wasteland_economy_metal_dec = {
		distribute_metal_small = {
			allowed = {
				always = no
			}
			available = {
				NOT = { has_country_flag = metal_distribution }
				OR = {
					AND = {
						is_ai = no
						set_temp_variable = { required_supplies = num_of_civilian_factories }
						multiply_temp_variable = { required_supplies = 50 }
						has_equipment = { construction_supplies > required_supplies }
					}
					AND = {
						is_ai = yes
						set_temp_variable = { ai_metal = num_of_civilian_factories }
						multiply_temp_variable = { ai_metal = 3 }
						check_variable = { resource@metal > ai_metal }
					}
				}
			}
			visible = {
				always = no
			}

			cost = 10
			days_remove = 180
			days_re_enable = 180
			ai_will_do = {
				factor = 1
			}

			complete_effect = {      
				custom_effect_tooltip = { civilian_assets_removal_tt }
				hidden_effect = {
					random_country = {
						limit = { is_ai = yes }
						set_temp_variable = { dump = THIS }
					}
					set_temp_variable = { required_supplies = num_of_civilian_factories }
					multiply_temp_variable = { required_supplies = 50 }
					send_equipment = {
						equipment = construction_supplies
						amount = required_supplies
						target = dump
					}
				}
				set_country_flag = metal_distribution
				if = {
					limit = { has_global_flag = debug_logs }
					log = "[GetDateText]: [Root.GetName] distribute_metal_small"
				}
			}
			
			remove_effect = {
				clr_country_flag = metal_distribution
			}

			modifier = {
				production_speed_buildings_factor = 0.10
			}
		}
		
		distribute_metal_medium = {
			allowed = {
				always = no
			}
			available = {
				NOT = { has_country_flag = metal_distribution }
				OR = {
					AND = {					
						is_ai = no
						set_temp_variable = { required_supplies = num_of_civilian_factories }
						multiply_temp_variable = { required_supplies = 125 }
						has_equipment = { construction_supplies > required_supplies }
					}
					AND = {
						is_ai = yes
						set_temp_variable = { ai_metal = num_of_civilian_factories }
						multiply_temp_variable = { ai_metal = 6 }
						check_variable = { resource@metal > ai_metal }
					}
				}
			}
			visible = {
				always = no
			}

			cost = 20
			days_remove = 180
			days_re_enable = 180
			ai_will_do = {
				factor = 1
			}

			complete_effect = {   
				custom_effect_tooltip = { civilian_assets_removal_tt }
				hidden_effect = {
					random_country = {
						limit = { is_ai = yes }
						set_temp_variable = { dump = THIS }
					}
					set_temp_variable = { required_supplies = num_of_civilian_factories }
					multiply_temp_variable = { required_supplies = 125 }
					send_equipment = {
						equipment = construction_supplies
						amount = required_supplies
						target = dump
					}
				}
				set_country_flag = metal_distribution
				if = {
					limit = { has_global_flag = debug_logs }
					log = "[GetDateText]: [Root.GetName] distribute_metal_medium"
				}
			}
			
			remove_effect = {
				clr_country_flag = metal_distribution
			}

			modifier = {
				production_speed_buildings_factor = 0.20
			}
		}
		
		distribute_metal_large = {
			allowed = {
				always = no
			}
			available = {
				NOT = { has_country_flag = metal_distribution }
				OR = {
					AND = {
						is_ai = no
						set_temp_variable = { required_supplies = num_of_civilian_factories }
						multiply_temp_variable = { required_supplies = 250 }
						has_equipment = { construction_supplies > required_supplies }
					}
					AND = {
						is_ai = yes
						set_temp_variable = { ai_metal = num_of_civilian_factories }
						multiply_temp_variable = { ai_metal = 9 }
						check_variable = { resource@metal > ai_metal }
					}
				}
			}
			visible = {
				always = no
			}

			cost = 30
			days_remove = 180
			days_re_enable = 180
			ai_will_do = {
				factor = 1
			}

			complete_effect = {  
				custom_effect_tooltip = { civilian_assets_removal_tt }
				hidden_effect = {
					random_country = {
						limit = { is_ai = yes }
						set_temp_variable = { dump = THIS }
					}
					set_temp_variable = { required_supplies = num_of_civilian_factories }
					multiply_temp_variable = { required_supplies = 250 }
					send_equipment = {
						equipment = construction_supplies
						amount = required_supplies
						target = dump
					}
				}
				set_country_flag = metal_distribution
				if = {
					limit = { has_global_flag = debug_logs }
					log = "[GetDateText]: [Root.GetName] distribute_metal_large"
				}
			}
			
			remove_effect = {
				clr_country_flag = metal_distribution
			}

			modifier = {
				production_speed_buildings_factor = 0.30
			}
		}
		
		distribute_metal_massive = {
			allowed = {
				always = no
			}
			available = {
				NOT = { has_country_flag = metal_distribution }
				OR = {
					AND = {
						is_ai = no
						set_temp_variable = { required_supplies = num_of_civilian_factories }
						multiply_temp_variable = { required_supplies = 500 }
						has_equipment = { construction_supplies > required_supplies }
					}
					AND = {
						is_ai = yes
						set_temp_variable = { ai_metal = num_of_civilian_factories }
						multiply_temp_variable = { ai_metal = 12 }
						check_variable = { resource@metal > ai_metal }
					}
				}
			}
			visible = {
				always = no
			}

			cost = 40
			days_remove = 180
			days_re_enable = 180
			ai_will_do = {
				factor = 1
			}

			complete_effect = {      
				custom_effect_tooltip = { civilian_assets_removal_tt }
				hidden_effect = {
					random_country = {
						limit = { is_ai = yes }
						set_temp_variable = { dump = THIS }
					}
					set_temp_variable = { required_supplies = num_of_civilian_factories }
					multiply_temp_variable = { required_supplies = 500 }
					send_equipment = {
						equipment = construction_supplies
						amount = required_supplies
						target = dump
					}
				}
				set_country_flag = metal_distribution
				if = {
					limit = { has_global_flag = debug_logs }
					log = "[GetDateText]: [Root.GetName] distribute_metal_massive"
				}
			}
			
			remove_effect = {
				clr_country_flag = metal_distribution
			}

			modifier = {
				production_speed_buildings_factor = 0.40
			}
		}
}