political_actions = {
	build_bridges = {
		icon = generic_speech

		 

		visible = {
			always = yes
		}

		fire_only_once = no

		modifier = {
			political_power_cost = 0.5
		}

		days_remove = 50
		days_re_enable = 120

		cost = 100

		remove_effect = {
			add_stability = 0.10
		}

		complete_effect = {
			add_stability = 0.05
		}

		ai_will_do = {
			base = 0
			modifier = {
				add = 1
				has_stability < 0.6
			}
		}
	}

	research_grants = {
		icon = generic_research

		visible = {
			always = yes
		}

		fire_only_once = no

		modifier = {
			research_speed_factor = 0.20
			political_power_cost = 0.5
		}

		days_remove = 90
		days_re_enable = 30

		cost = 75

		complete_effect = {
		}

		ai_will_do = {
			base = 0
		}
	}

	cut_spending = {
		icon = generic_fundraising

		visible = {
			always = yes
		}

		fire_only_once = no

		modifier = {
			stability_weekly = -0.015
			political_power_gain = 0.25
			stability_factor = -0.10
		}

		days_remove = 100
		days_re_enable = 120

		cost = 0

		remove_effect = {
			add_stability = 0.10
		}

		complete_effect = {
			add_political_power = 100
		}

		ai_will_do = {
			base = 0
		}
	}

	county_taxes = {
		icon = eng_trade_unions_demand

		visible = {
			always = yes
		}

		fire_only_once = no

		modifier = {
			consumer_goods_expected_value = 0.10
		}

		days_remove = 120
		days_re_enable = 120

		cost = 0

		complete_effect = {
			add_political_power = 125
		}

		ai_will_do = {
			base = 0
		}
	}

	
	
#	improved_worker_conditions = {
#		icon = generic_wreckers
#
#		available = {
#			has_stability < 1.0
#		}
#
#		visible = {
#			always = yes
#		}
#
#		fire_only_once = no
#
#		modifier = {
#			stability_weekly = 0.005
#			consumer_goods_expected_value = 0.05
#			industrial_capacity_factory = -0.1
#		}
#
#		days_remove = 180
#		days_re_enable = 540
#
#		cost = 100
#
#		complete_effect = {
#
#		}
#
#		ai_will_do = {
#			base = 0
#			modifier = {
#				add = 1
#				has_stability < 0.6
#				has_political_power > 155 #Spend on other things first
#			}
#		}
#	}


	

}

economic_actions = {
	retooling_grants = {
		icon = generic_merge_plant_materiel

		 

		visible = {
			always = yes
		}

		fire_only_once = no

		modifier = {
			production_factory_efficiency_gain_factor = 0.75
			political_power_cost = 0.75
		}

		days_remove = 45

		cost = 100

		complete_effect = {

		}

		ai_will_do = {
			base = 0
		}
	}

	increased_construction_funding = {
		icon = generic_construction

		 

		visible = {
			always = yes
		}

		fire_only_once = no

		modifier = {
			production_speed_buildings_factor = 0.25
			political_power_cost = 0.5
		}

		days_remove = 90

		cost = 50

		complete_effect = {

		}

		ai_will_do = {
			base = 0
		}
	}

	procurement_efforts = {
		icon = generic_industry

		 

		visible = {
			always = yes
		}

		fire_only_once = no

		modifier = {
			industrial_capacity_factory = 0.25
			industrial_capacity_dockyard = 0.25
			political_power_cost = 0.5
		}

		days_remove = 90

		cost = 50

		complete_effect = {

		}

		ai_will_do = {
			base = 0
			modifier = {
				add = 5
				has_political_power > 155 #Spend on other things first
			}
		}
	}

}

military_actions = {
	wargaming = {
		icon = generic_operation

		 

		visible = {
			always = yes
		}

		fire_only_once = no

		modifier = {
		}

		days_remove = 30

		cost = 50

		remove_effect = {
			army_experience	= 25
			air_experience = 25
		}
		complete_effect = {
			
		}

		ai_will_do = {
			base = 0
		}
	}

	naval_exercises = {
		icon = generic_naval

		 

		visible = {
			always = yes
		}

		fire_only_once = no

		modifier = {
		}

		days_remove = 30

		cost = 50

		remove_effect = {
			navy_experience = 25
		}
		complete_effect = {
			
		}

		ai_will_do = {
			base = 0
		}
	}

	seize_arms = {
		icon = generic_prepare_civil_war

		visible = {
			always = yes
		}

		fire_only_once = no

		modifier = {
		}

		days_re_enable = 120

		cost = 125

		complete_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 5000
				producer = THIS
			}
		}

		ai_will_do = {
			base = 0
			modifier = {
				add = 10
				surrender_progress > 0.25
			}
		}
	}

}

war_counter = {
	war_dec_time_expr = {
		icon = GFX_decision_generic_prepare_civil_war
		fire_only_once = yes
		#allowed = { has_war = no }        
		#visible = { has_war = no}         
		available = {                           
			always = no
		}
		is_good = no 
		selectable_mission = no
		days_mission_timeout = global.war_date_time
    }
}

propaganda_efforts = {	
	war_propaganda_casualties = { 

		icon = generic_prepare_civil_war

		available = {
			has_casualties_war_support < 0
		}

		visible = {
			has_war = yes
		}

		fire_only_once = no

		days_remove = 180
		
		remove_trigger = {
			has_war = no
        }
		
		cost = 100

		modifier = {
			weekly_casualties_war_support = 0.006
		}

		ai_will_do = {
			base = 0
			modifier = {
				add = 201 #ie; consider prio idea
				has_war = yes
				has_casualties_war_support < -0.25
			}
		}
	}
	
	war_propaganda_convoys = { 

		icon = GFX_decision_generic_naval

		available = {
			has_convoys_war_support < 0
		}

		visible = {
			has_war = yes
		}

		fire_only_once = no

		days_remove = 180
		
		remove_trigger = {
			has_war = no
        }
		
		cost = 100

		modifier = {
			weekly_convoys_war_support = 0.006
		}

		ai_will_do = {
			base = 0
			modifier = {
				add = 201 #ie; consider prio idea
				has_war = yes
				has_convoys_war_support < -0.29
			}
		}
	}
	
	war_propaganda_bombing = { 

		icon = GFX_decision_generic_air

		available = {
			has_bombing_war_support < 0
		}

		visible = {
			has_war = yes
		}

		fire_only_once = no

		days_remove = 180
		
		remove_trigger = {
			has_war = no
        }
		
		cost = 100

		modifier = {
			weekly_bombing_war_support = 0.006
		}

		ai_will_do = {
			base = 0
			modifier = {
				add = 201 #ie; consider prio idea
				has_war = yes
				has_bombing_war_support < -0.20
			}
		}
	}

}

