in_faction_with = GER } } NOT = { has_war_with = HOL } } create_wargoal = { type = take_state_focus target = HOL generator = { 7 } } } if = { limit = { country_exists = LUX NOT = { LUX = { is_in_faction_with = GER } } NOT = { has_war_with = LUX } } create_wargoal = { type = take_state_focus target = LUX generator = { 8 } } } hidden_effect = { news_event = { hours = 6 id = news.234 } } } } focus = { id = GER_czech_friend icon = GFX_goal_generic_improve_relations prerequisite = { focus = GER_anschluss } mutually_exclusive = { focus = GER_demand_sudetenland } available = { has_army_manpower = { size > 749999 } NOT = { has_war_with = CZE } CZE = { custom_trigger_tooltip = { tooltip = GER_alone_or_peace_faction_tt is_alone_or_in_faction_at_peace_with_GER = yes } exists = yes } } bypass = { CZE = { is_in_faction_with = GER } } cancel = { OR = { NOT = { country_exists = CZE } has_war_with = CZE } } cancel_if_invalid = no x = 12 y = 2 cost = 10 ai_will_do = { factor = 2.5 modifier = { factor = 0 CZE = { has_opinion = { target = GER value < 0 } } } modifier = { factor = 5 CZE = { has_opinion = { target = GER value > 20 } } } modifier = { factor = 4 CZE = { has_completed_focus = CZE_german_leanings } } modifier = { factor = 4 CZE = { has_completed_focus = CZE_deliver_sudetenland } } modifier = { factor = 2 CZE = { has_completed_focus = CZE_go_right } } } completion_reward = { CZE = { add_opinion_modifier = { target = GER modifier = ger_cze_diplomatic_focus } if = { limit = { GER = { has_government = fascism } } add_ideas = fascist_influence } if = { limit = { GER = { has_government = communism } } add_ideas = communist_influence } if = { limit = { GER = { has_government = democratic } } add_ideas = democratic_influence } country_event = { id = generic.1 } } hidden_effect = { news_event = { hours = 6 id = news.200 } } } } focus = { id = GER_demand_sudetenland icon = GFX_goal_demand_sudetenland prerequisite = { focus = GER_anschluss } mutually_exclusive = { focus = GER_czech_friend } will_lead_to_war_with = CZE will_lead_to_war_with = FRA available = { is_puppet = no has_army_manpower = { size > 749999 } #80 div NOT = { AND = { CZE = { is_in_faction_with = GER } has_war = yes } } } bypass = { OR = { CZE = { is_puppet_of = GER } 69 = { CONTROLLER = { has_war_with = GER } } GER = { controls_state = 69 } } } cancel = { is_puppet = yes } cancel_if_invalid = no x = 14 y = 2 cost = 10 ai_will_do = { factor = 10 } completion_reward = { if = { limit = { OR = { ENG = { exists = no } has_war_with = ENG has_war_with = FRA AND = { CZE = { is_subject = yes } OR = { CZE = { NOT = { is_puppet_of = HUN } } NOT = { has_dlc = "Death or Dishonor" } } } CZE = { has_war_with = ENG } CZE = { has_war_with = FRA } CZE = { is_in_faction_with = GER } } CZE = { controls_state = 69 } } if = { limit = { CZE = { is_subject = no } } CZE = { country_event = { id = germany.122 } } else = { CZE = { OVERLORD = { country_event = { id = germany.122 } } } } } } if = { limit = { has_dlc = "Death or Dishonor" CZE = { NOT = { is_in_faction_with = GER } } #in case AH is in faction with GER and dragged a subject CZE along. OR = { 69 = { is_owned_by = HUN } #AH restored AND = { CZE = { is_subject_of = HUN } 69 = { is_owned_by = CZE } } } } HUN = { country_event = germany.122 } } if = { limit = { ENG = { exists = yes } ENG = { is_subject = no } NOT = { has_war_with = ENG } NOT = { has_war_with = FRA } CZE = { is_subject = no } CZE = { NOT = { is_in_faction_with = GER } } CZE = { NOT = { has_war_with = ENG } } CZE = { controls_state = 69 } OR = { HUN = { NOT = { has_completed_focus = HUN_protect_czechoslovakia #DOD only } } CZE = { has_country_flag = HUN_AH_CZE_refused } } } ENG = { country_event = germany.40 } add_named_threat = { threat = 3 name = GER_demand_sudetenland_threat } } 69 = { add_claim_by = GER } if = { limit = { NOT = { CZE = { controls_state = 69 } } NOT = { 69 = { is_controlled_by = HUN } HUN = { has_completed_focus = HUN_protect_czechoslovakia } } 69 = { controller = { NOT = { is_in_faction_with = GER } } } } add_named_threat = { threat = 3 name = GER_demand_sudetenland_threat } 69 = { controller = { GER = { create_wargoal = { type = take_state_focus target = PREV generator = { 69 } } } } } } } } focus = { id = GER_first_vienna_award icon = GFX_goal_generic_military_deal prerequisite = { focus = GER_demand_sudetenland } bypass = { OR = { AND = { NOT = { CZE = { controls_state = 664 } } NOT = { owns_state = 664 } } HUN = { is_friend_or_potential_friend_of_GER = no } CZE = { is_puppet_of = GER } CZE = { is_in_faction_with = GER } } } available = { is_puppet = no owns_state = 69 } x = 14 y = 3 cost = 10 ai_will_do = { factor = 10 } completion_reward = { HUN = { country_event = { id = germany.51 } add_opinion_modifier = { target = GER modifier = GER_first_vienna_award_GER } } every_other_country = { limit = { is_faction_leader = yes } reverse_add_opinion_modifier = { target = HUN modifier = GER_first_vienna_award_other } } } } focus = { id = GER_end_of_czechoslovakia icon = GFX_goal_generic_territory_or_war prerequisite = { focus = GER_first_vienna_award } available = { is_puppet = no has_army_manpower = { size > 749999 } NOT = { has_war_with = CZE } } bypass = { OR = { CZE = { is_puppet_of = GER } CZE = { is_in_faction_with = GER } has_war_with = CZE NOT = { country_exists = CZE } any_other_country = { is_in_faction_with = GER CZE = { is_puppet_of = PREV } } } } x = 14 y = 4 cost = 10 ai_will_do = { factor = 10 } completion_reward = { if = { limit = { country_exists = CZE CZE = { NOT = { is_subject_of = HUN } } } set_global_flag = end_of_czechoslovakia CZE = { country_event = germany.53 } } if = { limit = { OR = { CZE = { is_subject_of = HUN } HUN = { owns_state = 9#Prague - AH annexed CZE } } } add_state_claim = 9 add_state_claim = 75 } if = { limit = { NOT = { country_exists = CZE } } country_event = { id = germany.55 hours = 6 } } add_named_threat = { threat = 5 name = GER_end_of_czechoslovakia } } } focus = { id = GER_second_vienna_award icon = GFX_goal_generic_cavalry prerequisite = { focus = GER_czech_friend focus = GER_end_of_czechoslovakia } x = 12 y = 5 cost = 10 ai_will_do = { factor = 10 } available = { is_puppet = no has_army_manpower = { size > 749999 } has_capitulated = no } bypass = { OR = { AND = { OR = { HUN = { NOT = { has_government = fascism } is_friend_or_potential_friend_of_GER = no } ROM = { OR = { AND = { NOT = { controls_state = 76 } NOT = { controls_state = 83 } NOT = { controls_state = 84 } } has_war_with = HUN AND = { is_in_faction_with = GER HUN = { NOT = { is_in_faction_with = GER } }#GER should not want to give territory to Hungary if Romania joined the axis early. } } } } OR = { BUL = { is_friend_or_potential_friend_of_GER = no } ROM = { OR = { NOT = { controls_state = 77 } has_war_with = BUL } } } } HUN = { exists = no } ROM = { exists = no } HUN = { has_capitulated = yes } ROM = { has_capitulated = yes } HUN = { is_subject_of = ROM } #just rude } } completion_reward = { if = { limit = { HUN = { has_government = fascism is_friend_or_potential_friend_of_GER = yes } ROM = { controls_state = 76 NOT = { has_war_with = HUN } } } country_event = { id = germany.20 } } } } focus = { id = GER_italy_ally icon = GFX_goal_generic_major_alliance prerequisite = { focus = GER_second_vienna_award } available = { NOT = { has_war_with = ITA } } bypass = { OR = { is_in_faction_with = ITA has_war_with = ITA NOT = { country_exists = ITA } } } x = 12 y = 6 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { ITA = { add_opinion_modifier = { target = GER modifier = ger_ita_alliance_focus } } } } focus = { id = GER_nationalist_spain_ally icon = GFX_goal_generic_major_alliance prerequisite = { focus = GER_italy_ally } available = { SPR = { has_civil_war = no } any_other_country = { original_tag = SPR has_government = fascism NOT = { has_war_with = GER } NOT = { is_in_faction_with = GER } } FRA = { OR = { NOT = { country_exists = THIS } has_capitulated = yes has_government = fascism } } } #bypass = { # any_other_country = { # original_tag = SPR # has_government = fascism # is_in_faction_with = GER # } #} x = 12 y = 7 cost = 10 ai_will_do = { factor = 10 } completion_reward = { if = { limit = { OR = { SPR = { NOT = { has_government = fascism } } NOT = { country_exists = SPR } } } custom_effect_tooltip = GER_nationalist_spain_ally_tt } random_other_country = { limit = { original_tag = SPR has_government = fascism } remove_ideas = SPA_recovering_from_civil_war add_opinion_modifier = { target = GER modifier = ger_spa_alliance_focus } } } } focus = { id = GER_danzig_vs_slovakia icon = GFX_goal_generic_intelligence_exchange prerequisite = { focus = GER_end_of_czechoslovakia } mutually_exclusive = { focus = GER_danzig_or_war } available = { is_puppet = no OR = { SLO = { exists = yes is_in_faction_with = GER } owns_state = 70 } NOT = { owns_state = 85 } NOT = { has_war_with = POL } POL = { owns_state = 72 } } x = 14 y = 5 cost = 10 ai_will_do = { factor = 0 } completion_reward = { POL = { country_event = { id = germany.80 days = 1 } } } } focus = { id = GER_poland_friend icon = GFX_goal_generic_improve_relations prerequisite = { focus = GER_danzig_vs_slovakia } available = { NOT = { has_global_flag = sov_yes_pact } NOT = { has_war_with = POL } POL = { custom_trigger_tooltip = { tooltip = GER_alone_or_peace_faction_tt is_alone_or_in_faction_at_peace_with_GER = yes } } } bypass = { is_in_faction_with = POL is_alone_or_in_faction_at_peace_with_GER = no } x = 14 y = 6 cost = 10 ai_will_do = { factor = 0 } completion_reward = { POL = { add_opinion_modifier = { target = GER modifier = ger_pol_diplomacy_focus } if = { limit = { GER = { has_government = fascism } } add_ideas = fascist_influence } if = { limit = { GER = { has_government = communism } } add_ideas = communist_influence } if = { limit = { GER = { has_government = democratic } } add_ideas = democratic_influence } country_event = { id = generic.1 } } } } focus = { id = GER_war_with_france icon = GFX_goal_generic_major_war prerequisite = { focus = GER_around_maginot focus = GER_weserubung } available = { is_puppet = no NOT = { is_in_faction_with = FRA } } x = 16 y = 8 cost = 10 bypass = { OR = { NOT = { country_exists = FRA } has_war_with = FRA } } historical_ai = { date > 1939.1.1 NOT = { any_neighbor_country = { has_war_with = ROOT } } } ai_will_do = { factor = 10 modifier = { factor = 0.05 date < 1939.1.1 } } completion_reward = { add_named_threat = { threat = 5 name = GER_war_with_france_threat } create_wargoal = { type = take_state_focus target = FRA generator = { 28 } } } } focus = { id = GER_naval_rearmament icon = GFX_goal_generic_build_navy x = 22 y = 0 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes bypass = { custom_trigger_tooltip = { tooltip = naval_effort_tt NOT = { any_owned_state = { free_building_slots = { building = dockyard size > 1 include_locked = yes } } } } } complete_tooltip = { every_state = { limit = { has_state_flag = GER_naval_rearmament_2dockyards } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } } every_state = { limit = { has_state_flag = GER_naval_rearmament_1dockyard } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } } } completion_reward = { random_owned_controlled_state = { limit = { dockyard > 0 free_building_slots = { building = dockyard size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } set_state_flag = GER_naval_rearmament_2dockyards } random_owned_controlled_state = { limit = { dockyard > 0 free_building_slots = { building = dockyard size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } set_state_flag = GER_naval_rearmament_1dockyard } } } focus = { id = GER_naval_effort text = naval_effort icon = GFX_goal_generic_navy_doctrines_tactics prerequisite = { focus = GER_naval_rearmament } x = 22 y = 3 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes complete_tooltip = { navy_experience = 25 every_state = { limit = { has_state_flag = GER_naval_effort_2dockyards } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } } add_tech_bonus = { name = dd_bonus bonus = 0.5 uses = 1 technology = improved_destroyer technology = advanced_destroyer } add_tech_bonus = { name = cr_bonus bonus = 0.5 uses = 1 technology = improved_light_cruiser technology = advanced_light_cruiser technology = improved_heavy_cruiser technology = advanced_heavy_cruiser } } completion_reward = { navy_experience = 25 random_owned_controlled_state = { limit = { dockyard > 0 free_building_slots = { building = dockyard size > 2 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } set_state_flag = GER_naval_effort_2dockyards } add_tech_bonus = { name = dd_bonus bonus = 0.5 uses = 1 technology = improved_destroyer technology = advanced_destroyer } add_tech_bonus = { name = cr_bonus bonus = 0.5 uses = 1 technology = improved_light_cruiser technology = advanced_light_cruiser technology = improved_heavy_cruiser technology = advanced_heavy_cruiser } } } focus = { id = GER_plan_z icon = GFX_goal_generic_navy_battleship prerequisite = { focus = GER_naval_effort } mutually_exclusive = { focus = GER_u_boat_effort } x = 21 y = 6 cost = 10 ai_will_do = { factor = 0.25 } available_if_capitulated = yes completion_reward = { navy_experience = 50 add_tech_bonus = { name = bc_bonus bonus = 0.5 uses = 1 technology = basic_battlecruiser } add_tech_bonus = { name = bb_bonus bonus = 0.5 uses = 1 technology = basic_battleship technology = improved_battleship technology = advanced_battleship technology = heavy_battleship technology = heavy_battleship2 } add_tech_bonus = { name = cv_bonus bonus = 0.5 uses = 1 technology = early_carrier technology = basic_carrier technology = improved_carrier technology = advanced_carrier } } } focus = { id = GER_u_boat_effort icon = GFX_goal_generic_navy_submarine prerequisite = { focus = GER_naval_effort } mutually_exclusive = { focus = GER_plan_z } x = 23 y = 6 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes complete_tooltip = { navy_experience = 25 every_state = { limit = { has_state_flag = GER_u_boat_effort_2dockyards } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } } add_tech_bonus = { name = GER_u_boat_effort bonus = 0.5 uses = 1 technology = early_submarine technology = basic_submarine technology = improved_submarine technology = advanced_submarine } } completion_reward = { navy_experience = 25 random_owned_controlled_state = { limit = { dockyard > 0 free_building_slots = { building = dockyard size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } set_state_flag = GER_u_boat_effort_2dockyards } add_tech_bonus = { name = GER_u_boat_effort bonus = 0.5 uses = 1 technology = early_submarine technology = basic_submarine technology = improved_submarine technology = advanced_submarine } } } focus = { id = GER_trade_interdiction icon = GFX_goal_generic_wolf_pack prerequisite = { focus = GER_u_boat_effort } x = 23 y = 7 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = ti_bonus name = GER_trade_interdiction bonus = 0.5 category = trade_interdiction_tree } } } focus = { id = GER_denmark_friend icon = GFX_goal_generic_improve_relations prerequisite = { focus = GER_plan_z } mutually_exclusive = { focus = GER_weserubung } available = { country_exists = DEN NOT = { has_war_with = DEN } DEN = { custom_trigger_tooltip = { tooltip = GER_alone_or_peace_faction_tt is_alone_or_in_faction_at_peace_with_GER = yes } } } bypass = { OR = { is_in_faction_with = DEN } } x = 19 y = 7 cost = 10 ai_will_do = { factor = 1 } completion_reward = { DEN = { add_opinion_modifier = { target = GER modifier = ger_naval_intimidation_focus } if = { limit = { GER = { has_government = fascism } } add_ideas = fascist_influence } if = { limit = { GER = { has_government = communism } } add_ideas = communist_influence } if = { limit = { GER = { has_government = democratic } } add_ideas = democratic_influence } country_event = { id = generic.1 } } hidden_effect = { news_event = { hours = 6 id = news.232 } } } } focus = { id = GER_norway_friend icon = GFX_goal_generic_military_deal prerequisite = { focus = GER_denmark_friend } available = { NOT = { has_war_with = NOR } NOR = { custom_trigger_tooltip = { tooltip = GER_alone_or_peace_faction_tt is_alone_or_in_faction_at_peace_with_GER = yes } } } bypass = { OR = { is_in_faction_with = NOR NOT = { country_exists = NOR } } } x = 18 y = 8 cost = 10 ai_will_do = { factor = 1 } completion_reward = { NOR = { add_opinion_modifier = { target = GER modifier = ger_naval_intimidation_focus } if = { limit = { GER = { has_government = fascism } } add_ideas = fascist_influence } if = { limit = { GER = { has_government = communism } } add_ideas = communist_influence } if = { limit = { GER = { has_government = democratic } } add_ideas = democratic_influence } country_event = { id = generic.1 } } add_tech_bonus = { name = tp_bonus bonus = 0.5 uses = 2 technology = transport technology = landing_craft technology = tank_landing_craft } } } focus = { id = GER_dutch_friend icon = GFX_goal_generic_major_alliance prerequisite = { focus = GER_denmark_friend } available = { NOT = { has_war_with = HOL } HOL = { custom_trigger_tooltip = { tooltip = GER_alone_or_peace_faction_tt is_alone_or_in_faction_at_peace_with_GER = yes } } } bypass = { OR = { HOL = { is_in_faction_with = GER } NOT = { country_exists = HOL } } } x = 20 y = 8 cost = 10 ai_will_do = { factor = 1 } completion_reward = { HOL = { add_opinion_modifier = { target = GER modifier = ger_naval_intimidation_focus } if = { limit = { GER = { has_government = fascism } } add_ideas = fascist_influence } if = { limit = { GER = { has_government = communism } } add_ideas = communist_influence } if = { limit = { GER = { has_government = democratic } } add_ideas = democratic_influence } country_event = { id = generic.1 } } JAP = { add_opinion_modifier = { target = GER modifier = befriended_the_dutch } } } } focus = { id = GER_sweden_friend icon = GFX_goal_generic_propaganda prerequisite = { focus = GER_norway_friend } available = { NOT = { has_war_with = SWE } SWE = { custom_trigger_tooltip = { tooltip = GER_alone_or_peace_faction_tt is_alone_or_in_faction_at_peace_with_GER = yes } } } bypass = { OR = { SWE = { is_in_faction_with = GER } NOT = { country_exists = SWE } } } x = 18 y = 9 cost = 10 ai_will_do = { factor = 1 } completion_reward = { SWE = { add_opinion_modifier = { target = GER modifier = ger_naval_intimidation_focus } if = { limit = { GER = { has_government = fascism } } add_ideas = fascist_influence } if = { limit = { GER = { has_government = communism } } add_ideas = communist_influence } if = { limit = { GER = { has_government = democratic } } add_ideas = democratic_influence } country_event = { id = generic.1 } if = { limit = { has_idea = neutrality_idea } remove_ideas = neutrality_idea } } } } focus = { id = GER_improve_national_spirit prerequisite = { focus = GER_anschluss } icon = GFX_goal_support_fascism available = { custom_trigger_tooltip = { tooltip = GER_improve_national_spirit_tooltip OR = { GER = { controls_state = 126 } any_other_country = { is_in_faction_with = GER controls_state = 126 } } OR = { GER = { controls_state = 16 } any_other_country = { is_in_faction_with = GER controls_state = 16 } } } } cancel = { AND = { has_war = no 126 = { owner = { NOT = { tag = GER } NOT = { is_in_faction_with = GER } } } 16 = { owner = { NOT = { tag = GER } NOT = { is_in_faction_with = GER } } } } } cancel_if_invalid = no x = 20 y = 2 cost = 10 ai_will_do = { factor = 10 } completion_reward = { remove_ideas = sour_loser add_ideas = triumphant_will } } ############################################ ############## BALKAN BRANCH ############### ############################################ focus = { id = GER_demand_slovenia prerequisite = { focus = GER_anschluss } icon = GFX_goal_generic_political_pressure available = { NOT = { has_war_with = YUG } NOT = { is_in_faction_with = YUG } is_puppet = no controls_state = 4 controls_state = 152 has_army_manpower = { size > 749999 } #ca 80 div YUG = { owns_state = 102 } NOT = { YUG = { is_puppet_of = GER } } } bypass = { GER = { owns_state = 102 } } cancel = { OR = { is_in_faction_with = YUG has_war_with = YUG YUG = { is_puppet_of = GER } NOT = { controls_state = 4 } NOT = { controls_state = 152 } NOT = { YUG = { owns_state = 102 } } } } cancel_if_invalid = no x = 18 y = 2 cost = 10 ai_will_do = { factor = 1 } completion_reward = { add_named_threat = { threat = 2 name = GER_demand_slovenia_threat } YUG = { add_opinion_modifier = { target = GER modifier = GER_demand_slovenia_YUG } } if = { limit = { NOT = { has_war_with = ENG } YUG = { is_puppet = no NOT = { has_war_with = ENG } } } ENG = { country_event = { id = britain.14 } } } if = { limit = { OR = { YUG = { is_puppet = yes } YUG = { has_war_with = ENG } has_war_with = ENG } } create_wargoal = { type = annex_everything target = YUG } } } } focus = { id = GER_first_ljubljana_award prerequisite = { focus = GER_demand_slovenia } icon = GFX_goal_generic_military_deal available = { is_puppet = no NOT = { is_in_faction_with = YUG } OR = { AND = { country_exists = YUG NOT = { has_war_with = YUG } owns_state = 102 } AND = { NOT = { country_exists = YUG } owns_state = 102 owns_state = 45 owns_state = 106 owns_state = 103 owns_state = 105 } } OR = { YUG = { is_puppet = no } YUG = { is_puppet_of = GER } } } bypass = { OR = { is_in_faction_with = YUG NOT = { country_exists = YUG } NOT = { OR = { YUG = { owns_state = 45 } YUG = { owns_state = 106 } } } AND = { HUN = { is_friend_or_potential_friend_of_GER = no } BUL = { is_friend_or_potential_friend_of_GER = no } ITA = { is_friend_or_potential_friend_of_GER = no } } } } x = 18 y = 3 cost = 10 ai_will_do = { factor = 10 } completion_reward = { if = { limit = { HUN = { is_friend_or_potential_friend_of_GER = yes NOT = { is_in_faction_with = YUG } } } hidden_effect = { HUN = { country_event = { id = hungary.6 days = 1 } add_opinion_modifier = { target = GER modifier = GER_first_ljubljana_award_GER } set_country_flag = GER_first_ljubljana_award } } effect_tooltip = { HUN = { add_opinion_modifier = { target = GER modifier = GER_first_ljubljana_award_GER } transfer_state = 45 } } every_other_country = { limit = { is_faction_leader = yes NOT = { tag = GER } } reverse_add_opinion_modifier = { target = HUN modifier = GER_first_ljubljana_award_other } } } if = { limit = { BUL = { is_friend_or_potential_friend_of_GER = yes NOT = { is_in_faction_with = YUG } } } hidden_effect = { BUL = { country_event = { id = bulgaria.3 days = 1 } add_opinion_modifier = { target = GER modifier = GER_first_ljubljana_award_GER } set_country_flag = GER_first_ljubljana_award } } effect_tooltip = { BUL = { add_opinion_modifier = { target = GER modifier = GER_first_ljubljana_award_GER } transfer_state = 106 } } every_other_country = { limit = { is_faction_leader = yes NOT = { tag = GER } } reverse_add_opinion_modifier = { target = BUL modifier = GER_first_ljubljana_award_other } } } if = { limit = { ITA = { OR = { has_completed_focus = ITA_slovenia_dalmatia_claims owns_state = 44 } is_friend_or_potential_friend_of_GER = yes NOT = { is_in_faction_with = YUG } } } hidden_effect = { ITA = { country_event = { id = italy.13 days = 1 } add_opinion_modifier = { target = GER modifier = GER_first_ljubljana_award_GER } } set_country_flag = GER_first_ljubljana_award } effect_tooltip = { ITA = { add_opinion_modifier = { target = GER modifier = GER_first_ljubljana_award_GER } if = { limit = { has_completed_focus = ITA_slovenia_dalmatia_claims } transfer_state = 103 } if = { limit = { owns_state = 44 } transfer_state = 105 } } } every_other_country = { limit = { is_faction_leader = yes NOT = { tag = GER } } reverse_add_opinion_modifier = { target = ITA modifier = GER_first_ljubljana_award_other } } } #hidden_effect = { # news_event = { hours = 6 id = news.208 } #} } } focus = { id = GER_fate_of_yugoslavia prerequisite = { focus = GER_first_ljubljana_award } icon = GFX_goal_generic_territory_or_war available = { is_puppet = no NOT = { has_war_with = YUG } NOT = { is_in_faction_with = YUG } } bypass = { OR = { NOT = { country_exists = YUG } any_other_country = { is_in_faction_with = ROOT YUG = { is_puppet_of = PREV } } } } x = 18 y = 4 cost = 10 ai_will_do = { factor = 10 } completion_reward = { country_event = { id = germany.98 } } } focus = { id = GER_second_ljubljana_award mutually_exclusive = { focus = GER_war_with_greece } prerequisite = { focus = GER_fate_of_yugoslavia } icon = GFX_goal_generic_forceful_treaty available = { is_puppet = no GRE = { has_war = no owns_state = 731 owns_state = 186 owns_state = 185 owns_state = 47 } } x = 18 y = 5 cost = 10 ai_will_do = { factor = 10 } #bypass = { # OR = { # GRE = { # NOT = { owns_state = 731 } # NOT = { owns_state = 186 } # NOT = { owns_state = 185 } # NOT = { owns_state = 47 } # } # AND = { # OR = { # NOT = { country_exists = ITA } # ITA = { has_war_with = GRE } # NOT = { has_completed_focus = ITA_greece_war_goal } # AND = { # ITA = { # NOT = { is_in_faction_with = GER } # is_in_faction = yes # } # } # } # OR = { # NOT = { country_exists = BUL } # BUL = { has_war_with = GRE } # AND = { # BUL = { # NOT = { is_in_faction_with = GER } # is_in_faction = yes # } # } # } # AND = { # 731 = { # OR = { # NOT = { any_neighbor_state = { is_owned_by = GER } } # NOT = { is_owned_by = GRE } # } # } # 47 = { # OR = { # NOT = { any_neighbor_state = { is_owned_by = GER } } # NOT = { is_owned_by = GRE } # } # } # 185 = { # OR = { # NOT = { any_neighbor_state = { is_owned_by = GER } } # NOT = { is_owned_by = GRE } # } # } # } # } # } #} completion_reward = { add_named_threat = { threat = 2 name = GER_second_ljubljana_award } if = { limit = { GRE = { OR = { owns_state = 185 owns_state = 186 owns_state = 47 } } ITA = { NOT = { has_war_with = GRE } country_exists = ITA has_completed_focus = ITA_greece_war_goal OR = { is_in_faction_with = GER is_in_faction = no } } } set_global_flag = GER_second_ljubljana_award_ITA_event country_event = { id = germany.99 } } if = { limit = { GRE = { owns_state = 184 } BUL = { NOT = { has_war_with = GRE } country_exists = BUL OR = { is_in_faction_with = GER is_in_faction = no } } } set_global_flag = GER_second_ljubljana_award_BUL_event country_event = { id = germany.100 } } if = { limit = { any_neighbor_country = { tag = GRE } OR = { NOT = { country_exists = ITA } AND = { ITA = { NOT = { is_in_faction_with = GER } is_in_faction = yes } } } OR = { NOT = { country_exists = BUL } AND = { BUL = { NOT = { is_in_faction_with = GER } is_in_faction = yes } } } } set_global_flag = GER_second_ljubljana_award_GER_event country_event = { id = germany.101 } } custom_effect_tooltip = GER_second_ljubljana_award_tt } } focus = { id = GER_war_with_greece prerequisite = { focus = GER_fate_of_yugoslavia } mutually_exclusive = { focus = GER_second_ljubljana_award } icon = GFX_goal_generic_occupy_states_ongoing_war will_lead_to_war_with = GRE available = { GRE = { exists = yes has_war = yes } NOT = { is_in_faction_with = GRE } } x = 20 y = 5 cost = 10 ai_will_do = { factor = 10 } completion_reward = { create_wargoal = { target = GRE type = annex_everything } } } focus = { id = GER_fate_of_greece prerequisite = { focus = GER_second_ljubljana_award } icon = GFX_goal_demand_sudetenland available = { country_exists = GRE NOT = { has_war_with = GRE } GRE = { is_puppet = no } } x = 18 y = 6 cost = 10 ai_will_do = { factor = 10 } completion_reward = { GRE = { country_event = { id = greece.3 hours = 6 } } } } }