propaganda_efforts = {

	minor_debuff = {

		icon = generic_civil_support
		
		available = {
			has_war = no
			is_ai = yes	
            is_major = no 
			has_war = no
			date > 1937.2.2
			date < 1938.1.1
			num_of_controlled_factories < 41
			NOT = { has_idea = vrm_minor_debuff }
			NOT = { original_tag = CHI }
			NOT = { original_tag = SPR }
			NOT = { original_tag = MEX }
			NOT = { original_tag = RAJ }
			NOT = { original_tag = SDM }
			NOT = { original_tag = AOI }
		}

		visible = { 
			is_ai = yes	
			NOT = { has_idea = vrm_minor_debuff }
			has_war = no
			is_major = no 
			date < 1938.1.1
		}

		fire_only_once = yes
		
		cost = 2
		
		complete_effect = {
		    add_ideas = vrm_minor_debuff
		    every_owned_state = { 
			    limit = { resistance > 0 }
			    set_resistance = 0
			    set_compliance = 75
			 }
 			destroy_ships = {
				type = ship_hull_light
				count = all
			}
			destroy_ships = {
				type = ship_hull_cruiser
				count = all
			}
			destroy_ships = {
				type = ship_hull_heavy
				count = all
			}
			destroy_ships = {
				type = ship_hull_carrier 
				count = all
			}
			destroy_ships = {
				type = ship_hull_submarine
				count = all
			}
			delete_unit = { disband = yes } 
            transfer_units_fraction = { 
			   target = SDM 
               size = 0
               army_ratio = 0
               navy_ratio = 0
               air_ratio = 1
			}
			set_equipment_fraction = 0.0
		}
		ai_will_do = {
			factor = 700
		}
	}
	
	vrm_normal_templates = {

		icon = generic_industry

		available = {
			date > 1937.2.2
			date > 1937.6.6
			has_civil_war = no
			num_of_factories > 1
			is_ai = yes
			is_major = no
		}

		visible = { 		
			num_of_factories > 0
			is_ai = yes
			is_major = no
			date > 1937.6.6
		}

		fire_only_once = yes
		
		cost = 1

		days_remove = 0
		
		
		complete_effect = { 
			army_experience = 150
			navy_experience = 150
			air_experience = 150
			add_equipment_to_stockpile = { type = convoy_1 amount = 50 }  
		}

		ai_will_do = {
			factor = 700
		}
	}
	
	minor_debuff_no_planes = {

		icon = generic_civil_support
		
		available = {
			has_war = no
			is_ai = yes	
            is_major = no 
			has_war = no
			date > 1937.3.3
			date < 1938.1.1
			num_of_controlled_factories > 41
			num_of_controlled_factories < 71
			NOT = { has_idea = vrm_minor_debuff }
			NOT = { original_tag = SDM }
		}

		visible = { 
			is_ai = yes	
			NOT = { has_idea = vrm_minor_debuff }
			has_war = no
			is_major = no 
			date < 1938.1.1
		}

		fire_only_once = yes
		
		cost = 3
		
		complete_effect = {
            transfer_units_fraction = { 
			   target = SDM 
               size = 0
               army_ratio = 0
               navy_ratio = 0
               air_ratio = 1
			}
			set_equipment_fraction = 0.5
		}
		ai_will_do = {
			factor = 700
		}
	}


#free xp boost

	spain_end_civil_war_check = {

		icon = generic_civil_support
		
		available = {
			date > 1939.2.2
		    OR = { original_tag = SPR original_tag = SPA original_tag = SPB original_tag = TUR } 
            has_civil_war = yes		
			date < 1942.1.1
		}

		visible = { 	
            num_of_controlled_states > 0
		    OR = { original_tag = SPR original_tag = SPA original_tag = SPB original_tag = TUR } 
			date < 1942.1.1
			is_ai = yes
		}

		fire_only_once = yes
		
		cost = 1
		
		days_remove = 30
		
		modifier = {
			forced_surrender_limit = -0.15
		}
		
		ai_will_do = {
			factor = 700
		}
	}

	needmem_to_subject = {

		icon = generic_civil_support
		
		available = {
			date > 1941.1.1
            num_of_controlled_states > 0	
		}

		visible = { 
			is_ai = yes		
            num_of_controlled_states > 0
			date > 1941.1.1
		}

		fire_only_once = no
		
		cost = 5

		days_re_enable = 365
		
		complete_effect = { 
		    add_manpower = 25000
		    every_owned_state = { 
			  limit = { resistance > 0 }
			  set_resistance = 0
			  set_compliance = 90
			 }
			 add_equipment_to_stockpile = { type = infantry_equipment_0 amount = 1000 }    
		}
		
		ai_will_do = {
			factor = 700
		}
	}

	
	major_must_end_civil_war_fast = {

		icon = generic_civil_support
		
		allowed = { 
		     OR = {
              original_tag = USA
			  original_tag = GER
			  original_tag = JAP
			  original_tag = SOV
            } 
		}
		
		available = {
			has_civil_war = yes
			is_ai = yes
			OR = {
			has_completed_focus = JAP_cast_the_die
			has_completed_focus = JAP_pre_emptive_coup
			has_completed_focus = USA_old_age_pension_act
			has_completed_focus = USA_manifest_destiny
			has_completed_focus = SOV_reverse_the_collectivization_process
			has_completed_focus = SOV_integrate_smirnovs_bloc
			has_completed_focus = SOV_embrace_the_black_hundreds
			}
		}

		visible = { 
			is_ai = yes	
            OR = {
              original_tag = USA
			  original_tag = GER
			  original_tag = JAP
			  original_tag = SOV
            }			
		}

		fire_only_once = yes
		
		cost = 1

		days_remove = 310
		
		modifier = {
			production_speed_buildings_factor = 0.25
			supply_node_range = 0.5
			army_core_attack_factor = 0.25
			army_core_defence_factor = 0.25
		}
		
		complete_effect = {
		    add_manpower = 100000
			add_political_power = 300
			add_equipment_to_stockpile = { type = infantry_equipment_0 amount = 2500 }    
			add_war_support = 0.1
			add_stability = 0.1
		}
		ai_will_do = {
			factor = 700
		}
	}
	
	mega_major_must_stay = {

		icon = generic_civil_support

		allowed = { 
		     OR = {
              original_tag = USA
			  original_tag = GER
			  original_tag = SOV
			  original_tag = ENG
            } 
		}
		
		available = {
			has_civil_war = no
			is_subject = no
            OR = {
              original_tag = USA
			  original_tag = SOV
			  original_tag = GER
			  original_tag = ENG
            }	
			is_ai = yes
			OR = { num_of_factories > 75 is_major = yes }
			date > 1938.1.1
            num_of_controlled_states > 1
			surrender_progress > 0.25
            casualties > 100000
		}

		visible = { 
			is_ai = yes		
            OR = {
              original_tag = USA
			  original_tag = SOV
			  original_tag = GER
			  original_tag = ENG
            }	
            num_of_controlled_states > 0
		}
		
		remove_trigger = {
			is_ai = no
		}

		fire_only_once = no
		
		cost = 2

		days_remove = 180
		days_re_enable = 15
		
		modifier = { 
			industrial_capacity_factory = 0.5
			industrial_capacity_dockyard = 0.5
			dig_in_speed_factor = 0.25
			production_speed_buildings_factor = 0.25
			production_lack_of_resource_penalty_factor = -0.25
			army_core_attack_factor = 0.5
			army_core_defence_factor = 0.5
			army_speed_factor = 0.1
			attrition = -0.1
		}
		
		ai_will_do = {
			factor = 900
		}
	}
	
	
	major_must_stay_against_player = {

		icon = generic_civil_support

		available = {
			has_civil_war = no
			is_ai = yes
			OR = { num_of_factories > 99 is_major = yes }
			date > 1938.1.1
            num_of_controlled_states > 1
			OR = {
				AND = { surrender_progress > 0.25 casualties > 100000 }
                any_allied_country = {
                      casualties > 500000 num_of_factories > 75 surrender_progress > 0.35
                 }	
			}
			any_enemy_country = {
			   num_of_factories > 80 
			   casualties > 10000 
			   is_ai = no
			}
		}

		visible = { 
			is_ai = yes		
			num_of_factories > 50
            num_of_controlled_states > 0
		}
		
		remove_trigger = {
			is_ai = no
		}

		fire_only_once = no
		
		cost = 4

		days_remove = 180
		days_re_enable = 90
		
		modifier = {
			industrial_capacity_factory = 0.5
			industrial_capacity_dockyard = 0.5
			production_speed_buildings_factor = 0.25
			production_lack_of_resource_penalty_factor = -0.25
			army_core_attack_factor = 0.25
			army_core_defence_factor = 0.25
			fuel_gain_factor = 0.15
		}
		
		ai_will_do = {
			factor = 700
		}
	}
	
	major_usa_arsenal = {

		icon = generic_civil_support

		available = {
			has_civil_war = no
			is_ai = yes
			original_tag = USA
			is_major = yes 
			date > 1942.1.1
			date < 1944.1.1
			has_government = democratic
			is_subject = no 
		}

		visible = { 
			is_ai = yes		
			num_of_factories > 50
			original_tag = USA
			date < 1944.1.1
            num_of_controlled_states > 0
		}
		
		remove_trigger = {
			is_ai = no
		}

		fire_only_once = yes
		
		cost = 3

		days_remove = 210
		
		modifier = {
			industrial_capacity_factory = 1.0
			industrial_capacity_dockyard = 1.0
			production_speed_buildings_factor = 0.25
			production_lack_of_resource_penalty_factor = -0.25
		}
		
		ai_will_do = {
			factor = 700
		}
	}
	
}