#MT_situation_test = {
#	picture = GFX_evt_atmospheric_entry
#	complete_icon_frame = GFX_situation_outcome_frame_red
#	complete_icon = GFX_situation_exploding_planet
#	on_progress_complete = {
#		custom_tooltip = situation_exploding_planet_outcome_approach
#		hidden_effect = {
#			situation_event = { id = origin.6175 }
#		}
#	}
#
#	#on_monthly = {
#	#	events = {
#	#		origin.6180
#	#	}
#	#}
#	
#	start_value = 50
#	
#	stages = {
#		stage_1 = {
#			icon = GFX_situation_stage_1
#			icon_background = GFX_situation_stage_frame_red
#			end = 100
#			custom_tooltip = stage_edge_of_solar_system
#		}
#		#stage_2 = {
#		#	icon = GFX_situation_stage_2
#		#	icon_background = GFX_situation_stage_frame_red
#		#	end = 80
#		#	custom_tooltip = stage_edge_of_solar_system
#		#	on_first_enter = {
#		#		situation_event = { id = origin.6185 }
#		#	}
#		#}
#		#stage_3 = {
#		#	icon = GFX_situation_stage_3
#		#	icon_background = GFX_situation_stage_frame_red
#		#	end = 100
#		#	custom_tooltip = stage_entered_solar_system
#		#}
#	}
#	approach = {
#		name = approach_stop_the_bullet
#		icon = GFX_situation_approach_fist
#		icon_background = GFX_situation_approach_bg_red
#		default = yes
#		on_select = {
#			custom_tooltip = effect_stop_the_bullet
#		}
#	}
#	monthly_progress = {
#		base = 0
#	}
#	
#	target_modifier = { planet_stability_add = 100 } 
#	on_start = {
#		target = {
#			set_planet_flag = MT_situation_test_flag
#		}
#	}
#	abort_trigger = {
#		OR = {
#			NOT = { exists = target.owner }
#			#target.owner = { NOT = { is_same_value = root.owner } }
#		}
#	}
#	on_abort = {
#		target = {
#			remove_planet_flag = MT_situation_test_flag
#		}
#	}
#}

# EST_situation_lathe_job_suppression = {
# 	picture = GFX_evt_atmospheric_entry
# 	complete_icon_frame = GFX_situation_outcome_frame_red
# 	complete_icon = GFX_situation_exploding_planet
# 	on_progress_complete = {
# 		custom_tooltip = EST_BLANK
# 		hidden_effect = {
# 			target = {
# 				owner = {
# 					country_event = { id = est_general.8 }
# 				}
# 			}
# 		}
# 	}
	
# 	start_value = 50
	
# 	stages = {
# 		stage_1 = {
# 			icon = GFX_situation_stage_1
# 			icon_background = GFX_situation_stage_frame_red
# 			end = 100
# 			custom_tooltip = EST_BLANK
# 		}
# 	}
# 	approach = {
# 		name = approach_stop_the_bullet
# 		icon = GFX_situation_approach_fist
# 		icon_background = GFX_situation_approach_bg_red
# 		default = yes
# 		on_select = {
# 			custom_tooltip = EST_BLANK
# 		}
# 	}
# 	monthly_progress = {
# 		base = 0
# 	}
	
# 	# triggered_target_modifier = {
# 	# 	potential = {
# 	# 		target = {
# 	# 			owner = {
# 	# 				has_active_tradition = tr_est_aesthetics_2
# 	# 			}
# 	# 		}
# 	# 	}
# 	# 	modifier = {
# 	# 		job_entertainer_per_pop = -0.025
# 	# 		job_culture_worker_per_pop = -0.025
# 	# 	}
# 	# }
# 	# triggered_target_modifier = {
# 	# 	potential = {
# 	# 		target = {
# 	# 			owner = {
# 	# 				has_active_tradition = tr_est_aesthetics_2_duelist
# 	# 			}
# 	# 		}
# 	# 	}
# 	# 	modifier = {
# 	# 		job_duelist_per_pop = -0.025
# 	# 		job_culture_worker_per_pop = -0.025
# 	# 	}
# 	# }
# 	triggered_target_modifier = {
# 		potential = {
# 			target = {
# 				owner = {
# 					has_active_tradition = tr_est_commerce_finish
# 				}
# 			}
# 		}
# 		modifier = {
# 			job_executive_per_pop = -0.02
# 		}
# 	}
# 	triggered_target_modifier = {
# 		potential = {
# 			target = {
# 				owner = {
# 					has_active_tradition = tr_est_faith_3
# 				}
# 			}
# 		}
# 		modifier = {
# 			job_bureaucrat_per_pop = -0.02857
# 		}
# 	}
# 	triggered_target_modifier = {
# 		potential = {
# 			target = {
# 				owner = {
# 					has_tradition = tr_est_might_1
# 				}
# 			}
# 		}
# 		modifier = {
# 			job_warrior_drone_per_pop = -0.04
# 		}
# 	}
# 	triggered_target_modifier = {
# 		potential = {
# 			target = {
# 				owner = {
# 					has_active_tradition = tr_est_militarism_1
# 				}
# 			}
# 		}
# 		modifier = {
# 			job_soldier_per_pop = -0.04
# 		}
# 	}
# 	triggered_target_modifier = {
# 		potential = {
# 			target = {
# 				owner = {
# 					has_active_tradition = tr_est_mystery_finish
# 				}
# 			}
# 		}
# 		modifier = {
# 			job_est_shadow_administrator_per_pop = -0.02
# 		}
# 	}
# 	triggered_target_modifier = {
# 		potential = {
# 			target = {
# 				owner = {
# 					has_active_tradition = tr_est_nature_3
# 				}
# 			}
# 		}
# 		modifier = {
# 			job_farmer_per_pop = -0.04
# 		}
# 	}
# 	triggered_target_modifier = {
# 		potential = {
# 			target = {
# 				owner = {
# 					has_active_tradition = tr_est_order_5
# 				}
# 			}
# 		}
# 		modifier = {
# 			job_enforcer_per_pop = -0.02857
# 		}
# 	}
# 	triggered_target_modifier = {
# 		potential = {
# 			target = {
# 				owner = {
# 					has_active_tradition = tr_est_proselytism_finish
# 				}
# 			}
# 		}
# 		modifier = {
# 			job_est_inquisitor_per_pop = -0.02857
# 		}
# 	}
# 	triggered_target_modifier = {
# 		potential = {
# 			target = {
# 				owner = {
# 					has_active_tradition = tr_est_friendship_3
# 				}
# 			}
# 		}
# 		modifier = {
# 			job_healthcare_add = -1
# 		}
# 	}
# 	triggered_target_modifier = {
# 		potential = {
# 			target = {
# 				owner = {
# 					has_active_tradition = tr_est_philosophy_5
# 				}
# 			}
# 		}
# 		modifier = {
# 			job_spawning_drone_add = -1
# 		}
# 	}
# 	triggered_target_modifier = {
# 		potential = {
# 			target = {
# 				owner = {
# 					has_active_tradition = tr_est_philosophy_5_machines
# 				}
# 			}
# 		}
# 		modifier = {
# 			job_replicator_add = -1
# 		}
# 	}
# 	triggered_target_modifier = {
# 		potential = {
# 			target = {
# 				owner = {
# 					has_active_tradition = tr_est_academy_4
# 				}
# 			}
# 		}
# 		modifier = {
# 			job_researcher_add = -1
# 		}
# 	}
# 	on_start = {
# 		target = {
# 			set_planet_flag = EST_situation_lathe_job_suppression_flag
# 		}
# 	}
# 	abort_trigger = {
# 		OR = {
# 			target = { NOT = { is_planet_class = pc_cosmogenesis_world } }
# 			NOT = { exists = target.owner }
# 		}
# 	}
# 	on_abort = {
# 		target = {
# 			remove_planet_flag = EST_situation_lathe_job_suppression_flag
# 		}
# 	}
# }