#	Example:
#
#	example_effect = {
#		add_political_power = 66
#		add_popularity = {
#			ideology = fascism
#			popularity = 0.33
#		}
#	}
#
#
#	In a script file:
#
#	effect = {
#		example_effect = yes
#	}
#

#####################################
### emergency_factory_conversion ####
#####################################

#This is going to give misleading and ugly tooltips. Making it nice will take effort. TODO_WTT_CD make nice or ignore and remove comment. Easiest solution is just making a custom tooltip that says "5 civilian factories will be converted to military factories" and ignore telling the player the states where it will happen.

replace_civ_with_arms_factories = {

	random_owned_controlled_state = {
		limit = {
			is_fully_controlled_by = ROOT
			industrial_complex > 0
		}
		remove_building = {
			type = industrial_complex
			level = 1
		}
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}

	random_owned_controlled_state = {
		limit = {
			is_fully_controlled_by = ROOT
			industrial_complex > 0
		}
		remove_building = {
			type = industrial_complex
			level = 1
		}
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}

	random_owned_controlled_state = {
		limit = {
			is_fully_controlled_by = ROOT
			industrial_complex > 0
		}
		remove_building = {
			type = industrial_complex
			level = 1
		}
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}

	random_owned_controlled_state = {
		limit = {
			is_fully_controlled_by = ROOT
			industrial_complex > 0
		}
		remove_building = {
			type = industrial_complex
			level = 1
		}
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}

	random_owned_controlled_state = {
		limit = {
			is_fully_controlled_by = ROOT
			industrial_complex > 0
		}
		remove_building = {
			type = industrial_complex
			level = 1
		}
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}
}

#Country scope
ROOT_inherit_current_scope_wars_effect = {
	custom_effect_tooltip = ROOT_inherit_current_scope_wars_effect
	hidden_effect = {
		every_country = {
			limit = {
				has_defensive_war_with = PREV
			}
			ROOT = { declare_war_on = { target = PREV type = annex_everything } }
		}
		every_country = {
			limit = {
				has_offensive_war_with = PREV
			}
			declare_war_on = { target = ROOT type = annex_everything }
		}
	}
}

# Add AI strategies in case of Central European Alliance
GER_democratic_nations_ai_strategies = {
	# Reduce Contain against SOV
	add_ai_strategy = {
		type = contain
		id = "SOV"
		value = -800
	}
	add_ai_strategy = {
		type = contain
		id = "ITA"
		value = -800
	}
	# Poland
	add_ai_strategy = {
		type = protect
		id = "POL"
		value = -200
	}
	add_ai_strategy = {
		type = ignore
		id = "POL"
		value = 200
	}
	add_ai_strategy = {
		type = befriend
		id = "POL"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "POL"
		value = -200
	}
	# Finland
	add_ai_strategy = {
		type = protect
		id = "FIN"
		value = -200
	}
	add_ai_strategy = {
		type = ignore
		id = "FIN"
		value = 200
	}
	add_ai_strategy = {
		type = befriend
		id = "FIN"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "FIN"
		value = -200
	}
	# Estonia
	add_ai_strategy = {
		type = protect
		id = "EST"
		value = -200
	}
	add_ai_strategy = {
		type = ignore
		id = "EST"
		value = 200
	}
	add_ai_strategy = {
		type = befriend
		id = "EST"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "EST"
		value = -200
	}
	# Latvia
	add_ai_strategy = {
		type = protect
		id = "LAT"
		value = -200
	}
	add_ai_strategy = {
		type = ignore
		id = "LAT"
		value = 200
	}
	add_ai_strategy = {
		type = befriend
		id = "LAT"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "LAT"
		value = -200
	}
	# Lithuania
	add_ai_strategy = {
		type = protect
		id = "LIT"
		value = -200
	}
	add_ai_strategy = {
		type = ignore
		id = "LIT"
		value = 200
	}
	add_ai_strategy = {
		type = befriend
		id = "LIT"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "LIT"
		value = -200
	}
	# Romania
	add_ai_strategy = {
		type = protect
		id = "ROM"
		value = -200
	}
	add_ai_strategy = {
		type = ignore
		id = "ROM"
		value = 200
	}
	add_ai_strategy = {
		type = befriend
		id = "ROM"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "ROM"
		value = -200
	}
	# Norway
	add_ai_strategy = {
		type = ignore
		id = "NOR"
		value = 200
	}
	add_ai_strategy = {
		type = protect
		id = "NOR"
		value = -200
	}
	add_ai_strategy = {
		type = befriend
		id = "NOR"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "NOR"
		value = -200
	}
	# Sweden
	add_ai_strategy = {
		type = ignore
		id = "SWE"
		value = 200
	}
	add_ai_strategy = {
		type = protect
		id = "SWE"
		value = -200
	}
	add_ai_strategy = {
		type = befriend
		id = "SWE"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "SWE"
		value = -200
	}
	# Denmark
	add_ai_strategy = {
		type = ignore
		id = "DEN"
		value = 200
	}
	add_ai_strategy = {
		type = protect
		id = "DEN"
		value = -200
	}
	add_ai_strategy = {
		type = befriend
		id = "DEN"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "DEN"
		value = -200
	}
	# Netherlands
	add_ai_strategy = {
		type = ignore
		id = "HOL"
		value = 200
	}
	add_ai_strategy = {
		type = protect
		id = "HOL"
		value = -200
	}
	add_ai_strategy = {
		type = befriend
		id = "HOL"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "HOL"
		value = -200
	}
	# Belgium
	add_ai_strategy = {
		type = ignore
		id = "BEL"
		value = 200
	}
	add_ai_strategy = {
		type = protect
		id = "BEL"
		value = -200
	}
	add_ai_strategy = {
		type = befriend
		id = "BEL"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "BEL"
		value = -200
	}
	# Luxemburg
	add_ai_strategy = {
		type = ignore
		id = "LUX"
		value = 200
	}
	add_ai_strategy = {
		type = protect
		id = "LUX"
		value = -200
	}
	add_ai_strategy = {
		type = befriend
		id = "LUX"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "LUX"
		value = -200
	}
	# Austria
	add_ai_strategy = {
		type = ignore
		id = "AUS"
		value = 200
	}
	add_ai_strategy = {
		type = protect
		id = "AUS"
		value = -200
	}
	add_ai_strategy = {
		type = befriend
		id = "AUS"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "AUS"
		value = -200
	}
	# Hungary
	add_ai_strategy = {
		type = ignore
		id = "HUN"
		value = 200
	}
	add_ai_strategy = {
		type = protect
		id = "HUN"
		value = -200
	}
	add_ai_strategy = {
		type = befriend
		id = "HUN"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "HUN"
		value = -200
	}
	# Czechoslovakia
	add_ai_strategy = {
		type = ignore
		id = "CZE"
		value = 200
	}
	add_ai_strategy = {
		type = protect
		id = "CZE"
		value = -200
	}
	add_ai_strategy = {
		type = befriend
		id = "CZE"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "CZE"
		value = -200
	}
	# Yugoslavia
	add_ai_strategy = {
		type = ignore
		id = "YUG"
		value = 200
	}
	add_ai_strategy = {
		type = protect
		id = "YUG"
		value = -200
	}
	add_ai_strategy = {
		type = befriend
		id = "YUG"
		value = -200
	}
	add_ai_strategy = {
		type = alliance
		id = "YUG"
		value = -200
	}
}

print_variable_log_effect = {
	print_variables = {
		file = variables_yug
		append = yes
	}
}

get_best_alliance_match_democratic_effect = { #arguably a trigger, but it does stuff so we keep it in here. If this is your first time seeing this, welcome to my personal hell.
	if = {
		limit = {
			any_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = democratic
				not = { has_war_with = ROOT }
				set_temp_variable = { ROOT.best_leader = this }
				set_temp_variable = { ROOT.best_leader_score = 0 }
			}
		}
	}
	if = {
		limit = {
			all_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = democratic
				not = { has_war_with = ROOT }
				set_temp_variable = { this.leader_score = num_of_factories }
				add_to_temp_variable = { this.leader_score = num_battalions }
				all_of_scopes = {
					array = allies
					add_to_temp_variable = { PREV.leader_score = num_of_factories }
					add_to_temp_variable = { PREV.leader_score = num_battalions }
				}
				if = {
					limit = {
						capital_scope = {
							is_on_continent = ROOT
						}
					}
					multiply_temp_variable = { leader_score = 2 }
				}
				if = {
					limit = {
						any_neighbor_country = { tag = ROOT }
					}
					multiply_temp_variable = { leader_score = 1.25 }
				}
				if = {
					limit = {
						check_variable = { ROOT.best_leader_score < leader_score }
						set_temp_variable = { ROOT.best_leader = this }
						set_temp_variable = { ROOT.best_leader_score = leader_score }
					}
				}
			}
		}
	}
}

get_best_alliance_match_fascism_effect = { #arguably a trigger, but it does stuff so we keep it in here. If this is your first time seeing this, welcome to my personal hell.
	if = {
		limit = {
			any_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = fascism
				not = { has_war_with = ROOT }
				set_temp_variable = { ROOT.best_leader = this }
				set_temp_variable = { ROOT.best_leader_score = 0 }
			}
		}
	}
	if = {
		limit = {
			all_other_country = {

				is_faction_leader = yes
				is_major = yes
				has_government = fascism
				not = { has_war_with = ROOT }

				set_temp_variable = { this.leader_score = num_of_factories }
				add_to_temp_variable = { this.leader_score = num_battalions }
				all_of_scopes = {
					array = allies
					add_to_temp_variable = { PREV.leader_score = num_of_factories }
					add_to_temp_variable = { PREV.leader_score = num_battalions }
				}
				if = {
					limit = {
						capital_scope = {
							is_on_continent = ROOT
						}
					}
					multiply_temp_variable = { this.leader_score = 2 }
				}
				if = {
					limit = {
						any_neighbor_country = { tag = ROOT }
					}
					multiply_temp_variable = { this.leader_score = 1.25 }
				}
				if = {
					limit = {
						check_variable = { ROOT.best_leader_score < this.leader_score }
					}
					set_temp_variable = { ROOT.best_leader = this }
					set_temp_variable = { ROOT.best_leader_score = this.leader_score }
				}
			}
		}
	}
}

get_best_alliance_match_communism_effect = { #arguably a trigger, but it does stuff so we keep it in here. If this is your first time seeing this, welcome to my personal hell.
	if = {
		limit = {
			any_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = communism
				not = { has_war_with = ROOT }
				set_temp_variable = { ROOT.best_leader = this }
				set_temp_variable = { ROOT.best_leader_score = 0 }
			}
		}
	}
	if = {
		limit = {
			all_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = communism
				not = { has_war_with = ROOT }
				set_temp_variable = { this.leader_score = num_of_factories }
				add_to_temp_variable = { this.leader_score = num_battalions }
				all_of_scopes = {
					array = allies
					add_to_temp_variable = { PREV.leader_score = num_of_factories }
					add_to_temp_variable = { PREV.leader_score = num_battalions }
				}
				if = {
					limit = {
						capital_scope = {
							is_on_continent = ROOT
						}
					}
					multiply_temp_variable = { leader_score = 2 }
				}
				if = {
					limit = {
						any_neighbor_country = { tag = ROOT }
					}
					multiply_temp_variable = { leader_score = 1.25 }
				}
				if = {
					limit = {
						check_variable = { ROOT.best_leader_score < leader_score }
						set_temp_variable = { ROOT.best_leader = this }
						set_temp_variable = { ROOT.best_leader_score = leader_score }
					}
				}
			}
		}
	}
}

remove_naval_treaty_effect = {
	if = {
		limit = {
			has_idea = MTG_naval_treaty_adherent
		}
		remove_ideas = MTG_naval_treaty_adherent
	}
	else_if = {
		limit = {
			has_idea = MTG_naval_treaty_cheating
		}
		remove_ideas = MTG_naval_treaty_cheating
	}
	else_if = {
		limit = {
			has_idea = MTG_naval_treaty_adherent_reduced
		}
		remove_ideas = MTG_naval_treaty_adherent_reduced
	}
	else_if = {
		limit = {
			has_idea = MTG_naval_treaty_cheating_reduced
		}
		remove_ideas = MTG_naval_treaty_cheating_reduced
	}
	set_country_flag = MTG_naval_treaty_abandoned
}

civil_war_anti_exploiter_punitive_action = {
	# Anti-exploiter punitive brigades! BET YA DIDN'T SEE THAT COMING DID YA?!
	if = {
		limit = {
			has_army_size = {
			    size < 1
			}
		}
		division_template = {
			name = "Anti-Exploit Punitive Brigade"
			priority = 1
			division_names_group = ENG_MAR_01
			is_locked = yes
			regiments = {
				infantry = { x = 0 y = 0 }
				infantry = { x = 0 y = 1 }
				infantry = { x = 0 y = 2 }

		   	   	infantry = { x = 1 y = 0 }
				infantry = { x = 1 y = 1 }
				infantry = { x = 1 y = 2 }

		   	   	infantry = { x = 2 y = 0 }
				artillery_brigade = { x = 2 y = 1 }
				artillery_brigade = { x = 2 y = 2 }
			}
			support = {
				engineer = { x = 0 y = 0 }
				recon = { x = 0 y = 1 }
				artillery = { x = 0 y = 2 }
			}
		}
		random_state = {
			limit = {
				is_capital = yes
				is_fully_controlled_by = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
		}
		random_state = {
			limit = {
				is_in_home_area = yes
				is_fully_controlled_by = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
		}
		random_state = {
			limit = {
				is_in_home_area = yes
				is_fully_controlled_by = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
		}
		random_state = {
			limit = {
				is_in_home_area = yes
				is_fully_controlled_by = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
		}
		random_state = {
			limit = {
				is_in_home_area = yes
				is_fully_controlled_by = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
			create_unit = {
				division = "division_template = \"Anti-Exploit Punitive Brigade\" start_experience_factor = 1 start_equipment_factor = 1"
				owner = PREV
			}
		}
	}
}

clear_sabotaged_resources_if_necesary = {
	if = {
		limit = {
			not = {
				has_dynamic_modifier = {
					modifier = sabotaged_resources
				}
			}
		}

		clear_variable = sabotaged_oil
		clear_variable = sabotaged_aluminium
		clear_variable = sabotaged_rubber
		clear_variable = sabotaged_tungsten
		clear_variable = sabotaged_steel
		clear_variable = sabotaged_chromium
	}
}

remove_from_allowed_party = {
	if = {
		limit = { has_government = democratic }
		set_temp_variable = { allowed_party_democratic = 0 }
	}
	else_if = {
		limit = { has_government = fascism }
		set_temp_variable = { allowed_party_fascism = 0 }
	}
	else_if = {
		limit = { has_government = communism }
		set_temp_variable = { allowed_party_communism = 0 }
	}
	else_if = {
		limit = { has_government = neutrality }
		set_temp_variable = { allowed_party_neutrality = 0 }
	}
}

#expectes a temp variable country_to_initiate which should contain original_tag to instantiate as a collabration government
instantiate_collaboration_government = {
	custom_effect_tooltip = compliance_80_effect_tooltip
	hidden_effect = {
		set_variable = { collaboration_formed@var:country_to_initiate = 1 }

		if = {
			# if country_to_initiate does not exist, simply release it as a puppet
			limit = {
				var:country_to_initiate = {
					exists = no
				}
			}
			var:country_to_initiate = { set_variable = { collaboration_formed_by = PREV } }
			release_autonomy = {
				target = country_to_initiate
				autonomy_state = autonomy_collaboration_government
				freedom_level = 0.5
				release_non_owned_controlled = yes
			}
		}
		else = {
			# if country_to_initiate exists, create a dynamic country as our new puppet

			create_dynamic_country = {
				original_tag = country_to_initiate

				set_variable = { collaboration_formed_by = PREV }
				set_temp_variable = { new_country = this }

				PREV = {
					every_controlled_state = {
						limit = { occupied_country_tag = country_to_initiate }

						var:new_country = {
							transfer_state = PREV
						}
					}

					puppet = new_country

					set_autonomy = {
						target = new_country
						autonomy_state = autonomy_collaboration_government
						freedom_level = 0.5
					}
				}
			}
		}
	}
}

abandon_colony_tag = {

	if = {
		limit = {
			is_subject = yes
		}
		if = {
			limit = {
				original_tag = CAN
			}
			if = {
				limit = { NOT = { has_dlc = "Together for Victory" } }
				set_cosmetic_tag = CAN_ALY
			}
			else = {
				set_cosmetic_tag = CAN_UK
			}
		}
		else_if = {
			limit = {
				original_tag = RAJ
			}
			set_cosmetic_tag = RAJ_UK
		}
		else_if = {
			limit = {
				original_tag = MAL
			}
			set_cosmetic_tag = MAL_UK
		}
		else_if = {
			limit = {
				original_tag = INS
			}
			set_cosmetic_tag = INS_HOL
		}
	}
	else = {
		if = {
			limit = {
				OR = {
					has_cosmetic_tag = united_polynesia
					has_cosmetic_tag = MAJ_UNIFIED
				}
			}
		}
		else_if = {
			limit = { NOT = { has_dlc = "Graveyard of Empires" } }
			drop_cosmetic_tag = yes
		}
	}
}

upgrade_economy_law = {
	if = {
		limit = {
			has_idea = civilian_economy
		}
		add_ideas = low_economic_mobilisation
	}
	else_if = {
		limit = {
			has_idea = low_economic_mobilisation
		}
		add_ideas = partial_economic_mobilisation
	}
	else_if = {
		limit = {
			has_idea = partial_economic_mobilisation
		}
		add_ideas = war_economy
	}
	else_if = {
		limit = {
			has_idea = war_economy
		}
		add_ideas = tot_economic_mobilisation
	}
	else = {
		add_political_power = 150
	}
}

gain_random_agency_upgrade = { #Gives a random agency upgrade or grants a free agency if one has not yet been established
	custom_effect_tooltip = free_agency_upgrade_tt
	hidden_effect = {
		if = {
			limit = {
				has_intelligence_agency = no
			}
			create_intelligence_agency = yes
		}
		else = {
			random_list = {
				1 = {
					upgrade_intelligence_agency = upgrade_economy_civilian
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_economy_civilian
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_army_department
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_army_department
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_naval_department
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_naval_department
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_airforce_department
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_airforce_department
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_passive_defense
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_passive_defense
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_anti_partisan
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_anti_partisan
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_blueprint_stealing
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_blueprint_stealing
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_portable_radios
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_portable_radios
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_invisible_ink
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_invisible_ink
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_plastic_explosives
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_plastic_explosives
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_suicide_pills
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_suicide_pills
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_training_centers
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_training_centers
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_commando_training
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_commando_training
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_interrogation_techniques
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_interrogation_techniques
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_diplo_training
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_diplo_training
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_psycho_warfare
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_psycho_warfare
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_form_department
					modifier = {
						factor = 0
						has_done_agency_upgrade = upgrade_form_department
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_decryption_boost
					modifier = {
						factor = 0
						OR = {
							has_done_agency_upgrade = upgrade_decryption_boost
							NOT = { has_done_agency_upgrade = upgrade_form_department }
						}
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_decryption_boost_2
					modifier = {
						factor = 0
						OR = {
							has_done_agency_upgrade = upgrade_decryption_boost_2
							NOT = { has_done_agency_upgrade = upgrade_form_department }
							NOT = { has_done_agency_upgrade = upgrade_decryption_boost }
						}
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_crypto_strength
					modifier = {
						factor = 0
						OR = {
							has_done_agency_upgrade = upgrade_crypto_strength
							NOT = { has_done_agency_upgrade = upgrade_form_department }
						}
					}
				}
				1 = {
					upgrade_intelligence_agency = upgrade_crypto_strength_2
					modifier = {
						factor = 0
						OR = {
							has_done_agency_upgrade = upgrade_crypto_strength_2
							NOT = { has_done_agency_upgrade = upgrade_form_department }
							NOT = { has_done_agency_upgrade = upgrade_crypto_strength }
						}
					}
				}
			}
		}
	}
}

join_allies_effect = {
	if = {
		limit = {
			ENG = {
				is_faction_leader = yes
				has_government = democratic
				not = { has_war_with = ROOT }
			}
		}
		ENG = { country_event = generic.2 }
	}
	else = {
		get_best_alliance_match_democratic_effect = yes
		var:best_leader = {
			country_event = generic.2
		}
	}
}

#Should remove any and all fascist foreign influence, to be updated
remove_fascist_spirits_effect = {
	if = {
		limit = { has_idea = fascist_influence }
		remove_ideas = fascist_influence
	}
	if = {
		limit = { has_idea = american_influence_drift_fascism }
		remove_ideas = american_influence_drift_fascism
	}
	if = {
		limit = { has_idea = GER_align_hungary }
		remove_ideas = GER_align_hungary
	}
	if = {
		limit = { has_idea = GER_align_romania }
		remove_ideas = GER_align_romania
	}
}

#Should remove any and all communist foreign influence
remove_communist_spirits_effect = {
	if = {
		limit = { has_idea = communist_pressure }
		remove_ideas = communist_pressure
	}
	if = {
		limit = { has_idea = american_influence_drift_communism }
		remove_ideas = american_influence_drift_communism
	}
	if = {
		limit = { has_idea = comintern_influence }
		remove_ideas = comintern_influence
	}
	if = {
		limit = { has_idea = pan_slavic_propaganda }
		remove_ideas = pan_slavic_propaganda
	}
	if = {
		limit = { has_idea = agitated_peasants }
		remove_ideas = agitated_peasants
	}
	if = {
		limit = { has_idea = armed_communist_militants }
		remove_ideas = armed_communist_militants
	}
	if = {
		limit = { has_idea = BALTIC_communist_propaganda }
		remove_ideas = BALTIC_communist_propaganda
	}
	if = {
		limit = { has_idea = BALTIC_communist_militancy }
		remove_ideas = BALTIC_communist_militancy
	}

	if = {
		limit = { has_idea = SWE_foreign_communist_influence }
		remove_ideas = SWE_foreign_communist_influence
	}
}

#Should remove any and all democratic foreign influence
remove_democratic_spirits_effect = {
	if = {
		limit = { has_idea = democratic_influence }
		remove_ideas = democratic_influence
	}
}

#Adds current ruling popularity to a new ideology - useful to represent ideological shifts within the same party
add_ruling_to_dem = {
	custom_effect_tooltip = add_ruling_to_dem_tt
	hidden_effect = {
		if = {
			limit = {
				has_government = neutrality
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			}
			set_variable = {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_variable = {
				var = communism_support_var
				value = party_popularity_100@communism
			}
			set_variable = {
				var = fascism_support_var
				value = party_popularity_100@fascism
			}
			add_to_variable = {
				democratic_support_var = neutrality_support_var
			}
			set_variable = {
				var = neutrality_support_var
				value = 0
			}
		}
		if = {
			limit = {
				has_government = communism
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			}
			set_variable = {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_variable = {
				var = communism_support_var
				value = party_popularity_100@communism
			}
			set_variable = {
				var = fascism_support_var
				value = party_popularity_100@fascism
			}
			add_to_variable = {
				democratic_support_var = communism_support_var
			}
			set_variable = {
				var = communism_support_var
				value = 0
			}
		}
		if = {
			limit = {
				has_government = fascism
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			}
			set_variable = {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_variable = {
				var = communism_support_var
				value = party_popularity_100@communism
			}
			set_variable = {
				var = fascism_support_var
				value = party_popularity_100@fascism
			}
			add_to_variable = {
				democratic_support_var = fascism_support_var
			}
			set_variable = {
				var = fascism_support_var
				value = 0
			}
		}
		set_popularities = {
			democratic = democratic_support_var
			neutrality = neutrality_support_var
			fascism = fascism_support_var
			communism = communism_support_var
		}
	}
}
add_ruling_to_fas = {
	custom_effect_tooltip = add_ruling_to_fas_tt
	hidden_effect = {
		if = {
			limit = {
				has_government = neutrality
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			}
			set_variable = {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_variable = {
				var = communism_support_var
				value = party_popularity_100@communism
			}
			set_variable = {
				var = fascism_support_var
				value = party_popularity_100@fascism
			}
			add_to_variable = {
				fascism_support_var = neutrality_support_var
			}
			set_variable = {
				var = neutrality_support_var
				value = 0
			}
		}
		if = {
			limit = {
				has_government = communism
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			}
			set_variable = {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_variable = {
				var = communism_support_var
				value = party_popularity_100@communism
			}
			set_variable = {
				var = fascism_support_var
				value = party_popularity_100@fascism
			}
			add_to_variable = {
				fascism_support_var = communism_support_var
			}
			set_variable = {
				var = communism_support_var
				value = 0
			}
		}
		if = {
			limit = {
				has_government = democratic
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			}
			set_variable = {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_variable = {
				var = communism_support_var
				value = party_popularity_100@communism
			}
			set_variable = {
				var = fascism_support_var
				value = party_popularity_100@fascism
			}
			add_to_variable = {
				fascism_support_var = democratic_support_var
			}
			set_variable = {
				var = democratic_support_var
				value = 0
			}
		}
		set_popularities = {
			democratic = democratic_support_var
			neutrality = neutrality_support_var
			fascism = fascism_support_var
			communism = communism_support_var
		}
	}
}
add_ruling_to_com = {
	custom_effect_tooltip = add_ruling_to_com_tt
	hidden_effect = {
		if = {
			limit = {
				has_government = neutrality
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			}
			set_variable = {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_variable = {
				var = communism_support_var
				value = party_popularity_100@communism
			}
			set_variable = {
				var = fascism_support_var
				value = party_popularity_100@fascism
			}
			add_to_variable = {
				communism_support_var = neutrality_support_var
			}
			set_variable = {
				var = neutrality_support_var
				value = 0
			}
		}
		if = {
			limit = {
				has_government = fascism
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			}
			set_variable = {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_variable = {
				var = communism_support_var
				value = party_popularity_100@communism
			}
			set_variable = {
				var = fascism_support_var
				value = party_popularity_100@fascism
			}
			add_to_variable = {
				communism_support_var = fascism_support_var
			}
			set_variable = {
				var = fascism_support_var
				value = 0
			}
		}
		if = {
			limit = {
				has_government = democratic
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			}
			set_variable = {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_variable = {
				var = communism_support_var
				value = party_popularity_100@communism
			}
			set_variable = {
				var = fascism_support_var
				value = party_popularity_100@fascism
			}
			add_to_variable = {
				communism_support_var = democratic_support_var
			}
			set_variable = {
				var = democratic_support_var
				value = 0
			}
		}
		set_popularities = {
			democratic = democratic_support_var
			neutrality = neutrality_support_var
			fascism = fascism_support_var
			communism = communism_support_var
		}
	}
}
add_ruling_to_neu = {
	custom_effect_tooltip = add_ruling_to_neu_tt
	hidden_effect = {
		if = {
			limit = {
				has_government = communism
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			}
			set_variable = {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_variable = {
				var = communism_support_var
				value = party_popularity_100@communism
			}
			set_variable = {
				var = fascism_support_var
				value = party_popularity_100@fascism
			}
			add_to_variable = {
				neutrality_support_var = communism_support_var
			}
			set_variable = {
				var = communism_support_var
				value = 0
			}
		}
		if = {
			limit = {
				has_government = fascism
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			}
			set_variable = {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_variable = {
				var = communism_support_var
				value = party_popularity_100@communism
			}
			set_variable = {
				var = fascism_support_var
				value = party_popularity_100@fascism
			}
			add_to_variable = {
				neutrality_support_var = fascism_support_var
			}
			set_variable = {
				var = fascism_support_var
				value = 0
			}
		}
		if = {
			limit = {
				has_government = democratic
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			}
			set_variable = {
				var = democratic_support_var
				value = party_popularity_100@democratic
			}
			set_variable = {
				var = communism_support_var
				value = party_popularity_100@communism
			}
			set_variable = {
				var = fascism_support_var
				value = party_popularity_100@fascism
			}
			add_to_variable = {
				neutrality_support_var = democratic_support_var
			}
			set_variable = {
				var = democratic_support_var
				value = 0
			}
		}
		set_popularities = {
			democratic = democratic_support_var
			neutrality = neutrality_support_var
			fascism = fascism_support_var
			communism = communism_support_var
		}
	}
}


on_daily = {

}

#on_daily_USA = {
#	# you can specify an on daily action for a specific country
#}

###Game weight variables for faction load balancing.
###We store these on germany because ... we have to

set_add_fascist_game_weight_large = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = fascist_game_weight
				}
			}
			set_variable = { var = fascist_game_weight value = 20 }
		}
		else = {
			add_to_variable = { var = fascist_game_weight value = 20 }
		}
	}
}

set_add_democratic_game_weight_large = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = democratic_game_weight
				}
			}
			set_variable = { var = democratic_game_weight value = 20 }
		}
		else = {
			add_to_variable = { var = democratic_game_weight value = 20 }
		}
	}
}

set_add_unaligned_game_weight_large = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = unaligned_game_weight
				}
			}
			set_variable = { var = unaligned_game_weight value = 20 }
		}
		else = {
			add_to_variable = { var = unaligned_game_weight value = 20 }
		}
	}
}

set_add_communist_weight_large = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = communist_game_weight
				}
			}
			set_variable = { var = communist_game_weight value = 20 }
		}
		else = {
			add_to_variable = { var = communist_game_weight value = 20 }
		}
	}
}

set_add_fascist_weight_small = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = fascist_game_weight
				}
			}
			set_variable = { var = fascist_game_weight value = 8 }
		}
		else = {
			add_to_variable = { var = fascist_game_weight value = 8 }
		}
	}
}

set_add_democratic_weight_small = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = democratic_game_weight
				}
			}
			set_variable = { var = democratic_game_weight value = 8 }
		}
		else = {
			add_to_variable = { var = democratic_game_weight value = 8 }
		}
	}
}

set_add_unaligned_weight_small = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = unaligned_game_weight
				}
			}
			set_variable = { var = unaligned_game_weight value = 8 }
		}
		else = {
			add_to_variable = { var = unaligned_game_weight value = 8 }
		}
	}
}

set_add_communist_weight_small = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = communist_game_weight
				}
			}
			set_variable = { var = communist_game_weight value = 8 }
		}
		else = {
			add_to_variable = { var = communist_game_weight value = 8 }
		}
	}
}

leave_the_league_of_nations = {
	custom_effect_tooltip = leave_the_league_of_nations_tt
	hidden_effect = { remove_ideas = league_of_nations_member_idea }
}

bba_get_fighter_GER_effect = { #creates a fighter design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			GER = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_1
			producer = GER
			amount = fighter_buy_amount #set before the effect is invoked (they said I couldn't have arguments in my scripted effects, BUT LOOK WHOS LAUGHING NOW!!!!!)
			variant_name = "Bf 109 D" #set up at game start
		}
	}
	else_if = {
		limit = {
			GER = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				GER = { NOT = { has_country_flag = GER_improved_export_fighter_template } }
			}
			GER = {
				create_equipment_variant = {
					name = "Fw 190"
					type = small_plane_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = light_mg_4x
						engine_type_slot = engine_3_1x
						special_type_slot_1 = empty
					}
					icon = "GFX_GER_fighter2_medium"
				}
				set_country_flag = GER_improved_export_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_2
			producer = GER
			amount = fighter_buy_amount
			variant_name = "Fw 190"
		}
	}
	else_if = {
		limit = {
			GER = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				GER = { NOT = { has_country_flag = GER_advanced_export_fighter_template } }
			}
			GER = {
				create_equipment_variant = {
					name = "Ta 152"
					type = small_plane_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_2_2x
						fixed_auxiliary_weapon_slot_1 = heavy_mg_4x
						engine_type_slot = engine_4_1x
						special_type_slot_1 = empty
					}
					icon = "GFX_GER_fighter3_medium"
				}
				set_country_flag = GER_advanced_export_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_3
			producer = GER
			amount = fighter_buy_amount
			variant_name = "Ta 152"
		}
	}
}

bba_get_cas_GER_effect = { #creates a CAS design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			GER = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_1
			producer = GER
			amount = cas_buy_amount
			variant_name = "Ju 87" #set up at game start
		}
	}
	else_if = {
		limit = {
			GER = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				GER = { NOT = { has_country_flag = GER_improved_export_cas_template } }
			}
			GER = {
				create_equipment_variant = {
					name = "Ju 87 G"
					type = small_plane_cas_airframe_1
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (basic frame), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = tank_buster_1
						fixed_auxiliary_weapon_slot_1 = tank_buster_1
						engine_type_slot = engine_3_1x #Increased tier due to thrust/weight issues
						special_type_slot_1 = empty
					}
					icon = "GFX_GER_CAS2_medium"
				}
				set_country_flag = GER_improved_export_cas_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_1
			producer = GER
			amount = cas_buy_amount
			variant_name = "Ju 87 G"
		}
	}
	else_if = {
		limit = {
			GER = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				GER = { NOT = { has_country_flag = GER_advanced_export_cas_template } }
			}
			GER = {
				create_equipment_variant = {
					name = "Hs 129"
					type = small_plane_cas_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = bomb_locks
						fixed_auxiliary_weapon_slot_1 = tank_buster_1
						engine_type_slot = engine_2_2x
						special_type_slot_1 = armor_plate_small
					}
					icon = "GFX_GER_CAS3_medium"
				}
				set_country_flag = GER_advanced_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_3
			producer = GER
			amount = cas_buy_amount
			variant_name = "Hs 129"
		}
	}
}

bba_get_tac_GER_effect = { #creates a tac design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			GER = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_0
			producer = GER
			amount = tac_buy_amount
			variant_name = "Ju 86" #set up at game start
		}
	}
	else_if = {
		limit = {
			GER = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				GER = { NOT = { has_country_flag = GER_improved_export_tac_template } }
			}
			GER = {
				create_equipment_variant = {
					name = "Ju 88"
					type = medium_plane_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = bomb_locks
						engine_type_slot = engine_3_2x
						special_type_slot_1 = empty
					}
					icon = "GFX_GER_tactical_bomber2_medium"
				}
				set_country_flag = GER_improved_export_tac_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_2
			producer = GER
			amount = tac_buy_amount
			variant_name = "Ju 88"
		}
	}
	else_if = {
		limit = {
			GER = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				GER = { NOT = { has_country_flag = GER_advanced_export_tac_template } }
			}
			GER = {
				create_equipment_variant = {
					name = "Ju 388"
					type = medium_plane_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						engine_type_slot = engine_3_2x
						special_type_slot_1 = armor_plate_medium
						special_type_slot_2 = lmg_defense_turret_2x
					}
					icon = "GFX_GER_tactical_bomber3_medium"
				}
				set_country_flag = GER_advanced_export_tac_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_3
			producer = GER
			amount = tac_buy_amount
			variant_name = "Ju 388"
		}
	}
}

bba_get_heavy_fighter_GER_effect = { #creates a heavy_fighter design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			GER = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		if = {
			limit = {
				GER = { NOT = { has_country_flag = GER_basic_export_heavy_fighter_template } }
			}
			GER = {
				create_equipment_variant = {
					name = "Me 110"
					type = medium_plane_fighter_airframe_1
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = light_mg_4x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						engine_type_slot = engine_2_2x
						special_type_slot_1 = empty
					}
					icon = "GFX_GER_heavy_fighter1_medium"
				}
				set_country_flag = GER_basic_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_1
			producer = GER
			amount = heavy_fighter_buy_amount
			variant_name = "Me 110"
		}
	}
	else_if = {
		limit = {
			GER = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				GER = { NOT = { has_country_flag = GER_improved_export_heavy_fighter_template } }
			}
			GER = {
				create_equipment_variant = {
					name = "Ju 88 C"
					type = medium_plane_fighter_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = light_mg_4x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						engine_type_slot = engine_3_2x
						special_type_slot_1 = lmg_defense_turret_2x
					}
					icon = "GFX_GER_tactical_bomber2_medium"
				}
				set_country_flag = GER_improved_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_2
			producer = GER
			amount = heavy_fighter_buy_amount
			variant_name = "Ju 88 C"
		}
	}
	else_if = {
		limit = {
			GER = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				GER = { NOT = { has_country_flag = GER_advanced_export_heavy_fighter_template } }
			}
			GER = {
				create_equipment_variant = {
					name = "Me 410"
					type = medium_plane_fighter_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						fixed_auxiliary_weapon_slot_3 = rocket_rails
						engine_type_slot = engine_3_2x
						special_type_slot_1 = empty
						special_type_slot_2 = hmg_defense_turret
					}
					icon = "GFX_GER_heavy_fighter2_medium"
				}
				set_country_flag = GER_advanced_export_heavy_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_3
			producer = GER
			amount = heavy_fighter_buy_amount
			variant_name = "Me 410"
		}
	}
}

bba_get_fighter_ENG_effect = { #creates a fighter design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			ENG = {
				NOT = {
					has_tech = basic_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_0
			producer = ENG
			amount = fighter_buy_amount #set before the effect is invoked
			variant_name = "Gloster Gladiator"
		}
	}
	if = {
		limit = {
			ENG = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		if = {
			limit = {
				ENG = { NOT = { has_country_flag = ENG_basic_export_fighter_template } }
			}
			ENG = {
				create_equipment_variant = {
					name = "Hawker Hurricane"
					type = small_plane_airframe_1
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = light_mg_4x
						fixed_auxiliary_weapon_slot_1 = light_mg_4x
						engine_type_slot = engine_2_1x
						special_type_slot_1 = empty
					}
					icon = "GFX_ENG_fighter1_medium"
				}
				set_country_flag = ENG_basic_export_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_1
			producer = ENG
			amount = fighter_buy_amount #set before the effect is invoked
			variant_name = "Hawker Hurricane"
		}
	}
	else_if = {
		limit = {
			ENG = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				ENG = { NOT = { has_country_flag = ENG_improved_export_fighter_template } }
			}
			ENG = {
				create_equipment_variant = {
					name = "Supermarine Spitfire"
					type = small_plane_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = light_mg_4x
						engine_type_slot = engine_3_1x
						special_type_slot_1 = empty
					}
					icon = "GFX_ENG_fighter2_medium"
				}
				set_country_flag = ENG_improved_export_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_2
			producer = ENG
			amount = fighter_buy_amount
			variant_name = "Supermarine Spitfire"
		}
	}
	else_if = {
		limit = {
			ENG = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				ENG = { NOT = { has_country_flag = ENG_advanced_export_fighter_template } }
			}
			ENG = {
				create_equipment_variant = {
					name = "Hawker Tempest"
					type = small_plane_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_2_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_2_2x
						engine_type_slot = engine_4_1x
						special_type_slot_1 = empty
					}
					icon = "GFX_ENG_CAS3_medium"
				}
				set_country_flag = ENG_advanced_export_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_3
			producer = ENG
			amount = fighter_buy_amount
			variant_name = "Hawker Tempest"
		}
	}
}

bba_get_cas_ENG_effect = { #creates a CAS design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			ENG = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		if = {
			limit = {
				ENG = { NOT = { has_country_flag = ENG_basic_export_cas_template } }
			}
			ENG = {
				create_equipment_variant = {
					name = "Fairey Battle"
					type = small_plane_cas_airframe_1
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = small_bomb_bay
						fixed_auxiliary_weapon_slot_1 = bomb_locks
						engine_type_slot = engine_2_1x
						special_type_slot_1 = empty
					}
					icon = "GFX_ENG_light_plane_1_medium"
				}
				set_country_flag = ENG_basic_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_1
			producer = ENG
			amount = cas_buy_amount
			variant_name = "Fairey Battle" #set up at game start
		}
	}
	else_if = {
		limit = {
			ENG = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				ENG = { NOT = { has_country_flag = ENG_improved_export_cas_template } }
			}
			ENG = {
				create_equipment_variant = {
					name = "Hawker Typhoon"
					type = small_plane_cas_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = rocket_rails
						fixed_auxiliary_weapon_slot_1 = bomb_locks
						fixed_auxiliary_weapon_slot_2 = aircraft_cannon_1_2x
						engine_type_slot = engine_3_1x
						special_type_slot_1 = empty
					}
					icon = "GFX_ENG_CAS2_medium"
				}
				set_country_flag = ENG_improved_export_cas_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_2
			producer = ENG
			amount = cas_buy_amount
			variant_name = "Hawker Typhoon"
		}
	}
	else_if = {
		limit = {
			ENG = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				ENG = { NOT = { has_country_flag = ENG_advanced_export_cas_template } }
			}
			ENG = {
				create_equipment_variant = {
					name = "Hawker Tempest"
					type = small_plane_cas_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = bomb_locks
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_2_2x
						fixed_auxiliary_weapon_slot_2 = aircraft_cannon_2_2x
						engine_type_slot = engine_4_1x
						special_type_slot_1 = empty
					}
					icon = "GFX_ENG_CAS3_medium"
				}
				set_country_flag = ENG_advanced_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_3
			producer = ENG
			amount = cas_buy_amount
			variant_name = "Hawker Tempest"
		}
	}
}

bba_get_tac_ENG_effect = { #creates a tac design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			ENG = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_1
			producer = ENG
			amount = tac_buy_amount
			variant_name = "Bristol Blenheim" #set up at game start
		}
	}
	else_if = {
		limit = {
			ENG = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				ENG = { NOT = { has_country_flag = ENG_improved_export_tac_template } }
			}
			ENG = {
				create_equipment_variant = {
					name = "Bristol Beaufort"
					type = medium_plane_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = torpedo_mounting
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						engine_type_slot = engine_3_2x
						special_type_slot_1 = empty
					}
					icon = "GFX_ENG_tactical_bomber2_medium"
				}
				set_country_flag = ENG_improved_export_tac_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_2
			producer = ENG
			amount = tac_buy_amount
			variant_name = "Bristol Beaufort"
		}
	}
	else_if = {
		limit = {
			ENG = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				ENG = { NOT = { has_country_flag = ENG_advanced_export_tac_template } }
			}
			ENG = {
				create_equipment_variant = {
					name = "DH Mosquito"
					type = medium_plane_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
						fixed_auxiliary_weapon_slot_2 = aircraft_cannon_1_2x
						#fixed_auxiliary_weapon_slot_3 = aircraft_cannon_1_2x #Removed due to thrust/weight issues
						engine_type_slot = engine_3_2x
						special_type_slot_1 = non_strategic_materials_medium
						special_type_slot_2 = fuel_tanks_medium
					}
					icon = "GFX_ENG_tactical_bomber3_medium"
				}
				set_country_flag = ENG_advanced_export_tac_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_3
			producer = ENG
			amount = tac_buy_amount
			variant_name = "DH Mosquito"
		}
	}
}

bba_get_heavy_fighter_ENG_effect = { #creates a heavy_fighter design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			ENG = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		if = {
			limit = {
				ENG = { NOT = { has_country_flag = ENG_basic_export_heavy_fighter_template } }
			}
			ENG = {
				create_equipment_variant = {
					name = "Blenheim IF"
					type = medium_plane_fighter_airframe_1
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = light_mg_4x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = lmg_defense_turret
					}
					icon = "GFX_ENG_heavy_fighter1_medium"
				}
				set_country_flag = ENG_basic_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_1
			producer = ENG
			amount = heavy_fighter_buy_amount
			variant_name = "Blenheim IF"
		}
	}
	else_if = {
		limit = {
			ENG = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				ENG = { NOT = { has_country_flag = ENG_improved_export_heavy_fighter_template } }
			}
			ENG = {
				create_equipment_variant = {
					name = "Bristol Beaufighter"
					type = medium_plane_fighter_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						fixed_auxiliary_weapon_slot_3 = torpedo_mounting
						engine_type_slot = engine_3_2x
						special_type_slot_1 = lmg_defense_turret
					}
					icon = "GFX_ENG_heavy_fighter2_medium"
				}
				set_country_flag = ENG_improved_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_2
			producer = ENG
			amount = heavy_fighter_buy_amount
			variant_name = "Bristol Beaufighter"
		}
	}
	else_if = {
		limit = {
			ENG = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				ENG = { NOT = { has_country_flag = ENG_advanced_export_heavy_fighter_template } }
			}
			ENG = {
				create_equipment_variant = {
					name = "DH Mosquito"
					type = medium_plane_fighter_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						fixed_auxiliary_weapon_slot_3 = rocket_rails
						engine_type_slot = engine_3_2x
						special_type_slot_1 = non_strategic_materials_medium
						special_type_slot_2 = empty
					}
					icon = "GFX_ENG_tactical_bomber3_medium"
				}
				set_country_flag = ENG_advanced_export_heavy_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_3
			producer = ENG
			amount = heavy_fighter_buy_amount
			variant_name = "DH Mosquito"
		}
	}
}

bba_get_fighter_USA_effect = { #creates a fighter design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			USA = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_1
			producer = USA
			amount = fighter_buy_amount #set before the effect is invoked
			variant_name = "P-36A"
		}
	}
	else_if = {
		limit = {
			USA = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				USA = { NOT = { has_country_flag = USA_improved_export_fighter_template } }
			}
			USA = {
				create_equipment_variant = {
					name = "P-39"
					type = small_plane_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_1x
						fixed_auxiliary_weapon_slot_1 = heavy_mg_4x
						engine_type_slot = engine_3_1x
						special_type_slot_1 = empty
					}
					icon = "GFX_USA_fighter2_medium"
				}
				set_country_flag = USA_improved_export_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_2
			producer = USA
			amount = fighter_buy_amount
			variant_name = "P-39"
		}
	}
	else_if = {
		limit = {
			USA = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				USA = { NOT = { has_country_flag = USA_advanced_export_fighter_template } }
			}
			USA = {
				create_equipment_variant = {
					name = "P-51"
					type = small_plane_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = heavy_mg_4x
						fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						engine_type_slot = engine_4_1x
						special_type_slot_1 = empty
					}
					icon = "GFX_USA_fighter3_medium"
				}
				set_country_flag = USA_advanced_export_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_3
			producer = USA
			amount = fighter_buy_amount
			variant_name = "P-51"
		}
	}
}

bba_get_cas_USA_effect = { #creates a CAS design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			USA = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_1
			producer = USA
			amount = cas_buy_amount
			variant_name = "A-17" #set up at game start
		}
	}
	else_if = {
		limit = {
			USA = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				USA = { NOT = { has_country_flag = USA_improved_export_cas_template } }
			}
			USA = {
				create_equipment_variant = {
					name = "A-20"
					type = small_plane_cas_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = small_bomb_bay
						fixed_auxiliary_weapon_slot_1 = small_bomb_bay
						engine_type_slot = engine_2_2x
						special_type_slot_1 = hmg_defense_turret
					}
					icon = "GFX_USA_CAS2_medium"
				}
				set_country_flag = USA_improved_export_cas_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_2
			producer = USA
			amount = cas_buy_amount
			variant_name = "A-20"
		}
	}
	else_if = {
		limit = {
			USA = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				USA = { NOT = { has_country_flag = USA_advanced_export_cas_template } }
			}
			USA = {
				create_equipment_variant = {
					name = "A-26"
					type = small_plane_cas_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = bomb_locks
						fixed_auxiliary_weapon_slot_1 = small_bomb_bay
						fixed_auxiliary_weapon_slot_2 = small_bomb_bay
						engine_type_slot = engine_4_2x
						special_type_slot_1 = hmg_defense_turret_2x
					}
					icon = "GFX_USA_CAS3_medium"
				}
				set_country_flag = USA_advanced_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_3
			producer = USA
			amount = cas_buy_amount
			variant_name = "A-26"
		}
	}
}

bba_get_tac_USA_effect = { #creates a tac design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			USA = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_1
			producer = USA
			amount = tac_buy_amount
			variant_name = "B-10" #set up at game start
		}
	}
	else_if = {
		limit = {
			USA = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				USA = { NOT = { has_country_flag = USA_improved_export_tac_template } }
			}
			USA = {
				create_equipment_variant = {
					name = "B-34" #aka Lockheed Ventura/Lockheed Hudson
					type = medium_plane_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = torpedo_mounting
						fixed_auxiliary_weapon_slot_2 = empty
						engine_type_slot = engine_3_2x #Increased tier due to thrust/weight issues
						special_type_slot_1 = hmg_defense_turret
					}
					icon = "GFX_USA_medium_plane_2_medium"
				}
				set_country_flag = USA_improved_export_tac_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_2
			producer = USA
			amount = tac_buy_amount
			variant_name = "B-34"
		}
	}
	else_if = {
		limit = {
			USA = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				USA = { NOT = { has_country_flag = USA_advanced_export_tac_template } }
			}
			USA = {
				create_equipment_variant = {
					name = "B-25"
					type = medium_plane_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = torpedo_mounting
						fixed_auxiliary_weapon_slot_2 = heavy_mg_4x
						fixed_auxiliary_weapon_slot_3 = heavy_mg_4x
						fixed_auxiliary_weapon_slot_4 = bomb_locks
						engine_type_slot = engine_3_2x
						special_type_slot_1 = hmg_defense_turret_2x
						special_type_slot_2 = empty
					}
					icon = "GFX_USA_tactical_bomber2_medium"
				}
				set_country_flag = USA_advanced_export_tac_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_3
			producer = USA
			amount = tac_buy_amount
			variant_name = "B-25"
		}
	}
}

bba_get_heavy_fighter_USA_effect = { #creates a heavy_fighter design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			USA = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		if = {
			limit = {
				USA = { NOT = { has_country_flag = USA_basic_export_heavy_fighter_template } }
			}
			USA = {
				create_equipment_variant = {
					name = "FM-2"
					type = medium_plane_fighter_airframe_1
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = hmg_defense_turret
					}
					icon = "GFX_USA_heavy_fighter1_medium"
				}
				set_country_flag = USA_basic_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_1
			producer = USA
			amount = heavy_fighter_buy_amount
			variant_name = "FM-2"
		}
	}
	else_if = {
		limit = {
			USA = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				USA = { NOT = { has_country_flag = USA_improved_export_heavy_fighter_template } }
			}
			USA = {
				create_equipment_variant = {
					name = "FM-1"
					type = medium_plane_fighter_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = light_mg_2x
						fixed_auxiliary_weapon_slot_2 = empty
						fixed_auxiliary_weapon_slot_3 = empty
						engine_type_slot = engine_3_2x
						special_type_slot_1 = hmg_defense_turret
					}
					icon = "GFX_USA_medium_plane_3_medium"
				}
				set_country_flag = USA_improved_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_2
			producer = USA
			amount = heavy_fighter_buy_amount
			variant_name = "FM-1"
		}
	}
	else_if = {
		limit = {
			USA = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				USA = { NOT = { has_country_flag = USA_advanced_export_heavy_fighter_template } }
			}
			USA = {
				create_equipment_variant = {
					name = "P-61"
					type = medium_plane_fighter_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						fixed_auxiliary_weapon_slot_3 = rocket_rails
						engine_type_slot = engine_3_2x
						special_type_slot_1 = hmg_defense_turret
						special_type_slot_2 = empty
					}
					icon = "GFX_USA_heavy_fighter3_medium"
				}
				set_country_flag = USA_advanced_export_heavy_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_3
			producer = USA
			amount = heavy_fighter_buy_amount
			variant_name = "P-61"
		}
	}
}
bba_get_fighter_ITA_effect = { #creates a fighter design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			ITA = {
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_0
			producer = ITA
			amount = fighter_buy_amount #set before the effect is invoked
			variant_name = "CR.32"
		}
	}
	else_if = {
		limit = {
			ITA = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				ITA = { NOT = { has_country_flag = ITA_improved_export_fighter_template } }
			}
			ITA = {
				create_equipment_variant = {
					name = "Re.2000"
					type = small_plane_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = heavy_mg_2x
						fixed_auxiliary_weapon_slot_1 = empty
						engine_type_slot = engine_2_1x
						special_type_slot_1 = fuel_tanks_small
					}
				}
				set_country_flag = ITA_improved_export_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_2
			producer = ITA
			amount = fighter_buy_amount
			variant_name = "Re.2000"
		}
	}
	else_if = {
		limit = {
			ITA = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				ITA = { NOT = { has_country_flag = ITA_advanced_export_fighter_template } }
			}
			ITA = {
				create_equipment_variant = {
					name = "Re.2005"
					type = small_plane_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = heavy_mg_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = aircraft_cannon_1_1x
						engine_type_slot = engine_4_1x
						special_type_slot_1 = drop_tanks
					}
					icon = "GFX_ITA_fighter3_medium"
				}
				set_country_flag = ITA_advanced_export_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_3
			producer = ITA
			amount = fighter_buy_amount
			variant_name = "Re.2005"
		}
	}
}

bba_get_cas_ITA_effect = { #creates a CAS design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			ITA = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_1
			producer = ITA
			amount = cas_buy_amount
			variant_name = "Ba.65" #set up at game start
		}
	}
	else_if = {
		limit = {
			ITA = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				ITA = { NOT = { has_country_flag = ITA_improved_export_cas_template } }
			}
			ITA = {
				create_equipment_variant = {
					name = "Ba.88"
					type = small_plane_cas_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = small_bomb_bay
						fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = lmg_defense_turret
					}
					icon = "GFX_ITA_CAS2_medium"
				}
				set_country_flag = ITA_improved_export_cas_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_2
			producer = ITA
			amount = cas_buy_amount
			variant_name = "Ba.88"
		}
	}
	else_if = {
		limit = {
			ITA = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				ITA = { NOT = { has_country_flag = ITA_advanced_export_cas_template } }
			}
			ITA = {
				create_equipment_variant = {
					name = "Ro.57"
					type = small_plane_cas_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = bomb_locks
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = heavy_mg_2x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = dive_brakes_small
					}
					icon = "GFX_ITA_CAS3_medium"
				}
				set_country_flag = ITA_advanced_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_3
			producer = ITA
			amount = cas_buy_amount
			variant_name = "Ro.57"
		}
	}
}

bba_get_tac_ITA_effect = { #creates a tac design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			ITA = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_1
			producer = ITA
			amount = tac_buy_amount
			variant_name = "SM.79" #set up at game start
		}
	}
	else_if = {
		limit = {
			ITA = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				ITA = { NOT = { has_country_flag = ITA_improved_export_tac_template } }
			}
			ITA = {
				create_equipment_variant = {
					name = "SM.82"
					type = medium_plane_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
						fixed_auxiliary_weapon_slot_2 = empty
						engine_type_slot = engine_2_3x
						special_type_slot_1 = hmg_defense_turret
						special_type_slot_2 = lmg_defense_turret_2x
					}
					icon = "GFX_ITA_strategic_bomber2_medium"
				}
				set_country_flag = ITA_improved_export_tac_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_2
			producer = ITA
			amount = tac_buy_amount
			variant_name = "SM.82"
		}
	}
	else_if = {
		limit = {
			ITA = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				ITA = { NOT = { has_country_flag = ITA_advanced_export_tac_template } }
			}
			ITA = {
				create_equipment_variant = {
					name = "SM.84"
					type = medium_plane_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = torpedo_mounting
						fixed_auxiliary_weapon_slot_2 = torpedo_mounting
						fixed_auxiliary_weapon_slot_3 = empty
						fixed_auxiliary_weapon_slot_4 = empty
						engine_type_slot = engine_3_3x
						special_type_slot_1 = hmg_defense_turret_2x
						special_type_slot_2 = empty
					}
					icon = "GFX_ITA_naval_bomber1_medium"
				}
				set_country_flag = ITA_advanced_export_tac_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_3
			producer = ITA
			amount = tac_buy_amount
			variant_name = "SM.84"
		}
	}
}

bba_get_heavy_fighter_ITA_effect = { #creates a heavy_fighter design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			ITA = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		if = {
			limit = {
				ITA = { NOT = { has_country_flag = ITA_basic_export_heavy_fighter_template } }
			}
			ITA = {
				create_equipment_variant = {
					name = "SM.88"
					type = medium_plane_fighter_airframe_1
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = heavy_mg_4x
						fixed_auxiliary_weapon_slot_1 = bomb_locks
						engine_type_slot = engine_2_2x
						special_type_slot_1 = empty
					}
					icon = "GFX_ITA_heavy_fighter1_medium"
				}
				set_country_flag = ITA_basic_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_1
			producer = ITA
			amount = heavy_fighter_buy_amount
			variant_name = "SM.88"
		}
	}
	else_if = {
		limit = {
			ITA = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				ITA = { NOT = { has_country_flag = ITA_improved_export_heavy_fighter_template } }
			}
			ITA = {
				create_equipment_variant = {
					name = "Ro.58"
					type = medium_plane_fighter_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = empty
						fixed_auxiliary_weapon_slot_3 = empty
						engine_type_slot = engine_3_2x
						special_type_slot_1 = hmg_defense_turret
					}
					icon = "GFX_ITA_heavy_fighter2_medium"
				}
				set_country_flag = ITA_improved_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_2
			producer = ITA
			amount = heavy_fighter_buy_amount
			variant_name = "Ro.58"
		}
	}
	else_if = {
		limit = {
			ITA = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				ITA = { NOT = { has_country_flag = ITA_advanced_export_heavy_fighter_template } }
			}
			ITA = {
				create_equipment_variant = {
					name = "SM.91"
					type = medium_plane_fighter_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						#fixed_auxiliary_weapon_slot_3 = aircraft_cannon_1_2x #Removed due to thrust/weight issues
						fixed_auxiliary_weapon_slot_4 = torpedo_mounting
						engine_type_slot = engine_3_2x
						special_type_slot_1 = empty
						special_type_slot_2 = empty
					}
					icon = "GFX_ITA_heavy_fighter3_medium"
				}
				set_country_flag = ITA_advanced_export_heavy_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_3
			producer = ITA
			amount = heavy_fighter_buy_amount
			variant_name = "SM.91"
		}
	}
}

bba_get_fighter_FRA_effect = { #creates a fighter design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			FRA = {
				NOT = {
					has_tech = basic_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_0
			producer = FRA
			amount = fighter_buy_amount #set before the effect is invoked
			variant_name = "D.510"
		}
	}
	if = {
		limit = {
			FRA = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		if = {
			limit = {
				FRA = { NOT = { has_country_flag = FRA_basic_export_fighter_template } }
			}
			create_equipment_variant = {
				name = "MS. 406" #
				type = small_plane_airframe_1
				allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
				modules = {
					fixed_main_weapon_slot = light_mg_2x
					fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = "GFX_FRA_fighter1_medium"
			}
			set_country_flag = FRA_basic_export_fighter_template #to avoid double templates if this effect is run from different countries
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_1
			producer = FRA
			amount = fighter_buy_amount #set before the effect is invoked
			variant_name = "MS. 406"
		}
	}
	else_if = {
		limit = {
			FRA = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				FRA = { NOT = { has_country_flag = FRA_improved_export_fighter_template } }
			}
			FRA = {
				create_equipment_variant = {
					name = "D.520" #
					type = small_plane_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = light_mg_4x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x
						engine_type_slot = engine_2_1x
						special_type_slot_1 = empty
					}
					icon = "GFX_FRA_fighter2_medium"
				}
				set_country_flag = FRA_improved_export_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_2
			producer = FRA
			amount = fighter_buy_amount
			variant_name = "D.520"
		}
	}
	else_if = {
		limit = {
			FRA = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				FRA = { NOT = { has_country_flag = FRA_advanced_export_fighter_template } }
			}
			FRA = {
				create_equipment_variant = {
					name = "SE.580"
					type = small_plane_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = heavy_mg_4x
						fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
						fixed_auxiliary_weapon_slot_2 = aircraft_cannon_2_1x
						engine_type_slot = engine_4_1x
						special_type_slot_1 = drop_tanks
					}
				}
				set_country_flag = FRA_advanced_export_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_3
			producer = FRA
			amount = fighter_buy_amount
			variant_name = "SE.580"
		}
	}
}

bba_get_cas_FRA_effect = { #creates a CAS design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			FRA = {
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_0
			producer = FRA
			amount = cas_buy_amount
			variant_name = "Br.19" #set up at game start
		}
	}
	else_if = {
		limit = {
			FRA = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				FRA = { NOT = { has_country_flag = FRA_improved_export_cas_template } }
			}
			FRA = {
				create_equipment_variant = {
					name = "Br. 693" #
					type = small_plane_cas_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = small_bomb_bay
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x
						fixed_auxiliary_weapon_slot_2 = light_mg_2x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = lmg_defense_turret
						special_type_slot_2 = armor_plate_small
					}
					icon = "GFX_FRA_CAS2_medium"
				}
				set_country_flag = FRA_improved_export_cas_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_2
			producer = FRA
			amount = cas_buy_amount
			variant_name = "Br. 693"
		}
	}
	else_if = {
		limit = {
			FRA = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				FRA = { NOT = { has_country_flag = FRA_advanced_export_cas_template } }
			}
			FRA = {
				create_equipment_variant = {
					name = "MB. 174"
					type = small_plane_cas_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = bomb_locks
						fixed_auxiliary_weapon_slot_1 = small_bomb_bay
						fixed_auxiliary_weapon_slot_2 = light_mg_2x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = lmg_defense_turret
					}
					icon = "GFX_FRA_heavy_fighter1_medium"
				}
				set_country_flag = FRA_advanced_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_3
			producer = FRA
			amount = cas_buy_amount
			variant_name = "MB. 174"
		}
	}
}

bba_get_tac_FRA_effect = { #creates a tac design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			FRA = {
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_0
			producer = FRA
			amount = tac_buy_amount
			variant_name = "Amiot 143" #set up at game start
		}
	}
	else_if = {
		limit = {
			FRA = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				FRA = { NOT = { has_country_flag = FRA_improved_export_tac_template } }
			}
			FRA = {
				create_equipment_variant = {
					name = "LeO 451" #
					type = medium_plane_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = empty
						engine_type_slot = engine_2_2x
						special_type_slot_1 = lmg_defense_turret
						special_type_slot_2 = cannon_defense_turret
					}
					icon = "GFX_FRA_tactical_bomber2_medium"
				}
				set_country_flag = FRA_improved_export_tac_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_2
			producer = FRA
			amount = tac_buy_amount
			variant_name = "LeO 451"
		}
	}
	else_if = {
		limit = {
			FRA = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				FRA = { NOT = { has_country_flag = FRA_advanced_export_tac_template } }
			}
			FRA = {
				create_equipment_variant = {
					name = "NC.150"
					type = medium_plane_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = medium_bomb_bay
						fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
						fixed_auxiliary_weapon_slot_2 = empty
						fixed_auxiliary_weapon_slot_3 = empty
						fixed_auxiliary_weapon_slot_4 = empty
						engine_type_slot = engine_2_3x
						special_type_slot_1 = lmg_defense_turret_2x
						special_type_slot_2 = cannon_defense_turret
					}
					icon = "GFX_FRA_tactical_bomber3_medium"
				}
				set_country_flag = FRA_advanced_export_tac_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_airframe_3
			producer = FRA
			amount = tac_buy_amount
			variant_name = "NC.150"
		}
	}
}

bba_get_heavy_fighter_FRA_effect = { #creates a heavy_fighter design if necessary and exports a number of them to ROOT
	if = {
		limit = {
			FRA = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		if = {
			limit = {
				FRA = { NOT = { has_country_flag = FRA_basic_export_heavy_fighter_template } }
			}
			FRA = {
				create_equipment_variant = {
					name = "Potez 631" #
					type = medium_plane_fighter_airframe_1
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = light_mg_4x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = lmg_defense_turret
					}
					icon = "GFX_FRA_heavy_fighter1_medium"
				}
				set_country_flag = FRA_basic_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_1
			producer = FRA
			amount = heavy_fighter_buy_amount
			variant_name = "Potez 631"
		}
	}
	else_if = {
		limit = {
			FRA = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				FRA = { NOT = { has_country_flag = FRA_improved_export_heavy_fighter_template } }
			}
			FRA = {
				create_equipment_variant = {
					name = "SE.100"
					type = medium_plane_fighter_airframe_2
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = empty
						fixed_auxiliary_weapon_slot_3 = empty
						engine_type_slot = engine_3_2x
						special_type_slot_1 = cannon_defense_turret
					}
					icon = "GFX_FRA_medium_plane_1_medium"
				}
				set_country_flag = FRA_improved_export_heavy_fighter_template #to avoid double templates if this effect is run from different countries
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_2
			producer = FRA
			amount = heavy_fighter_buy_amount
			variant_name = "SE.100"
		}
	}
	else_if = {
		limit = {
			FRA = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				FRA = { NOT = { has_country_flag = FRA_advanced_export_heavy_fighter_template } }
			}
			FRA = {
				create_equipment_variant = {
					name = "SE.255" #fictional
					type = medium_plane_fighter_airframe_3
					allow_without_tech = yes #Makes no difference since effect requires appropriate tech (above), but it improves tooltip
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_2_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_2_2x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						fixed_auxiliary_weapon_slot_3 = empty
						fixed_auxiliary_weapon_slot_4 = rocket_rails
						engine_type_slot = engine_4_2x
						special_type_slot_1 = empty
						special_type_slot_2 = empty
					}
					icon = "GFX_FRA_heavy_fighter3_medium"
				}
				set_country_flag = FRA_advanced_export_heavy_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_3
			producer = FRA
			amount = heavy_fighter_buy_amount
			variant_name = "SE.255"
		}
	}
}

bba_create_cas_license_effect = { #this assumes that the corresponding get_cas_effect has run already to generate a design template if necessary
	if = {
		limit = {
			has_tech = advanced_small_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = small_plane_cas_airframe_3
			}
			cost_factor = 0
		}
	}
	else_if = {
		limit = {
			has_tech = improved_small_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = small_plane_cas_airframe_2
			}
			cost_factor = 0
		}
	}
	else_if = {
		limit = {
			has_tech = basic_small_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = small_plane_cas_airframe_1
			}
			cost_factor = 0
		}
	}
}

bba_create_fighter_license_effect = { #this assumes that the corresponding get_fighter_effect has run already to generate a design template if necessary
	if = {
		limit = {
			has_tech = advanced_small_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = small_plane_airframe_3
			}
			cost_factor = 0
		}
	}
	else_if = {
		limit = {
			has_tech = improved_small_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = small_plane_airframe_2
			}
			cost_factor = 0
		}
	}
	else_if = {
		limit = {
			has_tech = basic_small_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = small_plane_airframe_1
			}
			cost_factor = 0
		}
	}
}

bba_create_tac_license_effect = { #this assumes that the corresponding get_tac_effect has run already to generate a design template if necessary
	if = {
		limit = {
			has_tech = advanced_medium_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = medium_plane_airframe_3
			}
			cost_factor = 0
		}
	}
	else_if = {
		limit = {
			has_tech = improved_medium_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = medium_plane_airframe_2
			}
			cost_factor = 0
		}
	}
	else_if = {
		limit = {
			has_tech = basic_medium_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = medium_plane_airframe_1
			}
			cost_factor = 0
		}
	}
}

bba_create_heavy_fighter_license_effect = { #this assumes that the corresponding get_fighter_effect has run already to generate a design template if necessary
	if = {
		limit = {
			has_tech = advanced_medium_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = medium_plane_fighter_airframe_3
			}
			cost_factor = 0
		}
	}
	else_if = {
		limit = {
			has_tech = improved_medium_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = medium_plane_fighter_airframe_2
			}
			cost_factor = 0
		}
	}
	else_if = {
		limit = {
			has_tech = basic_medium_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = medium_plane_fighter_airframe_1
			}
			cost_factor = 0
		}
	}
}

remove_any_country_role_from_character = { #Expected to be used inside the character scope
	#log = "I am [THIS.GetName]"
	if = {
		limit = {
			is_character_slot = air_chief
		}
		remove_advisor_role = { slot = air_chief }
	}
	if = {
		limit = {
			is_character_slot = army_chief
		}
		remove_advisor_role = { slot = army_chief }
	}
	if = {
		limit = {
			is_character_slot = navy_chief
		}
		remove_advisor_role = { slot = navy_chief }
	}
	if = {
		limit = {
			is_character_slot = high_command
		}
		remove_advisor_role = { slot = high_command }
	}
	if = {
		limit = {
			is_character_slot = theorist
		}
		remove_advisor_role = { slot = theorist }
	}
	if = {
		limit = {
			is_character_slot = political_advisor
		}
		remove_advisor_role = { slot = political_advisor }
	}
}

### Paratroopers
SF_PARA_sabotage_effect = { #When changing this, update the research tooltip
	damage_building = {
		type = infrastructure
		damage = 2
	}
	damage_building = {
		type = industrial_complex
		damage = 1
	}
	damage_building = {
		type = arms_factory
		damage = 1
	}
	set_state_flag = {
		flag = para_drop_effect
		days = 30
	}
}

SF_PARA_combat_effect = { #When changing this, update the research tooltip
	every_state_division = {
		limit = { 
			OWNER = { has_war_with = FROM }
		}
		set_unit_organization = 0.50
	}
	set_state_flag = {
		flag = para_drop_effect
		days = 30
	}
}

### Muuuurrrriiinnnnneeeeessssss
SF_marine_demoliton_effect = { #When changing this, update the research tooltip
	damage_building = {
		type = radar_station
		damage = 1
	}
	damage_building = {
		type = naval_base
		damage = 1
	}
	damage_building = {
		type = dockyard
		damage = 1
	}
	damage_building = {
		type = nuclear_reactor
		damage = 1
	}
	damage_building = {
		type = rocket_site
		damage = 1
	}
	damage_building = {
		type = fuel_silo
		damage = 1
	}
	set_state_flag = {
		flag = marines_commando_effect
		days = 30
	}
}

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find_global_platonic_countries = { # Look for the countries that meet the best criteria for the different platonic countries we expect in HoI 
	find_biggest_fascist = yes
	find_biggest_democrat = yes
	find_biggest_communist = yes
	find_biggest_non_aligned = yes
	find_biggest_fascist_bully = yes
	find_best_democratic_ally_leader = yes
	find_democratic_sleeping_giant = yes
	find_local_dangerous_fascist = yes 
}


find_biggest_fascist_bully = { # Finds the biggest and/or meanest fascist country 
	get_highest_scored_country = {
		var = GLOBAL.platonic_fascist_bully
		scorer = fascist_bully_scorer
	}
}

find_best_democratic_ally_leader = { # Finds the most suitable democratic country to lead a faction
	get_highest_scored_country = {
		var = GLOBAL.platonic_democratic_ally_leader
		scorer = democratic_faction_leader_scorer
	}
}

find_democratic_sleeping_giant = { # Finds biggest desarmed democratic nation. Expected to be USA 
	get_highest_scored_country = {
		var = GLOBAL.platonic_democratic_sleeping_giant
		scorer = democratic_sleeping_giant_scorer
	}
}

find_biggest_fascist = { # Finds Nazi Germany, or the closest to it 
	get_highest_scored_country = {
		var = GLOBAL.platonic_big_fascist
		scorer = fascist_major_scorer
	}
}

find_biggest_democrat = { # Finds biggest Democratic Nation
	get_highest_scored_country = {
		var = GLOBAL.platonic_big_democratic
		scorer = democratic_major_scorer
	}
}

find_biggest_communist = { # Finds biggest Communist
	get_highest_scored_country = {
		var = GLOBAL.platonic_big_communist
		scorer = communist_major_scorer
	}
}

find_biggest_non_aligned = { # Finds biggest... anything else
	get_highest_scored_country = {
		var = GLOBAL.platonic_big_non_aligned
		scorer = non_aligned_major_scorer
	}
}
# There are ideology scorers for each continent. If you need more check the generic_platonic_scorers file and make a new scripted effect 

find_local_dangerous_fascist = {
	get_highest_scored_country = {
		var = platonic_local_dangerous_fascist
		scorer = local_fascist_country
	}
}


# The idea is that you can use these effects to store the party popularities (and, if desired, the ruling party) when puppeting or possibly when starting civil wars, and then use the "restore" effects to reset it after the puppeting has happened, so that you don't have to use the overlord's ideology if you don't want to. 
get_current_ideology_popularities = {
	set_variable = { ROOT.communist_support_before_change = ROOT.party_popularity_100@communism }
	set_variable = { ROOT.democratic_support_before_change = ROOT.party_popularity_100@democratic }
	set_variable = { ROOT.fascist_support_before_change = ROOT.party_popularity_100@fascism }
	set_variable = { ROOT.neutrality_support_before_change = ROOT.party_popularity_100@neutrality }
}
get_current_ruling_party = {
	set_variable = { ROOT.ruling_ideology_before_change = ROOT.current_party_ideology_group }
}
restore_ideology_popularities = {
	hidden_effect = {
		# Reset popluarities to what they were before puppeting 
		set_popularities = {
			communism = ROOT.communist_support_before_change
			democratic = ROOT.democratic_support_before_change
			fascism = ROOT.fascist_support_before_change
			neutrality = ROOT.neutrality_support_before_change
		}
		clear_variable = ROOT.communist_support_before_change
		clear_variable = ROOT.democratic_support_before_change
		clear_variable = ROOT.fascist_support_before_change
		clear_variable = ROOT.neutrality_support_before_change
	}
}
restore_ruling_party = {
	ROOT = {
		set_politics = {
			ruling_party = var:ROOT.ruling_ideology_before_change
		}
	}
}


#Upgrades state cat to the next valid level. Called from state scope
increase_state_category = {
	if = {
		limit = {
			has_state_category = tiny_island
		}
		set_state_category = small_island
		effect_tooltip = {
			add_extra_state_shared_building_slots = 1
		}
	}

	if = {
		limit = {
			OR = {
				has_state_category = wasteland
				has_state_category = enclave
			}
		}
		set_state_category = pastoral
		effect_tooltip = {
			add_extra_state_shared_building_slots = 1
		}
	}
	else_if = {
		limit = {
			has_state_category = pastoral
		}
		set_state_category = rural
		effect_tooltip = {
			add_extra_state_shared_building_slots = 1
		}
	}
	else_if = {
		limit = {
			has_state_category = rural
		}
		set_state_category = town
		effect_tooltip = {
			add_extra_state_shared_building_slots = 2
		}
	}
	else_if = {
		limit = {
			has_state_category = town
		}
		set_state_category = large_town
		effect_tooltip = {
			add_extra_state_shared_building_slots = 1
		}
	}
	else_if = {
		limit = {
			has_state_category = large_town
		}
		set_state_category = city
		effect_tooltip = {
			add_extra_state_shared_building_slots = 1
		}
	}
	else_if = {
		limit = {
			has_state_category = city
		}
		set_state_category = large_city
		effect_tooltip = {
			add_extra_state_shared_building_slots = 2
		}
	}

	else_if = {
		limit = {
			has_state_category = large_city
		}
		set_state_category = metropolis
		effect_tooltip = {
			add_extra_state_shared_building_slots = 2
		}
	}

	else_if = {
		limit = {
			has_state_category = metropolis
		} 
		set_state_category = megalopolis
		effect_tooltip = {
			add_extra_state_shared_building_slots = 2
		}
	}

}

add_potential_special_forces_tree = {
	custom_effect_tooltip = add_potential_special_forces_tree_tt
	if = {
		limit = { NOT = { has_variable = sf_trees } }
		set_variable = { sf_trees = 2 }
	}
	else = {
		add_to_variable = { sf_trees = 1 }
	}
}

remove_potential_special_forces_tree = {
	if = {
		limit = { NOT = { has_variable = sf_trees } }
		set_variable = { sf_trees = 0 }
	}
	else = {
		subtract_from_variable = { sf_trees = 1 }
	}
}

store_core_states_on_game_start = { #Should be called from history file
	every_core_state = {
		ROOT = {
			add_to_array = {
				array = core_states_at_game_start
				value = PREV
			}
		}
	}
}

set_african_central_bank_variables = {
	set_variable = { org_africa_central_bank_stability_factor = 0.05}
	set_variable = { org_africa_central_bank_industrial_complex_factor = 0.1}
	set_variable = { org_africa_central_bank_infrastructure_factor = 0.1}
}