﻿capital = 141	

oob = "tabrasa_1936GER"


if = {
	limit = { has_dlc = "Arms Against Tyranny" }
	add_ideas = {
#		SWE_historical_trade_with_Germany CUT
		SWE_hungershield
		SWE_severe_lack_of_ammunition
		#SWE_standardized_equipment
		SWE_gustaf_v_idea
	}


	add_dynamic_modifier = { modifier = SWE_folkhemmet }
	set_stability = 0.43
	set_war_support = 0.1
}
if = {
	limit = {
		NOT = { has_dlc = "Arms Against Tyranny" }
	}
	add_ideas = { 
		en_svensk_tiger 
		neutrality_idea
	}
	set_stability = 0.9
	set_war_support = 0.1
}

recruit_character = SWE_per_albin_hansson
recruit_character = SWE_sven_olov_lindholm
recruit_character = SWE_sven_linderot 
recruit_character = SWE_folke_hogberg #NOT U
recruit_character = SWE_erik_af_edholm #NOT U
recruit_character = SWE_claes_lindstrom
recruit_character = SWE_per_sylvan
recruit_character = SWE_gosta_ehrensvard
recruit_character = SWE_torsten_friis
recruit_character = SWE_erik_palmstierna
recruit_character = SWE_helge_stromback
recruit_character = SWE_helge_jung
recruit_character = SWE_bengt_nordenskiold
recruit_character = SWE_ivar_holmquist
recruit_character = SWE_fabian_tamm
recruit_character = SWE_charles_de_champs
recruit_character = SWE_axel_rappe
recruit_character = SWE_oscar_nygren
recruit_character = SWE_axel_ljungdahl
recruit_character = SWE_archibald_douglas
recruit_character = SWE_ernst_wigforss
recruit_character = SWE_thorwald_bergquist
recruit_character = SWE_osten_unden


###################
# Variables #
###################
if = {
	limit = {
		has_dlc = "Arms Against Tyranny"
	}

	add_ideas = neutrality_idea
	set_variable = { hungershield_stability_threshold_1 = 0.65 } 
	set_variable = { hungershield_stability_risk_1 = 0.12 }  #monthly risk if under _1 stability threshold 0.12
	set_variable = { hungershield_stability_threshold_2 = 0.3 } 
	set_variable = { hungershield_stability_risk_2 = 0.18 }   #monthly risk if under _2 stability threshold #0.2



	set_variable = { folkhemmet_war_support = -0.25 }
	set_variable = { folkhemmet_stability = 0.25 }
	set_variable = { folkhemmet_civ = 0.25 }
	set_variable = { folkhemmet_infra = 0.25 }
	set_variable = { folkhemmet_mil = -0.25 }
	set_variable = { folkhemmet_dockyard = -0.25 }

	#CUT
	#Value for when Folkhemmet is at its max intactness, ei at its full power, the max value is assumed to be what the player starts with so is derived from the values above
	#set_variable = { folkhemmet_war_support_max_intactness = folkhemmet_war_support }
	#set_variable = { folkhemmet_stability_max_intactness = folkhemmet_stability }
	#set_variable = { folkhemmet_civ_max_intactness = folkhemmet_civ }
	#set_variable = { folkhemmet_mil_max_intactness = folkhemmet_mil }
	#set_variable = { folkhemmet_dockyard_max_intactness = folkhemmet_dockyard }

	#Value for when Folkhemmet is at its min intactness (opposite of the above), aka fully dismantled
	#set_variable = { folkhemmet_war_support_min_intactness = 0.35}
	#set_variable = { folkhemmet_stability_min_intactness = -0.4 }
	#set_variable = { folkhemmet_civ_min_intactness = -0.35 }
	#set_variable = { folkhemmet_mil_min_intactness = 0.25 }
	#set_variable = { folkhemmet_dockyard_min_intactness = 0.25 }

	#How many parts the folkhemmet spirit is divided into
	#set_variable = { folkhemmet_air_part = 0 }
	#set_variable = { folkhemmet_navy_parts = 0 }
	#set_variable = { folkhemmet_army_parts = 0 }
	#set_variable = { folkhemmet_max_constituent_parts = 3 } #Folkhemmet intactness is this value*3, individual parts cannot be higher than this

	#Folkhemmet intactness,
	#set_variable = { folkhemmet_max_intactness =  folkhemmet_max_constituent_parts }
	#multiply_variable = { folkhemmet_max_intactness = 3 }
	#set_variable = { folkhemmet_intactness =  folkhemmet_max_intactness }

	set_variable = { SWE_train_the_sheltered_manpower_current_cap = 8000 }
	set_variable = { SWE_train_the_sheltered_manpower_current_manpower = 0 }
	set_variable = { SWE_train_the_sheltered_manpower_cap_increase = 6000 }
	set_variable = { SWE_train_the_sheltered_manpower_gain_per_level_growth_base = 100 }
	set_variable = { SWE_train_the_sheltered_manpower_gain_per_level_growth_spread_min = 0 }
	set_variable = { SWE_train_the_sheltered_manpower_gain_per_level_growth_spread_max = 300 }

	set_variable = { SWE_cross_we_bear_org_loss_at_low_org_factor = 0 }
	set_variable = { SWE_cross_we_bear_org_loss_when_moving = 0 }
	set_variable = { SWE_cross_we_bear_org_special_forces_cap = 0 }
	set_variable = { SWE_cross_we_bear_coordination_bonus = 0 }
	set_variable = { SWE_cross_we_bear_army_morale_factor = 0 }
	set_variable = { SWE_cross_we_bear_conscription = 0 }


	set_variable = { SWE_cross_we_bear_org_loss_at_low_org_factor_increase = 0.03 }
	set_variable = { SWE_cross_we_bear_org_loss_when_moving_increase = -0.04 }
	set_variable = { SWE_cross_we_bear_org_special_forces_cap_increase = 0.01 }
	set_variable = { SWE_cross_we_bear_coordination_bonus_increase = 0.02 }
	set_variable = { SWE_cross_we_bear_army_morale_factor_increase = 0.02 }
	set_variable = { SWE_cross_we_bear_conscription_increase = 0.005 }

	set_variable = { SWE_hygenic_housing_cooldown = 0 }


	# Election/BoP Stuff
	#set_power_balance = {
	#	id = SWE_riksdag_political_balance
	#	set_default = no  # whether or not to reset the power balance to the initial value, default = no
	#	set_value = -0.2
	#}
	#set_variable = { SWE_election_countdown = 280 }
	#set_variable = { SWE_4_years = 1460 }
	#activate_mission = SWE_BoP_election_countdown

	set_party_name = {
		ideology = communism
		name = SWE_aat_communism_party
		long_name = SWE_aat_communism_party_long
	}

	set_party_name = {
		ideology = neutrality
		name = SWE_aat_hogern
		long_name = SWE_aat_hogern_long
	}

	# DLC Characters 
	recruit_character = SWE_axel_pehrssonbramstorp 
	recruit_character = SWE_herman_eriksson
	recruit_character = SWE_ebba_palmstierna
	recruit_character = SWE_christian_gunter
	recruit_character = SWE_rickard_sandler
	recruit_character = SWE_alva_myrdal
	recruit_character = SWE_gunnar_myrdal
	recruit_character = SWE_martin_ekstrom
	recruit_character = SWE_per_edvin_skold
	recruit_character = SWE_tage_erlander
	recruit_character = SWE_gosta_bagge
	recruit_character = SWE_fallen_riksdag
	recruit_character = SWE_rikard_persson
	recruit_character = SWE_arne_beurling
	recruit_character = SWE_king_gustaf_v
	recruit_character = SWE_nils_flyg
	recruit_character = SWE_birger_furugard
	recruit_character = SWE_karl_kilbom
	recruit_character = SWE_sven_hedengren
	recruit_character = SWE_sven_hedin
	recruit_character = SWE_konrad_hallgren
	recruit_character = SWE_ture_nerman
	recruit_character = SWE_fredrik_strom
	recruit_character = SWE_zeth_hoglund
	recruit_character = SWE_carl_lindhagen
	recruit_character = SWE_hugo_silen
	recruit_character = SWE_ernst_linder
	recruit_character = SWE_carl_ehrensvard
	recruit_character = SWE_frans_severin
	recruit_character = SWE_exiled_revolutionaries
	recruit_character = SWE_nordic_defense_council_leader
	recruit_character = SWE_raoul_wallenberg
	recruit_character = SWE_natanael_beskow
	recruit_character = SWE_olof_thornell
}

if = {
	limit = {
		has_dlc = "La Resistance"
		has_dlc = "Arms Against Tyranny"
	}

	create_operative_leader = {
		name = "Raoul Wallenberg"
		GFX = GFX_portrait_SWE_raoul_wallenberg
		traits = { operative_seducer operative_infiltrator operative_tough }
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = { SWE HUN }
	}
}

# Starting tech
set_technology = {
	infantry_weapons = 1
	gw_artillery = 1
	interwar_antiair = 1
	interwar_antitank = 1
	basic_train = 1
	motorised_infantry = 1
	tech_support = 1
	basic_train = 1
	tech_trucks = 1 
	tech_mountaineers = 1
}
add_equipment_to_stockpile = { type = train_equipment_1 amount = 75 producer = GER }

if = {
	limit = { has_dlc = "By Blood Alone" }
		set_technology = {
			aa_lmg = 1
			engines_1 = 1
			early_bombs = 1
			aircraft_construction = 1
			iw_small_airframe = 1
			iw_medium_airframe = 1
		}
	create_equipment_variant = {
		name = "He 51" #also covers Ar 68
		type = small_plane_airframe_0
		modules = {
			fixed_main_weapon_slot = light_mg_2x
			engine_type_slot = engine_1_1x
			special_type_slot_1 = empty
		}
	}
	create_equipment_variant = {
		name = "Ju 86"
		type = medium_plane_airframe_0
		modules = {
			fixed_main_weapon_slot = medium_bomb_bay
			fixed_auxiliary_weapon_slot_1 = empty
			fixed_auxiliary_weapon_slot_2 = empty
			fixed_auxiliary_weapon_slot_3 = empty
			engine_type_slot = engine_1_2x
			special_type_slot_1 = lmg_defense_turret
			special_type_slot_2 = lmg_defense_turret
			special_type_slot_3 = empty
			special_type_slot_4 = empty
		}
	}	
	else = {
		set_technology = {
			early_fighter = 1
			early_bomber = 1
		}
	}
}	

if = {
	limit = {
		NOT = { has_dlc = "No Step Back" }
	}
	set_technology = { 
		gwtank = 1
	}
}

if = {
	limit = {
		has_dlc = "No Step Back"
	}
	set_technology = { 
		gwtank_chassis = 1
		
	}
}

if = {
	limit = {
		has_dlc = "Man the Guns"
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_battery = 1
		basic_dp_light_battery = 1
		basic_torpedo = 1
		coastal_defense_ships = 1
	}
}
if = {
	limit = { not = { has_dlc = "Man the Guns" } }
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
	}
}

if = {
	limit = { has_dlc = "Man the Guns" }
	# Destroyers #
	create_equipment_variant = {
		name = "Göteborg Class"			
		type = ship_hull_light_1
		name_group = SWE_DD_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = dp_light_battery_1
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_1
			fixed_ship_torpedo_slot = ship_torpedo_1
			mid_1_custom_slot = empty
			rear_1_custom_slot = empty
		}
	}
	# Light Cruisers #
	create_equipment_variant = {
		name = "Äran Class"					
		type = ship_hull_cruiser_1
		name_group = SWE_CL_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_medium_battery_1
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = cruiser_ship_engine_1
			fixed_ship_armor_slot = ship_armor_cruiser_1
			fixed_ship_secondaries_slot = dp_ship_secondaries_1
			mid_1_custom_slot = ship_torpedo_1
			mid_2_custom_slot = empty
			rear_1_custom_slot = ship_airplane_launcher_1
		}
	}
	# Costal Defense #
	create_equipment_variant = {
		name = "Sverige Class"
		type = ship_hull_cruiser_coastal_defense_ship
		name_group = SWE_CA_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_heavy_battery_1
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = cruiser_ship_engine_1
			fixed_ship_armor_slot = ship_armor_cruiser_1
			fixed_ship_secondaries_slot = dp_ship_secondaries_1
			mid_1_custom_slot = dp_ship_secondaries_1
			mid_2_custom_slot = empty
			rear_1_custom_slot = empty
		}
	}
}





if = {
	limit = {
		has_dlc = "La Resistance"
	}
	set_technology = {
		armored_car1 = 1
	}
}

set_convoys = 50
set_research_slots = 4
set_stability = 0.9
set_war_support = 0.1
add_political_power = 2000
add_manpower = 50000
add_equipment_to_stockpile = { type = infantry_equipment_0 amount = 10000 producer = GER }


set_popularities = {
	democratic = 25
	fascism = 25
	communism = 25
	neutrality = 25
}


set_politics = {
	ruling_party = democratic
	last_election = "1932.9.18"
	election_frequency = 48
	elections_allowed = yes
}


1939.1.1 = {
	set_politics = {
		ruling_party = democratic
		last_election = "1936.9.20"
		election_frequency = 48
		elections_allowed = yes
	}
}