RSC_russia_reworked_load_decision_category_russia2 = {

    RSC_russia_reworked_load_decision_russia2 = {
		allowed = {
			original_tag = SOV
		}

		visible = {
			always = no
		}
	}
}

RSC_reclaim_russia_decision_category = {

	RSC_reunite_russia_decision = {

		icon = GFX_decision_generic_form_nation

		fire_only_once = yes

		visible = {
			NOT = {
				has_cosmetic_tag = RSCR
				has_government = anarchy
			}
		}

		available = {
			is_subject = no
			SOV = {
				OR = {
					exists = no
					has_capitulated = yes
				}
			}
			custom_trigger_tooltip = {
				tooltip = rsc_not_any_country_is_rscr
				NOT = {
					any_country = {
						has_cosmetic_tag = RSCR
					}
				}
			}
			custom_trigger_tooltip = {
				tooltip = rsc_controls_all_base_sov_cores
				NOT = {
					any_state = {
						sov_is_base_russian_state_trigger = yes
						NOT = {
							is_controlled_by = ROOT
						}
					}
				}
			}
		}

		cost = 0

		ai_will_do = {
			factor = 1000
		}

		complete_effect = {
			add_stability = 0.1
			add_war_support = 0.1
			set_cosmetic_tag = RSCR
		}
	}
}

RSC_industrial_planning_decision_category = {

	RSC_industrial_planning_one = {

		icon = GFX_decision_generic_operation

		days_re_enable = 10

		visible = {
			NOT = {
				has_country_flag = RSC_industrial_planning_one_finished
			}
		}

		available = {

		}

		cost = 100

		ai_will_do = {
			factor = 1000
		}

		days_remove = 100

		complete_effect = {
			set_country_flag = RSC_industrial_planning_one_started
		}

		cancel_trigger = {
			surrender_progress > 0.25
		}

		cancel_effect = {
			clr_country_flag = RSC_industrial_planning_one_started
		}

		remove_effect = {
			clr_country_flag = RSC_industrial_planning_one_started
			set_country_flag = RSC_industrial_planning_one_finished
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}

	RSC_industrial_planning_two = {

		icon = GFX_decision_generic_wreckers

		days_re_enable = 10

		visible = {
			NOT = {
				has_country_flag = RSC_industrial_planning_two_finished
			}
		}

		available = {
			has_country_flag = RSC_industrial_planning_one_finished
		}

		cost = 150

		ai_will_do = {
			factor = 1000
		}

		days_remove = 100

		complete_effect = {
			set_country_flag = RSC_industrial_planning_two_started
		}

		cancel_trigger = {
			surrender_progress > 0.25
		}

		cancel_effect = {
			clr_country_flag = RSC_industrial_planning_two_started
		}

		remove_effect = {
			clr_country_flag = RSC_industrial_planning_two_started
			set_country_flag = RSC_industrial_planning_two_finished
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}

	RSC_industrial_planning_three = {

		icon = GFX_decision_generic_merge_plant_materiel

		days_re_enable = 10

		visible = {
			NOT = {
				has_country_flag = RSC_industrial_planning_three_finished
			}
		}

		available = {
			has_country_flag = RSC_industrial_planning_two_finished
		}

		cost = 200

		ai_will_do = {
			factor = 1000
		}

		days_remove = 100

		complete_effect = {
			set_country_flag = RSC_industrial_planning_three_started
		}

		cancel_trigger = {
			surrender_progress > 0.25
		}

		cancel_effect = {
			clr_country_flag = RSC_industrial_planning_three_started
		}

		remove_effect = {
			clr_country_flag = RSC_industrial_planning_three_started
			set_country_flag = RSC_industrial_planning_three_finished
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
	}
}