#####################################################################################################################
# COMMENTS HAVE BEEN INCLUDED FOR SAKE OF EXPLANATION, CAN BE REMOVED #
# ID's must not include spaces!
# Decisions MUST be visible for the AI to execute them, if in doubt, switch tag to the AI country and check if they can see/execute the mission.
#####################################################################################################################
russian_ukraine_war_category = {		#Name of category that decisions will appear under, decisions MUST have a category to work properly.
	###############################################
	#### DECISIONS WITH TIMERS BECOME MISSIONS ####
	###############################################
	
	russia_declares_war_on_ukraine = {		#ID of the mission, must not contain spaces!

		icon = GFX_decision_category_border_conflicts		#The left side icon to show for this mission.
		days_mission_timeout = 194	#The amount of days remaining until the mission is removed.
		is_good = yes		#Determines if the timeout bar will be red or green, cosmetic setting only, has no actual impact on the mission
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the mission and execute its effect.
			NOT = { country_exists = UKR }
			NOT = { has_war = no }
		}
		
		fire_only_once = yes		#If set to yes, the decision will only appear once, after execution will not appear again.

		visible = {		#Conditions to make this mission visible, can be left blank to make it always appear.
		
		}

		# EFFECTS OF THIS DECISION/MISSION

		timeout_effect = {	#The effects to execute once the mission timer expires.
		RUS = { declare_war_on = {
                  target = UKR
                  type = annex_everything
                 }
		 }
		}
		
		
		complete_effect  = {
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the mission.
			factor = 0
		}
	}

	#########################################################################################
	#### MISIONS CAN HAVE A SECONDARY PHASE AFTER THEY ARE REMOVED WHICH USES A MODIFIER ####
	#########################################################################################
		
}
russian_ukraine_war_category2 = {		#Name of category that decisions will appear under, decisions MUST have a category to work properly.
	###############################################
	#### DECISIONS WITH TIMERS BECOME MISSIONS ####
	###############################################
	
	take_kiev = {		#ID of the mission, must not contain spaces!

		icon = GFX_decision_category_infiltration	#The left side icon to show for this mission.
		days_mission_timeout = 70	#The amount of days remaining until the mission is removed.
		is_good = yes		#Determines if the timeout bar will be red or green, cosmetic setting only, has no actual impact on the mission
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the mission and execute its effect.
			RUS = { controls_province = 525 }
		}
		
		fire_only_once = yes		#If set to yes, the decision will only appear once, after execution will not appear again.

		visible = {		#Conditions to make this mission visible, can be left blank to make it always appear.

		}
		
		activation = {
			has_war_with = UKR
		}

		# EFFECTS OF THIS DECISION/MISSION
		
		
		complete_effect  = {
		  complete_national_focus = RUS_succes_in_ukraine
		}
		
		timeout_effect  = {
		  complete_national_focus = RUS_fail_in_ukraine
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the mission.
			factor = 0
		}
	}

	#########################################################################################
	#### MISIONS CAN HAVE A SECONDARY PHASE AFTER THEY ARE REMOVED WHICH USES A MODIFIER ####
	#########################################################################################
		
}