ata_decisions_land = {
	
	infantry_weapons = {
		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = infantry_weapons
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 2
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
	
	support_tech = {
		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = support_tech
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 2
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
	
	artillery = {
		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = artillery
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 2
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
	
	armor = {
		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category =  armor
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
	
	motorized_equipment = {
		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category =  motorized_equipment
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
	
	cat_mechanized_equipment = {
		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category =  cat_mechanized_equipment
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
	
	tech_special_forces = {
		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category =  mountaineers_tech
				category = marine_tech
				category = para_tech
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
	
}

ata_decisions_air = {
	
	airframe_research_initiative = {
		visible = {
			has_dlc = "By Blood Alone"
		}

		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = light_air
				category = medium_air
				category = heavy_air
			}
		}
		days_remove = 120
		days_re_enable = 120
		cost = 100
		ai_will_do = {
			factor = 2
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}

	aerial_components_improvement_program = {
		visible = {
			has_dlc = "By Blood Alone"
		}

		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				category = plane_modules_tech
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 2
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}

	light_fighter = {
		visible = {
			NOT = {
				has_dlc = "By Blood Alone"
			}
		}

		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = light_fighter
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 2
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
	
	cat_heavy_fighter = {
		visible = {
			NOT = {
				has_dlc = "By Blood Alone"
			}
		}

		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = cat_heavy_fighter
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
	
	cas_bomber = {
		visible = {
			NOT = {
				has_dlc = "By Blood Alone"
			}
		}

		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = cas_bomber
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}

	naval_bomber = {
		visible = {
			NOT = {
				has_dlc = "By Blood Alone"
			}
		}

		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = naval_bomber
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}

	naval_air = {
		visible = {
			NOT = {
				has_dlc = "By Blood Alone"
			}
		}

		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = naval_air
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}

	tactical_bomber = {
		visible = {
			NOT = {
				has_dlc = "By Blood Alone"
			}
		}

		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = tactical_bomber
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}

	cat_strategic_bomber = {
		visible = {
			NOT = {
				has_dlc = "By Blood Alone"
			}
		}

		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = cat_strategic_bomber
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
}

ata_decisions_navy = {

	ss_tech = {
		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = ss_tech
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}

	dd_tech = {
		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = dd_tech
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
	
	ca_tech= {
		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = ca_tech
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
	
	
	bb_tech = {
		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = bb_tech
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
	
	cv_tech = {
		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = cv_tech
			}
		}

		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
}


ata_decisions_industry = {
	industry = {
		complete_effect  = {
			add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = industry
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 10
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}

	oil_processing = {
		complete_effect  = {

		}
		modifier = {
			fuel_gain_factor_from_states = 0.5
	        }
		days_remove = 360
		days_re_enable = 360
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}

	rubber_processing = {
		complete_effect  = {
			modify_building_resources = {
        		   building = synthetic_refinery
        		   resource = rubber
        		   amount = 2
        		}
		}
		days_remove = 360
		days_re_enable = 360
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}

	fuel_silos = {
		complete_effect  = {

		}
		modifier = {
			fuel_gain_factor = 0.25
			fuel_gain_factor_from_states = 0.25
	        }
		days_remove = 360
		days_re_enable = 360
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
}

ata_decisions_engineering = {
	electronic_mechanical_engineering = {
		complete_effect  = {
		add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = electronics
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 50
		ai_will_do = {
			factor = 10
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}

	rocketry = {
		complete_effect  = {
		add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = rocketry
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 100
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}

	nuclear = {
		complete_effect  = {
		add_tech_bonus = {
				bonus = 0.4
				uses = 1
				category = nuclear
			}
		}
		days_remove = 60
		days_re_enable = 30
		cost = 200
		ai_will_do = {
			factor = 1
			modifier = {
				has_political_power < 550
				factor = 0
			}
		}
	}
}

National_level = {
	level_1 = {
		cost = 50
		fire_only_once = yes
		
		complete_effect  = {		
		add_ideas = level_1
		}
		ai_will_do = {
			base = 50
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}

	}

	level_2 = {
		cost = 100
		fire_only_once = yes
		
		available = {
			has_idea = level_1
		}
		
		complete_effect  = {
			swap_ideas = {
				add_idea = level_2
				remove_idea = level_1
			}
		}
		ai_will_do = {
			base = 1
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}
	}

	level_3 = {
		cost = 150
		fire_only_once = yes
		
		available = {
			has_idea = level_2
		}
		
		complete_effect  = {
			swap_ideas = {
				add_idea = level_3
				remove_idea = level_2
			}
		}
		ai_will_do = {
			base = 1
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}
	}

	level_4 = {
		cost = 200
		fire_only_once = yes
		
		available = {
			has_idea = level_3
		}
		
		complete_effect  = {
			swap_ideas = {
				add_idea = level_4
				remove_idea = level_3
			}
		}
		ai_will_do = {
			base = 1
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}
	}

	level_5 = {
		cost = 250
		fire_only_once = yes
		
		available = {
			has_idea = level_4
		}
		
		complete_effect  = {
			swap_ideas = {
				add_idea = level_5
				remove_idea = level_4
			}
			add_research_slot = 1
		}
		ai_will_do = {
			base = 1
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}
	}

	level_6 = {
		cost = 300
		fire_only_once = yes
		
		available = {
			has_idea = level_5
		}
		
		complete_effect  = {
			swap_ideas = {
				add_idea = level_6
				remove_idea = level_5
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}
	}

	level_7 = {
		cost = 350
		fire_only_once = yes
		
		available = {
			has_idea = level_6
		}
		
		complete_effect  = {
			swap_ideas = {
				add_idea = level_7
				remove_idea = level_6
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}
	}

	level_8 = {
		cost = 400
		fire_only_once = yes
		
		available = {
			has_idea = level_7
		}
		
		complete_effect  = {
			swap_ideas = {
				add_idea = level_8
				remove_idea = level_7
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}
	}

	level_9 = {
		cost = 450
		fire_only_once = yes
		
		available = {
			has_idea = level_8
		}
		
		complete_effect  = {
			swap_ideas = {
				add_idea = level_9
				remove_idea = level_8
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}
	}

	level_10 = {
		cost = 500
		fire_only_once = yes
		
		available = {
			has_idea = level_9
		}
		
		complete_effect  = {
			swap_ideas = {
				add_idea = level_10
				remove_idea = level_9
			}
			add_research_slot = 1
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}
	}
}

integrate_puppet_navy = {
	integrate_puppet_fleet = {
		icon = generic_prepare_civil_war
		available = {
			OR = {
				AND = {	
					FROM = { 
						compare_autonomy_state < autonomy_colony 
						has_navy_size = {
							size > 0
						}
					}	
					has_navy_experience > 10
					has_political_power > 300
				}	
				FROM = { 
					compare_autonomy_state < autonomy_puppet 
					has_navy_size = {
						size > 0
					}
				}	
			}	
		}

		visible = {
			FROM = { 
				is_subject_of = ROOT 
				has_navy_size = {
					size > 0
				}
			}	
		}

		cost = 150

		target_trigger = {
			FROM = {
				is_subject_of = ROOT
			}
			NOT = { has_country_flag = puppet_fleet_integrated }
		}
		fire_only_once = yes
		ai_will_do = {
			factor = 0
		}
		complete_effect = {
			FROM = { set_country_flag = puppet_fleet_integrated }
			
				FROM = {
					transfer_navy = {
						target = ROOT
					}
				}		
			add_timed_idea = {
				idea = integrated_foreign_ships
				days = 90
			}	
			if = {
				limit = {
					FROM = {
						compare_autonomy_state > autonomy_integrated_puppet
					}
				}
				navy_experience = -10
				add_political_power = -150
			}
		}
	}	
}

Scientific_level = {
	sci_level_1 = {
		cost = 250
		fire_only_once = yes
		
		complete_effect  = {		
			add_ideas = sci_level_1
			add_research_slot = 1
		}
		ai_will_do = {
			base = 50
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}

	}

	sci_level_2 = {
		cost = 500
		fire_only_once = yes
		
		available = {
			has_idea = sci_level_1
		}
		
		complete_effect  = {
			swap_ideas = {
				add_idea = sci_level_2
				remove_idea = sci_level_1
			}
			add_research_slot = 1
		}
		ai_will_do = {
			base = 1
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}
	}

	sci_level_3 = {
		cost = 750
		fire_only_once = yes
		
		available = {
			has_idea = sci_level_2
		}
		
		complete_effect  = {
			swap_ideas = {
				add_idea = sci_level_3
				remove_idea = sci_level_2
			}
			add_research_slot = 1
		}
		ai_will_do = {
			base = 1
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}
	}

	sci_level_4 = {
		cost = 1000
		fire_only_once = yes
		
		available = {
			has_idea = sci_level_3
		}
		
		complete_effect  = {
			swap_ideas = {
				add_idea = sci_level_4
				remove_idea = sci_level_3
			}
			add_research_slot = 1
		}
		ai_will_do = {
			base = 1
			modifier = {
				add = 2

				OR = {
						is_major = yes
					}
			}	
		}
	}
}

political_actions = {
	Independence_movement = {
		available = {
			is_subject = yes
		}
		
		modifier = 
		{
			political_power_factor = 0.05
			autonomy_gain = 2.5
		}
			days_remove = 60
			days_re_enable = 30
			cost = 125
	}

	Integration_movement = {
		available = {
		        is_subject = no
			NOT = {has_idea = integration_efforts}
			num_subjects > 0
		}
		
		modifier = 
		{
			political_power_factor = -0.05
			subjects_autonomy_gain = -2.5
		}
		days_remove = 60
		days_re_enable = 30
		cost = 125
	}

	###
	### ONGOING INTEGRATION start process
	###
	
	start_integration = {
		visible = {
			NOT = {has_idea = integration_efforts}
		}
		
		available = {
		        is_subject = no
			NOT = {has_idea = integration_efforts}
			num_subjects > 0
		}
		
		icon = generic_form_nation
		cost = 30
		
		complete_effect = {
			activate_mission = ongoing_integration
			add_ideas = integration_efforts
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				has_political_power < 300 }
			modifier = {
				factor = 2
				has_political_power > 499 }
		}
	}
	
	###
	### ONGOING INTEGRATION process active
	###
	ongoing_integration = {
	
		available = {
			OR = {
				has_political_power < 0
				NOT = { has_idea = integration_efforts}
				num_subjects < 1
			}
		}
		
		activation = { always = no}
		is_good = yes 
		icon = generic_nationalism
		days_mission_timeout = 60
		timeout_effect = {
			activate_mission = ongoing_integration
		}
		
		complete_effect = {
			remove_ideas = integration_efforts
		}
		
		cancel_trigger = {
			num_subjects < 1
		}
		
		cancel_effect = {
			remove_ideas = integration_efforts
		}
	}
	
	###
	### ONGOING INTEGRATION end process
	###
	end_ongoing_integration = {
		visible = {has_idea = integration_efforts}
		icon = generic_form_nation
		complete_effect = {
			remove_mission = ongoing_integration
			remove_ideas = integration_efforts
		}
	}
}
