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Originally posted by JRaup
Does this actually work for dissent? I know that fractional values can be used in other areas, but I wasn't aware that dissent would accept them in a command line.

Yes, it works. IIRC it doesn't show up correctly in the event window but it is certainly saved correctly.
 
Originally posted by Lone Wolf
:D Sorry to hijack this thread, but i couldn´t let this post pass without agreed with Generalíssimo:D

LOL! A Brazilian, for sure! :rolleyes: I always keep telling all my friends - I am gonna marry a Brazilian woman!!
 
Scripting for Democratic countries

I chose this thread because this isn't territory related, but is discussion on the principle behind some event writing.

The issue is as in the subject line: scripting special events for democratic countries. Hopefully we can get various views on this.

Let me start by stating why I think this is worth discussion. When we play HoI, we are in the position of decision-maker for the country we play. Is that the position of the actual leader of a country or the cabinet/parliament? Different players will conceptualize that in different ways.

It becomes easier - very easy - when playing a Communist or Fascist country to view yourself as the sole honcho Premier/Dictator/Leader making those decisions as they pop up.
However, it can become a more murky concept when playing a democratic country.

In theory and generally in practice, in democratic countries the top executive officer (President, Prime Minister, etc) does not wield anywhere near the politically-unobstructed freedom for decisive national action that leaders in other countries do (Communist/Fascist). True, when at a state of war this becomes easier to do, but can still be difficult. And of course it varies from country to country as the form of democracy differs, and in fact from administration to administration per country as individuals flow in and out of office.

Point is, I am under the distinct impression that some types of events should not allow the player to immediately make the country's decision, but rather allow the player to push the government towards a certain decision. An example - and what started me thinking about this - is the current issue we are debating and working on in regards to a remotely-possible French rearmament plan before the historical date of war (Western Europe thread). During the times that this event may appear (according to our discussion) France will not be in a state of war (or wouldn't be historically). So it would certainly be an internal political debate to be decided by the French political body, not solely by the French player/leader.

Here's where the complexity arises based on my previous comment about how the player visualizes his 'role' in the game.

If the player views himself as the entire body of politicians, then it's really no big deal and he reasonably should be able to pick and choose policy as he sees fit.

However, if he views himself as the actual leader of the country, then he should have to attempt to deal with the situation in a political fashion similiar to actual democratic process and not with the freedom that a dictator-type leader would wield.

It comes down to this - does a player want to play a democratic nation as a democratic leader (with all its challenges) or does he want to play a democratic leader as a fascist/communist leader?

Surely, of course, there are decisions where the democratic leader has sole capacity to make decisions, but as in the example raised above, not always.

So what I am putting out to the community - after this long post - is:

Do we want to script certain, critical events (not all, but only those where the principle is applicable) in a manner that replicates the internal democratic debate that would occur, or do we want to give the player complete autonomy?

I would vote for the challenge of true democratic process.

As an example, what I would like to see occur in the French Rearmament situation is the ability as the 'B' option for the player to push for reform of the military and the decision leads into random chance resolution (somewhat similar to the current Nomonhan result scripting where we use a pair of events with a 80/20% chance - the program randomly chooses one or the other based upon chance). The final decision based on random chance would reflect the internal democratic debate and the political body's final vote on the matter. It may take a different type of scripting that what I have mentioned (because we have to account for probability in regards to AI control), but the idea is to create an opportunity where the player must decide to exert his political influence and will and at some point hand it over to the entire cabinet/parliment for final decision.

-PK
 
Last edited:
I'm not so sure that the game engine can handle this, and that we may be over burdening the event files by doing this. I do agree that the democratic nations aren't truly modeled in game, as a player can just decide to do option x at his/her whim. However, I don't think we can get that fine a detail with the current engine, and event structure. Given the sheer number of events that would have to be created to do this, I think that it is a non-starter. Lastly, there is a presupposition that when a player makes a choice, he/she is somehow able to get that option through thier respective governmental system. This is one of the more abstracted processes in game, where the player is presumed to be able to accomplish what ever option they so choose. While I like the idea, I think that it would tend towards breaking the game, and over burdening the engine as a whole.
 
I got one!

A month or two prior to the start of Japans involvement in WWII (1940/41) Maritime Unionists in New Zealand and Australia refuse to load pig iron aboard ships bound for Japan. This caused outrage among this business community and right wing elements who had a good trade going with Japan at the time.

Maybe +1 dissent in these countries and drop in Japans steel stocks?

Loving C.O.R.E by the way!
 
JRaup,

Appreciate your input. Perhaps I wasn't clear about this, but I am talking a handful of events only. And most of those would be early in the game before most democratic countries are at war. Only key events/decisions like the French rearmament issue. Too late in CORE's development and simply too much to do all of the democratic country events in the game. Plus a possible overload.

But I do think key events should be scripted in this fashion as that often dictates situational factors and boundaries later. And in fact, this is often what democratic countries had to deal with - the limiting factors resulting from political decisions made prior to war.

-PK
 
Originally posted by Phil K
JRaup,

Appreciate your input. Perhaps I wasn't clear about this, but I am talking a handful of events only. And most of those would be early in the game before most democratic countries are at war. Only key events/decisions like the French rearmament issue. Too late in CORE's development and simply too much to do all of the democratic country events in the game. Plus a possible overload.

But I do think key events should be scripted in this fashion as that often dictates situations later. And in fact, this is often what democratic countries had to deal with - the limiting factors resulting from political decisions made prior to war.

-PK

OK, I see where you're coming from. Even so, I think we are probably better served by having such things handled as event effects, rather than new events. This has been the basic design philosophy, and I think we should try and stay with it. That all said, revising existing events, and expanding them, to create more complete chains, and cause-effect lines is fine, and I think that this is more what you're suggesting (If I'm wrong correct me). In any case, we do need to be careful. The more events with more than one option increases the chances of ahistorical results, and that hsould be limited somewhat to the more significant events IMO. We don't want to go beyond a certain limit that has major game effects with multiple options.

I also think that much of what you suggest is already in game, in a very abstracted way. The French situation for example, is plodding enough at the begining. I'm not sure how you'd intend to add to this, or to say the UK either. I think we may be better served by Ai switches rather than event chains, but I haven't given much thought to human player effects.

Go ahead and continue on. I'll just keep on being a gadfly until I see where this is going better.
 
I tend to agree with JRaup's statement that the event choices represent the efforts of the President/cabinet to win the necessary support for the policy, and not just an executive order to be immediately carried out. The effects of that decision should include the costs involved in getting it through the system, represented by increased dissent, reduced IC/supplies/DI or whatever. If a specific decision or policy would not have succeeded even with a campaign of political/economic/media pressure supporting it, it shouldn't be an option at all.

While this is the most efficient and uncomplicated way to represent the limits on executive decision-making in a democracy, I think we could do some interesting things with new events in some situations. I like the idea of adding an element of uncertainty to some event chains (the Nomonhan events are a good example). With very few additional events you can create a chain like Nomonhan, with a choice made by the player determining the probability of each possible outcome, rather than a linear cause and effect. Alternate versions of historical events that trigger only under certain conditions can also work well, the USA election events for example.

Of course the more options added, the less likely it is to see a historical outcome for the war overall, but I think we can keep this under control by carefully defining the trigger conditions for these events, so the ahistorical options appear only under the right circumstances. Different options could become available or unavailable based on dissent and warentry levels, who won the last election, or decisions made in previous events. I would especially like to see elections made more meaningful, making different event options available as well as different ministers. I think the options available to the player of a democratic nation should be somewhat limited by the leaders they choose to elect.

Reflecting the political obstacles to a major policy shift is part of what I was trying to do in my last suggestion for French rearmament events. After the initial choice is made for an accelerated rearmament, there is a random chance for a counter-event under certain circumstances. If France has too much dissent, too little war entry support, or the political polarization event, there is the chance of a 'political opposition to rearmament' event- the 'A' option would block the rearmament and the 'B' option would go ahead with an additional dissent hit. This makes the ahistorical choice very unlikely by the AI in most cases, but under certain ahistorical circumstances the chance is actually greater than if you had just one event with the 5% B option. The player still has the choice but has to pay the additional costs for pushing an unpopular policy.
 
I'm not dead... and comments...

Hey all,

First of all, to smark74, if you have ideas like this and want to get some new events included in the game, this is where to post them. As well, you could post the same stuff in the regional threads - yours should fall under the "Germany" thread... it may take some time to actually get the events into the CORE mod, as people on the team will want to review the effects and options.

To Phil, JRaup, and Fallout_Boy, I am really in line with what Fallout_Boy last said, I think adding event chains with multiple options (let's say more than 2) that only fire under certain conditions is a nice way of simulating a more restrictive political environment as opposed to the relative freedom of action in dictatorships...

Just my 2 cents...
JesseJames
 
Atlantic Wall

I would like help with the brackets, the reduction of suplies and steel pool and the increase of fortress value and some approval :D

######################
# The Atlantic Wall by Pimparel #
######################

event = {
id = xxx
random = no
country = GER

trigger = {
atwar = yes
exists = VIC
random = 70
}

name = "The Atlantic Wall"
desc = "In November 5, Hitler ordered Rommel to inspect the Atlantic Wall. After two weeks Rommel denounced the Wall as a farce, a bluff. (page 63-64 of D-Day, by Stephen E. Ambrose)."
style = 0

date = { day = 1 month = january year = 1942 }
deathdate = { day = 30 month = december year = 1945 }

action_a = {
name = "Rundstedt disagree, the enemy should move inland. Partial effort."
command = { type = coastal_fort which = 538 value = 2 } #Brest
command = { type = flak which = 538 value = 1 }
command = { type = coastal_fort which = 537 value = 2 } #Saint-Malo
command = { type = flak which = 537 value = 1 }
command = { type = coastal_fort which = 532 value = 3 } #Cherbourg
command = { type = flak which = 532 value = 2 }
command = { type = coastal_fort which = 531 value = 3 } #Caen
command = { type = flak which = 531 value = 2 }
command = { type = coastal_fort which = 522 value = 3 } #Rouen
command = { type = flak which = 522 value = 2 }
command = { type = coastal_fort which = 518 value = 2 } #Lille
command = { type = flak which = 518 value = 1 }
command = { type = coastal_fort which = 548 value = 2 } #Antwerpen
command = { type = coastal_fort which = 590 value = 2 } #Groningen
command = { type = coastal_fort which = 922 value = 2 } #La Rochelle
command = { type = coastal_fort which = 948 value = 2 } #Bordeaux
command = { type = steelpool value = -7500 }
command = { type = supplies value = -900 }
}
action_b = {
name = "Rommel is right. Full effort."
command = { type = coastal_fort which = 538 value = 3 } #Brest
command = { type = flak which = 538 value = 2 }
command = { type = coastal_fort which = 537 value = 3 } #Saint-Malo
command = { type = flak which = 537 value = 2 }
command = { type = coastal_fort which = 532 value = 5 } #Cherbourg
command = { type = flak which = 532 value = 2 }
command = { type = coastal_fort which = 531 value = 5 } #Caen
command = { type = flak which = 531 value = 2 }
command = { type = coastal_fort which = 522 value = 5 } #Rouen
command = { type = flak which = 522 value = 2 }
command = { type = coastal_fort which = 518 value = 3 } #Lille
command = { type = flak which = 518 value = 2 }
command = { type = coastal_fort which = 548 value = 2 } #Antwerpen
command = { type = flak which = 548 value = 1 }
command = { type = coastal_fort which = 590 value = 2 } #Groningen
command = { type = flak which = 590 value = 1 }
command = { type = coastal_fort which = 922 value = 2 } #La Rochelle
command = { type = flak which = 922 value = 1 }
command = { type = coastal_fort which = 948 value = 2 } #Bordeaux
command = { type = flak which = 948 value = 1 }
command = { type = steelpool value = -10000 }
command = { type = supplies value = -1500 }
}

action_c = {
name = "We don't fear the puny Allies."
command = { type = influence value = 10}
}
}

edit: I put the right tabulation, but it won't appear!!!:(
 
Harvard HoI Hacking

While studying the Harvard Hoi Hacking site for triggers I found two intersting ones, that I never saw in use.

type = prio_research which = [tech id]
type = start_research which = [tech id]

and with the conjuction of

type = ai which = "[file name]"

We can create a series of events to the AI as strategy packs. Like when Vichy is created the German AI event pops with some options, a) Prepare for Barbarossa, b) Prepare Sealion, c) Disrupt London.
With a) the research should involve armor an artillery with the proper ai, b) research should involve naval tech and c) research should aim for V1 and V2.

Or USA AI with a) Bomb the hell out of the krauts, b) Land on Europe or c) Europe are for europeans, lets fight the Japs! With emphasys on a) Heavy Air, b) Infantry/Armor or c) Marines.
 
Re: Harvard HoI Hacking

Originally posted by pimparel
We can create a series of events to the AI as strategy packs. Like when Vichy is created the German AI event pops with some options, a) Prepare for Barbarossa, b) Prepare Sealion, c) Disrupt London.
With a) the research should involve armor an artillery with the proper ai, b) research should involve naval tech and c) research should aim for V1 and V2.

Or USA AI with a) Bomb the hell out of the krauts, b) Land on Europe or c) Europe are for europeans, lets fight the Japs! With emphasys on a) Heavy Air, b) Infantry/Armor or c) Marines.

The problem is that the AI would consistantly select one option and that would make the AI predictable. There already are problems with people that are familiar with the AI selection criteria being able to exploit that knowledge. I think that coming up with AI files that have the emphasis on each of those topics would be useful if they could be made to work as desired. The AI for Bombing the Hell... could be triggered by Germany controlling western Europe becuase there is no way to get ground forces into immediate use. That would probably be a more effective way to have the AI selected. It would be bad if Germany selected prepare for Sealion through an event if Britain controlled the North Sea (which usually happens) or if Russia is already involved. MDow
 
Re: Minor Mexican - Austrian Event

Originally posted by Sonic
Mexico was the only country who protested against the "Anschluss". Maybe this would be a minor event for Mexico and Germany.
Any ideas?

Ill write this up tonight if you like. Im doing a big political pack (over 300 events) which should make it into 0.7 and this very much fits the profile. :)

Ghost_dk
 
A new event for Finland

I don't know how to code events(or rather im too lazy to learn the "simple" codings :)), so I will just go ahead and suggest an evet.



Description: Finland lost approximately 10% of it's land in the Winter War, in that area lived about 400 000 people. All those people had to be given new homes. The problem was that the Swedish speaking minority(living in the best agricultural areas) didn't want to endanger their position, so majority of the land that was given to the evacs, was taken from the middle and north Finland.

(This could be linked with the Winter war historical outcome event)
2 options:
A)Give land from Middle and North Finland
effects: IC(half of the amount lost in Viipuri and Sortavala) and mapower increase in the Middle/Northern provinces
B)Give them ladn from all over Finland
Effects:
Dissent +10(Finno-Swedes[doesn't translate properly, I know] get angry)
Increase the IC and manpower with the same amount as was lost in Sortavala and Viipuri.
 
question on scripting

Guys, is it possible to create more than four resulting actions for an event? I know we can have up to four. If we can, I would guess that each additional option has a standard 5% chance of occurence with the main option 'A' percentage dropping by a corresponding 5% with each new option.

Can someone verify or deny this?
 
Enigma events

########################################################################
event = {
id = 121201534
random = no
country = Eng

trigger= {
war = { country = GER country = ENG }
technology = 3104
technology = 11509
random = 25
}


date = { day = 4 month = March year = 1936 }
offset = 20
deathdate = { day = 30 month = december year = 1967 }

name = "Special Operation service Commandos makes raids to gather intelligents on ships in port. "
desc = "Special Operation service Commandos makes raids to gather intelligents on ships in port. "

style = 0

action_a = {
name = "Enigma machine was ditched but seized a spare set of wheels and sufficient material for reading German coded messages."

command = {type = setflag which = Enigma1}


}
}




########################################################################
event = {
id = 121201535
random = no
country = Eng

trigger= {war = { country = GER country = ENG }
technology = 3104
technology = 11509
random = 15
}


date = { day = 4 month = March year = 1936 }
offset = 30
deathdate = { day = 30 month = december year = 1967 }

name = " The Germans weather ship Munchen boarded off Iceland "
desc = "The Germans weather ship Munchen boarded off Iceland"

style = 0

action_a = {
name = "Information and codes allowing intelligent officers to read not only a months messages but also those for the next two months after her capture. With valuable information about the exact location of various weather ships at large. Each with their own Enigma machine."

command = {type = setflag which = Enigma2}


}
}


########################################################################
event = {
id = 121201536
random = no
country = Eng

trigger= {
technology = 6719
random = 10
}


date = { day = 4 month = March year = 1936 }
offset = 20
deathdate = { day = 30 month = december year = 1967 }

name = "The escort destroyer manages one of the luckiest and most valuable finds of the war"
desc = "In the after math of forcing U- boat U 110 to surface the captain orders the crew to set scuttling charges and abandon ship, but to his dismay the charges did not detonate."

style = 0

action_a = {
name = "Boarding party finds Enigma machine and all the codebooks intact, including two special codes of unknown type."

command = {type = setflag which = Enigma3}


}
}


########################################################################
event = {
id = 121201537
random = no
country = Eng

trigger= { war = { country = GER country = ENG }
flag = Enigma1
flag = Enigma2
flag = Enigma3
random = 80

}


date = { day = 4 month = March year = 1936 }
offset = 30
deathdate = { day = 30 month = december year = 1967 }

name = " The British, with further material from another captured weather ship were able to reconstruct future editions of new codes and delve into the secrets of the new Naval Enigma machine against the day when new codes could be seized."
desc = "German supply convoys and Atlantic submarine fleets suffer as allied ships converged on there locations"

style = 0

action_a = {
name = "Great the Tide turns in the Atlantic."

command = { }


}
}


########################################################################
event = {
id = 121201538
random = no
country = ger

trigger= { event = 121201537
random = 70



}


date = { day = 4 month = March year = 1936 }
offset = 30
deathdate = { day = 30 month = december year = 1967 }

name = "We are taking heavy losses at sea"
desc = "our submarines losses are mounting the british must be useing a new kind of radar to detect our subs"

style = 0

action_a = {
name = "No, the Tide turns in the Atlantic."

command = { type = gain_tech which = 13507 }


}
}


########################################################################
event = {
id = 121201539
random = no
country = ger

trigger= { event = 121201538
random = 5



}


date = { day = 4 month = may year = 1936 }
offset = 90
deathdate = { day = 30 month = december year = 1967 }

name = "We are taking heavy losses at sea"
desc = "Our codes and enigma machine was been broken we must replace that system with a more secure one"

style = 0

action_a = {
name = "great"

command = { type = gain_tech which = 13508 }


}
}

########################################################################
event = {
id = 1212015349
random = no
country = usa
trigger= { war = { country = usa country = ger }
random = 70
}


date = { day = 11 month = january year = 1936 }
offset = 20
deathdate = { day = 30 month = december year = 1967 }

name = "US admiral Enrist King refused to back a convoy system on the grounds of escorted convoys forces available."
desc = "using inferior submarine chasers such as coastguard cutters,converted yachts and armed trawlers the german had there way against us Merchant ships"

style = 0

action_a = {
name = "dam"

command = { type = gain_tech which = 1351198 }
command = { type = trigger which = 1212015359 }




}
}


########################################################################
event = {
id = 1212015359
random = no
country = ger
trigger= { war = { country = usa country = ger }
event = 1212015349
}


date = { day = 11 month = March year = 1936 }
offset = 10
deathdate = { day = 30 month = december year = 1967 }

name = "US admiral Enrist King refused to back a convoy system on the grounds of escorted convoys forces available."
desc = "using inferior submarine chasers such as coastguard cutters,converted yachts and armed trawlers the german had there way against us Merchant ships"

style = 0

action_a = {
name = "great"
command = { type = gain_tech which = 1350998 }



}
}


########################################################################
event = {
id = 1212015369
random = no
country = ger
trigger= { war = { country = usa country = ger }
event = 1212015359

}


date = { day = 11 month = March year = 1936 }
offset = 35
deathdate = { day = 30 month = december year = 1967 }

name = "US admiral Enrist King gave approvel to start a full convoy system."
desc = "Admiral king writes in a letter to Army Cheif of Staff General Geoge Marshall:I might say.... that escort is not just one way of handling the submarine menace, its the only way."

style = 0

action_a = {
name = "dam"
command = { type = gain_tech which = 1351098 }



}
}

########################################################################
event = {
id = 1212015379
random = no
country = usa
trigger= { war = { country = usa country = ger }
event = 1212015369
random = 50
}


date = { day = 11 month = March year = 1936 }
offset = 135
deathdate = { day = 30 month = december year = 1967 }

name = "US admiral Enrist King gave approvel to start a full convoy system."
desc = "Admiral king writes in a letter to Army Cheif of Staff General Geoge Marshall:I might say.... that escort is not just one way of handling the submarine menace, its the only way."

style = 0

action_a = {
name = "dam"
command = { type = gain_tech which = 1351298 }
command = { type = trigger which = 1212015369 }



}
}


########################################################################
event = {
id = 1212015380
random = no
country = eng
trigger= { war = { country = eng country = ger }
technology = 6912

}


date = { day = 11 month = March year = 1936 }
offset = 35
deathdate = { day = 30 month = december year = 1967 }

name = "Wolfpack tactics like those of the panzer division relied of commonder use of radio between submarines to coordinate attack"
desc = "With the Germans trailing the british in electrical warfare,the german did not think it was possible for DF to be place on ships.."

style = 0

action_a = {
name = "great"
command = { type = trigger which = 1212015381 }



}
}
########################################################################
event = {
id = 1212015381
random = no
country = ger
trigger= { war = { country = eng country = ger }
event= 1212015380

}


date = { day = 11 month = March year = 1936 }
offset = 35
deathdate = { day = 30 month = december year = 1967 }

name = "Wolfpack tactics like those of the panzer division relied of commonder use of radio between submarines to coordinate attack"
desc = " trailing the british in electrical and radar warfare,the germans did not think it was possible for DF to be place on ships.The U-boats suffered heavy losses"

style = 0

action_a = {
name = "great"
command = {type = gain_tech which = 1351299}



}
}

########################################################################
event = {
id = 1212015382
random = no
country = ger
trigger= { war = { country = eng country = ger }
technology = 1351299
random = 2
}


date = { day = 11 month = March year = 1936 }
offset = 20
deathdate = { day = 30 month = december year = 1967 }

name = "Maintain radio silence to prevent detection from allied ships"
desc = "use new tactics in the war in the atlantic"

style = 0

action_a = {
name = "God save us"
command = { type = gain_tech which = 1351300 }




}
}

########################################################################
event = {
id = 1212015383
random = no
country = ger
trigger= { war = { country = GER country = ENG }
random = 5

}


date = { day = 11 month = March year = 1936 }
offset = 20
deathdate = { day = 30 month = december year = 1967 }

name = "Admiral Doenitz commander of the german U-boat fleet boost moral of his men"
desc = "he greeted them on there return with a heroes welcome, followed by good leave. the best accommodations,food,drink and attention from attractive ladies from conquered nations who were prepared to collaborate"

style = 0

action_a = {
name = "Welcome home"
command = { type = gain_tech which = 1351301 }




}
}


#####################################

Techs needed for events
###########################application = { #
id = 13507
name = ""
desc = ""

required = { }
chance = 90
cost = 1
time = 19960
neg_offset = 40
pos_offset = 80

effects = {
command = { type = convoy_def_eff value = -35 }
command = { type = max_organization which = submarine when = now value = -25 }
}
}
application = { #
id = 13508
name = ""
desc = ""

required = { }
chance = 90
cost = 1
time = 19960
neg_offset = 40
pos_offset = 80

effects = {
command = { type = convoy_def_eff value = 35 }
command = { type = max_organization which = submarine when = now value = 25 }
}
}

application = { #
id = 1350998
name = ""
desc = ""

required = { }
chance = 90
cost = 1
time = 19960
neg_offset = 40
pos_offset = 80

effects = {
command = { type = naval_attack which = submarine when = now value = 1 }
command = { type = max_organization which = submarine when = now value = 25 }
}
}

application = { #
id = 1351098
name = ""
desc = ""

required = { }
chance = 90
cost = 1
time = 19960
neg_offset = 40
pos_offset = 80

effects = {
command = { type = naval_attack which = submarine when = now value = -1 }
command = { type = max_organization which = submarine when = now value = -25 }
}
}

application = { #
id = 1351198
name = ""
desc = ""

required = { }
chance = 90
cost = 1
time = 19960
neg_offset = 40
pos_offset = 80

effects = {
command = { type = convoy_def_eff value = -35 }
#command = { type = max_organization which = transport when = now value = - 25 }
}
}

application = { #
id = 1351298
name = ""
desc = ""

required = { }
chance = 90
cost = 1
time = 19960
neg_offset = 40
pos_offset = 80

effects = {
command = { type = convoy_def_eff value = 35 }
#command = { type = max_organization which = transport when = now value = 25 }
}
}

application = { #
id = 1351299
name = ""
desc = ""

required = { }
chance = 90
cost = 1
time = 19960
neg_offset = 40
pos_offset = 80

effects = {
command = { type = naval_defense which = submarine when = now value = -2 }

}
}
application = { #
id = 1351300
name = ""
desc = ""

required = { }
chance = 90
cost = 1
time = 19960
neg_offset = 40
pos_offset = 80

effects = {
command = { type = naval_defense which = submarine when = now value = 2 }

}
}


application = { #
id = 1351301
name = ""
desc = ""

required = { }
chance = 90
cost = 1
time = 19960
neg_offset = 40
pos_offset = 80

effects = {
command = { type = max_organization which = submarine when = now value = 5 }


}
}