f93_set_ralis_designs = {
	create_ship_design = { design = "NAME_ralis_corvette_brawl" }
	add_ship_design = last_created_design
	create_ship_design = { design = "NAME_ralis_corvette_picket" }
	add_ship_design = last_created_design
	create_ship_design = { design = "NAME_ralis_frigate_torpedo" }
	add_ship_design = last_created_design
	create_ship_design = { design = "NAME_ralis_frigate_energy" }
	add_ship_design = last_created_design
	create_ship_design = { design = "NAME_ralis_destroyer_line" }
	add_ship_design = last_created_design
	create_ship_design = { design = "NAME_ralis_destroyer_arty" }
	add_ship_design = last_created_design
	create_ship_design = { design = "NAME_ralis_cruiser_carrier" }
	add_ship_design = last_created_design
	create_ship_design = { design = "NAME_ralis_battleship_carrier" }
	add_ship_design = last_created_design
	create_ship_design = { design = "NAME_ralis_platform_carrier" }
	add_ship_design = last_created_design
	create_ship_design = { design = "NAME_ralis_platform_arty" }
	add_ship_design = last_created_design
	create_ship_design = { design = "NAME_ralis_citadel" }
	add_ship_design = last_created_design
}
f93_spawn_ralis_defense_platform = {
	fleet = {
		random_list = {
			1 = {
				owner = {
					random_owned_design = {
						limit = {
							is_ship_size = military_station_small
							# has_role = carrier
						}
						save_event_target_as = target_platform
					}
				}
			}
			1 = {
				owner = {
					random_owned_design = {
						limit = {
							is_ship_size = military_station_small
							has_role = artillery
						}
						save_event_target_as = target_platform
					}
				}
			}
		}
		create_ship = {
			name = random
			design = event_target:target_platform
			graphical_culture = owner
		}
	}
}
#Fleet 1
f93_create_ralis_fleet = {
	random_system_within_border = {
		star = {
			f93_create_fleet_1 = yes
			last_created_fleet = {
				set_location = prev
			}
		}
	}
	# last_created_fleet = { set_home_base = event_target:f93_ralis_starbase }
}
#needs a f93_ralis_target set
f93_create_ralis_subject_fleet = {
	event_target:f93_ralis_subject = {
		change_variable = { which = fleets_Created value = 1 }
	}
	event_target:f93_ralis_country = {
		random_system_within_border = {
			star = {
				f93_create_fleet_1 = yes
				save_event_target_as = f93_fleets_origin
			}
		}
	}
	last_created_fleet = {
		set_variable = { which = idle_count value = 0 }
		remove_fleet_flag = ralis_fleet_1
		set_fleet_flag = ralis_fleet_subject
		set_location = event_target:f93_fleets_origin
		set_owner = event_target:f93_ralis_subject
	}
}
#sets f93_ralis_target
f93_pick_random_attack_target = {
	random_playable_country = {
		limit = {
			any_owned_planet = {
				solar_system = {
					NOR = {
						has_star_flag = f93_recently_attacked
						has_star_flag = f93_ralis_wont_go_here
					}
				}
			}
		}
		random_owned_planet = {
			limit = {
				solar_system = { NOT = { has_star_flag = f93_recently_attacked } }
			}
			save_event_target_as = f93_ralis_target
			#short cooldowns for hard, long cool down for easy
			if = {
				limit = { has_global_flag = f82_button_3_3_on } 
				solar_system = { set_timed_star_flag = { flag = f93_recently_attacked years = 4 } }
			}
			else_if = {
				limit = { has_global_flag = f82_button_3_1_on }
				solar_system = { set_timed_star_flag = { flag = f93_recently_attacked years = 10 } }
			}
			else = {
				solar_system = { set_timed_star_flag = { flag = f93_recently_attacked years = 6 } }
			}
		}
	}
}
#designates random gal cro system as f93_ralis_target
f93_pick_random_gal_cro_system = {
	random_system = {
		limit = {
			f93_system_has_ancient_relay = yes
			NOR = { has_star_flag = f93_recently_visist has_star_flag = f93_ralis_wont_go_here }
		}
		if = {
			limit = { has_star_flag = f93_empty_system_on_galcrossing }
			random_system_megastructure = {
				save_event_target_as = f93_ralis_target
			}
		}
		else = {
			set_timed_star_flag = { flag = f93_recently_visist days = 1080 }
			random_system_planet = { save_event_target_as = f93_ralis_target }
		}
	}
}
f93_remove_command_flags = {
	remove_fleet_flag = ralis_subject_fleet_command_0
	remove_fleet_flag = ralis_subject_fleet_command_1
	remove_fleet_flag = ralis_subject_fleet_command_2
	remove_fleet_flag = ralis_subject_fleet_command_3
	remove_fleet_flag = ralis_subject_fleet_command_4
	remove_fleet_flag = ralis_subject_fleet_command_5
	set_variable = { which = idle_count value = 0 }
}
#needs a f93_ralis_target set, these fleets will stay and wont move again
f93_create_ralis_subject_fleet_attack_galcro = {
	f93_pick_random_gal_cro_system = yes
	f93_create_ralis_subject_fleet = yes
	last_created_fleet = {
		set_fleet_flag = ralis_fleet_attack_gal_cro
		set_name = NAME_ralis_fleet_vr
		if  = {
			limit = {
				event_target:f93_ralis_target = {
					is_star = yes
				}
			}
			auto_move_to_planet = {
				target = event_target:f93_ralis_target
			}
		}
		else = {
			auto_follow_fleet = {
				target = event_target:f93_ralis_target
			}
		}
	}
}
#needs a f93_ralis_target set
f93_create_ralis_subject_fleet_attack = {
	f93_pick_random_attack_target = yes
	f93_create_ralis_subject_fleet = yes
	last_created_fleet = {
		set_fleet_flag = ralis_fleet_attack
		set_name = NAME_ralis_fleet_aw
		auto_move_to_planet = {
			target = event_target:f93_ralis_target
			clear_auto_move_on_arrival = yes
		}
	}
}

#creates a subject fleet, spawns it in a random place, sends it to Ralis to defend it
f93_create_ralis_subject_fleet_defense = {
	f93_create_ralis_subject_fleet = yes
	last_created_fleet = {
		set_name = NAME_ralis_fleet_dr
		set_fleet_flag = ralis_fleet_defense
		auto_move_to_planet = {
			target = event_target:f93_ralis_planet
			clear_auto_move_on_arrival = yes
			# arrival_effect = f93_set_subject_fleets_position
		}
	}
}
# f93_set_subject_fleets_position = {
# 	set_location = {
# 		target = event_target:f93_ralis_planet
# 		distance = { min = 50 max = 150 }
# 		angle = random
# 	}
# }
#General Fleet Reinforcer
f93_add_random_ship = {
	random_list = {
		1 = { f93_add_ships_corvette = yes }
		1 = { f93_add_ships_frigate = yes }
		1 = { f93_add_ships_destroyer = yes }
		1 = { f93_add_ships_cruiser = yes }
		1 = { f93_add_ships_battleship = yes }
	}
}
# different balanced fleet maker
f93_add_random_ship_2 = {
	random_list = {
		3 = { f93_add_ships_corvette = yes }
		3 = { f93_add_ships_frigate = yes }
		4 = { f93_add_ships_destroyer = yes }
		2 = { f93_add_ships_cruiser = yes }
		1 = { f93_add_ships_battleship = yes }
	}
}
f93_add_ships_corvette = {
	random_list = {
		1 = {
			create_ship = {
				name = random
				design = NAME_ralis_corvette_brawl
			}
			change_variable = { which = num_ships_original value = 1 }
		}
		1 = {
			create_ship = {
				name = random
				design = NAME_ralis_corvette_picket
			}
			change_variable = { which = num_ships_original value = 1 }
		}
	}
}
f93_add_ships_frigate = {
	random_list = {
		2 = {
			create_ship = {
				name = random
				design = NAME_ralis_frigate_torpedo
			}
			modifier = {
				factor = 0.25
				has_global_flag = f82_button_3_1_on
			}
			modifier = {
				factor = 0.5
				has_global_flag = f82_button_3_2_on
			}
			change_variable = { which = num_ships_original value = 1 }
		}
		2 = {
			create_ship = {
				name = random
				design = NAME_ralis_frigate_energy
			}
			modifier = {
				factor = 1.25
				has_global_flag = f82_button_3_1_on
			}
			modifier = {
				factor = 0.5
				has_global_flag = f82_button_3_3_on
			}
			change_variable = { which = num_ships_original value = 1 }
		}
	}
}
f93_add_ships_destroyer = {
	random_list = {
		2 = {
			create_ship = {
				name = random
				design = NAME_ralis_destroyer_line
			}
			change_variable = { which = num_ships_original value = 1 }
		}
		2 = {
			create_ship = {
				name = random
				design = NAME_ralis_destroyer_arty
			}
			modifier = {
				factor = 1.75
				has_global_flag = f82_button_3_1_on
			}
			modifier = {
				factor = 0.25
				has_global_flag = f82_button_3_3_on
			}
			change_variable = { which = num_ships_original value = 1 }
		}
	}
}
f93_add_ships_cruiser = {
	random_list = {
		1 = {
			create_ship = {
				name = random
				design = NAME_ralis_cruiser_carrier
			}
		change_variable = { which = num_ships_original value = 1 }
		}
	}	
}
f93_add_ships_battleship = {
	random_list = {
		2 = {
			create_ship = {
				name = random
				design = NAME_ralis_battleship_carrier
			}
			modifier = {
				factor = 0
				mid_game_years_passed < quarterway_passed_midgame
			}
		change_variable = { which = num_ships_original value = 1 }
		}
		1 = {
			modifier = {
				factor = 0
				mid_game_years_passed >= quarterway_passed_midgame
			}
		}
	}
}
f93_create_fleet_1 = {
	create_fleet = {
		settings = {
			can_upgrade = no
			can_change_composition = no
			can_change_leader = yes	
		}
		effect = {
			set_variable = { which = halfway_passed_midgame value = value:halfway_to_mid_game_year }
			multiply_variable = { which = halfway_passed_midgame value = -1 }
			set_variable = { which = quarterway_passed_midgame value = halfway_passed_midgame }
			divide_variable = { which = quarterway_passed_midgame value = 2 }
			set_fleet_flag = ralis_fleet_1
			set_owner = event_target:f93_ralis_country
			set_timed_fleet_flag = { flag = recently_made days = 1080 }
			while = {
				# limit = { fleet_power < value:f93_expected_fleet_power }
				count = 1
				while = {
					count = 3 #number of possible corvettes
					f93_add_ships_corvette = yes
				}
				while = {
					count = 3 #number of possible frigates
					f93_add_ships_frigate = yes
				}
				while = {
					count = 2 #number of possible destroyers
					f93_add_ships_destroyer = yes
				}
				if = {
					while = {
						count = 2 #number of possible cruiser
						f93_add_ships_cruiser = yes
					}
				}
				if = {
					limit = { mid_game_years_passed >= quarterway_passed_midgame }
					while = {
						count = 2 #number of possible battleship
						f93_add_ships_battleship = yes
					}
				}
			}
		}
	}
}
f93_create_fleet_2 = {
	create_fleet = {
		settings = {
			can_upgrade = no
			can_change_composition = no
			can_change_leader = yes	
		}
		effect = {
			set_variable = { which = halfway_passed_midgame value = value:halfway_to_mid_game_year }
			multiply_variable = { which = halfway_passed_midgame value = -1 }
			set_variable = { which = quarterway_passed_midgame value = halfway_passed_midgame }
			divide_variable = { which = quarterway_passed_midgame value = 2 }
			set_fleet_flag = ralis_fleet_1
			set_owner = event_target:f93_ralis_country
			set_timed_fleet_flag = { flag = recently_made days = 1080 }
			f93_add_ships_battleship = yes
		}
	}
}