必ず攻撃
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必ず攻撃

assured_offense_policyin_game/common/laws/io_alliances_law.txt:465

メンバーは、ほかのメンバーが開始宣言した攻撃戦争に自動的に参加する。

必要第一次イタリア連盟国際組織join offensive wars always第二次イタリア連盟国際組織join offensive wars always第三次イタリア連盟国際組織join offensive wars always連盟の後援者特待地位join offensive wars always

定義in_game/common/laws/io_alliances_law.txt:465

466diplomatic_capacity_cost = assured_offence_upkeep_cost
467join_offensive_wars_always = {
468custom_tooltip = {
469text = SPONSOR_EXEMPT_FROM_OFFENSIVE_WARS この同盟の連盟の後援者ではない
470trigger_if = {
478NOT = {
479country_has_special_status = {
481country = scope:recipient
}
}
}
}
486custom_tooltip = {
487text = JOIN_WARS_DEFAULT_REASON International Organizationの非メンバーと戦争状態にある
488always = yes
}
}
491wants_propose_policy = {
492if = {
493limit = {
494scope:recipient = {
495international_organization_has_leader = yes
}
497NOT = {
497is_leader_of_international_organization = scope:recipient
}
}
499subtract = {
500desc = "DIPLOREASON_IS_NOT_LEADER_COUNTRY" Recipientのリーダーではない
501value = 1000
}
}
504else = {
505subtract = {
506desc = "DIPLOREASON_BASE" 基本値
507value = 40
}
509add = {
510desc = "BIAS_FROM_RULER_TRAITS" 統治者特性による偏向
}
}
}
515wants_this_policy_bias = {
516add = {
517desc = "DIPLOREASON_BASE" 基本値
518value = -40
}
520add = {
521desc = "BIAS_FROM_RULER_TRAITS" 統治者特性による偏向
}
524add = {
525desc = "OPINION_OF_OTHER_MEMBERS" ほかのメンバーの意見
527multiply = 1.4
528min = -100
529max = 100
}
531add = {
532desc = "NEEDS_ALLIES_AGAINST_DIFFICULT_CONQUEST_TARGETS" 征服対象の難易度
535multiply = 1.4
536max = 30
537min = 0.5
}
}
540wants_keep_policy = {
541add = {
542desc = "DIPLOREASON_BASE" 基本値
543value = 20
}
}
546policy_bias_towards_new_member = {
547add = {
548desc = "DIPLOREASON_BASE" 基本値
549value = -40
}
551if = {
552limit = {
553OR = {
554is_rival_of = scope:actor
555is_enemy_of = scope:actor
}
}
558add = {
559desc = "[rival_enemy|e]"
560value = -1000
}
}
563add = {
564desc = "game_concept_opinion" 評価
565scope:actor = {
566value = prev_opinion_of_this
567multiply = 0.03
}
}
570add = {
571desc = "NEEDS_ALLIES_AGAINST_DIFFICULT_CONQUEST_TARGETS" 征服対象の難易度
574multiply = 1.4
575max = 30
576min = 0.5
}
}
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