• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Hax

Arnold
11 Badges
Sep 26, 2008
5.812
274
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III
  • Rome Gold
  • Sengoku
  • 500k Club
  • Victoria 2
  • 200k Club
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
In this thread we talk about everything concerning Slovenia.

Some TO OOB:


Hax, bellow is structure of Slovenian territorial defense (latter known as Slovenian army) - it is mainly google translate, I apologize. Hope it helps. Will go now find you that picture you want.

Headquarters and staffs

* Republican staff of Territorial Defence (RŠTO)

RŠTO Chief: Colonel Janez Slapar
Chief of Operations Command and the Deputy Chief of RŠTO: Lieutenant Daniel Kuzma
Head of teaching department: Major Alojz Bogataj
Back-End Division Chief: Lieutenant-Colonel Anton Vereš (replaced)
Head of section for organizational-mobilization issues: Captain Iztok Likar
Head of the intelligence section: Lt. Col. Miloš Bregar
Head section relationships: Lieutenant Franc Kokoravec
Head of section air defense: Lieutenant Dragan Bavcar
Head of the Department of engineer: Lieutenant Colonel, Savo Neškovic
(acting) Head of the section of artillery: Major Boris Ožbolt
Head of the Department of Training: Major Paul Vindišar

* 2 PŠTO NOVO Mesto (Local staff of Territorial Defence, second level structure below RŠTO)

Chief of 2 PŠTO: Lieutenant Colonel Albin Gutman
Chief of Staff: Major Rade Klisaric
Chief Operating teaching section: Captain Marjan Grabnar
intelligence section chief: Lieutenant Bojan Zupanc
Chief of Section for organizational mobilization and personal issues: first senior leader (second lowest rank of Non-commissioned officers , don’t know name) Rado Cotic
Assistant Homeland Education: senior leader (lowest rank of Non-commissioned officers , don’t know name) Goraz Šošter
Assistant for background (hinterland): Captain Aleš Kulovec

* 3 PŠTO Kranj

Chief of 3 PŠTO: Lieutenant Peter Zupan
Chief of Staff: Major Bojan Šuligoj (from 7 July 1991)
Chief Operating teaching section: Lieutenant Danilo Metul
Chief of the intelligence section: Captain Jure Bojanic
Chief of Section for organizational mobilization and personal affairs: Captain Neven Šoic
Education Assistant for Homeland: /
Assistant background: Colonel Anton Rešek

* 4 PŠTO Postojna

Chief of 4 PŠTO: Lieutenant Francis Anderlic, Major Vojko Štembergar (after 30 June 1991)
Chief of Staff: Major Vojko Štembergar, acting Captain Leopold Cucek (after 30 June 1991)
Chief Operating teaching section: Captain Leopold Cucek
Chief of the intelligence section: Captain Janko Rutar
Chief of Section for organizational mobilization: Lieutenant Bojan Golic Derencin
Assistant Homeland Education: (second lowest rank of Non-commissioned officers , don’t know name) Karlo Nanut
Assistant for background (hinterland): Captain Cveto Kravanja

* 5 PŠTO Ljubljana

Chief of 5 PŠTO: Lieutenant Miha Butare (until 29 June), Major Janez Lesjak
Chief of Staff: Captain Vojko Pavlin
Chief Operating teaching section: Captain Stane Sevljak
intelligence section chief: Major Albin Lenaršic
Chief of Section for organizational mobilization: Captain Miro Špetic
Assistant Homeland Education: Lieutenant Bogomir Povše
Assistant background (hinterland): Captain Miran Barboric

* 6 PŠTO Nova Gorica

Chief of 6 PŠTO: Lieutenant Bogdan Beltram
Chief of Staff: Major Srecko Lisjak
Chief Operating teaching section: Captain Stanko Dužic
Chief of the intelligence section: Captain Friderik Markovcic
Chief of Section for organizational mobilization: Major Janko Korce
Assistant Homeland Education: second Lieutenant Igor Žežlin
Assistant background (hinterland): Captain Boris Lutman

* 7th PŠTO Maribor

Chief of 7 PŠTO: Lieutenant Vladimir Miloševic
Chief of Staff: Captain Alojz Šteiner
Asistant for learning for operational issues: Captain Franc Ošljak
Assistant for Intelligence Affairs: Captain Vladimir Maher
Assistant for organizational mobilization: second Lieutenant Marijana Mavsar
Education Assistant for Homeland: /
Assistant background(hinterland): Major Ladislav Lipic

* 8 PŠTO Celje

Chief of 8 PŠTO: Major Viktor Kranjc
Chief of Staff: Major Štefan Šemrov
Chief Operating teaching section: Captain Bogdan Hvalc
Chief of the intelligence section: Captain Zlatko Pavcnik
Chief of Section for organizational mobilization: Major Ludvik Onuk
Assistant for Homeland Education: second Lieutenant Janko Požežnik
Assistant background (hinterland): Captain Peter Mlakar

* 1 Special Brigade Morris

Commander: Colonel Tone Krkovic
Chief of Staff: Major Jože Prvinšek
Chief security officers: Major. Andrej Bremec
Chief of Intelligence Affairs: Major. Boris Mikuš
Assistant for back (hinterland): Major Štefan Cimer
referee of the organizational-mobilization issues: Captain Miran Loparec
referee for motivation and information: Senior leader (second lowest rank of Non-commissioned officers , don’t know name) Albin Mikulic
commander of the 1st Detachment: Captain Zvonko Žagar
Commander of 2nd Detachment: Captain Antiša Grgantov
commander of 3rd Detachment: Captain Cveto Zorko
commander of reconnaissance units: Lieutenant Ladislav Troha

http://sl.wikipedia.org/wiki/Organizacija_Teritorialne_obrambe_Republike_Slovenije_1991

Adapten OOBs per 25th of June, 1991

SLOVENIA

Note: (xxx) after unit means commanded by xxx.
Note2: After the "|" is the unit I think it should be represented by.
Note3: "MD" stands for "military disctrict"

Slovenia

General HQ in Ljulbana (Col. Janez Slapar) | 1 HQ

- 1. Special defence Bde. | ???
- 9. AA Bde. | Art

2. Dolensjka (Lower Carniola, HQ in Novo Mesto and commanded by Col. Albin Gutman)

- 25 TO brigade | Gar
- 4 detachments | ???

Divided on four military sub-districts - MSD: 21, 23 , 25, 27

3. Gorenjska (Upper Carniola, HQ in Kranj and commanded by Col. Peter Zupan)

- 21, 22, 31, 32, 34 TO Bde. | Gar
- 4 detachments | Reduced Gar

Divided on three military sub-districts - MSD: 31, 33 & 35

4. Juznoprimorska MD (South coast, HQ in Postojna and commanded by Lt. Col. Vojko Stenberger

- 5 detachments | Reduced Gar

Divided on four military sub-districts - MSD: 41, 43, 45 & 47

5. Ljulbana MD (commanded by Lt. Col. Janez Lesjak)

- 5 detachmanents | Reduced Gar
- 1 Art Bty. | Art-battalion

Divided on four military sub-districts - MSD: 51, 53, 55 & 57

6. Severnoprimorska MD (North coast, HQ in Nova Gorica and commanded by Col. Bogdan Beltram)

- 1 detachment | Reduced Gar
- 6 tank companys | ???

Divided on two military sub-districts - MSD: 61 & 63

7. Vzhodnostajerska (East Styria, HQ in Maribor and commanded by Col. Vladimir Milosevic)

- 72 TO Bde. | Gar
- 27 Art Bty. | Art-battalions
- 5 tank companys | ???

Divided on fivemilitary sub-districts - MSD: 71, 73, 75, 77 & 79

8. Zahodnostajerska (West Styria, HQ in Ceije and commanded by Lt. Col. Viktor Kranjc)

- 8 detachments |
- 32 Art. Bty. | Art-battalions

Divided on fivemilitary sub-districts - MSD: 81, 83, 85, 87 & 89

Plus various small forces on company level and platoon level that I haven't found out what they stand for or how to portrait them in-game.

 
Ten Days War connected events.

Presidency vote (corrupted vote event, by the Serb side.)

Code:
#############################################
###### Voting system
#############################################
event = {
   id = 4550
   random = no
   country = BOS  # Can be any other country, this just suits as a place holder.
   trigger = { }

   name = "Presidency voting for indpenedence of Slovenia."
   desc = "The time came for the first republic to get independent, it was only a matter of time when the Slovenian authorities wanted to secede from Yugoslavia. The presidencie of all republics have been asked to vote if they should let Slovenia be independent."
   picture = "slv_independence"

   action_a = {
      name = "Yes, Slovenia should be independent and not attacked by Yugoslavian forces."
      command = { type = trigger which = 4551 }
	  command = { type = set_relation which = YUG value = -50 }
	  command = { type = set_relation which = SER value = -50 }
	  command = { type = set_relation which = MON value = -50 }
	  command = { type = set_relation which = SLO value = 50 }
      }
}
	action_b = {
      name = "Approval for attack of the JNA, seek and destroy any paramilitary movements and Slovenian territorial defence forces."
      command = { type = trigger which = 4551 } # <-- Same event palys just like in "action_a"
	  command = { type = set_relation which = YUG value = 50 }
	  command = { type = set_relation which = SER value = 50 }
	  command = { type = set_relation which = MON value = 50 }
	  
      }
}

The "result" event:

Code:
#############################################
###### Presidency voting in case "Slovenian independence result "
#############################################
event = {
   id = 1339
   random = no
   country = YUG   # <--Place holder

   date = { day = 17 month = august year = 1990 }
   offset = 1 
   deathdate = { day = 17 month = august year = 1990 }

   name = "Attack on Slovenia confirmed"
   desc = "The presidency has made it clear that the JNA has to attack on Slovenian borders to stop them."
   picture = "attack_jna_slo"

   action_a = {
      name = "Tense times..."
	  command = { type = trigger which = 3000 }
     }
}

The result of the votes, (keep in mind that the vote gets corrupted and always leads to the confirmation of an attack on
Code:
#############################################
###### Presidency voting in case "Slovenian independence result "
#############################################
event = {
   id = 1339
   random = no
   country = YUG   # <--Place holder

   date = { day = 17 month = august year = 1990 }
   offset = 1 
   deathdate = { day = 17 month = august year = 1990 }

   name = "Attack on Slovenia confirmed"
   desc = "The presidency has made it clear that the JNA has to attack on Slovenian borders to stop them."
   picture = "attack_jna_slo"

   action_a = {
      name = "Tense times..."
	  command = { type = trigger which = 3000 }
     }
}
This event plays which trigger another event: The Ten Days War starts!

Also here is the source about these votes not taking in to account by the Serbs: Here is an example, the same thing happened when "Milosevic" came to power by screwing around with the other votes: https://hr.wikipedia.org/wiki/Raspad_SFRJ#Dolazak_Milo.C5.A1evi.C4.87a_na_vlast

:cool:
 
Thanks Freak for being proactive.
I'll give you some events that are bit more generic and 6-7 events handle all independence war triggers. This won't be final version but I will politely ask you to complete the chain. I should post this tonight so have a look at it sometimes tonight/tomorrow...
 
Thanks Freak for being proactive.
I'll give you some events that are bit more generic and 6-7 events handle all independence war triggers. This won't be final version but I will politely ask you to complete the chain. I should post this tonight so have a look at it sometimes tonight/tomorrow...
Alright man! :)
Cheers.
 
First of all, I would like to drive this in direction away from fixed events. If Croatian player wants to stay in YUG why would Croatian campaign happen? Would Bosnia under Zulfikarpasic (was it him?) stay in Yugoslavia? I would like to attempt creation of more generic event system that will react to situations on hands. Sure, when Croatian campaign happens we can give some sort of info event to say what historically happened.

Here is the basic idea how I wanted to handle wars caused by independence or aggressive republic build-up provoking SFRY to react. The first event in the chain is the most important because it triggers the whole chain.
INDEPENDENCE:
Obviously in that case if JNA still has access or republic is a puppet, it implies republic in question is still part of SFRY. Local flag = independence must be set by a local event. You will need to revisit local events too and ensure that local flag is set!
AGGRESSIVE BUILDUP:
Below is example of this chain. It happened twice to Croatia who was covertly building its army.

Relationship is important for these events. However, I think JNA seeking to attack due to buildup relationship must be excellent before republic grants the approval while for rougue republic seeking independence pro-Yugoslav republic is far more likely to approve. I think pro-Yugoslav is anything above 0.

With little bit of work we could combine two events into one chain. Only difference is trigger and relationship...

When war is about to start we have few 'clean-up' events to run. Each republic gives access to SFRY and has JNA troops stationed all over. Game won't allow war to start until access is removed. If access is removed those units will go to deployment queue which we don't wan't. We want these units to 'stay' in rogue republics. They are later activated through events. Try following these:
- Confine troops to barracks due to impending war [YUG event] - exists one for Croatia and Slovenia already
- Remove access [BOS/CRO/SLV/U08 event] - one exists for Croatia and Slovenia already
- Start war

For Croatia you may have to check for certain garrisons if the province is controlled by RSK before you remove them!
{trigger = {control = province_id province = xxx data = U06} type = {remove_division which = id } }
Same applies to BOS and RS (U04).

90% of the above is in in the code below. I think with your approach we would end up maintaining loads of events. Having them 'grouped' helps tweaking as we need to do one event rather then one for each republic.
You will also note that SFRY will not react to Serbia or Montenegro seeking independence. At this point I think that would be ridiculous but we can fix later...

Do you think you can handle it?

Code:
event = { 
id = 16000
tag = { SLV CRO BOS U08 }

trigger = {
      exists = YUG
      NOT = { local_flag = independence }
      NOT = { flag = yuintv }
      OR = {
         AND = {
            NOT = { ic = 999 }
            OR = {
                army = { size = 100 type = 0 when = 1 where = 1 which = 1 country = -1 }	
                air = { size = 6 type = 0 when = 1 where = 1 which = 1 country = -1 }	
            }
         }
         AND = {
            NOT = { ic = 150 }
            OR = {
                army = { size = 50 type = 0 when = 1 where = 1 which = 1 country = -1 }	
                air = { size = 3 type = 0 when = 1 where = 1 which = 1 country = -1 }
            }
         }
         AND = {
            NOT = { ic = 75 }
            OR = {
                army = { size = 25 type = 0 when = 1 where = 1 which = 1 country = -1 }	
                air = { size = 1 type = 0 when = 1 where = 1 which = 1 country = -1 }
            }
         }
      }
   }
   date = { day = 1 month = february year = 1991 }
	offset = 30
	deathdate = { day = 30 month = december year = 1992 }
   name = "Aggressive army build-up"
   desc = "gen. Kadijevic has taken interest in our army build up."
   action = {
      name = "tense times..."
      command = { trigger = { country = CRO } type = setflag which = yuintv_cro }
      command = { trigger = { country = U08 } type = setflag which = yuintv_mac }
      command = { trigger = { country = SLV } type = setflag which = yuintv_slv }
      command = { trigger = { country = BOS } type = setflag which = yuintv_bos }
      command = { trigger = { country = CRO } type = end_non_aggression which = YUG where = CRO }
      command = { trigger = { country = U08 } type = end_non_aggression which = YUG where = U08 }
      command = { trigger = { country = SLV } type = end_non_aggression which = YUG where = SLV }
      command = { trigger = { country = BOS } type = end_non_aggression which = YUG where = BOS }
      command = { type = belligerence value = 1 } # others not happy with our war footing
      command = { type = trigger which = 16001 }
   }
}
event = {
   id = 16001
   random = no
   country = YUG
   trigger = { }
   persistent = yes

   name = "A rogue republic is arming."
   desc = "A rogue republic is arming. Should we take steps to ensure Yugoslav unity? [Historically intervention was requested against Croatia on two occasions.]"

   action = {
      name = "Demand intervention against Croatia"
      ai_chance = 100
      trigger = { flag = yuintv_cro }
      command = { type = end_non_aggression which = YUG where = -1 }
      command = { type = relation which = YUG value = -20 }
      command = { type = setflag which = yuintv }
      command = { type = belligerence value = 1 }
   }
   action = {
      name = "Demand intervention against Bosnia"
      ai_chance = 100
      trigger = { flag = yuintv_bos }
      command = { type = end_non_aggression which = YUG where = -1 }
      command = { type = relation which = YUG value = -20 }
      command = { type = setflag which = yuintv }
      command = { type = belligerence value = 1 }
   }
   action = {
      name = "Demand intervention against Macedonia"
      ai_chance = 100
      trigger = { flag = yuintv_mac }
      command = { type = end_non_aggression which = YUG where = -1 }
      command = { type = relation which = YUG value = -20 }
      command = { type = setflag which = yuintv }
      command = { type = belligerence value = 1 }
   }
   action = {
      name = "Demand intervention against Slovenia"
      ai_chance = 100
      trigger = { flag = yuintv_slv }
      command = { type = end_non_aggression which = YUG where = -1 }
      command = { type = relation which = YUG value = -20 }
      command = { type = setflag which = yuintv }
      command = { type = belligerence value = 1 }
   }
   action = {
      name = "Negotiate"
      ai_chance = 0
      # what happens here?
      command = { type = clrflag which = yuintv_cro }
      command = { type = clrflag which = yuintv_bos }
      command = { type = clrflag which = yuintv_mac }
      command = { type = clrflag which = yuintv_slv }
      command = { type = clrflag which = yuintv }
      command = { type = belligerence value = -1 }
   }
}
# Presidency response
event = {
   id = 16002
   random = no
   tag = { SLV CRO BOS SER MTN U08 }
   trigger = {
      flag = yuintv
      OR = { 
         flag = yuintv_cro
         flag = yuintv_bos
         flag = yuintv_slv
         flag = yuintv_mac
      }
      NOT = { local_flag = yuintv_voted }
   }
   persistent = yes

   date = { day = 1 month = february year = 1991 }
   offset = 1
   deathdate = { day = 8 month = december year = 1992 }

   name = "JNA intervention requested against rogue state"
   desc = "One of the republics paramilitary formation is alarming. JNA is demanding intervention."

   action_a = {
      name = "Approve the plan - Croatia"
      trigger = { 
         flag = yuintv_cro
         NOT = { country = CRO }
         OR = {
            ai = no
            AND = {
               ai = yes
               relation = { which = YUG value = 75 }
               relation = { which = CRO value = -75 }
            }
         }
      }
      command = { type = relation which = YUG value = 10 }
      command  = { trigger = { country = BOS } type = setflag which = yuintv_app_bos }
      command  = { trigger = { country = SLV } type = setflag which = yuintv_app_slv }
      command  = { trigger = { country = U08 } type = setflag which = yuintv_app_mac }
      command  = { trigger = { country = SER } type = setflag which = yuintv_app_ser }
      command  = { trigger = { country = MTN } type = setflag which = yuintv_app_mtn }
      command = { type = local_setflag which = yuintv_voted }
   }
   action_b = {
      name = "Approve the plan - Bosnia"
      trigger = { 
         flag = yuintv_bos
         NOT = { country = BOS }
         OR = {
            ai = no
            AND = {
               ai = yes
               relation = { which = YUG value = 75 }
               relation = { which = BOS value = -75 }
            }
         }
      }
      command = { type = relation which = YUG value = 10 }
      command  = { trigger = { country = CRO } type = setflag which = yuintv_app_cro }
      command  = { trigger = { country = SLV } type = setflag which = yuintv_app_slv }
      command  = { trigger = { country = U08 } type = setflag which = yuintv_app_mac }
      command  = { trigger = { country = SER } type = setflag which = yuintv_app_ser }
      command  = { trigger = { country = MTN } type = setflag which = yuintv_app_mtn }
      command = { type = local_setflag which = yuintv_voted }
   }
   action_c = {
      name = "Approve the plan - Macedonia"
      trigger = { 
         flag = yuintv_mac
         NOT = { country = U08 }
         OR = {
            ai = no
            AND = {
               ai = yes
               relation = { which = YUG value = 75 }
               relation = { which = U08 value = -75 }
            }
         }
      }
      command = { type = relation which = YUG value = 10 }
      command  = { trigger = { country = BOS } type = setflag which = yuintv_app_bos }
      command  = { trigger = { country = SLV } type = setflag which = yuintv_app_slv }
      command  = { trigger = { country = CRO } type = setflag which = yuintv_app_cro }
      command  = { trigger = { country = SER } type = setflag which = yuintv_app_ser }
      command  = { trigger = { country = MTN } type = setflag which = yuintv_app_mtn }
      command = { type = local_setflag which = yuintv_voted }
   }
   action_d = {
      name = "Approve the plan - Slovenia"
      trigger = { 
         flag = yuintv_slv
         NOT = { country = U08 }
         OR = {
            ai = no
            AND = {
               ai = yes
               relation = { which = YUG value = 75 }
               relation = { which = SLV value = -75 }
            }
         }
      }
      command = { type = relation which = YUG value = 10 }
      command  = { trigger = { country = BOS } type = setflag which = yuintv_app_bos }
      command  = { trigger = { country = CRO } type = setflag which = yuintv_app_cro }
      command  = { trigger = { country = U08 } type = setflag which = yuintv_app_mac }
      command  = { trigger = { country = SER } type = setflag which = yuintv_app_ser }
      command  = { trigger = { country = MTN } type = setflag which = yuintv_app_mtn }
      command = { type = local_setflag which = yuintv_voted }
   }
   action = {
      name = "Disapprove the plan"
      command = { type = relation which = YUG value = -10 }
      command = { type = local_setflag which = yuintv_voted }
   }
}

event = {
   id = 16003
   random = no
   country = YUG
   # need 4 votes, serbia gets 3
   trigger = {
      flag = yuintv
      OR = {
         # logically can't happen
         #AND = { 
         #   flag = yuintv_app_mtn
         #   flag = yuintv_app_bos 
         #   flag = yuintv_app_slo
         #   flag = yuintv_app_mac 
         #   flag = yuintv_app_cro 
         #}
         AND = { 
            flag = yuintv_app_ser
            flag = yuintv_app_mtn
            OR = {
               flag = yuintv_app_mac 
               flag = yuintv_app_slo
               flag = yuintv_app_bos 
               flag = yuintv_app_cro 
            }
         }
         AND = { 
            flag = yuintv_app_ser
            flag = yuintv_app_mac
            OR = { 
               flag = yuintv_app_slo
               flag = yuintv_app_bos 
               flag = yuintv_app_cro
               flag = yuintv_app_mtn 
            }
         }
         AND = { 
            flag = yuintv_app_ser
            flag = yuintv_app_slo
            OR = {
               flag = yuintv_app_bos
               flag = yuintv_app_cro 
               flag = yuintv_app_mtn 
               flag = yuintv_app_mac 
            }
         }
         AND = { 
            flag = yuintv_app_ser
            flag = yuintv_app_bos
            OR = {
               flag = yuintv_app_cro
               flag = yuintv_app_mtn 
               flag = yuintv_app_mac 
               flag = yuintv_app_slo 
            }
         }
         AND = { 
            flag = yuintv_app_ser
            flag = yuintv_app_cro
            OR = {
               flag = yuintv_app_mtn
               flag = yuintv_app_mac 
               flag = yuintv_app_slo 
               flag = yuintv_app_bos 
            }
         }
      }
   }

   date = { day = 1 month = february year = 1991 }
	offset = 3
	deathdate = { day = 30 month = september year = 1992 }
   name = "Request for intervention - Granted!"
   desc = "Presidency unified enough has granted us permission to defend the Constitution! War is imminent!"

   action_a = { 
      name = "War!"
      command = { trigger = { flag = yuintv_cro } type = event  which = 3500 when = 3 } # Croatia gets ready for war (must cancel access)
      command = { trigger = { flag = yuintv_cro } type = trigger which = 2101 } # confine JNA troops in BOS to barracks
      command = { trigger = { flag = yuintv_cro } type = event  which = 16004 } # declare war
      command = { trigger = { flag = yuintv_bos } type = war which = BOS }
      command = { trigger = { flag = yuintv_bos } type = war which = BOS }
      command = { trigger = { flag = yuintv_mac } type = war which = U08 }
      command = { trigger = { flag = yuintv_mac } type = war which = U08 }
      command = { trigger = { flag = yuintv_slv } type = war which = SLV }
      command = { trigger = { flag = yuintv_slv } type = war which = SLV }
      command = { type = belligerence which = YUG value = 2 }
      command = { type = clrflag which = yuintv_app_bos }
      command = { type = clrflag which = yuintv_app_cro }
      command = { type = clrflag which = yuintv_app_mac }
      command = { type = clrflag which = yuintv_app_mtn }
      command = { type = clrflag which = yuintv_app_slo }
      command = { type = clrflag which = yuintv_app_ser }
      command = { type = clrflag which = yuintv_cro }
      command = { type = clrflag which = yuintv_bos }
      command = { type = clrflag which = yuintv_mac }
      command = { type = clrflag which = yuintv_slv }
      command = { type = clrflag which = yuintv }
      command = { type = event which = 16007 when = 2 where = BOS }
      command = { type = event which = 16007 when = 2 where = CRO }
      command = { type = event which = 16007 when = 2 where = U08 }
      command = { type = event which = 16007 when = 2 where = MTN }
      command = { type = event which = 16007 when = 2 where = SER }
      command = { type = event which = 16007 when = 2 where = SLV }
   } 
} 
event = {
   id = 16004
   random = no
   country = YUG
   name = "War to preserve Yugoslavia"
   desc = "Presidency unified enough has granted us permission to defend the Constitution! War is imminent!"

   action_a = { 
      name = "War!"
      command = { trigger = { flag = yuintv_bos } type = war which = BOS }
      command = { trigger = { flag = yuintv_mac } type = war which = U08 }
      command = { trigger = { flag = yuintv_slv } type = war which = SLV }
      command = { trigger = { flag = yuintv_cro } type = war which = CRO }
   } 
} 
event = {
   id = 16005
   random = no
   country = YUG
   # need 4 votes, serbia gets 3
   trigger = {
      OR = { 
         flag = yuintv_cro
         flag = yuintv_bos
         flag = yuintv_slv
         flag = yuintv_mac
      }
      OR = {
         NOT = { flag = yuintv_app_ser }
         NOT = { 
            flag = yuintv_app_slo
            flag = yuintv_app_bos 
            flag = yuintv_app_cro
            flag = yuintv_app_mtn 
         }
         NOT = {
            flag = yuintv_app_bos
            flag = yuintv_app_cro 
            flag = yuintv_app_mtn 
            flag = yuintv_app_mac 
         } 
         NOT = {
            flag = yuintv_app_cro
            flag = yuintv_app_mtn 
            flag = yuintv_app_mac 
            flag = yuintv_app_slo 
         }
         NOT = {
            flag = yuintv_app_mtn
            flag = yuintv_app_mac 
            flag = yuintv_app_slo 
            flag = yuintv_app_bos 
         }
      }
   }

   date = { day = 30 month = january year = 1991 }
	offset = 3
	deathdate = { day = 30 month = september year = 1992 }
   name = "Request for intervention - Turned down!"
   desc = "Presidency was divided (as always) and have settled down for with a 'grace period' during which a rogue Republic would hand over the weapons."

   action = { 
      name = "Insolent Fools!"
      command = { type = clrflag which = yuintv_app_bos }
      command = { type = clrflag which = yuintv_app_cro }
      command = { type = clrflag which = yuintv_app_mac }
      command = { type = clrflag which = yuintv_app_mtn }
      command = { type = clrflag which = yuintv_app_slo }
      command = { type = clrflag which = yuintv_cro }
      command = { type = clrflag which = yuintv_bos }
      command = { type = clrflag which = yuintv_mac }
      command = { type = clrflag which = yuintv_slv }
      command = { type = clrflag which = yuintv }
      command = { type = event which = 16005 when = 2 where = BOS }
      command = { type = event which = 16005 when = 2 where = CRO }
      command = { type = event which = 16005 when = 2 where = U08 }
      command = { type = event which = 16005 when = 2 where = MTN }
      command = { type = event which = 16005 when = 2 where = SER }
      command = { type = event which = 16005 when = 2 where = SLV }
   } 
}   
event = {
   id = 16007
   tag = { BOS CRO U08 MTN SER SLV }
   random = no
   trigger = {  } 
   
   name = "Participating in Yugoslav presidency vote"
   desc = "We have taken acted in interest of our people in recent Presidency vote. Our public approves of it..."

   action = {
      name = "Tense times..."
      command = { type = local_clrflag which = yuintv_voted }
      command = { type = dissent value = -1 }
      }
}
 
Right, the part with certain garrisons will need some extra tweaking and looking after to ensure that garrisons are getting or not getting removed, and some more stuff. I'm on it, let's see, this will be interesting.

Posting some results already tomorrow.

Cheers.
 
Also, don't worry too much about this trigger. We'll need to tweak it....
Code:
      OR = {
         AND = {
            NOT = { ic = 999 }
            OR = {
                army = { size = 100 type = 0 when = 1 where = 1 which = 1 country = -1 }	
                air = { size = 6 type = 0 when = 1 where = 1 which = 1 country = -1 }	
            }
         }
         AND = {
            NOT = { ic = 150 }
            OR = {
                army = { size = 50 type = 0 when = 1 where = 1 which = 1 country = -1 }	
                air = { size = 3 type = 0 when = 1 where = 1 which = 1 country = -1 }
            }
         }
         AND = {
            NOT = { ic = 75 }
            OR = {
                army = { size = 25 type = 0 when = 1 where = 1 which = 1 country = -1 }	
                air = { size = 1 type = 0 when = 1 where = 1 which = 1 country = -1 }
            }
         }
      }
 
Also, don't worry too much about this trigger. We'll need to tweak it....
Code:
      OR = {
         AND = {
            NOT = { ic = 999 }
            OR = {
                army = { size = 100 type = 0 when = 1 where = 1 which = 1 country = -1 }	
                air = { size = 6 type = 0 when = 1 where = 1 which = 1 country = -1 }	
            }
         }
         AND = {
            NOT = { ic = 150 }
            OR = {
                army = { size = 50 type = 0 when = 1 where = 1 which = 1 country = -1 }	
                air = { size = 3 type = 0 when = 1 where = 1 which = 1 country = -1 }
            }
         }
         AND = {
            NOT = { ic = 75 }
            OR = {
                army = { size = 25 type = 0 when = 1 where = 1 which = 1 country = -1 }	
                air = { size = 1 type = 0 when = 1 where = 1 which = 1 country = -1 }
            }
         }
      }
"Dat IC" hahah alright, got it. ;)
 
Well I tweaked some things but I have to say that this isn't easy, i'm confused, and scared about the chain not working properly or not being reflect properly in-game, even increased or decreased some relations during specific events. hmmm. For me confusing stuff, also I tweaked the "misc.txt" a bit so you can take a look at that also.
Code:
event = { 
id = 16000
tag = { SLV CRO BOS U08 }

trigger = {
      exists = YUG
      NOT = { local_flag = independence }
      NOT = { flag = yuintv }
      OR = {
         AND = {
            NOT = { ic = 999 }
            OR = {
                army = { size = 100 type = 0 when = 1 where = 1 which = 1 country = -1 }	
                air = { size = 6 type = 0 when = 1 where = 1 which = 1 country = -1 }	
            }
         }
         AND = {
            NOT = { ic = 150 }
            OR = {
                army = { size = 50 type = 0 when = 1 where = 1 which = 1 country = -1 }	
                air = { size = 3 type = 0 when = 1 where = 1 which = 1 country = -1 }
            }
         }
         AND = {
            NOT = { ic = 75 }
            OR = {
                army = { size = 25 type = 0 when = 1 where = 1 which = 1 country = -1 }	
                air = { size = 1 type = 0 when = 1 where = 1 which = 1 country = -1 }
            }
         }
      }
   }
   date = { day = 1 month = february year = 1991 }
	offset = 30
	deathdate = { day = 30 month = december year = 1992 }
   name = "Aggressive army build-up"
   desc = "gen. Kadijevic has taken interest in our army build up."
   action = {
      name = "tense times..."
      command = { trigger = { country = CRO } type = setflag which = yuintv_cro }
      command = { trigger = { country = U08 } type = setflag which = yuintv_mac }
      command = { trigger = { country = SLV } type = setflag which = yuintv_slv }
      command = { trigger = { country = BOS } type = setflag which = yuintv_bos }
      command = { trigger = { country = CRO } type = end_non_aggression which = YUG where = CRO }
      command = { trigger = { country = U08 } type = end_non_aggression which = YUG where = U08 }
      command = { trigger = { country = SLV } type = end_non_aggression which = YUG where = SLV }
      command = { trigger = { country = BOS } type = end_non_aggression which = YUG where = BOS }
      command = { type = belligerence value = 1 } # others not happy with our war footing
      command = { type = trigger which = 16001 }
   }
}
event = {
   id = 16001
   random = no
   country = YUG
   trigger = { }
   persistent = yes

   name = "A rogue republic is arming."
   desc = "A rogue republic is arming. Should we take steps to ensure Yugoslav unity? [Historically intervention was requested against Croatia on two occasions.]"

   action = {
      name = "Demand intervention against Croatia"
      ai_chance = 100
      trigger = { flag = yuintv_cro }
      command = { type = end_non_aggression which = YUG where = -1 }
      command = { type = relation which = YUG value = -30 }
      command = { type = setflag which = yuintv }
      command = { type = belligerence value = 1 }
   }
   action = {
      name = "Demand intervention against Bosnia"
      ai_chance = 100
      trigger = { flag = yuintv_bos }
      command = { type = end_non_aggression which = YUG where = -1 }
      command = { type = relation which = YUG value = -30 }
      command = { type = setflag which = yuintv }
      command = { type = belligerence value = 1 }
   }
   action = {
      name = "Demand intervention against Macedonia"
      ai_chance = 100
      trigger = { flag = yuintv_mac }
      command = { type = end_non_aggression which = YUG where = -1 }
      command = { type = relation which = YUG value = -30 }
      command = { type = setflag which = yuintv }
      command = { type = belligerence value = 1 }
   }
   action = {
      name = "Demand intervention against Slovenia"
      ai_chance = 100
      trigger = { flag = yuintv_slv }
      command = { type = end_non_aggression which = YUG where = -1 }
      command = { type = relation which = YUG value = -30 }
      command = { type = setflag which = yuintv }
      command = { type = belligerence value = 1 }
   }
   action = {
      name = "Negotiate"
      ai_chance = 0
      # what happens here?
      command = { type = clrflag which = yuintv_cro }
      command = { type = clrflag which = yuintv_bos }
      command = { type = clrflag which = yuintv_mac }
      command = { type = clrflag which = yuintv_slv }
      command = { type = clrflag which = yuintv }
      command = { type = belligerence value = -1 }
   }
}
# Presidency response
event = {
   id = 16002
   random = no
   tag = { SLV CRO BOS SER MTN U08 }
   trigger = {
      flag = yuintv
      OR = { 
         flag = yuintv_cro
         flag = yuintv_bos
         flag = yuintv_slv
         flag = yuintv_mac
      }
      NOT = { local_flag = yuintv_voted }
   }
   persistent = yes

   date = { day = 1 month = february year = 1991 }
   offset = 1
   deathdate = { day = 8 month = december year = 1992 }

   name = "JNA intervention requested against rogue state"
   desc = "One of the republics paramilitary formation is alarming. JNA is demanding intervention."

   action_a = {
      name = "Approve the plan - Croatia"
      trigger = { 
         flag = yuintv_cro
         NOT = { country = CRO }
         OR = {
            ai = no
            AND = {
               ai = yes
               relation = { which = YUG value = 75 }
               relation = { which = CRO value = -75 }
            }
         }
      }
      command = { type = relation which = YUG value = 10 }
      command  = { trigger = { country = BOS } type = setflag which = yuintv_app_bos }
      command  = { trigger = { country = SLV } type = setflag which = yuintv_app_slv }
      command  = { trigger = { country = U08 } type = setflag which = yuintv_app_mac }
      command  = { trigger = { country = SER } type = setflag which = yuintv_app_ser }
      command  = { trigger = { country = MTN } type = setflag which = yuintv_app_mtn }
      command = { type = local_setflag which = yuintv_voted }
   }
   action_b = {
      name = "Approve the plan - Bosnia"
      trigger = { 
         flag = yuintv_bos
         NOT = { country = BOS }
         OR = {
            ai = no
            AND = {
               ai = yes
               relation = { which = YUG value = 80 }
               relation = { which = BOS value = -80 }
            }
         }
      }
      command = { type = relation which = YUG value = 10 }
      command  = { trigger = { country = CRO } type = setflag which = yuintv_app_cro }
      command  = { trigger = { country = SLV } type = setflag which = yuintv_app_slv }
      command  = { trigger = { country = U08 } type = setflag which = yuintv_app_mac }
      command  = { trigger = { country = SER } type = setflag which = yuintv_app_ser }
      command  = { trigger = { country = MTN } type = setflag which = yuintv_app_mtn }
      command = { type = local_setflag which = yuintv_voted }
   }
   action_c = {
      name = "Approve the plan - Macedonia"
      trigger = { 
         flag = yuintv_mac
         NOT = { country = U08 }
         OR = {
            ai = no
            AND = {
               ai = yes
               relation = { which = YUG value = 75 }
               relation = { which = U08 value = -75 }
            }
         }
      }
      command = { type = relation which = YUG value = 10 }
      command  = { trigger = { country = BOS } type = setflag which = yuintv_app_bos }
      command  = { trigger = { country = SLV } type = setflag which = yuintv_app_slv }
      command  = { trigger = { country = CRO } type = setflag which = yuintv_app_cro }
      command  = { trigger = { country = SER } type = setflag which = yuintv_app_ser }
      command  = { trigger = { country = MTN } type = setflag which = yuintv_app_mtn }
      command = { type = local_setflag which = yuintv_voted }
   }
   action_d = {
      name = "Approve the plan - Slovenia"
      trigger = { 
         flag = yuintv_slv
         NOT = { country = U08 }
         OR = {
            ai = no
            AND = {
               ai = yes
               relation = { which = YUG value = 75 }
               relation = { which = SLV value = -75 }
            }
         }
      }
      command = { type = relation which = YUG value = 10 }
      command  = { trigger = { country = BOS } type = setflag which = yuintv_app_bos }
      command  = { trigger = { country = CRO } type = setflag which = yuintv_app_cro }
      command  = { trigger = { country = U08 } type = setflag which = yuintv_app_mac }
      command  = { trigger = { country = SER } type = setflag which = yuintv_app_ser }
      command  = { trigger = { country = MTN } type = setflag which = yuintv_app_mtn }
      command = { type = local_setflag which = yuintv_voted }
   }
   action = {
      name = "Disapprove the plan"
      command = { type = relation which = YUG value = -10 }
      command = { type = local_setflag which = yuintv_voted }
   }
}

event = {
   id = 16003
   random = no
   country = YUG
   # need 4 votes, serbia gets 3
   trigger = {
      flag = yuintv
      OR = {
         # logically can't happen
         #AND = { 
         #   flag = yuintv_app_mtn
         #   flag = yuintv_app_bos 
         #   flag = yuintv_app_slo
         #   flag = yuintv_app_mac 
         #   flag = yuintv_app_cro 
         #}
         AND = { 
            flag = yuintv_app_ser
            flag = yuintv_app_mtn
            OR = {
               flag = yuintv_app_mac 
               flag = yuintv_app_slo
               flag = yuintv_app_bos 
               flag = yuintv_app_cro 
            }
         }
         AND = { 
            flag = yuintv_app_ser
            flag = yuintv_app_mac
            OR = { 
               flag = yuintv_app_slo
               flag = yuintv_app_bos 
               flag = yuintv_app_cro
               flag = yuintv_app_mtn 
            }
         }
         AND = { 
            flag = yuintv_app_ser
            flag = yuintv_app_slo
            OR = {
               flag = yuintv_app_bos
               flag = yuintv_app_cro 
               flag = yuintv_app_mtn 
               flag = yuintv_app_mac 
            }
         }
         AND = { 
            flag = yuintv_app_ser
            flag = yuintv_app_bos
            OR = {
               flag = yuintv_app_cro
               flag = yuintv_app_mtn 
               flag = yuintv_app_mac 
               flag = yuintv_app_slo 
            }
         }
         AND = { 
            flag = yuintv_app_ser
            flag = yuintv_app_cro
            OR = {
               flag = yuintv_app_mtn
               flag = yuintv_app_mac 
               flag = yuintv_app_slo 
               flag = yuintv_app_bos 
            }
         }
      }
   }

   date = { day = 1 month = february year = 1991 }
	offset = 3
	deathdate = { day = 30 month = september year = 1992 }
   name = "Request for intervention - Granted!"
   desc = "Presidency unified enough has granted us permission to defend the Constitution! War is imminent!"

   action_a = { 
      name = "War!"
      command = { trigger = { flag = yuintv_cro } type = event  which = 3500 when = 3 } # Croatia gets ready for war (must cancel access)
      command = { trigger = { flag = yuintv_cro } type = trigger which = 2101 } # confine JNA troops in BOS to barracks
      command = { trigger = { flag = yuintv_cro } type = event  which = 16004 } # declare war
      command = { trigger = { flag = yuintv_bos } type = war which = BOS }
      command = { trigger = { flag = yuintv_bos } type = war which = BOS }
      command = { trigger = { flag = yuintv_mac } type = war which = U08 }
      command = { trigger = { flag = yuintv_mac } type = war which = U08 }
      command = { trigger = { flag = yuintv_slv } type = war which = SLV }
      command = { trigger = { flag = yuintv_slv } type = war which = SLV }
      command = { type = belligerence which = YUG value = 2 }
      command = { type = clrflag which = yuintv_app_bos }
      command = { type = clrflag which = yuintv_app_cro }
      command = { type = clrflag which = yuintv_app_mac }
      command = { type = clrflag which = yuintv_app_mtn }
      command = { type = clrflag which = yuintv_app_slo }
      command = { type = clrflag which = yuintv_app_ser }
      command = { type = clrflag which = yuintv_cro }
      command = { type = clrflag which = yuintv_bos }
      command = { type = clrflag which = yuintv_mac }
      command = { type = clrflag which = yuintv_slv }
      command = { type = clrflag which = yuintv }
      command = { type = event which = 16007 when = 2 where = BOS }
      command = { type = event which = 16007 when = 2 where = CRO }
      command = { type = event which = 16007 when = 2 where = U08 }
      command = { type = event which = 16007 when = 2 where = MTN }
      command = { type = event which = 16007 when = 2 where = SER }
      command = { type = event which = 16007 when = 2 where = SLV }
   } 
} 
event = {
   id = 16004
   random = no
   country = YUG
   name = "War to preserve Yugoslavia"
   desc = "Presidency unified enough has granted us permission to defend the Constitution! War is imminent!"

   action_a = { 
      name = "War!"
      command = { trigger = { flag = yuintv_bos } type = war which = BOS }
      command = { trigger = { flag = yuintv_mac } type = war which = U08 }
      command = { trigger = { flag = yuintv_slv } type = war which = SLV }
      command = { trigger = { flag = yuintv_cro } type = war which = CRO }
   } 
} 
event = {
   id = 16005
   random = no
   country = YUG
   # need 4 votes, serbia gets 3
   trigger = {
      OR = { 
         flag = yuintv_cro
         flag = yuintv_bos
         flag = yuintv_slv
         flag = yuintv_mac
      }
      OR = {
         NOT = { flag = yuintv_app_ser }
         NOT = { 
            flag = yuintv_app_slo
            flag = yuintv_app_bos 
            flag = yuintv_app_cro
            flag = yuintv_app_mtn 
         }
         NOT = {
            flag = yuintv_app_bos
            flag = yuintv_app_cro 
            flag = yuintv_app_mtn 
            flag = yuintv_app_mac 
         } 
         NOT = {
            flag = yuintv_app_cro
            flag = yuintv_app_mtn 
            flag = yuintv_app_mac 
            flag = yuintv_app_slo 
         }
         NOT = {
            flag = yuintv_app_mtn
            flag = yuintv_app_mac 
            flag = yuintv_app_slo 
            flag = yuintv_app_bos 
         }
      }
   }

   date = { day = 30 month = january year = 1991 }
	offset = 3
	deathdate = { day = 30 month = september year = 1992 }
   name = "Request for intervention - Turned down!"
   desc = "Presidency was divided (as always) and have settled down for with a 'grace period' during which a rogue Republic would hand over the weapons."

   action = { 
      name = "Insolent Fools!"
      command = { type = clrflag which = yuintv_app_bos }
      command = { type = clrflag which = yuintv_app_cro }
      command = { type = clrflag which = yuintv_app_mac }
      command = { type = clrflag which = yuintv_app_mtn }
      command = { type = clrflag which = yuintv_app_slo }
      command = { type = clrflag which = yuintv_cro }
      command = { type = clrflag which = yuintv_bos }
      command = { type = clrflag which = yuintv_mac }
      command = { type = clrflag which = yuintv_slv }
      command = { type = clrflag which = yuintv }
      command = { type = event which = 16005 when = 2 where = BOS }
      command = { type = event which = 16005 when = 2 where = CRO }
      command = { type = event which = 16005 when = 2 where = U08 }
      command = { type = event which = 16005 when = 2 where = MTN }
      command = { type = event which = 16005 when = 2 where = SER }
      command = { type = event which = 16005 when = 2 where = SLV }
   } 
}   
event = {
   id = 16007
   tag = { BOS CRO U08 MTN SER SLV }
   random = no
   trigger = {  } 
   
   name = "Participating in Yugoslav presidency vote"
   desc = "We have taken acted in interest of our people in recent Presidency vote. Our public approves of it..."

   action = {
      name = "Tense times..."
      command = { type = local_clrflag which = yuintv_voted }
      command = { type = dissent value = -1 }
      }
}
event = {
   id = 16003
   random = no
   country = YUG
   # need 4 votes, serbia gets 4
   trigger = {
      flag = yuintv
      OR = {
         # can happen,yeah with a pinch of corupt presidency votes.
         #AND = { 
         #   flag = yuintv_app_mtn
         #   flag = yuintv_app_bos 
         #   flag = yuintv_app_slo
         #   flag = yuintv_app_mac 
         #   flag = yuintv_app_cro 
         #}
         AND = { 
            flag = yuintv_app_ser
            flag = yuintv_app_mtn
            OR = {
               flag = yuintv_app_slo
               flag = yuintv_app_bos
               flag = yuintv_app_cro 
               flag = yuintv_app_mac 
            }
         }
         AND = { 
            flag = yuintv_app_ser
            flag = yuintv_app_mac
            OR = { 
               flag = yuintv_app_mtn
               flag = yuintv_app_cro 
               flag = yuintv_app_slo
               flag = yuintv_app_bos 
            }
         }
         AND = { 
            flag = yuintv_app_slo
            flag = yuintv_app_ser
            OR = {
               flag = yuintv_app_bos
               flag = yuintv_app_cro 
               flag = yuintv_app_mtn 
               flag = yuintv_app_mac 
            }
         }
         AND = { 
            flag = yuintv_app_bos
            flag = yuintv_app_ser
            OR = {
               flag = yuintv_app_mtn
               flag = yuintv_app_mac 
               flag = yuintv_app_slo
               flag = yuintv_app_cro 
            }
         }
         AND = { 
            flag = yuintv_app_cro
            flag = yuintv_app_ser
            OR = {
               flag = yuintv_app_mac
               flag = yuintv_app_mtn
               flag = yuintv_app_bos 
               flag = yuintv_app_slo
            }
         }
      }
   }
  date = { day = 1 month = february year = 1991 }
	offset = 3
	deathdate = { day = 30 month = september year = 1992 }
   name = "Request for intervention was granted!"
   desc = "Presidency unified enough has granted us permission to defend the Constitution! War is imminent! Prepare for the worst!"

   action_a = { 
      name = "War!"
      command = { trigger = { flag = yuintv_cro } type = event  which = 3500 when = 3 } # Croatia gets ready for war (must cancel access)
      command = { trigger = { flag = yuintv_cro } type = trigger which = 2101 } # confine JNA troops in BOS to barracks
      command = { trigger = { flag = yuintv_cro } type = event  which = 16004 } # declare war
      command = { trigger = { flag = yuintv_bos } type = war which = BOS }
      command = { trigger = { flag = yuintv_bos } type = war which = BOS }
      command = { trigger = { flag = yuintv_mac } type = war which = U08 }
      command = { trigger = { flag = yuintv_mac } type = war which = U08 }
      command = { trigger = { flag = yuintv_slv } type = war which = SLV }
      command = { trigger = { flag = yuintv_slv } type = war which = SLV }
      command = { type = belligerence which = YUG value = 3 }
      command = { type = clrflag which = yuintv_app_bos }
      command = { type = clrflag which = yuintv_app_cro }
      command = { type = clrflag which = yuintv_app_mac }
      command = { type = clrflag which = yuintv_app_mtn }
      command = { type = clrflag which = yuintv_app_slo }
      command = { type = clrflag which = yuintv_app_ser }
      command = { type = clrflag which = yuintv_cro }
      command = { type = clrflag which = yuintv_bos }
      command = { type = clrflag which = yuintv_mac }
      command = { type = clrflag which = yuintv_slv }
      command = { type = clrflag which = yuintv }
      command = { type = event which = 16007 when = 2 where = BOS }
      command = { type = event which = 16007 when = 2 where = CRO }
      command = { type = event which = 16007 when = 2 where = U08 }
      command = { type = event which = 16007 when = 2 where = MTN }
      command = { type = event which = 16007 when = 2 where = SER }
      command = { type = event which = 16007 when = 2 where = SLV }
   } 
}  
event = {
   id = 16005
   random = no
   country = YUG
   # need 4 votes, serbia gets 2
   trigger = {
      OR = { 
         flag = yuintv_bos
         flag = yuintv_cro
         flag = yuintv_mac
         flag = yuintv_slo
      }
      OR = {
         NOT = { flag = yuintv_app_ser }
         NOT = { 
            flag = yuintv_app_bos
            flag = yuintv_app_cro 
            flag = yuintv_app_slo
            flag = yuintv_app_mtn 
         }
         NOT = {
            flag = yuintv_app_bos
            flag = yuintv_app_cro 
            flag = yuintv_app_mac
            flag = yuintv_app_mtn
         } 
         NOT = {
            flag = yuintv_app_cro
            flag = yuintv_app_mtn 
            flag = yuintv_app_mac 
            flag = yuintv_app_slo 
         }
         NOT = {
            flag = yuintv_app_bos
            flag = yuintv_app_slo 
            flag = yuintv_app_mac 
            flag = yuintv_app_mtn 
         }
      }
   }

   date = { day = 31 month = january year = 1991 }
	offset = 3
	deathdate = { day = 31 month = september year = 1992 }
   name = "Request for intervention - Turned down!"
   desc = "Presidency was divided (as always) and have settled down for with a 'grace period' during which a rogue Republic would hand over the weapons."

   action = { 
      name = "Insolent Fools!"
      command = { type = clrflag which = yuintv_app_bos }
      command = { type = clrflag which = yuintv_app_cro }
      command = { type = clrflag which = yuintv_app_mac }
      command = { type = clrflag which = yuintv_app_mtn }
      command = { type = clrflag which = yuintv_app_slo }
      command = { type = clrflag which = yuintv_bos }
      command = { type = clrflag which = yuintv_cro }
      command = { type = clrflag which = yuintv_mac }
      command = { type = clrflag which = yuintv_slv }
      command = { type = clrflag which = yuintv }
      command = { type = event which = 16005 when = 2 where = BOS }
      command = { type = event which = 16005 when = 2 where = CRO }
      command = { type = event which = 16005 when = 2 where = U08 }
      command = { type = event which = 16005 when = 2 where = MTN }
      command = { type = event which = 16005 when = 2 where = SER }
      command = { type = event which = 16005 when = 2 where = SLV }
   } 
}

The misc.txt got a bit improved because some things were not real, comparing them to what was in RL. This version should be good. :)
Code:
# NOTE: Obviously, the order of these variables cannot be changed.

economy = {
# IC to TC ratio
	15 #1.25
# IC to Supplies ratio
	4.5
# IC to Consumer Goods Ratio
	1.0
# IC to Money Ratio
	0.2 #0.2
# Min Available IC as percentage of the final IC (applied in case of resource lack) 
	0.1 #0.0
# Min final Available IC (modified by negative free IC only) 	
	3 #0
# Modifier on dissent reduction - higher this modifier is, longer it will take to reduce dissent.
	4.0 #4.0	
# Max Gearing Bonus ( never lower than value * build time )
	0.65
# Gearing Bonus Increment ( lessening of build time per successive build, down to Max Gearing Bonus )
	0.05
# IC Non-National Province Multiplier
	0.2
# IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where applicable)
	0.1
# IC multiplier for puppets
	1.0 #1.0
# Resource multiplier for non-national provinces
	0.5 #0.5
# Resource multiplier for occupied provinces (overrides non-national)
	0.8 #0.4
# Resource multiplier for non-national provinces for AI countries (replaces both above). Use -1 disable this AI cheat.
	-1 #0.75
# Resource multiplier for puppets (multiplier on the others)
	1.0 #1.0
# TC Undeployed Division Load
	10
# TC Occupied Province Load
	1.0
# TC Land Division Load Multiplier
	1.0
# TC Air Division Load Multiplier
	1.0
# TC Naval Division Load Multiplier
	0.3333
# TC Load from partisans
	12.0
# TC load factor from offensives
	1.5
# TC Load from province dev
	5.0
# TC Load from bases in queue
	100.0
# National Province Manpower Multiplier (income per day)
	0.02
# Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.
	0.001
# Colonial Province Manpower Multiplier (multiplied on the other)
	0.1
# MP multiplier for puppets (multiplied on the other)
	0.5 #1.0
# Wartime oversea provinces Manpower Multiplier (multiplied on the other)
	0.33 #0.0
# Peacetime Manpower Multiplier (multiplied on the other)
	0.01 #1.0
# Wartime Manpower Multiplier (multiplied on the other)
	0.3 #1.0
# Daily retired Manpower - percentage of the current MP pool
	0.0 #0.0
# Trickle-back factor for manpower from losses in battle. (ie, how many are just wounded.)
	0.25
# Reinforcement Manpower Cost Factor
	1.0
# Reinforce cost
	1
# Reinforce time
	0.01
# Upgrade cost	
	1
# Upgrade time
	1
# Reinforce to upgrade modifier. Values from 0.0 (divisions do not get extra upgrade progress on reinforcement) to 1.0 (1:1 ratio, 1% reinforce adds 1% to upgrade progress)
	0.5 # 0.0	
# Nationalism starting value
	30
# Nationalism per MP (added to stating value)
	2.0 # 0.0
# Max unmodified nationalism = starting + MP*mod + added by events or prtissan funds
	20 # 30
# Max final province revolt risk = THIS + current country dissent
	35 # 100
# Monthly Nationalism reduction
	0.05
# Time in days to send a division to an ally
	5
# TC Load from undeployed brigades (multiplied on top of the division cost)
	0.3
# If units can be sold/transferred to non allied countries. 0 = No, 1 = Yes (player could offer units to all countries and ask for units from allied countries), 2 = Yes (player could offer and ask for units from all countries) 
	1 #1
# If Blue Prints can be sold to non-allied countries. 0 = No, 1 = Yes (player could offer BP), 2 = Yes (player could offer and ask for BPs) 	0 #0
	1 #0
# If owned (!) provinces can be sold/transferred to non-allied countries. 0 = No, 1 = Yes (player could offer such provinces), 2 = Yes (player cold offer and ask for such provinces)
	2 #0
# Allow non-owned (just controlled) provinces to be transferred to allied(!) countries if provinces are cores for that ally. 1 - Enabled, 0 - Disabled (default):	
	1 #0
# Province buildings repair modifier - how fast damaged or just built province buildings will reach max level
	1.0
# Province resource repair modifier - how fast resources output is increasing to the max (after bombing or conquering)
	0.33
# Stockpile limit multiplier for industry resources (energy, metal, rare materials). -1 = Disable, else = Desired Stockpile (unmodified) * this
	2 #-1
# Stockpile limits multiplier for supplies and oil. -1 = Disable, else = Desired Stockpile (unmodified) * this
	4 #-1
# Over stockpile limit daily loss (percentage of the exceeding resource). 0.0 = no loss, 1.0 = 100%
	0.02 #0.0
# Max provincial energy/metal/rare materials depot size.
	5000 #9999
# Max provincial oil/supplies depot size.
	15000 #9999
# Desired provincial stockpiles for oil and supplies (needed to supply friendly units in that area for X days). Used by auto-convoying.
	15 #7
# Max Manpower.
	50000 #9999
# Modifier on convoy transports capacity - higher this modifier is, more resources can be transported.
	1.0 #1.0
# Land Units - supply consumption modifier when in redeployment pool or not moving
	0.8 #1.0
# Land Units - supply consumption modifier when in combat 
	2.0 #1.0
# Land Units - fuel consumption modifier when not moving
	0.1 #0.25
# Land Units - fuel consumption modifier when in combat or in bombardment
	1.25 #1.0
# Air Units - supply consumption modifier when in redeployment pool or at air base
	1.0 #1.0
# Air Units - supply consumption modifier when in combat or in bombardment
	1.5 #1.0
# Air and Naval Units - fuel consumption modifier when at air base or port
	0.01 #0.01
# Air Units - fuel consumption modifier when in combat or in bombardment
	1.5 #1.0
# Naval Units - supply consumption modifier when in redeployment pool or in port
	0.5 #0.5
# Naval Units - supply consumption modifier when in combat 
	2.0 #1.0
# Naval Units - fuel consumption modifier when not moving and not in port
	0.25 #0.25
# Naval Units - fuel consumption modifier when in combat or in bombardment
	2.0 #1.0
# TP to convoy transports conversion ratio
	5 #0
# DD to convoy escorts conversion ratio
	5 #0
# CL to convoy escorts conversion ratio
	7 #0
# CVL to convoy escorts conversion ratio
	10 #0
# Enable production line edit (auto-upgrade and serial builds lengths): 1 - Enabled, 0 - Disabled
	1 #0
# Gearing bonus loss per level of upgrade for unit. Values 0.0 (0% or no gearing bonus lost) to 1.0 (100% or all gearing will be lost)
	0.1 # -0% gearing bonus per level of upgrade
# Gearing bonus loss per level of brigade/attachment (added for every upgraded br./att.). Values 0.0 (0% or no gearing bonus lost) to 1.0 (100% or all gearing will be lost)
	0.05 # -0% gearing bonus per level of upgrade
# Modifier on dissent taken from nukes in national provinces. Dissent = (MP + IC*0.5) * Nuke Power * THIS.
	0.5 #0.5
# Max daily dissent that can be added to player controlled countries when not enough supplies are produced (and the same time more then required IC is used on CG or on any other slider then on Supplies). 0.0 - Disabled, 1.0 - No restriction
	0.0 #1.0
# Nukes production rate modifier. Higher this is, longer it takes to get a new nuke.
	80.0 #80.0
# Convoy system options for allied (own country and friendly nations controlled land connected provinces) and own (own country controlled and land connected provinces) areas: 
#	0 - Ignore allied areas, work on own areas only. Default (old) behavior
#	1 - Convoys can be to/from own country controlled provinces only, but allied area is used too (so there's only one convoy to allied area per country)
#	2 - Convoys can use allied provinces as start/end destinations as long as the country controls at least one province in the allied area
#	Note 1: Convoys can start from oversea puppet provinces regardless of this setting (required to transport puppet's resources to master's capital)
#	Note 2: Options 1 and 2 work best if "Merge and relocate provincial depots to the best province in the area." option is enabled too.
	2 #0
# Resource convoys can ship back to capital unneeded supplies (and oil) from oversea depots. 
#	-1.0 - Disabled (only oil is shipped back)
#	>= 0.0 - Percentage of the current needs that should be left in the province. 
#	Examples: 0.0 - take all exceeding supplies and oil, 0.5 - leave currently needed + 50% buffer, 1.0 - leave currently needed + 100% buffer etc.
	0.2 # -1.0
}

intelligence = {
# Days between spy missions in a country. Do not use fractions
	60 #8
# Days between increase intelligence levels. Do not use fractions
	180
# Chance to detect the initiator of a spy mission; Values = [0 - 100]; 0 = never detected, Do not use fractions
	20 #50
# Relationships hit for detected missions
	5 #10
# Distance modifier: -1000 = No distance modifier; else: Higher value = Distance has smaller effect = Higher Chances
	20
# Distance modifier for neighbours; Values = [0.0 - 1.0]; 0.0 = No neighbour distance bonus.
	0.25
# Spy lvl bonus on Distance modifier: 0 = No bonus from Spy lvl's; else: Higher value = Higher bonus from spy lvl = Higher Chances. 
	2
# Distance modifier for Spy lvl's above 10: 0 = all levels use same distance bonus; else: X = bonus for levels 11-20th
	30
# Spy information accuracy modifier. Values = [-10 - 10]; 10 = Full info
	0
# IC modifier on Cost; 0: Cost = base cost; 1: cost = base cost * base IC in target; 2 or more: cost = base cost * ( 1 + base IC in target / this )
	1
# Min IC on cost modifier; If base IC in target < this use this, else use base IC
	30 
# Max IC on cost modifier; If base IC in target > this use this, else use base IC
	80
# Extra Basic Daily maintenance cost for Spy lvl's above 10th; 0 = no extra cost; X = extra cost for levels 11-20th
	0.5
# Basic Cost for Increasing Spy lvl's above 10th; 0 = Normal Basic cost; else: Basic cost for each lvl = X
	500
# Show 3rd country spy reports: 0 = no reports; 1 = only detected; 2 = detected + all successful; 3 = all reports
	1
# percentage_on_spies to money modifier
	100.0
}

diplomacy = {
# Days between diplomatic missions in a country. Do not use fractions
	15 #8
# Days between policy slider moves
	360 #360
# Requirement for "Influence Nation" to affect domestic sliders: Our IC >= Target IC * X
	1.6
# Use minister personality value when replacing ministers: 0 = disabled; 1 = enabled
	1 #0
# Relationship hit for cancel of a trade deal. This penalty is not used for trades between allies, puppet<->master, inactive trades or trades with efficiency less then 45%.
	0 #0
# Relationship hit (0..100) for cancel by players of trade deals that are set as permanent. This penalty is not used for trades between allies, puppet<->master, inactive trades or trades with efficiency less then 45%. Use -1 to disable manual cancelation of permanent trades.
	-1 #0
# Force puppets to join their master's alliance (creating a new alliance if Master is not already in one). Check alliances each day. 0 - No
	0 #0
# Masters become masters of new puppet’s puppets too. 1 – Yes, 0 – No
	1 #0
# Allow manual claims change in-game for players: 1 - Enabled, 0 - Disabled
	1 #0
# Added belligerence for every manually claimed non-national and not owned province. Does not apply for owned by enemies or claimed province via event command.
	0.2 #0.0
# Added belligerence on manual claims removal for every not owned province. Does not apply for owned by an enemy province or when claims are removed via event command.
	-0.1 #0.0
# Should not aligned countries join automatically Allies/Axis when DoW by Axis/Allies and both alliances are at war? 1 = Yes, 0 = No
	0 #1
# Allow change by players of HoS or HoG. 0 - not allowed, 1 - HoG can be changed, 2 - HoS can be changed, 3 - both HoG and HoS can be changed
	0 #0
# Used change TAG on coup logic. 0 - Compatibility mode (check only for regular_ID match), 1 - Darkest Hour mode (using coup = { } list in revolt.txt and apply extra validation checks)
	0 #0
# Filter used on available for release countries list based on regular_id and intrinsic_gov_type set in revolt.txt (applied to both players and AI). 
# 0 (default) – only one country can be available (both settings are checked), 1 – regular_id setting is ignored, 
# 2 – intrinsic_gov_type setting is ignored, 3 - regular_id and intrinsic_gov_type settings are ignored
	0 #0	
}

combat = {
# Land XP gain Factor
	0.3 # was 1.0
# Naval XP gain Factor
	5.0 # was 2.0
# Air XP gain Factor
	1.0
# Air dogfight XP gain factor
	5.0 #1.5
# Division XP gain Factor
	0.6
# Leader XP gain Factor
	0.7
# Attrition Severity Modifier
	0.5
# Combat Modifier: Base Proximity
	0.15
# Combat Modifier: Total Invasion Mod for each division above three.
	-0.1
# Combat Modifier: Multiple Combat Mod
	-0.37
# Combat Modifier: Offensive Combined Arms Bonus
	0.0
# Combat Modifier: Defensive Combined Arms Bonus
	0.0
# Combat Modifier: Surprise Mod
	-0.4
# Combat Modifier: Land Exceeding Max Command Limit Mod
	-0.75
# Combat Modifier: Air Exceeding Max Command Limit Mod
	-0.25
# Combat Modifier: Naval Exceeding Max Command Limit Mod
	-0.25
# Combat Modifier: Envelopment Mod (for each attack direction above one)
	-0.05
# Combat Modifier: Encircled Mod (for completely surrounded units)
	0.25
# Combat Modifier: Land Fort Multiplier ( value * fort level)
	-0.07
# Combat Modifier: Coastal Fort Multiplier ( value * fort level)
	-0.05
# Combat Modifier: Penalty for hard (Softness < 50%) units attacking urban provinces
	-0.1
# Combat Modifier: Dissent Multiplier
	-0.005
# Combat Modifier: Default Supply Problems Mod - Land
	-0.2
# Combat Modifier: Default Supply Problems Mod - Air
	-0.2
# Combat Modifier: Default Supply Problems Mod - Naval
	0.0	
# Combat Modifier: Default Fuel Problems Mod - Land
	0.0
# Combat Modifier: Default Fuel Problems Mod - Air
	0.0
# Combat Modifier: Default Fuel Problems Mod - Naval
	0.0	
# Combat Modifier: Radar Station ( value * radar level)
	-0.025
# Combat Modifier: Interceptor vs Bomber Mod
	0.25
# Combat Modifier: Total Air Overstacking Mod for each division above two.
	-0.02
# Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
	-0.01
# Land Leader Command Limit (nr of divisions), Rank 0 (highest)
	12
# Land Leader Command Limit (nr of divisions), Rank 1
	9
# Land Leader Command Limit (nr of divisions), Rank 2
	6
# Land Leader Command Limit (nr of divisions), Rank 3 (lowest)
	3
# Air Leader Command Limit (nr of divisions), Rank 0 (highest)
	6 # 
# Air Leader Command Limit (nr of divisions), Rank 1
	6 # 
# Air Leader Command Limit (nr of divisions), Rank 2
	4 # 
# Air Leader Command Limit (nr of divisions), Rank 3 (lowest)
	2 # 
# Naval Leader Command Limit (nr of ships), Rank 0 (highest)
	30
# Naval Leader Command Limit (nr of ships), Rank 1
	16
# Naval Leader Command Limit (nr of ships), Rank 2
	8
# Naval Leader Command Limit (nr of ships), Rank 3 (lowest)
	4
# HQ Command Limit Factor (value * HQ Leader Command Limit)
	4
# Convoy protection factor  (higher, the more fearful convoy escorts are for raiders.)
	1.25
# Convoy escorts model in battles. 0 = use current researched DD model; -1 = use one level below current researched DD model and so on. Do not use fractions and numbers above 0!
	-1 #-1
# Delay in hours after a combat ends before new orders can be given.	
	24
# Maximum sizes of air-stacks
	2
# Duration in hours of Air-to-Air battles
	4 #4
# Duration in hours of Naval and Port bombing
	5 #5
# Duration in hours of Strategic bombing
	3 #5
# Duration in hours of Ground attack bombing
	4 #4 
# Effect of experience on combat
	0.2
# Damage factor versus Naval Bases from bombing
	2.0
# Damage factor versus Air Bases from bombing
	2.0
# Damage factor versus AA from bombing
	0.3
# Damage factor versus rocket from bombing
	0.2
# Damage factor versus nuke from bombing
	0.2
# Damage factor versus Radar from bombing
	0.5
# Damage factor versus Infra from bombing
	0.14
# Damage factor versus IC from bombing
	1.0
# Damage factor versus resources from bombing
	1.0
# Base chance of Land units to avoid hit if defences left, gets multiplied with Ground Defense Efficiency.
	0.6
# Base chance of Air units to avoid hit if defences left
	0.6
# Base chance of Naval units to avoid hit if defences left
	0.6
# Base chance of Land units to avoid hit if no defences left.
	0.9
# Base chance of Air units to avoid hit if no defences left.
	0.9
# Base chance of Naval units to avoid hit if no defences left.
	0.9
# CHANCE TO GET TERRAIN TRAIT 
	2400
# CHANCE TO GET EVENT TRAIT 
	2000
# BONUS ON TERRAIN TRAIT
	0.05
# Combat bonus for terrain trait on similar terrain (Ranger in Jungles for example)
	0.03 #0.0
# BONUS_ON_EVENT_TRAIT_
	0.05
# Combat bonus per leader skill point - Land commanders.
	0.03 #0.05
# Combat bonus per leader skill point - Air commanders.
	0.02
# Combat bonus per leader skill point - Naval commanders.
	0.02
# Chance of leaders dying while in combat per day
	0.00025 #0.0003
# Land unit - Min inflicted ORG damage - starting value, it is modified before being used.
	1.0 #1.0
# Land unit - Additional inflicted ORG damage (random) for Hard vs Hard or Soft vs Soft units - starting value, it is modified before being used. Don't use fractions!
	2 #2	
# Land unit - Additional inflicted ORG damage (random) for Hard vs Soft units - starting value, it is modified before being used. Don't use fractions!
	4 #4
# Land unit - Min inflicted STR damage - starting value, it is modified before being used.
	1.0 #1.0
# Land unit - Additional inflicted STR damage (random) for Hard vs Hard or Soft vs Soft units - starting value, it is modified before being used. Don't use fractions!
	2 #2
# Land unit - Additional inflicted STR damage (random) for Hard vs Soft units - starting value, it is modified before being used. Don't use fractions!
	1 #1	
# Air unit - Min inflicted ORG damage - starting value, it is modified before being used.
	2.0 #2.0
# Air unit - Additional inflicted ORG damage (random) - starting value, it is modified before being used. Don't use fractions!
	5 #5	
# Air unit - Min inflicted STR damage - starting value, it is modified before being used.
	1.0 #1.0
# Air unit - Additional inflicted STR damage (random) - starting value, it is modified before being used. Don't use fractions!
	2 #2
# Air unit - STR damage modifier vs entrenched Land units (modified by current entrenchment level). Lower THIS to reduce taken STR damage by entrenched Land units.
	2.0 #2.0
# Naval unit - Min inflicted ORG damage - starting value, it is modified before being used.
	3.0 #3.0
# Naval unit - Additional inflicted ORG damage (random) - starting value, it is modified before being used. Don't use fractions!
	6 #6	
# Naval unit - Min inflicted STR damage - starting value, it is modified before being used.
	1.0 #1.0
# Naval unit - Additional inflicted STR damage (random) - starting value, it is modified before being used. Don't use fractions!
	2 #2
# Land vs. Air - Str dmg air units takes from land units will increase by land unit org/ this value [multiplier]
	25.0 #25.0
# Land vs. Air - Org dmg - Increasing this value will increase the org dmg air units takes from land units [multiplier]
	0.1 #0.003
# Land vs. Air - Str dmg 2 - Increasing this value will increase the str dmg air units takes from land units [multiplier]
	0.10 #0.18 #2
# Land vs. Land - Org dmg - Increasing this will increase ORG damage land unit takes in battle with other land units [multiplier]
	0.039 #0.6
# Land vs. Land - Org dmg in Urban provinces [(0.0 = no Org dmg) to (1.0 = no effect)] - Increasing this will increase ORG damage land unit takes in battle with other land units in Urban provinces. Applied as to both sides [multiplier]
	0.6 #1.0
# Land vs. Land - Org dmg if Land Fort [(0.0 = no Org dmg) to (1.0 = no effect)] - Increasing this will increase ORG damage land unit takes in battle with other land units if there's Land Fort in the province. Applied as to both sides [multiplier]
	0.5 #1.0
# Land vs. Land - Org dmg if Land Fort - Required Land Fort current size for the above ORG multiplier to trigger [absolute value from 0.01 to 10.0; 10.0+ effectively disables the modifier]
	1.0 #100.0
# Land vs. Land - Str dmg - Increasing this will increase STR damage land unit takes in battle with other land units [multiplier]
	0.0175 #0.1
# Air vs. Air - Org dmg - Increasing this will increase ORG damage air unit takes in battle with other air units [multiplier]
	0.4
# Air vs. Air - Str dmg - Increasing this will increase STR damage air unit takes in battle with other air units [multiplier]
	0.9
# Air vs. Land - Org dmg - Increasing this will increase ORG damage land unit takes from air units [multiplier]
	0.15 # 0.25
# Air vs. Land - Str dmg - Increasing this will increase STR damage land unit takes from air units [multiplier]
	0.08 #0.20 # 0.25
# Air vs Navy - Org dmg - Increasing this will increase ORG damage naval unit takes from air units [multiplier]
	1.5
# Air vs. Navy - Str dmg - Increasing this will increase STR damage naval unit takes from air units [multiplier]
	0.75
# Air vs. Subs - Extra ORG damage multiplier to subs in combat vs. air units. 1 = no extra damage [multiplier]
	3.0
# Air vs. Subs - Extra STR damage multiplier to subs in combat vs. air units. 1 = no extra damage [multiplier]
	3.0
# Navy vs. Air - Org dmg - Increasing this will increase ORG damage air unit takes from naval units [multiplier]
	0.2
# Navy vs. Air - Str dmg - Increasing this will increase STR damage air unit takes from naval units [multiplier]
	0.04
# Navy vs. Navy - Org dmg - Increasing this will increase ORG damage naval unit takes from other naval units [multiplier]
	1.0
# Navy vs. Navy - Str dmg - Increasing this will increase STR damage naval unit takes from other naval units [multiplier]
	1.0
# Navy vs. Subs - Extra ORG damage multiplier to subs in combat vs naval units. 1 = no extra damage [multiplier]
	6.0 #3.0
# Navy vs. Subs - Extra STR damage multiplier to subs in combat vs naval units. 1 = no extra damage [multiplier]
	1.0 #3.0
# Pure sub stacks detection modifier ( 0 = subs will never be detected, 1.0 - no change )
	0.5 #1.0
# AA to Naval - Org dmg - Increasing this will increase ORG damage a fleet takes from province AA
	0.15 #0.15
# AA to Air - Org dmg - Increasing this will increase ORG damage an air unit takes from province AA
	3.0 #2.0 #0.0
# AA to Air - Str dmg - Increasing this will increase STR damage an air unit takes from province AA
	1.0 #1.0
# AA to Air firing rules: 0 - fire only at passing enemy units on bombing missions, 1 - fire at all passing enemy units
	1 #0
# AA to Air night modifier. 1 – no change, 0 – no attack, 0.5 – 50% effectiveness and so on
	0.5 #1
# AA to Air bonus from radars. [AA power * (1 + Radar size * Radar Efficiency * THIS)].  0 – no radar bonus 
  	0.5 #0
# Movement bonus to units under command of leader with terrain trait when moving on such terrain
	0.05
# Movement bonus to units under command of leader with terrain trait when moving on similar terrain (Ranger in Jungles for example)
	0.025 #0.0
# Logistics Wizard ESE bonus - Add this bonus if current ESE is below 100% (1.0)
 	0.1 #0.0
# Days in offensive supply
	30 #30
# Minister bonuses (att, def, mor, org) from brigades and divisions. 1 = use division bonus if any, else brigade (max if more then 1); 2 = Use average of all; 3 = use Sum of all; 4 = Use min; 5 = use Max
	1
# Organization regain bonus for units on friendly soil. It depends on infra and is capped (see below) (infra*2 + THIS <= cap). [0.0 = 0%, 1.0 = 100%]
	0.1 #0.0
# Organization regain bonus for units on friendly soil cap.
	1.3 #1.2
# Convoy interception by naval units on Interdiction, Combat Patrol, Shore Bomb. and ASW missions: 0 disabled for all, 1 - optional for players only (disabled by default), 2 - optional for players (enabled by default) and enabled for AI
	2 #0 
# Auto-return transport fleets to base on Amphibious assault and Sea transport missions (players only): 0 - enabled, 1 - enabled by default, optional, 2 - disabled by default, optional
	1 #0
# Allow single province and region targeting for air and naval units (players only): 0 - disabled, 1 - enabled
	1 #0
# Night hours during winter - used in land unit speed calculations. Values: 0.0 (Disabled) to 24.0
	14.0 #0.0
# Night hours during spring and fall - used in land unit speed calculations. Values: 0.0 (Disabled) to 24.0
	12.0 #0.0
# Night hours during summer - used in land unit speed calculations. Values: 0.0 (Disabled) to 24.0
	10.0 #0.0
# Recalculate land units arrival times when not in combat (for units not in "Sync. arrival time" mode). 0 - Disabled, 1 - recalculate each hour, 2 - recalculate once on 2 hours and so on.
	1 #0
# "Synchronize arrival" time modifier - Players only! (Stack arrival time = slowest unit move time * THIS).
	2.0 #1.0
# "Synchronize arrival" time modifier - AI only! (Stack arrival time = slowest unit move time * THIS).
	1.0 #1.0
# Recalculate arrival times for units in "Sync. arrival time" mode after combat/bombardment. NOTE: enabling this could de-synchronize arrival times! 0 - Disabled, 1 - Enabled for players only, 2 - Enabled for players and AI.
	0 # 0
# Movement speed modifier to land units in combat
	0.25 #1.0
# Movement speed modifier to land units in bombardment
	0.8 #1.0 
# Land units speed modifier for units out of supply (ignored for retreating units!). speed = speed * THIS.
	1.0 #0.1
# Land units speed modifier for units containing at least one division with ORG less then 1% (ignored for retreating units!). speed = speed / THIS.
	1.0 #2.0
# Movement time modifier for fuel consuming land and air units when out of fuel (ignored for retreating and AI controlled units!). Higher THIS value is, longer the arrival time will be. Use 1.0 to disable this.
	1.0 #3.0
# Default speed for fuel consuming land units when out of fuel. This value can be overridden for each unit type and model by setting out_of_fuel_speed modifier in unit files. -1 - Disable this functionality, else Default out of fuel speed = THIS
	9 #-1
# Fleet size range penalty - Percentage loss for every ship above the max threshold (see below). 0.0 (0%) to 1.0 (100%)
	0.1 #0.025 #0.0
# Fleet size range penalty - apply for every ship in the fleet above this. -1 = Disabled 
	33 #3 #-1
# Fleet size range penalty - max penalty value (min allowed multiplier on the range). 0.0 to 1.0 (no penalty)
	0.15 #0.5 #1.0
# Apply air and naval unit's range limits on missions to Areas and Regions. 0 = Disabled, 1 = Enabled, 2 = Enabled for AI countries too (Not recommended!!!)
	1 #0
# Radar bonus on detection - used to guide friendly air units on Air Superiority and Scramble missions (This * Radar level * Radar efficiency). Added to misison and friendly province bonuses (see below). Higher the better
	5.0 #0.0
# Bonus on detection of enemy air units when they are over a friendly province (added to radar and mission bonuses). Used to guide friendly air units on Air Superiority and Scramble missions. Higher the better
	10 #0.0
# Screens to Capital ratio modifier. Fleet composition = (Screens * THIS) / Capitals; 1.0 = No change/Disabled
	1.0 #1.0 
# Chance to target divisions with no ORG left in land combats. Valid values: 0 (0%) to 100 (100%)
	10 #100
# Screen or Capital ships targeting in naval combats. -1 : Use both fleets positioning;  >0 : Use a random number up to (THIS-1) and compare it to other fleet's positioning (target capital ships if positioning is lesser)
	-1 #100
# Fleet positioning  in naval combat - Daytime bonus
	0.4 #0.4
# Fleet positioning  in naval combat - Leader skill modifier per skill point
	0.1 #0.1
# Fleet positioning  in naval combat - Fleet size modifier (per ship)
	-0.02 #-0.02
# Fleet positioning  in naval combat - Fleet composition [Screens vs Capitals ratio; It can be between 0.0 (enough screens) and 1.0 (only capital ships)] modifier 
	-0.5 #-0.5
# Land and Coastal forts damage modifier for every 100 STR points of attacking units, hourly applied.
	0.00021 #0.00042
# Max damage Land and Coastal forts could take per hour in combat.
	0.002 #0.01
# Min. Softness for a land division, including added by brigades.
	20.0	#0.0
# Auto-retreat from combat when average ORG for own or controlled units drop below THIS
	5.0 #5.0
# ORG modifier for land units after naval transportation. [ORG = ORG * THIS]
	0.2 #0.5
# Max Land units dig in level.
	30.0 #15.0
# Dig in level increase per day.
	1.5 #1.0
# Breakthrough and Encirclement combat events chance modifiers by average unit speed (sum of the speed of all attacking divisions / attacking divisions count). 
	# Min. average unit speed for chance bonus to be applied (Avrg. Unit Speed - THIS > 0.0):
	7.0 #3.0
	# Maximum chance bonus reached with THIS remaining speed point (Avrg. Unit Speed - Value above <= THIS)
	13.0 #4.0
	# Chance modifier per remaining speed point (higher THIS is, higher the chance bonus will be)
	0.05 #0.1
# Combat events duration in hours.
	8 #8
# Counterattack combat event modifiers
	#Attacker ORG damage
		1.5 #1.5
	#Attacker STR damage
		1.0 #1.0
	#Defender ORG damage
		1.0 #1.0
	#Defender STR damage
		1.25 #1.25
# Assualt combat event modifiers
	#Attacker ORG damage
		1.0 #1.0
	#Attacker STR damage
		1.25 #1.25
	#Defender ORG damage
		1.5 #1.5
	#Defender STR damage
		1.0 #1.0
# Encirclement combat event modifiers
	#Attacker ORG damage
		0.9 #0.9
	#Attacker STR damage
		1.0 #1.0
	#Defender ORG damage
		1.0 #1.0
	#Defender STR damage
		1.75 #1.75
# Ambush combat event modifiers
	#Attacker ORG damage
		0.8 #0.8
	#Attacker STR damage
		0.8 #0.8
	#Defender ORG damage
		1.2 #1.2
	#Defender STR damage
		1.2 #1.2
# Delay combat event modifiers
	#Attacker ORG damage
		1.0 #1.0
	#Attacker STR damage
		1.0 #1.0
	#Defender ORG damage
		1.0 #1.0
	#Defender STR damage
		0.5 #0.5
# Tactical Withdrawal combat event modifiers
	#Attacker ORG damage
		0.75 #0.75
	#Attacker STR damage
		0.5 #0.5
	#Defender ORG damage
		0.25 #0.25
	#Defender STR damage
		0.5 #0.5
# Breakthrough combat event modifiers
	#Attacker ORG damage
		1.0 #1.0
	#Attacker STR damage
		0.8 #0.8
	#Defender ORG damage
		1.5 #1.5
	#Defender STR damage
		1.0 #1.0
# HQ units can take STR damage only during Breakthrough combat event. 1 - Yes, 0 - No
	0 #1
# Combat mode. Note: This setting controls only full names, short names and descriptions of some unit stats.
# 0 - Use old (DH 1.02 and older) mode: Defensiveness, Toughness, Air Defence, Surface Defence, Sea Defence
# 1 - Use new (DH 1.03) mode: Defensive Vulnerability, Offensive Vulnerability, Air Vulnerabilty, Ground Vulnerabilty, Naval Vulnerabilty
	1 #0	
}

mission = {
# _MISSION_ATTACK_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
	1.0	# Speed bonus: (Move time * This / mission_efficiency). Lower the better
# _MISSION_REBASE_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
	1.0	# Chance to be detected (Chance * This / mission_efficiency). Lower the better. Naval only!
# _MISSION_STRAT_REDEPLOY_
	1 	# 0 = disabled by default, 1 = enabled by default
	0.75	# Starting missions efficiency. Valid values: 0.05 to 10.0
	5.0 #8.0 # Added value, independent from real distance. Higher this is, longer the redeployment time will be
	0.6 #0.6 # Multiplier on the real distance. Higher this is, longer the redeployment time will be
# Land Missions
# _MISSION_SUPPORT_ATTACK_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
	1.0	# Speed bonus: (Move time * This / mission_efficiency). Lower the better
# _MISSION_SUPPORT_DEFENSE_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
	0.5	# Speed bonus: (Move time * This / mission_efficiency). Lower the better
# _MISSION_RESERVES_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
	0.5	# Speed bonus: (Move time * This / mission_efficiency). Lower the better
# _MISSION_ANTI_PARTISAN_DUTY_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
	2.0	# Multiplier on suppresion (This * mission_efficiency)
# _MISSION_PLANNED_DEFENSE_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
# Air Missions
# _MISSION_AIR_SUPERIORITY_
	1 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
	0.0 #0	# Modifier on detection ( This * mission_efficiency ). Higher it is, more often incoming enemy planes will be detected
	0.9 #2.0# Min. Air attack for at least one plane in the wing required for this mission to be available
# _MISSION_GROUND_ATTACK_
	1 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
	0.1	# Air vs. Land - Org dmg - Increasing this will increase ORG dmg land units takes from Air unit on this mission
	0.8	# Air vs. Land - Str dmg - Increasing this will increase STR dmg land units takes from Air unit on this mission
# _MISSION_INTERDICTION_
	1 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
	0.8	# Air vs. Land - Org dmg - Increasing this will increase ORG dmg land units takes from Air unit on this mission
	0.2	# Air vs. Land - Str dmg - Increasing this will increase STR dmg land units takes from Air unit on this mission
# _MISSION_STRATEGIC_BOMBARDMENT_
	1 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_LOGISTICAL_STRIKE_
	1 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_RUNWAY_CRATERING_
	0 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_INSTALLATION_STRIKE_
	1 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NAVAL_STRIKE_
	0 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_PORT_STRIKE_
	0 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_CONVOY_AIR_RAIDING_
	0 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_AIR_SUPPLY_
	1 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_AIRBORNE_ASSAULT_
	1 	# 0 = disabled by default, 1 = enabled by default
	0.25	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NUKE_
	0 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_AIR_SCRAMBLE_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
	0.0	# Modifier on detection ( This * mission_efficiency ). Higher it is, more often incoming enemy planes will be detected
	2.0 #2.0# Min. Air attack for at least one plane in the wing required for this mission to be available
# Naval Missions
# _MISSION_CONVOY_RAIDING_
	0 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
	2.0	# Fleet range modifier
	1.0	# Chance to be detected (Chance * This / mission_efficiency). Lower the better
# _MISSION_ASW_
	0 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NAVAL_INTERDICTION_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_SHORE_BOMBARDMENT_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
	0.002	# Combat Modifier: Shore Bombardment Multiplier (Applies to the SB value of ships for org damage)
# _MISSION_AMPHIBOUS_ASSAULT_
	0 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_SEA_TRANSPORT_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
	3.0	# Fleet range modifier
	1.0	# Chance to be detected (Chance * This / mission_efficiency). Lower the better
# _MISSION_NAVAL_COMBAT_PATROL_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NAVAL_PORT_STRIKE_
	0 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NAVAL_AIRBASE_STRIKE_
	0 	# 0 = disabled by default, 1 = enabled by default
	0.5	# Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_SNEAK_MOVE_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
	0.75	# Fleet range modifier
	0.75	# Chance to be detected (Chance * This / mission_efficiency). Lower the better
# _MISSION_NAVAL_SCRAMBLE_
	1 	# 0 = disabled by default, 1 = enabled by default
	1.0	# Starting missions efficiency. Valid values: 0.05 to 10.0
	0.5	# Speed bonus: (Move time * This / mission_efficiency). Lower the better
# Use Attack and Support Attack mission efficiencies as land combat modifiers for attackers. 0 – Disable, 1 - Enable
	1 #0	
}

country = {
# Default starting values for country specific modifiers. These are assigned to countries on creation.
# Land Fort Efficiency
	1.0 #1.0
# Coastal Fort Efficiency
	1.0 #1.0
# Ground Defense Efficiency
	0.5 #0.8
# Convoy Defense Efficiency
	0.0 #0.0
# MP boost
	0.9 #0.9
# Transport Capacity modifier
	1.0 #1.0
# Transport Capacity (occupied) modifier
	1.0 #1.0
# Attrition modifier
	1.0 #1.0
# MP Trickle back modifier
	1.0 #1.0
# Supply distance modifier
	1.0 #1.0
# Repair modifier
	1.0 #1.0
# Research modifier
	1.0 #1.0
# Radar efficiency
	1.0 #1.0
# HQ Supply efficiency bonus
	0.01 #0.01
# HQ Combat events bonus
	1.0 #1.0
# Combat event chances: 0.01 = 1%, 1.0 = 100%
	0.01 #0.01
# Friendly army detection chance
	40 #40
# Enemy army detection chance
	80 #80
# Friendly intelligence chance
	50 #50
# Enemy intelligence chance
	50 #50
# Max amphibious army size
	1 #3
# Energy to Oil
	0.0 #0.0
# Total production efficiency
	1.0 #1.0
# Supply production efficiency
	0.0 #0.0
# AA power
	0.1 #0.1
# Air surprise chance
	1.0 #1.0
# Land surprise chance
	1.0 #1.0
# Naval surprise chance
	1.0 #1.0
# Peacetime IC mod
	1.0 #1.0
# Wartime IC mod
	1.0 #1.0
# Buildings production mod (applied to all buildings!)
	1.0 #1.0
# Convoys production mod
	1.0 #1.0
# Min ships positioning in battle (applied to all naval units!)
	0.1 #0.1
# Max ships positioning in battle (applied to all naval units!)
	0.2 #0.2
# Peacetime modifier on stockpiles for industry resources
	1.0 #1.0
# Wartime modifier on stockpiles for industry resources
	1.0 #1.0
# Peacetime modifier on stockpiles for oil and supplies
	1.0 #1.0
# Wartime modifier on stockpiles for oil and supplies
	1.0 #1.0
}

research = {
# Blueprint Bonus
	3.0
# Pre-Historical Date Mod (value * days prior to historical date. Lower limit for the total is -0.9. )
	-0.0022
# Post-Historical Date Mod ( 1 + value * days post historical year). The Highest possible value is equal to Blueprint Bonus. Doesn't apply to Nuclear and Rocketry researches
	0.000925 #0.0 #full bonus after 3 years post historical
# Money cost for each skill-level
	0.025
# Mean number of "invention" events occuring per year
	4
# Use new Technology page layout - allow for more techs and better view. 0 - use vanilla; 1 - use new
	0 #0
# Tech overview panel style: 0 - use old style; 1 - Use new style (unit and brigade models moved to new panels: "Units" and "Brigades")
	0 #0
# Max active tech teams at a time (cannot be more then 50). Note: New Technology page layout will be auto-set for values above 5!
	5 #5
# Min active tech teams at a time (available teams regardles of current IC)
	1 #1
# Required IC for each tech team above the min
	75 #20
# On new country release - allow known techs with rocketry component to be given to the new country: 0 - No, 1 - Yes
	1 #0
# On new country release - allow known techs with nuclear_physics component to be given to the new country: 0 - No, 1 - Yes
	1 #0
# On new country release - allow known techs with nuclear_engineering component to be given to the new country: 0 - No, 1 - Yes
	1 #0
# On new country release - allow known secret techs to be given to the new country: 0 - No, 1 - Yes	
	1 #0
# Max tech team skill
	10 #10
}

trade = {
# Days between trade offers to a country. Do not use fractions!
	8 #8
# Delay in days on each game start/reload before allowing any new trades (AI, auto-trade and Diplomacy). Should be at least 2 days!
	2 #0
# Limit new trade deals to allies, preferred countries (AI), current trade partners or neighbors for X days on every game start or reload.	
	5 #0
# Desired oil stockpile for X days
	20 
# Critical oil stockpile threshold (in days)
	10
# Desired supplies stockpile for X days
	30 
# Critical supplies stockpile threshold (in days)
	10
# Desired industry resources (energy, metal, rares) stockpile for days. 
	20
# Critical stockpile threshold (energy, metal, rares) - Halt free trades to allies and supplies and money imports
	10
# Wartime Desired Stockpile multiplier - multiplier on the Desired Stockpile for all resources and supplies when at war
	1.0 #1.0
# Peacetime extra oil import (percentage of the current daily consumption)
	0.3 #0.0
# Wartime extra oil import (percentage of the current daily consumption)
	0.1 #0.0
# Extra import (percentage) on top of what is needed when below desired stockpile.
	0.20
# Percentage of produced supplies (using [total IC - IC for CG] as a base) that can be traded away by auto-trade (used for players and AI countries)
	0.5
# Percentage of produced money that can be traded away by auto-trade (used for players and AI countries)
	0.5 
# Extra import (Percentage) on top of what is needed when "Stockpile" is selected for that resource. This also increases the Desired Stockpile for the resource
	0.30 #0.0
# Days to deliver resources from single trades. 1 - exchange resources instantly
	1 #1
# Merge trade deals. 0 = do not merge, 1 = merge all active trade deals except those that cannot be canceled.
	1 #0
# Manual trade deals (players only, Diplomacy). -1 = Disable manual trade deals, [0 to 100] = Offer value threshold - AI returns 0 accept chance if below this
	0 #0
# Should puppets send supplies and money to masters. 0 - disabled; 1 - send only supplies when above critical stockpile * MULT (see below) ; > 1 -send supplies + money (when more then this value); 
	50 #0
# Multiplier on puppets critical supply stockpile - all supplies above THIS * puppet's critical supply stockpile can be sent to Master. Used when the setting above is not 0.
	1.5 #1.5
# Puppets max pool for oil, energy, metal and rare materials - give all above this value to the master. Use negative number to set max pool as a percentage of the critical stockpile (for example -1.2 sets the max pool to 1.2 * critical stockpile)
	-1.2 #1000
# New trade deals min effectiveness threshold - do not make new trades if effectiveness is below this value (0..100). Used by auto-trade
	45 #45
# Cancel trade deals if effectiveness is below this value (0..100). Used by auto-trade
	33 #33
# Auto-trade (and AI) single resource trade deals (only at war when an ally badly needs a resource/oil/supplies and trade effectiveness is high enough). 0 - Disabled, 1…100 – Trade deal effectiveness threshold.
	75 #0
}


ai = {
# Overproduce of supplies when below desired supplies level (percentage of needed supplies)
	0.2
# Multiplier on overproduce supplies when at war
	2.0
# Do not produce supplies when current supply stockpile is greater then THIS * max supply production (all IC to supplies). This overrides all other settings.
	7.0 #10000
# Max. serial line depth for production of Garrison and Militia units. Valid values: 1 - 99
	99 #1
# Min. total IC threshold required to enable serial production of naval and air units. 
	40 #40	
# Do not start producing any new units when currently available MP is less then THIS * MP required for reinforcements of existing units and the country is at war. Using 0.0 effectively disables this parameter
	0.5 #0.0
# Do not start producing any new units when less then THIS MP is available in the pool
	1.0 #5.0
# Do not start producing any new units when more then THIS percentage of the total IC is needed to supply existing units (0.0 to 1.0; 1.0 = 100%, disabled). Enabling this will encourage AI to build more IC when this ratio is exceeded.
	0.25 #1.0
# Military Strength to Total IC ratio during Peacetime for AI countries (do not build new units if above this ratio). Use -1.0 to disable this.
	-1.0 #-1.0 
# Military Strength to Total IC ratio during Wartime for AI countries (do not build new units if above this ratio). Use -1.0 to disable this.
	-1.0 #-1.0
# Military Strength to Total IC ratio for AI major countries (multiplied on the other).
	1.0 #1.0
# Do not use Offensive supply when supplies stockpile is below THIS * critical supply threshold.
	1.0 #1.0
# Do not use Offensive supply when oil stockpile is below THIS * critical oil threshold.
  	1.0 #1.0
# Do not Offensive supply unit if its ESE is greater then THIS.
	0.8 #0.8
# Do not Offensive supply unit if its average (for all divisions) ORG or STR damage (in % of max) is above THIS. [ 0.2 - skip units with less then 80% remaining STR or ORG of the max]
	0.2 #0.2
# Disables AI Peacetime offensive spy missions: 0 = all are allowed; 1 = Assassination, Coup, Fund Partisans and Nuclear sabotage are disabled; 2 = (1) + Delay TT and Disrupt Prod. are disabled.
	1 #1
# AI spy missions cost modifier: 1.0 = No change; 0.5 = 50% discount; 2.0 = doubled cost.
	0.6 #1.0
# AI diplo missions cost modifier: 1.0 = No discount; 0.5 = 50% discount; 2.0 = doubled cost. Note: Demand territory and Trade deals are for free.
	0.6 #0.6
# AI influence modifier. Reduce or increase number of Influence missions AI does: 1 = no change; 0 = No influence missions; 2 = doubled.
	0.25 #1.0
# New DoW rules (AI only) - disallow DoW between alliance members if alliance leaders have NAP. Disallow DoW to or by puppets. 1 - Enabled, 0 - Disabled.
# 2 - Enabled for all, 1 - Enabled for AI only, 0 - Disabled.
	2 #0
# Force puppets to join their master's alliance if AI Neutrality is lesser then THIS. Checked daily.
	150 #0
# Use new AI release rules – all countries can release puppets even when at war. 1 – Yes, 0 – No
	1 #0
# AI events action selection rules:
# 0-100 : Chance for the first valid action to be chosen. Remaining valid actions have equal chances. Used for events that do not have valid action with AI chance set, else AI chances are used
# -1 : Random - every valid action has the same chance. Used for events that do not have valid action with AI chance set, else AI chances are used
# -2 : Historical - First valid action is always selected. Used for events that do not have valid action with AI chance set, else AI chances are used
# -3 : Forced historical - First valid action is always selected if there is no AI chances set for a valid action, else - (first) valid action with the highest AI chance set is selected
    85 #85
# Force strategic redeployment if movement time is longer then X hours. Overrides default AI settings! -1 – Disable, Else time in hours
	360#-1
# Max. redeployment days for AI controlled units cheat. 0 or less - disable cheat, else - max. days that AI units will redeploy to any valid redeployment location
	15 #0	
# Use quick area check (Garrison AI) - could be inaccurate in some rare cases. 1 - Enabled, 0 - Disabled
	1 #0
# AI masters get all provinces conquered by AI puppets. 1 – Yes, 0 – No (old rules)
	0 #0
# Min. days after last province controller change required for the AI to release a country using that province. Used by revolters too.
	90 #90
# Min. days after last province controller change required for the AI to secede a province to allied country (used when neither own or allied capital can supply this province)
	60 #60
# Min. days after last province controller change required for the AI to secede a province to allied country (used when neither own or allied capital can supply this province) if the said province is used as supply base
	120 #120
# Min. required relations between allied countries required for AI to secede claimed by the player provinces to him.
	150.0 #150.0
}

mod = {
# AI spy (LogSpyAI.csv) and diplomatic (LogDiploAI.csv) mission loggers: 0 - Disabled, 1 - Enabled.
	0 #0
# Country logger (LogCountry.csv): 0 = Disabled, >0 = Enabled, days between logs, -1 = log only player's country.
	1 #0
# Switched AI files logger (SwitchAI.txt): 0 - Disabled, 1 - Enabled.
	1 #0
# Use new auto-save file format: AutoSave_Country_Year_Month_Day.eug. 1 - Enabled, 0 – Disabled.
	0 #0 
# Load new AI settings on AI file switching to all clients in MP games. 1 - Enabled, 0 - Disabled.
	1 #0
# Trade Efficiency calculation system and re-calculation interval selection. Any negative integer is number of days between trade efficiency calculations using default Armageddon system (-3 = 3 days). Any positive integer is the number of days between trade efficiency calculations using the new more intelligent but CPU demanding system. 0 is default Armageddon system, set to 1 day.
	7 #0
# Merge and relocate provincial depots to the best province in the area. This is new and more intelligent but CPU demanding system. 0 - Disabled (use the old system).  Any positive integer is the number of days between areas analyzing using the new system.
	1 #0
# In-game losses logging (statistics). 0 - Disabled, 1 - Enabled (ships and convoys only), 2 - Log equipment losses too, 3 – Log equipment of captured units too, 4 – Log attrition losses too
	4 #0
# Allow brigade attaching as long as the unit is in supply no matter on whom territory it is. 1 - Enabled, 0 - Disabled (default)
	1 #0
# Multiple deployment - prefered unit size for armies. This could be overridden in-game by holding SHIFT (deploy all in a single group) or CONTROL (deploy each in own group) keys.
	3
# Multiple deployment - prefered unit size for fleets. This could be overridden in-game by holding SHIFT (deploy all in a single group) or CONTROL (deploy each in own group) keys.
	3
# Multiple deployment - prefered unit size for air. This could be overridden in-game by holding SHIFT (try to deploy all in a single group) or CONTROL (deploy each in own group) keys. 
	2
# Allow unique pictures to all land provinces. 1 - Enabled, 0 - Disabled (only urban provinces may have unique pictures)
	1 #0
# Auto reply to events (players). 0 - Disabled, 1 - Enabled (using AI event action selection rules - see "ai" section)
	0 #0
# Force actions to show even if there are no valid commands as long as action trigger is valid (or there is no action trigger at all). Ignored for random and persistent events! 0 – Disabled, 1 – Enabled only for actions that have valid triggers, 2 – Enabled for actions without triggers too 
	2 #0
# Enable decisions for players. 0 - Disabled, 1 - Enabled
	1 #0
# Rebels army composition - chance for infantry over militia. 0 - only militia, 100 - only infantry, 50 - 50%/50% and so on.
	0 #0
# Rebels army tech level (based on the available model in the country that controls the province). -1 - Only model 1, 0 - Only the Latest model, else random model in the range from (latest model - THIS) to (latest model).
	3 #-1
# Rebels army min. STR on creation: 1-100
	20 #100
# Rebels army max. STR on creation: 1-100
	100 #100
# Rebels ORG regain (including when in combat)
	0.3 #0.3
# Extra bonus for rebelling for every rebel controlled neighboring province
	5 #0
# Extra bonus for rebelling for occupied enemy provinces
	10 #0
# Extra rebel bonus for mountain terrain
	4 #0
# Extra rebel bonus for hill terrain
	2 #0	
# Extra rebel bonus for forest terrain
	3 #0
# Extra rebel bonus for jungle terrain
	4 #0	
# Extra rebel bonus for swamp terrain
	2 #0	
# Extra rebel bonus for deserts
	-2 #0
# Extra rebel bonus for plains terrain
	0 #0	
# Extra rebel bonus for urban provinces
	0 #0
# Extra rebel bonus for provinces with Air or Naval bases
	0 #0
# Return rebellious province to the original owner after X months if there are no rebel armies into the province anymore.
	30 #1000000 (never)
# Use new minister files format and End years for ministers; All minister files should have End Year column (after "Pool"); Pool should use absolute year (1936 instead of 36): 0 - Disabled, 1 - Enabled
	0 #0
# Enable Retirement Year for ministers (auto-retire ministers once the year is reached in-game); All minister files should have Retirement Year column (before "Ideology"); All years should be absolute (1936 instead of 36):  0 - Disabled, 1 - Enabled
	0 #0
# Enable Retirement Year for leaders (auto-retire leaders once the year is reached in-game); All leader files should have Retirement Year column (after "End Year"); All years should be absolute (1936 instead of 36): 0 - Disabled, 1 - Enabled
	0 #0
# Load sprites from Moddir only. Setting this to 1 prevents reading of sprite files from the main game folder. 
	0 #0
# Load unit icons from Moddir only. Setting this to 1 prevents reading of unit icon files from the main game folder. 
	1 #0
# Load unit pictures from Moddir only. Setting this to 1 prevents reading of unit picture files from the main game folder (except for the generic ones - ill_YYY_XX_0.bmp).
	1 #0
# Load AI files from Moddir only. Setting this to 1 prevents reading of AI files from the main game folder. 
	1 #0
# Use speed to set garrison status (no move allowed) to land units. 0 - Use old rules (only garrison divisions cannot move), 1 - use unit model speed to determine if it can move (speed > 0) or not (speed = 0)
	1 #0
# Use old (pre DH 1.02) save-game format for divisions. NOT RECOMMENDED as newly introduced parameters won't be saved!!! 1 – Use old format, 0 – Use DH new format (less used space, higher precision of saved values)
	0 #0
# UI - Production panel UI style: 0 - use old style, 1 - switch to the new style (better utilization of the space, required when bigger unit pictures are used)
	1 #0
# UI - Unit pictures size: 0 - use old size (192 x 104 pixels), 1 - enable the use of pictures up to 360 x 160 pixels [NOTE: Requires switch to the new production panel UI style too!]
	0 #0
# UI - Enable pictures instead of icons for naval brigades in the production panel: 0 - use icons for naval brigades, 1 - use pictures for all brigade types
	1 #0
# Set buildings to be buildable only in provinces (from game map view). 0 – Disable, 1 - Enable (Ports, Air Bases, Nuclear Reactors, Rocket Test Sites), 2 - Enable ( 1 +  provincial AA and Radars)
	0 #0
# Unit modifiers statistics page - switch to new style when more then THIS unit types are used per group (land/navy/air)
	15 #15
}

map = {
# Map: 0 - use default map, else load a new map from "map\map_X" folder where X = THIS. 
	2 #0
# Total provinces. There is a hard-coded limit to 10000. adjacent.tbl must be updated after any change
	2086 #2608 (vanilla HOI2) #2770 (DH Map)
# Distance calculation model. 0 - use the old, map based calculation (slower and incorrect); 1 - use real world distances from airdist.tbl (based on distances.csv) and navaldist2.tbl files
	1 #0
# Map Width. Should be multiple of 32! NOT USED YET!
	29952 #29952
# Map Height. Should be multiple of 32! NOT USED YET!
	11520 #11520
}

Still got no way how to perform these event chains properly. :/

Speak soon.
 
Thanks. I'll complete this. It isn't easy picking up somebody else's work. Please stick around and help when you can.
Alright, i'm actually doing something nice and making some miscellaneous stuff and some improvements, gonna post them soon.
Also we could add a custom credits file to be displayed in the menu, I can do that in no time and would be a little extra to every aspect of the mod. ;)
 
Alright, i'm actually doing something nice and making some miscellaneous stuff and some improvements, gonna post them soon.
Also we could add a custom credits file to be displayed in the menu, I can do that in no time and would be a little extra to every aspect of the mod. ;)

We already got a credits file just need to add and remove some names. Is it not already included in the version I sent you?
 
We already got a credits file just need to add and remove some names. Is it not already included in the version I sent you?
Yea as a plain text file in the mod's folder, but having one "in-game", no, not at all.
 
Alright I see now what you mean but I think we had one in-game credits file for the Arma version which seems not have been transported to our DH version. No problem I will dig it out and send to Hogar.
Alright man. ;)
 
I've just wasted a day trying to simulate 10-day war in Slovenia. I am very frustrated and ready to give up!

These are main challenges:
- Yugoslav goals of 'securing' borders is difficult to simulate. What is the end goal in game terms? YUG controlling provinces X, Y, Z? This is difficult to manage as YUG units would need to exit barracks and reach borders. Supply lines are stretched and game (AI) cannot manage this.
- Yugoslav army supplies. This can be done through event but JNA cannot defend supply province and routes to border
- JNA did not have a single unit destroyed in the war (some took damaged nevertheless). If they leave barracks they are likely to be destroyed. Some of these troops played important part later in Bosnian/Croatian/Kosovo wars.
- JNA did not attempt to hold cities or provinces as game mechanics dictates. So holding cities or conquering territory is ahistorical.
- YUG doesn't have territory of its own to attempt breakthrough like it can in Croatia.

I think I am going back to my original goal of YUG pounding SLV from the air. Does anyone have any better suggestions?
 
Why just not make it simple and create some rebel events, JNA units "pop-ups" in some provinces but gets easily defeated by the Slovenian TO if the war goes over 10 days. I know it's ahistorical but I think it's the most accurate way to simulate the 10-day war. These JNA should get enough of morale(good stats) to defend them for at least a week and then the peace negotiation events and withdrawal of these troops(either redeploying them to the unit pool or remove them completely and then create the same units so they appear in RSK/Eastern Slavonia.