# Minister record format: # # trait - The name used for that minister personality in minister files. # Used to identify ministers personality on scenario start or on new country creation. # NOTE: Make sure there are no duplicates to avoid ambiguities! # id - Used as identifier on save and load games. NOTE: Make sure there are no duplicates to avoid ambiguities! # name - Localized name of that minister personality. Use string name or enter text directly in " " # desc - Localized long description of that minister personality. Use string name or enter text directly in " " # position - position of the government. If position is missing (or = all) that personality can be used at any post. # Could be one of following: # all(default) / ForeignMinister / ArmamentMinister / MinisterOfSecurity / MinisterOfIntelligence # / ChiefOfStaff / ChiefOfArmy /ChiefOfAir / ChiefOfNavy / HeadOfState / HeadOfGovernment # / generic (used as default if no personality is found for a minister; Should be only one such entry) # value - (optional) how valuable is a miniser with such personality. # Used to help AI in chosing best assassination target and also best minister for the government (optional - misc.txt). # Use integer numbers: -1 = never assassinate; 0 = autocalc the value; else use value # If no value is specified the engine will calculate it based on that trait's bonuses/penalties. # NOTE: You can see current calculated values in "savedebug.txt" after game start # # command - bonus/penalty this trait gives # # Valid commands: # # type - command type. Could be any of these: # # research - Gives bonus to research time and cost. # which = all (default ) / infantry / armor / naval / aircraft / industry / land_doctrines # / secret_weapons / naval_doctrines / air_doctrines # when = time (default ) / cost # value = (-)x.xxxx - Negative values are bonuses, positive - penalties. # # production - modifiers to production (sliders). # which = production ( default ) / consumer / supplies / reinforcement / upgrading # when = national ( default) / non_national ; only for production! # value = (-)x.xxxx - Positive values are bonuses for consumer and supplies, negative - for the rest. # # resource - modifiers to resource. Positive values are good # which = all (default) / oil / energy / metal / rare_materials / money # value = (-)x.xxxx - Positive values are bonuses, negative - penalties # # province - modifiers to province buildings production time and cost # which = all (default) / ic / coastalfort / landfort / flak / infra / air_base # / naval_base / radar_station / nuclear_reactor / rocket_test # when = all (default - means both cost and time bonus) / time / cost # value = (-)x.xxxx - Negative values are bonuses, positive - penalties. # # unit - various bonuses to units # Note: destroyer and transport build time and cost modifiers are also used for convoy escorts and transoprts. # which = all (default) / land / navy / air / infantry / cavalry / motorized / mechanized # / light_armor / armor / paratrooper / marine / bergsjaeger / garrison / hq / militia # / multi_role / interceptor / strategic_bomber / tactical_bomber / naval_bomber / cas # / transport_plane / flying_bomb / flying_rocket / battleship /light_cruiser # / heavy_cruiser / battlecruiser / destroyer (used also for convoy escorts) / carrier # / escort_carrier / submarine / nuclear_submarine / transport (used also for convoy transports) # when = all (default - means both cost and time bonus) / time / cost / organisation / morale # / attack / defence / speed (only for land units, no "which") # value = (-)x.xxxx - Negative values are bonuses for time and cost, positive - for the rest. # # extra - various bonuses to brigades # which = all (default)/ land / navy / air / artillery / sp_artillery / rocket_artillery # / sp_rct_artillery / anti_tank / tank_destroyer / light_armor_brigade / heavy_armor # / super_heavy_armor / armored_car / anti_air / police / engineer / cag / escort # / naval_asw / naval_anti_air_s / naval_radar_s / naval_fire_controll_s / naval_improved_hull_s # / naval_torpedoes_s / naval_anti_air_l / naval_radar_l / naval_fire_controll_l # / naval_improved_hull_l / naval_torpedoes_l # when = all (default - means both cost and time bonus) / time / cost / organisation / morale / attack / defence # value = (-)x.xxxx - Negative values are bonuses for time and cost, positive - for the rest. # # diplomacy_chances - NOTE! format: value = X for all except assume_military_control! # which = alliance (used for all alliance chances calculations) / influence_nation / ask_for_military_access # / assume_military_control / demand_territory / offer_non_aggression / sue_for_peace # / trade (used also for offer_trade_agreement) # when = all (default) / weak_target (sender has at least twice target's province count)/ same_alignment # / opposite_alignment / democracies / dictatorships / close_government_type ( +/- 2 positions away from our gov. type) # value = X for all except assume_military_control # value = (-)x.xxxx for assume_military_control only - used as modifier on sender's base IC in this mission chance calculation # Positive values are bonuses, negative - penalties for all missions. # # diplomacy_cost - Modifiers on diplo missions cost. # which = all (default) / declare_war / offer_alliance / bring_to_alliance / join_alliance # / leave_alliance / ban_from_alliance / influence_nation / ask_for_military_access # / cancel_military_access / revoke_military_access / assume_military_control # / cancel_military_control / send_expeditionary_force / guarantee_independence # / annex_nation / demand_territory / trade / offer_non_aggression / cancel_non_aggression # / offer_trade_agreement / cancel_trade_agreement / cancel_peace_treaty # / sue_for_peace / release_puppet / liberate_nation / dont_send_forces # when = all (default - all except national) / weak_target / same_alignment / opposite_alignment # / democracies / dictatorships / close_government_type ( +/- 2 positions avay from our gov. type) # / national (modifier on cost for missions against that country; higher is better) # value = (-)x.xxxx - Negative values are bonuses for all except "national" # # intelligence_chances - These will be added to mission chances unmodified. # which = all (default) / steal_blueprint / minister_assassination / smear_campaign # / coup / sabotage_industry / nuclear_sabotage / found_partisans / massmedia / disrupt_techteam # when = non_national (default) / national (chances against that country; negative are bonuses) # value = (-)X - Positive values are bonuses for "non_national", negative - for "national" # # intelligence_cost - Modifiers on intelligence missions cost. # which = all (default) / steal_blueprint / minister_assassination / smear_campaign / coup # / sabotage_industry / nuclear_sabotage / found_partisans / massmedia / disrupt_techteam # when = non_national (default) / national (cost against that country; positive are bonuses) # value = (-)x.xxxx - Negative values are bonuses for "non_national", positive - for "national" # # intelligence_report - Intelligence reports accuracy. # which = all (default) / land (used also for air)/ navy (used also for convoys) / production (used also for research); # value = (-)X - Valid values [ -10 to 10 ] (Decrease/Increase reports accuracy) # # intelligence_network - modifiers on intelligence network effectiveness and (when) and intelligence network cost/maintenance (which) # NOTE: Use Only one at a time!!! # which = all (default - overrides "when" in case no "when" is specified)/ increase_intelligence_founding # / decrease_intelligence_founding / daily_maintenance # value = (-)x.xxxx - Negative values are bonuses # when = all (default) / national (counter intelligence) / non_national (foreign) ; # value = X - Positive values are bonuses # Note: Total sum for this modifier for all active ministers in a government is hard-coded to no more then 5 # # leader_skill - modifier on leader skill combat bonus # value = (-)x.xxxx - Positive values are bonuses # # dissent - modifier on country dissent reduction # value = (-)x.xxxx - Negative values are bonuses # # tc_mod - modifier on transport capacity # value = (-)x.xxxx - Positive values are bonuses # # detection - modifier on detection NOTE! format: value = X for land and convoy (these 2 are additive modifiers) # which = land ( used also for air units on the map) / navy / convoy # value = X for land and convoy, value = x.xxxx for navy. Positive values are bonuses # # belligerence - modifiers on belligerence change and DoW requirement # which = peace / war / declare_war # value = (-)x.xxxx - Negative values are bonuses # # populationgrowth - modifiers on MP growth # when = national (default) / non_national (foreign) # value = (-)x.xxxx - Positive values are bonuses # # supply_consumption - modifiers on unit's supply consumption # value = (-)x.xxxx - Negative values are bonuses # # stockpile - modifiers on stockpiles limit # which = industry / supplies (used for oil too) / all (default) # when = war / peace / all (default) # value = x.xxxx # # Value - modifier's value. Should be different from 0 # ### Generic minister personality ### minister = { trait = "Generic" id = 0 name = "NPERSONALITY_GENERIC" desc = "DPERSONALITY_GENERIC" position = generic # NOTE: DO NOT CHANGE! value = -1 } ### Foreign Minister Section ### minister = { trait = "biased intellectual" id = 1 name = NPERSONALITY_BIASED_INTELLECTUAL desc = DPERSONALITY_BIASED_INTELLECTUAL position = ForeignMinister value = 0 command = { type = diplomacy_cost which = bring_to_alliance when = opposite_alignment value = -0.5000 } command = { type = diplomacy_cost which = join_alliance when = opposite_alignment value = -0.5000 } command = { type = diplomacy_cost which = offer_alliance when = opposite_alignment value = -0.5000 } command = { type = diplomacy_cost which = guarantee_independence when = opposite_alignment value = -0.5000 } command = { type = diplomacy_cost which = trade when = opposite_alignment value = -0.7500 } command = { type = diplomacy_cost which = offer_trade_agreement when = opposite_alignment value = -0.7500 } command = { type = diplomacy_cost which = sue_for_peace when = opposite_alignment value = -1.0000 } } minister = { trait = "ideological crusader" id = 2 name = NPERSONALITY_IDEOLOGICAL_CRUSADER desc = DPERSONALITY_IDEOLOGICAL_CRUSADER position = ForeignMinister value = 0 command = { type = diplomacy_cost which = influence_nation value = -0.3330 } command = { type = diplomacy_cost which = trade when = same_alignment value = -0.7500 } command = { type = diplomacy_cost which = offer_trade_agreement when = same_alignment value = -0.7500 } } minister = { trait = "apologetic clerk" id = 3 name = NPERSONALITY_APOLOGETIC_CLERK desc = DPERSONALITY_APOLOGETIC_CLERK position = ForeignMinister value = 0 command = { type = diplomacy_cost which = influence_nation value = 0.3330 } command = { type = diplomacy_cost which = cancel_military_access value = -1.0000 } command = { type = diplomacy_cost which = revoke_military_access value = -1.0000 } command = { type = diplomacy_cost which = sue_for_peace value = -1.0000 } } minister = { trait = "iron fisted brute" id = 4 name = NPERSONALITY_IRON_FISTED_BRUTE desc = DPERSONALITY_IRON_FISTED_BRUTE position = ForeignMinister value = 0 command = { type = diplomacy_cost which = influence_nation value = -0.3330 } command = { type = diplomacy_cost which = annex_nation value = 0.5000 } command = { type = diplomacy_cost which = demand_territory when = weak_target value = -0.3333 } } minister = { trait = "great compromiser" id = 5 name = NPERSONALITY_GREAT_COMPROMISER desc = DPERSONALITY_GREAT_COMPROMISER position = ForeignMinister value = 0 command = { type = diplomacy_cost which = bring_to_alliance value = -0.5000 } command = { type = diplomacy_cost which = join_alliance value = -0.5000 } command = { type = diplomacy_cost which = offer_alliance value = -0.5000 } command = { type = diplomacy_cost which = guarantee_independence value = -0.5000 } command = { type = diplomacy_cost which = leave_alliance value = -0.4000 } command = { type = diplomacy_cost which = ban_from_alliance value = -0.4000 } } minister = { trait = "general staffer" id = 6 name = NPERSONALITY_GENERAL_STAFFER desc = DPERSONALITY_GENERAL_STAFFER position = ForeignMinister value = 0 command = { type = diplomacy_cost which = ask_for_military_access value = -0.5000 } command = { type = diplomacy_cost which = assume_military_control value = -0.3333 } } minister = { trait = "the cloak n dagger schemer" id = 7 name = NPERSONALITY_THE_CLOAK_N_DAGGER_SCHEMER desc = DPERSONALITY_THE_CLOAK_N_DAGGER_SCHEMER position = ForeignMinister value = 0 command = { type = diplomacy_chances which = influence_nation value = 10 } command = { type = intelligence_chances which = coup value = 1 } } ### Minister of Armament Section ### minister = { trait = "administrative genius" id = 8 name = NPERSONALITY_ADMINISTRATIVE_GENIUS desc = DPERSONALITY_ADMINISTRATIVE_GENIUS position = ArmamentMinister value = 0 command = { type = production which = production value = 0.0500 } command = { type = resource which = energy value = 0.0500 } command = { type = resource which = metal value = 0.0500 } command = { type = resource which = rare_materials value = 0.0500 } } minister = { trait = "resource industrialist" id = 9 name = NPERSONALITY_RESOURCE_INDUSTRIALIST desc = DPERSONALITY_RESOURCE_INDUSTRIALIST position = ArmamentMinister value = 0 command = { type = production which = production value = 0.0250 } command = { type = resource which = energy value = 0.0250 } command = { type = resource which = metal value = 0.0250 } command = { type = resource which = rare_materials value = 0.0250 } command = { type = research which = industry value = -0.1000 } } minister = { trait = "laissez-faire capitalist" id = 10 name = NPERSONALITY_LAISSEZ_FAIRES_CAPITALIST desc = DPERSONALITY_LAISSEZ_FAIRES_CAPITALIST position = ArmamentMinister value = 0 command = { type = production which = consumer value = -0.1000 } command = { type = production which = production value = -0.0100 } } minister = { trait = "theoretical scientist" id = 11 name = NPERSONALITY_THEORETICAL_SCIENTIST desc = DPERSONALITY_THEORETICAL_SCIENTIST position = ArmamentMinister value = 0 command = { type = research which = secret_weapons value = -0.0800 } command = { type = research which = industry value = -0.0500 } command = { type = production which = production value = -0.0100 } } minister = { trait = "military entrepreneur" id = 12 name = NPERSONALITY_MILITARY_ENTREPRENEUR desc = DPERSONALITY_MILITARY_ENTREPRENEUR position = ArmamentMinister value = 0 command = { type = production which = supplies value = 0.1000 } command = { type = production which = production value = -0.0100 } } minister = { trait = "battle fleet proponent" id = 13 name = NPERSONALITY_BATTLE_FLEET_PROPONENT desc = DPERSONALITY_BATTLE_FLEET_PROPONENT position = ArmamentMinister value = 0 command = { type = research which = naval value = -0.1000 } command = { type = production which = production value = -0.0100 } } minister = { trait = "submarine proponent" id = 14 name = NPERSONALITY_SUBMARINE_PROPONENT desc = DPERSONALITY_SUBMARINE_PROPONENT position = ArmamentMinister value = 0 command = { type = unit which = submarine value = -0.1000 } command = { type = production which = production value = -0.0100 } } minister = { trait = "tank proponent" id = 15 name = NPERSONALITY_TANK_PROPONENT desc = DPERSONALITY_TANK_PROPONENT position = ArmamentMinister value = 0 command = { type = research which = armor value = -0.1000 } command = { type = production which = production value = -0.0100 } } minister = { trait = "infantry proponent" id = 16 name = NPERSONALITY_INFANTRY_PROPONENT desc = DPERSONALITY_INFANTRY_PROPONENT position = ArmamentMinister value = 0 command = { type = research which = infantry value = -0.1000 } command = { type = production which = production value = -0.0100 } } minister = { trait = "air to ground proponent" id = 17 name = NPERSONALITY_AIR_TO_GROUND_PROPONENT desc = DPERSONALITY_AIR_TO_GROUND_PROPONENT position = ArmamentMinister value = 0 command = { type = unit which = cas value = -0.0500 } command = { type = unit which = tactical_bomber value = -0.0500 } command = { type = production which = production value = -0.0100 } } minister = { trait = "air to sea proponent" id = 18 name = NPERSONALITY_AIR_TO_SEA_PROPONENT desc = DPERSONALITY_AIR_TO_SEA_PROPONENT position = ArmamentMinister value = 0 command = { type = unit which = naval_bomber value = -0.0500 } command = { type = extra which = cag value = -0.0500 } command = { type = production which = production value = -0.0100 } } minister = { trait = "strategic air proponent" id = 19 name = NPERSONALITY_STRATEGIC_AIR_PROPONENT desc = DPERSONALITY_STRATEGIC_AIR_PROPONENT position = ArmamentMinister value = 0 command = { type = unit which = strategic_bomber value = -0.1000 } command = { type = production which = production value = -0.0100 } } ### Minister of security Section ### minister = { trait = "silent lawyer" id = 20 name = NPERSONALITY_SILENT_LAWYER desc = DPERSONALITY_SILENT_LAWYER position = MinisterOfSecurity value = 0 command = { type = production which = consumer value = -0.0500 } } minister = { trait = "compassionate gentleman" id = 21 name = NPERSONALITY_COMPASSIONATE_GENTLEMAN desc = DPERSONALITY_COMPASSIONATE_GENTLEMAN position = MinisterOfSecurity command = { type = production which = production when = non_national value = 0.0500 } command = { type = resource which = energy value = 0.0200 } command = { type = resource which = metal value = 0.0200 } command = { type = resource which = rare_materials value = 0.0200 } command = { type = populationgrowth when = non_national value = 0.0500 } } minister = { trait = "crime fighter" id = 22 name = NPERSONALITY_CRIME_FIGHTER desc = DPERSONALITY_CRIME_FIGHTER position = MinisterOfSecurity value = 0 command = { type = production which = consumer value = -0.1000 } #command = { type = production which = production value = -0.0100 } } minister = { trait = "prince of terror" id = 23 name = NPERSONALITY_PRINCE_OF_TERROR desc = DPERSONALITY_PRINCE_OF_TERROR position = MinisterOfSecurity value = 0 command = { type = production which = production when = non_national value = 0.1000 } command = { type = resource which = energy value = 0.0300 } command = { type = resource which = metal value = 0.0300 } command = { type = resource which = rare_materials value = 0.0300 } command = { type = production which = consumer value = 0.1000 } } minister = { trait = "back stabber" id = 24 name = NPERSONALITY_BACK_STABBER desc = DPERSONALITY_BACK_STABBER position = MinisterOfSecurity value = -1 command = { type = production which = consumer value = 0.0500 } } minister = { trait = "man of the people" id = 25 name = NPERSONALITY_MAN_OF_THE_PEOPLE desc = DPERSONALITY_MAN_OF_THE_PEOPLE position = MinisterOfSecurity value = 0 command = { type = populationgrowth when = non_national value = 0.1000 } command = { type = populationgrowth value = 0.1000 } command = { type = resource which = money value = 0.0500 } } minister = { trait = "efficient sociopath" id = 26 name = NPERSONALITY_EFFICIENT_SOCIOPATH desc = DPERSONALITY_EFFICIENT_SOCIOPATH position = MinisterOfSecurity value = 0 command = { type = production which = production when = non_national value = 0.1000 } command = { type = resource which = energy value = 0.0300 } command = { type = resource which = metal value = 0.0300 } command = { type = resource which = rare_materials value = 0.0300 } command = { type = populationgrowth value = -0.1000 } } ### Head of Military Intelligence Section ### minister = { trait = "technical specialist" id = 27 name = NPERSONALITY_TECHNICAL_SPECIALIST desc = DPERSONALITY_TECHNICAL_SPECIALIST position = MinisterOfIntelligence value = 0 command = { type = research value = -0.0500 } command = { type = intelligence_chances which = steal_blueprint value = 2 } command = { type = intelligence_chances which = disrupt_techteam value = 2 } command = { type = intelligence_chances which = nuclear_sabotage value = 2 } } minister = { trait = "logistics specialist" id = 28 name = NPERSONALITY_LOGISTICS_SPECIALIST desc = DPERSONALITY_LOGISTICS_SPECIALIST position = MinisterOfIntelligence value = 0 command = { type = detection which = land value = 30 } command = { type = intelligence_report which = land value = 2 } } minister = { trait = "political specialist" id = 29 name = NPERSONALITY_POLITICAL_SPECIALIST desc = DPERSONALITY_POLITICAL_SPECIALIST position = MinisterOfIntelligence value = 0 command = { type = diplomacy_chances which = influence_nation value = 20 } command = { type = intelligence_chances which = coup value = 2 } command = { type = intelligence_chances which = minister_assassination value = 2 } command = { type = intelligence_chances which = smear_campaign value = 2 } command = { type = intelligence_chances which = found_partisans value = 2 } command = { type = intelligence_chances which = massmedia value = 2 } } minister = { trait = "dismal enigma" id = 30 name = NPERSONALITY_DISMAL_ENIGMA desc = DPERSONALITY_DISMAL_ENIGMA position = MinisterOfIntelligence value = 0 command = { type = intelligence_network when = all value = 5 } command = { type = intelligence_report which = production value = 1 } } minister = { trait = "industrial specialist" id = 31 name = NPERSONALITY_INDUSTRIAL_SPECIALIST desc = DPERSONALITY_INDUSTRIAL_SPECIALIST position = MinisterOfIntelligence value = 0 command = { type = production which = production value = 0.0200 } command = { type = resource which = energy value = 0.0200 } command = { type = resource which = metal value = 0.0200 } command = { type = resource which = rare_materials value = 0.0200 } command = { type = intelligence_chances which = steal_blueprint value = 2 } command = { type = intelligence_chances which = sabotage_industry value = 2 } } minister = { trait = "naval intelligence specialist" id = 32 name = NPERSONALITY_NAVAL_INTELLIGENCE_SPECIALIST desc = DPERSONALITY_NAVAL_INTELLIGENCE_SPECIALIST position = MinisterOfIntelligence value = 0 command = { type = detection which = navy value = 0.2000 } command = { type = detection which = convoy value = 2 } command = { type = intelligence_chances which = steal_blueprint value = 2 } command = { type = intelligence_chances which = disrupt_techteam value = 2 } command = { type = intelligence_report which = navy value = 2 } } ### Chief of staff Section ### minister = { trait = "school of manoeuvre" id = 33 name = NPERSONALITY_SCHOOL_OF_MANOEUVRE desc = DPERSONALITY_SCHOOL_OF_MANOEUVRE position = ChiefOfStaff value = 0 command = { type = unit when = speed value = 0.1000 } } minister = { trait = "school of fire support" id = 34 name = NPERSONALITY_SCHOOL_OF_FIRE_SUPPORT desc = DPERSONALITY_SCHOOL_OF_FIRE_SUPPORT position = ChiefOfStaff value = 0 command = { type = extra which = artillery value = -0.0600 } command = { type = extra which = sp_artillery value = -0.0600 } command = { type = extra which = heavy_armor value = -0.0600 } command = { type = extra which = tank_destroyer value = -0.0600 } } minister = { trait = "school of mass combat" id = 35 name = NPERSONALITY_SCHOOL_OF_MASS_COMBAT desc = DPERSONALITY_SCHOOL_OF_MASS_COMBAT position = ChiefOfStaff value = 0 command = { type = populationgrowth when = national value = 0.1500 } command = { type = unit when = organisation which = infantry value = 0.0300 } command = { type = unit when = organisation which = militia value = 0.0300 } command = { type = unit when = organisation which = garrison value = 0.0300 } command = { type = unit when = morale which = infantry value = 0.0300 } command = { type = unit when = morale which = militia value = 0.0300 } command = { type = unit when = morale which = garrison value = 0.0300 } command = { type = stockpile which = supplies value = 0.0300 } } minister = { trait = "school of psychology" id = 36 name = NPERSONALITY_SCHOOL_OF_PSYCHOLOGY desc = DPERSONALITY_SCHOOL_OF_PSYCHOLOGY position = ChiefOfStaff value = 0 command = { type = unit when = morale value = 0.2000 } } minister = { trait = "school of defence" id = 37 name = NPERSONALITY_SCHOOL_OF_DEFENCE desc = DPERSONALITY_SCHOOL_OF_DEFENCE position = ChiefOfStaff value = 0 command = { type = unit which = land when = defence value = 0.1000 } } ### Chief of Army Section ### minister = { trait = "elastic defence doctrine" id = 38 name = NPERSONALITY_ELASTIC_DEFENCE_DOCTRINE desc = DPERSONALITY_ELASTIC_DEFENCE_DOCTRINE position = ChiefOfArmy value = 0 command = { type = unit which = motorized value = -0.0500 } command = { type = unit which = mechanized value = -0.0500 } command = { type = extra which = sp_artillery value = -0.0500 } command = { type = extra which = sp_rct_artillery value = -0.0500 } command = { type = extra which = tank_destroyer value = -0.0500 } command = { type = unit which = motorized when = defence value = 0.0500 } command = { type = unit which = mechanized when = defence value = 0.0500 } command = { type = extra which = sp_artillery when = defence value = 0.0500 } command = { type = extra which = sp_rct_artillery when = defence value = 0.0500 } command = { type = extra which = tank_destroyer when = defence value = 0.0500 } } minister = { trait = "static defence doctrine" id = 39 name = NPERSONALITY_STATIC_DEFENCE_DOCTRINE desc = DPERSONALITY_STATIC_DEFENCE_DOCTRINE position = ChiefOfArmy value = 0 command = { type = unit which = infantry value = -0.0500 } command = { type = extra which = artillery value = -0.0500 } command = { type = unit which = infantry when = defence value = 0.0500 } command = { type = extra which = artillery when = defence value = 0.0500 } command = { type = province which = landfort value = -0.2500 } command = { type = province which = coastalfort value = -0.1000 } } minister = { trait = "decisive battle doctrine" id = 40 name = NPERSONALITY_DECISIVE_BATTLE_DOCTRINE desc = DPERSONALITY_DECISIVE_BATTLE_DOCTRINE position = ChiefOfArmy value = 0 command = { type = unit which = infantry value = -0.0300 } command = { type = extra which = artillery value = -0.0300 } command = { type = extra which = engineer value = -0.0300 } command = { type = extra which = heavy_armor value = -0.0300 } command = { type = unit which = infantry when = attack value = 0.0300 } command = { type = extra which = artillery when = attack value = 0.0300 } command = { type = extra which = engineer when = attack value = 0.0300 } command = { type = extra which = heavy_armor when = attack value = 0.0300 } } minister = { trait = "armoured spearhead doctrine" id = 41 name = NPERSONALITY_ARMOURED_SPEARHEAD_DOCTRINE desc = DPERSONALITY_ARMOURED_SPEARHEAD_DOCTRINE position = chiefofarmy value = 0 command = { type = unit which = light_armor value = -0.0500 } command = { type = unit which = armor value = -0.0500 } command = { type = unit which = mechanized value = -0.0500 } command = { type = extra which = tank_destroyer value = -0.0500 } command = { type = extra which = sp_artillery value = -0.0500 } command = { type = extra which = sp_rct_artillery value = -0.0500 } command = { type = unit which = light_armor when = attack value = 0.0500 } command = { type = unit which = armor when = attack value = 0.0500 } command = { type = unit which = mechanized when = attack value = 0.0500 } command = { type = extra which = tank_destroyer when = attack value = 0.0500 } command = { type = extra which = sp_artillery when = attack value = 0.0500 } command = { type = extra which = sp_rct_artillery when = attack value = 0.0500 } } minister = { trait = "guns and butter doctrine" id = 42 name = NPERSONALITY_GUNS_AND_BUTTER_DOCTRINE desc = DPERSONALITY_GUNS_AND_BUTTER_DOCTRINE position = chiefofarmy value = 0 command = { type = supply_consumption value = -0.1500 } } ### Chief of navy Section ### minister = { trait = "open seas doctrine" id = 43 name = NPERSONALITY_OPEN_SEAS_DOCTRINE desc = DPERSONALITY_OPEN_SEAS_DOCTRINE position = chiefofnavy value = 0 command = { type = unit which = carrier when = defence value = 0.0500 } #command = { type = unit which = escort_carrier when = defence value = 0.0500 } command = { type = unit which = light_cruiser when = defence value = 0.0500 } command = { type = unit which = destroyer when = defence value = 0.0500 } command = { type = unit which = transport when = defence value = 0.0500 } command = { type = unit which = submarine when = defence value = -0.1000 } } minister = { trait = "decisive naval battle doctrine" id = 44 name = NPERSONALITY_DECISIVE_BATTLE_DOCTRINE2 desc = DPERSONALITY_DECISIVE_BATTLE_DOCTRINE2 position = chiefofnavy value = 0 command = { type = unit which = battleship when = attack value = 0.0500 } command = { type = unit which = battlecruiser when = attack value = 0.0500 } command = { type = unit which = heavy_cruiser when = attack value = 0.0500 } command = { type = unit which = light_cruiser when = attack value = 0.0500 } command = { type = unit which = carrier when = attack value = -0.1000 } #command = { type = unit which = escort_carrier when = attack value = -0.1000 } } minister = { trait = "power projection doctrine" id = 45 name = NPERSONALITY_POWER_PROJECTION_DOCTRINE desc = DPERSONALITY_POWER_PROJECTION_DOCTRINE position = chiefofnavy value = 0 command = { type = unit which = battleship when = attack value = 0.0500 } command = { type = unit which = heavy_cruiser when = attack value = 0.0500 } command = { type = unit which = light_cruiser when = attack value = 0.0500 } command = { type = unit which = carrier when = attack value = 0.1000 } #command = { type = unit which = escort_carrier when = attack value = 0.1000 } command = { type = unit which = destroyer value = 0.1000 } command = { type = unit which = transport value = 0.1000 } } minister = { trait = "indirect approach doctrine" id = 46 name = NPERSONALITY_INDIRECT_APPROACH_DOCTRINE desc = DPERSONALITY_INDIRECT_APPROACH_DOCTRINE position = chiefofnavy value = 0 command = { type = unit which = destroyer value = -0.0500 } command = { type = unit which = transport value = -0.0500 } command = { type = unit which = battlecruiser when = attack value = 0.1000 } command = { type = unit which = submarine when = attack value = 0.1000 } } minister = { trait = "base control doctrine" id = 47 name = NPERSONALITY_BASE_CONTROL_DOCTRINE desc = DPERSONALITY_BASE_CONTROL_DOCTRINE position = chiefofnavy value = 0 command = { type = unit which = marine value = -0.1000 } command = { type = unit which = transport value = -0.1000 } command = { type = unit which = destroyer value = -0.0500 } command = { type = unit which = heavy_cruiser value = 0.0500 } command = { type = unit which = light_cruiser value = 0.0500 } command = { type = unit which = battleship when = attack value = -0.1000 } command = { type = unit which = battlecruiser when = attack value = -0.1000 } } ### Chief of air Section ### minister = { trait = "air superiority doctrine" id = 48 name = NPERSONALITY_AIR_SUPERIORITY_DOCTRINE desc = DPERSONALITY_AIR_SUPERIORITY_DOCTRINE position = chiefofair value = 0 command = { type = unit which = multi_role value = -0.0500 } command = { type = unit which = interceptor value = -0.0500 } command = { type = extra which = anti_air value = -0.0500 } command = { type = unit which = multi_role when = attack value = 0.0500 } command = { type = unit which = multi_role when = defence value = 0.0500 } command = { type = unit which = interceptor when = attack value = 0.0500 } command = { type = unit which = interceptor when = defence value = 0.0500 } command = { type = unit which = strategic_bomber value = 0.1000 } command = { type = unit which = naval_bomber value = 0.1000 } } minister = { trait = "naval aviation doctrine" id = 49 name = NPERSONALITY_NAVAL_AVIATION_DOCTRINE desc = DPERSONALITY_NAVAL_AVIATION_DOCTRINE position = chiefofair value = 0 command = { type = unit which = escort_carrier when = defence value = 0.0500 } command = { type = unit which = carrier when = defence value = 0.0500 } command = { type = unit which = naval_bomber when = attack value = 0.0500 } command = { type = unit which = naval_bomber when = defence value = 0.0500 } command = { type = unit which = naval_bomber value = -0.0500 } command = { type = extra which = cag value = -0.0500 } command = { type = unit which = strategic_bomber value = 0.1000 } } minister = { trait = "army aviation doctrine" id = 50 name = NPERSONALITY_ARMY_AVIATION_DOCTRINE desc = DPERSONALITY_ARMY_AVIATION_DOCTRINE position = chiefofair value = 0 command = { type = unit which = tactical_bomber value = -0.0500 } command = { type = unit which = cas value = -0.0500 } command = { type = unit which = tactical_bomber when = attack value = 0.0500 } command = { type = unit which = tactical_bomber when = defence value = 0.0500 } command = { type = unit which = cas when = attack value = 0.0500 } command = { type = unit which = cas when = defence value = 0.0500 } command = { type = unit which = strategic_bomber value = 0.1000 } } minister = { trait = "carpet bombing doctrine" id = 51 name = NPERSONALITY_CARPET_BOMBING_DOCTRINE desc = DPERSONALITY_CARPET_BOMBING_DOCTRINE position = chiefofair value = 0 command = { type = unit which = strategic_bomber value = -0.1000 } command = { type = extra which = escort value = -0.1000 } command = { type = unit which = strategic_bomber when = attack value = 0.1000 } command = { type = unit which = strategic_bomber when = defence value = 0.0500 } } minister = { trait = "vertical envelopment doctrine" id = 52 name = NPERSONALITY_VERTICAL_ENVELOPMENT_DOCTRINE desc = DPERSONALITY_VERTICAL_ENVELOPMENT_DOCTRINE position = chiefofair value = 0 command = { type = unit which = paratrooper value = -0.0500 } command = { type = unit which = transport_plane value = -0.0500 } command = { type = unit which = paratrooper when = attack value = 0.1000 } command = { type = unit which = paratrooper when = defence value = 0.0500 } } ### undistinguished suit ### minister = { trait = "undistinguished suit" id = 53 name = NPERSONALITY_UNDISTINGUISHED_SUIT desc = DPERSONALITY_UNDISTINGUISHED_SUIT value = -1 } ### Minister of Armament Section ### minister = { trait = "air superiority proponent" id = 54 name = NPERSONALITY_AIR_SUPERIORITY_PROPONENT desc = DPERSONALITY_AIR_SUPERIORITY_PROPONENT position = ArmamentMinister value = 0 command = { type = research which = aircraft value = -0.1000 } command = { type = production which = production value = -0.0100 } } minister = { trait = "corrupt kleptocrat" id = 55 name = NPERSONALITY_CORRUPT_KLEPTOCRAT desc = DPERSONALITY_CORRUPT_KLEPTOCRAT position = ArmamentMinister value = -1 command = { type = production which = production value = -0.0500 } command = { type = resource which = energy value = -0.0500 } command = { type = resource which = metal value = -0.0500 } command = { type = resource which = rare_materials value = -0.0500 } command = { type = production which = supplies value = -0.1000 } } ### Minister of security Section ### minister = { trait = "crooked kleptocrat" id = 56 name = NPERSONALITY_CROOKED_KLEPTOCRAT desc = DPERSONALITY_CROOKED_KLEPTOCRAT position = ministerofsecurity value = -1 command = { type = production which = production value = -0.0300 } command = { type = resource which = energy value = -0.0300 } command = { type = resource which = metal value = -0.0300 } command = { type = resource which = rare_materials value = -0.0300 } } ### Head Of State Section ### minister = { trait = "powerhungry demagogue" id = 57 name = NPERSONALITY_POWER_HUNGRY_DEMAGOGUE desc = DPERSONALITY_POWER_HUNGRY_DEMAGOGUE position = HeadOfState value = 0 command = { type = belligerence which = peace value = -0.5000 } command = { type = belligerence which = war value = 0.2000 } command = { type = diplomacy_chances which = alliance when = dictatorships value = 25 } } minister = { trait = "barking buffoon" id = 58 name = NPERSONALITY_BARKING_BUFFOON desc = DPERSONALITY_BARKING_BUFFOON position = HeadOfState value = 0 command = { type = unit when = morale value = -0.0500 } command = { type = belligerence which = peace value = -0.4000 } command = { type = diplomacy_chances which = alliance when = democracies value = 15 } } minister = { trait = "stern imperialist" id = 59 name = NPERSONALITY_STERN_IMPERIALIST desc = DPERSONALITY_STERN_IMPERIALIST position = HeadOfState value = 0 command = { type = production which = consumer value = -0.0500 } command = { type = unit value = -0.1000 } command = { type = dissent value = 0.2000 } } minister = { trait = "ruthless powermonger" id = 60 name = "NPERSONALITY_RUTHLESS_POWERMONGER" desc = "DPERSONALITY_RUTHLESS_POWERMONGER" position = HeadOfState value = 0 command = { type = resource which = money value = -0.2500 } command = { type = unit when = organisation value = -0.1000 } command = { type = unit which = infantry value = -0.2500 } command = { type = unit which = militia value = -0.2500 } command = { type = intelligence_chances which = coup when = national value = -4 } } minister = { trait = "autocratic charmer" id = 61 name = NPERSONALITY_AUTOCRATIC_CHARMER desc = DPERSONALITY_AUTOCRATIC_CHARMER position = HeadOfState value = 0 command = { type = dissent value = -0.1000 } command = { type = production which = production value = -0.1000 } command = { type = resource which = energy value = -0.1000 } command = { type = resource which = metal value = -0.1000 } command = { type = resource which = rare_materials value = -0.1000 } command = { type = production which = consumer value = -0.0500 } } minister = { trait = "resigned generalissimo" id = 62 name = NPERSONALITY_RESIGNED_GENERALISSIMO desc = DPERSONALITY_RESIGNED_GENERALISSIMO position = HeadOfState value = 0 command = { type = dissent value = -0.0500 } command = { type = resource which = money value = -0.1000 } command = { type = production which = supplies value = 0.1000 } command = { type = tc_mod value = 0.1500 } } minister = { trait = "benevolent gentleman" id = 63 name = NPERSONALITY_BENEVOLENT_GENTLEMAN desc = DPERSONALITY_BENEVOLENT_GENTLEMAN position = HeadOfState value = 0 command = { type = dissent value = -0.1000 } command = { type = production which = consumer value = -0.0500 } command = { type = belligerence which = declare_war value = 0.2000 } } minister = { trait = "weary stiffneck" id = 64 name = NPERSONALITY_WEARY_STIFF_NECK desc = DPERSONALITY_WEARY_STIFF_NECK position = HeadOfState value = 0 command = { type = unit when = morale value = 0.0500 } command = { type = diplomacy_cost value = 0.1000 } } minister = { trait = "insignificant layman" id = 65 name = NPERSONALITY_INSIGNIFICANT_LAYMAN desc = DPERSONALITY_INSIGNIFICANT_LAYMAN position = HeadOfState value = 0 command = { type = dissent value = 0.0500 } command = { type = resource which = money value = 0.0500 } } minister = { trait = "die-hard reformer" id = 66 name = NPERSONALITY_DIE_HARD_REFORMER desc = DPERSONALITY_DIE_HARD_REFORMER position = HeadOfState value = 0 command = { type = resource which = money value = -0.2500 } command = { type = production which = consumer value = -0.1000 } command = { type = belligerence which = declare_war value = -0.1500 } } minister = { trait = "pig-headed isolationist" id = 67 name = NPERSONALITY_PIG_HEADED_ISOLATIONIST desc = DPERSONALITY_PIG_HEADED_ISOLATIONIST position = HeadOfState value = 0 command = { type = resource which = money value = 0.2500 } command = { type = belligerence which = declare_war value = 0.3000 } } minister = { trait = "popular figurehead" id = 68 name = NPERSONALITY_POPULAR_FIGUREHEAD desc = DPERSONALITY_POPULAR_FIGUREHEAD position = HeadOfState value = 0 command = { type = dissent value = -0.5000 } command = { type = production which = consumer value = 0.1000 } } ### Head Of government Section ### minister = { trait = "silent workhorse" id = 69 name = NPERSONALITY_SILENT_WORKHORSE desc = DPERSONALITY_SILENT_WORKHORSE position = HeadOfGovernment value = 0 command = { type = production which = production value = 0.0500 } command = { type = resource which = energy value = 0.0500 } command = { type = resource which = metal value = 0.0500 } command = { type = resource which = rare_materials value = 0.0500 } command = { type = diplomacy_cost value = 0.2000 } } minister = { trait = "naive optimist" id = 70 name = NPERSONALITY_NAIVE_OPTIMIST desc = DPERSONALITY_NAIVE_OPTIMIST position = HeadOfGovernment value = 0 command = { type = production which = consumer value = -0.1000 } command = { type = belligerence which = declare_war value = 0.1000 } } minister = { trait = "flamboyant tough guy" id = 71 name = NPERSONALITY_FLAMBOYANT_TOUGH_GUY desc = DPERSONALITY_FLAMBOYANT_TOUGH_GUY position = HeadOfGovernment value = 0 command = { type = diplomacy_chances which = alliance when = close_government_type value = 25 } command = { type = leader_skill value = -0.1000 } command = { type = unit when = morale value = 0.0300 } } minister = { trait = "happy amateur" id = 72 name = NPERSONALITY_HAPPY_AMATEUR desc = DPERSONALITY_HAPPY_AMATEUR position = HeadOfGovernment value = 0 command = { type = dissent value = -0.1000 } command = { type = resource which = money value = -0.0500 } } minister = { trait = "backroom backstabber" id = 73 name = NPERSONALITY_BACKROOM_BACKSTABBER desc = DPERSONALITY_BACKROOM_BACKSTABBER position = HeadOfGovernment value = -1 command = { type = production which = production value = -0.0500 } command = { type = resource which = energy value = -0.0500 } command = { type = resource which = metal value = -0.0500 } command = { type = resource which = rare_materials value = -0.0500 } command = { type = intelligence_chances which = coup when = national value = -2 } } minister = { trait = "smiling oilman" id = 74 name = NPERSONALITY_SMILING_OILMAN desc = DPERSONALITY_SMILING_OILMAN position = headofgovernment value = 0 command = { type = resource which = oil value = 0.1000 } command = { type = diplomacy_chances which = alliance value = -10 } } minister = { trait = "old general" id = 75 name = NPERSONALITY_OLD_GENERAL desc = DPERSONALITY_OLD_GENERAL position = headofgovernment value = 0 command = { type = unit which = infantry value = -0.0500 } command = { type = unit which = bergsjaeger value = -0.0500 } command = { type = unit which = militia value = -0.0500 } command = { type = unit which = heavy_cruiser value = 0.0500 } command = { type = unit which = light_cruiser value = 0.0500 } command = { type = unit which = destroyer value = 0.0500 } } minister = { trait = "old admiral" id = 76 name = NPERSONALITY_OLD_ADMIRAL desc = DPERSONALITY_OLD_ADMIRAL position = headofgovernment value = 0 command = { type = unit which = heavy_cruiser value = -0.0500 } command = { type = unit which = light_cruiser value = -0.0500 } command = { type = unit which = destroyer value = -0.0500 } command = { type = unit which = tactical_bomber value = 0.0500 } command = { type = extra which = escort value = 0.0500 } } minister = { trait = "old airmarshal" id = 77 name = NPERSONALITY_OLD_AIR_MARSHAL desc = DPERSONALITY_OLD_AIR_MARSHAL position = headofgovernment value = 0 command = { type = unit which = tactical_bomber value = -0.0400 } command = { type = unit which = multi_role value = -0.0400 } command = { type = unit which = interceptor value = -0.0400 } command = { type = unit which = naval_bomber value = -0.0400 } command = { type = unit which = cas value = -0.0400 } command = { type = extra which = escort value = -0.0500 } command = { type = unit which = carrier value = 0.0500 } command = { type = unit which = escort_carrier value = 0.0500 } } minister = { trait = "political protege" id = 78 name = NPERSONALITY_POLITICAL_PROTEGE desc = DPERSONALITY_POLITICAL_PROTEGE position = headofgovernment value = 0 command = { type = production which = consumer value = 0.0300 } command = { type = dissent value = -0.0500 } } minister = { trait = "ambitious union boss" id = 79 name = NPERSONALITY_AMBITIOUS_UNION_BOSS desc = DPERSONALITY_AMBITIOUS_UNION_BOSS position = headofgovernment value = 0 command = { type = production which = consumer value = -0.1500 } command = { type = resource which = money value = -0.3000 } command = { type = dissent value = 0.0500 } } minister = { trait = "corporate suit" id = 80 name = NPERSONALITY_CORPORATE_SUIT desc = DPERSONALITY_CORPORATE_SUIT position = headofgovernment value = 0 command = { type = resource which = money value = 0.5000 } command = { type = dissent value = 0.1000 } command = { type = unit value = 0.0500 } } ############################# # New with Darkest Hour ############################# minister = { trait = "Paranoid megalomaniac" # Hitler id = 81 name = NPERSONALITY_HITLER desc = DPERSONALITY_HITLER position = headofstate value = 0 command = { type = production which = production when = non_national value = -0.1000 } command = { type = populationgrowth value = 0.1000 } command = { type = unit when = morale value = 0.1000 } command = { type = unit when = speed value = 0.1000 } command = { type = dissent value = -0.1000 } command = { type = diplomacy_chances which = alliance when = dictatorships value = 25 } command = { type = diplomacy_chances which = alliance when = democracies value = -15 } command = { type = diplomacy_chances which = influence_nation value = 10 } command = { type = leader_skill value = -0.0500 } command = { type = belligerence which = peace value = -0.4000 } command = { type = belligerence which = war value = 0.2000 } command = { type = stockpile value = 0.1000 } } minister = { trait = "Paranoid megalomaniac2" # Stalin id = 82 name = NPERSONALITY_STALIN desc = DPERSONALITY_STALIN position = headofstate value = 0 command = { type = populationgrowth value = 0.2500 } command = { type = unit when = morale value = 0.2000 } command = { type = unit when = organisation value = -0.1000 } command = { type = unit value = -0.2000 } command = { type = production which = production value = 0.0500 } command = { type = resource which = energy value = 0.0500 } command = { type = resource which = metal value = 0.0500 } command = { type = resource which = rare_materials value = 0.0500 } command = { type = production which = production when = non_national value = -0.2000 } command = { type = dissent value = -0.1000 } command = { type = diplomacy_chances which = alliance when = dictatorships value = 25 } command = { type = diplomacy_chances which = alliance when = democracies value = -15 } command = { type = diplomacy_chances which = influence_nation value = 10 } command = { type = intelligence_report which = land value = -2 } command = { type = leader_skill value = -0.0100 } command = { type = belligerence which = peace value = -0.2000 } command = { type = belligerence which = war value = 0.1000 } command = { type = stockpile value = 0.1000 } } minister = { trait = "Bulldog" # Churchill id = 83 name = NPERSONALITY_CHURCHILL desc = DPERSONALITY_CHURCHILL position = headofgovernment value = 0 command = { type = unit when = morale value = 0.0500 } command = { type = unit when = organisation value = 0.0500 } command = { type = dissent value = -0.1000 } command = { type = diplomacy_chances which = alliance when = democracies value = 25 } command = { type = production which = consumer value = -0.1000 } command = { type = leader_skill value = -0.1000 } command = { type = stockpile value = 0.1000 } } minister = { trait = "Imperialist buffoon" # Mussolini id = 84 name = NPERSONALITY_MUSSOLINI desc = DPERSONALITY_MUSSOLINI position = headofgovernment value = 0 command = { type = dissent value = 0.1000 } command = { type = unit when = organisation value = -0.1000 } command = { type = unit when = morale value = -0.0500 } command = { type = diplomacy_chances which = alliance when = democracies value = 15 } command = { type = diplomacy_chances which = alliance when = dictatorships value = 15 } command = { type = intelligence_chances which = coup value = -1 } } minister = { trait = "Democrat idealistic" # Roosevelt id = 85 name = NPERSONALITY_ROOSEVELT desc = DPERSONALITY_ROOSEVELT position = headofstate value = 0 command = { type = leader_skill value = -0.0500 } command = { type = dissent value = -0.1000 } command = { type = production which = consumer value = 0.1000 } command = { type = belligerence which = declare_war value = 0.2000 } command = { type = intelligence_chances which = smear_campaign value = 1 } command = { type = research which = industry value = -0.1000 } command = { type = research which = secret_weapons value = -0.1000 } command = { type = resource which = money value = -0.1000 } command = { type = stockpile value = 0.500 } } minister = { trait = "Puppet emperor" # Hiro-Hito id = 86 name = NPERSONALITY_HIROHITO desc = DPERSONALITY_HIROHITO position = headofstate value = 0 command = { type = production which = production value = 0.1000 } command = { type = resource which = energy value = 0.1000 } command = { type = resource which = metal value = 0.1000 } command = { type = resource which = rare_materials value = 0.1000 } command = { type = leader_skill value = 0.1000 } command = { type = dissent value = 0.1000 } command = { type = unit when = morale value = 0.1000 } command = { type = belligerence which = war value = 0.4000 } } minister = { trait = "Genius organizer" # Speer id = 87 name = NPERSONALITY_SPEER desc = DPERSONALITY_SPEER position = ArmamentMinister value = 0 command = { type = production which = production value = 0.2000 } command = { type = resource which = energy value = 0.2000 } command = { type = resource which = metal value = 0.2000 } command = { type = resource which = rare_materials value = 0.2000 } command = { type = production which = production when = non_national value = 0.1000 } command = { type = populationgrowth when = non_national value = 0.1000 } command = { type = dissent value = 0.1000 } command = { type = stockpile value = 0.1000 } } minister = { trait = "Local tyrant" id = 88 name = NPERSONALITY_LOCAL_TYRANT desc = DPERSONALITY_LOCAL_TYRANT position = headofgovernment value = 0 command = { type = resource which = money value = -0.5000 } command = { type = populationgrowth value = -0.0500 } command = { type = production which = production value = 0.0500 } command = { type = resource which = energy value = 0.0500 } command = { type = resource which = metal value = 0.0500 } command = { type = resource which = rare_materials value = 0.0500 } command = { type = diplomacy_cost value = 0.5000 } command = { type = unit which = infantry value = -0.1000 } command = { type = unit which = militia value = -0.1000 } command = { type = unit which = garrison value = -0.1000 } command = { type = dissent value = -0.0500 } } minister = { trait = "Local tyrant2" id = 89 name = NPERSONALITY_LOCAL_TYRANT desc = DPERSONALITY_LOCAL_TYRANT position = headofstate value = 0 command = { type = resource which = money value = -0.5000 } command = { type = populationgrowth value = -0.0500 } command = { type = production which = production value = 0.0500 } command = { type = resource which = energy value = 0.0500 } command = { type = resource which = metal value = 0.0500 } command = { type = resource which = rare_materials value = 0.0500 } command = { type = diplomacy_cost value = 0.5000 } command = { type = unit which = infantry value = -0.1000 } command = { type = unit which = militia value = -0.1000 } command = { type = unit which = garrison value = -0.1000 } command = { type = dissent value = -0.0500 } } minister = { trait = "Oil baron" id = 90 name = NPERSONALITY_OIL_BARON desc = DPERSONALITY_OIL_BARON position = ArmamentMinister value = 0 command = { type = resource which = oil value = 0.1000 } command = { type = stockpile which = supplies value = 0.1000 } } minister = { trait = "Steel magnate" id = 91 name = NPERSONALITY_STEEL_MAGNATE desc = DPERSONALITY_STEEL_MAGNATE position = ArmamentMinister value = 0 command = { type = resource which = metal value = 0.1000 } command = { type = stockpile which = industry value = 0.1000 } } minister = { trait = "Industrial chemist" id = 92 name = NPERSONALITY_INDUSTRIAL_CHEMIST desc = DPERSONALITY_INDUSTRIAL_CHEMIST position = ArmamentMinister value = 0 command = { type = resource which = rare_materials value = 0.1000 } command = { type = stockpile which = industry value = 0.1000 } } minister = { trait = "Media magnate" id = 93 name = NPERSONALITY_MEDIA_MAGNATE desc = DPERSONALITY_MEDIA_MAGNATE position = ministerofsecurity value = 0 command = { type = dissent value = -0.1000 } command = { type = production which = consumer value = -0.1000 } } minister = { trait = "Counterattack Genius" #Foch id = 94 name = NPERSONALITY_FOCH desc = DPERSONALITY_FOCH position = chiefofstaff value = 0 command = { type = unit which = land when = defence value = 0.1000 } command = { type = unit which = land when = attack value = 0.0500 } command = { type = unit when = speed value = 0.1000 } } minister = { trait = "Popular Military Leader" #Hindenburg id = 95 name = NPERSONALITY_HINDENBURG desc = DPERSONALITY_HINDENBURG position = chiefofstaff value = 0 command = { type = dissent value = -0.0500 } command = { type = resource which = money value = 0.0500 } command = { type = unit when = morale value = 0.2000 } command = { type = leader_skill value = 0.1000 } } minister = { trait = "Stubborn Disciplinarian" #Cadorna id = 96 name = NPERSONALITY_CADORNA desc = DPERSONALITY_CADORNA position = chiefofstaff value = 0 command = { type = unit when = morale value = -0.2000 } command = { type = leader_skill value = -0.1000 } command = { type = unit which = land when = defence value = -0.1000 } command = { type = unit which = land when = attack value = 0.0500 } command = { type = extra which = artillery value = -0.0500 } command = { type = extra which = artillery when = attack value = 0.0500 } } minister = { trait = "Innovative Offensive General" #Brusilov id = 97 name = NPERSONALITY_BRUSILOV desc = DPERSONALITY_BRUSILOV position = chiefofarmy value = 0 command = { type = unit which = land when = attack value = 0.1000 } command = { type = unit which = land when = defence value = -0.0500 } command = { type = extra which = artillery when = attack value = 0.1000 } command = { type = unit which = cavalry when = attack value = -0.1500 } command = { type = extra which = rocket_artillery when = attack value = -0.1500 } command = { type = intelligence_report which = land value = 1 } } minister = { trait = "Benevolent Puppet Kaiser" #Wilhelm II id = 98 name = NPERSONALITY_WILHELM_II desc = DPERSONALITY_WILHELM_II position = headofstate value = 0 command = { type = production which = consumer value = 0.1200 } command = { type = diplomacy_chances which = influence_nation value = -20 } command = { type = unit which = navy value = -0.0500 } command = { type = unit when = morale value = 0.1000 } command = { type = leader_skill value = 0.1000 } } minister = { trait = "Despotic Autocrat" #Nicholas II id = 99 name = NPERSONALITY_NICHOLAS_II desc = DPERSONALITY_NICHOLAS_II position = headofstate value = 0 command = { type = production which = consumer value = -0.0500 } command = { type = dissent value = 0.1500 } command = { type = unit when = organisation value = -0.1000 } command = { type = unit when = morale value = -0.0500 } command = { type = populationgrowth value = 0.1000 } command = { type = unit which = land value = -0.0200 } command = { type = stockpile value = 0.150 } } minister = { trait = "The Tiger" #Georges Clemenceau id = 100 name = NPERSONALITY_CLEMENCEAU desc = DPERSONALITY_CLEMENCEAU position = headofgovernment value = 0 command = { type = production which = consumer value = -0.0500 } command = { type = dissent value = -0.1000 } command = { type = unit when = morale value = 0.2000 } command = { type = supply_consumption value = 0.0500 } } minister = { trait = "Weary Old Emperor" #Franz Joseph I id = 101 name = NPERSONALITY_FRANZ_JOSEPH_I desc = DPERSONALITY_FRANZ_JOSEPH_I position = headofstate value = 0 command = { type = production which = consumer value = 0.0500 } command = { type = dissent value = 0.0500 } command = { type = unit when = organisation value = -0.1000 } command = { type = unit when = morale value = -0.1000 } command = { type = leader_skill value = -0.1000 } } minister = { trait = "Democratic idealist" #Woodrow Wilson id = 102 name = NPERSONALITY_WILSON desc = DPERSONALITY_WILSON position = headofstate value = 0 command = { type = production which = consumer value = -0.0500 } command = { type = belligerence which = declare_war value = 0.3000 } command = { type = resource which = money value = 0.1000 } command = { type = production which = supplies value = 0.0500 } command = { type = leader_skill value = 0.1000 } } minister = { trait = "Revolutionary Guerilla Fighter" #Emiliano Zapata id = 103 name = NPERSONALITY_ZAPATA desc = DPERSONALITY_ZAPATA position = headofstate value = 0 command = { type = dissent value = -0.1000 } command = { type = populationgrowth value = 0.0500 } command = { type = leader_skill value = 0.0500 } command = { type = unit when = morale value = 0.1000 } command = { type = unit which = militia when = time value = -0.15000 } command = { type = unit which = cavalry when = attack value = -0.1500 } command = { type = belligerence which = declare_war value = 0.1000 } command = { type = diplomacy_chances which = alliance when = close_government_type value = 25 } command = { type = diplomacy_chances which = alliance when = dictatorships value = -15 } command = { type = unit which = land when = defence value = 0.0500 } } minister = { trait = "Revolutionary leader" #Emiliano Zapata id = 104 name = NPERSONALITY_ZAPATA2 desc = DPERSONALITY_ZAPATA2 position = headofgovernment value = 0 command = { type = production which = consumer value = -0.0500 } command = { type = resource which = money value = 0.0500 } command = { type = production which = supplies value = 0.1000 } command = { type = detection which = land value = 10 } command = { type = intelligence_report which = land value = 1 } command = { type = intelligence_report which = production value = 1 } command = { type = intelligence_chances which = steal_blueprint value = 1 } command = { type = intelligence_chances which = found_partisans value = 1 } } minister = { trait = "Guerilla warfare doctrine" #Zapata Mao CheGuevara Muhtar Collins etc id = 105 name = NPERSONALITY_GUERILLA_WARFARE_DOCTRINE desc = DPERSONALITY_GUERILLA_WARFARE_DOCTRINE position = ChiefOfArmy value = 0 command = { type = unit which = cavalry value = -0.0500 } command = { type = unit which = militia value = -0.1000 } command = { type = extra which = engineer value = -0.0500 } command = { type = extra which = light_armor_brigade value = -0.0500 } command = { type = unit which = infantry value = 0.1000 } command = { type = unit which = garrison when = defence value = 0.0500 } command = { type = unit which = cavalry when = defence value = 0.0500 } command = { type = extra which = engineer when = defence value = 0.0500 } command = { type = extra which = light_armor_brigade when = defence value = 0.0500 } command = { type = unit when = morale value = 0.0500 } command = { type = unit when = speed value = 0.1000 } command = { type = province which = landfort value = -0.1000 } command = { type = province which = coastalfort value = -0.0500 } command = { type = province which = naval_base value = 0.1000 } command = { type = province which = radar_station value = 0.1000 } command = { type = supply_consumption value = -0.1000 } command = { type = stockpile value = -0.100 } ############################# # Custom for Timeline 191 ############################# minister = { trait = "The Snake" id = 106 name = NPERSONALITY_THESNAKE desc = DPERSONALITY_THESNAKE position = headofstate value = 0 command = { type = production which = production when = non_national value = -0.1000 } command = { type = populationgrowth value = 0.1000 } command = { type = unit when = morale value = 0.1000 } command = { type = unit when = speed value = 0.1000 } command = { type = dissent value = -0.1000 } command = { type = diplomacy_chances which = alliance when = dictatorships value = 25 } command = { type = diplomacy_chances which = alliance when = democracies value = -15 } command = { type = diplomacy_chances which = influence_nation value = 10 } command = { type = leader_skill value = -0.0500 } command = { type = belligerence which = peace value = -0.4000 } command = { type = belligerence which = war value = 0.2000 } command = { type = stockpile value = 0.1000 } minister = { trait = "The Unpopular President" id = 107 name = NPERSONALITY_UNPOPULAR_PRESIDENT desc = DPERSONALITY_UNPOPULAR_PRESIDENT position = headofstate value = 0 command = { type = dissent value = 0.0500 } command = { type = populationgrowth value = -0.0300 } command = { type = stockpile which = all when = peace value = 0.0500 } command = { type = production which = production value = -0.0300 } command = { type = production which = consumer value = 0.0500 } command = { type = belligerence which = peace value = -0.5000 } command = { type = belligerence which = declare_war value = 0.3000 } command = { type = unit when = morale value = -0.0500 } minister = { trait = "The Satisfied Puppet" id = 108 name = NPERSONALITY_THESATISFIEDPUPPET desc = DPERSONALITY_THESATISFIEDPUPPET position = headofgovernment value = 0 command = { type = dissent value = 0.0500 } command = { type = populationgrowth value = -0.0300 } command = { type = stockpile which = all when = peace value = 0.0500 } command = { type = production which = production value = -0.0300 } command = { type = production which = consumer value =-0.0500 } command = { type = province which = ic value = -0.0200 minister = { trait = "The Unprepared President" id = 109 name = NPERSONALITY_UNPREPAREDPRESIDENT desc = DPERSONALITY_UNPREPAREDPRESIDENT position = headofstate value = 0 command = { type = dissent value = 0.0500 } command = { type = populationgrowth value = -0.0300 } command = { type = stockpile which = all when = peace value = 0.0500 } command = { type = production which = production value = -0.0300 } command = { type = production which = consumer value = 0.0500 } command = { type = belligerence which = peace value = -0.5000 } command = { type = belligerence which = declare_war value = 0.3000 } command = { type = unit when = morale value = -0.0500 } } }